Deck of Astral Roles: Reopened [Completed]

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Post Post #729 (isolation #400) » Sat Oct 21, 2023 10:04 am

Post by SmileyDude1 »

Town Mod-Approved 3-Shot Activatable-Inventor
(
Town
/Mod-Approved 3-Shot Activatable-Inventor)

Alignment:
Town


You may PM the mod an invention that grants its user some sort of 1-Shot Activatable ability (e.g like an activated bulletproof) of your making. Upon doing so the mod may elect to approve or reject said invention. The mod should provide notice of their decision as soon as they're able. The mod will only approve one invention of yours per day, though upon an invention being rejected you may alter or resubmit as much as you like until you gain approval. After 3 activatable inventions have been approved, you will no longer be able to submit inventions.

At night, you may attempt to give a player one of your approved inventions. Assuming no interference with your action, they will gain access to the invention and will be told what it does. They may then use said invention during the stated time.
Last edited by SmileyDude1 on Fri Oct 27, 2023 7:19 pm, edited 1 time in total.
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Post Post #733 (isolation #401) » Sat Oct 21, 2023 4:36 pm

Post by SmileyDude1 »

Groupscum Sacrifice
(
Groupscum
/Sacrifice)

Alignment:
Groupscum


At any point before you flip, you may post in the main thread a bolded
Sacrifice
. This may not be retracted once sent. You will immediately die upon doing so and players who are aligned with you will gain one of the new powers listed below chosen at random as a divine gift. This sacrifice does not end the day. Each of the listed powers may only be dealt out to a single person, if there are more players aligned with you than there are abilities than not everyone will get one. Likewise if there are less players aligned with you than there are abilities than not all abilities will be dealt with those left off chosen at random. These abilities will be added onto their role, they do not replace. Players will be informed that the sacrifice gave x-faction additional powers, but the boons the sacrifice gives will remain hidden (i.e the gained abilities should be redacted upon their sacrificial flip). Should the player holding this role exit the game through means other than sacrifice then the boons may be shown upon their flip

Upon your sacrifice, those aligned with you will gain 1 of the following abilities.

Investigation-Immune- Alignment investigative roles will always gather an innocent on you upon being checked

JOAT (Redirector x2, Combined Rolecop Roleblocker)- Twice a game at night, target two players. Assuming no interference with your action, the actions of your first target will be redirected to your second target. Once a game at night, target a player. Assuming no interference with you will learn your target's role and block them causing all actions they perform to fail.

---
Should you pick this card for your role after picking
town
alignment then those aligned with you will not gain the above boons upon your sacrifice. You may still elect to sacrifice yourself, but it will have no additional effect
Last edited by SmileyDude1 on Sat Nov 11, 2023 12:45 pm, edited 3 times in total.
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Post Post #734 (isolation #402) » Sat Oct 21, 2023 4:49 pm

Post by SmileyDude1 »

Groupscum Sacrifice
(
Groupscum
/Sacrifice)

Alignment:
Groupscum


At any point before you flip, you may post in the main thread a bolded
Sacrifice
. This may not be retracted once sent. You will immediately die upon doing so and players who are aligned with you will gain one of the new powers listed below chosen at random as a divine gift. This sacrifice does not end the day. Each of the listed powers may only be dealt out to a single person, if there are more players aligned with you than there are abilities than not everyone will get one. Likewise if there are less players aligned with you than there are abilities than not all abilities will be dealt with those left off chosen at random. These abilities will be added onto their role, they do not replace. Players will be informed that the sacrifice gave x-faction additional powers, but the boons the sacrifice gives will remain hidden (i.e the gained abilities should be redacted upon their sacrificial flip). Should the player holding this role exit the game through means other than sacrifice then the boons may be shown upon their flip

Upon your sacrifice, those aligned with you will gain 1 of the following abilities.

1-Shot Recharged Super-Charger- Target a player during the day. The following night your target may perform any abilities they have twice within the same night phase (this includes factional abilities). This may only be used once successfully, should the ability fail your shot will be refunded .

Janitor- Target a player at night. If that person dies during that night phase, their role will not flip upon their death. This may be used alongside factional abilities.

---
Should you pick this card for your role after picking
town
alignment then those aligned with you will not gain the above boons upon your sacrifice. You may still elect to sacrifice yourself, but it will have no additional effect
Last edited by SmileyDude1 on Sat Nov 11, 2023 12:45 pm, edited 4 times in total.
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Post Post #735 (isolation #403) » Sun Oct 22, 2023 12:41 am

Post by SmileyDude1 »

Groupscum Sacrifice
(
Groupscum
/Sacrifice)

Alignment:
Groupscum


At any point before you flip, you may post in the main thread a bolded
Sacrifice
. This may not be retracted once sent. You will immediately die upon doing so and players who are aligned with you will gain one of the new powers listed below chosen at random as a divine gift. This sacrifice does not end the day. Each of the listed powers may only be dealt out to a single person, if there are more players aligned with you than there are abilities than not everyone will get one. Likewise if there are less players aligned with you than there are abilities than not all abilities will be dealt with those left off chosen at random. These abilities will be added onto their role, they do not replace. Players will be informed that the sacrifice gave x-faction additional powers, but the boons the sacrifice gives will remain hidden (i.e the gained abilities should be redacted upon their sacrificial flip). Should the player holding this role exit the game through means other than sacrifice then the boons may be shown upon their flip

Upon your sacrifice, those aligned with you will gain 1 of the following abilities.

Loved Ascetic- You will take one more vote than normal to execute, this will disable in ELO game states. You are passively immune to non-killing actions, such actions that target you will fail as if it was roleblocked.



---
Should you pick this card for your role after picking
town
alignment then those aligned with you will not gain the above boons upon your sacrifice. You may still elect to sacrifice yourself, but it will have no additional effect
Last edited by SmileyDude1 on Sat Nov 11, 2023 12:45 pm, edited 2 times in total.
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Post Post #739 (isolation #404) » Sun Oct 22, 2023 2:31 am

Post by SmileyDude1 »

Town Recharged JOAT (Motivator, Super-Charger, Permanent Hastener)
(
Town
/Recharged JOAT (Motivate, Supercharge, Permanent Hasten)

Alignment:
Town


You are a JOAT with the following abilities you may use over the course of the game. You may use one off these per night. Should any of these fail your shot will be refunded, and you will be notified should this occur.

Motivator
: Once a game, target a player at night. Assuming no interference with your action, you will make all actions they take during the next night strong-willed, they will not be able to be redirected or blocked.

Super-Charger
: Once a game, target a player at night. Assuming no interference with your action, you will super-charge them, allowing them to perform all abilities they have twice during the next night phase. This includes factional abilities.

Permanent-Hastener
: Once a game, target a player at night. Assuming no interference with your action, you will permanently hasten them, causing all actions they take from then on to have priority over most other actions in regards to action resolution.



I think the spoilered version would be more balanced, would probably either do that or make it 1-shot BP if you were going to balance it.
Last edited by SmileyDude1 on Fri Oct 27, 2023 7:21 pm, edited 1 time in total.
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Post Post #740 (isolation #405) » Sun Oct 22, 2023 3:44 am

Post by SmileyDude1 »

Spectre
(
Spectre
/Vanilla)

Alignment:
Benign Third Party


You are a
Spectre
. At the beginning of the game the mod will immediately inform the main thread that you have become a supernatural being and you will be sent to the Haunted Grove.

While in the Haunted Grove, you will gain the following inherit abilities

Ghostly Communications
: You may freely post thoughts on the game, and communicate with all other supernatural beings in the Haunted Grove at all times as long as you have access

Message from the spirits
: A message may be composed in the Haunted Grove each night which the mod will post in the morning. This message will be flavored as coming from "ghostly apparitions" and shouldn't feature the usernames of anyone who is in the Haunted Grove. This ability may not be used multiple nights in a row. This message uses Ghost Power (GP) to be sent, the more GP in the Haunted Grove the longer the message may be. Ghosts= 1 GP, Ghouls= 2 GP Poltergeists= 3 GP
1 GP= 10 Words
2 GP= 20 Words
3 GP = 50 Words
4-5 GP= 100 Words
6 GP= 160 Words
7 GP= 250 Words
8 GP= 340 Words
9-11 GP= 500 Words
12 GP or More= Unlimited

Members of the grove must agree on the message that is to be sent by a plurality vote. Use a bolded
Propose
to make a proposal for a message and a Bolded
Rescind
to retract it. Players will vote on proposals by voting players to indicate support. The proposal that has the most votes upon the next possible daystart will be the message that is sent with ties being broken by Poltergeist votes then Ghoul Votes then Ghost Votes with no message being sent if the tie is unbroken after that point.

---
As you are a
Spectre
you have the following additional abilities while in the haunted grove.
Strong Spirit
: You count as 4 GP while in the Haunted Grove. Your vote will hold as much influence as a poltergeist's when breaking ties for Messge from the Spirits.

Restless Spirit
: You cannot be forcibly laid to rest. You are immune to Spirit Hunter abilities (though not the effect of a grove medium)

Informed
: You know of all players who are already supernatural beings.

Soul Sucker
: Each night, you may target a player. This cannot be blocked or redirected and will not work on those who are already supernatural beings. Upon doing so, should your target die during that night, they will become a supernatural being instead of being flipped. Should this occur the 1st person successfully targeted by this will gain the abilities and power of a basic ghost, while the 2nd person successfully targeted will gain the abilities and power of a Ghoul 1-Shot Roleblocker. In both instances you will gain power from their purged soul. If you successfully use this ability twice you will come back to life.

You may opt out of the Haunted Grove at any point by using this ability.

Lay to rest
: Purge your supernatural abilities and join your friends in the afterlife. Pm the mod intent to use this ability and you will lose access to the haunted grove and be given access to the regular dead thread. This action cannot be reversed. Upon using this ability the mod will publicly inform the other players that your soul has been laid to rest in the main thread. At this point your role will then flip publicly. In this case use this only if you wish to concede, because your win condition is
---

Win Condition
: Upon successfully using your Soul Sucker ability twice. You will come back to life and exit the game in victory. If you fail to do this before the game ends you will lose, you will also lose should you be laid to rest before achieving your win condition
Last edited by SmileyDude1 on Fri Oct 27, 2023 7:22 pm, edited 1 time in total.
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Post Post #755 (isolation #406) » Sun Oct 22, 2023 5:20 am

Post by SmileyDude1 »

Lightseeker Sentinel
(
Lightseeker
/Sentinel)

Alignment:
Lightseeker
(Non-Standard Groupscum/Free space)
---
New Non-Standard Groupscum:
Lightseekers

Factional Abilities:

-
Light Deity's Protection
: Members of the
Lightseekers
are passively 1-Shot Bulletproof. They will survive the first killing action that targets them in most instances due to the protective light of their deity. Members of this Faction are inherently 1-Shot Bulletproof

-
Shield of Light
: Each night a member of the
lightseekers
may cast a heavenly light shield around a player. That player will be protected from all killing actions (even strongman killing actions) during that night phase. This cannot be blocked, and will have no effect on other
lightseekers
. This and divine intervention may not be cast by the same player. Factional Strong-Willed Doctor Ability

-
Divine Intervention
: Each night a member of the
lightseekers
may cast divine intervention on a player. Should that target be hammered during the following day phase they will be saved from elimination by this ability. This ends the day if triggered. This cannot be blocked and will have no effect on other
lightseekers
. This and Shield of light may not be cast by the same player. Upon use it will take 2 cycles for it to recharge and be useable again. Factional Rechargeable Strong-Willed Diplomatizer Ability

-
Absolution
: The
lightseeker's
ultimate goal is to achieve absolution and purge the world of other entities. The amount of time it takes for the
lightseekers
to achieve absolution varies depending on the number of them in the game. Should there be 1
lightseeker
in the game, they will achieve absolution at the end of the 5th day cycle. This will increment by 2 day cycles for every full
lightseeker
added to the game and 1 day cycle for every
lightseeker
traitor added to the game. This faction wins if there's at least 1 full
lightseeker
left alive when the absolution condition has been met, with all other factions losing. This faction will compulsively lose should any other
groupscum
or
non-standard groupscum
achieve their win condition. The mod will post the number of day cycles until the
lightseekers
achieve absolution at every daystart.
Time based win-condition, Wipes out other factions should a member be alive upon the absolution date passing, compulsively loses if other groupscum achieve their win-condition
---

You have the following special ability.

