Deck of Astral Roles [Complete]

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Deck of Astral Roles [Complete]

Post Post #0 (isolation #0) » Fri Apr 09, 2021 5:57 pm

Post by TemporalLich »

The First Townie
(
Town
alignment / The First role)

You managed to roll post zero. Enjoy having the introductory post in your Role PM. You are a named Townie. You have no special abilities.



Welcome to the Deck of Astral Roles thread. This is a role list quite like Grand Idea Mafia that is going to be used in a 13-player Mini Theme I will be running. This will be more structured than the actual Grand Idea Mafia thread however.

The Deck of Astral Roles game is a custom Grandest Idea Mafia (Greatest Idea Mafia rules, but with a Grand Idea Mafia esque deck) with a size of 300 or 1000. For this game, the moderator randomizes a number from 0 to 999 or the last post if 999 doesn't exist yet (this specific range is known as the Deck of Astral Roles: Expanded Universe) three times for each player and gives role cards corresponding to the rolled post number. The player will then be asked to choose one card for their alignment, one card for their role, and to publically discard the remaining card. For the Classic Deck of Astral Roles, the randomization range is instead 0 to 299.

The Classic Deck of Astral Roles proper had a fixed alignment ratio. The ratio was 100
Town
/ 30
Mafia
/ 30
Werewolf
/ 15
Alien
/ 10
Cult
/ 15
Third-Party
/ 20
Mod Discretion
/ 80
Free Space
.
Aliens
are a scumteam with a 1-shot factional kill and a 1-shot "alien tech" factional invention from a random active role in the Deck of Astral Roles that wins ties in endgame.
Cult
is a scumteam with one Cult Leader. The cult picks the Cult Leader from all the Cultists during pregame. Picking the Cult Leader adds on to the existing role and always works under any circumstance. The Cult Leader is a special role (which can be used with a personal ability as if it were a factional ability) that changes alignment to Cult, though it will fail on groupscum with living partners and will fail if either the Cult Leader or the target die that Night. The Cult Leader may not recruit more than 25% of the playerlist at one time. The Cult Leader will flip as a Cult Leader.
Third-Party
slots can be filled with any third party like
Serial Killer
or
Jester
.
Mod Discretion
slots can be filled with
Mod Chooses After Picks
or
Mod Chooses Before Picks
.
Free Spaces
may be filled with any alignment, this includes rare scumteams such as
Pirates
or
Dark Creatures
and reroll for alignment and any other crazy thing you can think of.

The target alignment ratio for the entire Deck of Astral Roles was 300
Town
/ 90
Mafia
/ 90
Werewolf
/ 45
Alien
/ 30
Cult
/ 45
Third-Party
/ 60
Mod Discretion
/ 340
Free Space
.

Ideally you should list the alignment / role split in your posts. This is being used for a game where the alignment / role split is vital.

You can view the wiki page for the Deck of Astral Roles here: Deck of Astral Roles

Spoiler: Standard Wincons
Town
: You win when there are no longer any threats to the
Town
, and at least one
Townie
is still alive.
Mafia
: You win when all the threats to the
Mafia
are gone and at least one
Mafioso
is still alive, or when nothing can prevent this from occurring.
Werewolf
: You win when all the threats to the
Werewolves
are gone and at least one
Werewolf
is still alive, or when nothing can prevent this from occurring.
Alien
: You win when all the threats to the
Aliens
are gone and at least one
Alien
is still alive, or when nothing can prevent this from occurring. Your faction wins ties in endgames.
Cult
: You win when all the threats to the
Cult
are gone and at least one
Cultist
is still alive, or when nothing can prevent this from occurring.
Serial Killer
: You win when all threats to you are gone, and you are currently alive or were alive in the last phase, or nothing can prevent this from occurring.
Survivor
: You win if you are alive during endgame.
Jester
: You win if you are eliminated via vote.
Unjester
: You win if you die in any way other than elimination via vote.
Condemner
: You win and exit the game if your target is eliminated via vote.
Savior
: You win if your target isn't eliminated via vote. You win and exit the game if your target dies in any way other than elimination via vote.


Balance is absolutely not guaranteed.

Shadowhydra, a role that allows an outside player to be in a PT (and the variant known as Brighthydra, which also can unavoidably add a player to their PT), is a role that exists in this deck.

IMPORTANT!: This thread will be locked after post #999 is made!
Last edited by TemporalLich on Sun Dec 05, 2021 7:50 pm, edited 154 times in total.
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Post Post #4 (isolation #1) » Sat Apr 10, 2021 2:59 am

Post by TemporalLich »

Town Dark Demon
(
Town
alignment / Dark Demon role)

Anyone investigating you will receive a message saying that you are a frightening and evil Dark Demon.

Each night, you may cloak someone in darkness. They will be roleblocked, and will receive frightening visions of a random night action targeting them the next Night (if they weren't targeted the next Night, they will receive frightening visions of demons).
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Post Post #6 (isolation #2) » Sat Apr 10, 2021 5:06 am

Post by TemporalLich »

Town Mason or Neighbor
(
Town
/ Mason or Neighbor)

This role card is different depending on whether you apply it to a
Mafia
alignment card or any other alignment card.

If this is applied to a
Mafia
alignment card, you are a Neighbor.

If this is applied to any other alignment card, you are a Mason.

NeighborYou are in a PT with other Neighbors.

Two random other players will be a Neighbor if you select this role card.


MasonYou are in a PT with other Masons, who are confirmed to not be
Mafia
-aligned.

A random other Non-
Mafia
aligned player will be a Mason if you select this role card.





I will try to be more conservative on adding roles to the Deck of Astral Roles (unless you want more roles from me here). The initial few are meant for inspiration purposes.

Stuff below a line like this is discussion, it is not part of the role card. Anything above the line (if there is no line, this is considered vacuously true) in ooc tags like this is a moderator note and not part of the visible role card.
Last edited by TemporalLich on Sat Apr 24, 2021 3:54 am, edited 3 times in total.
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Post Post #8 (isolation #3) » Sat Apr 10, 2021 7:23 am

Post by TemporalLich »

Mod Chooses After Picks Bloodhound
(
Mod Chooses After Picks
alignment / Bloodhound role)

Role: Each night, you may learn if a player is
Town
or
Not Town
.

Alignment: After picking your alignment and role card, the moderator chooses your alignment.




Here is an example of a Mod Discretion aligned role. This one will show up while you're picking your alignment card, role card, and discard from your three cards. The other Mod Discretion alignment is
Mod Chooses Before Picks
, where the mod chooses the alignment of the role card before you can pick your cards.
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Post Post #16 (isolation #4) » Sat Apr 10, 2021 1:53 pm

Post by TemporalLich »

Mod Chooses Before Picks Doctor
(
Mod Chooses Before Picks
alignment / Doctor role)

Role: Each night, you may protect someone from being killed.

Alignment: The moderator chooses this card's alignment before role cards are sent out for picks.
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Post Post #25 (isolation #5) » Sun Apr 11, 2021 3:31 am

Post by TemporalLich »

Ascetic Town Checker
(
Town
alignment / Ascetic Checker role)

You are immune to non-kill actions.

Each night, you may check a player. You will be informed of whether your check attempt on that player succeeded or not.




If you are making third-parties with alignment abilities, please make sure they are clearly demarcated from role abilities. The Deck of Astral Roles is a Grandest Idea variant, that means people will be picking an alignment card and a role card.

Also note that
Third-Party
is a category of alignments, not itself an alignment.
Survivor
and
Jester
are alignments. The thing that makes an alignment an alignment is the win condition, and some alignments have factional abilities (if this is the case they should be demarcated from role abilities).
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Post Post #29 (isolation #6) » Sun Apr 11, 2021 5:12 am

Post by TemporalLich »

Werewolf Scumfinder
(
Werewolf
alignment / Scumfinder role)

You may investigate a player each night.

You get an
Innocent
result if your target can win while the Town wins. You get a
Guilty
result if this isn't the case.

Town, Survivor, Jester, Unjester, and Condemner are examples of Innocent results.
Groupscum (e.g. Mafia), Cult, and Serial Killer are examples of Guilty results.




In post 28, NotAJumbleOfNumbers wrote:
Werewolf
(Werewolf / Vanilla)

If I'm holding something like a fruit or an invention and I get vanillized, do I lose the item?
Vanillaization does not destroy items.
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Post Post #41 (isolation #7) » Sun Apr 11, 2021 4:42 pm

Post by TemporalLich »

Town 2-Shot Day Vigilante
(
Town
alignment / 2-Shot Day Vigilante role)

Twice in the game, you may post
KILL: {player}
in the game thread during the Day. That player will immediately die.
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Post Post #65 (isolation #8) » Tue Apr 13, 2021 5:10 pm

Post by TemporalLich »

Town Discard Puller
(
Town
/ Discard Puller)

Each night, you may attempt to target a discarded role card and use that for the "role" portion of your role card. You are susceptible to roleblocking but not redirection.

If this role is in a Deck of Astral Roles game that has no discards, three discards will be rolled immediately after rolling this role, and will still be shown even if this role doesn't make it to the actual setup.
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Post Post #75 (isolation #9) » Wed Apr 14, 2021 10:22 am

Post by TemporalLich »

Town True Flip
(
Town
/ True Flip)

While you are still alive, all deaths cause flips and all flips show the true role and and any information the moderator has hidden from the player. Redactions still work as normal.

Mod Note: This overrides any roles that suppress or alter flips.



In post 72, NotAJumbleOfNumbers wrote:
Re-roll, alignment reversed


A true classic of Grand Idea.
how does this work exactly?
Last edited by TemporalLich on Sun Sep 19, 2021 12:03 pm, edited 1 time in total.
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Post Post #88 (isolation #10) » Thu Apr 15, 2021 6:26 am

Post by TemporalLich »

Town Strong-Willed Wagon Driver
(
Town
/ Strong-Willed Wagon Driver)

While you are on an elimination wagon, the elimination from that wagon cannot be blocked, redirected or interfered with in any way.
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Post Post #92 (isolation #11) » Thu Apr 15, 2021 3:58 pm

Post by TemporalLich »

Mod Chooses After Picks 1-shot Force of Nature
(
Mod Chooses After Picks
/ 1-shot Force of Nature)

Once in the game during night, you may cause a player to unavoidably die. This ability is treated as untargeted for all purposes.



In post 90, samantha97 wrote:
Werewolf Bloodhound
(Werewolf / Bloodhound)

Receive the name of every player who performs a non-factional kill.
Bloodhound is a role that can check if someone is Town or Not Town.
Last edited by TemporalLich on Sat Apr 24, 2021 8:35 am, edited 2 times in total.
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Post Post #98 (isolation #12) » Fri Apr 16, 2021 6:57 am

Post by TemporalLich »

Werewolf Any Alignment Normal Role uPick
(
Werewolf
/ Any Alignment Normal Role uPick)

You may pick an unmodified role which is explicitly Normal for any alignment as your role.




The 100th role is the post after this. We're almost 1/3rd of the way there.
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Post Post #130 (isolation #13) » Sun Apr 18, 2021 12:03 pm

Post by TemporalLich »

Town 1-shot Strong-Willed Kingmaker
(
Town
/ 1-shot Strong-Willed Kingmaker)

Once in the game during Night, you may make someone a King the next Day. A King may post
EXECUTE: {player}
to force that player to be eliminated that Day.

This action can't be blocked, redirected or interfered with in any way.



In post 128, Morning Tweet wrote:
Vagrant
(
Third Party
alignment / Vagrant role)

You are a Serial Killer that hides behind your kill targets. All abilities targeting you directly will fail while hiding. All abilities not expecting feedback that are directed at your target, other than your own kill, will be copied onto you.

While there is another living player in the game with a Serial Killer (or similar) win condition, you lose the ability to kill and your ability will function only as a hide. You will be informed at the beginning of each night of whether or not this is currently the case. Additionally, if you target a player with a Serial Killer (or similar) win condition, you will be informed of their role.

You win when all threats to you are gone, and you are currently alive or were alive in the last phase, or nothing can prevent this from occurring. Serial Killers (or similar) do not count as a threat to you and neither you to them.
Serial Killer align Vagrant role (hides behind target, can't use factional kill if another SK is alive, informed of targeting someone with SK wincon)? or Vagrant align Vanilla role? I assume the former.

Also, we have 1 third-party slot left. Don't worry if we run out, any further Third-Parties will use up free spaces.
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Post Post #140 (isolation #14) » Sun Apr 18, 2021 4:58 pm

Post by TemporalLich »

Cult Desperado
(
Cult
/ Desperado)

Each Day, you may post
KILL: {player}
in the game thread during the Day. That player will immediately die. If they are Town-aligned, you will immediately die instead.




The OP has been updated to specify that the
Cult
chooses a Cult Leader during pregame to avoid the potential of multiple cult leaders. Korina's Elite Cult Leader is an exception, it allows for Cult Leaders to exist as non-cult - though as a cult role it still needs to be picked as Cult Leader to be an Elite Cult Leader.
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Post Post #152 (isolation #15) » Mon Apr 19, 2021 4:27 am

Post by TemporalLich »

Town 1-shot Strong-Willed Universal Cop
(
Town
/ 1-shot Strong-Willed Universal Cop)

Once in the game during Night, you may investigate a player to see their true role card, including mod notes and stuff the moderator has hidden from the player. Furthermore, you will learn the exact post(s) the player's role and alignment come(s) from. Partner and PT redactions will work as normal.

This action cannot be blocked, redirected or interfered with in any way.
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Post Post #154 (isolation #16) » Mon Apr 19, 2021 1:52 pm

Post by TemporalLich »

Mod Chooses After Picks Grand Idea Role
(
Mod Chooses After Picks
/ Grand Idea Role)

You are a random role from the Grand Idea Mafia thread. Roll before sending the player their role card. The mod may veto roles as normal.




might as well add Grand Idea to the DoAR if we are having an inventor from there and also modPicks
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Post Post #165 (isolation #17) » Tue Apr 20, 2021 11:25 am

Post by TemporalLich »

Mafia Card Swapper
(
Mafia
/ Card Swapper)

During the setup phase (as in whenever you are picking your alignment and role cards), if you are picking this as your role card, you may target a player. That player will have their role card and alignment card swapped with each other.

Reroll this role but not alignment if you aren't playing a setup where you choose alignment and role cards independently.

This was edited to fix the alignment ratio.




DoAR, being designed for Grandest Idea-style play, allows for roles like this that mess with the process of picking role and alignment cards.

The setup phase is the phase where you receive your role cards and have to pick a role card and an alignment card. The setup phase happens before pregame (in pregame, people get their actual Role PMs and those who picked
Mod Chooses After Picks
will see what they actually are).

Oh and Cult Leaders are vulnerable to role changes now, their ability only counts as a factional action for inherent multitasking purposes.
Last edited by TemporalLich on Tue Apr 27, 2021 7:51 am, edited 3 times in total.
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Post Post #166 (isolation #18) » Tue Apr 20, 2021 2:40 pm

Post by TemporalLich »

Mafia Role PM Messer Upper
(
Mafia
/ Role PM Messer Upper)

The moderator will sneak the word "pineapple" into a random player other than you's Role PM.
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Post Post #173 (isolation #19) » Wed Apr 21, 2021 5:23 am

Post by TemporalLich »

Mod Chooses Before Picks Reroll for Role
(
Mod Chooses Before Picks
/ Reroll for Role)

Before sending the player their role cards, reroll on the Deck of Astral Roles for this card's role.

Mod Note: Reroll for role before picking alignment ideally.




This is an anti-metagame role in case DoAR is played with Grand or Grander Idea rules.
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Post Post #178 (isolation #20) » Wed Apr 21, 2021 5:40 am

Post by TemporalLich »

Town Mysterious Conduit
(
Town
/ Mysterious Conduit)

Each night, you may target a player to charge them with a mysterious energy.

Mod Note: This role charges someone with a mysterious energy indefinitely. (Roles like Mysterious Eidolon can lose mysterious energy charge)

Still, have fun figuring out what being charged with a mysterious energy does.




In post 175, KittyTacky wrote:
Vanilla Jeltist
(Jelt / Vanilla)
You have no active abilitiess besides any factional ones you may have.

Introducing a new faction: the
Jelt
. As you might have guessed, it is a mix of a
Jester
and a
Cult
. Like the
Cult
,
Jeltists
choose a leader pregame who will recruit new players normally. However the wincon is different: Each
Jeltist
only wins if they are eliminated (the game doesn't end). There is a catch, however; if the
Jelt Leader
dies in any way, including elimination, all
Jeltists
currently living commit suicide and lose.
I don't really think it's fair that the Jelt Leader basically has an ability to modkill a player in an unusual circumstance, and that for a Jelt Leader to win all other living Jeltists lose.

