The Faction Crafting Cafe

This forum is for discussion related to the game.
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The Faction Crafting Cafe

Post Post #0 (isolation #0) » Wed Aug 31, 2022 6:15 am

Post by MegAzumarill »

Who doesn't love a good scum faction? Why not create your own? Why not come and see what others have created?

Whenever I make
/steal
a new concept for a faction I'll post it here for people to view. This includes third party roles. I encourage you to do the same.
If a certain faction gets enough interest, I may add it to the Alignment Baked Library of Atypical Factionsor some equivalent collaborative list.

The idea of this is as a rough draft kind of thread where concepts can take shape to make better factions overall before going into collaborative decks. This is
NOT
a rolelist in and of itself, but discussion over any alignment concepts people may have.

Don't be nervous about posting an over/underpowered/ confusing faction, that's the point of this thread.

You may:
Use these factions in any setup you wish. (Unless the creator explicitly states otherwise)
Add them to Grand Idea or wherever else.
Post your own ideas of what could make a good, atypical faction in this thread and I'll try to give feedback.
Give feedback on other's factions
Post Variations or different takes on currently existing factions or others in this thread
Chill and Have Fun!
Imprefection is the spice of life.
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Post Post #1 (isolation #1) » Wed Aug 31, 2022 6:34 am

Post by MegAzumarill »

I was thinking about creating a Benign 3p (one that can win with multiple factions), but wasn't sure which idea was best.

Angel


Each Night, has a combined doctor/governor action. (Protecting from nightkills and elimination the next day)

Must prevent X deaths to win the game. Additionally wins if no elimination is explicitly voted for and wins the elimination.

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.
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 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.


Investor


You passively know which factions are in the game.
During Pregame, You may pick one other faction to invest in, if that faction wins the game you win with them.
When you die, you instead "flee the town". You are not added to a dead thread but instead added to the factional PT of the faction you invested in. If you did not invest into a groupscum faction, you instead aren't added to any Pts.
When you flip upon fleeing the town, the faction you invested in will be revealed.
Before fleeing the town, each time a member not of your faction dies, you lose 2 stocks (min 0.) Likewise, whenever a player dies not of your faction you gain 1 stock.

Each night, you may target a player. You will learn that player's role. If you invested in the
Town,
you may not perform any other abilities the same night, (unless you have multitasking) and may not use this ability on the next night.

You win if the faction you invested in wins or if you have X stocks at any time.


Siren


Each night you may target a player. They will perform a visitor action on you that night (in addition to any other actions they perform)

You win and exit the game if at least 3 abilities target you in a single night, you are targeted by 2 non-visitor abilities on 2 different nights, or you are targeted by at least 1 non-visitor ability on three different nights. The night you win, you will reflexively kill all of your vistors that night.
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Post Post #2 (isolation #2) » Wed Aug 31, 2022 6:35 am

Post by MegAzumarill »

Additionally have had the idea for this faction/role combo for a while.

Druids


All of your active personal actions are strong-willed and delayed by one night. You visit the night you choose to use the ability, and don’t the night the ability takes effect.

Factional Ability: Flytrap
Choose One of the following actions to perform-

A Druid member plants a seed at the target player’s house. During the next night that player will die. This action is strong willed.

A Druid member plants a seed at the target player’s house. During the night after the next night that player will unstoppably die. This action cannot be interfered with in any way, including by a gardener.

Win Con: Eliminate all threats to the druids and have at least 1 druid alive.

Gardener

Each night you may target a player. You will stop all actions performed by the Druids on the target, ignoring the druid faction’s strong-willed actions, during that night, as well as stop any delayed actions on the target.
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Post Post #4 (isolation #3) » Thu Sep 01, 2022 1:32 am

Post by MegAzumarill »

In post 3, RH9 wrote:
In post 1, MegAzumarill wrote:
Angel


Each Night, has a combined doctor/governor action. (Protecting from nightkills and elimination the next day)

Must prevent X deaths to win the game. Additionally wins if no elimination is explicitly voted for and wins the elimination.
How much deaths would you recommend for
Angel
to save in order to win?
My go to would be 1/2/3 for 9/13/17 players, respectively
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Post Post #5 (isolation #4) » Thu Sep 01, 2022 5:50 am

Post by MegAzumarill »

Swapper


Each night may switch 2 player's role-based actions and sigils. This ability is strong willed and ninja and resolves absolutely first in action resolution. You may self target.

