Deck of Astral Roles [Complete]

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Post Post #5 (isolation #0) » Sat Apr 10, 2021 4:58 am

Post by Ircher »

2-Shot Bulletproof Cult Leader 1-Shot Alignment-Changing Reviver
(
Cult
alignment / 2-Shot Bulletproof 1-Shot Alignment-Changing Reviver Role)

You will survive the first two otherwise successful kills performed against you.
Once per game, you may target a currently dead player. They will be revived and have their alignment changed to match yours. They are vanillaized during the revival process. While you are alive, dead players may not receive access to a dead pt or similar communications.
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Post Post #33 (isolation #1) » Sun Apr 11, 2021 12:37 pm

Post by Ircher »

Town Even Odd Bloodhound
(
Town
Alignment / Even Odd Bloodhound role)
Each night, you may target a player. You will attempt to learn whether or not that player is aligned with the
town
. Your sanity is not guaranteed and may differ on even and odd nights.

Mod Notes: Even sane, Odd insane.
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Post Post #37 (isolation #2) » Sun Apr 11, 2021 1:56 pm

Post by Ircher »

Town Quadruplet Voter
(
Town
alignment, Quadruplet Voter role)
You possess four votes each worth 1/4 of a vote for a grand total of one vote. You may cast them as you like.

Mod Notes: Do not round elimination thresholds and allow exactly 50% to count as majority.
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Post Post #46 (isolation #3) » Mon Apr 12, 2021 12:31 pm

Post by Ircher »

Alien Even Odd Doctor
(
Alien
alignment, Even Odd Doctor role)
Each night, you may target a player. You will attempt to protect them from a single kill. Your sanity is not guaranteed and may differ on even and odd nights.

Mod Notes: Even cpr, Odd weak.
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Post Post #59 (isolation #4) » Tue Apr 13, 2021 4:40 pm

Post by Ircher »

Town Multitasking 3-Multishot Messenger
(
Town
alignment / Multitasking 3-Multishot Mailman role)

Three times per game at night, you may target a player alongside a message of no more than 750 words. If your action succeeds, your target will receive your message (with it clearly marked as having come from another player).

You may use as many shots as you would like during a single night, and you may perform any number of actions (provided you have enough shots) each night.
Last edited by Ircher on Wed Apr 14, 2021 3:27 pm, edited 1 time in total.
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Post Post #79 (isolation #5) » Wed Apr 14, 2021 3:32 pm

Post by Ircher »

Mafia Setup Normalizer
(
Mafia
alignment, Setup Normalizer Role)
During the setup/design phase (but after all cards have been selected), all roles (including this one) will be converted to the closest matching Normal Role.

In general, moderator discretion shall prevail in cases of ambiguity; however, moderators should strongly consider vanilla (or "Flavored X" where X is the alignment title) if there is no normal role that matches reasonably. In particular, this role should be converted to a vanilla of its respective faction.
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Post Post #93 (isolation #6) » Thu Apr 15, 2021 4:13 pm

Post by Ircher »

Alien Alien
(
Alien
alignment, Alien role)
Each night, you may target a player. You will attempt to simultaneously prevent your target from acting as well as prevent other players' actions from affecting your target.
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Post Post #102 (isolation #7) » Fri Apr 16, 2021 1:31 pm

Post by Ircher »

Upsilon Pi Epsilon Werewolf
(
Werewolf
alignment, Upsilon Pi Epsilon role)

You are effectively a named werewolf.
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Post Post #118 (isolation #8) » Sun Apr 18, 2021 3:58 am

Post by Ircher »

Mafia 2-Shot Number Cop
(
Mafia
alignment, 2-Shot Number Cop role)

Twice per game at night, you may target a player. You will attempt to learn the numbers of their role and alignment card in the deck of astral roles thread.

Mod Notes: Please randomize the order the numbers are given in. Players should not immediately know which one corresponds to role and which one corresponds to alignment.
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Post Post #132 (isolation #9) » Sun Apr 18, 2021 12:44 pm

Post by Ircher »

Alien Even Odd Doctor
(
Alien
alignment, Even Odd Doctor role)
Each night, you may target a player. You will attempt to protect them from a single kill. Your sanity is not guaranteed and may differ on even and odd nights.