Also there's already a Jelt which I think is more fun to play against.
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Post Post #179 (isolation #21) » Wed Apr 21, 2021 5:44 am

Post by TemporalLich »

Town Mysterious Eidolon
(
Town
/ Mysterious Eidolon)

You start the game charged with a mysterious energy.

If you are charged with a mysterious energy, you may attempt to kill a player and gain a random invention (rolled from either the Grand Idea Mafia thread or the Deck of Astral Roles: Expanded Universe (any role in the Deck of Astral Roles thread, even those past #299) until you get an active ability). You will no longer be charged with a mysterious energy after this.

Mod Note: Pick either Grand Idea Mafia or Deck of Astral Roles: Expanded Universe and inform the player of your choice.
Last edited by TemporalLich on Wed Apr 21, 2021 5:45 pm, edited 1 time in total.
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Post Post #181 (isolation #22) » Wed Apr 21, 2021 5:56 am

Post by TemporalLich »

Unchanging Town Normal Role
(
Town
/ Unchanging Normal Role)

You cannot have your alignment, role, or wincon changed.

The moderator chooses a Normal role before sending this role card out for picks. Alignment restrictions don't matter. (This can e.g. be a Unchanging Town Tracker or a Unchanging Town 2-shot Weak Checker or a Unchanging Bulletproof Townie)



In post 180, KittyTacky wrote:What circumstance, exactly? And yeah... that is a bit of a problem, it will shaft at least one person unless the leader is solo and is limmed D1. But it is meant to have much less "cohesion" than a normal cult.

As for the other Jelt, that might be confusing. I'll change its name to Jelt 2.
If the Jelt 2 Leader gets killed while successfully recruiting, that causes the Jelt 2 Leader's target to die and be autolossed. Thus basically a modkill.

However death should interfere with both sides of a recruitment anyway, so if that is taken into account there's no sneaky effective modkills.

oh and "suicide" is discouraged from being in Role PMs as it is potentially distressing.
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Post Post #189 (isolation #23) » Wed Apr 21, 2021 6:34 pm

Post by TemporalLich »

Town Anti-Cultist
(
Town
/ Anti-Cultist)

Each night, you may target a player. If you target a Leader of a cult-like faction (e.g. the Cult Leader), all members of that faction (including dead members) will become Town-aligned.
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Post Post #192 (isolation #24) » Thu Apr 22, 2021 8:17 am

Post by TemporalLich »

Town Monk or Neighbor
(
Town
/ Monk or Neighbor)

This role card is different depending on whether you apply it to a
Werewolf
alignment card or any other alignment card.

If this is applied to a
Werewolf
alignment card, you are a Neighbor.

If this is applied to any other alignment card, you are a Monk.

NeighborYou are in a PT with other Neighbors.

Two random other players will be a Neighbor if you select this role card.


MonkYou are in a PT with other Monks, who are confirmed to not be
Werewolf
-aligned.

A random other Non-
Werewolf
aligned player will be a Monk if you select this role card.
Last edited by TemporalLich on Thu May 13, 2021 8:37 am, edited 2 times in total.
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Post Post #207 (isolation #25) » Thu Apr 22, 2021 4:43 pm

Post by TemporalLich »

Town Mana-based Investigator
(
Town
/ Mana-based Investigator)

You have 10
Mana
.

You may spend the
Mana
on these abilities. If your ability fails, you will get your
Mana
back. Anything that recharges X-shot abilities recharges
Mana
at a 1:2 ratio.

1
Mana
- Power Seer (Special Abilities/No Special Abilities - basically Vanilla Cop but Named counts as Vanilla)
2
Mana
- Cop (Mafia/Not Mafia)
2
Mana
- Seer (Werewolf/Not Werewolf)
3
Mana
- FBI Agent (Third Party/Not Third Party)
3
Mana
- Conspiracy Theorist (Alien/Not Alien - makes you seen as Alien to other Conspiracy Theorists)
3
Mana
- Private Investigator (Cult/Not Cult)
4
Mana
- Bloodhound (Town/Not Town)
5
Mana
- Scumfinder (Can win with Town/Can't win with Town)
6
Mana
- Role Cop (Grabs role)
8
Mana
- Alignment Cop (Grabs alignment)
10
Mana
- Fuzzy Parity Cop (Checks two players to see if they are the same category of alignment (town/groupscum/third party))
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Post Post #209 (isolation #26) » Thu Apr 22, 2021 4:58 pm

Post by TemporalLich »

Werewolf Moonlight Dancer
(
Werewolf
/ Moonlight Dancer)

You may PM the moderator at any time saying "Dance in the Moonlight". You may do this once per phase.

The moderator will then post "{playername} dances and howls in the moonlight."
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Post Post #211 (isolation #27) » Thu Apr 22, 2021 5:27 pm

Post by TemporalLich »

Mod Chooses Before Picks Astral Jack-of-all-Trades
(
Mod Chooses Before Picks
/ Astral Jack-of-all-Trades)

You possess four random 1-shot Deck of Astral Roles: Expanded Universe active abilities that you may use once at a time.
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Post Post #216 (isolation #28) » Fri Apr 23, 2021 6:26 am

Post by TemporalLich »

Town Oracle
(
Town
/ Oracle)

Each night, you may ask a yes/no question about the setup that would be answerable if the setup were fully open.

For example, you can ask if there are exactly X townies in this setup or not, whether there is a Doctor in the setup or not, if there are Aliens in the setup or not, if there are two groupscum teams in the setup or not, if there is a third party that ends the game if they win or not, if there is both a Cop and a Tracker in the setup or not, if there are either 4 non-town or a Role Redirector in the setup, or if there is either a non-town-aligned Roleblocker or a town-aligned Rolestopper in the setup or not.

Example Invalid Question due to not being yes/no: How many Mafiosi are in the setup?
Example Invalid Question due to mentioning a specific player: Does a specific player have a town-compatible wincon or not?
Example Invalid Question due to mentioning specific role cards: Was rolled in this setup or not?




In post 212, samantha97 wrote:
Town Tarot Reader
(Town / Tarot Reader)

Once per cycle you may draw a random Major Arcana card. The effect of the card you draw will be crafted by the moderator to suit the description and the current game state. You will be told the card you drew and its position; any other information is up to moderator discretion.

Spoiler: Card Descriptions
The World
1 Upright: fulfillment, harmony, completion
2 Reversed: incompletion, no closure

Judgement
3 Upright: reflection, reckoning, awakening
4 Reversed: lack of self awareness, doubt, self loathing

The Sun
5 Upright: joy, success, celebration, positivity
6 Reversed: negativity, depression, sadness

The Moon
7 Upright: unconscious, illusions, intuition
8 Reversed: confusion, fear, misinterpretation

The Star
9 Upright: hope, faith, rejuvenation
10 Reversed: faithlessness, discouragement, insecurity

The Tower
11 Upright: sudden upheaval, broken pride, disaster
12 Reversed: disaster avoided, delayed disaster, fear of suffering

The Devil
13 Upright: addiction, materialism, playfulness
14 Reversed: freedom, release, restoring control

Temperance
15 Upright: middle path, patience, finding meaning
16 Reversed: extremes, excess, lack of balance

Death
17 Upright: end of cycle, beginnings, change, metamorphosis
18 Reversed: fear of change, holding on, stagnation, decay

The Hanged Man
19 Upright: sacrifice, release, martyrdom
20 Reversed: stalling, needless sacrifice, fear of sacrifice

Justice
21 Upright: cause and effect, clarity, truth
22 Reversed: dishonesty, unaccountability, unfairness

The Wheel of Fortune
23 Upright: change, cycles, inevitable fate
24 Reversed: no control, clinging to control, bad luck

The Hermit
25 Upright: contemplation, search for truth, inner guidance
26 Reversed: loneliness, isolation, lost your way

Strength
27 Upright: inner strength, bravery, compassion, focus
28 Reversed: self doubt, weakness, insecurity

The Chariot
29 Upright: direction, control, willpower
30 Reversed: lack of control, lack of direction, aggression

The Lovers
31 Upright: partnerships, duality, union
32 Reversed: loss of balance, one-sidedness, disharmony

The Hierophant
33 Upright: tradition, conformity, morality, ethics
34 Reversed: rebellion, subversiveness, new approaches

The Emperor
35 Upright: authority, structure, control, fatherhood
36 Reversed: tyranny, rigidity, coldness

The Empress
37 Upright: motherhood, fertility, nature
38 Reversed: dependence, smothering, emptiness, nosiness

The High Priestess
39 Upright: intuitive, unconscious, inner voice
40 Reversed: lack of center, lost inner voice, repressed feelings

The Magician
41 Upright: willpower, desire, creation, manifestation
42 Reversed: trickery, illusions, out of touch

The Fool
43 Upright: innocence, new beginnings, free spirit
44 Reversed: recklessness, taken advantage of, inconsideration
Are the cards items or does this have untargeted (or random target) effects like a Dreaming God? I assume the latter.
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Post Post #223 (isolation #29) » Fri Apr 23, 2021 12:30 pm

Post by TemporalLich »

Werewolf 1-shot Lie Detector
(
Werewolf
/ 1-shot Lie Detector)

Once in the game at any time, you may have the moderator determine if a specific statement in a post from a player other than you (you must send the mod the post number and statement to verify) is truth or lie from the point of view of the player publically. If the statement doesn't relate to the game, your ability will fail and your shot will be refunded.

Possible results:

Truth - The player knowingly told the truth (using info that player has access to, which includes Role PMs and Result PMs and PTs)
Lie - The player knowingly lied (using info that player has access to, which includes Role PMs and Result PMs and PTs)
Inconclusive - The player said something they don't know about (such as another player's alignment they don't have results for)

Mod Note: Edited to be less bastard, edited again to be less overpowered.
Last edited by TemporalLich on Mon Oct 25, 2021 4:18 pm, edited 2 times in total.
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Post Post #234 (isolation #30) » Fri Apr 23, 2021 5:28 pm

Post by TemporalLich »

Town Inner Sanctum Keeper or Hypogean
(
Town
/ Inner Sanctum Keeper or Hypogean)

This role card is different depending on whether you apply it to a
Town
alignment card or any other alignment card.

If this is applied to a
Town
alignment card, you are an Inner Sanctum Keeper.

If this is applied to any other alignment card, you are a Hypogean.

Inner Sanctum KeeperYou are in a PT with other Inner Sanctum Keepers, who are confirmed to be
Town
-aligned. The Inner Sanctum PT is treated as a factional PT for all purposes.

A random other
Town
aligned player will be a Inner Sanctum Keeper if you select this role card.


HypogeanYou are in a PT with other Hypogeans, who are confirmed to not be
Town
-aligned.

A random other Non-
Town
aligned player will be a Hypogean if you select this role card.





Townies have been exhausted. Any further townies (such as this one) will fit into Free Spaces however.

The OP is also updated to better explain what a Grandest Idea game is.
Last edited by TemporalLich on Tue Sep 14, 2021 8:07 am, edited 1 time in total.
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Post Post #247 (isolation #31) » Sat Apr 24, 2021 3:19 am

Post by TemporalLich »

1-shot Town Pregame Alignment Cop
(
1-shot Town
/ Pregame Alignment Cop)

Role: During pregame, you may learn a player's alignment.

Alignment: You start the game aligned with the
Town
. If you are alive at the start of Day 2, you will become a
Survivor
.



In post 239, Guillotina wrote:
Third Party Mistletoe
(
Third Party
/ Mistletoe role)

The Mistletoe may target two players every night. If the two players share the same alignment, they will fall in love. If they do not share the same alignment, the Mistletoe will be informed that the pairing failed. The Mistletoe wins once everyone alive in the game is in love with someone (whether or not that other player is still alive), presuming that the Mistletoe is also still alive.

Players who fall in love with each other are not informed of this. The Mistletoe ends the game upon victory.
Third Party isn't an alignment in itself, it is a category of alignments. I'd interpret the split for this card as (
Mistletoe
/ Vanilla) for example, as the ability very much seems factional.
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Post Post #248 (isolation #32) » Sat Apr 24, 2021 3:56 am

Post by TemporalLich »

Town Neighbor
(
Town
/ Neighbor)

You are in a PT with other Neighbors.

Two random other players will be a Neighbor if you select this role card.




Mason and Monk have been edited to where they are treated as Neighbors if used with their forbidden alignment.
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Post Post #255 (isolation #33) » Sat Apr 24, 2021 4:53 am

Post by TemporalLich »

Werewolf Rolecopping Cop
(
Werewolf
/ Rolecopping Cop)

Each night, you may target a player to learn if they are
Mafia
or
Not Mafia
. If they investigate as
Mafia
, you will learn the role of that player.
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Post Post #256 (isolation #34) » Sat Apr 24, 2021 4:54 am

Post by TemporalLich »

Mafia Rolecopping Seer
(
Mafia
/ Rolecopping Seer)

Each night, you may target a player to learn if they are
Werewolf
or
Not Werewolf
. If they investigate as
Werewolf
, you will learn the role of that player.
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Post Post #269 (isolation #35) » Sat Apr 24, 2021 7:42 am

Post by TemporalLich »

Mod Chooses After Picks Plus Minus Voter
(
Mod Chooses After Picks
/ Plus Minus Voter)

You possess two votes. One is worth 1 vote, the other -1 votes. To use your -1 vote, use the HEAL: tag.



In post 265, Cook wrote:
Mitosis Cult Leader
(Cult / Mitosis Recruiter)
You may sacrifice yourself to create two 1-Shot Self-Vanillaizing Recruiters belonging to the same faction as you.
Would you need to bring an alt account or do you take up two slots with this? Or does this add a new player into the game?
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Post Post #274 (isolation #36) » Sat Apr 24, 2021 7:52 am

Post by TemporalLich »

Mod Chooses Before Picks Triplet Doublevoter
(
Mod Chooses Before Picks
/ Triplet Doublevoter)

You possess three votes each worth 2/3 of a vote.

Mod Note: If anything allowing non-integer votes has ever existed in the setup, do not round elimination thresholds and allow exactly 50% to count as majority.
Last edited by TemporalLich on Thu May 06, 2021 8:38 am, edited 1 time in total.
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Post Post #277 (isolation #37) » Sat Apr 24, 2021 7:58 am

Post by TemporalLich »

Mod Chooses After Picks Shadowhydra
(
Mod Chooses After Picks
/ Shadowhydra)

You are in a Private Topic with a player outside the game (mod's discretion).

The queue's listmod must be notified if this card rolls.
Last edited by TemporalLich on Sun Dec 05, 2021 7:00 pm, edited 1 time in total.
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Post Post #281 (isolation #38) » Sat Apr 24, 2021 8:12 am

Post by TemporalLich »

Dark Creature Infernal Blade
(
Dark Creature
/ Infernal Blade)

Alignment: You are a
Dark Creature
.
Dark Creatures
are a scum team with a factional "Plunge in Darkness" ability to roleblock someone that Night and also cause them to die the next Night.

Role: Once in the game during the Day, you may post
INFERNAL BLADE: {player}
(the text must be set apart from normal text, usually with bold) to immediately have that player eliminated. If they are groupscum-aligned, you gain a 1-shot Dark Demon invention. (Anyone investigating you that Night will receive a message saying that you are a frightening and evil Dark Demon. You may cloak someone in darkness. They will be roleblocked, and will receive frightening visions of a random night action targeting them the next Night (if they weren't targeted the next Night, they will receive frightening visions of demons).).




Alignment Budget has been removed as it is no longer relevant due to all earmarked slots being exhasuted. Everything is Free Spaces now.

And for that I finally bring the
Dark Creatures
to light.
Last edited by TemporalLich on Wed May 26, 2021 8:20 pm, edited 1 time in total.
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Post Post #283 (isolation #39) » Sat Apr 24, 2021 8:29 am

Post by TemporalLich »

Dark Creature Murky Mire
(
Dark Creature
/ Murky Mire)

Alignment: You are a
Dark Creature
.
Dark Creatures
are a scum team with a factional "Plunge in Darkness" ability to roleblock someone that Night and also cause them to die the next Night.