Sigils are assigned randomly and evenly among all players. Each player gains 1 Sigil. You always know what sigils players have. The possible sigils are Sigil X, Sigil Y, and Sigil Z, in equal numbers. They cannot be assigned in a manner that you would win the game at the start of the game.

You win when either all of a groupscum faction's members have the same sigil, or all living town members have at most 2 types of sigils among them.

Examples:

The swapper targets players A and B. If player A performs a Cop action on player C, and Player B performs a doctor action on player A, then Player B would get Cop results on player A, and player C would be protected from a nightkill.

The swapper targets players A and B. Player A uses a factional kill on player C. Player B performs a doctor action on player C. Since A did not give a target for a role ability, they idle with the doctor ability. Player A still kills player C. Player B performs no action on player C, since A did not have a role-based ability.
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Post Post #7 (isolation #5) » Fri Sep 16, 2022 5:50 am

Post by MegAzumarill »

In post 6, Ythan wrote:I had a lot of fun as a serial poisoner once and I used to love putting serial redirectors in games.
Do the serial redirectors usually have access to kills as well?

A faction idea I've played around with for a while, akin to goo.

Aquanauts


Factional PT
When an Aquanaut is visited by another player, that player gains 1 level of "wet." For each level of wet that player gains a certain effect.
Being targeted by a firefighter while aquanauts exist in the game adds a level of wet, and being ignited by a fire-based action (see-ignite/firebreathing) prevents that action and removes 3 levels of wet. Aquanauts cannot gain more wet, and start at 1 level of wet.

The aquanauts have a factional firefighter action and a factional "rainstorm" action, (which adds a level of wet to all visitors of the target.) They may perform both of these in a night or perform one of them twice and the other not at all.

Wet Levels:
1 - Some water is seeped into the player's home, preventing fire-based kills. No effect.
2 - A long-forgotten basement or other unused room is flooded. All living aquanauts visiting this player at this level or a higher level notice the exact current wetness level (at the end of the night.)
3 - Pools of water start to surround the house. All visitors are notified of finding large puddles at their target.
4 - The player's house is noticeably flooded. They are roleblocked the night phase after this level comes into play and notified of their house being flooded when they reach this level.
5 - The player's house is completely filled with water, and the player drowns. This roleblocks and rolestops non- water based actions and kills the player. This kill is unstoppable (except by removing the wet levels) If this kill is prevented by means such as deathproof, or the player is revived, the wet level decreases to 4.
6+, same as level 5, but the wet level cannot decrease and the effect is applied every night.
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Post Post #8 (isolation #6) » Fri Sep 16, 2022 5:52 am

Post by MegAzumarill »

Thinking of making more ways for wet to spread, perhaps at 3 wetness it mimics the factional rain action
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Post Post #11 (isolation #7) » Tue Oct 04, 2022 11:05 am

Post by MegAzumarill »

Possibly scale the effects to the size of the game as doom seekers may have between 2 to 4 players which really effects how fast the effects come into play.
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Post Post #12 (isolation #8) » Tue Oct 04, 2022 11:23 am

Post by MegAzumarill »

Celestial Angels Look good though

Thinking of a 3p role


Flavor Critic

Benign 3p
Each night may target a player, assuming no interference to your action, will learn their flavor. If it is a flavor you do not have, that player will be stopped from taking an action and you will gain their flavor. If it is all flavors you already have, their role will become a random role of a flavor you have.

If you did not receive a new flavor last night, during the day you may target a player. That player's role will become a random role that has a flavor you do not have.

(Randomization is generating random roles from the Alignment Baked Loaf until a suitable one is found.)

The eight Flavors are:
Cherry: An ability that can cause death (I.e. Vigilante)
Strawberry: An ability that can manipulate or prevent targeting or actions (I.e. Roleblocker)
Orange: An ability that can stop or change a role's effect. (I.e. Doctor)
Vanilla: No active or Passive role ability, or anything that investigates as such. (I.e. Vanilla)
Chocolate: A purely passive ability (I.e. Reflexive roles)
Coconut: An ability that can give information to another player (i.e. Neighbor)
Lemon: An ability that can cause the user to receive information (i.e. Tracker)
Grape: A Role that has more than one ability. (i.e. JoAT)

You win when you receive all 8 flavors. Your own role's flavor counts toward this. You know your own role options' flavor(s) during picks.
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Post Post #14 (isolation #9) » Tue Oct 04, 2022 11:53 am

Post by MegAzumarill »

A doon seeker dying could reduce doom counters equal to the number of doom seekera remaining to curb some positive feedback
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Post Post #16 (isolation #10) » Tue Oct 04, 2022 12:06 pm