Sentinel
: Each night, you may target a player. Assuming no interference with your action you will protect them from a single killing action that targets them in most instances. Should this ability block a killing action, the agitator will be unable to use their killing ability during the following 2 night phases
Last edited by SmileyDude1 on Mon Oct 30, 2023 12:34 am, edited 10 times in total.
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Post Post #756 (isolation #407) » Sun Oct 22, 2023 5:23 am

Post by SmileyDude1 »

Lightseeker Light Worshipper
(
Lightseeker
/Light Worshipper)

Alignment:
Lightseeker
(Non-Standard Groupscum/Free space)

You have the following special ability.

Light Worshipper
: Due to your worship of the light deities, it will take 1 less day than normal for the
lightseekers
to achieve absolution while you are alive
Last edited by SmileyDude1 on Fri Oct 27, 2023 7:24 pm, edited 1 time in total.
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Post Post #758 (isolation #408) » Sun Oct 22, 2023 5:34 am

Post by SmileyDude1 »

Double Agent


Alignment: Free Space

Reroll this card.

Because you drew this card, you will always be aligned with
groupscum
or
non-standard groupscum
alignment. If there are multiple groupscum factions in the game you will be a traitor to all of them. You lack access to factional PT's and factional abilities, but you know who is a part of each faction. Said factions will be informed of your existence (as a double agent), but will not be told your identity. You win if any of the factions you're aligned with win. If there is only a single groupscum faction in the game, then you will join that faction as normal. When you flip, double agent will be added onto the front of your role and players will be informed of all the factions you were aligned with.
Last edited by SmileyDude1 on Sun Oct 22, 2023 7:25 am, edited 1 time in total.
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Post Post #759 (isolation #409) » Sun Oct 22, 2023 5:40 am

Post by SmileyDude1 »

Lightseeker Redirector
(
Lightseeker
/Redirector)

Alignment:
Lightseeker
(Non-Standard Groupscum/Free space)

You have the following special ability.

Redirector
: Each night you may target two players. Assuming no interference with your action, any actions your first target performs will be redirected to your second target
Last edited by SmileyDude1 on Fri Oct 27, 2023 7:24 pm, edited 1 time in total.
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Post Post #760 (isolation #410) » Sun Oct 22, 2023 5:42 am

Post by SmileyDude1 »

Lightseeker Martyr
(
Lightseeker
/Martyr)

Alignment:
Lightseeker
(Non-Standard Groupscum/Free space)

You have the following special ability.

Martyr
: Upon your death or exit from the game, no one will die during the following night phase
Last edited by SmileyDude1 on Fri Oct 27, 2023 7:25 pm, edited 1 time in total.
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Post Post #761 (isolation #411) » Sun Oct 22, 2023 6:47 am

Post by SmileyDude1 »

Vampire Enchantress
(
Vampire
/Enchantress)

Alignment:
Vampire
(Quasi-Groupscum/ free space)

---
New Quasi-Groupscum Faction:
Vampires

Factional Abilities:

Blood Suck
- Each Night, each member of this faction may use a factional bite ability on other players. Bitten players will be informed they were bitten and will turn vampiric. Factional Bite Ability. Turns victims Vampiric, upgradeable using blood sacrifice

Blood Sacrifice
- Each night, a member of the
Vampires
may sacrifice blood to another member. Should they do this they will become frail during that night causing any action that successfully targets them that night to result in their death. In exchange, the member who was given the sacrifice will have their bite become strong-willed that night, it can't be redirected or blocked. Members may upgrade another members bite making themselves frail in the process

Vampiric Plague
- Should players successfully visit someone while their vampiric, those targeted by them will also become vampiric Vampiric status is contagious, spreads via successful targeting

Even-Night Informed
- At the beginning of even-numbered nights, the faction will be informed of all players who are not yet vampiric.
Informed on Even-Nights who is not yet vampiric

Rise of the Vampires
- This faction wins when all players alive in the game are vampiric and at least one of it's members is alive, with the game continuing afterwards. Should this faction exit the game by achieving it's win condition, then all players who were bitten by original members of the
vampire
faction will be vanillaized, no ill effects will occur should someone have become vampiric via a second-hand vampire bite or the faction exits the game via wipeout.
Wins when all living players are vampiric, should this faction exit via achieving it's win condition those bitten by an original vampire (not someone turned vampiric) will be vanillaized, doesn't occur should the faction be wiped out.
---
You have the following special ability.

Enchantress
: Each night, you may target a player. Assuming no interference with your action, you will force that player to commute causing all actions they perform to fail and making them untargetable during that night phase. Should you target a player who is not aligned with the town, you will also commute as well. You will not be informed should that occur.
Last edited by SmileyDude1 on Sun Oct 29, 2023 1:32 pm, edited 3 times in total.
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Post Post #762 (isolation #412) » Sun Oct 22, 2023 6:49 am

Post by SmileyDude1 »

Vampire 1-Shot Bulletproof
(
Vampire
/1-Shot BP)

Alignment:
Vampire
(Quasi-Groupscum/ free space)

You have the following special ability

1-Shot Bulletproof
: You will passively survive the first killing action that successfully targets you in most instances
Last edited by SmileyDude1 on Fri Oct 27, 2023 7:25 pm, edited 1 time in total.
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Post Post #764 (isolation #413) » Sun Oct 22, 2023 9:00 am

Post by SmileyDude1 »

Town High-Tech Gadget Maker
(
Town
/High-Tech Gadget Maker)

Alignment:
Town


You have the following gadgets that you may attempt to give other players over the course of the game at night. Should you be blocked while giving a gadget you will be refunded. Recipients will be told the effects of said gadgets

Cloaking Device
: Gives it's user a 1-Shot Cloak ability. While cloaked, any actions you perform will be invisible to action-investigative roles, such roles will gather results as if your action had not occurred. You will also become infallibly untargetable. As you can't be seen, this untargetable modifier will supercede even abilities that are stated to bypass such modifiers. Upon using the cloak ability, you will be cloaked for 1 night phase. You may use additional actions while cloaked

Clone Gun
: Gives it's user a 3-Shot Clone ability. During the night, use one shot of this ability to create a clone of yourself which will be able to perform an additional action for you on your behalf. This clone has a 50% chance of being an evil clone. If it is an evil clone then it will be seen visiting one of the players that died during that night phase.

Pulsar Blast
: Gives it's user a passive 1-shot Day PGO ability. Should the user be targeted by an action during the day phase, the player that targeted them will trigger pulsar blast causing them to be disintegrated unless they were protected. This disintegration will cause the victim's role and alignment to fail to flip. This pulsar blast is solar-powered and as such will disable during night phases.

Ability Charger
: Gives it's user a 1-shot refiller ability. Use this to completely refill the use of x-shot abilities once over the course of the game.
Last edited by SmileyDude1 on Fri Oct 27, 2023 7:26 pm, edited 1 time in total.
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Post Post #765 (isolation #414) » Sun Oct 22, 2023 2:35 pm

Post by SmileyDude1 »

Town Shady Side-Hustler
(
Town
/ Shady Side-Hustler)

Alignment:
Town


You work a side hustle that allows you to earn an additional 20-25 SC each night on top of what you'd normally earn.

This involves you working with illegal contraband. Due to this, you will show as
guilty
to alignment investigative roles. You may not reveal this fact directly in public (main thread) either or the authorities will track you down and you will be forced to exit the game "due to being arrested"
Last edited by SmileyDude1 on Fri Oct 27, 2023 7:26 pm, edited 1 time in total.
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Post Post #766 (isolation #415) » Sun Oct 22, 2023 11:44 pm

Post by SmileyDude1 »

Town Balance Analyzer
(
Town
/Balance Analyzer)

Alignment:
Town


Upon gamestart, the mod will send you their opinion of how balanced the setup is on a scale of 1-3.

1= Evenly Balanced
2= Slightly Unbalanced
3= Pretty Unbalanced or Worse

You have no other abilities

The mod should only send the player the score indicating the balance of the setup. Do not indicate why you gave the score you did or which side the game is imbalanced towards when giving the player this information
Last edited by SmileyDude1 on Fri Oct 27, 2023 7:27 pm, edited 2 times in total.
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Post Post #767 (isolation #416) » Sun Oct 22, 2023 11:46 pm

Post by SmileyDude1 »

Town Swing Analyzer
(
Town
/Swing Analyzer)

Alignment:
Town


Upon gamestart, the mod will send you their opinion of how swingy the setup is on a scale of 1-3.

1= Low Swing
2= Normal Swing
3= High Swing

You have no other abilities

The mod should only send the player the score indicating the swing of the setup. Do not indicate why you gave the score you did when giving the player this information
Last edited by SmileyDude1 on Fri Oct 27, 2023 7:27 pm, edited 1 time in total.
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Post Post #768 (isolation #417) » Mon Oct 23, 2023 8:44 am

Post by SmileyDude1 »

Spicy Townie
(
Town
/Spicy)

Alignment:
Town


-All your votes are hot, as such your votes will always be colored in
This Color
.

-Each night there is a 15% chance that your vote becomes powered up due to the spiciness within you. This will cause your vote to carry the weight of 3 votes during the following day phase. You will be informed should this occur, and this effect will not occur should the game be in an ELO state
Last edited by SmileyDude1 on Fri Oct 27, 2023 7:27 pm, edited 1 time in total.
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Post Post #769 (isolation #418) » Mon Oct 23, 2023 2:55 pm

Post by SmileyDude1 »

Frigid Townie
(
Town
/Frigid)

Alignment:
Town


-All your votes are cold, as such your votes will always be colored in
This Color
.