Role: Anyone targeting you will be notified that they are stuck in the Murky Mire. Anyone stuck in the Murky Mire has their only action be to try to escape the Murky Mire during the Night. If their action succeeds they are notified that they have escaped and can act as normal again. You are immune to one kill every two cycles, but will be killed by the Alien factional nightkill even if it's the only kill targeting the Murky Mire.
Last edited by TemporalLich on Sat Apr 24, 2021 8:37 am, edited 1 time in total.
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Post Post #286 (isolation #40) » Sat Apr 24, 2021 8:40 am

Post by TemporalLich »

Town Lightbearer
(
Town
/ Lightbearer)

Each night, you may protect a player from being Plunged into Darkness or dying from being Plunged into Darkness by the
Dark Creatures
.
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Post Post #290 (isolation #41) » Sat Apr 24, 2021 9:05 am

Post by TemporalLich »

Town Reflexive Mailman
(
Town
/ Reflexive Mailman)

Each night, you may PM the moderator to send anyone who targets you a message of your choice. If you do not so do, blank messages will be sent. They will be informed the message came from a mailman.
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Post Post #295 (isolation #42) » Sat Apr 24, 2021 9:49 am

Post by TemporalLich »

Dark Creature Shadow Skulker
(
Dark Creature
/ Shadow Skulker)

Alignment: You are a
Dark Creature
.
Dark Creatures
are a scum team with a factional "Plunge in Darkness" ability to roleblock someone that Night and also cause them to die the next Night.

Role: Once in the game during Night, you may Commute and target a player. You will learn that player's true alignment, and will gain a cop-like investigative ability dependent on the player's true alignment (e.g. Town gets you a Bloodhound ability). If your ability fails, your shot will be refunded.
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Post Post #300 (isolation #43) » Sat Apr 24, 2021 10:07 am

Post by TemporalLich »

Expanded Universe Townie
(
Town
/ Expanded Universe)

You managed to roll post 300, the first role not in the Deck of Astral Roles to be in the Deck of Astral Roles: Expanded Universe.

Each Night, you may grant everyone a random invention from the Deck of Astral Roles: Expanded Universe.
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Post Post #304 (isolation #44) » Sat Apr 24, 2021 1:09 pm

Post by TemporalLich »

Cult 1-shot Self-Strengthener
(
Cult
/ 1-shot Self-Strengthener)

You have a 1-shot ability to act as if you were Strong-Willed. (This action can't be blocked, redirected or interfered with in any way.) You may use this ability while using another ability regardless of multitasking.




Should the Deck of Astral Roles Cult Leader keep the role intact? Should the Deck of Astral Roles Cult Leader be gated in some way? These are questions I want to ask concerning balancing the Deck of Astral Roles setup before /inning to mod. The Cult should feel like a Cult, but should also be fun to play with and play against.
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Post Post #315 (isolation #45) » Sun Apr 25, 2021 1:11 pm

Post by TemporalLich »

Cult Double Neighborizer
(
Cult
/ Double Neighborizer)

Each night, you may add up to two players to your neighborhood.




Before running this setup, I am asking if Cult should be nerfed.

Should the Cult Leader ability (excluding Korina's Elite Cult Leader) require a night to "recharge" or "recover" after a successful recruitment (Tiring modifier?)? Cult Leader currently changes alignment to Cult which has a PT, the suggested nerf will make Cult leader non-consecutive if it succeeds.

Also should the Deck of Astral Roles have a wiki page?
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Post Post #318 (isolation #46) » Sun Apr 25, 2021 5:34 pm

Post by TemporalLich »

Dark Creature Abyssal Lord
(
Dark Creature
/ Abyssal Lord)

Alignment: You are a
Dark Creature
.
Dark Creatures
are a scum team with a factional "Plunge in Darkness" ability to roleblock someone that Night and also cause them to die the next Night.

Role: Once in the game during night, you may cause a player to unavoidably die. This ability is treated as untargeted for all purposes. Anyone attempting to roleblock you is instead Vanillaized.




An Expanded Universe Dark Creature role. Also Deck of Astral Roles is a Wiki page now.
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Post Post #320 (isolation #47) » Mon Apr 26, 2021 3:47 am

Post by TemporalLich »

Mod Chooses After Picks 2-shot Alignment Cop
(Mod Chooses After Picks / 2-shot Alignment Cop)

Twice in the game during Night, you may learn a player's alignment.



In post 319, Sirius9121 wrote:
@temporallich

i feel like it would be better if like
each 300 cards were a 'set'
and each 'set' would also be set to your ratio of role cards (like the free spaces/town/etc.....)
that way we could run custom games like 'deck of astral, set 2+5' or smth
and also have a better role ratio if we were to run expansions
I could demarcate roles like that but I don't want to enforce the alignment ratio for any further sets. Expanded Universe will still be the whole thread, including incomplete sets. I still recommend trying to make sets balanced alignment-wise.
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Post Post #330 (isolation #48) » Tue Apr 27, 2021 7:42 am

Post by TemporalLich »

Mafia Sesquivoter
(
Mafia
/ Sesquivoter)

Your vote is worth one and a half (3/2) votes.

Mod Note: If anything allowing non-integer votes has ever existed in the setup, do not round elimination thresholds and allow exactly 50% to count as majority.
Last edited by TemporalLich on Thu May 06, 2021 8:38 am, edited 1 time in total.
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Post Post #331 (isolation #49) » Tue Apr 27, 2021 7:47 am

Post by TemporalLich »

Werewolf 2-shot Fuzzy Parity Cop
(
Werewolf
/ 2-shot Fuzzy Parity Cop)

Twice in the game during night, you may target two players. You will learn whether the two players share the same type of alignments listed in this role card or not.

Types of alignments:

Town - Town
Groupscum - Mafia, Werewolf, Alien, Cult, anything opposed to the town and granting factional communication to its members
Third Party - Serial Killer, Condemner, Savior, Jester, Survivor, Unjester, anything else
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Post Post #333 (isolation #50) » Wed Apr 28, 2021 12:03 pm

Post by TemporalLich »

Town Card Swapper
(
Town
/ Card Swapper)

During the setup phase (as in whenever you are picking your alignment and role cards), if you are picking this as your role card, you may target a player. That player will have their role card and alignment card swapped with each other.

Reroll this role but not alignment if you aren't playing a setup where you choose alignment and role cards independently.






Here's a Town Card Swapper in the XU to replace the Card Swapper that got alignment changed in the first 300 due to alignment ratio violation.
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Post Post #337 (isolation #51) » Fri Apr 30, 2021 2:25 am

Post by TemporalLich »

Town Multitasking 20-Multishot Checker
(
Town
/ Multitasking 20-Multishot Checker)

Twenty times per game at Night, you may check a player. You will be informed of whether your check attempt on that player succeeded or not. 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 #338 (isolation #52) » Fri Apr 30, 2021 2:28 am

Post by TemporalLich »

Town Role Reroller
(
Town
/ Role Reroller)

Each night, you may target a player. That player's role but not alignment will be rerolled from the Deck of Astral Roles: Expanded Universe.
Last edited by TemporalLich on Fri Apr 30, 2021 2:43 pm, edited 1 time in total.
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Post Post #339 (isolation #53) » Fri Apr 30, 2021 2:39 pm

Post by TemporalLich »

Generic Anti-Scum Baddie Mysterious Conduit
(
Generic Anti-Scum Baddie
/ Mysterious Conduit)

Alignment: You are a third party and non-town for all purposes.

You win with the town.

Role: Each night, you may target a player to charge them with a mysterious energy.

Mod Note: This role charges someone with a mysterious energy indefinitely. (Roles like Mysterious Eidolon can lose mysterious energy charge)

Still, have fun figuring out what being charged with a mysterious energy does.
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Post Post #341 (isolation #54) » Fri Apr 30, 2021 6:00 pm

Post by TemporalLich »

Mod Chooses After Picks Weakizer
(
Mod Chooses After Picks
/ Weakizer)

Each night, you may give the Weak modifier to someone (If you target someone who isn't aligned with the Town, you unavoidably die.).
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Post Post #342 (isolation #55) » Sat May 01, 2021 4:53 am

Post by TemporalLich »

Condemner Compulsive Vote Doubler
(
Condemner
/ Compulsive Vote Doubler)

Each night, you
must
double someone's vote weight for the next Day. You may not self-target.
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Post Post #353 (isolation #56) » Mon May 03, 2021 12:52 pm

Post by TemporalLich »

Town Grandizer
(
Town
/ Grandizer)

Each night, you may target a player. That player's role but not alignment will be rerolled from the Grand Idea Mafia thread.
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Post Post #355 (isolation #57) » Mon May 03, 2021 4:27 pm

Post by TemporalLich »

Town Parity Cop
(
Town
/ Parity Cop)

Each night, you may target two players. You will learn whether the two players share the same alignment or not.
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Post Post #364 (isolation #58) » Fri May 07, 2021 8:14 am

Post by TemporalLich »

Alien Prober
(
Alien
/ Prober)

Each night, you may prevent a player from acting and learn if they are
Werewolf
or
Not Werewolf
.



In post 360, Ircher wrote:
Town Miller
(
Town
, Miller role)
You show up as "Guilty" to the following investigatives and their variants: Cops, Seers, FBI Agents, Conspiracy Theorists, Bloodhounds.


I'm pretty sure there's a cop variant for Cult/Not Cult, but I cannot remember it at the moment.
That would be a Private Investigator, the Mana-based Investigator can act as one.
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Post Post #365 (isolation #59) » Fri May 07, 2021 8:17 am

Post by TemporalLich »

Alien Mindseeker
(
Alien
/ Mindseeker)

Each night, you may prevent a player from acting and learn if they are
Cult
or
Not Cult
.
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Post Post #373 (isolation #60) » Wed May 12, 2021 12:35 pm

Post by TemporalLich »

Vanilla Villageie��
(
Town
/ Vanilla Villageie��)

All roles that care about your role treat you as if you were Vanilla.

Twice in the game during night, you may attempt to add a player to your Village PT. This action will fail on non-Town-aligned players.
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Post Post #377 (isolation #61) » Tue May 18, 2021 8:40 am

Post by TemporalLich »

Town Wacky Waving Inflatable Arm Man
(
Town
/ Wacky Waving Inflatable Arm Man)

If you are accused of flailing, you become
Loved
(it takes one more vote to eliminate you.) for the rest of the Day.




I am making the Expanded Universe the default DoAR considering the performance of the game that used the Deck of Astral Roles proper.
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Post Post #400 (isolation #62) » Mon May 24, 2021 4:25 am

Post by TemporalLich »

Town Head Start Compulsive Obvious Vigilante
(
Town
/ Head Start Compulsive Obvious Vigilante)

Each night, including pregame, you
must
attempt to kill a player. The moderator will confirm that you attempted to kill your target.
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Post Post #402 (isolation #63) » Tue May 25, 2021 11:13 am

Post by TemporalLich »

Vanilla Townie - maybe
(
Town
/ Vanilla)

The moderator may choose to reroll this card instead of using it. If they do, they should inform the player that would have received this role that they are a mod who enjoys chaotic and fun games.

You have no special abilities.
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Post Post #410 (isolation #64) » Wed May 26, 2021 8:28 pm

Post by TemporalLich »

Dark Creature Supernal Watcher
(
Dark Creature
/ Supernal Watcher)

Alignment: You are a
Dark Creature
.
Dark Creatures
are a scum team with a factional "Plunge in Darkness" ability to roleblock someone that Night and also cause them to die the next Night.

Role: You start the game charged with a mysterious energy.

Each night, you may investigate a player to see who they were targeted by. If they were targeted by a nightkill that shows up on Watcher reports, you will be informed of this and gain a 1-shot Mysterious Conduit invention (You may target a player to charge them with a mysterious energy).

Mod Note: Mysterious energy charge lasts indefinitely.

Still, have fun figuring out what being charged with a mysterious energy does.
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Post Post #412 (isolation #65) » Fri May 28, 2021 12:06 pm

Post by TemporalLich »

Town Strong-Willed Mod Fiat Cop
(
Town
/ Strong-Willed Mod Fiat Cop)

Each night, you may target a player to learn if the moderator dislikes their role as a moderator or not. You will always be Reliable no matter what.

This action cannot be blocked, redirected or interfered with in any way.

Mod Note: This is entirely subjective and may differ from each game.
Last edited by TemporalLich on Mon Nov 29, 2021 8:11 pm, edited 4 times in total.
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Post Post #416 (isolation #66) » Sat May 29, 2021 11:04 pm

Post by TemporalLich »

Far
Wolf
(
Far
Wolf
/ Vanilla)

FarWolf: You are a double groupscum aligned with the
Werewolves
and
Aliens
.

Double groupscum know who is aligned with them on each of their scumteams and can win with either (or both), but are considered to be Traitors for balance reasons. That is, double groupscum don't have access to factional abilities, and their scumteams only know their double groupscum exists.

Mod Note: I am deeming full double groupscum broken, thus double groupscum should be considered traitors.
Last edited by TemporalLich on Wed Sep 01, 2021 4:10 pm, edited 1 time in total.
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Post Post #417 (isolation #67) » Sun May 30, 2021 12:48 am

Post by TemporalLich »

Cult
afia
Goon
(
Cult
afia
/ Vanilla)

Cultafia: You are a double groupscum aligned with the
Mafia
and
Cult
.

Double groupscum know who is aligned with them on each of their scumteams and can win with either (or both), but are considered to be Traitors for balance reasons. That is, double groupscum don't have access to factional abilities, and their scumteams only know their double groupscum exists.

(Double groupscum that are aligned with Cult know who was recruited by a Cult Leader)

Mod Note: I am deeming full double groupscum broken, thus double groupscum should be considered traitors.
Last edited by TemporalLich on Wed Sep 01, 2021 4:10 pm, edited 1 time in total.
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Post Post #418 (isolation #68) » Sun May 30, 2021 1:43 am

Post by TemporalLich »

Town Brighthydra
(
Town
/ Brighthydra)

You are in a Private Topic with a player outside the game (mod's discretion).

Once in the game during night, you may unavoidably add a player to your role's Private Topic. This ability is treated as untargeted for all purposes.

The queue's listmod must be notified if this card rolls.
Last edited by TemporalLich on Sun Dec 05, 2021 7:47 pm, edited 1 time in total.
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Post Post #420 (isolation #69) » Fri Jun 04, 2021 4:30 pm

Post by TemporalLich »

Town Shield
(
Town
/ Shield)

Each night, you may intercept your target's kill actions, becoming the target of those kill actions.
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Post Post #421 (isolation #70) » Fri Jun 04, 2021 4:31 pm

Post by TemporalLich »

Town Power Shield
(
Town
/ Power Shield)

Each night, you may intercept your target's kill actions, becoming the target of those kill actions. If you successfully intercept a kill, you will attempt to kill your target.
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Post Post #429 (isolation #71) » Wed Jun 09, 2021 11:39 am

Post by TemporalLich »

Town Limited Role-Based Role Flavorer
(
Town
/ Limited Role-Based Role Flavorer)

You are informed of three roles that exist in the game (other than your role).

During pregame, you must choose flavor for each of these three roles. Role Flavor will be known during Day 1 start. Role Flavor may not have formatting and must be 50 characters long or less. Players will flip with their role flavor, e.g. if a
Vanilla Townie
died with a flavor of
Demon Lord
they flip as
Demon Lord, Vanilla Townie
. The Limited Role-Based Role Flavorer results message informs the other players that your role exists.

If you fail to choose flavor for a role, the moderator will generate random role flavor.
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Post Post #430 (isolation #72) » Sat Jun 26, 2021 6:48 am

Post by TemporalLich »

Werewolf Alien Tech Thief
(
Werewolf
/ Alien Tech Thief)

You know what the alien tech invention is, and you have a 1-shot invention corresponding to the alien tech invention.

Mod Note: If this role exists in the setup, roll the alien tech invention even if Aliens don't exist in the setup.




The thread will be locked after after post #999 is made. DoAR is going to be finite as it will set apart the DoAR from Grand Idea.
Last edited by TemporalLich on Sun Sep 05, 2021 5:24 am, edited 1 time in total.
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Post Post #436 (isolation #73) » Sun Jun 27, 2021 6:14 am

Post by TemporalLich »

Town-Forcing Townie
(
Town
/ Town-Forcing)

You are always
Town
-aligned no matter what. If this role is picked, you will be
Town
-aligned regardless of what alignment you picked.
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Post Post #438 (isolation #74) » Tue Jul 06, 2021 7:14 pm

Post by TemporalLich »

Cult 1-shot Deprogrammer
(
Cult
/ 1-shot Deprogrammer)

Once in the game during night, you may convert a
Cult
-aligned player to the
Town
. This ability will only succeed if the Cult Leader is dead.
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Post Post #439 (isolation #75) » Tue Jul 06, 2021 7:17 pm

Post by TemporalLich »

Town Mish Masher
(
Town
/ Mish Masher)

You have an Immunity Idol. You may use an Immunity Idol during the Day to make yourself ineligible to be voted that Day.
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Post Post #443 (isolation #76) » Fri Jul 16, 2021 7:42 pm

Post by TemporalLich »

Mafia Electrifier
(
Mafia
/ Electrifier)

Each night, you may electrically charge a player.