Mod Notes: Even weak, Odd insane.
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Post Post #153 (isolation #10) » Mon Apr 19, 2021 12:24 pm

Post by Ircher »

Town Grand Idea Inventor
(
Town
alignment, Grand Idea Inventor role)
Each night, you may submit to the moderator the post number of a role in the Grand Idea Mafia thread as well as the name of a player in the game. You will attempt to give a copy of the role you selected to the player you selected. The moderator reserves the right to veto any role you submit and you cannot self-target. If a role must be vetoed, the moderator should to the best of their ability give the player a chance to select another role. Posts that are not actually roles (e.g.: things like "reroll" and that ilk) may not be submitted. Please ask your local moderator for the full list of restrictions and regulations on this role.
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Post Post #161 (isolation #11) » Tue Apr 20, 2021 10:30 am

Post by Ircher »

Mod Chooses After Picks Normal Role Inventor
(
Mod Chooses After Picks
alignment, Normal Role Inventor role)

Each night, you may submit an unmodified, explicitly normal role to the moderator as well as a target player. You will attempt to give a 1-shot copy of the role to your target.
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Post Post #187 (isolation #12) » Wed Apr 21, 2021 1:46 pm

Post by Ircher »

Werewolf Musician
(
Werewolf
alignment, Musician role)
You have the following
1-Shot Day
abilities (must post in-thread):

1.
The Mesmerizing Flute
- Post in thread you want to play your flute and a person to target. That player will only be able to vote No Elimination or whatever wagon you are on for the rest of that Day Phase.

2.
A Sound of Thunder
- Post in thread you would like to blast your trumpet. Admist the confusion, all player's votes will be randomly locked to two other players besides themselves. From that point onward for that day phase, players may only vote for No Elimination, themselves, or one of the two players to whom their vote is locked to.
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Post Post #194 (isolation #13) » Thu Apr 22, 2021 12:58 pm

Post by Ircher »

Werewolf Psychic Medium
(
Werewolf
alignment, Psychic Medium role)
Each night, those who are in the dead thread can vote to send one post in the dead thread to you.

Mod Notes: Requires moderator to not reveal spoilers in the dead thread.
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Post Post #221 (isolation #14) » Fri Apr 23, 2021 12:05 pm

Post by Ircher »

Town Probability Theorist
(
Town
alignment, Probability Theorist role)
Each night, you may target a player and select an alignment OR the name of a role. You will attempt to learn the probability that the player has the selected alignment/role based on the cards the player received during the role selection phase. (Thus, under normal circumstances, the probability will be one of 0%, 33%, 67%, or 100% since each player receives three cards.)
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Post Post #308 (isolation #15) » Sat Apr 24, 2021 3:37 pm

Post by Ircher »

Vanilla Townie
(
Town
alignment, Vanilla role)
You have no special abilities.
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Post Post #316 (isolation #16) » Sun Apr 25, 2021 2:29 pm

Post by Ircher »

Town Backup Backup Vigilante
(
Town
alignment, Backup Backup Vigilante)
If a Backup Vigilante dies, you inherit their ability: if a vigilante dies, you inherit their ability: each night, you may target a player. You will attempt to kill them.


I think a wiki page is a good idea, both for the original setup as well as the expanded universe. In particular, having a comprehensive list of role names would be immensely helpful both in planning and using fakeclaims. It also gives an idea of alignment distribution, etc. Having some additional information (like reliabilities) would also be useful but not as critical. I don't think there's really a reason though to archive every single post. That's just a lot of work for very little gain.
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Post Post #329 (isolation #17) » Tue Apr 27, 2021 7:20 am

Post by Ircher »

Town Quadruplet Voter
(
Town
alignment, Quadruplet Voter role)
You possess four votes each worth 1/4 of a vote for a grand total of one vote. You may cast them as you like.

Mod Notes: Do not round elimination thresholds and allow exactly 50% to count as majority.
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Post Post #336 (isolation #18) » Thu Apr 29, 2021 1:04 pm

Post by Ircher »

Town Multitasking 3-Multishot Doctor
(
Town
alignment, Multitasking 3-Multishot Doctor role)
Three times per game at night, you may target a player. You will attempt to protect them from a single kill. You may use as many shots as you would like on a given night, and you may use any number of actions on a given night (provided you have the necessary shots).
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Post Post #346 (isolation #19) » Sat May 01, 2021 10:17 am

Post by Ircher »

Town Nuclear Submarine
(
Town
alignment, Nuclear Submarine role)
Each night, you may target a player. You will attempt to kill them with a nuclear missile. This missile bypasses all forms of protection and can hit targets that commute/are otherwise untargetable. Other players who visit the targeted player are also killed by the resulting radiaction.
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Post Post #347 (isolation #20) » Sat May 01, 2021 10:43 am

Post by Ircher »

Werewolf Awakener
(
Werewolf
alignment, Awakener role)
Each night, you may attempt to participate in a special awakening ritual. Each time you (or a fellow member of your faction) successfully perform the awakening ritual, you will grant your faction newfound power.

