Alignment Baked LoAF

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Alignment Baked LoAF

Post Post #0 (isolation #0) » Tue Oct 19, 2021 6:09 am

Post by MegAzumarill »

Vanilla

================================================
The Alignment Baked Library of Atypical Factions


This thread is a reimagination of the Library of Atypical Factions (done with permission of TemporalLich). This thread will follow a different format than the original thread, in order to allow for the creation of potentially endless custom alignments, with no dilution of scumpools.

Each post in this thread will contain one of two things.
1. The introduction of a new faction.
This should include all of the information of that faction. Each faction should only be submitted once.

Things that
MUST
be included: Factional Abilities, Factional PT, Faction's win condition, whether the faction is a third party or a groupscum faction.
Things which would be nice to include but are not required: Names of the corresponding miller, godfather, mason, and cop roles.

2.
A role to add to the list with no alignment attached.
This thread will not have alignments attached to roles in favor of the setup determination below. That being said, each player's roles are still determined by this thread.


Spoiler: The setup is generated as follows:
1a.
If the setup is being used for a mini theme:The moderator rolls 1d4. This corresponds to one of the 4 faction lists below.
1b.
If the setup is being used for a large theme: The moderator rolls 1d2. This corresponds to the 2 groupscum lists, if
True Groupscum
is rolled, also add a
Benign Third Party
. If
Benign Groupscum
is rolled, also add a
Solo Third Party

2.
The moderator rolls a random number from 1 to the number of entries in the corresponding list to determine what is present in the game.
3.
The moderator rolls an additional number on the
True Groupscum
list.
4.
The moderator takes the given non-town factions rolled and generates an alignment lineup (this may vary based on the factions chosen)
Ex (
9 town
,
3 Dark Creatures
,
1 Aligner
)

5.
The moderator rolls from this thread to give each player two role cards. (If no role is in a post, treat as vanilla)
6
The moderator sends each player their alignment and their role cards (Partners and factional PTs are NOT given out at this time)
7
The player's then pick their desired role, publically discarding the other role.


The four lists of factions are as follows:
1.
True Groupscum
This is groupscum that wins by achieving parity or wiping out all other factions, causing other factions to lose.
2.
Benign Groupscum
This is groupscum with win conditions that do not end the game and can win concurrently with town.
3.
Solo Third Party
These are third party roles that end the game with their win, usually by killing all other players.
4.
Benign Third Party
These are third party roles that may win with other factions, this includes alignments that cannot win with the town but can win with other factions

Spoiler: All Roles so far
1. Vanilla
2. Groupscum Cop
3. Atypical Mason
4. FBI Agent
5. Neighborhood Watch
6. Vanilla
7. Doctor
8. Vanilla
9. Cop corresponding to the largest scumteam
10. Mysterious Conduit
11. Mysterious Eidolon
12. Meta-Neighbor
13. Tracker
14. Vanilla
15. Vanilla
16. Vanilla
17. Cop corresponding to a random alignment in game
18. Miller corresponding to a random non-Town alignment in game
19. Soother
20. Double Voteizer
21. Godfather
22. Vanilla
23. Para-Electrical Investigator
24. Blood Investigator
25. Unfriendly Neighbor
26. One-Shot Activated Combined Chosen Mason-Random Masonizer
27. Arsonist Cartel
28. Miller from Elsewhere
29. Vanilla
30. Faction Split (G-Simple Godfather / Protected Miller)
31. Ninja Compulsive Publishing Unchanging Bulletproof Correspondent
32. Roleblocker
33. Loyal Bodyguard
34. Dusk Vigilante
35. 1 Shot Igniter
36. Bulletproof Day Mailman
37. Inverse Killer
38. Combined Missionary Doctor
39. Vanilla
40. Small
41. Large
42. Haste/Lethargic Alternator
43. Lethargic Faction Cop
44. Hastener
45. Vanilla
46. Faction Split Protector/ One- Shot Protected
47. Hated x2 Bulletproof Ascetic
48. Vanilla
49. Random Reflexive
50. Groupscum Doc
51. Groupscum Loyal Illusionist
52. One Shot Third Party Proof
53. Vanilla
54. Vanilla
55. Roleblocker
56. Town Targeting Locksmith
57. Dreaming God
58. Two Shot Illuminator
59. Sleepy Deity
60. Vanilla
61. Vanilla
62. Gambit Reflexive Vanilaiser
63. Neighbor
64. Neighbor
65. Vanilla
66. Vanilla
67. Vanilla
68. Mailman
69. Benign Enthusiast
70. Vanilla
71. Vanilla
72. Infestation Informant
73. Methodical Investigator
74. Lethargic Commuter
75. [Mason-Type Role]
76. [Mason-Type Role]
77. [Mason-Type Role]
78. Meta Nexus
79. Pure Soul
80. Temporal Manipulator
81. Haunting Hastener
82. Haunting Doctor
83. Haunting Neighborizer
84. Vanilla
85. Role PM Messer Upper
86. Dark Demon
87. Enchanted Fae Bauble Bearer
88. Vanilla
89. Modified Friendly Neighbor
90. Traitor
91. Exchanger
92. Exorcist
93. Lure
94. Musician
95. Muse
96. Digitizer
97. Rolecopping Cop corresponding with.....
98. Impersonal Roleblocker
99. (1-shot Double Target) Vanillaizer
100. Multitargeting Meta Janitor
101. Vanilla
102. Vanilla
103. Reversable _____/______
104. Cloud Seeder
105. Kleptomaniac
106. Checker
107. Checker
108. One Shot Independent King
109. Bettor
110. Day 1 Diplomat Night 1 Elusive
111. Non-Consecutivee Bulletproof
112. [One Shot Meticulous] Tracker
113. 1-Shot Infallible Role Cop
114. One-shot Homing Ninja Poisoner
115. One-Shot Force of Nature
116. Activated Reflexive Kill-Specific Alien
117. Normal Role Investigative Role
118. Normal Action Investigative Role
119. JOAT (Parrot, Beholder, Marker)
120. Reflexive Musician
121. Singer
122. Modified Friendly Neighbor
123. Infernal Blade
124. Informed
125. Murky Mire
126. Luminous Horror
127. Mummy
128. Vanilla
129. Flavor-Word
130. Conditional Modified Friendly Neighbor
131. Vanilla
132. Godfather
133.Security Guard
134. Visionary
135. Focused Medium
136. Frail Multitasking 1-shot Vigilante
137. Earl
138. Divine Seer
139. Wild Card
140. Enforcer
141. Siren
142. Mysterious Musician
143. with inventory
144. Clumsy
145. Performer
146. Novice Public Day Vigilante
147. Paranormal Investigator
148. Evil Vig Disabler
149. Malaligned Role Enabler Aligned Role Disabler
150. Vanilla
151. Vanilla
152. Tamperproof First Day (M/N/(modified)E) Cycle Enabler
153. Suppressor
154. Vanilla
155. Rolestopper
156. 1-Shot Kingmaker
157. Keeper of Democracy
158. Seeded Randomized Vote Doubler
159. Seeded Randomized Vigilante
160. Benign Cop
161. Benign Cop
162. Odd-Cycle Bulletproof
163. Even-Cycle Bulletproof
164. Restricted Combined Odd-Night ( Janitor Vigilante)
165. Vanilla*
166. Vanilla
167. Simple Doctor
168. Vanilla Cop
169. Discard Picker
170. Pregame Alignment Cop
171. Vanilla
172. with Inventory
173. with Inventory
174.Vanilla
175. Macho
176. Night 6 Death
177. 3-shot Rolecop
178. Vanilla
179. Vigilante Enabler
180. Ascetic [Disloyal Ninja Babysitter]
181. Kill Checker
182. 1-shot Seeded Randomized King
183. Revolutionary
184. Undertaker
185. Forensic Pathologist
186. Public Executioner
187. 1-Shot Discard Exchanger
188. 1-shot Double Vigilante
189. X-Shot to X Success Upgrade
190. Day 5 Apocalypse Bringer
191. Resistant
192. Ghost Bodyguard
193. Restorer
194. Compulsive Roaming Vanilaizer
195. Monster
196. Discard
197. Vanilla (Must Pick)
198. Trap
199. Universal Miller (Must Pick)
200. Unrecruitable Innocent Child
201. Extension
202. Newcomb
203. Oracle
204. Vanilla
205. Vanilla
206. Pillar of Light
207. Weak Marker
208. X marks the Spot
209. Mod Discretion (Must Pick)
210. Bodyguard
211.
212. Reroll but add the One-Shot Modifier
213. Thaumaturge
214. Neopolitan
215. Vanilla
216. Reroll before picks, and add a Mason-Type Role
217. Vanilla (Don't Pick)
218. Neighborly Musician
219. Vanilla
220. Banisher
221. Modified Vengeful
222. Enigmatic Eidolon
223. Enchanted Fae Bauble Witness
224. Vanillampire
225. Rehabilitator
226. Arbitrator
227. True-Name Nemesis
228. Knowledgable
229. Mod Chooses After Picks Cop
230. Archivist
231. Beholder
232. Informed of Something
233. Harbinger of the Dreaming God
234. ____, Inspired by the Dreaming God
235. Informed (Mod Chooses Nature of Information before Picks)
236. 1-Shot Fae Wonder
237. Mysterious Lunar Panel
238. Vanilla
239. Witch
240. Inner Sanctum Keeper / Hypogean
241. Vanilla
242. Loyalist / Disloyalist
243. Saint Nick
244. Alchemist
245. ITA Bringer
246. Nonexistent Groupscum Delegate
247. End of the Year
248. Chocolate
249. New Year Card Writer
250. Even Night PGO
251. Untopped Post Restrictor
252. Odd Night Thaumature Even Night Logician
Last edited by MegAzumarill on Wed Jan 11, 2023 7:58 am, edited 57 times in total.
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Post Post #1 (isolation #1) » Tue Oct 19, 2021 6:09 am