If an electrically charged player ever targets another electrically charged player, both players will unavoidably die.
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Post Post #447 (isolation #77) » Sun Aug 29, 2021 5:09 am

Post by TemporalLich »

Mod Chooses After Picks Glass Pane
(
Mod Chooses After Picks
/ Glass Pane)

Whenever you die, you will flip this role:
Mod Chooses After Picks Broken Glass


Anyone targeting you will bleed. You are informed if you are bleeding, but you will die in the next two days if you are bleeding. Bleeding can be removed by any form of kill protection.
Mod Note: This role only alters the role you flip as. Alignments are left intact in the flip. Mod discretion applies whether to apply bleeding to anyone who targets this role on the night of their death.




If you are using a custom color scheme for DoAR alignments, bear in mind the
Mod Chooses After Picks
and
Mod Chooses Before Picks
alignments probably should be colored by your mod color and your mod color in PTs (or your flavor color or other alt mod color if you don't have a mod color in PTs) respectively. Though you can feel free to ignore this rule. The standard colors should work regardless of your mod color.
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Post Post #449 (isolation #78) » Mon Aug 30, 2021 3:40 pm

Post by TemporalLich »

Town Parity Reporter
(
Town
/ Parity Reporter)

Each night, you may target two players. You will learn if either both or neither of your targets have acted that Night, or if this is not the case.
Last edited by TemporalLich on Wed Sep 15, 2021 6:24 am, edited 1 time in total.
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Post Post #450 (isolation #79) » Mon Aug 30, 2021 3:44 pm

Post by TemporalLich »

Town Reporter
(
Town
/ Reporter)

Each night, you may learn whether someone has acted or not.
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Post Post #451 (isolation #80) » Tue Aug 31, 2021 2:20 am

Post by TemporalLich »

Demon Town Census
(
Demon
/ Town Census)

Demon is an alignment that can only win with groupscum aligned parties that share a PT and can only have passive/reflexive roles. In addition, they have the ability to reverse engineer active items and weapons that they get from other parties into passive ones.

You are informed of how many players are Town at the start of the game.
Last edited by TemporalLich on Wed Sep 01, 2021 3:49 pm, edited 1 time in total.
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Post Post #455 (isolation #81) » Tue Aug 31, 2021 7:20 am

Post by TemporalLich »

Fulfiller Townblock Maker
(
Fulfiller
/ Townblock Maker)

Fulfiller is an independent alignment whose win condition is tied to fulfilling a mission. If such mission is not fulfilled for whatever reason, they lose. If fulfillers rand vanilla the mod may assign them another alignment (or a Fulfiller attached to a role with no special Fulfiller mission gets a mission from the moderator).

You are in a Townblock PT with 3 other players, one of which must be
Town
-aligned and one of which may not be
Town
-aligned.

Fulfiller Townblock Maker wincon: You win and leave the game if the Townblock PT consists of only Town other than you. You lose and leave the game if the Townblock PT consists of no Town.



In post 453, Cook wrote:Winner is a win condition that is intended to be modified, as it says "You win if you confirm your role." This can be modified with almost any night-specific or conditional you wish. Yes, this role can win without being alive.
You're likely thinking of a Fulfiller. Night 6 Winner (a distinct alignment) is very hard to win as anyway, especially considering that a benign 3P can be endgamed.
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Post Post #457 (isolation #82) » Tue Aug 31, 2021 8:25 am

Post by TemporalLich »

Town Dark Demon
(
Town
/ Dark Demon)

Anyone investigating you will receive a message saying that you are a frightening and evil Dark Demon.

Each night, you may cloak someone in darkness. They will be roleblocked, and will receive frightening visions of a random night action targeting them the next Night (if they weren't targeted the next Night, they will receive frightening visions of demons).



In post 456, Guillotina wrote:
Galaxian "Paths Of Tribulation"
(Galaxian alignment / Paths Of Tribulation role)

Galaxians are neutral entities that are part of the game but do not qualify as players due to not having a wincon. Being a Galaxian allows you to alter the game flow imposing conditions, challenges, curses and blessings on ALL players.
For all intents and purposes, Galaxians are not part of the player list, they do not post in the thread, they cannot vote but they can influence the game in the shadows (Galaxians share a PT with the game mods). In other words Galaxians sacrifice playing the game to influence it with Mod-Permitted
destiny actions.
This is a better fit for Grand Idea Mafia as I can't easily suss out the alignment / role split and idk what a Vanilla Galaxian or a Galaxian Dark Demon or a Town "Paths Of Tribulation" would do for example. Though in Grand Idea Mafia a Galaxian should be allowed to reroll in the setup phase if they don't want the alignment.
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Post Post #465 (isolation #83) » Tue Aug 31, 2021 12:40 pm

Post by TemporalLich »

Werewolf Enforcer
(
Werewolf
/ Enforcer)

Enforcer: You may have your factional ability also roleblock. If picked for an alignment with no factional ability or a Cultist who isn't chosen as Leader, you have a 1-shot factional ability that does nothing by default. If rolled for alien tech, this is attached to a factional kill.
Last edited by TemporalLich on Wed Sep 01, 2021 2:37 pm, edited 5 times in total.
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Post Post #468 (isolation #84) » Tue Aug 31, 2021 12:54 pm

Post by TemporalLich »

Sunshine 1-shot Force of Nature
 (
Sunshine Club
/ 1-shot Force of Nature)

Sunshine Club: As a Sunshine Club member, you have access to the Sunshine Club factional PT, found here.
In addition, any actions you have can and must be used during the day, and take effect during the day.

You win when all threats to the Sunshine Club are eliminated.

1-shot Force of Nature: Once in the game during night, you may cause a player to unavoidably die. This ability is treated as untargeted for all purposes.
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Post Post #473 (isolation #85) » Tue Aug 31, 2021 4:05 pm

Post by TemporalLich »

Werewolf 1-shot Wraith
(
Werewolf
/ 1-shot Wraith)

1-shot Wraith: Once in the game, you may have your factional ability also cause you to commute. If picked for an alignment with no factional ability or a Cultist who isn't chosen as Leader, you have a 1-shot factional ability that does nothing by default. If rolled for alien tech, this is attached to a factional kill.
Last edited by TemporalLich on Wed Sep 01, 2021 2:37 pm, edited 5 times in total.
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Post Post #475 (isolation #86) » Wed Sep 01, 2021 10:20 am

Post by TemporalLich »

Werewolf 2-shot Vaporizer
(
Werewolf
/ 2-shot Vaporizer)

2-shot Vaporizer: Twice in the game, you may have your factional ability also roleblock and render the target immune to any other actions. If picked for an alignment with no factional ability or a Cultist who isn't chosen as Leader, you have a 1-shot factional ability that does nothing by default. If rolled for alien tech, this is attached to a factional kill.




For roles that attach abilities to factional abilities, should I assume a nonexistent or depleted factional ability can be used to simply use the ability attached to the factional ability?
Last edited by TemporalLich on Wed Sep 01, 2021 2:37 pm, edited 5 times in total.
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Post Post #481 (isolation #87) » Wed Sep 01, 2021 11:48 am

Post by TemporalLich »

Fulfiller Maximus Indigo
(
Fulfiller
/
Maximus Indigo
)

Fulfiller: Fulfiller is an independent alignment whose win condition is tied to fulfilling a mission. If such mission is not fulfilled for whatever reason, they lose. If fulfillers rand vanilla the mod may assign them another alignment (or a Fulfiller attached to a role with no special Fulfiller mission gets a mission from the moderator).

Maximus Indigo: You have a weak power that you can perform every night and a strong power that you can activate once per game that causes you to die at the end of the next Night.

Weak Power: You may target a player to have them receive Voyeur results on themself (excluding your action), and receive Watcher results on themself (excluding your action) the next Night.

Strong Power: You may opt to use the Strong Power and target a player. During the Day if you opted to use your Strong Power, you must post “
MAXIMUS
” in indigo font, size 200 in the game thread. During the next Night, the player will get all entries in the Mod PT's Night Action list that Night that involve them.

All Maximus are immune to conversions.

Fulfiller Maximus Indigo wincon: If the Strong Power gets an entry involving a Maximus or a Cult Leader or an Alien factional kill or an Alien "alien tech" invention you win and leave the game instead of dying.
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Post Post #483 (isolation #88) » Wed Sep 01, 2021 2:16 pm

Post by TemporalLich »

Town RQSer
(
Town
/ RQSer)

During Day 1, you may ask any or all of these questions:

Why did you sign up for this game?
What is your favorite color?
If you could vig someone right now, who would you vig?

If at least one person during Day 1 says they signed up because they like the Deck of Astral Roles, they wanted a chaotic game, or they want to meme, you gain a 1-shot Role Reroller ability, but may only target those who said those responses during Day 1.

If at least one person says their favorite color is green or red during Day 1, you gain a 1-shot Alignment Cop ability, but may only target those who said green or red during Day 1.

During Night 1, you may attempt to kill a player that at least one person other than you wanted to vig right now.

You have Multitasking. You may perform more than one action each night.
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Post Post #486 (isolation #89) » Wed Sep 01, 2021 2:25 pm

Post by TemporalLich »

Demon Static Reflexive Mailman
(
Demon
/ Static Reflexive Mailman)

Demon: Demon is an alignment that can only win with groupscum aligned parties that share a PT and can only have passive/reflexive roles. In addition, they have the ability to reverse engineer active items and weapons that they get from other parties into passive ones.

Static Reflexive Mailman: During pregame, you may PM the moderator to send anyone who targets you a message of your choice for the rest of the game. If you do not so do, blank messages will be sent. They will be informed the message came from a mailman.




Can a Demon be a Reflexive Mailman? If not I will need to change the role.
In post 484, MegAzumarill wrote:
Eldritch Cult Leader
(cult/ evangilistic mysterious conduit)

Cult: if you are the cult leader, your factional ability causes the target to be surrounded by a mysterious energy, additionally, cultists charged by a mysterious energy flip as their original alignments on death.


Each night, you may target a player to charge them with a mysterious energy. You will appear as CULT to investigations.
Is this Eldritch Cult alignment? (Cult in all but name, but also has an additional mysterious energy ability and mysterious energy flip alterer on the alignment)
Last edited by TemporalLich on Wed Sep 01, 2021 3:49 pm, edited 3 times in total.
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Post Post #487 (isolation #90) » Wed Sep 01, 2021 2:35 pm

Post by TemporalLich »

Sunshine Electrifier
(
Sunshine Club
/ Electrifier)

Sunshine Club: As a Sunshine Club member, you have access to the Sunshine Club factional PT, found here.
In addition, any actions you have can and must be used during the day, and take effect during the day.

You win when all the threats to the
Sunshine Club
are gone and at least one
Sunshine Clubber
is still alive, or when nothing can prevent this from occurring.

Electrifier: Each night, you may electrically charge a player.

If an electrically charged player ever targets another electrically charged player, both players will unavoidably die.




Nerfed the "nonexistent or depleted factional ability" usefulness on roles like Enforcer, now they only grant a 1-shot factional ability that does nothing by default for alignments with no factional ability (yes that would include Sunshine Club or Cult non-Leaders).

A Cult Leader has a factional ability so a Cult Leader Enforcer will roleblock and recruit their target if they use their Enforcer ability.
Last edited by TemporalLich on Wed Sep 01, 2021 7:04 pm, edited 1 time in total.
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Post Post #489 (isolation #91) » Wed Sep 01, 2021 3:06 pm

Post by TemporalLich »

Town Reflexive Mailman
(
Town
/ Reflexive Mailman)

Reflexive Mailman: Each night, you may PM the moderator to send anyone who targets you a message of your choice. If you do not so do, blank messages will be sent. They will be informed the message came from a mailman.



In post 488, Guillotina wrote:If the player only submits the message during pre-game and whoever visits them get that message every time. I don't see why not.
If the player can actively change messages every night then they dont qualify as a demon no.
They will have to do so each night or else a blank message will be sent. They may not just set it during pregame and forget it. It really depends on whether you'd consider the reflexive mailman message setting an action or not (bear in mind, a reflexive mailman is still passive).

A Demon Dark Demon for example would keep the "Anyone investigating you will receive a message saying that you are a frightening and evil Dark Demon." passive but have the cloak in darkness ability voided (by that, that ability will not appear on the Role PM or flip).

Demons are more generalized than double groupscum, while double groupscum are Traitors demons neither have traitor notify or access to active abilities (can they use items actively?)

Changed to a Static Reflexive Mailman, which only submits a message during pregame.
Last edited by TemporalLich on Wed Sep 01, 2021 3:33 pm, edited 1 time in total.
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Post Post #491 (isolation #92) » Wed Sep 01, 2021 3:30 pm

Post by TemporalLich »

Demon Strong-Willed Wagon Driver
(
Demon
/ Strong-Willed Wagon Driver)

Demon: Demon is an alignment that can only win with groupscum aligned parties that share a PT and can only have passive/reflexive roles. In addition, they have the ability to reverse engineer active items and weapons that they get from other parties into passive ones.

Strong-Willed Wagon Driver: While you are on an elimination wagon, the elimination from that wagon cannot be blocked, redirected or interfered with in any way.



In post 490, Guillotina wrote:Being able to send a message every night qualifies as active so no.
Alright, a Reflexive Mailman is still a passive role for action resolution purposes so roleblocking a Reflexive Mailman won't crash the game. The former Demon Reflexive Mailman is going to stay a Demon Static Reflexive Mailman as a Demon / active ability role card is inelegant. I still think voiding is better as some roles have passive and active components.
In post 490, Guillotina wrote:Same for items, they cant use items actively, but they can reverse engineer it and add them to their bodies to be used reflexively.

For example, if they get a gun thst they can shoot only during the day with 50% chance of being loud, the dark demon can set it as a reflexive shot that kills anyone targeting the demon during the day, with 50% chance of announcing the reflexive kill?
If you want to add that to the Demon faction you can, maybe as a factional ability that doesn't count as active despite being active (a Demon Enforcer is still an effective named Demon though)
Last edited by TemporalLich on Wed Sep 01, 2021 3:46 pm, edited 1 time in total.
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Post Post #494 (isolation #93) » Wed Sep 01, 2021 4:09 pm

Post by TemporalLich »

Far
Wolf
Post Inventor
(
Far
Wolf
/ Post Inventor)

FarWolf: You are a double groupscum aligned with the
Werewolves
and
Aliens
.

Double groupscum know who is aligned with them on each of their scumteams and can win with either (or both), but are considered to be Traitors for balance reasons. That is, double groupscum don't have access to factional abilities, and their scumteams only know their double groupscum exists.

Post Inventor: Each night, you may give a player a 1-shot ability (an invention).

You can only give inventions corresponding to unmodified Normal active roles that you've posted the name of in the game thread at least once. You can only give out each Normal role invention once.
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Post Post #495 (isolation #94) » Wed Sep 01, 2021 4:18 pm

Post by TemporalLich »

Mod Discretion Mod Discretion Astral Inventor
(
Mod Discretion Mod Discretion
/ Astral Inventor)

Mod Discretion Mod Discretion: You are a double groupscum aligned with two scumteams of the moderator's choice after picks.

Double groupscum know who is aligned with them on each of their scumteams and can win with either (or both), but are considered to be Traitors for balance reasons. That is, double groupscum don't have access to factional abilities, and their scumteams only know their double groupscum exists.

Astral Inventor: You possess four random 1-shot Deck of Astral Roles: Expanded Universe active abilities that you may give to another player.
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Post Post #497 (isolation #95) » Wed Sep 01, 2021 5:36 pm

Post by TemporalLich »

Town Charmer
(
Town
/ Charmer)

Each night, you may prevent a player from investigating players not of their alignment, killing players regardless of alignment, or using roleblocking abilities on players regardless of alignment.

This effect lasts until someone attempts to kill or roleblock the player, or if someone not of the player's alignment attempts to investigate the player. When this happens, the player knows they were charmed by you.