Post by MegAzumarill »

6 or more should also probably be each instead of all as well
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Post Post #19 (isolation #11) » Tue Oct 04, 2022 12:28 pm

Post by MegAzumarill »

I would put that N is at minimum 2 always, so roles interfering with counters work correctly in setups without doom seekers

Since it is groupscum, 1 can't exist anyway
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Post Post #22 (isolation #12) » Tue Oct 04, 2022 1:05 pm

Post by MegAzumarill »

Im not sure exactly what you mean by modified merchant ability
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Post Post #24 (isolation #13) » Sat Oct 08, 2022 6:48 am

Post by MegAzumarill »

I mean it's reminiscent of Pirates but in reverse its probably fine.
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Post Post #25 (isolation #14) » Sat Oct 08, 2022 6:49 am

Post by MegAzumarill »

A problem could be the lose condition of targeting 3 vanilla players
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Post Post #26 (isolation #15) » Sat Oct 08, 2022 6:53 am

Post by MegAzumarill »

Now I was thinking of my First Designed faction (Starkin) and how it doesn't fit into AbLoafs system currently, because the indicidual role card you drew for that faction had meaning.

I realized I could replicate this with either a roll or a draft, and there are two individual aspects to each role card that had meaning.

I'm wondering which is better
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Post Post #27 (isolation #16) » Sat Oct 08, 2022 6:53 am

Post by MegAzumarill »

I'll draft both up here
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Post Post #28 (isolation #17) » Sat Oct 08, 2022 7:40 am

Post by MegAzumarill »

Faction Introduction:
Starkin
(True Groupscum)
You have access to a factional PT any time you are alive.
As a member of the starkin you have a special condition under which you are star-aligned. When you are star aligned, your actions have an additional effect.
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 visit each night, making one member visit a player for no effect. This ability is NOT multitasking.
If a Starkin player targets more than one player due to the effect of a factional ability, and would receive results on multiple targets, they know which result came from which target.
Starkins know who of them is star-aligned at the start of each day and night phase.
Starkin will flip with their star-aligned condition and effect.


During Picks, you will receive a random Constellation from the below list. Each Starkin will have a different condition.


During Picks, you will receive 2 random Constellations from the below list. Each Starkin will have 2 different conditions and share none. You pick which of these to keep.


During Picks, you will receive 2 random Constellations and 2 Align conditions from the below list. Each Starkin will have 2 different conditions and constellations and share none. You pick one of these for each category which of these to keep.


During Picks, you will receive a random Constellations and a random Align conditions from the below list. No starkin will have the same condition or constellation.



(One of these 4, I'm not sure which)

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

Spoiler: Constellation List (If first 2 options take both condition and effect, if third or fourth would take both individually
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 have more than one of such invention at a time.

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.
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Post Post #29 (isolation #18) » Sat Oct 08, 2022 11:37 am

Post by MegAzumarill »

I worry with the choice the faction could be too overpowered via ability to choose stronger combos, but without it it feels too swingy in power level
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Post Post #31 (isolation #19) » Sat Oct 08, 2022 4:43 pm

Post by MegAzumarill »

Yeah having a fallback would be a good idea.
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Post Post #33 (isolation #20) » Sun Oct 09, 2022 2:22 am

Post by MegAzumarill »

Notably Pregame Scum do not have access to their pt yet iirc
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Post Post #36 (isolation #21) » Sun Oct 09, 2022 10:53 am

Post by MegAzumarill »

I suppose I specific pregame phase after picks would be present, so could be drafted then.

The problem with that though, is that constellation choice is also heavily determined by your own role, considering it's augmenting nature

Maybe they see the options during picks, pick them pregame?
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Post Post #38 (isolation #22) » Sun Oct 09, 2022 11:14 am

Post by MegAzumarill »

In post 37, TemporalLich wrote:
In post 36, MegAzumarill wrote:I suppose I specific pregame phase after picks would be present, so could be drafted then.

The problem with that though, is that constellation choice is also heavily determined by your own role, considering it's augmenting nature

Maybe they see the options during picks, pick them pregame?
that would be a good idea, considering ABLoAF uses Greater Idea picks by default

though having the constellation list shown during picks would spoil how many starkin there are before pregame
I don't think that's a huge downside, since there are at most like 2 amounts a true groupscum can have a game start based on size and the difference is potentially meaningful but most of the time one pick will just outclass the other anyway
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Post Post #40 (isolation #23) » Mon Oct 10, 2022 6:05 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.
Imprefection is the spice of life.

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