Post by MegAzumarill »

Groupscum Cop

Every night you may target a player. Assuming no interference to your action you will learn if that player is "Groupscum" or "Not Groupscum"

True Groupscum List:

Spoiler:
1.
Dark Creatures
Info
2.
Mysterious Electricians
Info
3.
Arsonist Cartel
Info
4.
Apparitions
Info
5.
Negach Syndicate
Info
6.
Witches
Info
7.
Raging Beasts
Info
8.
Black Magicians
Info
9.
The Compleationists
Info
10.
Daylight Cult
Info
11.
Starkin
Info
12.
Conspirators
Info
13.
Doom Seekers
Info
Last edited by MegAzumarill on Fri Oct 28, 2022 5:10 pm, edited 20 times in total.
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Post Post #2 (isolation #2) » Tue Oct 19, 2021 6:09 am

Post by MegAzumarill »

Atypical Mason

You start the game in a PT with all other Atypical Masons, who are all guarenteed to not be aligned with a groupscum faction.
If you are aligned with groupscum you are instead a Neighbor.

Benign Groupscum List:

Spoiler:
1.
Pirates Info

2.
Amoeboids
Info
3.
Zombies
Info
4.
Mesmers
Info
5.
Guardians
Info
6.
Celestial Angels
Info
7.
Consortium
Info
8.
Card Sharks
Info
9.
Playground Bullies
Info
10.
Heralds
Info
Last edited by MegAzumarill on Tue Jan 17, 2023 8:44 am, edited 14 times in total.
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Post Post #3 (isolation #3) » Tue Oct 19, 2021 6:09 am

Post by MegAzumarill »

FBI Agent

Each night you may target a player. Assuming no interference to your action you will learn if that player is "Third Party" or "Not Third Party"


Solo Third Party List:

Spoiler:
1.
Dragoon
Info
2.
Duplicator
Info
3.
Double
Agent
Info
4.
Cursebearer
Info
5.
Poltergeist
Info
6.
Final Curtain
Info
7.
Zalith, The Last Occultist
Info
Last edited by MegAzumarill on Fri Oct 28, 2022 5:08 pm, edited 11 times in total.
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Post Post #4 (isolation #4) » Tue Oct 19, 2021 6:09 am

Post by MegAzumarill »

Neighborhood Watch

You start the game in a PT with all other Neighborhood Watch members, who are all guaranteed to not be third parties.
If you are a third party you are a Neighbor.

Benign Third Party List:

Spoiler:
1.
Vampire
Info
2.
Demon
Info
3.
Fiend
Info
4.
Dictator
Info
5.
Sidekick
Info
6.
Hermit
Info
7.
Deathseeker
Info
Last edited by MegAzumarill on Sun Oct 16, 2022 12:23 pm, edited 10 times in total.
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Post Post #5 (isolation #5) » Tue Oct 19, 2021 7:30 am

Post by MegAzumarill »

Faction Introduction:
Pirates


Pirates
have a factional Complex Combined Vanillaiser/ Role Cop action. (the target will lose all personal abilities and the
Pirate
performing their action will learn their role. This fails if used on a vanilla role.

Pirates
win when at least 1 player from each other alignment still alive in the game has been successfully plundered and at least one
Pirate
is alive.
A
Pirate
win causes all members of that faction to leave the game victorious and the rest of the game to continue.
Additional Info:
Cop: Maritime Cop
Godfather: Pirate Captain
Miller: Sailor
Mason: Coast Guard

Factional Concept by KittyTacky

(Note that since this post is a faction introduction it should be treated as "Vanilla" if rolled for a role.)
Last edited by MegAzumarill on Mon Aug 29, 2022 2:57 am, edited 1 time in total.
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Post Post #6 (isolation #6) » Tue Oct 19, 2021 7:39 am

Post by MegAzumarill »

Doctor


Each night you may target a player. Assuming no interference to your action you will protect that player from one nightkill.


(This is what a normal role post should look like)
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Post Post #12 (isolation #7) » Wed Oct 20, 2021 3:54 am

Post by MegAzumarill »

Tracker


Each night you may target a player. Assuming no interference to your action, you will learn who your target visited.
In post 11, TemporalLich wrote:
Meta-neighbor


You have access to a meta-neighborhood PT with another random player if this card is one of the role cards you can pick.