This ability is not considered a roleblocking ability.
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Post Post #502 (isolation #96) » Thu Sep 02, 2021 1:33 am

Post by TemporalLich »

Werewolf 1-shot Poisoner
(
Werewolf
/ 1-shot Poisoner)

1-shot Poisoner: Once in the game during night, you may poison a player. Poisoned players will die at the end of the next Night.



In post 501, MegAzumarill wrote:Was just supposed to be regular cult, is now changed.
okay

also we need some more werewolves
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Post Post #503 (isolation #97) » Thu Sep 02, 2021 1:46 am

Post by TemporalLich »

Lazy Setup Generation
(
Lazy Setup Generation
/ Lazy Setup Generation)

Lazy Setup Generation: This role card is whatever role card was rolled before this one. If this is the first role card to be rolled or if this is rolled outside setup generation, reroll this role. (this will more often than not result in a player getting two of the same role card)
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Post Post #508 (isolation #98) » Thu Sep 02, 2021 8:17 am

Post by TemporalLich »

Hydra Shadowhydra
(
Hydra
/ Shadowhydra)

Hydra: A Hydra is an independent alignment capable of growing multiple heads by targeting players and consuming them into the Hydra's main body, absorbing not only the players themselves, but also their roles and win conditions.

Essentially, a Hydra aligned player starts off by themself and every time they consume a target, the slot vanishes and the player is absorbed into the Hydra's slot. The targets also bring with them the roles and win conditions to the hydra body. Hydra may end up with multiple win conditions to pick from. All players in a Hydra's slot share a Hydra factional PT (not to be confused for a Hydra PT, which is a Notes PT for genuine Hydra accounts).

The Hydra wins when they fulfill one of those win conditions.

If the Hydra is killed, all heads die, losing the game.

Shadowhydra: You are in a Private Topic with a player outside the game (mod's discretion). For a Hydra, this includes all players absorbed into your slot.

The queue's listmod must be notified if this card rolls.





Hydras (the alignment) have a PT for all the players absorbed into their slot and an example two-headed Hydra would show as Guillotina + TemporalLich on the alive list right? I'd ideally not have to create accounts to support a technically third-party alignment so the PT will help coordinate things.
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Post Post #515 (isolation #99) » Thu Sep 02, 2021 10:35 am

Post by TemporalLich »

Town Elimination Fulfiller Wincon
(
Town
/ Elimination Fulfiller Wincon)

Elimination Fulfiller Wincon: All
Fulfillers
on your wagon will win if you are eliminated by vote.




Is star-aligned an ability for Starkin in the same vein as a Fulfiller wincon or is it part of the role?
Last edited by TemporalLich on Thu Sep 02, 2021 11:46 am, edited 1 time in total.
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Post Post #524 (isolation #100) » Thu Sep 02, 2021 12:16 pm

Post by TemporalLich »

Werewolf ITA Bringer
(
Werewolf
/ ITA Bringer)

A 12 hour ITA (In-Thread Attack) window will happen at least 1 real life day into a Day at a predetermined time at the moderator's discretion.

During an ITA window, anyone may use HURT: tags with a single target specified to use an ITA on a player. Players have one ITA each ITA window unless their role PM says otherwise. ITAs have a 15% chance of succeeding unless their role PM says otherwise.

If an ITA succeeds, the player using the ITA will attempt to kill their target.

This ability is disabled during MeLo and ELo.
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Post Post #531 (isolation #101) » Fri Sep 03, 2021 8:32 am

Post by TemporalLich »

Mafi
alien
Alien Tech Upgrader
(
Mafi
alien
/ Alien Tech Upgrader)

Mafialien: You are a double groupscum aligned with the
Mafia
and
Aliens
.

Double groupscum know who is aligned with them on each of their scumteams and can win with either (or both), but are considered to be Traitors for balance reasons. That is, double groupscum don't have access to factional abilities, and their scumteams only know their double groupscum exists.

Alien Tech Upgrader: The "alien tech" invention can be used an unlimited number of times.




Names for standard double groupscum:

Mafia
+
Werewolf
=
Ja
ke
|
Role Color

Mafia
+
Alien
=
Mafi
alien
|
Role Color

Mafia
+
Cult
=
Cult
afia
|
Role Color

Werewolf
+
Alien
=
Far
Wolf
|
Role Color

Werewolf
+
Cult
=
Were
Cult
|
Role Color

Alien
+
Cult
=
Alien
-
Cult
|
Role Color
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Post Post #537 (isolation #102) » Fri Sep 03, 2021 11:07 am

Post by TemporalLich »

Dark Creature Star Monster
(
Dark Creature
/ Star Monster)

Dark Creature: You are a
Dark Creature
.
Dark Creatures
are a scum team with a factional "Plunge in Darkness" ability to roleblock someone that Night and also cause them to die the next Night.

Star Monster: While you are still-alive, no one may be star aligned.

Each night, you may investigate a player to learn their role, or their full role card if they are a
Starkin
.

Once in the game during night, you may attempt to kill a player and gain a 1-shot invention of whatever active abilities they had.
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Post Post #540 (isolation #103) » Fri Sep 03, 2021 1:59 pm

Post by TemporalLich »

Dark Creature Shadow Puller
(
Dark Creature
/ Shadow Puller)

Dark Creature: You are a
Dark Creature
.
Dark Creatures
are a scum team with a factional "Plunge in Darkness" ability to roleblock someone that Night and also cause them to die the next Night.

Shadow Puller: Once in the game during the night, you have a personal "Plunge in Darkness" ability to roleblock someone that Night and also cause them to die the next Night.
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Post Post #545 (isolation #104) » Sun Sep 05, 2021 5:11 am

Post by TemporalLich »

Town Sacrificial Reviver
(
Town
/ Sacrificial Reviver)

Sacrificial Reviver: Each night, you may bring a player back from the dead. Using this action will cause you to unavoidably die.

Mod Note: Requires the moderator to not reveal spoilers in the Dead PT.
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Post Post #546 (isolation #105) » Sun Sep 05, 2021 5:22 am

Post by TemporalLich »

Town Bulletproof Weak Checker
(
Town
/ Bulletproof Weak Checker)

Bulletproof Weak Checker: You are immune to kill actions.

Each night, you may check a player. You will be informed of whether your check attempt on that player succeeded or not. If you target someone who isn't aligned with the Town, you unavoidably die.
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Post Post #547 (isolation #106) » Sun Sep 05, 2021 5:27 am

Post by TemporalLich »

Demon Alien Tech Thief
(
Demon
/ Alien Tech Thief)

Demon: Demon is an alignment that can only win with groupscum aligned parties that share a PT and can only have passive/reflexive roles. In addition, they have the ability to reverse engineer active items and weapons that they get from other parties into passive ones.

Alien Tech Thief: You know what the alien tech invention is, and you have a 1-shot invention corresponding to the alien tech invention. A Demon is able to reverse engineer the invention from this role.

Mod Note: If this role exists in the setup, roll the alien tech invention even if Aliens don't exist in the setup.
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Post Post #548 (isolation #107) » Sun Sep 05, 2021 1:59 pm

Post by TemporalLich »

Starkin Canis Minor
(
Starkin
/ Bloodhound)


Starkin:
Spoiler:
You are a member of the
starkin
, you may talk with your partners during the night.
As a member of the
starkin
you have a special condition under which you are star-aligned. (determined by alignment card) When you are star aligned, your actions have a greater effect. Being star-aligned lasts for one night, unless the conditions are met the next night as well.

The
starkin
have a one shot factional ability to star-align one member for that night, this ability is inherently strong-willed and multitasking. The starkin also have a factional visit each night, making one member visit a player for no effect.

You win when you compose >=50% of the currently alive players, after which you will leave and win the game. This does not end the game, unless the game would otherwise immediately end in a town win, in which case
town
loses.

You will become star aligned if groupscum was eliminated the previous Day.

While you are star aligned, you are an Alignment Cop instead of a Bloodhound. That is, your ability will cause you to learn a player's alignment

Bloodhound: Each night, you may learn if a player is
Town
or
Not Town
.




https://en.wikipedia.org/wiki/Lists_of_constellations - may help for naming Starkin

also didn't want to take the mysterious Ophiuchus (serpent-bearer)
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Post Post #553 (isolation #108) » Mon Sep 06, 2021 2:15 pm

Post by TemporalLich »

Mod Chooses Before Picks Deck of Astral Roles Oracle
(
Mod Chooses Before Picks
/ Deck of Astral Roles Oracle)

Deck of Astral Roles Oracle: Each night, you may ask the question to the moderator about how they would interpret any Deck of Astral Roles role card or any interactions involving Deck of Astral Roles role cards.
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Post Post #568 (isolation #109) » Mon Sep 06, 2021 6:23 pm

Post by TemporalLich »

Town Inner Sanctum Keeper or Hypogean
(
Town
/ Inner Sanctum Keeper or Hypogean)

Inner Sanctum Keeper or Hypogean: This role card is different depending on whether you apply it to a
Town
alignment card or any other alignment card.

If this is applied to a
Town
alignment card, you are an Inner Sanctum Keeper.

If this is applied to any other alignment card, you are a Hypogean.

Inner Sanctum KeeperYou are in a PT with other Inner Sanctum Keepers, who are confirmed to be
Town
-aligned. The Inner Sanctum PT is treated as a factional PT for all purposes.

A random other
Town
aligned player will be a Inner Sanctum Keeper if you select this role card.


HypogeanYou are in a PT with other Hypogeans, who are confirmed to not be
Town
-aligned.

A random other Non-
Town
aligned player will be a Hypogean if you select this role card.
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Post Post #574 (isolation #110) » Tue Sep 07, 2021 5:14 am

Post by TemporalLich »

Town Cold-Blooded Doctor
(
Town
/ Cold-Blooded Doctor)

Cold-Blooded Doctor: Each night, you may protect someone from being killed.

Anything that would trigger as a result of your actions (e.g. Sentry and Reflexive roles) doesn't trigger.
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Post Post #585 (isolation #111) » Tue Sep 07, 2021 6:01 am

Post by TemporalLich »

Mod Chooses Before Picks Bonus Card
(
Mod Chooses Before Picks
/ Bonus Card)

Bonus Card: If this is one of your cards, you get an extra card to pick from (by default, you pick one for alignment, one for role, and one to publically discard - so the fourth card will be privately discarded). If this is picked for your role, reroll for role.
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Post Post #603 (isolation #112) » Tue Sep 07, 2021 8:36 am

Post by TemporalLich »

Mod Chooses Before Picks Mod Chooses Before Picks
(
Mod Chooses Before Picks
/ Mod Chooses Before Picks)

The moderator chooses the alignment and role of this card before sending it out.



In post 602, Not Known 15 wrote:What's the current alignment ratio btw? We might hit the upper limit for Free Space soon, if we didn't already.
alignment ratio as of this post:

225
Town

67
Mafia

63
Werewolf

23
Alien

16
Cult

44
Standard Third-Party

35
Mod Discretion


the rest are NS third-parties or true free spaces,
Fulfiller
is counted as standard 3P. Note that the Third-Party target is met as there are non-standard 3Ps. There are 210
Free Spaces
available for the target.
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Post Post #623 (isolation #113) » Tue Sep 07, 2021 3:45 pm

Post by TemporalLich »

Town Unrestricted Picker
(
Town
/ Unrestricted Picker)

Unrestricted Picker: You can pick cards you are normally not allowed to pick.

If this is picked for your role, you can pick any uPick flavor for the mod to give a role at their discretion during pregame (with the uPick flavor being counted as role flavor).

gotta counter those Magnets somehow
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Post Post #624 (isolation #114) » Tue Sep 07, 2021 7:22 pm

Post by TemporalLich »

Reroll for Alignment Card Rerollizer
(
Reroll for Alignment
/ Card Rerollizer)

Card Rerollizer: You can pick any card as if it were a Reroll. If this is picked for your role, reroll for role.
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Post Post #625 (isolation #115) » Wed Sep 08, 2021 5:48 am

Post by TemporalLich »

Town
(Mod Chooses After Picks)
Cop
(
Town
/ (Mod Chooses After Picks) Cop)

Each night, you may target a player to learn if they are (Mod Chooses After Picks) or Not (Mod Chooses After Picks).
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Post Post #626 (isolation #116) » Wed Sep 08, 2021 5:50 am

Post by TemporalLich »

Werewolf Sticky Ooze
(
Werewolf
/ Sticky Ooze)

Each night, you may coat someone in sticky ooze.

If you are coated in sticky ooze, you can't act the next Day or Night after you act. Furthermore, anyone targeting you with a kill action will be coated in sticky ooze.

As a Sticky Ooze, you can't be coated in sticky ooze, but you will coat anything targeting you in sticky ooze.

You will know if you are coated in sticky ooze.
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Post Post #634 (isolation #117) » Wed Sep 08, 2021 8:42 am

Post by TemporalLich »

Town Strong-Willed Purifier
(
Town
/ Strong-Willed Purifier)

Each night, you may clear a target player of any lingering effects. This action can't be blocked, redirected or interfered with in any way.

Lingering effects include but are not limited to being primed, poisoned, seraph knighted, , , and .




I assume compulsive targeting due to being stuck to glue doesn't trigger the glue effect?
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Post Post #635 (isolation #118) » Wed Sep 08, 2021 8:46 am

Post by TemporalLich »

Town 2-shot Cold-Blooded Vigilante
(
Town
/ 2-shot Cold-Blooded Vigilante)

2-shot Cold-Blooded Vigilante: Twice in the game during night, you may attempt to kill a player.

Anything that would trigger as a result of your actions (e.g. Sentry and Reflexive roles) doesn't trigger.




This won't get coated in sticky ooze by targeting someone coated in sticky ooze due to Cold-Blooded ignoring triggers.
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Post Post #649 (isolation #119) » Wed Sep 08, 2021 3:51 pm

Post by TemporalLich »

Diamagnetic Mod Chooses After Picks
(
Mod Chooses After Picks
/ Diamagnetic)

Diamagnetic: Your picks are not limited by Magnets. Any Magnet or Magnet(Weak) or other role involving magnetism attempting to target you unavoidably dies.

we have enough Magnets to be honest



In post 648, Guillotina wrote:
The Replicator
may target another player each night, killing them and stealing their role (but not alignment). If the kill attempt is successful, the targeted player will be revealed as Serial Killer Replicator upon death. Stolen roles will be added as part of the SK repertoire but they can only use one role per cycle.
This role shouldn't be interpreted as a janitoring Vigilante, but rather as a role on the team that the SK can elect to carry out their factional serial kill, similar to how Strongman and Ninja.
how would this work on people with no factional ability? Is a
Mafia Replicator
a useful role?
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Post Post #650 (isolation #120) » Wed Sep 08, 2021 4:04 pm

Post by TemporalLich »

Cult Split Cop Seer
(
Cult
/ Split Cop Seer)

Split Cop Seer: You must use all of your constituent actions to act, and all constituent actions must target different targets. If a single action fails, all constituent actions will fail.

Each night, you may target a player to learn if they are
Mafia
or
Not Mafia
.

Each night, you may target a player to learn if they are
Werewolf
or
Not Werewolf
.
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Post Post #652 (isolation #121) » Thu Sep 09, 2021 5:49 am

Post by TemporalLich »

Town Informed All-In-One Cop
(
Town
/ Informed All-In-One Cop)

Informed All-In-One Cop: You are informed of every alignment that exists in the game.

You possess an unlimited use ability of every cop-like of every alignment that exists in the game.

A cop-like is an investigative role that gets results in the form of {alignment}/Not {alignment}

Example cop-likes:

Town - Bloodhound
Mafia - Cop
Werewolf - Seer
Alien - Theorist
Cult - Private Investigator
Third Party - FBI Agent
Pirate - Navy Sailor

If you can't come up with a name for a cop-like you may just call the role {alignment}-Cop.
Last edited by TemporalLich on Fri Sep 10, 2021 12:57 pm, edited 1 time in total.
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Post Post #653 (isolation #122) » Thu Sep 09, 2021 6:11 am

Post by TemporalLich »

Mod Chooses Before Picks Mutual Assured Destruction
(
Mod Chooses Before Picks
/ Mutual Assured Destruction)

Mutual Assured Destruction: At any time, you may target a player. Both you and your target will unavoidably die. This ability is treated as untargeted for all purposes.
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Post Post #660 (isolation #123) » Fri Sep 10, 2021 12:48 pm

Post by TemporalLich »

Dark Creature 1-shot Astral Demon
(
Dark Creature
/ 1-shot Astral Demon)

Dark Creature: You are a
Dark Creature
.
Dark Creatures
are a scum team with a factional "Plunge in Darkness" ability to roleblock someone that Night and also cause them to die the next Night.

