Deck of Astral Roles [Complete]

This forum is for discussion related to the game.
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Post Post #74 (isolation #0) » Wed Apr 14, 2021 9:00 am

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Dark Horse One-shot Bulletproof Bodyguard
(
Dark Horse
alignment / One-shot Bulletproof Bodyguard role)

Each night, you may protect a player to take one random nightkill attempt for them. You are immune to the first kill attempt that successfully targets you.

You belong to the faction with the fewest players at the beginning of the game. For all purposes except flip, you are a member of that faction. If there is a tie between multiple factions, the moderator will decide which. You partake in any PTs that faction may possess and share any factional abilities, but you will flip as a
Dark Horse
.
Last edited by Morning Tweet on Mon Sep 20, 2021 10:33 am, edited 2 times in total.
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Post Post #97 (isolation #1) » Fri Apr 16, 2021 6:22 am

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Mod Chooses After Picks Superstar Universal Miller Jailkeeper
(
Mod Chooses After Picks
/ Superstar Universal Miller Jailkeeper)

At any time, you may PM the moderator to reveal the entirety of your role. This only confirms your role, not your alignment.

Each night, you may target a player to roleblock them and prevent all kill attempts made against them.

You appear guilty to all types of direct investigations.
Last edited by Morning Tweet on Thu Apr 22, 2021 11:08 pm, edited 1 time in total.
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Post Post #128 (isolation #2) » Sun Apr 18, 2021 11:41 am

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Vagrant
(
Killers
alignment / Vagrant role)

Target a player at night to hide behind them and kill them at the end of the night. 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. Additionally, you will win if any Serial Killer (or similar) wins after your death.
Last edited by Morning Tweet on Mon Apr 26, 2021 3:46 pm, edited 3 times in total.
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Post Post #129 (isolation #3) » Sun Apr 18, 2021 11:58 am

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

You may target someone at night to give them a One-shot invention from the following list of roles. These inventions may be used in conjunction with existing abilities on the same night. You may not give an invention to yourself.

If the target currently possesses no special abilities coming from their own role (Such as in the case of a Vanilla Townie, Named Townie, Mafia Goon, and so on), they will instead be permanently converted to that role. Each role may only be used once.

- Bodyguard
- Commuter
- Role Cop
- Detective (Target a player at night to determine whether or not they killed that night or the previous)
- Desperado (Target a player at night to attempt to kill them. If they are town-aligned, you will die in their place.)
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Post Post #131 (isolation #4) » Sun Apr 18, 2021 12:19 pm

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Town Selective Neighbourizer
(
Town
/ Selective Neighbourizer)

You may target someone at night to neighbourize them, adding them to a PT with yourself and all who have previously been successfully targetted by this ability. Additionally, you may choose to apply a one-night modifier to this ability from the following list. Each modifier in a tier may be only used once and lasts only on the night it is picked. For example, only one of Loyal and Disloyal may be used throughout the course of the game.

- Loyal
/OR/
Disloyal
- Simple
/OR/
Complex
- Ninja
/OR/
Strong-Willed


TemporalLich wrote: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.
Yup, it's aligned with the Serial Killers and functions as a Serial Killer does except with the "hide behind kills", "lose kill if there is an alive serial killer", and "informed if targets serial killer wincon" bits stemming from the Vagrant role itself.

if the "doesn't count as a threat to Serial Killers and vice versa" doesn't fall within Third Party aligned, I can fix that to being its own thing as "Serial Killer aligned".
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Post Post #156 (isolation #5) » Tue Apr 20, 2021 8:48 am

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Town One-shot Gladiator
(
Town
/ One-shot Gladiator Role)

Once during the game during the day, you may post
GLADIATE: Player
. For the rest of the day, all votes must be cast for either you or your target.
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Post Post #213 (isolation #6) » Thu Apr 22, 2021 9:02 pm

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Town Ascetic Universal Neighbour
(
Town
/ Ascetic Universal Neighbour)

You are a member of all non-factional PTs, even ones created later during the game. Additionally, you are immune to all non-killing actions.