If this card is picked, the meta-neighborhood PT will remain open. However, if this card is not picked, the meta-neighborhood PT is locked at the start of pregame.




are "meta" cards like this allowed?
I don't see a problem with them.
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Post Post #13 (isolation #8) » Wed Oct 20, 2021 4:08 am

Post by MegAzumarill »

Third Party Introduction:
Dragoon


The
Dragoon
has a factional compulsive modpost ability. They must make an anonymous message each nigh, which is posted by the mod at the start of the day. This message is labeled as by coming from the
dragoon
. The message "No Message Submitted" will be given instead if the
dragoon
doesn't send a message.

As long as the
Dragoon
is alive in the game, eliminations are mandatory and handled on a plurality basis, and the
Dragoon
cannot be endgamed.

The
Dragoon
wins if it survives to be one of the last 3 players alive, usurping the win from all other factions.
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Post Post #14 (isolation #9) » Wed Oct 20, 2021 4:18 am

Post by MegAzumarill »

Third Party Introduction:
Vampire



The
Vampire
has a factional deathproof ability. Whenever they would die in a game, they become a member of the faction that killed them.
If they die by elimination, the elimination fails and the
Vampire
becomes a member of the hammerer's faction.
(Note that once a
Vampire
changes factions they are no longer a
Vampire
, and as such are no longer deathproof.

If multiple things would kill you at the same time, You priortize becoming a member of the
Town
first,
Groupscum
second, and
third parties
last.

The
Vampire
has no win condition and must win by becoming a member of another faction.
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Post Post #20 (isolation #10) » Fri Oct 22, 2021 3:45 pm

Post by MegAzumarill »

Godfather

You appear as
Town
to investigative abilities.
If you are groupscum this role's name will be changed.
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Post Post #21 (isolation #11) » Fri Oct 22, 2021 3:48 pm

Post by MegAzumarill »

Third Party Introduction:
Duplicator


Abilities: Factional "Duplicate" action. Target a player during the day, learn the target's role card.
At night, you have a factional ability to use the role that you found during that day. This action is multitasking. If you found a role with no activated night ability, you become 1 shot Bulletproof that night.
Once per game may choose to self target with their factional day ability. Once per game may choose to use their day ability twice in one day.

Goal: Eliminate all opposing factions, or prevent them from killing you. You win alone.
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Post Post #25 (isolation #12) » Mon Oct 25, 2021 3:04 pm

Post by MegAzumarill »

One-Shot Activated Combined Chosen Mason-Random Masonizer

Once per game, during the night, you may choose to become a Mason-type role that cannot be an alignment of your choosing (this cannot be your alignment)
When you activate this ability, recruit a random player to be this Mason-type role. (This must pick someone who is not already in the PT, and is not of the alignment that is excluded from the PT.
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Post Post #31 (isolation #13) » Tue Oct 26, 2021 3:26 pm

Post by MegAzumarill »

Roleblocker


Each night you may target a player. Assuming no interference to your action that player will be prevented from taking an action that night.
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Post Post #32 (isolation #14) » Tue Oct 26, 2021 3:28 pm

Post by MegAzumarill »

Loyal Bodyguard


Each night you may target a player. If that player would die, you will protect them from a night kill and die in their place. Your ability automatically fails on players who are not your alignment.
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Post Post #33 (isolation #15) » Tue Oct 26, 2021 3:29 pm

Post by MegAzumarill »

Dusk Vigilante

Each night you may target a player. Assuming no interference to your action you will kill the player. If this action would kill a player, and no other sources cause the targeted player's death, that player's death will be delayed until the end of the next day phase (dying at the same time as the next elimination.)
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Post Post #36 (isolation #16) » Wed Oct 27, 2021 3:11 pm

Post by MegAzumarill »

Inverse Killer


Each night you may target a player. If you were instead performing a "Vigilante" action instead of this ability, and that action would
not
cause the death of the targeted player, then activate the following effect.
The targeted player unavoidably die. This effect is untargeted and cannot be stopped.
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Post Post #37 (isolation #17) » Wed Oct 27, 2021 3:12 pm

Post by MegAzumarill »

Combined Missionary-Doctor


Each night you may target a player. If they perform a killing action that night, you will roleblock that action. Additionally you will protect them from one kill that night
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Post Post #38 (isolation #18) » Wed Oct 27, 2021 3:22 pm

Post by MegAzumarill »

Faction Introduction:
Apparitions

The apparition faction has a factional possess ability.
Each apparition member can only successfully possess once, and no more than one apparition member can possess in a single night.
This ability is not considered a killing ability, thus possession cannot be protected against by normal means.

When a player is possessed, the apparition member loses their current role and gains the target's role. The target dies and is not flipped.

The Apparitions win by eliminating all other factions.

Cop: Paranormal Investigator
Miller: Spooky
Godfather: Possessed
Mason: Exorcists


Faction concept by NotAJumbleOfNumbers
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Post Post #45 (isolation #19) » Thu Oct 28, 2021 8:44 am

Post by MegAzumarill »

Faction Split Protector/One shot Protected


If you are aligned with Town: this card is a Protector

A protector may prevent true groupscum abilities on their target each night.

If you are no aligned with the Town: You are protected from the first true groupscum ability you are targeted with.
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Post Post #47 (isolation #20) » Fri Oct 29, 2021 9:26 am

Post by MegAzumarill »

Third Party Introduction:
Demon


The demon has the factional passive ability to turn any inventions they receive into passive reflexive versions of that ability. These trigger the night after receiving them.

The demon's role is converted into a reflexive version of said role.

The demon wins and exits the game if they are alive when any groupscum faction wins the game.

(Benign 3rd party description has been updated as allowing 3rd party roles that only win with certain factions but not others, this was always the intention, but was poorly worded before)
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Post Post #48 (isolation #21) » Fri Oct 29, 2021 9:29 am

Post by MegAzumarill »

Random Reflexive

This role card is determined before picks to be a random "Alignment Baked LoAF" role not already rolled by another player changed but gains the reflexive modifier
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Post Post #54 (isolation #22) » Thu Nov 04, 2021 4:38 pm

Post by MegAzumarill »

Roleblocker


Each night you may target a player. Assuming no interference to your action they will be prevented from taking an action.
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Post Post #55 (isolation #23) » Thu Nov 04, 2021 4:42 pm

Post by MegAzumarill »

Town Targeting Locksmith

Each night you may target a player. Assuming no interference to your action they will be prevented from taking an action and you will prevent factional actions done to them that night. This will fail on players that do not appear town aligned to investigation.
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Post Post #56 (isolation #24) » Thu Nov 04, 2021 4:47 pm

Post by MegAzumarill »

Dreaming God


Each night you may target a player with one of a list of flavored abilities provided by the moderator.
You do not know what each ability does.
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Post Post #57 (isolation #25) » Thu Nov 04, 2021 4:53 pm

Post by MegAzumarill »

Two Shot Illuminator


During any day phase you may target a player. This may only be done twice.

During that player's night phase they will be told that their house is
illuminated
.

All players who successfully use an ability on the illuminated player will receive tracker and watcher results.

You do not visit the targeted player with this ability.
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Post Post #59 (isolation #26) » Tue Nov 16, 2021 1:07 pm

Post by MegAzumarill »

Faction introduction:
The Witches

The Witches are all vanilla members, and cannot have passive abilities.