1-shot Astral Demon: Once in the game during night, you may perform your factional ability as if you were strong-willed, untargetable, and the target had no abilities (an Astral Demon ability does indeed roleblock). If picked for an alignment with no factional ability or a Cultist who isn't chosen as Leader, you have a 1-shot factional ability that does nothing by default. If rolled for alien tech, this is attached to a factional kill.
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Post Post #669 (isolation #124) » Tue Sep 14, 2021 6:16 am

Post by TemporalLich »

Town Anypick
(
Town
/ Anypick)

Anypick: You can pick cards that cannot normally be picked. If picked for a role, you are Named with the name Anypick.




I wanted to put the Demon Lord at #666 :(
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Post Post #670 (isolation #125) » Tue Sep 14, 2021 6:34 am

Post by TemporalLich »

Mod Chooses After Picks Sussy Player
(
Mod Chooses After Picks
/ Sussy Player)

Sussy Player: Your role name is "Crewmate" if you can win while the Town wins. If this isn't the case, your role name is "Impostor".

If your role name is "Crewmate" you have a 1-shot day ability to inform someone that you can win while the Town wins and give them an invention to inform someone that you can win while the Town wins.

If your role name is "Impostor" you have a 1-shot day ability to sabotage the game thread, locking it for 4 hours (2 hours in a blitz, 5 minutes in a marathon).
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Post Post #675 (isolation #126) » Tue Sep 14, 2021 3:21 pm

Post by TemporalLich »

Cult CIA Agent
(
Cult
/ CIA Agent)

CIA Agent: Each night, you may prevent a player from acting and learn if they are
Third-Party
or
Not Third-Party
.
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Post Post #676 (isolation #127) » Tue Sep 14, 2021 3:23 pm

Post by TemporalLich »

Condemner Mindseeker
(
Condemner
/ Mindseeker)

Condemner: You have a random other player as a target. You win and exit the game if your target is eliminated via vote.

Mindseeker: Each night, you may prevent a player from acting and learn if they are
Cult
or
Not Cult
.
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Post Post #677 (isolation #128) » Tue Sep 14, 2021 3:25 pm

Post by TemporalLich »

Town FBI Agent
(
Town
/ FBI Agent)

FBI Agent: Each night, you may target a player to learn if they are
Third-Party
or
Not Third-Party
.
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Post Post #681 (isolation #129) » Wed Sep 15, 2021 6:15 am

Post by TemporalLich »

Town True Parity Cop
(
Town
/ True Parity Cop)

Each night, you may target two players. You will learn if either both or neither of your targets are
Mafia
, or if this is not the case.
Last edited by TemporalLich on Wed Sep 15, 2021 6:23 am, edited 2 times in total.
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Post Post #682 (isolation #130) » Wed Sep 15, 2021 6:16 am

Post by TemporalLich »

Town True Parity Seer
(
Town
/ True Parity Seer)

Each night, you may target two players. You will learn if either both or neither of your targets are
Werewolf
, or if this is not the case.
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Post Post #684 (isolation #131) » Wed Sep 15, 2021 7:31 am

Post by TemporalLich »

Alien Enchantress
(
Alien
/ Enchantress)

Enchantress: Each night, you may force a player to commute, blocking their actions even if strong-willed and making them untargetable. If you target someone who is not aligned with you, you will also commute (you will not be informed of this, and you can still be blocked).
Last edited by TemporalLich on Wed Sep 15, 2021 7:37 am, edited 1 time in total.
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Post Post #685 (isolation #132) » Wed Sep 15, 2021 7:33 am

Post by TemporalLich »

Town 1-shot Force of Knowledge
(
Town
/ 1-shot Force of Knowledge)

1-shot Force of Knowledge: Once in the game during night, you may unavoidably learn a player's true alignment. This ability is treated as untargeted for all purposes.
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Post Post #697 (isolation #133) » Wed Sep 15, 2021 10:47 am

Post by TemporalLich »

Mod Chooses After Picks Inmate of Dilemma
(
Mod Chooses After Picks
/ Inmate of Dilemma)

Inmate of Dilemma: You know the other Inmate of Dilemma's alignment.

Each night, you
must
select
Cooperate
or
Defect
as if you were playing Prisoner's Dilemma. Nothing may interfere with this, and you may use this with another ability regardless of multitasking. Failure to submit an option defaults to
Cooperate
.

If both Inmate of Dilemmas cooperate (SmallWin, SmallWin on the payoff matrix), they both get a Role Cop (You may learn someone's role.) invention.
If both Inmate of Dilemmas defect (SmallLoss, SmallLoss on the payoff matrix), they both get a Checker (You may check a player. You will be informed of whether your check attempt on that player succeeded or not.) invention.
If you defect while the other Inmate of Dilemma cooperates (BigWin, BigLoss on the payoff matrix), you get a Day Vigilante (You may PM the mod to attempt to kill a player during the Day.) invention while the other Inmate of Dilemma gets nothing.
If you cooperate while the other Inmate of Dilemma defects (BigLoss, BigWin on the payoff matrix), you get nothing while the other Inmate of Dilemma gets a Day Vigilante (You may PM the mod to attempt to kill a player during the Day.) invention.

If the other Inmate of Dilemma is dead, you may act as a Role Cop.

They CooperateThey Defect
You CooperateSmallWin, SmallWinBigLoss, BigWin
You DefectBigWin, BigLossSmallLoss, SmallLoss


Mod Note: Add "Inmate of Dilemma" to a non co-aligned player, the counterpart Inmate of Dilemma is informed of the Inmate of Dilemma's alignment.

This role can only be rolled in setup generation. If this role is rolled outside setup generation, reroll this role.

The flip of this role contains the information about the other Inmate of Dilemma's alignment.
Last edited by TemporalLich on Wed Sep 15, 2021 1:04 pm, edited 1 time in total.
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Post Post #698 (isolation #134) » Wed Sep 15, 2021 10:54 am

Post by TemporalLich »

Blank White Card
(Blank White Card / Blank White Card)

Blank White Card (both alignment and role): During pregame, you must draw a simple drawing either on paper or an image editor consisting of only one color and white space. The moderator will assign you an alignment or role based on your drawing, and your drawing will appear in your flip.

If you fail to submit a simple drawing, you will either be
Town
or Vanilla depending on if you picked this for alignment or role.
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Post Post #700 (isolation #135) » Wed Sep 15, 2021 11:23 am

Post by TemporalLich »

Town Shimmering Fruit Vendor
(
Town
/ Shimmering Fruit Vendor)

Shimmering Fruit Vendor: Each night, you may give a player a
✧shimmering fruit✧
.

A player receiving a
✧shimmering fruit✧
will immediately eat it. Those who have eaten a shimmering fruit have their name show up as
✧cyan with 4-pointed stars around it✧
in votecounts.
Last edited by TemporalLich on Wed Sep 15, 2021 1:04 pm, edited 1 time in total.
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Post Post #702 (isolation #136) » Wed Sep 15, 2021 1:05 pm

Post by TemporalLich »

Dark Creature Luminous Horror
(
Dark Creature
/ Luminous Horror)

Dark Creature: You are a
Dark Creature
.
Dark Creatures
are a scum team with a factional "Plunge in Darkness" ability to roleblock someone that Night and also cause them to die the next Night.

Luminous Horror: Each night, you may target a player and state an intent. A player targeted by you receives the message "
The Luminous Horror has spotted you.
"

List of Intents:

Wandering
- You will visit the player with no additional effect.
Curious
- You will learn if a player has attempted to use a killing ability or not.
Sneaky
- You will learn who the player targeted.
Malicious
- You will attempt to transform the player's role into a Luminous Thrall, appearing
cyan
in votecounts and destroying the original role PM so it doesn't appear in the flip. Using this intent will cause you to appear
cyan
in votecounts. (e.g. if you targeted a
Townie
with malicious intent they would become a
Town Luminous Thrall
)
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Post Post #705 (isolation #137) » Wed Sep 15, 2021 4:39 pm

Post by TemporalLich »

Town Darkseeker
(
Town
/ Darkseeker)

Darkseeker: Each night, you may target a player to learn if they are
Dark Creature
or
Not Dark Creature
.



In post 704, Jake The Wolfie wrote:Huh, I always thought Conspiracy Theorist was just the name for an Alien-Finding Cop.
I'd just call that a Theorist.
Last edited by TemporalLich on Wed Sep 15, 2021 4:46 pm, edited 1 time in total.
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Post Post #706 (isolation #138) » Wed Sep 15, 2021 4:44 pm

Post by TemporalLich »

Darkblight Werewolf
(
Werewolf
/ Darkblight)

Darkblight: All roles that care about your alignment treat you as if you were a
Dark Creature
.

Once in the game during the night, you have a personal "Plunge in Darkness" ability to roleblock someone that Night and also cause them to die the next Night. Using this ability will make your faction unable to use factional abilities that Night.
Last edited by TemporalLich on Sat Sep 18, 2021 6:11 am, edited 1 time in total.
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Post Post #707 (isolation #139) » Wed Sep 15, 2021 4:45 pm

Post by TemporalLich »

Unassuming Werewolf
(
Werewolf
/ Unassuming)

Unassuming: All roles that care about your alignment treat you as if you were a
Townie
.
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Post Post #709 (isolation #140) » Wed Sep 15, 2021 5:28 pm

Post by TemporalLich »

Townie
(
Town
/ )

: You are neither Named nor Vanilla. Thusly, you return a blank result to Role Cops.
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Post Post #710 (isolation #141) » Wed Sep 15, 2021 5:36 pm

Post by TemporalLich »

Town 710 Cap
(
Town
/ 710 Cap)

710 Cap: Anyone investigating you has a 80% chance of getting No Result and a 20% chance of getting a Role Cop result on you that says you are an Oil Cap (a role that says you cannot be primed) instead of their investigative result.

You cannot be primed.
Last edited by TemporalLich on Wed Sep 15, 2021 5:42 pm, edited 1 time in total.
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Post Post #712 (isolation #142) » Wed Sep 15, 2021 5:49 pm

Post by TemporalLich »

Town Survivor Survival
(
Town
/ Survivor Survival)

Survivor Survival: On the first Night a Survivor is supposed to die, instead no Survivors die that Night.



In post 711, Jake The Wolfie wrote:
TemporalLich
(Survivor / TemporalLich)

You are a Survivor, and you win if you are alive when the game ends.

Whenever you are attacked, the day number reverts back one day. Anything that happened during the previous cycle will be reversed, including death and executed.
This effect does not apply when you are executed.
I likely would not use this as written - for time reversal I'd nullify the night the TemporalLich gets killed (by anything that isn't strong) and revive the day's exile and likely have it be 1-shot because a Reviver is extremely strong due to being a pseudo-Publishing Alignment Cop and also of course reviving. The Cycle number would of course not increment if the TemporalLich's NK time reversal gets triggered.

Having to undo the
previous
Night's actions is a logistical nightmare and it's impossible to take back investigation results without force replacement.

Also I dislike the Survivor alignment but that's just me and thankfully I never had to play one.
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Post Post #717 (isolation #143) » Thu Sep 16, 2021 5:14 am

Post by TemporalLich »

Alien Sympathizer
(
Alien
/ Sympathizer)

Sympathizer: If no other players share your alignment on the start of Day 1, you will become a
Vanilla Townie
.
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Post Post #718 (isolation #144) » Thu Sep 16, 2021 5:35 am

Post by TemporalLich »

Mod Chooses Non-Standard Groupscum After Picks Sympathizer
(
Mod Chooses Non-Standard Groupscum After Picks
/ Sympathizer)

Mod Chooses Non-Standard Groupscum After Picks: You are a non-standard groupscum faction of the moderator's choice (examples include
Apparitions
,
Pirates
,
Dark Creatures
,
Sunshine Club
,
Starkin
, and
Specters
)

Sympathizer: If no other players share your alignment on the start of Day 1, you will become a
Vanilla Townie
.

I know Pirates aren't technically
scum
as they have a Town-compatible wincon, but they are still considered groupscum.





Please do not add more groupscum factions. I am adding some roles to help with non-standard groupscum play to have them be more likely of at least size 2.

Also bear in mind that mod discretions can be non-standard groupscum so more of those would be appreciated.
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Post Post #723 (isolation #145) » Thu Sep 16, 2021 7:39 am

Post by TemporalLich »

Dark Horse Seraph Knight
(
Dark Horse
/ Seraph Knight)

Dark Horse: You belong to the faction with the fewest players at the beginning of the game. If there is a tie between multiple factions, the moderator will decide which. You partake in any PTs that faction may possess, but you will flip as a
Dark Horse
.

Seraph Knight: Once in the game during night, you may target a player to permanently protect them from kills until you die.



In post 720, Jake The Wolfie wrote:How many Free Spaces do we have left?
As of this post, we have 186 Free Spaces left.
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Post Post #726 (isolation #146) » Thu Sep 16, 2021 7:53 am

Post by TemporalLich »

Cyanbright Townie
(
Town
/
Cyanbright
)


Cyanbright: Anything referring to you, such as your Role PM, your flip, your name in the votecount, your name in the playerlist, and even moderator messages about you and moderator replies to you are written in cyan text.
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Post Post #728 (isolation #147) » Thu Sep 16, 2021 8:04 am

Post by TemporalLich »

Town Night 1 Bloodhound
(
Town
/ Night 1 Bloodhound)

During Night 1, you may learn if a player is
Town
or
Not Town
.
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Post Post #741 (isolation #148) » Thu Sep 16, 2021 5:07 pm

Post by TemporalLich »

Town Strong-Willed Serendipitous Mage
(
Town
/ Strong-Willed Serendipitous Mage)

Your actions can't be blocked, redirected or interfered with in any way.

Each night, you may target a player and create a random effect (1d10000):

1 - The game ends with your faction winning. If you are a neutral third party, Town wins.
2-99 - You will attempt to kill your target if they aren't aligned with you, or will grant a layer of Bulletproof to your target if they are aligned with you. You will also gain a layer of Bulletproof and a random invention.
100-499 - You will attempt to kill your target if they aren't aligned with you, or will grant a layer of Bulletproof to your target if they are aligned with you.
500-1999 - You will roleblock your target if they aren't aligned with you, or will protect your target if they are aligned with you.
2000-7999 - You will neighborize your target.
8000-9999 - Nothing happens. You aren't even considered to be visiting your target.
10000 - The moderator says "Pineapple is a viable topping on pizza."



In post 740, MegAzumarill wrote:Cult: if you are selected as the cult leader, the first player you attempt to recruit but the action fails by any means, you will immediately use a strong-willed eliminator-vigilante action on.
uhh, is the strong-willed elim-vig only applicable to a
Cult Eliminator-Vigilante
? If so you should say so.

Also I'd rather have dead-affecting roles only prevent the Dead PT from having spoilers (still lets them be powerful, but not broken and also lets the Dead PT exist)
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Post Post #742 (isolation #149) » Thu Sep 16, 2021 5:27 pm

Post by TemporalLich »

Dark Creature Alter Beholder
(
Dark Creature
/ Alter Beholder)

Dark Creature: You are a
Dark Creature
.
Dark Creatures
are a scum team with a factional "Plunge in Darkness" ability to roleblock someone that Night and also cause them to die the next Night.

Alter Beholder: You are Multitasking. You may perform more than one action each night.

Each night, you may target a player. You will receive all messages that player received as a result of special abilities.

Twice in the game during night, you may send a fake investigation result to a player by specifying an investigative role that exists in the Deck of Astral Roles, a fake target, and a possible result. This will override a real investigation result if it is of the same role.
Last edited by TemporalLich on Thu Sep 16, 2021 6:05 pm, edited 10 times in total.
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Post Post #743 (isolation #150) » Thu Sep 16, 2021 5:28 pm

Post by TemporalLich »

Town Beholder
(
Town
/ Beholder)

Beholder: Each night, you may target a player. You will receive all messages that player received as a result of special abilities.
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Post Post #746 (isolation #151) » Fri Sep 17, 2021 3:52 am

Post by TemporalLich »

Werewolf
(
Werewolf
/ Vanilla)

You have no special abilities.