-Each night there is a 15% chance that your vote becomes powered up due to the coldness within you. This will cause your vote to freeze the votes of the players immediately next to you in VCs causing them to be locked until you move your vote. You will be notified should this effect trigger. Players who have their votes frozen won't be notified that this has occurred.
Last edited by SmileyDude1 on Fri Oct 27, 2023 7:27 pm, edited 1 time in total.
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Post Post #770 (isolation #419) » Mon Oct 23, 2023 2:57 pm

Post by SmileyDude1 »

Vampire Tamperer
(
Vampire
/Tamperer)

Alignment:
Vampire
(Non-Standard Groupscum/Free Space)

-Each night, you may target a player. Assuming no interference with your action, if your target has an alignment-investigative role, they will receive false results during that night phase.
Last edited by SmileyDude1 on Fri Oct 27, 2023 7:28 pm, edited 1 time in total.
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Post Post #771 (isolation #420) » Mon Oct 23, 2023 6:00 pm

Post by SmileyDude1 »

Heartbreaker Gossip
(
Heartbreaker
/Gossip)

Alignment:
Heartbreaker
(Non-Standard Groupscum/Free Space)
---
New Non-Standard Groupscum Faction:
Heartbreakers

Factional Abilities:

Alluring Gaze
- Each night, a member of the
Heartbreakers
may target another player to captivate them. This will cause the target to reveal their role to the member that used this ability. This action bypasses ascetic modifiers, but not blocking actions. Once per game this may be supercharged to target three players with this in the same night at the cost of being unable to use factional abilities during the following night phase.
Factional Rolecop ability, ignores ascetic modifiers, enables use of "Dedicated Followers" ability

Broken Heart
- During even-numbered night phases, a member of the
Heartbreakers
may target a player. Assuming no interference with your action, the target's heart will explode killing them in the process. The resulting explosion will cause all players who targeted those killed by this ability to be roleblocked during the following night phase. Once per game this may be supercharged to allow this action to bypass all protections at the cost of being unable to use factional abilities during the following night phase.
Even-Night Factional kill, if successful those who targeted the victim will be reflexively roleblocked the following night, can be charged once to bypass protection

Dedicated Followers
- During odd-numbered night phases a member of the
Heartbreakers
may target a player that has already been captivated by alluring gaze. Upon doing so if successful, the member will submit an action for the target to perform, and the target will perform that action on their behalf. The member will receive the target's results should there be any. Those targeted by this action will have their original action fail. Each player may only be successful targeted by this ability once during the game. Should a member submit an action that the target can't perform, this ability will fail.
Odd-Night Factional roaming "control" ability, must be enabled by using alluring gaze first

Love Hurts
- The
Heartbreakers
win when it's members make up 50% of living players remaining in the game and at least 1 of it's members is alive, or when nothing can prevent the same with all other factions losing should this occur. Parity Win-Condition
---
You have the following special ability

Gossip
- Each night, you may target a player. Assuming no interference with your action, your target will be informed of all actions that targeted you that night and you will be informed of all actions that targeted them that night.
Last edited by SmileyDude1 on Sun Oct 29, 2023 1:15 pm, edited 11 times in total.
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Post Post #772 (isolation #421) » Mon Oct 23, 2023 6:02 pm

Post by SmileyDude1 »

Deep Devil Shield Ninja
(
Deep Devil
/Shield Ninja)

Alignment:
Deep Devil
(Non-Standard Groupscum/Free Space)

---
New Non-Standard Groupscum Faction:
Deep Devils

Factional Abilities:

Drown
- Each night, a member of the
Deep Devils
may target a player. Assuming no interference with this action, the target will be drowned causing them to unavoidably die at the end of the following night phase. While drowned, players will be restricted to a maximum of 10 words per post. If this restriction has been broken three times (or earlier depending on how blatant a player is breaking the restriction) then they will succumb to this ability early and die as a result. Players will be informed should they be drowned. Factional Poison based night kill flavored as drowning, post-restricts the victim upon successful use, can't be cured

Storm Conjurer
- Each night a member of the
Deep Devils
may use their control of the sea to cast torrential downpour or hurricane. Torrential downpour will cause actions performed by all players to be invisible to action-investigative roles, such roles will fail to gather any result. Hurricane will cause all actions performed by those not aligned with the
Deep Devils
to fail during that night. This ability will take 1 night cycle to recharge after using torrential downpour, and will take 3 night cycles to recharge after using hurricane.
Factional Rechargeable Global Ninja or Global Disloyal Roleblock ability

Water World
- The
Deep Devils
win when it's members make up 50% of living players remaining in the game and at least 1 of it's members is alive, or when nothing can prevent the same with all other factions losing should this occur. Parity Win-Condition
---
You have the following special abilities.

Shield
: Each night, you may target a player. Assuming no interference with your action, you will shield your target. If your target performs a killing action, you will die in place of who they targeted

Ninja
: Any factional abilities you perform will be invisible to action-investigative roles, such roles will gather results as if your action had not occurred.



Last faction from me, I promise.
Last edited by SmileyDude1 on Sun Oct 29, 2023 1:21 pm, edited 6 times in total.
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Post Post #773 (isolation #422) » Mon Oct 23, 2023 6:02 pm

Post by SmileyDude1 »

Heartbreaker Roaming Combined Motion Detector Doctor
(
Heartbreaker
/Roaming Combined Motion Detector Doctor)

Alignment:
Heartbreaker
(Non-Standard Groupscum/Free Space)

You have the following special ability

Roaming Combined Motion Detector Doctor
: Each night, you may target a player. Assuming no interference with your action, you will both protect your target from a single killing action that targets them in most instances, and you will learn if motion was detected towards that player. Motion will be detected if your target visits anyone during the night, or if anyone else visits your target during the night. Each player in the game may only be targeted by this ability once.
Last edited by SmileyDude1 on Fri Oct 27, 2023 7:29 pm, edited 1 time in total.
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Post Post #774 (isolation #423) » Mon Oct 23, 2023 6:03 pm

Post by SmileyDude1 »

Deep Devil 4-Shot Split Role Guard
(
Deep Devil
/4-Shot Split Role Guard)

Alignment:
Deep Devil
(Non-Standard Groupscum/Free Space)

You have the following special ability

4-Shot Split Role Guard
: 4 times a game at night, you may target a player. Assuming no interference with your action, your target will learn what roles targeted them during that night phase. As you are split, you must target 2 different players every time you wish to use this action.
Last edited by SmileyDude1 on Fri Oct 27, 2023 7:31 pm, edited 1 time in total.
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Post Post #775 (isolation #424) » Mon Oct 23, 2023 11:37 pm

Post by SmileyDude1 »

Heartbreaker Loved Mediator
(
Heartbreaker
/Loved Mediator)

Alignment:
Heartbreaker
(Non-Standard Groupscum/Free Space)

You have the following special abilities

Mediator
: Each night, you may target two players. Assuming no interference with your action, your two targets will be unable to target each other during the following night phase.

Loved
: You take 1 more vote than normal to eliminate. This will disable should the game enter an ELO state
Last edited by SmileyDude1 on Fri Oct 27, 2023 7:34 pm, edited 2 times in total.
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Post Post #776 (isolation #425) » Mon Oct 23, 2023 11:41 pm

Post by SmileyDude1 »

Deep Devil Hydro Bomber
(
Deep Devil
/Hydro Bomber)

Alignment:
Deep Devil
(Non-Standard Groupscum/Free Space)

You have the following special ability

Hydro Bomb
: Each night, you may target a player. Assuming no interference with your action, you will toss an explosive hydro bomb at them. The splash explosion will cause all actions they perform to fail, and will destroy the results of all investigative roles (both action and alignment-investigative) that targeted your target during that night phase.
Last edited by SmileyDude1 on Fri Oct 27, 2023 7:31 pm, edited 1 time in total.
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Post Post #777 (isolation #426) » Mon Oct 23, 2023 11:46 pm

Post by SmileyDude1 »

Jackpot


Alignment: Free Space

Look at your lucky self drawing the triple 7 card. You may pick whatever you want from this deck for your role and alignment. Additionally because you drew this card, you will be able to purchase any items available in shops once per game for absolutely free. This does not bypass auction based services where high bid wins, only shops that have pre-set prices for their wares.
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Post Post #778 (isolation #427) » Tue Oct 24, 2023 12:04 am

Post by SmileyDude1 »

Deep Devil Alert 1-Shot Activated Bulletproof
(
Deep Devil
/Alert 1-Shot Activated Bulletproof)

Alignment:
Deep Devil
(Non-Standard Groupscum/Free Space)

You have the following special abilities

Alert
- Should you be targeted by a killing action, you will learn the identity of your agitator. This will only trigger if the killing action fails due to protective actions or abilities. You will not be notified should the killing action fail due to blocking actions.

1-Shot Activated Bulletproof
: Once per game at night, activate this ability. Upon doing so, you will survive a single killing action that targets you during that night phase in most instances.
Last edited by SmileyDude1 on Fri Oct 27, 2023 7:32 pm, edited 1 time in total.
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Post Post #779 (isolation #428) » Tue Oct 24, 2023 12:04 am

Post by SmileyDude1 »

Heartbreaker Faction Cop
(
Heartbreaker
/Faction Cop)

Alignment:
Heartbreaker
(Non-Standard Groupscum/Free Space)

You have the following special ability

Faction Cop
: Each night, you may target a player. Assuming no interference with your action, you will learn the exact faction your target is aligned with.
Last edited by SmileyDude1 on Fri Oct 27, 2023 7:35 pm, edited 1 time in total.
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Post Post #780 (isolation #429) » Tue Oct 24, 2023 8:43 am

Post by SmileyDude1 »

Town Jack of Weird Cops
(
Town
/Jack of Weird Cops)

Alignment:
Town


You are a jack of all trades with the following 1-shot abilities you may use over the course of the game.

Author Cop
: Target a player during the night. Assuming no interference with your action you will learn the author behind your target's role.

Color Cop
: Target a player during the night. Assuming no interference with your action you will learn the hex code of both of the cards your target picked during the picking phase. It is to remain ambiguous which color corresponds to the card picked for role and alignment respectively.

Publishing Self-Cop
: During the night, target yourself. Assuming no interference with your action you will learn if your target is
mafia
aligned. Possible results are
Mafia
,
Not Mafia
, and No result (i.e you were roleblocked). The results of this investigation will be published by the mod during the following daystart.

Uncop-itizing PT Cop
: Target a player during the night. Assuming no interference with your action, you will learn if your target has access to any private topics. Upon successful use you will also give your target a compulsive 1-shot uncop ability that they must target someone with during the following night phase. If successsful the target will be informed that the player is not a "cop". The uncop ability will fail should the person using it be a cop.
Last edited by SmileyDude1 on Fri Oct 27, 2023 7:36 pm, edited 2 times in total.
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Post Post #783 (isolation #430) » Tue Oct 24, 2023 2:00 pm

Post by SmileyDude1 »

Mod Chooses After Picks Modular Role
(
Mod Chooses After Picks
/Modular Role)

Alignment:
Mod Chooses After Picks


You will receive one of the following three abilities after the picking phase ends chosen by the mod depending on what they feel is best for the setup

Informed ______
: You will be informed of the number of players aligned with anti-town factions upon gamestart.