The
witches
have 2 spells, a factional kill spell and a factional curse spell.
Each spell may not be used in two nights consecutively, and each member may only cast 1 spell each night.
The roles that
witches
pick are turned into factional spells performing that action. Any passive abilities are made active abilities when making this change.
If a witch picks "Vanilla" as their role they will add a one-shot curse spell that is separate from the original factional curse spell.

The factional kill spell functions as a normal vigilante action.
The factional curse spell curses the target. If the cursed player is eliminated the next day phase, the player's flip is obscured and the Witches gain a spell that is a copy of the cursed player's role.
If the factional curse is used on a vanilla player, it will still obscure the player's flip, but will give a one shot kill spell instead.

Godfather | Transmuted
Mason | Antimagist
Cop | Witch Hunter
Miller | Enchanted
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Post Post #60 (isolation #27) » Tue Nov 16, 2021 1:12 pm

Post by MegAzumarill »

Third Party Introduction:
Fiend

During each day phase they choose a player to
corrupt
Players do not know if they were corrupted.
During the night phase, if corrupted player visits a player on their team, they will kill that player.
If the corrupted player visits the
Fiend
then they will die.
Corruption is removed upon successfully visiting another player.

Win Condition: Cause a member of each living faction to kill an ally or to die by visiting you.
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Post Post #61 (isolation #28) » Wed Nov 24, 2021 1:05 pm

Post by MegAzumarill »

Gambit Reflexive Vanilaiser


You will remove all personal abilites from players visiting you the night of your death.
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Post Post #62 (isolation #29) » Wed Nov 24, 2021 1:05 pm

Post by MegAzumarill »

Neighbor


You begin the game in a PT with another player.
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Post Post #63 (isolation #30) » Wed Nov 24, 2021 1:06 pm

Post by MegAzumarill »

Neighbor


You begin the game in a PT with another player.
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Post Post #67 (isolation #31) » Mon Aug 29, 2022 2:46 am

Post by MegAzumarill »

Mailman



In post 66, Jake The Wolfie wrote:
Faction Introduction:
The Compleationists


The Compleationists start off with at least 2 Sleeper Agents. They never start off with Aware Agents.
This also means that no player can start off as a Compleationist-specific scum role, such as Godfather. Should a player roll Godfather and be a Sleeper Agent, they will appear as a generic version of their role.
Players may start off as Sleeper Agents even if their role could only apply to a member of a specific faction, such as an Innocent Child.

During the night, any Aware Agent may choose to Compleat target player. If this action is successful, that player will become a Sleeper Agent. Additionally, the next night this action will become unavailable.
Any player of any faction may become Compleat. If a player's role would only be able to apply to a member of a specific faction (such as an Innocent Child for town), they will still be Compleatable.

Aware Agents will always be informed about whom their entire team consists of.

Sleeper Agents will not be informed that they are a Sleeper Agent and will continue to believe that they are what they previously were until they become Aware. Aware Agents will know the exact role and alignment of each Sleeper Agent, and will additionally be able to learn any hidden information that the Sleeper Agent knows.
If a Sleeper Agent targets a player whom is being Compleated, then the "Additionally, the next night this action will become unavailable" does not apply for the factional ability.
A player whom is Compleated is indistinguishable from a player whom is not Compleated. There is no mechanical way for a non-Compleationist to tell the difference between a Sleeper Agent and any other non-factioned members.
Sleeper Agents may be converted into Aware Agents if any of the following happen:
  • There are no living Aware Agents. If there are multiple Sleeper Agents when this occurs, only one of them will become Aware.
  • The Sleeper Agent attempts to target an Aware Agent. Before actions resolve, all Aware Agents may choose whether the actions succeeds or fails, and whether the Sleeper Agent becomes Aware or not.
  • Any Aware Agents make a Sleeper Agent Aware during the night. This is not a targeted ability and cannot be caused to fail.
  • The Sleeper Agent would die at night. Instead, they do not die. If their death is forced to happen, their killer dies as well if able.
If a Sleeper Agent dies, their identity of being a Sleeper Agent is revealed.
Sleeper Agents are still Compleationists, and the game will still continue even if the faction consists of only one Sleeper Agent.

Alternate Names:

Vanilla: Activated Sleeper
Cop: Mechanist
Godfather: [None]
Miller: Cyborg
Mason: Uncompleat
Could you give an example on how this faction functions
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Post Post #68 (isolation #32) » Mon Aug 29, 2022 5:38 am

Post by MegAzumarill »

Benign Enthusiast



If you are aligned with the Town or a Solo Third Party: You have an additional win condition. You will exit and win the game if a benign third party or benign groupscum wins the game.
If you are aligned with a Benign Groupscum or Third Party: A player that isn't a member of a groupscum team learns of your faction's existence in the game. They gain a win condition to win with your faction, if they do they will exit the game with a win. They are aware of this win condition.
If you are a True Groupscum Member, a random Benign third party or benign groupscum member gains the win condition of winning with your faction. You know who this is.

If no Benign factions exist, this role card changes to
Informed
. The information given is that no benign factions exist.





(Since now True Groupscum makes up half of the factions total, I'll add a few benigns in and some third parties.)
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Post Post #69 (isolation #33) » Mon Aug 29, 2022 6:00 am

Post by MegAzumarill »

Faction Introduction:
Zombies
(Benign Groupscum)

Zombies have a factional PT they can post in at any time they are alive or treestumped.
Zombies have inherit multitasking, and each member can perform the zombie factional ability simultaneously.

Factional Ability: Horde Attack. At night any number of zombies may attempt to
bite
a player. If the number of zombies attempting to
bite
a player is at least 1 more than the number of non-zombies that visited the player, that player becomes infected. If it instead is 2 or more than the number of non-zombies visiting, the player is also strongmaan killed. For each layer of protection on the target (bulletproof, doctor, etc) it counts as an additional non-zombie player visiting them. (So it takes 3 zombies to kill a Bulletproof player, but 2 zombies can infect them. It would take 4 zombies to kill a player protected by a doctor, since the player was both visited once and protected.)

Infected players as well as zombies that die are instead treestumped (unless killed by an arsonist or other fire ability). Non-groupscum players treestumped in this way are recruited to the
Zombies
. Groupscum players will appear recruited and function the same way, but retain their original win condition. They do not flip.

Treestumps caused like this can still perform their role's actions as well as any factional actions they have (except recruited third parties, who may no longer use their third party abilities). Their roles are reduced to one-shot, and they can only do the factional ability once. When a treestumped player like this has no more night actions, they die properly, and they flip as both their original alignment, and as a zombie.

"Recruited" groupscum can perform both their original groupscum ability as well as the zombie factional ability simultaneously.


Win Condition: The
Zombies
win when the number of zombies (including zombified groupscum), is equal to or greater than the number of non-zombie players alive. Treestumped zombies count as 1 zombie, living zombies as 1.5 zombies, and dead zombies as .5 zombies for this win condition.

When this win condition happens all zombies lose access to any abilities, and all living zombies are treestumped. Then, all treestumped zombies flip their roles. They may continue to play as a treestump or freely exit the game and enter the dead thread at any time. Any infected players still alive will become a normal treestump on death.


