Deck of Astral Roles [Complete]

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Post Post #475 (ISO) » 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 #476 (ISO) » Wed Sep 01, 2021 10:41 am

Post by MegAzumarill »

Enigmatic Dragoon
(Dragoon/ Enigmatic)
Dragoon: Dragoons are solo 3rd party roles that win whenever there are 3 or less players remaining, winning solo. They must make one anonymous mod post each night, labeled as a dragoon message. Failure to submit a message will result in “No message submitted” message. This ability is not affected by roleblocks or other manipulative roles.


Enigmatic: you are charged with a mysterious energy, additionally, investigations visiting you return "no result"
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Post Post #477 (ISO) » Wed Sep 01, 2021 10:50 am

Post by MegAzumarill »

Salesman
(Salesman/vanilla)

Salesman: every night you may message the host the flavor for a product, they will return to you what the product does exactly. Each day, select another player, a product you have, and a price (as well as a sales pitch if you would like) (this may be done as many times as products that you currently have. The player may pay the price for the product, and gain it. The player gives up abilities to pay for the invention, or refuse.

They gain 5 credits by losing that night’s abilities, and may repeat this for the next night and so on
They gain 10 credits for giving up any actions and their vote the next day phase, and may repeat this for the next day phase and so on.

Notes:
The salesman will know what their product does, but the target will only know the name of the product.
The salesman cannot use their own products, and if a sale is denied they may attempt to sell
The role card of the salesman instead is turned into an invention of the same effect (but one-shot) pregame. Vanilla Salesmen start with 5 credits instead.
All inventions are one-shot, and inventions may be actively harmful to the buying player.

Spoiler:
“ A salesman is offering you a freeze gun for 15 credits, you may pay by giving up night abilities for 5 credits or day abilities and your vote for 10 credits. The salesman claims “With this limited time offer you may freeze a player’s house, effectively roleblocking and rolestopping them, perfect for any alignment.”


You win if you gain 40 credits in total. (35 if you are a vanilla salesman)

Mod Note: you may change the number of credits needed to win before picks based on the size of the game if you would wish.
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Post Post #478 (ISO) » Wed Sep 01, 2021 10:52 am

Post by MegAzumarill »

Werewolf Conditional Arms Dealer
(Werewolf/Conditional Arms Dealer)


Conditional: if you are a member of a group scum faction, your action is disloyal. If you are not, your action has no modifier
Arms Dealer: your target gains a one shot day vigilante ability, and is informed of receiving this ability

In post 475, TemporalLich wrote:
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?
This sounds like a good idea. Maybe add a clause that makes it up to mod discretion in case it creates anything too powerful.
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Post Post #479 (ISO) » Wed Sep 01, 2021 11:11 am

Post by MegAzumarill »

Stubborn Townie
(town/named self- alarmist)

Self-alarmist- you cannot change alignments mid game, prevent any such effects
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Post Post #480 (ISO) » Wed Sep 01, 2021 11:24 am

Post by MegAzumarill »

Lover
(lover/vanilla)

Lover: you are in love with a random other player (other than a 3rd party) who is in love with you. You share a PT (unless you are both groupscum.) You are of the same alignment of that player. If one of you dies then the other dies as well.
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Post Post #481 (ISO) » 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 #482 (ISO) » Wed Sep 01, 2021 1:58 pm

Post by Guillotina »

Fulfiller Trivia Master
(Fulfiller Alignment / Trivia Master Role)

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).

During pre-game and every night, you and the mod enter in a game of trivia, where the mod is of course the trivia game host and you are the contestant. You choose a subject from the list provided bellow:


US History
World History
Mathematics
Biology
Physics
Current World’s Events
Anime
Movies
Videogames
Sports

The host will make you 5 questions related to that subject. If you answer them all correctly, you get an invention chosen by the mod.
The following day you must target a player to send them the invention.

Your mission is to send out a total of three inventions during the game, upon which you win the game and leave.
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Post Post #483 (ISO) » 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 #484 (ISO) » Wed Sep 01, 2021 2:18 pm

Post by MegAzumarill »

Conduit 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.
Last edited by MegAzumarill on Wed Sep 01, 2021 11:42 pm, edited 1 time in total.
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Post Post #485 (ISO) » Wed Sep 01, 2021 2:18 pm

Post by MegAzumarill »

R
a
i
n
b
o
w
townie
(town/Rainbow)


Rainbow:The mod will post your role name in rainbow letters in your role PM and death flip.

(edited because last post double posted)
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Post Post #486 (ISO) » 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 (ISO) » 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 #488 (ISO) » Wed Sep 01, 2021 3:00 pm

Post by Guillotina »

Town Alignment Cop
(Town alignment / Alignment Cop role)
In post 486, TemporalLich wrote:
Demon Reflexive Mailman
(
Demon
/ 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.

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.




Can a Demon be a Reflexive Mailman? If not I will need to change the role.
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.
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Post Post #489 (ISO) » 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 #490 (ISO) » Wed Sep 01, 2021 3:19 pm

Post by Guillotina »

Mafia Alignment Cop
(Mafia alignment / Alignment Cop Role)
In post 489, TemporalLich wrote:
Town Reflexive Mailman
(
Town
/ 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.

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?)
Being able to send a message every night qualifies as active so no.
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?
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Post Post #491 (ISO) » 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 #492 (ISO) » Wed Sep 01, 2021 3:45 pm

Post by Guillotina »

Town Role Cop
(Town / Role Cop)
In post 491, TemporalLich wrote:
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.

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)
Yah i edited them all with the reverse engineer ability.
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Post Post #493 (ISO) » Wed Sep 01, 2021 4:08 pm

Post by i am an alternate account »

Town Combined Mailman Vigilante
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Post Post #494 (ISO) » 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 (ISO) » 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 #496 (ISO) » Wed Sep 01, 2021 5:18 pm

Post by Guillotina »

Hydra Vanilla
(Hydra Alignment / Vanilla Role)

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 under a Hydra account by himself and every time they consume a target, the slot vanishes and shares the Hydra account with the main player. The targets also bring with them the roles (can multitask) and win conditions to the hydra body. Hydra may end up with multiple win conditions to pick from.

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

Only the main head of the Hydra will show in the player list and they share 1 vote total.

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

Factional Action:
Every night, you may target a player to consume them regardless of alignment and role. This action counts as a visit and can be detected, it however cannot be role blocked.
Last edited by Guillotina on Thu Sep 02, 2021 1:43 pm, edited 2 times in total.
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Post Post #497 (ISO) » 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 #498 (ISO) » Wed Sep 01, 2021 7:42 pm

Post by Guillotina »

Mafia Ambulance Driver
(Mafia / Ambulance Driver)

The Ambulance Driver may each night target someone and learn whether or not that player was protected on that same night.
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Post Post #499 (ISO) » Wed Sep 01, 2021 7:45 pm

Post by Guillotina »

Town Asylum Doctor
(Town / Asylum Doctor)

The Asylum Doctor may protect a player every night, making them unable to be killed. However, if they protect a Vigilante, that person loses their ability to kill players.

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