The one exception is that you cannot join PTs that are restricted against your alignment, however. For example, you cannot join the masons as a werewolf-aligned player nor the hypogeans as a town-aligned player.
Last edited by Morning Tweet on Fri Apr 23, 2021 7:18 pm, edited 2 times in total.
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Post Post #214 (isolation #7) » Thu Apr 22, 2021 9:14 pm

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Cult Epicurean Epicureanizer
(
Cult
/ Epicurean Epicureanizer)

Any action that should not succeed on you will instead succeed. Each night, you may target a player to turn them into an Epicurean in addition to their existing role.

This encompasses all situations where an action would fail, such as a doctor's heal or a roleblock preventing an Epicurean from being killed, a loyal/disloyal modifier, etc.
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Post Post #215 (isolation #8) » Thu Apr 22, 2021 9:34 pm

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Town Rescuer
(
Town
/ Rescuer)

During the day and any number of times, you may PM the mod a list of living players.

If a town-aligned player currently on your list is eliminated by majority vote, they will instead be mod-confirmed as town, votes will be reset, and the deadline will be extended as appropriate. Conversely, if a groupscum-aligned player currently on your list is eliminated, you will be killed alongside them, and the game will proceed as normal. Nothing special occurs on a third party elimination.

This ability can only trigger once. If you are not town-aligned, you and all of those aligned with you gain a shared One-shot Bulletproof modifier (the first kill attempt made against any of you will fail) after this ability successfully saves a town-aligned player.
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Post Post #235 (isolation #9) » Fri Apr 23, 2021 7:37 pm

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Werewolf Ambusher
(
Werewolf
/ Ambusher)

Each night, you may choose a player's house to lie in wait outside of.

If they receive visitor(s), you will kill one of them. If there are multiple, your target is determined by whoever's action resolved last. (I.E. you will target a killing visitor over a protective visitor)

The killed visitor's action will still resolve as normal. You will appear as having visited your initial target, not the visitor you killed. This kill will not trigger any kind of reflexive protection upon a visit such as a bodyguard or PGO but can be stopped by passive protection such as a BP vest or a commute and can also be healed by a doctor.
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Post Post #236 (isolation #10) » Fri Apr 23, 2021 7:49 pm

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Town Researched Cop
(
Town
/ Researched Cop)

You are a Cop, Seer, Conspiracy Theorist, or Private Investigator depending on which groupscum present in the game (that you are not a member of) is the largest at the start of the game.

If there is a tie between multiple alignments, you are the investigative that checks the alignment lower down on the OP's list of alignments. For example, if there are three mafia and three werewolves, you are a Seer.
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Post Post #237 (isolation #11) » Fri Apr 23, 2021 8:02 pm

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Mafia Secret Weapon
(
Mafia
/ Secret Weapon)

Once during the game at night, you may perform any active ability that an unmodified role which is explicitly normal for any alignment can. In addition, this ability cannot be prevented by roleblocking or passive modifiers such as ascetic.
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Post Post #284 (isolation #12) » Sat Apr 24, 2021 8:32 am

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Town Hexcaster
(
Town
/ Hexcaster)

At night, you may target a player to hex them.

After you are killed, hexed players will die on subsequent night phases one by one in the order you hexed them. Their deaths cannot be prevented through conventional means, such as doctors, bodyguards, or bulletproof vests.
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Post Post #285 (isolation #13) » Sat Apr 24, 2021 8:36 am

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Town Two-shot Reflexive Commuter
(
Town
/ Two-shot Reflexive Commuter)

On the first two nights you are targeted by at least one ability that would succeed, you will commute, causing all abilities targeting you that night to fail.

If you are performing another action such as a factional nightkill, this ability will be temporarily deactivated for the night.
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Post Post #288 (isolation #14) » Sat Apr 24, 2021 9:02 am

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Mod Chooses Alignment Before Picks - Pick For Me
(
Mod Chooses Before Picks
/ Pick For Me)

The moderator will select a role from the Deck of Astral Roles to be your role after the rest of the picks have been made.
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Post Post #292 (isolation #15) » Sat Apr 24, 2021 9:16 am

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Town Combined Three-shot Self-Watching Weak Hider
(
Town
/ Combined Three-shot Self-Watching Weak Hider)

At night, you may choose another player to hide behind. You become immune to all direct kill attempts, however, if the player you hide behind is attacked, you will be attacked as well. If you target a groupscum-aligned player with this ability, you will die. You may only use this ability three times.

At the end of the night after using this ability, you will be informed of the names of all players who attempted to target you directly.
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Post Post #299 (isolation #16) » Sat Apr 24, 2021 10:01 am

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Dark Horse Alien
(
Dark Horse
/ Alien)

Each night, you may target a player. They are roleblocked and all actions targeting them will fail.