Cop: Viral Investigator
Masons: Immunized (Cannot be infected)
Miller: Necrotic
Godfather: Patient Zero
Last edited by MegAzumarill on Mon Aug 29, 2022 6:20 am, edited 1 time in total.
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Post Post #70 (isolation #34) » Mon Aug 29, 2022 6:14 am

Post by MegAzumarill »

Faction Introduction:
Mesmers
(Benign Groupscum)

The Mesmers have a factional PT they can talk to each other with at any time.
The Mesmers have a "Library" that contains 6 randomly chosen active abilities from this thread. These abilities are made one-shot. They cannot use these abilities under normal circumstances.

At the start of each day phase, a random Non-Mesmer player will become mesmerized. If that player is eliminated that day the Mesmers may remove an ability of their choice from the library during the night (alongside any other abilities). This effect is not targeted and cannot be stopped or manipulated in any way.
The mesmerized player will be announced to the Mesmers each day.

Each Night, the Mesmers may perform one of the following abilities:

1. One faction member may use an ability from the Library that night, removing that ability from the library.

2. Target a Non-Mesmer player and choose an ability from the library. If the mesmerized player is eliminated, the targeted player will gain that ability, removing it from the library. They will be informed of this, and will know the mesmerized player. The target will not be chosen to be the mesmerized player.

3. Once per game, target 2 Non-Mesmer players and choose an ability from the library. The second player will become the mesmerized player (this is not a targeted effect and cannot be manipulated.) If the mesmerized player is eliminated, the first player will gain that ability, removing it from the library. The first player will be informed of this and will know the mesmerized player. This appears the same as your second ability to the first player.


Win Condition: The
Mesmers
exit the game with a win if all 6 abilities are removed from the library.

Cop: Optic Inspector
Masons: True Sighted
Miller: Puzzling
Godfather: Illusioned
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Post Post #73 (isolation #35) » Mon Aug 29, 2022 9:13 am

Post by MegAzumarill »

Lethargic Commuter

Each night you may make yourself immune to all actions.

Your commute occurs after non-Lethargic actions, so you will still be effected by them.
Other actions you perform are normal in action resolution.


Would a Watcher see hastened players but not lethargic players? Or would they not see either.
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Post Post #74 (isolation #36) » Mon Aug 29, 2022 9:17 am

Post by MegAzumarill »

[Mason-Type-Role]


This corresponds to a random groupscum faction in the game.
This rolecard is simply seen as "[Mason-Type-Role]" during picks.
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Post Post #75 (isolation #37) » Mon Aug 29, 2022 9:17 am

Post by MegAzumarill »

[Mason-Type-Role]


This corresponds to a random groupscum faction not in the game.
This rolecard is simply seen as "[Mason-Type-Role]" during picks.
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Post Post #76 (isolation #38) » Mon Aug 29, 2022 9:17 am

Post by MegAzumarill »

[Mason-Type-Role]


This corresponds to a random groupscum faction. (Roll a D2 to decide whether it's a random True Groupscum, or a random Benign Groupscum)
This rolecard is simply seen as "[Mason-Type-Role]" during picks.
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Post Post #77 (isolation #39) » Mon Aug 29, 2022 9:25 am

Post by MegAzumarill »

Meta-Nexus


If any role assigns other roles pre-game to a random player (a lone mason or neighbor, Miller from elsewhere, etc.) you will be that chosen player if you would be a valid target to be randomized to.

This does not apply to randomizations after game setup.





Should things like Corresponding Cop show as the name of the card or the role given pregame? I am thinking it should be the name of the role for the chosen faction, but I'm not sure if that is intentional or not
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Post Post #79 (isolation #40) » Mon Aug 29, 2022 10:42 am

Post by MegAzumarill »

Temporal Manipulator



During the night you may target a player, all other actions attempting to target that player are roleblocked for that night. If they are roleblocked, a strong-willed, delayed version of that action will be performed the next night on the target.

Whenever you would first die by any means, you are notified, then your death is delayed by one phase, allowing you to act as if alive during that phase.
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Post Post #80 (isolation #41) » Mon Aug 29, 2022 11:11 am

Post by MegAzumarill »

Haunting Hastener


Each night, after you are dead, you may target a player. That player will have fast action priority the night after you use your ability. (Their actions will happen before any other non-fast action resolution actions)
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Post Post #81 (isolation #42) » Mon Aug 29, 2022 11:12 am

Post by MegAzumarill »

Haunting Doctor


Each night, after you are dead, you may target a player. They will be protected from one kill that night.
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Post Post #82 (isolation #43) » Mon Aug 29, 2022 11:12 am

Post by MegAzumarill »

Haunting Neighborizer


Each night, after you are dead, you may target a player. You will enter in a PT with that player.
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Post Post #83 (isolation #44) » Mon Aug 29, 2022 11:14 am

Post by MegAzumarill »

Third Party Introduction:
Poltergeist


Factional Abilities: Only one can be used per night.

Scatter: Choose 1 Target: They are roleblocked that night. You perform all of the target’s abilities on all other players visiting your target.
Barricade: Choose 1 Target: You perform all of the target’s abilities on the target. All other actions on the target fail that night.
Throw: Choose 2 Targets: You perform all of the first target’s abilities on the second target.

After you die, you may still perform your factional abilities, but your abilities are no longer visible to trackers or watchers. You may not perform role abilities. You will attempt to kill the target of your factional abilities if you perform them after you have died. (You only attack the first of your targets if using the throw ability)


Win Condition: All players other than you are dead, regardless of whether you are alive.

If this role is in the game, the game cannot end unless only one faction is still alive.
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Post Post #88 (isolation #45) » Thu Sep 01, 2022 1:36 am

Post by MegAzumarill »

Modified Friendly Neighbor

Each night you may target a player.
If you could possibly win with them simultaneously, they will receive a message saying you win with them.

In post 87, RH9 wrote:
Third Party Introduction:
Dictator

Only players aligned with your target may target you.
You appear to Investigative roles as the
Traitor
(or
Vanilla
if not applicable) role of their faction.
You have the following active ability:
  • Each Night, you may target a player. Assuming no interference with your action, that player will receive a message from the moderator that states that you are aligned with them, and you will learn some flavour information about the target's alignment and role.
You win if you are alive when the last player that you targeted has achieved their win condition.

This might have Bastard mechanics.
I'd imagine this would be the same message as the dictator.
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Post Post #89 (isolation #46) » Thu Sep 01, 2022 1:38 am

Post by MegAzumarill »

Traitor

You know the members of your faction, but they do not know you.
If you are not aligned with groupscum, you instead are Vanilla.
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Post Post #91 (isolation #47) » Wed Sep 07, 2022 10:46 am

Post by MegAzumarill »

Exorcist


Each night you may target a player. If that player is acted upon by a dead player, even if the action is ninja, strong-willed or cold-blooded, you will stop that action. That dead player may no longer act rhis game and will be informed of that.
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Post Post #92 (isolation #48) » Fri Sep 16, 2022 5:27 am

Post by MegAzumarill »

Lure


Anybody who is voting you at the end of the day, assuming you are still alive, will automatically target you with their non-factional abilities during that night phase.