In post 744, MegAzumarill wrote:
Vanilla Town
2. The dead pt thing is mainly to avoid the situation where a scum player may out their own scumteam in spoilers not expecting dead interaction. I suppose adding a line in the OP of the dead thread telling players to not do so
yeah - it is kinda a spoiler though so idk
Last edited by TemporalLich on Fri Sep 17, 2021 3:54 am, edited 1 time in total.
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Post Post #749 (isolation #152) » Fri Sep 17, 2021 4:14 am

Post by TemporalLich »

Town 1-shot Ouija
(
Town
/ 1-shot Ouija)

1-shot Ouija: Once in the game during night, you may target a dead player. You will be added to a PT with that dead player, and that dead player may talk in that PT despite being dead.

Mod Note: Requires mod to state that a dead interacting role exists in the setup in the Dead PT and not to reveal any other spoilers.




For roles that interact with the dead - I think it would be fine to spoil that a role that interacts with the dead (or Dead PT) exists but nothing else to state why spoilers are not allowed - even more power since the Dead thread will know but it will keep the Dead PT and avoid having scum out the scumteam or spoilers making it into the game thread except for the dead interaction spoiler.

is an example of a role interacting with the dead PT, having the Dead PT nonexistent would cause that role to continually get negative results. (though it is fairly self-evident as it created Dead VCs and it did actually make it to the first Deck of Astral Roles game - and that role somehow got a negative result).

fyi: the first DoAR game is why double groupscum got nerfed

also we are 3/4ths of the way to filling the DoAR
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Post Post #755 (isolation #153) » Fri Sep 17, 2021 8:04 am

Post by TemporalLich »

Solar Flare Mafioso
(
Mafia
/ Solar Flare)

Solar Flare: All roles that care about your alignment treat you as if you were a
Sunshine Club Member
.

Once in the game, you may perform your factional ability during the day. If picked for an alignment with no factional ability or a Cultist who isn't chosen as Leader, you have a 1-shot factional ability that does nothing by default. If rolled for alien tech, this is attached to a factional kill.
Last edited by TemporalLich on Fri Sep 17, 2021 10:09 am, edited 1 time in total.
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Post Post #756 (isolation #154) » Fri Sep 17, 2021 8:39 am

Post by TemporalLich »

Free Townie
(
Town
/ Free Townie)

Free Townie: During the setup phase (as in whenever you are picking your alignment and role cards), if you are picking this as your role card, you may target a player. That player's alignment will be
Town
.

Reroll this role but not alignment if you aren't playing a setup where you choose alignment and role cards independently.
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Post Post #757 (isolation #155) » Fri Sep 17, 2021 8:41 am

Post by TemporalLich »

Town Planar Coin Flipper
(
Town
/ Planar Coin Flipper)

Your planar die is a d2. 1 is "planeswalk" and 2 is
Chaos
.

If this is not a Planechase game (such as Grand Idea Planechase), you may roll your planar die (1d2) regardless, but
Chaos
will randomly charge someone with a mysterious energy and "planeswalk" will have the mod post a message of their discretion.
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Post Post #764 (isolation #156) » Fri Sep 17, 2021 10:01 am

Post by TemporalLich »

Hidden Card
(
Hidden Card
/ Hidden Card)

Hidden Card (both alignment and role): Reroll this card, but only tell the player that it is a
Hidden Card
.



In post 758, Guillotina wrote:My opinion is that if there is a role that interacts with the dead in any way, the DEAD PT cannot be spoiled by the moderator for obvious reasons and warn in the PT that there are dead interactions in the game but not punish players for spoiling their own info in the PT.
I agree, that is how I feel.
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Post Post #765 (isolation #157) » Fri Sep 17, 2021 10:25 am

Post by TemporalLich »

Mod Chooses After Picks Arbitrator
(
Mod Chooses After Picks
/ Arbitrator)

Arbitrator: Each night, you may target two players to prevent them from voting each other or targeting each other for the next Day/Night cycle.

The targets are informed that they were arbitrated and who they can't vote or target.
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Post Post #767 (isolation #158) » Fri Sep 17, 2021 10:28 am

Post by TemporalLich »

Mod Chooses After Picks Strong-Willed Parrot Role
(
Mod Chooses After Picks
/ Strong-Willed Parrot Role)

Strong-Willed Parrot Role: Your actions can't be blocked, redirected or interfered with in any way.

Each night, you may target a player. If that player has an active ability, you will use that ability on that player.
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Post Post #771 (isolation #159) » Fri Sep 17, 2021 12:31 pm

Post by TemporalLich »

Mod Chooses Before Picks Scumfinder
(
Mod Chooses Before Picks
/ Scumfinder)

Scumfinder: You may investigate a player each night.

You get an
Innocent
result if your target can win while the Town wins. You get a
Guilty
result if this isn't the case.

Town, Survivor, Jester, Unjester, and Condemner are examples of Innocent results.
Groupscum (e.g. Mafia), Cult, and Serial Killer are examples of Guilty results.
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Post Post #773 (isolation #160) » Fri Sep 17, 2021 1:04 pm

Post by TemporalLich »

Vanilla Mod Chooses After Picks
(
Mod Chooses After Picks
/ Vanilla)

You have no special abilities.



In post 772, MegAzumarill wrote:Does this work based off whether the alignment could theoretically win with town in a circumstance, or if they can in the current state of the game (without having alignment changed of course)?

For an Example
Spoiler: Post 18
Guardian Angel (Guardian Angel / Vanilla)

Alignment Section: You win if your target survives till endgame. It doesn't matter if they are endgame'd in the endgame, they have to survive to see it.

If this role has a target that is town/survivor/condemner/etc. it can win with town.
If this role has a target that is say, a mafia goon. This role can never win with town.

Would this role return an innocent result always or only if it has a target that allows it to win with town?

(There are other situations where this can come up as well so it should be clarified, like a condemner with the last townie as its target, >1 starkin with another scum group, etc.)
Scumfinder works on the wincon and doesn't take the current gamestate into account - it is an alignment investigative.

Guardian Angel is strange though, since the wincon itself may or may not be town-compatible and thus a Scumfinder can get either an innocent or a guilty on one.
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Post Post #774 (isolation #161) » Fri Sep 17, 2021 4:26 pm

Post by TemporalLich »

Mod Chooses After Picks Korista
(
Mod Chooses After Picks
/ Korista)

You are immune to the Arramas.

A nonsense immunity for DoAR... just what we needed.




#777 is coming up. Hope you are lucky.
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Post Post #779 (isolation #162) » Fri Sep 17, 2021 7:13 pm

Post by TemporalLich »

Townie on Break
(
Town
/ on Break)

on Break: Each Day, you may post in bold "
I'm going on break.
" Votes on you will be suspended for 24 hours (no votes or unvotes on you will be valid during that time, and anyone voting you may not change their vote during that time) while you are on break. This ability may be used only once per day and only when there are at least 48 hours left in the deadline.



In post 777, Guillotina wrote:
Fulfiller High Roller
(Fulfiller / High Roller)
How would this work on any other alignment? Just a 2-shot Watcher?
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Post Post #780 (isolation #163) » Fri Sep 17, 2021 7:21 pm

Post by TemporalLich »

Trustworthy Townie
(
Town
/ Trustworthy)

Trustworthy: Your role may only exist on
Town
-aligned players. If you are not aligned with the
Town
you will become Vanilla.
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Post Post #788 (isolation #164) » Sat Sep 18, 2021 6:14 am

Post by TemporalLich »

Alien Bloodsucker
(
Alien
/ Bloodsucker)

Bloodsucker: Each night, you may treestump a player. Treestumps are considered dead for all purposes except that they may post in the game thread and may not gain access to the Dead PT. Using this ability will make your faction unable to use factional abilities that Night.
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Post Post #804 (isolation #165) » Sun Sep 19, 2021 3:02 am

Post by TemporalLich »

Mod Chooses After Picks Willbooster
(
Mod Chooses After Picks
/ Willbooster)

Willbooster: Each night, you may protect someone from a single roleblocking ability.



In post 803, Not Known 15 wrote:If the moderator rolls "Division By Zero" due to your ability you lose the game.
can we not have a modkill due to bad luck?

Division By Zero (and the similar card called VETO) would be treated by me as a reroll anyway since it is being rolled outside setup generation and therefore is counted as being a forced pick, though since that is not applied you'd have no special abilities.

I mean the risk element is there (you have a 1-shot ability to stop drawing and become effectively Vanilla) but that might not be fun so idk
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Post Post #806 (isolation #166) » Sun Sep 19, 2021 3:09 am

Post by TemporalLich »

Town True Flip
(
Town
/ True Flip)

While you are still alive, all deaths cause flips and all flips show the true role and and any information the moderator has hidden from the player. Redactions still work as normal.

Mod Note: This overrides any roles that suppress or alter flips.




Reposting because those Disguisers tamper with flips
Last edited by TemporalLich on Sun Sep 19, 2021 12:02 pm, edited 2 times in total.
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Post Post #807 (isolation #167) » Sun Sep 19, 2021 3:13 am

Post by TemporalLich »

Mod Chooses After Picks Neapolitan
(
Mod Chooses After Picks
/ Neapolitan)

Neapolitan: Each night, you may target a player to learn if they are
Vanilla Townie
or
Not Vanilla Townie
.

To qualify as vanilla, you have to had been vanillaized or you started the game without any abilities.
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Post Post #809 (isolation #168) » Sun Sep 19, 2021 5:47 am

Post by TemporalLich »

Town Earth Elemental
(
Town
/ Earth Elemental)

Earth Elemental: If you are targeted by a water-based ability, you will turn into sticky mud and coat anyone targeting you with sticky mud (which acts like sticky ooze) that Night.

If you are targeted by a wind-based ability, you will Commute for that Night by turning into dust for that Night, becoming unable to act or be targeted that Night.

If you are targeted by a fire-based ability, you will become able to kill someone with a burst of lava (as if you were an Arsonist priming and then immediately igniting your target) the next Night.

Each night, you may roleblock someone by petrifying them.



In post 808, Guillotina wrote:Town: 8000 calories
Mafia: 10000 calories
Alien: 20000 calories
Cults: 20000 calories
Fulfillers: 5000 calories
Pirates: 5000 calories
Starky: 10000 calories
Demon: 20000 calories
Jester: 5000 calories
Another Mastodon: 50000 calories
Starky is meant to be Starkin right?

How would this work for Werewolves, Sunshine Club Members, Dark Creatures, Serial Killers, and other alignments?
Last edited by TemporalLich on Sun Sep 19, 2021 5:58 am, edited 5 times in total.
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Post Post #811 (isolation #169) » Sun Sep 19, 2021 5:54 am

Post by TemporalLich »

Town Water Elemental
(
Town
/ Water Elemental)

Water Elemental: If you are targeted by an earth-based ability, you will become able to poison someone the next Night with dirty water.

If you are targeted by a wind-based ability, you will become Bulletproof by turning into ice that Night.

If you are targeted by a fire-based ability, you will boil and be cleared of lingering effects.

Each night, you may learn who a player targeted by scrying with still water.
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Post Post #816 (isolation #170) » Sun Sep 19, 2021 12:07 pm

Post by TemporalLich »

Flipless Mod Chooses After Picks
(
Mod Chooses After Picks
/ Flipless)

Flipless: Your flip is suppressed.



In post 815, Not Known 15 wrote:The role description is actually imprecise, then. Based on what I see here, outside of the mod notes, I would not think that this affects roles that prevent flips on death(e.g. Flipless Enabler).
apparently you think a Janitor or Flipless Enabler (do not add this role) doesn't suppress flips and instead literally destroys them to the point of irretrivability.

well True Flip is meant to never have a suppressed/hidden/destroyed flip.

"X has died during the night." is still a flip despite it being suppressed!

The first DoAR game also had Luke Hobbs be treated as a True Flip, which actually did lead to a flip being true despite being janitored
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Post Post #837 (isolation #171) » Sun Sep 19, 2021 2:51 pm

Post by TemporalLich »

Mod Chooses Before Picks Grandester Idea
(
Mod Chooses Before Picks
/ Grandester Idea)

Grandester Idea: Everyone gets an extra card draw (by default, you pick one for alignment, one for role, and one to publically discard - so the fourth card will be privately discarded). If this is picked for your role, reroll for role.
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Post Post #843 (isolation #172) » Sun Sep 19, 2021 2:59 pm

Post by TemporalLich »

Cult Privateer
(
Cult
/ Privateer)

Privateer: All roles that care about your alignment treat you as if you were a
Pirate
.

Once in the game during the night, you may Vanillaize a player. Using this ability will make your faction unable to use factional abilities that Night.
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Post Post #850 (isolation #173) » Sun Sep 19, 2021 3:32 pm

Post by TemporalLich »

Alien Extremely Strange Binary Investigative
(
Alien
/ Extremely Strange Binary Investigative)

Each night, you may learn if a player is a Quebble or a Gorlock. Mod discretion on defining one of the two terms, the other is Not the first term.

On Day 3, you will learn what a Quebble and a Gorlock mean.



In post 842, Not Known 15 wrote:
Inflation

The player holding this card has a card maximum of 4 and draws an extra card..
All other players have a card maximum of 3.
The mod removes a card of their choice from a player if that player exceeds their card maximum.
The mod choice is restricted in the following way:The mod must remove cards with unpickable spaces or Empty Spaces first.
This card cannot be removed by other cards or discarded privately.
What alignment and role is this? I assume (N/A / N/A) but idk if the card gets removed by itself or not - and it being (N/A / N/A) forces this card to be a public discard.
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Post Post #853 (isolation #174) » Sun Sep 19, 2021 4:47 pm

Post by TemporalLich »

Alien 1-shot Force of Nullification
(
Alien
/ 1-shot Force of Nullification)

1-shot Force of Nullification: Once in the game during night, you may unavoidably have a player's role changed to Vanilla. This ability is treated as untargeted for all purposes.




The only things we need for the Alignment Target are 2 more
Aliens
.
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Post Post #854 (isolation #175) » Sun Sep 19, 2021 5:02 pm

Post by TemporalLich »

Town Air Elemental
(
Town
/ Air Elemental)

Air Elemental: If you are targeted by an earth-based ability, your refreshing breeze will become a sandstorm and you will instead rolestop your target.

If you are targeted by a water-based ability, you become a rain cloud and anyone targeting you will be protected from being primed or ignited that night and get all wet. (they will die if electrified)

If you are targeted by a fire-based ability, you become a cloud of hot air and thus become Ascetic for that night.

Each night, you may protect someone from kills with a refreshing breeze.
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Post Post #856 (isolation #176) » Sun Sep 19, 2021 5:08 pm

Post by TemporalLich »

Town Fire Elemental
(
Town
/ Fire Elemental)

Fire Elemental: If you are targeted by an earth-based ability, anyone targeting you is burned by sparking embers, which informs them that they were burned by sparking embers.

If you are targeted by a water-based ability, you gain a strange liquid known as "fire water" that can be used as a 1-shot invention to prime and mysteriously charge someone.

If you are targeted by a wind-based ability, you spread and it takes one more vote to eliminate you the next Day.

Each night, you may attempt to kill someone with a burning ember.
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Post Post #859 (isolation #177) » Sun Sep 19, 2021 8:31 pm

Post by TemporalLich »

Town Kill Checker
(
Town
/ Kill Checker)

Kill Checker: Each night, you may check a player. You will be informed of whether your check attempt on that player succeeded or not. Your check is treated as a kill action by all roles that care about your action.

For example, this will fail on a Doctor protected player unless they are targeted by at least the same amount of kills that the Doctor protection can protect from, as this resolves later than killing actions due to NAR's Golden Rule.
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Post Post #862 (isolation #178) » Sun Sep 19, 2021 9:01 pm

Post by TemporalLich »

Dark Creature Doom Sower
(
Dark Creature
/ Doom Sower)

Dark Creature: You are a
Dark Creature
.
Dark Creatures
are a scum team with a factional "Plunge in Darkness" ability to roleblock someone that Night and also cause them to die the next Night.

Doom Sower: Each night, you may target a player. You will add doom counters to the game thread based on who you targeted:

Town - 2 doom counters
Groupscum - 1 doom counter
Benign 3P or co-aligned groupscum - 0 doom counters
Hostile 3P - -1 doom counters (as in subtract a doom counter!)

Investigative role - 1 doom counter
Powerless role - 1 doom counter
Killing role - -1 doom counters (as in subtract a doom counter!)

Doom counter effects:

-4 or less - Dark Creatures become unable to plunge into darkness and there is a 20% chance for all killing actions to fail.

-2 or less - The mod flavor becomes motivational.

2 or more - The mod flavor becomes creepy.

4 or more - Mafia and Werewolf kills become Strong-Willed unless they are targeting Dark Creatures.