After
one
successful ritual: 1-Shot Factional Tracker: Once per game at night, you may target a player. You will attempt to learn who they targeted that night.

After
two
successful rituals: 1-Shot Factional Doctor: Once per game at night, you may target a player. You will attempt to protect them from a single kill attempt that night.

After
three
successful rituals: Factional Watcher: Each night, you may target a player. You will attempt to learn who targeted that player tha night.

After
five
successful rituals: Factional Poisoner: Each night, you may target a player. You will attempt to poison the player, causing them to die at the end of the following night. This kill may be used in addition to the traditional factional kill many antitown factions possess.

After
eight
successful rituals: 1-Shot Factional Combined Elite Seraph Knight Neighborizer: Once per game at night, you may target a player. You will become that's player's seraph knight for the rest of the game, protecting them from any and all harm. You will protect them from all kills as well as prevent their elimination as long as you remain alive. In addition, you gain a neighborhood to speak with your chosen target.

After
thirteen
successful rituals: Your faction immediately win and exit the game. If the game has no remaining threats to town-aligned players left, then the game immediately ends. Otherwise, the game continues as normal until a winning faction is declared.
Exception: If the awakener is
town
-aligned, then the game immediately ends.


Only the last benefit applies to
town
-aligned awakeners.

Mod Notes: The
town
faction is excluded from receiving any of these benefits except the last one (requiring thirteen successful rituals), in which case the town wins and the game ends. These benefits become factional powers, usable by any living player in the awakener's faction. Dying does not cause an awakening ritual to fail nor does it remove any of these powers. Alignment conversion of the awakener does not disable already obtained powers for the original faction; however, powers are accumulated starting from the lowest tier again in the new faction. The number of successful rituals is considered on a per-faction basis. This means that having two awakeners with the same alignment can progress through the ritual tiers twice as fast as one with only one awakener.
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Post Post #354 (isolation #21) » Mon May 03, 2021 1:11 pm

Post by Ircher »

Mod Chooses After Picks Awakener
(
Mod Chooses After Picks
alignment, Awakener role)
Each night, you may attempt to participate in a special awakening ritual. Each time you (or a fellow member of your faction) successfully perform the awakening ritual, you will grant your faction newfound power.

After
one
successful ritual: 1-Shot Factional Tracker: Once per game at night, you may target a player. You will attempt to learn who they targeted that night.

After
two
successful rituals: 1-Shot Factional Doctor: Once per game at night, you may target a player. You will attempt to protect them from a single kill attempt that night.

After
three
successful rituals: Factional Watcher: Each night, you may target a player. You will attempt to learn who targeted that player tha night.

After
five
successful rituals: Factional Poisoner: Each night, you may target a player. You will attempt to poison the player, causing them to die at the end of the following night. This kill may be used in addition to the traditional factional kill many antitown factions possess.

After
eight
successful rituals: 1-Shot Factional Combined Elite Seraph Knight Neighborizer: Once per game at night, you may target a player. You will become that's player's seraph knight for the rest of the game, protecting them from any and all harm. You will protect them from all kills as well as prevent their elimination as long as you remain alive. In addition, you gain a neighborhood to speak with your chosen target.

After
thirteen
successful rituals: Your faction immediately win and exit the game. If the game has no remaining threats to town-aligned players left, then the game immediately ends. Otherwise, the game continues as normal until a winning faction is declared.
Exception: If the awakener is
town
-aligned, then the game immediately ends.


Only the last benefit applies to
town
-aligned awakeners.

Mod Notes: The
town
faction is excluded from receiving any of these benefits except the last one (requiring thirteen successful rituals), in which case the town wins and the game ends. These benefits become factional powers, usable by any living player in the awakener's faction. Dying does not cause an awakening ritual to fail nor does it remove any of these powers. Alignment conversion of the awakener does not disable already obtained powers for the original faction; however, powers are accumulated starting from the lowest tier again in the new faction. The number of successful rituals is considered on a per-faction basis. This means that having two awakeners with the same alignment can progress through the ritual tiers twice as fast as one with only one awakener.
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Post Post #356 (isolation #22) » Tue May 04, 2021 12:37 pm

Post by Ircher »

Mafia Astral Goon
(
Mafia
alignment, Astral role)
You are a named Mafioso; you possess no special abilities.
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Post Post #357 (isolation #23) » Tue May 04, 2021 12:41 pm