Anyone redirected in this way will be told they heard a mystical melody.
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Post Post #93 (isolation #49) » Fri Sep 16, 2022 5:29 am

Post by MegAzumarill »

Musician


Each night you may target a player. That player will be told they heard a mystical melody.
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Post Post #99 (isolation #50) » Sat Sep 17, 2022 2:49 am

Post by MegAzumarill »

Multitargeting Meta Janitor


When you pick this card, give me a list of any number of players. All of these players will have their public discard redacted. You may self target.
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Post Post #100 (isolation #51) » Sat Sep 17, 2022 2:55 am

Post by MegAzumarill »

Third Party Introduction

Sidekick


A randomly chosen player is your hero that you idolize. They are not informed.
You may not target your hero with abilities other than the following:
Each night, provided you did not use this ability last night, you will visit your hero and protect them from one nightkill. Additionally, you will take the blame for them, making them appear aligned with the Town and you to appear as not aligned with the town that night to all forms of investigation.
If your Hero is killed (except by elimination), and you are alive, your alignment changes to Avenger.

If your Hero wins OR survives to the end of the game, you win.

Avenger
(Cannot start the game this way)

Each night you may target a player, if that player killed your hero something happens based on how many times you visited them with this ability.
1. You will be informed that you have found the killer.
2. The killer will be role blocked and notified that you are an avenger and have a grudge against them.
3. You are bulletproof this night, and will attempt to kill the killer as if you were a vigilante.
4+. You will attempt to kill the killer as if you were a vigilante.

You win and exit the game when the player who killed your Hero is dead by any means, and you are alive.
Imprefection is the spice of life.
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Post Post #102 (isolation #52) » Sat Sep 17, 2022 11:37 am

Post by MegAzumarill »

Reversable _____/______


Fill blanks with two roles from this thread. These are known to the player during picks.

During Odd cycles you are the first role

During Even cycles you are the second role.

You are treated indistinguishable from these roles while you are them. For example, a role cop will return vanilla if you are vanilla during that cycle.

You flip as [Faction] Revesible [Role] where [role] is your current role at the time of death
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Post Post #104 (isolation #53) » Wed Sep 21, 2022 5:50 am

Post by MegAzumarill »

Kleptomaniac

You have the following items.

Walkie Talkie- You have two walkie talkies. Each night players with walkie talkies may send an anonymous message of their choice to all other players with walkie talkies. This is a passive ability and can't be blocked.

Umbrella- You are immune to the effects of weather. Arsonist and fireman effects fail when used on you.

First Aid Kit- Your actions passively show up as protective acions to voyeurs or followers.

Each night, you may give another player one of these items and lose yours, or share it with them only for that night. They know if they get these items, but not if the items were shared with them.
Imprefection is the spice of life.
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Post Post #105 (isolation #54) » Sat Sep 24, 2022 2:17 pm

Post by MegAzumarill »

Checker


Each night you will target a player. Assuming no interference to your action you will learn if your action was auccessful. If you target a player with the role of king, they will commute that night to get out of check. If you target a player with the role of checker, that player will die and you will be able to target an additional player the next night phase.
Imprefection is the spice of life.
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Post Post #106 (isolation #55) » Sat Sep 24, 2022 2:18 pm

Post by MegAzumarill »

Checker


Each night you will target a player. Assuming no interference to your action you will learn if your action was auccessful. If you target a player with the role of king, they will commute that night to get out of check. If you target a player with the role of checker, that player will die and you will be able to target an additional player the next night phase.
Imprefection is the spice of life.
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Post Post #107 (isolation #56) » Sat Sep 24, 2022 2:20 pm

Post by MegAzumarill »

One Shot Independent King


Once during the day you may post
Eliminate: Player
If you do, that player will be eliminated. This elimination is independent of the normal elimation, and does not cause the day to end
Imprefection is the spice of life.
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Post Post #109 (isolation #57) » Thu Sep 29, 2022 6:36 am

Post by MegAzumarill »

Day 1 Diplomat Night 1 Elusive


If you would be eliminated day 1 you do not die and the elimination fails.
You are untargetable by abilities night 1
Imprefection is the spice of life.
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Post Post #110 (isolation #58) » Thu Sep 29, 2022 6:39 am

Post by MegAzumarill »

Non-Consevutive Bulletproof


If you would be targeted by a direct killing ability, you prevent the effects of the kill.
If this effect activated during the last night phase, killing abilities function on you as normal instead
Imprefection is the spice of life.
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Post Post #111 (isolation #59) » Thu Sep 29, 2022 6:46 am

Post by MegAzumarill »

[One Shot Meticulous] Tracker


Each night you may target a player. Assuming no interference to your action you will learn who that player targeted that nightif they performed an action.

Once per game, you may choose to be meticulate with your results. If you do, the effects of your role cannot be manipulated or prevented. [I.e. Your results will be accurate and ignore things like Ninja, or false visits] You may still be roleblocked or redirected, however.
Imprefection is the spice of life.
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Post Post #113 (isolation #60) » Thu Sep 29, 2022 1:57 pm

Post by MegAzumarill »

One-Shot Homing Ninja Poisoner


Once per game you may poison a player. That player will die at the end of the next night phase, unless the poison is somehow removed. This action cannot have it's targeting prevented or manipulated in any way. This action does not appear to trackers, watchers, or related investigative roles.
Imprefection is the spice of life.
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Post Post #116 (isolation #61) » Mon Oct 03, 2022 12:22 pm

Post by MegAzumarill »

Normal Role Investigative Role


This card is a random Normal unmodified role investigation role. This appears as that role during picks.
In post 115, RH9 wrote:
Reflexive Kill-Specific Alien

Each Night, you may target a player. Assuming no interference with your action, all killing actions used by that player that Night, and all killing other actions targeted at that player that Night, will be blocked.
Reflexive roles typically don't target players and instead effect the visitors to themselves.
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Post Post #117 (isolation #62) » Mon Oct 03, 2022 12:24 pm

Post by MegAzumarill »

Normal Action Investigative Role


This card is a random Normal unmodified action investigation role. This appears as that role during picks.
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Post Post #119 (isolation #63) » Tue Oct 04, 2022 5:44 am

Post by MegAzumarill »

Reflexive Musician


Each player that visits you will be told they heard a mystical melody.
Imprefection is the spice of life.
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Post Post #120 (isolation #64) » Tue Oct 04, 2022 5:46 am

Post by MegAzumarill »

Singer


Each night you may target a player. Assuming no interference to your action, every other player that visits your target will be told they heard a mystical melody.
Imprefection is the spice of life.
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Post Post #121 (isolation #65) » Tue Oct 04, 2022 10:13 am

Post by MegAzumarill »

Modified Friendly Neighbor

Each night you may target a player.
If you could possibly win with them simultaneously, they will receive a message saying you win with them.
Imprefection is the spice of life.
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Post Post #123 (isolation #66) » Tue Oct 04, 2022 10:14 am

Post by MegAzumarill »

Informed


You know 5 random role cards that were not used in setup creation

This just appears as informed during picks.
Imprefection is the spice of life.
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Post Post #126 (isolation #67) » Tue Oct 04, 2022 10:35 am

Post by MegAzumarill »

Mummy


The roles of all players who visited you (i.e. would have been seen by a tracker as targeting you) will be changed to Mummy at the end of the night.
Imprefection is the spice of life.
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Post Post #127 (isolation #68) » Tue Oct 04, 2022 11:42 am

Post by MegAzumarill »

Vanilla


Figure it out.