Non-Consecutive Lazy Tracker
: Each night, you may target a player. Assuming no interference with your action, you will learn who your target visited last night. This ability may not be used two nights in a row. This ability will disable should there be only 1 anti-town player remaining in the game.

3-Shot Recharged Scumfinder
: Three times a game at night, you may target a player. Assuming no interference with your action, you will learn if your target is part of a faction that can win alongside town or not. Should this ability fail, your shot will be refunded
Last edited by SmileyDude1 on Fri Oct 27, 2023 7:45 pm, edited 1 time in total.
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Post Post #784 (isolation #431) » Tue Oct 24, 2023 11:24 pm

Post by SmileyDude1 »

Mod Chooses After Picks Modular Role
(
Mod Chooses After Picks
/Modular Role)

Alignment:
Mod Chooses After Picks


You will receive one of the following three abilities after the picking phase ends chosen by the mod depending on what they feel is best for the setup

Super-Loved _____
: You will passively take 2 more votes than normal to eliminate. This will not apply should the game enter an ELO state.

2-Shot Activated Bulletproof
: Twice a game at night, you may activate this ability. Upon doing so you will be protected from all killing actions that target you that night in most instances.

1-Shot Activated PGO
: Once a game at night, you may activate this ability. Upon doing so, should anyone target you that night, you will shoot them killing the victim if they were not protected.
Last edited by SmileyDude1 on Fri Oct 27, 2023 7:45 pm, edited 1 time in total.
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Post Post #785 (isolation #432) » Wed Oct 25, 2023 8:17 am

Post by SmileyDude1 »

Town 1-Shot Kingmaker with a Fruit Allergy
(
Town
/1-Shot Kingmaker with a Fruit Allergy)

Alignment:
Town


Once a game during the day, you may unilaterally determine the elimination during that day phase. To activate your kingmaker ability, type HURT: Playername while voting that same player. Upon doing so, they will be eliminated and the day will end. This ability will be disabled should the game enter an ELO state.

You are allergic to fruit. Should you successfully receive fruit from any source during the night, the symptoms of your allergies will render you voteless during the next day phase. This restriction will not occur should the game enter an ELO state.
Last edited by SmileyDude1 on Fri Oct 27, 2023 7:36 pm, edited 1 time in total.
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Post Post #786 (isolation #433) » Wed Oct 25, 2023 8:33 am

Post by SmileyDude1 »

Town Lactose Intolerant Macho Cop or Seer
(
Town
/Lactose Intolerant Macho Cop or Seer)

Alignment:
Town


You can't be protected from killing actions that target you.

Each night, you may target a player. Assuming no interference with your action, you will learn if your target is of a
specific standard groupscum
alignment.

If the groupscum is
Mafia
, you will be a cop who checks for Mafia/Not Mafia

If the groupscum is
Werewolves
, you will be a seer who checks for Werewolf/Not Werewolf

Should both exist within the game one of the two mentioned above will be picked out at random/mod discretion.

The mod will tell you which of the above applies at gamestart.

You are lactose-intolerant. Should you successfully receive milk from any source during the night, the effects of your lactose intolerance will render you unable to act during the following night phase.
Last edited by SmileyDude1 on Fri Oct 27, 2023 7:37 pm, edited 1 time in total.
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Post Post #787 (isolation #434) » Wed Oct 25, 2023 1:06 pm

Post by SmileyDude1 »

Town Night 1 and 4 Bulletproof ELO-Enabled Activated Innocent Child
(
Town
/Night 1 and 4 BP ELO-Enabled Activated Innocent Child)

Alignment:
Town


Night 1 and 4 Bulletproof
:On nights 1 and 4, you are passively immune to all killing actions that target you in most instances.

ELO-Enabled Activated Innocent Child
: Should you be alive when the game is in an ELO state this ability will be enabled. You will be informed when this occurs.

Upon this occurring, you may PM the mod with intent to use this ability. The mod will then publicly reveal your alignment.
Last edited by SmileyDude1 on Fri Oct 27, 2023 7:38 pm, edited 1 time in total.
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Post Post #788 (isolation #435) » Wed Oct 25, 2023 1:10 pm

Post by SmileyDude1 »

Town Deasceticizer
(
Town
/Deasceticizer)

Alignment:
Town


Each night, you may target a player. Assuming no interference with your action, remove any ascetic abilities your target has access to. This action naturally bypasses ascetic modifiers, but not blocking actions.
Last edited by SmileyDude1 on Fri Oct 27, 2023 7:38 pm, edited 1 time in total.
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Post Post #789 (isolation #436) » Wed Oct 25, 2023 1:17 pm

Post by SmileyDude1 »

Lightseeker Novice 2-Shot Elite Bodyguard


Alignment:
Lightseeker
(Non-Standard Groupscum/Free space)

You have the following special ability.

Novice 2-Shot Elite Bodyguard
: Twice a game during nights after the first one, you may target a player. Assuming no interference with your action, you will protect that player from a single killing action targeting them in most instances. Should your target be successfully targeted by a killing action that nightt you will sacrifice your life to save theirs, should you die in this manner you will attempt to take the assailant down with you killing them if they were not protected.
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Post Post #790 (isolation #437) » Wed Oct 25, 2023 1:27 pm

Post by SmileyDude1 »

Heartbreaker Tracker Inverse Traitor
(
Heartbreaker
/Tracker Inverse Traitor)

Alignment:
Heartbreaker
(Non-Standard Groupscum/Free Space)

Inverse Traitor
:You are an Inverse Traitor. You lack access to your factions private topic or factional abilities. You do not know who your allies are. Your allies in the main faction know that you are a traitor that is aligned with them

Tracker
: Each night, you may target a player. Assuming no interference with your action, you will learn who your target visited that night.


Should you pick this card for role when not of groupscum or quasi-groupscum alignment, you will become a traitor to a masonry should one exist, otherwise the inverse traitor part of this role will be disabled.

Should a traitor be the only player in the game aligned with their chosen faction, the mod will make them a full member of said faction (as to avoid them being automatically endgamed)
Last edited by SmileyDude1 on Fri Oct 27, 2023 7:35 pm, edited 3 times in total.
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Post Post #791 (isolation #438) » Wed Oct 25, 2023 1:50 pm

Post by SmileyDude1 »

Deep Devil Indecisive Combined Jailkeeper Temp-Neighborizer
(
Deep Devil
/Indecisive Combined Jailkeeper Temp-Neighborizer)

Alignment:
Deep Devil
(Non-Standard Groupscum/Free Space)

You have the following special ability

Indecisive Combined Jailkeeper Temp-Neighborizer
: Each night, you may target a player. Assuming no interference with your action you will both jail your target, protecting them from being killed that night while causing all actions they perform to fail, and create a neighborhood where you and your target may speak with each other until it closes during the start of the following night phase*. You may not target the same player with this ability two nights in a row.

Mod Note: *= Each time this ability is used a new neighborhood is to be created. You may utilize the same neighborhood for this purpose if the person being targeted has already been successfully targeted by it before.

Example for clarity: Temp-Neighborizer A successfully targets player B night 1 with this ability. A neighborhood between Player A and Player B is created during daystart which will last until the end of that day phase. Temp-Neighborizer A successfully targets player C night 2 with this ability. A new neighborhood will be opened between Player A and Player C during daystart which will last until the end of that day phase. Temp-Neighborizer A successfully targets Player B again night 3 with this ability. The old neighborhood with Player A and Player B will be reopened during daystart until the end of the following night phase, a new neighborhood isn't needed in this case.
Last edited by SmileyDude1 on Fri Oct 27, 2023 7:33 pm, edited 2 times in total.
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Post Post #792 (isolation #439) » Wed Oct 25, 2023 4:23 pm

Post by SmileyDude1 »

Town 1-Shot Strong-Vigilante Inverse Traitor
(
Town
/1-Shot Strong-Vigilante Inverse Traitor)

Alignment:
Town


Inverse Traitor
: You are an Inverse Traitor. You lack access to your factions private topic or factional abilities. You do not know who your allies are. Your allies in the main faction know that you are a traitor that is aligned with them

1-Shot Strong-Vigilante
: Once a game at night, you may target a player. Assuming no interference with your action you will shoot that player killing them in the process. This kill bypasses most protections and will oust the target unless they are deathproof or untargetable


Should you pick this card for role when not of groupscum or quasi-groupscum alignment, you will become a traitor to a masonry should one exist, otherwise the inverse traitor part of this role will be disabled.

Should a traitor be the only player in the game aligned with their chosen faction, the mod will make them a full member of said faction (as to avoid them being automatically endgamed)
Last edited by SmileyDude1 on Fri Oct 27, 2023 7:38 pm, edited 1 time in total.
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Post Post #793 (isolation #440) » Wed Oct 25, 2023 4:24 pm

Post by SmileyDude1 »

Town Faction Cop Inverse Traitor
(
Town
/Faction Cop Inverse Traitor)

Alignment:
Town


Inverse Traitor
:You are an Inverse Traitor. You lack access to your factions private topic or factional abilities. You do not know who your allies are. Your allies in the main faction know that you are a traitor that is aligned with them

Faction Cop
: Each night, you may target a player. Assuming no interference with your action, learn the exact faction your target is aligned with.


Should you pick this card for role when not of groupscum or quasi-groupscum alignment, you will become a traitor to a masonry should one exist, otherwise the inverse traitor part of this role will be disabled.

Should a traitor be the only player in the game aligned with their chosen faction, the mod will make them a full member of said faction (as to avoid them being automatically endgamed)
Last edited by SmileyDude1 on Fri Oct 27, 2023 7:39 pm, edited 1 time in total.
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Post Post #794 (isolation #441) » Wed Oct 25, 2023 10:56 pm

Post by SmileyDude1 »

Town Flip Flavorer
(
Town
/Flip Flavorer)

Alignment:
Town


As long as you are alive, any flips that occur due to factional abilities will be flavored to indicate the faction responsible for the flip. For example, a player who's being flipped due to
mafia
night kill might be said to have "died due to bullet wounds", while that same player might be said to have "been mauled to death" if they were killed by
werewolves
. Kills that occur due to personal abilities will not be given flavor. It's up to mod discretion to determine the flavor they wish to use to indicate each faction
Last edited by SmileyDude1 on Fri Oct 27, 2023 7:39 pm, edited 1 time in total.
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Post Post #796 (isolation #442) » Thu Oct 26, 2023 12:33 am

Post by SmileyDude1 »

Town 1-Shot Ascetic 1-Shot Loyal Party Crasher Inverse Traitor
(
Town
/1-Shot Ascetic 1-Shot Loyal Party Crasher Inverse Traitor)

Alignment:
Town


Inverse Traitor
:You are an Inverse Traitor. You lack access to your factions private topic or factional abilities. You do not know who your allies are. Your allies in the main faction know that you are a traitor that is aligned with them

1-Shot Ascetic
: The first night you are targeted by a non-killing action, you will be passively immune to all non-killing acttions that target you within that same night phase. Such actions will fail as if they were roleblocked.