Post by Ircher »

Mafia Quad FOSer
(
Mafia
alignment, Quad FOSer role)
This game will have a Finger of Suspicion count, maintained by the moderator (which doesn't do anything except in the unlikely event that some other role interacts with it, but which will count FoSes accurately). Most players have one FoS, which they can move around via FoSing and unFoSing in the style of voting. You have four.
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Post Post #358 (isolation #24) » Tue May 04, 2021 1:02 pm

Post by Ircher »

Town Compulsive Quizmaster
(
Town
alignment, Quizmaster role)
During the day, you must send the moderator a list of five true/false questions alongside their answers. Failure to do this before the day ends will result in the loss of your vote on the following day. Once night falls, the moderator will publicly post the set of questions. All players (including the quizmaster) are allowed to answer the questions over the course of the night, and the moderator will post the number of correct answers to each question on the quiz at the beginning of the following day. In addition, players that answer the quiz receive one of the following effects dependent on how many questions they answered correctly. These effects last for a single day/night cycle and are not permanent.

Zero
questions answered correctly:
Hated
modifier: The player requires one less vote to be eliminated on the day following the quiz.

One
question answered correctly:
Voteless
modifier: The player is unable to vote on the following day.

Two
questions answered correctly: Nothing special happens.

Three
questions answered correctly:
Multitasking
modifier and
Tracker
invention (invention void after one day/night cycle): The player is able to use multiple actions at once. The player may also target a player to determine who they targeted on the night the ability is used.

Four
questions answered correctly:
Loved
modifier: The player requires one more vote to be eliminated on the day following the quiz.

Five
questions answered correctly:
Multitasking
modifier and
Strongman Vigilante
invention (invention void after one day/night cycle): The player is able to use multiple actions at once. The player may also a target a player and attempt to kill them. This kill cannot be prevented by conventional means (roleblocks, protection), but players that are untargetable trump it.
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Post Post #360 (isolation #25) » Thu May 06, 2021 8:57 am

Post by Ircher »

Town Miller
(
Town
, Miller role)
You show up as "Guilty" to the following investigatives and their variants: Cops, Seers, Private Investigators, Conspiracy Theorists, FBI Agents, and Bloodhounds.


I'm pretty sure there's a cop variant for Cult/Not Cult, but I cannot remember it at the moment.
Last edited by Ircher on Fri May 07, 2021 10:46 am, edited 1 time in total.
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Post Post #368 (isolation #26) » Fri May 07, 2021 10:48 am

Post by Ircher »

Mafia Edit Cop
(
Mafia
alignment, Edit Cop role)
Each night, you may target a player. You will attempt to learn how many times the posts associated with the player's role and alignment were edited.

Mod Notes: For most Deck of Astral Roles-based games, the player should receive two numbers, one corresponding to alignment and one associated with role. The player should not immediately know which one corresponds to which post.
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Post Post #374 (isolation #27) » Sat May 15, 2021 3:34 pm

Post by Ircher »

Town Essayist
(
Town
alignment, Essayist role)
Each night, you may send the moderator a message. The message must have at least 300 words and no more than 1500 words. You may not pad your message with random words or sentences (which don't make sense) to meet the minimum word count, and the message should be written with proper spelling and grammar as you are able. The moderator may reject any messages they do not think fit these specifications. If you succeed, the moderator will publicly post your message at the start of the next day.
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Post Post #407 (isolation #28) » Tue May 25, 2021 3:38 pm

Post by Ircher »

Town Nobody Stays Good Reroll
(
Town
alignment, Nobody Stays Good reroll)
(See the mod notes.)

Mod Notes: You should replace this role with a card from the Nobody Stays Good thread. The same rules that apply in that thread should apply to this particular card if the role is selected; in particular, fading townies will increase the player's evilness over time. The player receiving the role card should be sent all three roles including the good, chaotic, and evil roles.


As a side note, I think that setup/deck is a really cool idea and would like to see more there. I do think it would be better if your purity goes down only if you specifically fade town (as in on the wagon) and goes back up if you fade scum.
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Post Post #442 (isolation #29) » Wed Jul 14, 2021 6:36 am

Post by Ircher »

中国 Townie

You have an optional post restriction. If you speak exclusively with 汉字 (Chinese characters) during the day, you can check a player during the night. You will learn if your action succeeded or not.
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Post Post #471 (isolation #30) » Tue Aug 31, 2021 2:53 pm

Post by Ircher »

Vanilla Townie

You have no special abilities.