You belong to the faction with the fewest players at the beginning of the game. For all purposes except flip, you are a member of that faction. If there is a tie between multiple factions, the moderator will decide which. You partake in any PTs that faction may possess and share any factional abilities, but you will flip as a
Dark Horse
.
Last edited by Morning Tweet on Mon Sep 20, 2021 10:33 am, edited 2 times in total.
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Post Post #569 (isolation #17) » Mon Sep 06, 2021 10:56 pm

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Town Communications Expert
(
Town
/ Communications Expert)

During each day, you may target a player. They will be added to a personal private thread with you for the rest of the game.

During each night, you may target a player to send an attached message to. This may be used in conjunction with any other actions you may have at this time.

If you are killed or otherwise removed from the game, you will grant the still-living player you most recently targeted during the day all of your abilities, including this passive one. Add "Communications Novice" to their role title.

The Communications Expert and future Communications Novices all use the same private thread.
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Post Post #570 (isolation #18) » Mon Sep 06, 2021 11:02 pm

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Mafia Firearm Distributor
(
Mafia
/ Firearm Distributor)

On night two, you
must
target four separate players to hand a "Night Three Compulsive Vigilante" invention to. These inventions cannot be used in conjunction with factional abilities unless a user is multi-tasking.

If you are a member of a groupscum, only up to one of these inventions may go to a known teammate. You may not self-target.
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Post Post #598 (isolation #19) » Tue Sep 07, 2021 7:32 am

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Dark Horse Trickster
(
Dark Horse
/ Trickster)

Each night, you may target a player. You become immune to their actions for the rest of the game. If you are ever targeted by a tricked player, they will be redirected to the player you most recently targeted.

You belong to the faction with the fewest players at the beginning of the game. For all purposes except flip, you are a member of that faction. If there is a tie between multiple factions, the moderator will decide which. You partake in any PTs that faction may possess and share any factional abilities, but you will flip as a
Dark Horse
.
Last edited by Morning Tweet on Mon Sep 20, 2021 10:33 am, edited 2 times in total.
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Post Post #919 (isolation #20) » Mon Sep 20, 2021 9:16 am

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Dark Horse Revenant
(
Dark Horse
/ Revenant)

The first time you would die, instead, exit the game for two phases and then return. You are not flipped on your first death.

During night phase after your exit, gain three abilities that each may be used once.
- Target a player to roleblock them.
- Target a player to attempt to attack them, but only succeed if they are attempting a killing action.
- Target a player and call out an alignment. You learn if they are that alignment or not.

You belong to the faction with the fewest players at the beginning of the game. For all purposes except flip, you are a member of that faction. If there is a tie between multiple factions, the moderator will decide which. You partake in any PTs that faction may possess and share any factional abilities, but you will flip as a
Dark Horse
.
Last edited by Morning Tweet on Mon Sep 20, 2021 10:33 am, edited 1 time in total.
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Post Post #921 (isolation #21) » Mon Sep 20, 2021 9:22 am

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Dark Horse Deadeye
(
Dark Horse
/ Deadeye)

Once during day and night phases, you may target a player and call out one of the following options:
Town
,
Groupscum
, or
Third-Party/Other
. If you call out that player's alignment successfully, kill them. If you are incorrect, you die instead. You cannot call out the same alignment twice in a row.

You belong to the faction with the fewest players at the beginning of the game. For all purposes except flip, you are a member of that faction. If there is a tie between multiple factions, the moderator will decide which. You partake in any PTs that faction may possess and share any factional abilities, but you will flip as a
Dark Horse
.
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Post Post #928 (isolation #22) » Mon Sep 20, 2021 9:48 am

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Dark Horse Ritualist
(
Dark Horse
/ Ritualist)

During pre-game or on day one, choose an entity at the bottom of this rolecard to devote yourself to.

Once during the game at night, starting after day three, you may activate this ability. You and a target player of your choice die unstoppably. Players with the alignment(s) that you and your target possess
ALL
gain the abilities located at the bottom of this card in accordance with your entity. In other words, these abilities may be used by all members of those faction(s) and they are multi-tasking with them. The moderator will inform the players of their new abilities.