1-Shot Loyal Party Crasher
: Once a game at night, you may target a player. Assuming no interference with your action, you will join any Private topics that they're a part of (even factional ones). This may only be successfully used on those who share your alignment. This ability may not be used to infiltrate factional private topics of factions you are not aligned with. *That shouldn't be possible in the first place, but just in case


Should you pick this card for role when not of groupscum or quasi-groupscum alignment, you will become a traitor to a masonry should one exist, otherwise the inverse traitor part of this role will be disabled.

Should a traitor be the only player in the game aligned with their chosen faction, the mod will make them a full member of said faction (as to avoid them being automatically endgamed)
Last edited by SmileyDude1 on Fri Oct 27, 2023 7:40 pm, edited 1 time in total.
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Post Post #805 (isolation #443) » Thu Oct 26, 2023 8:59 am

Post by SmileyDude1 »

Town Sticky Combined Follower Psychologist
(
Town
/Sticky Combined Follower Psychologist)

Alignment:
Town


Sticky
: You are covered in sticky honey. Should anyone ever visit you during the night, any action they take during the following night phase will gain the delayed modifier. This causes the targets action to not resolve until the next night phase.

Combined Follower Psychologist
: Each night, you may target a player. Assuming no interference with your action, you will both follow your target learning what type of action your target performed during the night (results in the form of NAR categories with actions falling outside of those bounds being considered miscellaneous), and perform a psychologist check on them learning if they have access to an unused killing ability. The psychologist check is performed at the end of the night after all other actions have concluded.
Last edited by SmileyDude1 on Fri Oct 27, 2023 7:44 pm, edited 1 time in total.
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Post Post #806 (isolation #444) » Thu Oct 26, 2023 9:07 am

Post by SmileyDude1 »

Town Instigator
(
Town
/Instigator)

Alignment:
Town


Each night, you may target two players. Assuming no interference with your action, your two targets will be locked into targeting each other during the following night phase. Players will not be notified should this occur.
Last edited by SmileyDude1 on Fri Oct 27, 2023 7:43 pm, edited 1 time in total.
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Post Post #807 (isolation #445) » Thu Oct 26, 2023 9:16 am

Post by SmileyDude1 »

Town JOAT (Spirit Hunter, Purifier, Bomb Squad Member, SC Giver, Milk Vendor)
(
Town
/JOAT (SH, Pure, BSM, SC Giver, Milk Vendor)

Alignment:
Town


You are a JOAT that has the following 1-Shot abilities you may use during the night.

Spirit Hunter
: Target a dead or living player. If that player has access to the
Haunted Grove
they are laid to rest if they are dead and lose access to the Haunted Grove if they are alive.

Purifier
: Target a player. Assuming no interference with your action, should your target be an unholy being, you will purify them causing them to lose access to
The 6th Circle
(and the Watchful Eye ability attached to it). This will also strip your target of any devil abilities they may have.

Bomb Squad Member
: Target a player. Assuming no interference with your action learn if your target has ever been in possession of explosives. You will achieve an affirmative answer on any player who has ever been in possession of explosives even if they do not currently possess them at the time of targeting them with this action.*

SC Giver
: Target a player. Assuming no interference with your action, give the player 20 SC

Milk Vendor
: Target a player. Assuming no interference with your action, your target will be informed they received milk. Milk gives no special effects to its recipients.

Bombs, and grenades of any kind are considered explosives, other items may be considered explosive at mod discretion.
Last edited by SmileyDude1 on Fri Oct 27, 2023 7:42 pm, edited 1 time in total.
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Post Post #808 (isolation #446) » Thu Oct 26, 2023 9:32 am

Post by SmileyDude1 »

Pirate Cannoneer Outpost
(
Pirate
/Cannoneer Outpost)

Alignment:
Pirate
(Quasi-Groupscum/ Free Space)

This action is compulsive, send the mod an ordered list that will be used for reference should you fail to submit an action.

You operate a Cannoneer Outpost. Each night, you must choose two players. The first target, you will shoot with a cannon killing them if they were not protected. After this shot resolves, you will then give control of your outpost to your second target who must perform the above actions the following night phase. Should a player gain control of this outpost they will be told the actions they must take during the following night, but will not be informed who gave them control of said outpost. Should a player who is currently in control of the outpost die before night falls, control of the outpost will be given to the living player closest to them on the playerlist, with ties being broken at random.
Last edited by SmileyDude1 on Fri Oct 27, 2023 7:43 pm, edited 1 time in total.
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Post Post #809 (isolation #447) » Thu Oct 26, 2023 9:43 am

Post by SmileyDude1 »

Mod Chooses After Picks Modular Role
(
Mod Chooses After Picks
/Modular Role)

Alignment:
Mod Chooses After Picks


You will receive one of the following three abilities after the picking phase ends chosen by the mod depending on what they feel is best for the setup

Chocolate _____
: The best flavor of regular player. You have no special abilities

Hated 2-Shot Bulletproof
: You will passively survive the first 2 killing actions that successfully target you in most iinstances. You take 1 less vote than normal to eliminate, this aspect does not apply should the game be in an ELO state.

1-Shot Hypnotist
: Once a game at night, you may target a player. Assuming no interference with your action , you will be informed this action worked and may then target another player during the following night phase. Upon doing so, your first target will attempt to target your second target during that night overriding their night action. Should your hypnotized target have access to multiple abilities, the one performed by the hypnotized target will be chosen at random.
Last edited by SmileyDude1 on Fri Oct 27, 2023 7:45 pm, edited 1 time in total.
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Post Post #811 (isolation #448) » Thu Oct 26, 2023 1:55 pm

Post by SmileyDude1 »

Duplicator


Alignment: Free Space

Upon this card showing up in your deck, you may elect to pick another one of your cards. Should you do so, this card will change into the card you picked effectively creating a duplicate of said card. You may also reject this card, upon doing so it will be rerolled.
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Post Post #814 (isolation #449) » Fri Oct 27, 2023 8:48 am

Post by SmileyDude1 »

Town Mysterious Eidolon
(
Town
/ Mysterious Eidolon)

Alignment:
Town


You start the game with 1 charge of a mysterious energy.

At night, you may use one charge of a mysterious energy to attempt to kill another player and gain a random invention (rolled from the Deck of Astral Roles: Reopened until you get an active ability). You will no longer be charged with a mysterious energy after this.
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Post Post #815 (isolation #450) » Fri Oct 27, 2023 8:58 am

Post by SmileyDude1 »

Town Non-Consecutive Rolecop Mysterious Battery
(
Town
/ Non-Consecutive RC Mysterious Battery)

Alignment:
Town


Non-Consecutive Rolecop
: Each night, you may target a player. Assuming no interference with your action, you will learn your target's role name. This may not be used two nights in a row.

Mysterious Battery
:You start the game charged with 1 Mysterious Energy.

At night, you may use 1 charge of mysterious energy to target a player. Assuming no interference with your action, your target will be able to use any active night abilities on all nights, effectively removing x-shot and time based (e.g novice, night specific, odd-night, etc.) modifiers from their role, as long as you are alive. Players will be informed should this effect occur. This effect will wear off for all recipients upon your death. While a player is under this effect their ability won't use up any shots should it be x-shot, they will retain the same number of shots they had upon the effect wearing off.
Friendly Neighborhood Scummer

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Post Post #816 (isolation #451) » Fri Oct 27, 2023 9:06 am

Post by SmileyDude1 »

Town Mysterious Preserver
(
Town
/ Mysterious Preserver)

Alignment:
Town


Mysterious Preserver
:You start the game charged with 1 Mysterious Energy.

At night, you may use 1 charge of mysterious energy to target a player. This can't be redirected or blocked. If successful you will put your target in stasis for the next two day and night cycles. While in stasis players are completely frozen, they may not perform any active abilities, nor may they vote anyone (They can try, but it won't be counted). In exchange, they may not be forced to leave the game by any means, all killing actions targeting a player in stasis will infallibly fail and players hammered while in stasis will have their elimination overridden with day continuing afterwards. Players will be informed should they be put in stasis. Stasis will end early should the game enter an ELO state.
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Post Post #817 (isolation #452) » Fri Oct 27, 2023 9:27 am

Post by SmileyDude1 »

Town 1-Use Night 2-Disabled Triple-Dayvig
(
Town
/ 1-Use Night 2-Disabled Triple-Dayvig)

Alignment:
Town


1-Use Night 2-Disabled Triple Dayvig
: Once per game during the day, you may post a bolded
Shoot Playername, Playername, and Playername
in the main thread. Upon doing so, you will shoot all of them killing them if they were not protected. You must target 3 different players within the same post when electing to use this ability or it will not be considered valid. This ability will be disabled from Night 2 onwards.
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Post Post #820 (isolation #453) » Fri Oct 27, 2023 4:22 pm

Post by SmileyDude1 »

Town Multitasking Rolecop Roleblocker Inverse Traitor Neighbor
(
Town
/ Multitasking Rolecop Roleblocker Inverse Traitor Neighbor)

Alignment:
Town


Inverse Traitor
:You are an Inverse Traitor. You lack access to your factions private topic or factional abilities. You do not know who your allies are. Your allies in the main faction know that you are a traitor that is aligned with them

Multitasking
: You may use any number of abilities you have within the same night phase.

Rolecop
: Target a player at night. Assuming no interference with your action, learn your target's role name.

Roleblocker
: Target a player at night. Assuming no interference with your action, you will cause all actions your target performs that night to fail.\

Neighbor
: Upon picking this card for your role you will become part of a neighborhood that has at least 2 other members (It can be more depending on how many neighbors are in the game, mod may split neighborhoods at their discretion) where you may speak at all times as long as you are alive. Should there be less than two other players that chose a neighbor role during pregame, the mod will select players at random to have (neighbor) added to their role causing them to join the neighborhood.


Should you pick this card for role when not of groupscum or quasi-groupscum alignment, you will become a traitor to a masonry should one exist, otherwise the inverse traitor part of this role will be disabled.

Should a traitor be the only player in the game aligned with their chosen faction, the mod will make them a full member of said faction (as to avoid them being automatically endgamed)
Last edited by SmileyDude1 on Fri Oct 27, 2023 4:40 pm, edited 1 time in total.
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Post Post #821 (isolation #454) » Fri Oct 27, 2023 4:26 pm

Post by SmileyDude1 »

Town Vengeful Night 1 PGO Neighbor
(
Town
/Vengeful Night 1 PGO Neighbor)

Alignment:
Town


Night 1 PGO
: Should anyone target you during night 1, you will shoot them killing them if they were not protected

Vengeful
: Upon exiting the game via elimination or death, you may target a player. You will shot your target killing them if they were not protected.

Neighbor
: Upon picking this card for your role you will become part of a neighborhood that has at least 2 other members (It can be more depending on how many neighbors are in the game, mod may split neighborhoods at their discretion) where you may speak at all times as long as you are alive. Should there be less than two other players that chose a neighbor role during pregame, the mod will select players at random to have (neighbor) added to their role causing them to join the neighborhood
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Post Post #822 (isolation #455) » Fri Oct 27, 2023 4:37 pm

Post by SmileyDude1 »

Cult 9-Shot Mass Overworked Doctor
(
Cult
/9-Shot Mass Overworked Doctor)

Alignment:
Cult
(Non-Standard Groupscum/Free Space)

Mass
: You may target any number of players with your doctor ability during the same night phase given you have the shots for it.