6 or more - There is a 20% chance for each Results PM to be consumed by the darkness, having the PM only say "
This Results PM was consumed by the darkness.
"

8 or more - A random non-Dark Creature player is consumed by the darkness, disappearing without a flip and becoming unable to be interacted with even by dead interacting roles. This effect only triggers once in the game.

10 or more - Dark Creatures may act twice each night. The moderator posts "
The sky has melted into abyssal darkness. This is going to be a wretched night.
"





It's all
Free Spaces
from now on. Go crazy.
Last edited by TemporalLich on Tue Oct 04, 2022 12:20 pm, edited 3 times in total.
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Post Post #885 (isolation #179) » Mon Sep 20, 2021 4:55 am

Post by TemporalLich »

Pirate X Marks The Spot
(
Pirate
/ X Marks The Spot)

Pirate:
Pirates
have a factional ability: plundering a player. That player will be permanently Vanillaised. The plunderer will learn their target's role. This ability will fail on any Vanilla.

You win when at least 1 player from each alignment in the game has been successfully plundered and at least one
Pirate
is alive. When this happens, all
Pirates
currently in the game will sail away on their ship (permanently leave the game victorious).
Alignments that are completely wiped out do not count for this win condition, thus you may win by getting rid of other teams.

X Marks The Spot: Whenever you target a marked player, you will gain a random 1-shot invention from a random active role in the Deck of Astral Roles.

1 player will randomly gain the "Marked" role, which makes them marked from the start of the game.

Each night, you may check a player. You will be informed of whether your check attempt on that player succeeded or not.



In post 880, Not Known 15 wrote:
False Blessing

Draw 100 cards from the Deck of Astral Roles.
This card cannot be applied twice.
This card cannot be picked.
this sounds more like "overwork the moderator" especially with Inflation coming into play.

I'm considering a veto for it being unfun for the moderator.
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Post Post #886 (isolation #180) » Mon Sep 20, 2021 5:25 am

Post by TemporalLich »

Town Wretched True Alignment Cop
(
Town
/ Wretched True Alignment Cop)

Wretched True Alignment Cop: Each Night, you may target a player to learn their true alignment, ignoring any roles that would normally alter this result.

Using this ability comes at a great cost however. You will add three doom counters to the game thread if your ability succeeds, and one doom counter to the game thread if your ability fails.
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Post Post #890 (isolation #181) » Mon Sep 20, 2021 5:57 am

Post by TemporalLich »

Town 1-shot Third Party Vigilante
(
Town
/ 1-shot Third Party Vigilante)

Once in the game during night, you may target a player. If they are a third party (e.g. serial killer, survivor, jester, unjester), you will attempt to kill them.



In post 889, Cook wrote:
Doomsday Cultist
(Cult / Doomsday Observer)
You are informed of how many doom counters are necessary to end the game.

If doom approaches the town, then anyone in a PT with you will win.
I was considering making 10 doom counters outright end the game in a Dark Creature win, but I thought that was too OP and would lead to scorched earth if no Dark Creatures actually existed. The second part of the Role PM does provide a definite value for the role though.
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Post Post #897 (isolation #182) » Mon Sep 20, 2021 8:24 am

Post by TemporalLich »

Town Weak Marker
(
Town
/ Weak Marker)

Weak Marker: Each night, you may mark a player at the end of the Night. Anyone visiting a marked player will learn that the player is marked.

If you target someone who isn't aligned with the Town, you unavoidably die.
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Post Post #906 (isolation #183) » Mon Sep 20, 2021 8:40 am

Post by TemporalLich »

Dark Creature Trickster Imp
(
Dark Creature
/ Trickster Imp)

Dark Creature: You are a
Dark Creature
.
Dark Creatures
are a scum team with a factional "Plunge in Darkness" ability to roleblock someone that Night and also cause them to die the next Night.

Trickster Imp: Each night, you may replace someone's action with one of these actions. Strong-willed actions may not be replaced.

Tracker - You may learn who a player targeted.
Roleblocker - You may prevent a player from acting.
Fruit Vendor - You may give a player fruit. A player receiving fruit will be informed of such.
Neighborizer - You may add a player to your neighborhood.
Parrot Role - If that player has an active ability, you will use that ability on that player.

You may use inventions to replace someone's action with the invention's ability.
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Post Post #912 (isolation #184) » Mon Sep 20, 2021 8:57 am

Post by TemporalLich »

Dark Creature 1-shot Witch
(
Dark Creature
/ 1-shot Witch)

Dark Creature: You are a
Dark Creature
.
Dark Creatures
are a scum team with a factional "Plunge in Darkness" ability to roleblock someone that Night and also cause them to die the next Night.

1-shot Witch: Once in the game during the day, you may control a player for the Night. You will be informed of the personal and factional actions the player you are controlling has, and you control a controlled player's personal and factional actions.




We are good with groupscum factions tbh, and should expand the existing non-standard groupscum factions (I feel Astral Creatures and Spectres are large enough!).
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Post Post #917 (isolation #185) » Mon Sep 20, 2021 9:13 am

Post by TemporalLich »

Sunshine Rolestopper
(
Sunshine Club
/ Rolestopper)

Sunshine Club: As a
Sunshine Club
member, you have access to the Sunshine Club factional PT, found here.
In addition, any actions you have can and must be used during the day, and take effect during the day.

Rolestopper: Each night, you may render a player immune to night actions.




Some Non-standard groupscum amounts:

Apparition
- 14
Pirate
- 8
Dark Creature
- 13
Sunshine Club
- 8
Starkin
- 14
Specter
- 7
Astral Creature
- 20
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Post Post #920 (isolation #186) » Mon Sep 20, 2021 9:19 am

Post by TemporalLich »

Pirate Scumfinder
(
Pirate
/ Scumfinder)

Pirate:
Pirates
have a factional ability: plundering a player. That player will be permanently Vanillaised. The plunderer will learn their target's role. This ability will fail on any Vanilla.

You win when at least 1 player from each alignment in the game has been successfully plundered and at least one
Pirate
is alive. When this happens, all
Pirates
currently in the game will sail away on their ship (permanently leave the game victorious).
Alignments that are completely wiped out do not count for this win condition, thus you may win by getting rid of other teams.

Scumfinder: You may investigate a player each night.

You get an
Innocent
result if your target can win while the Town wins. You get a
Guilty
result if this isn't the case.

Town, Survivor, Jester, Unjester, and Condemner are examples of Innocent results.
Groupscum (e.g. Mafia), Cult, and Serial Killer are examples of Guilty results.




In post 918, Not Known 15 wrote:I am not sure if Astral Creatures and Pirates satisfy the conditions for Groupscum.
Neither of those would be considered scum according to a Scumfinder.

I still consider them groupscum because group benign 3P isn't a thing even though Pirates are the closest thing to a grouped benign 3P in DoAR.

Werewolves still want to get rid of Astral Creatures and they count as groupscum for Werewolves, it's just that Astral Creatures are town-compatible groupscum.
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Post Post #927 (isolation #187) » Mon Sep 20, 2021 9:47 am

Post by TemporalLich »

Mod Chooses Non-Standard Groupscum After Picks Sympathizer
(
Mod Chooses Non-Standard Groupscum After Picks
/ Sympathizer)

Mod Chooses Non-Standard Groupscum After Picks: You are a non-standard groupscum faction of the moderator's choice (examples include
Apparitions
,
Pirates
,
Dark Creatures
,
Sunshine Club
,
Starkin
,
Specters
, and
Astral Creatures
)

Sympathizer: If no other players share your alignment on the start of Day 1, you will become a
Vanilla Townie
.

I know Pirates and Astral Creatures aren't technically
scum
as they have a Town-compatible wincon, but they are still considered groupscum.
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Post Post #936 (isolation #188) » Mon Sep 20, 2021 10:00 am

Post by TemporalLich »

The Beginning
(The Beginning / The Beginning)

The Beginning: Reroll this card with 1d125-1.
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Post Post #938 (isolation #189) » Mon Sep 20, 2021 10:05 am

Post by TemporalLich »

Mafia Role PM Messer Upper
(
Mafia
/ Role PM Messer Upper)

The moderator will sneak the word "pineapple" into a random player other than you's Role PM.
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Post Post #940 (isolation #190) » Mon Sep 20, 2021 10:08 am

Post by TemporalLich »

Werewolf Role PM Messer Upper
(
Werewolf
/ Role PM Messer Upper)

The moderator will sneak the word "pineapple" into a random player other than you's Role PM.




ok lol
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Post Post #941 (isolation #191) » Mon Sep 20, 2021 10:09 am

Post by TemporalLich »

Reroll before picks, but make the card Town-aligned
(
Town
/ Reroll before picks, but make the card Town-aligned)

Reroll before picks, but make the card Town-aligned: self-explanatory
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Post Post #950 (isolation #192) » Mon Sep 20, 2021 10:23 am

Post by TemporalLich »

Town Night 1e100 Vigilante
(
Town
/ Night 1e100 Vigilante)

Night 1e100 Vigilante: During Night 1e100 (Googol), you may attempt to kill a player.
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Post Post #957 (isolation #193) » Mon Sep 20, 2021 10:38 am

Post by TemporalLich »

Town Discard Janitor
(
Town
/ Discard Janitor)

Discard Janitor: During the setup phase (as in whenever you are picking your alignment and role cards), if you are picking this as your role card, you may target a player. Their discard will be suppressed, and you will learn what card they discarded when discards are posted.
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Post Post #964 (isolation #194) » Mon Sep 20, 2021 10:51 am

Post by TemporalLich »

Town Focus of Darkness
(
Town
/ Focus of Darkness)

Focus of Darkness: At the end of each Day, as long as you are alive, add one Doom Counter to the game thread.




Should I add a
-6 or less
Doom Counter effect?
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Post Post #970 (isolation #195) » Mon Sep 20, 2021 11:01 am

Post by TemporalLich »

Free Townie
(
Town
/ Free Townie)

Free Townie: During the setup phase (as in whenever you are picking your alignment and role cards), if you are picking this as your role card, you may target a player. That player's alignment will be
Town
.

Reroll this role but not alignment if you aren't playing a setup where you choose alignment and role cards independently.




There are 333
Townies
now.

... and now I'd need to add
-8 or less
and
-10 or less
Doom Counter effects maybe?

let me know if you want the negative scale for Doom finished. I assume no.
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Post Post #974 (isolation #196) » Mon Sep 20, 2021 11:14 am

Post by TemporalLich »

T
o
w
n
R
a
n
d
o
m
F
l
i
p
C
o
l
o
r
i
z
e
r
(
Town
/ Random Flip Colorizer)

While you are still alive, the color of all flips are randomly generated.

Your flip is affected in this way.

An example flip with this role alive:
Town Random Flip Colorizer
.





25 more roles left!
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Post Post #979 (isolation #197) » Mon Sep 20, 2021 11:21 am

Post by TemporalLich »

Starkin Ophiuchus
(
Starkin
/ Mysterious Eidolon)

Starkin:
Spoiler:
You are a member of the
starkin
, you may talk with your partners during the night.
As a member of the
starkin
you have a special condition under which you are star-aligned. (determined by alignment card) When you are star aligned, your actions have a greater effect. Being star-aligned lasts for one night, unless the conditions are met the next night as well.

The
starkin
have a one shot factional ability to star-align one member for that night, this ability is inherently strong-willed and multitasking. The starkin also have a factional visit each night, making one member visit a player for no effect.

You win when you compose >=50% of the currently alive players, after which you will leave and win the game. This does not end the game, unless the game would otherwise immediately end in a town win, in which case
town
loses.


You will be star aligned if the deciding vote was cast by Town the previous Day. While you are star aligned, you may charge someone with a mysterious energy.

Mysterious Eidolon: You start the game charged with a mysterious energy.

If you are charged with a mysterious energy, you may attempt to kill a player and gain a random invention (rolled from either the Grand Idea Mafia thread or the Deck of Astral Roles: Expanded Universe (any role in the Deck of Astral Roles thread, even those past #299) until you get an active ability). You will no longer be charged with a mysterious energy after this.
Last edited by TemporalLich on Mon Sep 20, 2021 11:23 am, edited 1 time in total.
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Post Post #981 (isolation #198) » Mon Sep 20, 2021 11:24 am

Post by TemporalLich »

Town Anypick
(
Town
/ Anypick)

Anypick: You can pick cards that cannot normally be picked. If picked for a role, you are Named with the name Anypick.
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Post Post #1002 (isolation #199) » Mon Sep 20, 2021 12:07 pm

Post by TemporalLich »

In post 1000, Jake The Wolfie wrote:
The Last Townie
(
Town
alignment / The Last role)

You managed to roll post 999. Enjoy having the introductory post in your Role PM. You are a named Townie. You have no special abilities.



Welcome to the Deck of Astral Roles thread. This is a role list quite like Grand Idea Mafia that is going to be used in a 13-player Mini Theme I will be running. This will be more structured than the actual Grand Idea Mafia thread however.

The Deck of Astral Roles game is a custom Grandest Idea Mafia (Greatest Idea Mafia rules, but with a Grand Idea Mafia esque deck) with a size of 300 or 1000. For this game, the moderator randomizes a number from 0 to 999 or the last post if 999 doesn't exist yet (this specific range is known as the Deck of Astral Roles: Expanded Universe) three times for each player and gives role cards corresponding to the rolled post number. The player will then be asked to choose one card for their alignment, one card for their role, and to publically discard the remaining card. For the Classic Deck of Astral Roles, the randomization range is instead 0 to 299.

The Classic Deck of Astral Roles proper had a fixed alignment ratio. The ratio was 100
Town
/ 30
Mafia
/ 30
Werewolf
/ 15
Alien
/ 10
Cult
/ 15
Third-Party
/ 20
Mod Discretion
/ 80
Free Space
.
Aliens
are a scumteam with a 1-shot factional kill and a 1-shot "alien tech" factional invention from a random active role in the Deck of Astral Roles that wins ties in endgame.
Cult
is a scumteam with one Cult Leader. The cult picks the Cult Leader from all the Cultists during pregame. Picking the Cult Leader adds on to the existing role and always works under any circumstance. The Cult Leader is a special role (which can be used with a personal ability as if it were a factional ability) that changes alignment to Cult, though it will fail on groupscum with living partners and will fail if either the Cult Leader or the target die that Night. The Cult Leader may not recruit more than 25% of the playerlist at one time. The Cult Leader will flip as a Cult Leader.
Third-Party
slots can be filled with any third party like
Serial Killer
or
Jester
.
Mod Discretion
slots can be filled with
Mod Chooses After Picks
or
Mod Chooses Before Picks
.
Free Spaces
may be filled with any alignment, this includes rare scumteams such as
Pirates
or
Dark Creatures
and reroll for alignment and any other crazy thing you can think of.

The target alignment ratio for the entire Deck of Astral Roles was 300
Town
/ 90
Mafia
/ 90
Werewolf
/ 45
Alien
/ 30
Cult
/ 45
Third-Party
/ 60
Mod Discretion
/ 340
Free Space
.

Ideally you should list the alignment / role split in your posts. This is being used for a game where the alignment / role split is vital.

You can view the wiki page for the Deck of Astral Roles here: Deck of Astral Roles

Spoiler: Standard Wincons
Town
: You win when there are no longer any threats to the
Town
, and at least one
Townie
is still alive.
Mafia
: You win when all the threats to the
Mafia
are gone and at least one
Mafioso
is still alive, or when nothing can prevent this from occurring.
Werewolf
: You win when all the threats to the
Werewolves
are gone and at least one
Werewolf
is still alive, or when nothing can prevent this from occurring.
Alien
: You win when all the threats to the
Aliens
are gone and at least one
Alien
is still alive, or when nothing can prevent this from occurring. Your faction wins ties in endgames.
Cult
: You win when all the threats to the
Cult
are gone and at least one
Cultist
is still alive, or when nothing can prevent this from occurring.
Serial Killer
: You win when all threats to you are gone, and you are currently alive or were alive in the last phase, or nothing can prevent this from occurring.
Survivor
: You win if you are alive during endgame.
Jester
: You win if you are eliminated via vote.
Unjester
: You win if you die in any way other than elimination via vote.
Condemner
: You win and exit the game if your target is eliminated via vote.
Savior
: You win if your target isn't eliminated via vote. You win and exit the game if your target dies in any way other than elimination via vote.


Balance is absolutely not guaranteed.

IMPORTANT!: This thread will be locked after post #999 is made!
for what it's worth this should be the real #999, as just aliases to anyway.
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