The Dark One
- Gain the Ninja modifier. When you target a player at night with any ability, they cannot target you that night under any circumstances, even if their action should resolve first. At night, you may target a player. Their active abilities fail.

The Scourge
- Gain the Ascetic and One-shot bulletproof modifiers. At night, you may target a player. You use a random ability that is present in the game on them.

Keeper of Secrets
- Gain the Reflexive modifier (You automatically use your abilities on anyone who targets you, in addition to your intended targets). Once at night, you may target a player and call out an alignment. You learn if they are that alignment or not. You may not call out your own alignment. This ability works with Reflexive even if you are out of shots. If activated by Reflexive, you will call your own alignment.

Bearer of Suffering
- Gain the Poison-Immune modifier. You may target a player at night. Their original, non-factional abilities from their role card become One-shot. They may ignore the One-shot modifier, but they are poisoned if they do so. The player who was targetted the most times by all copies of this ability in the game each night is poisoned (dies the night after they are poisoned unless healed). If there is a tie, whoever reached the most votes first is poisoned. Votes to poison do not function on Poison-Immune players.

You belong to the faction with the fewest players at the beginning of the game. For all purposes except flip, you are a member of that faction. If there is a tie between multiple factions, the moderator will decide which. You partake in any PTs that faction may possess and share any factional abilities, but you will flip as a
Dark Horse
.
Last edited by TemporalLich on Mon Sep 20, 2021 2:19 pm, edited 4 times in total.
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Post Post #931 (isolation #23) » Mon Sep 20, 2021 9:51 am

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Dark Horse Fanatic
(
Dark Horse
/ Fanatic)

During pre-game or on day one, choose an entity at the bottom of this rolecard to devote yourself to. Gain those abilities starting night two.

The Dark One
- Gain the Ninja modifier. When you target a player at night with any ability, they cannot target you that night under any circumstances, even if their action should resolve first. At night, you may target a player. Their active abilities fail.

The Scourge
- Gain the Ascetic and One-shot bulletproof modifiers. At night, you may target a player. You use a random ability that is present in the game on them.

Keeper of Secrets
- Gain the Reflexive modifier (You automatically use your abilities on anyone who targets you, in addition to your intended targets). At night, you may target a player and call out an alignment. You learn if they are that alignment or not. You may not call out your own alignment. This ability works with Reflexive. This ability works with Reflexive. If activated by Reflexive, you will call your own alignment for that use of the ability.

Bearer of Suffering
- Gain the Poison-Immune modifier. You may target a player at night. Their original, non-factional abilities from their role card become One-shot. They may ignore the One-shot modifier, but they are poisoned if they do so.

You belong to the faction with the fewest players at the beginning of the game. For all purposes except flip, you are a member of that faction. If there is a tie between multiple factions, the moderator will decide which. You partake in any PTs that faction may possess and share any factional abilities, but you will flip as a
Dark Horse
.
Last edited by Morning Tweet on Mon Sep 20, 2021 10:32 am, edited 4 times in total.
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Post Post #934 (isolation #24) » Mon Sep 20, 2021 9:55 am

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Dark Horse Appointer
(
Dark Horse
/ Appointer)

During pre-game or on day one, choose an entity at the bottom of this rolecard to devote yourself to. At night, you may target a player other than yourself. They gain all of the abilities that entity possesses and are multi-tasking with them. You will be informed if this ability succeeds. You may not target a player who has already been successfully targeted.

The Dark One
- Gain the Ninja modifier. When you target a player at night with any ability, they cannot target you that night under any circumstances, even if their action should resolve first. At night, you may target a player. Their active abilities fail.

The Scourge
- Gain the Ascetic and One-shot bulletproof modifiers. At night, you may target a player. You use a random ability that is present in the game on them.

Keeper of Secrets
- Gain the Reflexive modifier (You automatically use your abilities on anyone who targets you, in addition to your intended targets). At night, you may target a player and call out an alignment. You learn if they are that alignment or not. You may not call out your own alignment. This ability works with Reflexive. If activated by Reflexive, you will call your own alignment for that use of the ability.

Bearer of Suffering
- Gain the Poison-Immune modifier. You may target a player at night. Their original, non-factional abilities from their role card become One-shot. They may ignore the One-shot modifier, but they are poisoned if they do so. The player who was targetted the most times by all copies of this ability in the game each night is poisoned (dies the night after they are poisoned unless healed). If there is a tie, whoever reached the most votes first is poisoned. Votes to poison do not function on Poison-Immune players.