9-Shot Overworked Doctor
: 9 Times a game at night, you may target a player. Assuming no interference with your action, you will protect your targets from a single killing action targeting them in most instances. Because you are overworked, this will only succeed if you are blocking a max of 1 kill per night phase, should multiple targets be successfully targeted by killing actions within the same night phase all protections that night will fail.
Last edited by SmileyDude1 on Sat Oct 28, 2023 12:59 am, edited 2 times in total.
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Post Post #823 (isolation #456) » Fri Oct 27, 2023 4:38 pm

Post by SmileyDude1 »

Cult Vanilla
(
Cult
/Vanilla)

Alignment:
Cult
(Non-Standard Groupscum/Free Space)

You have no special abilities.
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Post Post #825 (isolation #457) » Fri Oct 27, 2023 4:43 pm

Post by SmileyDude1 »

Cult Inverse Traitor Neighbor
(
Cult
/ Inverse Traitor Neighbor)

Alignment:
Cult


Inverse Traitor
:You are an Inverse Traitor. You lack access to your factions private topic or factional abilities. You do not know who your allies are. Your allies in the main faction know that you are a traitor that is aligned with them.

Neighbor
: Upon picking this card for your role you will become part of a neighborhood that has at least 2 other members (It can be more depending on how many neighbors are in the game, mod may split neighborhoods at their discretion) where you may speak at all times as long as you are alive. Should there be less than two other players that chose a neighbor role during pregame, the mod will select players at random to have (neighbor) added to their role causing them to join the neighborhood.


Should you pick this card for role when not of groupscum or quasi-groupscum alignment, you will become a traitor to a masonry should one exist, otherwise the inverse traitor part of this role will be disabled.

Should a traitor be the only player in the game aligned with their chosen faction, the mod will make them a full member of said faction (as to avoid them being automatically endgamed)
Friendly Neighborhood Scummer

ADHD
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SmileyDude1
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Mafia Scum
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Location: Michigan, US

Post Post #826 (isolation #458) » Fri Oct 27, 2023 5:03 pm

Post by SmileyDude1 »

Mod Chooses Before Picks Superpower Shop Owner
(
Mod Chooses Before Picks
/Superpower Shop Owner)

Alignment:
Mod Chooses Before Picks


You have the following abilities.

Superpower Shop Owner
: You own a Superpower Shop that players may purchase from using Scum Coins (SC) . Players may purchase items from your shop during the day by PMing the mod with intent to do so. Players are limited to purchasing a maximum of 1 of every item available in your shop per day phase. Players may rescind any purchase they made at any point before nightfall. You have limited stock of each item. Upon gamestart, your shop will start out fully stocked. Should the stock of an item be depleted before the day ends, that item will be sold out and may not be purchased until it is either restocked or someone rescinds a purchase on said item. Players should be notified if they attempt to purchase an item that has sold out. Upon nightfall, you will send out your wares to those who purchased them in exchange for the SC they spent on it. Upon this occurring, you will gain 50% (Rounded Down) of the SC earned as profit for yourself, with the rest of it going into maintaining your shop. As you are a public store front, the items you have available for sale and the current amount of each in stock will be posted by the mod every daystart.

You sell the following items.

Telekinesis
: (Price: 30 SC) (Max Stock: 2)- Upon purchasing this, target another player during the night. Use your power to read minds to learn your target's role name. Can't be redirected or blocked.

Super Strength
: (Price: 20 SC) (Max Stock: 3)- Upon purchasing this, use it during the night. Upon doing so, make your action that night unblockable and survive the first killing action that targets you during that night phase

Super Speed
: (Price: 15 SC) (Max Stock: 3)- Upon purchasing this, activate during the night. Upon doing so, for the next 2 night phases all actions you perform will be given increased priority over most other actions, and will be invisible to action-investigative roles. Such roles will gather results as if your action had not occurred.

Laser Vision
: (Price: 30 SC) (Max Stock: 2)- Upon purchasing this, target a player during the night. Disintegrate the target with your laser vision if successful, this bypasses protection and will cause your targets flip to be suppressed.

Body Splitter
: (Price: 25 SC) (Max Stock: 2)- Upon purchasing this, activate this ability during the night. Create two clones of yourself who may perform additional actions on your behalf, any ability used by these clones won't consume any shots of x-shot abilities



--
Manage
: During the night, you may manage the inventory of your shop. You have back stock of each item that you may use to refill your inventory as you wish. Keep in mind that you may not fill the inventory of an item above it's Max Stock amount. Should your inventory be depleted when you've ran out of back stock, your shop will permanently close.

You keep the following items as Back Stock.

2 Telekinesis
3 Super Strength
3 Super Speed
2 Laser Vision
1 Body Splitter

Mod Note: Players naturally start the game out with 3 SC. Players will gain an amount between 3-7 SC (chosen at random) at the end of each night phase should they have performed an action during that night phase. Players will gain an amount between 7-10 SC (again chosen at random) at the end of each night phase should they abstain from performing an action during that night phase. This applies unless a player's role states otherwise.

Mod Note 2: When advertising a shop or service, the identity of the player running it should be hidden. When players successfully purchase things from a shop or service , the identity of the purchaser should remain hidden to the seller.

Mod Note 3: A business should automatically be closed down upon its operator's death.
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Post Post #829 (isolation #459) » Fri Oct 27, 2023 5:35 pm

Post by SmileyDude1 »

Mod Chooses Before Picks Universal Backup
(
Mod Chooses Before Picks
/Universal Backup)

Alignment:
Mod Chooses Before Picks


Universal Backup
: You will inherit the abilities of the first non-vanilla player who shares your alignment to flip. For the purposes of x-shot abilities, you will inherit whatever shots the person flipped had remaining before they exited the game
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Post Post #857 (isolation #460) » Sat Oct 28, 2023 1:21 pm

Post by SmileyDude1 »

Mod Chooses Before Picks Human Odd-Day Supersaint Beast Vengeful
(
Mod Chooses Before Picks
/Human Odd-Day Supersaint Beast Vengeful)

Alignment:
Mod Chooses Before Picks


As you are part beast, you are considered a Wild Being. Wild Beings have access to the following ability

The Jungle
: You have access to
The Jungle
, a Private Topic where you may speak with all other Wild Beings at all times, as long as you are alive.
--
As a wild being, you have a human form and a beast form. You may switch between your forms once each night, this will occur before you use any abilities you have. The act of transforming has priority over most other actions.. Should your role name be investigated, then they will only find out the ability attached to the form that you were currently in upon being checked (a rolecop checking you in beast form would not be informed of your ability in human form) unless their role states otherwise.

(Human Ability)
Odd-Day Supersaint
: If you are hammered on an odd-numbered day phase while you are in your human form, you will compulsively kill the person who hammered you unless they were protected.

(Beast Ability)
Cornered Animal(Vengeful)
: If you exit the game via elimination while in your beast form, you may target a player. You will kill them unless they were protected.
Last edited by SmileyDude1 on Sat Oct 28, 2023 1:23 pm, edited 1 time in total.
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Post Post #858 (isolation #461) » Sat Oct 28, 2023 1:22 pm

Post by SmileyDude1 »

Forsaken Townie
(
Town
/Forsaken)

Alignment:
Town


You have been neglected and left to fend for yourself your entire life. You are vanilla in terms of power, but your life experiences often leave you pondering dark thoughts.

Due to these dark thoughts, you are considered an
unholy being
. As an unholy being, you gain access to the following abilities.

The 6th Circle
: As you are an unholy being, you have access to
The 6th Circle
Private Topic in which you may converse with all other unholy beings at any time as long as you are alive.

Watchful Eye
: During night phases, you may vote on a player to target with the Watchful Eye Ability attached to The 6th Circle. Should a supermajority of 70% or more of unholy beings vote for the same target, The 6th Circle's watchful eye will reveal who the target visited that night, as well as the exact action they performed on them. This action can't be blocked and will bypass all modifiers. The results of this action will be posted by the mod in The 6th Circle private topic. After use it will take a day to recharge before being able to use it again.
Friendly Neighborhood Scummer

ADHD
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Post Post #859 (isolation #462) » Sat Oct 28, 2023 1:34 pm

Post by SmileyDude1 »

Mod Chooses After Picks Multitasking Homebody Checker Devil Faction Cop
(
Mod Chooses After Picks
/Homebody Checker Devil Faction Cop)

Alignment:
Mod Chooses After Picks


You may use any number of abilities you have access to within the same night phase no matter if they're personal or factional abilities.

You have the following innate ability.

Homebody Checker
: Each Night, you may target a player. Assuming no interference with your action, you will be informed that your action succeeded. This will fail if used on someone who is not a homebody (Homebody= they have no active night abilities)

Due to being part devil, you are considered an unholy being. As an unholy being, you gain access to the following abilities.

The 6th Circle
: As you are an unholy being, you have access to The 6th Circle Private Topic in which you may converse with all other unholy beings at any time as long as you are alive.

Watchful Eye
: During night phases, you may vote on a player to target with the Watchful Eye Ability attached to The 6th Circle. Should a supermajority of 70% or more of unholy beings vote for the same target, The 6th Circle's watchful eye will reveal who the target visited that night, as well as the exact action they performed on them. This action can't be blocked and will bypass all modifiers. The results of this action will be posted by the mod in The 6th Circle private topic. After use it will take a day to recharge before being able to use it again.

You have a Devil Ability, that has a tradeoff upon being used. The ability is as follows.

Faction Check: Each Night, you may target a player. Assuming no interference with your action, you will learn the exact faction your target is aligned with.

(Tradeoff)
Curse!
: Upon successfully using the above ability, the person targeted will be implanted with a curse for the next 2 day cycles. Should they be hammered during that time, the person who performed the hammer will be unavoidably vanillaized. Players will not be informed of this curse.
Last edited by SmileyDude1 on Sat Oct 28, 2023 3:33 pm, edited 4 times in total.
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Post Post #860 (isolation #463) » Sat Oct 28, 2023 1:36 pm

Post by SmileyDude1 »

Mod Chooses Before Picks 1-Shot Loyal Party Crasher
(
Mod Chooses Before Picks
/1-Shot Loyal Party Crasher)

Alignment:
Mod Chooses Before Picks


1-Shot Loyal Party Crasher
: Once a game at night, you may target a player. Assuming no interference with your action, you will join any Private topics that they're a part of (even factional ones). This may only be successfully used on those who share your alignment. This ability may not be used to infiltrate factional private topics of factions you are not aligned with. *That shouldn't be possible in the first place, but just in case
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Post Post #861 (isolation #464) » Sat Oct 28, 2023 1:37 pm

Post by SmileyDude1 »

Forsaken Townie
(
Town
/Forsaken)

Alignment:
Town


You have been neglected and left to fend for yourself your entire life. You are vanilla in terms of power, but your life experiences often leave you pondering dark thoughts.

Due to these dark thoughts, you are considered an
unholy being
. As an unholy being, you gain access to the following abilities.

The 6th Circle
: As you are an unholy being, you have access to
The 6th Circle
Private Topic in which you may converse with all other unholy beings at any time as long as you are alive.