Made a slight adjustment to the below 3p. I think the changes are reasonable and honestly I don't think I could run the setup honestly if this was randomized into it.

Not Known 15, if you have an issue with it we can talk and you can feel free to revert it, but I don't think the role is playable or enjoyable as worded.
In post 53, Not Known 15 wrote:Introducing Solo Third Party:
Cursebearer

Factional abilities:At night you may target a player. That player is converted into the Cursebearer regardless of any circumstances except them being killed that night(conversion fails),having been a previous Cursebearer(conversion fails), themselves trying to prevent the curse(conversion fails and you die), or the Sacrifice option.
If that conversion succeeds, you always -no matter what else happens - either convert into the original role of your original faction or into a Compulsive Weak Night Desperado if you are the original Cursebearer.
For the first day and night you are the Cursebearer(Night 0, Day 1 and Night 1 for the original Cursebearer) you may not be targeted by votes or abilities, and may not speak or vote.
This effect extends for one day and night if no one dies at night or if at least one person died at night due to trying to prevent the curse.
The effect extends for two days and nights if Town uses the Sacrifice option.
As long as you are alive, anyone except you may try to prevent the curse at night. If the Cursebearer targets one of them, the Cursebearer dies instead. If the Cursebearer does NOT target anyone trying to prevent the curse all those trying to prevent the curse die, without exception.
At day, a majority of votes may vote to sacrifice someone to you. Doing that prevents your conversions for the next two nights if the sacrificed target was Town. Additionally, if there is no one but members of the faction of the sacrificed player alive your conversions are prevented forever and the game ends.
Unless you are caught by a sacrifice the game continues while you are alive. If you have no possible conversion targets you die when exactly one other player is alive at the start of the day.
You have no PT.
This is public information.

Win Condition:All other players are dead and you survive.

In the interest of enjoyment I'm making some slight adjustments in the same vein as the original: 1. The original Cursebearer does not have to survive to win, and only needs all non-cursebearer players dead. (They can't survive if they convert someone anyway) and 2. The original cursebearer is still publically known, but may talk during the game. It is known whether or not they are targetable or votable at all times, and they still don't have their own vote while untargetable. ~~MegAzumarill
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Post Post #137 (isolation #69) » Fri Oct 07, 2022 5:08 pm

Post by MegAzumarill »

Divine Seer


Each night, the moderator will PM you a cryptic vision. This vision may or may not be related to various in game events, actions, or situations.
Imprefection is the spice of life.
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Post Post #143 (isolation #70) » Sat Oct 08, 2022 6:17 am

Post by MegAzumarill »

Clumsy


This is a modifier, apply to a random role in ABLoaf before picks.

A clumsy player cannot receive items, if they would, those items are removed from the game instead.
Imprefection is the spice of life.
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Post Post #144 (isolation #71) » Sat Oct 08, 2022 6:18 am

Post by MegAzumarill »

Performer


Each night, you may target a player.
That player will be told they heard a mystical melody, and that player will be prevented from taking an action that night.
Imprefection is the spice of life.
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Post Post #145 (isolation #72) » Sat Oct 08, 2022 7:14 am

Post by MegAzumarill »

Novice Public Day Vigilante


During the day, once per day (except day 1) you may post
Kill:Player
, assuming no interference to your action that player will die.
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Post Post #159 (isolation #73) » Sun Oct 09, 2022 2:56 am

Post by MegAzumarill »

Benign Cop

Change this card to a Cop corresponding to a random Benign Groupscum alignment in the game, if none exist this is an FBI Agent instead.
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Post Post #160 (isolation #74) » Sun Oct 09, 2022 2:57 am

Post by MegAzumarill »

Benign Cop

Change this card to a Cop corresponding to a random Benign Groupscum alignment
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Post Post #170 (isolation #75) » Wed Oct 12, 2022 3:55 am

Post by MegAzumarill »

Faction Introduction:
Starkin
(True Groupscum)
You have access to a factional PT any time you are alive, including Pregame. (But not during picks)
Each Night, you may do the of the following.
The Starkin have a one shot factional ability to star-align one member for that night and the next day, this ability is inherently infallible and multitasking.

The Starkin also have a factional check each night, making one member visit another player and learn if their action succeeded. This ability is NOT multitasking, unless used with a multitasking ability.

If a Starkin player targets more than one player due to the effect of a factional ability, and would receive results on multiple players, they know which result came from which player.

During Pregame, each Starkin Member will choose to
conjoin
with a constellation no other member has conjoined with from the Starkins' Constellation Pool. This Constellation Pool is pulled from random unique constellations from the below list, and an amount equal to one more than the number of living Starkin at the start of the game. If the Starkin does not choose one to conjoin with during pregame, they conjoin with the first unconjoined constellation on the list that is in their pool.

Starkin will flip with their conjoined constellation.

Based on your conjoined constellation, you have a special condition under which you are star-aligned. When you are star aligned, your actions will work differently. This does not replace the action, but adds more effects, targets, or activation conditions onto the original action instead.

Starkin know who of them is star-aligned at the start of each day and night phase.

Starkin know their Constellation Pool during Picks.

Cop: Astrologer
Miller: Horoscope
Mason: Elder
Godfather: Mesmerizing

Spoiler: Constellation List
1. Aries - You are star-aligned if you were on the hammered wagon during the last day phase. While you are star-aligned, if your action is successful, you gain a one-shot public day vigilante invention. You may not use these inventions more than once per day phase.

2. Taurus- You are star-aligned if your action was prevented or manipulated with last night. While you are star-aligned, you will prevent all other actions done to players you target, and any actions performed by your target. In addition you are protected from one kill while star-aligned (If this prevents a death at any point, it is lost)

3. Gemini- You are star-aligned if it is an even night. While you are star-aligned, you will link players you target. All linked players will unstoppably die if one of them is eliminated.

4. Cancer- You are star-aligned if it is an odd numbered night. While you are star-aligned, you will give players you visit the loyal modifier (they will not be notified). After becoming star-aligned for the third time, you are charged with a mysterious energy.

5. Leo- You are star-aligned if you are the last Starkin alive. While you are star-aligned, you will attempt to kill players you target.

6. Virgo - You are star-aligned if during the last day phase, a town aligned player wasn't eliminated. While you are star-aligned, players that target you will be vanilaised, and the player you target will require one less vote to eliminate the next day.

7. Libra- You are star-aligned if neither of the following are true: During the last day phase, a player was eliminated of the same alignment of the last eliminated player. It is Day 1 or Night 1. While you are star-aligned, your abilities instead target all players that visit your original target and all players that visit you.

8. Scorpio- You are star-aligned if you took no attempted action last night. While you are star-aligned, your target becomes venomous to non-starkin players. Whenever a non-starkin player visits a venomous player, they will become poisoned and die at the end of the next night.