You belong to the faction with the fewest players at the beginning of the game. For all purposes except flip, you are a member of that faction. If there is a tie between multiple factions, the moderator will decide which. You partake in any PTs that faction may possess and share any factional abilities, but you will flip as a
Dark Horse
.
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Post Post #947 (isolation #25) » Mon Sep 20, 2021 10:18 am

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Dark Horse Equalizer
(
Dark Horse
/ Equalizer)

At the beginning of the game, learn how many alignments are in the game that you cannot win with. Gain all of the abilities on this list, up to the number of alignments you cannot win with. For example, if there are 5, you are 1+2+3+4+5. You are multitasking with all abilities.

One - No abilities
Two - One-shot Loyal Checker
Three - Disloyal Roleblocker
Four - Outraged Vigilante [Can only be used if a member of your faction was eliminated on the previous day]
Five - Mason / Traffic Analyst [Mason if Town. Add "Mason" to a random townie's card. Otherwise, Traffic Analyst]
Six - One-shot Bulletproof
Seven - One-shot Activated Nightskip [Once during the day, skip the next night phase.]
Eight - Two-shot Reflexive Commute [The first two nights you are targetted by abilities, commute before they affect you]
Nine - Neighbour [Gain a neighbourhood with all players you CAN win with.]
Ten+ - Power Distributor [Each day, choose one of your abilities. All players you CAN win with gain that ability starting next night. They are informed of this.]

The moderator has the power to alter numbers as they see fit to better match with their playercount. For example, if a game is extremely large, they may opt to make the numbers larger, or vice versa.

You belong to the faction with the fewest players at the beginning of the game. For all purposes except flip, you are a member of that faction. If there is a tie between multiple factions, the moderator will decide which. You partake in any PTs that faction may possess and share any factional abilities, but you will flip as a
Dark Horse
.
Last edited by Morning Tweet on Mon Sep 20, 2021 10:32 am, edited 1 time in total.
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Post Post #952 (isolation #26) » Mon Sep 20, 2021 10:25 am

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Dark Horse Scavenger
(
Dark Horse
/ Scavenger)

Each night, target a player. After they die, you immediately inherit all of their passive and active abilities (but not factional ones). You are multi-tasking.

You belong to the faction with the fewest players at the beginning of the game. For all purposes except flip, you are a member of that faction. If there is a tie between multiple factions, the moderator will decide which. You partake in any PTs that faction may possess and share any factional abilities, but you will flip as a
Dark Horse
.
Last edited by Morning Tweet on Mon Sep 20, 2021 10:32 am, edited 1 time in total.
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Post Post #953 (isolation #27) » Mon Sep 20, 2021 10:31 am

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Dark Horse Avenger
(
Dark Horse
/ Avenger)

Each night, target a player. You become immune to their actions for the rest of the game. Attempt to kill them.

At the beginning of the game, you have no shots of this ability. For every phase in which at least one member of your alignment dies, gain a shot.

You belong to the faction with the fewest players at the beginning of the game. For all purposes except flip, you are a member of that faction. If there is a tie between multiple factions, the moderator will decide which. You partake in any PTs that faction may possess and share any factional abilities, but you will flip as a
Dark Horse
.
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Post Post #956 (isolation #28) » Mon Sep 20, 2021 10:38 am

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Town Pridestalker
(
Town
/ Pridestalker)

Each night, target a player. If they are a member of the groupscum faction that started with the most players at the beginning of the game, other than yours (if applicable), kill them.
Last edited by Morning Tweet on Mon Sep 20, 2021 10:39 am, edited 3 times in total.
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Post Post #958 (isolation #29) » Mon Sep 20, 2021 10:40 am

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Town Deerstalker
(
Town
/ Deerstalker)

Each night, target a player. If they are a member of a groupscum faction with multiple players still currently alive, other than yours (if applicable), kill them.
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Post Post #959 (isolation #30) » Mon Sep 20, 2021 10:44 am

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Town Shrike
(
Town
/ Shrike)

Each night, target a player. If they are a member of a groupscum faction, they are roleblocked and incapable of killing so long as you are alive.