Mod Notes: Each night, this player shoots at the player who had the second highest wagon at end of day. If there is a tie, the mod may resolve the tie in whatever deterministic (i.e.: not random) way they like.
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Post Post #557 (isolation #31) » Mon Sep 06, 2021 3:33 pm

Post by Ircher »

Town Set Assigner

During pregame, you assign to every player a set. A set, in informal and simple terms, is a collection of objects. It can contain numbers, letters, apples, other sets, etc. The moderator will keep track of these assignments which may potentially be used by another role. Players are told what set they have been assigned/are associated with. The sets do not have to be unique.
Last edited by Ircher on Mon Sep 06, 2021 3:36 pm, edited 1 time in total.
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Post Post #559 (isolation #32) » Mon Sep 06, 2021 3:37 pm

Post by Ircher »

Mafia Open Set Detector

Each night, you may target a player and specify a topology on the real numbers. (If you don't know what a topology is, you can just default to the standard topology on the real numbers based on epsilon neighborhoods.) The moderator will tell you whether that player has been designated a set that is open according to the provided topology. If the set corresponding to that player contains items besides real numbers, "No Result" will be received.

Mod Notes: If sets have not been assigned to each player by another role, the moderator should choose the designations. For the purpose of this role, it is recommended that your sets be sets of real numbers.
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Post Post #560 (isolation #33) » Mon Sep 06, 2021 3:38 pm

Post by Ircher »

Mafia Closed Set Detector

Each night, you may target a player and specify a topology on the real numbers. (If you don't know what a topology is, you can just default to the standard topology on the real numbers based on epsilon neighborhoods.) The moderator will tell you whether that player has been designated a set that is closed according to the provided topology. If the set corresponding to that player contains items besides real numbers, "No Result" will be received.

Mod Notes: If sets have not been assigned to each player by another role, the moderator should choose the designations. For the purpose of this role, it is recommended that your sets be sets of real numbers.
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Post Post #561 (isolation #34) » Mon Sep 06, 2021 3:41 pm

Post by Ircher »

Town Cardinality Checker

Each night, you may target a player. You will learn the cardinality of the set designated to that player. (The cardinality of a set is the number of elements in the set for finite sets.)

Mod Notes: If sets have not been assigned to each player by another role, the moderator should choose the designations. For the purpose of this role, it is recommended that your sets be sets of real numbers. For infinite sets, you should return either "countable" if it can be put in bijection with the natural numbers or uncountable if that is not possible.
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Post Post #619 (isolation #35) » Tue Sep 07, 2021 2:18 pm

Post by Ircher »

Mafia Conspirator

While this player is alive, a modified game of Conspiracy is also played during the day in addition to the normal elimination. This player is always conspiring against another player; however, it is possible that there are no other conspirators. The non-conspirators each day must determine whether everyone else is conspiring against them or only one player is conspiring against them. If the majority of innocents guess correctly, they gain an extra vote each the next day. (The voting threshold should be changed accordingly.) If they guess wrong, this player's faction gains a factional kill.
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Post Post #620 (isolation #36) » Tue Sep 07, 2021 2:18 pm

Post by Ircher »

Mafia Conspirator

While this player is alive, a modified game of Conspiracy is also played during the day in addition to the normal elimination. This player is always conspiring against another player; however, it is possible that there are no other conspirators. The non-conspirators each day must determine whether everyone else is conspiring against them or only one player is conspiring against them. If the majority of innocents guess correctly, they gain an extra vote each the next day. (The voting threshold should be changed accordingly.) If they guess wrong, this player's faction gains a factional kill.
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Post Post #621 (isolation #37) » Tue Sep 07, 2021 2:18 pm

Post by Ircher »

Werewolf Conspirator

While this player is alive, a modified game of Conspiracy is also played during the day in addition to the normal elimination. This player is always conspiring against another player; however, it is possible that there are no other conspirators. The non-conspirators each day must determine whether everyone else is conspiring against them or only one player is conspiring against them. If the majority of innocents guess correctly, they gain an extra vote each the next day. (The voting threshold should be changed accordingly.) If they guess wrong, this player's faction gains a factional kill.
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Post Post #646 (isolation #38) » Wed Sep 08, 2021 2:06 pm

Post by Ircher »

Town Empty Set

Whoever receives this role is associated with the empty set. They are aware of this fact.

Mod Notes: All other players should also receive a set as well if they do not have one. Unless otherwise dictated by another role, the moderator chooses the set to associate with each player. All players are aware of what set they are associated with.
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