Watchful Eye
: During night phases, you may vote on a player to target with the Watchful Eye Ability attached to The 6th Circle. Should a supermajority of 70% or more of unholy beings vote for the same target, The 6th Circle's watchful eye will reveal who the target visited that night, as well as the exact action they performed on them. This action can't be blocked and will bypass all modifiers. The results of this action will be posted by the mod in The 6th Circle private topic. After use it will take a day to recharge before being able to use it again.
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Post Post #864 (isolation #465) » Sat Oct 28, 2023 3:24 pm

Post by SmileyDude1 »

Town Rich Visionary
(
Town
/Rich Visionary)

Alignment:
Town


You passively start out the game with 25 SC

Each night, you may target a player. Assuming no interference with your action, your target will learn what actions they were targeted with during that night phase
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Post Post #865 (isolation #466) » Sat Oct 28, 2023 3:31 pm

Post by SmileyDude1 »

Town Busybody Dayvig
(
Town
/Busybody Dayvig)

Alignment:
Town


Once per day phase, you may post
shoot playername
in main thread. Upon doing so, you will kill your target unless they were protected. This ability will only work on those who are considered a busybody (busybody= Has an active night ability), if your target doesn't meet this criteria then this ability will unavoidably fail.
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Post Post #868 (isolation #467) » Mon Oct 30, 2023 6:21 pm

Post by SmileyDude1 »

Town 2-Shot Vigilante Poltergeist Recharging Soul Purger
(
Town
/2-Shot Vigilante Poltergeist Recharging Soul Purger)

Alignment:
Town


While alive, you have the following ability

Vigilante (2-Shot)
: Twice a game during the night, you may target a player. Assuming no interference with your action, you will shoot them. Killing them if they were not protected.

Should your role name be checked you will investigate as "2-Shot Vigilante"

As you are a poltergeist when you die you will not by default be flipped publicly. Instead, the moderator will publicly inform the players that you have become an supernatural being in the main thread. Upon this occurring, you will no longer be able to post in the main thread and will then be sent to the
Haunted Grove
instead of the dead thread.

While in the Haunted Grove, you will gain the following inherit abilities

Ghostly Communications
: You may freely post thoughts on the game, and communicate with all other supernatural beings in the Haunted Grove at all times as long as you have access

Message from the spirits
: A message may be composed in the Haunted Grove each night which the mod will post in the morning. This message will be flavored as coming from "ghostly apparitions" and shouldn't feature the usernames of anyone who is in the Haunted Grove. This ability may not be used multiple nights in a row. This message uses Ghost Power (GP) to be sent, the more GP in the Haunted Grove the longer the message may be. Ghosts= 1 GP, Ghouls= 2 GP Poltergeists= 3 GP
1 GP= 10 Words
2 GP= 20 Words
3 GP = 50 Words
4-5 GP= 100 Words
6 GP= 160 Words
7 GP= 250 Words
8 GP= 340 Words
9-11 GP= 500 Words
12 GP or More= Unlimited

Members of the grove must agree on the message that is to be sent by a plurality vote. Use a bolded
Propose
to make a proposal for a message and a Bolded
Rescind
to retract it. Players will vote on proposals by voting players to indicate support. The proposal that has the most votes upon the next possible daystart will be the message that is sent with ties being broken by Poltergeist votes then Ghoul Votes then Ghost Votes with no message being sent if the tie is unbroken after that point.

You will also gain the following special night ability upon entering the Haunted Grove.

Soul Purge
: Each night, you may target a dead player that is currently in the Haunted Grove. If successful, you will forcibly purge their soul causing them to be removed from the Haunted Grove as if they had used
Lay to Rest
. This will take 1 night cycle to recharge before being able to use it again upon successful use.

You may opt out of the Haunted Grove at any point by using this ability.

Lay to rest
: Purge your supernatural abilities and join your friends in the afterlife. Pm the mod intent to use this ability and you will lose access to the haunted grove and be given access to the regular dead thread. This action cannot be reversed. Upon using this ability the mod will publicly inform the other players that your soul has been laid to rest in the main thread. At this point your role will then flip publicly.
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Post Post #869 (isolation #468) » Mon Oct 30, 2023 6:27 pm

Post by SmileyDude1 »

Town 2-Shot De-Neighborizer Neighbor
(
Town
/2-Shot De-Neighborizer Neighbor)

Alignment:
Town


De-Neighborizer (2-Shot)
: Twice a game at night, you may target a player. Assuming no interference with your action, if your target is currently in a neighborhood, you will forcibly remove them from said hood.

Neighbor
: Upon picking this card for your role you will become part of a neighborhood that has at least 2 other members (It can be more depending on how many neighbors are in the game, mod may split neighborhoods at their discretion) where you may speak at all times as long as you are alive. Should there be less than two other players that chose a neighbor role during pregame, the mod will select players at random to have (neighbor) added to their role causing them to join the neighborhood
Last edited by SmileyDude1 on Mon Oct 30, 2023 6:29 pm, edited 1 time in total.
Friendly Neighborhood Scummer

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Post Post #870 (isolation #469) » Mon Oct 30, 2023 6:28 pm

Post by SmileyDude1 »

Town Loud De-Neighborizer Neighbor
(
Town
/Loud De-Neighborizer Neighbor)

Alignment:
Town


De-Neighborizer (Loud)
: Each night, you may target a player. Assuming no interference with your action, if your target is currently in a neighborhood, you will forcibly remove them from said hood. Your target will be informed you targeted them, but will not be told what action you targeted them with.

Neighbor
: Upon picking this card for your role you will become part of a neighborhood that has at least 2 other members (It can be more depending on how many neighbors are in the game, mod may split neighborhoods at their discretion) where you may speak at all times as long as you are alive. Should there be less than two other players that chose a neighbor role during pregame, the mod will select players at random to have (neighbor) added to their role causing them to join the neighborhood
Friendly Neighborhood Scummer

ADHD
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Post Post #871 (isolation #470) » Mon Oct 30, 2023 6:30 pm

Post by SmileyDude1 »

Town Neighbor
(
Town
/Neighbor)

Alignment:
Town


Upon picking this card for your role you will become part of a neighborhood that has at least 2 other members (It can be more depending on how many neighbors are in the game, mod may split neighborhoods at their discretion) where you may speak at all times as long as you are alive. Should there be less than two other players that chose a neighbor role during pregame, the mod will select players at random to have (neighbor) added to their role causing them to join the neighborhood
Friendly Neighborhood Scummer

ADHD
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SmileyDude1
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Post Post #872 (isolation #471) » Mon Oct 30, 2023 6:42 pm

Post by SmileyDude1 »

Town JOAT Neighbor (Traffic Analyst, Faction Cop, Disloyal Roleblocker, Weak Hider)
(
Town
/JOAT Neighbor (TA, FC, Disloyal RB, Weak Hider)

Alignment:
Town


JOAT
: You have the following one-shot abilities that you may use over the course of the game at night. Only one of these may be used per night.
  • Traffic Analyst- Target a player. If successful learn whether that player has access to private communications.
  • Faction Cop- Target a player. If successful learn the exact faction your target is aligned with.
  • Disloyal Roleblocker- Target a player. If successful any action your target performs that night will fail. This ability will fail if used on those who are aligned with you.
  • Weak Hider- Target a player. If successful, hide behind them causing all killing actions that target you that night to fail. Should your target be successfully targeted by a killing action that night, you will die with them. Should you successfully target a
    malicious entity
    (Scum Third Party,Groupscum, Non-Standard Groupscum) with this ability you will unavoidably die.
Neighbor
: Upon picking this card for your role you will become part of a neighborhood that has at least 2 other members (It can be more depending on how many neighbors are in the game, mod may split neighborhoods at their discretion) where you may speak at all times as long as you are alive. Should there be less than two other players that chose a neighbor role during pregame, the mod will select players at random to have (neighbor) added to their role causing them to join the neighborhood
Friendly Neighborhood Scummer

ADHD
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SmileyDude1
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Post Post #873 (isolation #472) » Mon Oct 30, 2023 6:44 pm

Post by SmileyDude1 »

Town Traffic Analyst
(
Town
/Traffic Analyst)

Alignment:
Town


Traffic Analyst
: Each night, you may target a player. Assuming no interference with your actions, learn if your target has access to private communications
Friendly Neighborhood Scummer

ADHD
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SmileyDude1
SmileyDude1
He/Him
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Post Post #874 (isolation #473) » Mon Oct 30, 2023 6:45 pm

Post by SmileyDude1 »

Forsaken Townie
(
Town
/Forsaken)

Alignment:
Town


You have been neglected and left to fend for yourself your entire life. You are vanilla in terms of power, but your life experiences often leave you pondering dark thoughts.

Due to these dark thoughts, you are considered an
unholy being
. As an unholy being, you gain access to the following abilities.

The 6th Circle
: As you are an unholy being, you have access to
The 6th Circle
Private Topic in which you may converse with all other unholy beings at any time as long as you are alive.

Watchful Eye
: During night phases, you may vote on a player to target with the Watchful Eye Ability attached to The 6th Circle. Should a supermajority of 70% or more of unholy beings vote for the same target, The 6th Circle's watchful eye will reveal who the target visited that night, as well as the exact action they performed on them. This action can't be blocked and will bypass all modifiers. The results of this action will be posted by the mod in The 6th Circle private topic. After use it will take a day to recharge before being able to use it again.
Friendly Neighborhood Scummer

ADHD
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SmileyDude1
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Post Post #875 (isolation #474) » Mon Oct 30, 2023 6:49 pm

Post by SmileyDude1 »

Town Free Speech Advocate
(
Town
/Free Speech Advocate)

Alignment:
Town


You are a fierce advocate of allowing people to freely speak their mind. As long as you are alive, all post restrictions will be disabled.
Friendly Neighborhood Scummer

ADHD
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SmileyDude1
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Post Post #876 (isolation #475) » Tue Oct 31, 2023 12:04 am

Post by SmileyDude1 »

Town Activated 1 Day 1 Night Ability-Disabler
(
Town
/ Activated 1 Day 1 Night Ability Disabler)

Alignment:
Town


Once a game at night, you may activate your ability. Upon doing so, all abilities will be disabled during the next day and night phase (affectively making the game mountainous during that time frame)
Friendly Neighborhood Scummer

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Post Post #877 (isolation #476) » Tue Oct 31, 2023 12:12 am

Post by SmileyDude1 »

Town Investigation-Immune Odd-Night Mailman Inverse Traitor
(
Town
/Investigation-Immune Odd-Night Mailman Inverse Traitor)

Alignment:
Town


Inverse Traitor
:You are an Inverse Traitor. You lack access to your factions private topic or factional abilities. You do not know who your allies are. Your allies in the main faction know that you are a traitor that is aligned with them.

Investigation-Immune
: All investigative roles that target you will gather a
non-incriminating result
upon checking you.

Mailman (Odd-Night)
: During odd-numbered night phases, you may target a player. Assuming no interference with your action, you will send your target a message of up to 500 words that you composed during that night phase.