After your death, all groupscum players successfully targeted by this ability are informed of each other's identities.
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Post Post #962 (isolation #31) » Mon Sep 20, 2021 10:48 am

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Town Savage
(
Town
/ Savage)

Each night, target a player. If they are attempting to kill a member of your faction, unstoppably redirect the kill to yourself and unstoppably kill that player. You will die on that night no matter if the kill on you succeeds.

If you are killed at night but not as a result of this ability, your death is delayed until the end of the next night. You may use your ability as normal on that night.
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Post Post #966 (isolation #32) » Mon Sep 20, 2021 10:57 am

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Town Covert Operative
(
Town
/ Covert Operative)

Each night, call out an alignment. You may not call out your own. You are immune to actions taken by that alignment on that night. If you are targeted by one who has that alignment on that night, kill them. If you have already killed a member of that alignment, you are instead merely told that you were visited by a member of that alignment.
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Post Post #972 (isolation #33) » Mon Sep 20, 2021 11:10 am

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Copycat
(
Copycat
/ Copycat)

If this card is picked for alignment, you have the alignment of a random non-standard alignment present in the game. If there are no non-standard alignments, you have the alignment with the least members (randomized if there is a tie).

If this card is picked for role, you have the same role as a random other player in the game.
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Post Post #975 (isolation #34) » Mon Sep 20, 2021 11:15 am

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Malicious Copycat
(
Malicious Copycat
/ Malicious Copycat)

If this card is picked for alignment, you have the same alignment as the alignment present in the game that wishes for the most people to die. For example, a Serial Killer may want everyone but themself to die, Mafia may want everyone but three Mafia members to die, and so on.

If this card is picked for role, you have the same role as a random player who has an alignment you cannot win with. For example, if you are town, you may get a random role from a mafia-aligned player.
Last edited by Morning Tweet on Mon Sep 20, 2021 11:19 am, edited 1 time in total.
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Post Post #977 (isolation #35) » Mon Sep 20, 2021 11:18 am

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Sociable Copycat
(
Sociable Copycat
/ Sociable Copycat)

If this card is picked for alignment, you have the same alignment as the alignment present in the game that wishes for the least people to die. For example, the Town may wish for everyone but eleven Town to die, the Mafia may wish for everyone but three Mafia to die, and so on.

If this card is picked for role, you have the same role as a random player who shares your alignment. You become Neighbours with that player. They are not informed of anything about this.
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Post Post #982 (isolation #36) » Mon Sep 20, 2021 11:26 am

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Grand Finale Day Five Survivor
(
Day Five Survivor
/ Grand Finale)

On night five, attack up to three players, and then die unstoppably.

You win if you reach day five alive, or are alive at the end of the game.
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Post Post #987 (isolation #37) » Mon Sep 20, 2021 11:36 am

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Exhibitionist Serial Killer
(
Exhibitionist Serial Killer
/ Exhibitionist Serial Killer)

You may target a player at night in an attempt to kill them. If a player observes you making a kill, such as from the effects of Watcher, Tracker, Motion Detector, etc., kill them as well.

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. Alternatively, you win and exit the game if a player observes you targeting another player. Members of this alignment always kill players who observe them.
Last edited by Morning Tweet on Mon Sep 20, 2021 11:39 am, edited 1 time in total.
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Post Post #992 (isolation #38) » Mon Sep 20, 2021 11:42 am

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Town Uplifter
(
Town
/ Covert Operative)

Gain a random one-shot invention from the deck of astral roles at the beginning of each night. As long as you are alive, all players without any active abilities (including those who are simply named) share this ability.
Last edited by Morning Tweet on Mon Sep 20, 2021 11:51 am, edited 1 time in total.
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Post Post #997 (isolation #39) » Mon Sep 20, 2021 11:45 am

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Servant of the End
(
Servant of the End
/ Servant of the End)

Role / Each night, gain a random one-shot ability that a random living player in the game has. Additionally, you may forgo this ability on one night to grant any player One-shot Bulletproof.

Alignment / You are informed of the identity, alignment, and role of the player (other than yourself) whose role is the highest number in the Astral Roles thread. If there is a tie, break it with alignment roll number. That player and any members of their alignment cannot harm you in any way. You win if they win.
Last edited by TemporalLich on Mon Sep 20, 2021 2:20 pm, edited 5 times in total.
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Post Post #1008 (isolation #40) » Mon Sep 20, 2021 12:35 pm

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>ω<)ノ
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