9. Sagittarius- You are star-aligned if during the last night phase, you targeted a player no other player targeted. While you are star-aligned, you are a strong-willed ninja and will apply
focus
to your target. If a player gains
focus
from you more than once, you will attempt to kill them.

10. Capricorn- You are star-aligned if it is before Night 3 (Night 4 in a large game). While you are star-aligned, you are immune to day abilities and your actions that you would usually use at night can instead be used during the day. If you use an ability during the day, you may not use it the following night.

11. Aquarius- You are star-aligned if no Starkin-aligned player caused a death last night or during the last day phase (except via elimination), and it is after night 1. While you are star-aligned, you will remove douses from your target and get them wet. Additionally, players that visit you will be electrified. (If an electrified player successfully acts on another electrified player at night, both unavoidably die. If a player is wet and electrified at the same time they die.

12. Pisces- You are star-aligned if it is day 3 or after (Day 4 in a large game). While you are star-aligned, you may target an additional player with your actions at night.


Notes for Edge Cases:
If a player's alignment becomes Starkin in the middle of the game, they become conjoined to the constellation that went unconjoined in the Constellation Pool, If none remain assign a random unconjoined constellation instead. If all 12 have somehow been assigned, then prevent any new players from being converted to starkin.

If a player would falsely flip as a Starkin, assign a random constellation to appear as conjoined as. Don't regard context and choose explicitly at random, even if that constellation has been used/flipped already.
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Post Post #195 (isolation #76) » Wed Oct 19, 2022 2:01 am

Post by MegAzumarill »

Discard


You cannot pick this role. Reroll this role if the player would not be able to pick their other roll as well due to any effect.
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Post Post #196 (isolation #77) » Wed Oct 19, 2022 2:02 am

Post by MegAzumarill »

Vanilla (Must Pick)


You must pick this role if you reveive it in picks. If you would be forced to also pick your other role you may choose as normal
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Post Post #201 (isolation #78) » Wed Oct 19, 2022 5:35 am

Post by MegAzumarill »

Newcomb


Pregame you must choose between the following.

Take a Random One Shot power role.

Take the possibility of getting 5 random one shot power roles.

You may take both of these options or just the second one. If the Moderator predicts you to do the former or pick randomly, you do not get the set of 5. If the Moderator predicts you to just take the second, you will get the 5.
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Post Post #211 (isolation #79) » Fri Nov 11, 2022 7:51 pm

Post by MegAzumarill »

Reroll but add the One-Shot Modifier


In post 210, TemporalLich wrote:this space intentionally left blank

You are neither Named nor Vanilla. Thusly, you return a blank result to Role Cops.



In post 209, Marashu wrote:Misunderstood and thought I could add to this. Please delete this post.
I am pretty sure this can still be added to, it has passed its minimum of 200 posts however so ABLoAF games can be ran now.

is past the 200 mark and was posted by the creator of this thread, so I think new posts can still be added.
Yeah 200 was the arbitrary number I wanted to hit before I considered this to have a diverse enough set of roles to be run.

Feel free to add to your heart's content. IIRC you had added a pretty cool groupscum faction and this is designed to be accommodating to any number of new factions.
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Post Post #232 (isolation #80) » Mon Dec 12, 2022 8:44 am

Post by MegAzumarill »

Harbinger of the Dreaming God


You know you have the following one-shot abilities to use at night, you know how many targets each has, but not what each one does.

Death
Famine
Pestilence
War
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Post Post #233 (isolation #81) » Mon Dec 12, 2022 8:48 am

Post by MegAzumarill »

____, Inspired by the Dreaming God

_____ is replaced with a random other roll before picks (as if this is a modifier)

You do not choose who you target with the modified roll, instead you have a list of at least 4 words. You choose one during the phase you do not use the role (day for most roles, night for day roles) The word you choose will determine who or if you target, and you will learn how your target was decided and who it was. Words may only be chosen once.
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Post Post #240 (isolation #82) » Wed Dec 14, 2022 8:26 am

Post by MegAzumarill »

Vanilla
In post 237, Yume wrote:(Off topic, but may I know why the OP isn't being updated with new stuff?)
Mainly a mixture of Laziness/business

I'll update fully when the game fills, then afterward probably each time we get to a new page.
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MegAzumarill
She/Her
Jack of All Trades
Jack of All Trades
Posts: 5470
Joined: July 14, 2021
Pronoun: She/Her

Post Post #243 (isolation #83) » Wed Dec 28, 2022 3:33 am

Post by MegAzumarill »

Alchemist


You have the following Abilities

Brew - At night you may activate this ability. If you are not roleblocked you will create a potion at random that you have not had before.

Potions
You start with 3 random different potions from this list. They are all one-use inventions.

If you do not brew during the night you may do one of the following instead:
-Drink a potion. This is strong-willed (unable to be roleblocked). The potion effects you.
-Throw a potion. The potion effects another player.
-Give a potion to another player. This may be done multiple times a night.

1- Panacea- Remove all negative lasting effects on the player, and prevent death and roleblocking for that player that night.
2- Hastium - The effected player is made roleblock and control immune.
3. Levitatium- The effected player is made ascetic to non-potion, non-killing actions that night.
4. Ambrosia - The effected player is protected from kills that night.
5. Invisibilium - The effected player commutes (they may still perform their other actions)
6. Polymorphine - The effected player is vanilaised.
7. Slothium - The effected player is roleblocked that night.
8. Flummoxium - The target is confused, causing their target(s) to be randomized from all possible targets that night.
9. Poison - The target is poisoned, causing them to die in 1 night.
10. Midas's Draught- The effected player is turned to gold, killing them. This ignores protective roles and the player turning to gold will be announced in the death message.
Imprefection is the spice of life.
User avatar
MegAzumarill
MegAzumarill
She/Her
Jack of All Trades
User avatar
User avatar
MegAzumarill
She/Her
Jack of All Trades
Jack of All Trades
Posts: 5470
Joined: July 14, 2021
Pronoun: She/Her

Post Post #262 (isolation #84) » Sun Mar 05, 2023 6:58 am

Post by MegAzumarill »

Gambit Modified Double Voter


Whenever you die at night, your vote will still count during the next day phase, and you will be voting for the player that killed you if you die to a direct kill. You will also be voting a random other player.

Note: This role fails in elo (If the game could end in a nontown win before the end of the next nightphase). If the player dies in any way other than a direct kill, only do the randomized vote. Voting thresholds are not changed either way.
Imprefection is the spice of life.
User avatar
MegAzumarill
MegAzumarill
She/Her
Jack of All Trades
User avatar
User avatar
MegAzumarill
She/Her
Jack of All Trades
Jack of All Trades
Posts: 5470
Joined: July 14, 2021
Pronoun: She/Her

Post Post #273 (isolation #85) » Tue May 16, 2023 2:55 am

Post by MegAzumarill »

Factional Empowerer


While you are alive factional actions cannot be roleblocked, and players eliminated are killed ignoring any immunities they have.


Note: This does not stop factional actions from failing via their own terms (I.e. Doctor blocks a kill, or something like Pirate's plunder that has a built in fail condition.)

Note: Factions list should be updated soon.
Imprefection is the spice of life.

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