Should you pick this card for role when not of groupscum or quasi-groupscum alignment, you will become a traitor to a masonry should one exist, otherwise the inverse traitor part of this role will be disabled.

Should a traitor be the only player in the game aligned with their chosen faction, the mod will make them a full member of said faction (as to avoid them being automatically endgamed)
Friendly Neighborhood Scummer

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Post Post #878 (isolation #477) » Tue Oct 31, 2023 12:47 am

Post by SmileyDude1 »

Town
S
U
P
E
R
V
O
T
E
R
(
Town
/Super Voter)

Alignment:
Town


As you are a Super Voter your votes will always be
R
a
i
n
b
o
w
colored.

You can effect the votes of players directly next to you on VCs. You have the following vote enhancements and debuffs of which only one can be used per day phase. Each of these may only be used once per game.

-Type HEAL: 1 to enhance the votes of all players next to you on VCs, making them double voters for the rest of that day phase.

-Type HEAL: 2 to make all players next to you on VCs super-loved for the rest of the day phase, they will take 2 more votes than normal to eliminate.

-Type HURT: 1 to make all players next to you on VCs voteless for the rest of the day phase.

-Type HURT: 2 to lock the votes of all players next to you on VCs. They will be unable to move their vote for the rest of the phase.

-Type HEAL: Council to form a council with all players next to you on VCs. The votes of this council will alone decide the elimination for that day phase. This may only be successfully used if 2 players are next to you on VCs to form a council of 3. Should only 1 player be next to you when using this ability it won't work. The mod will announce the formation of this council publicly in main thread.

-Type HURT: Gladiate to start a gladiation between yourself and all players directly next to you on the VC. Those part of the gladiation will become the only players who can be voted off during that day phase

All of the above abilities will not work if used during an ELO state, and may not be used to bypass an ELO state.
Last edited by SmileyDude1 on Sat Nov 04, 2023 10:46 am, edited 2 times in total.
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Post Post #880 (isolation #478) » Tue Oct 31, 2023 4:27 pm

Post by SmileyDude1 »

Town Ally
(
Town
/Ally)

Alignment:
Town


After the picking phase ends, if there exists a
groupscum
,
non-standard groupscum
or
quasi-groupscum
faction that only consists of 1 member, your alignment will be converted to said faction should you choose this card for your role. Should this occur, you will gain access to that faction's Private Topic, and will have access to all factional abilities that faction holds. You are otherwise vanilla.

Mod Note 1: If there are multiple groupscum factions with only 1 member after picking phase ends, the mod should choose one at random for an ally to be added to.

Mod Note 2: The mod should convert an ally before adding them to any factional Private Topics. (e.g if a player picks this role with groupscum alignment, they should not be given access to the factional PT until after the picking phase ends in case of conversion. A converted ally should never be able to view the private topic of their original faction).
Friendly Neighborhood Scummer

ADHD
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SmileyDude1
He/Him
Mafia Scum
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He/Him
Mafia Scum
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Location: Michigan, US

Post Post #881 (isolation #479) » Tue Oct 31, 2023 4:37 pm

Post by SmileyDude1 »

Town Drunken Thread Peeper
(
Town
/Drunken Thread Peeper)

Alignment:
Town


Drunken
:You like drinking alcohol, this has no effect on your role.

Thread Peeper
: The mod will give you access to most private topics that exist in the game upon gamestart. You may freely look inside these private topics though you will not be allowed to post inside them. There are some exceptions to which private topics you're allowed to see. You may not have access to any factional private topics, masonry topics, notes private topics, or the Haunted Grove private topic. This ability will be stripped from you should you post in any private topic you haven't been given permission to post in.
Friendly Neighborhood Scummer

ADHD
User avatar
SmileyDude1
SmileyDude1
He/Him
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He/Him
Mafia Scum
Mafia Scum
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Post Post #882 (isolation #480) » Tue Oct 31, 2023 4:37 pm

Post by SmileyDude1 »

Town Ally
(
Town
/Ally)

Alignment:
Town


After the picking phase ends, if there exists a
groupscum
,
non-standard groupscum
or
quasi-groupscum
faction that only consists of 1 member, your alignment will be converted to said faction should you choose this card for your role. Should this occur, you will gain access to that faction's Private Topic, and will have access to all factional abilities that faction holds. You are otherwise vanilla.

Mod Note 1: If there are multiple groupscum factions with only 1 member after picking phase ends, the mod should choose one at random for an ally to be added to.

Mod Note 2: The mod should convert an ally before adding them to any factional Private Topics. (e.g if a player picks this role with groupscum alignment, they should not be given access to the factional PT until after the picking phase ends in case of conversion. A converted ally should never be able to view the private topic of their original faction).
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Location: Michigan, US

Post Post #883 (isolation #481) » Tue Oct 31, 2023 4:46 pm

Post by SmileyDude1 »

Mod Chooses Before Picks Human Tamer Beast Wild Sensor
(
Mod Chooses Before Picks
/Human Tamer Beast Wild Sensor)

Alignment:
Mod Chooses Before Picks


As you are part beast, you are considered a Wild Being. Wild Beings have access to the following ability

The Jungle
: You have access to
The Jungle
, a Private Topic where you may speak with all other Wild Beings at all times, as long as you are alive.
--
As a wild being, you have a human form and a beast form. You may switch between your forms once each night, this will occur before you use any abilities you have. The act of transforming has priority over most other actions.. Should your role name be investigated, then they will only find out the ability attached to the form that you were currently in upon being checked (a rolecop checking you in beast form would not be informed of your ability in human form) unless their role states otherwise.

(Human Ability)
Tamer
: Each night while in human form, you may target a player. Assuming no interference with your action, if your target is currently in beast form, revert them back to human form. Should a target that was performing a beast ability be reverted this way, their action will unavoidably fail. The target will be forced to remain in human form until the end of the following night cycle.

(Beast Ability)
Wild Sensor
: While in your Beast form, you will be passively informed of the current form every other wild being is in at the moment.
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Post Post #884 (isolation #482) » Tue Oct 31, 2023 4:46 pm

Post by SmileyDude1 »

Town Ally
(
Town
/Ally)

Alignment:
Town


After the picking phase ends, if there exists a
groupscum
,
non-standard groupscum
or
quasi-groupscum
faction that only consists of 1 member, your alignment will be converted to said faction should you choose this card for your role. Should this occur, you will gain access to that faction's Private Topic, and will have access to all factional abilities that faction holds. You are otherwise vanilla.

Mod Note 1: If there are multiple groupscum factions with only 1 member after picking phase ends, the mod should choose one at random for an ally to be added to.

Mod Note 2: The mod should convert an ally before adding them to any factional Private Topics. (e.g if a player picks this role with groupscum alignment, they should not be given access to the factional PT until after the picking phase ends in case of conversion. A converted ally should never be able to view the private topic of their original faction).
Friendly Neighborhood Scummer

ADHD
User avatar
SmileyDude1
SmileyDude1
He/Him
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He/Him
Mafia Scum
Mafia Scum
Posts: 1416
Joined: June 26, 2023
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Post Post #885 (isolation #483) » Wed Nov 01, 2023 8:34 am

Post by SmileyDude1 »

The Shuffler


Alignment: Free Space

Reroll this card.

Due to drawing this card, everyone"s cards will be shuffled before the picking phase. After all other pre-pick rerolls have resolved but before the picking phase, the mod will show everyone the cards in their initial deck and instruct them to choose one they wish to hold onto. After everyone has made their choice all other cards in play will be shuffled and redistributed at random. Afterwards the picking phase will precede as normal.
Friendly Neighborhood Scummer

ADHD
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SmileyDude1
SmileyDude1
He/Him
Mafia Scum
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Mafia Scum
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Post Post #886 (isolation #484) » Wed Nov 01, 2023 8:37 am

Post by SmileyDude1 »

Evangelistic Townie
(
Town
/Evangelistic)

Alignment:
Town


You will investigate as
Cult
to those who check your alignment
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ADHD
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SmileyDude1
SmileyDude1
He/Him
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Post Post #887 (isolation #485) » Wed Nov 01, 2023 8:38 am

Post by SmileyDude1 »

Hirsute Townie
(
Town
/Hirsute)

Alignment:
Town


You will investigate as
Werewolf
to those who check your alignment
Friendly Neighborhood Scummer

ADHD
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SmileyDude1
SmileyDude1
He/Him
Mafia Scum
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He/Him
Mafia Scum
Mafia Scum
Posts: 1416
Joined: June 26, 2023
Pronoun: He/Him
Location: Michigan, US

Post Post #888 (isolation #486) » Wed Nov 01, 2023 8:40 am

Post by SmileyDude1 »

Goolike Townie
(
Town
/Goolike)

Alignment:
Town


You will investigate as
Slime
to those who check your alignment
Friendly Neighborhood Scummer

ADHD
User avatar
SmileyDude1
SmileyDude1
He/Him
Mafia Scum
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He/Him
Mafia Scum
Mafia Scum
Posts: 1416
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Pronoun: He/Him
Location: Michigan, US

Post Post #889 (isolation #487) » Wed Nov 01, 2023 8:41 am

Post by SmileyDude1 »

Radical Townie
(
Town
/Radical)

Alignment:
Town


You will investigate as
Hostile
to those who check your alignment
Friendly Neighborhood Scummer

ADHD
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SmileyDude1
SmileyDude1
He/Him
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He/Him
Mafia Scum
Mafia Scum
Posts: 1416
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Post Post #890 (isolation #488) » Wed Nov 01, 2023 8:43 am

Post by SmileyDude1 »

Sunshine-Loving Townie
(
Town
/Sunshine-Loving)

Alignment:
Town


You will investigate as
Daylight Cult
to those who check your alignment
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ADHD
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SmileyDude1
SmileyDude1
He/Him
Mafia Scum
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He/Him
Mafia Scum
Mafia Scum
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Post Post #891 (isolation #489) » Wed Nov 01, 2023 8:44 am

Post by SmileyDude1 »

Ugly Townie
(
Town
/Ugly)

Alignment:
Town


You will investigate as
Alien
to those who check your alignment
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ADHD
User avatar
SmileyDude1
SmileyDude1
He/Him
Mafia Scum
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He/Him
Mafia Scum
Mafia Scum
Posts: 1416
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Pronoun: He/Him
Location: Michigan, US

Post Post #892 (isolation #490) » Wed Nov 01, 2023 8:49 am

Post by SmileyDude1 »

Cursing Townie
(
Town
/Cursing)

Alignment:
Town


You will investigate as
Hexer
to those who check your alignment
Friendly Neighborhood Scummer

ADHD
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SmileyDude1
SmileyDude1
He/Him
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He/Him
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Mafia Scum
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Post Post #893 (isolation #491) » Wed Nov 01, 2023 8:51 am

Post by SmileyDude1 »

Hopeless Romantic Townie
(
Town
/Hopeless Romantic)

Alignment:
Town


You will investigate as
Heartbreaker
to those who check your alignment
Friendly Neighborhood Scummer

ADHD
User avatar
SmileyDude1
SmileyDude1
He/Him
Mafia Scum
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SmileyDude1
He/Him
Mafia Scum
Mafia Scum
Posts: 1416
Joined: June 26, 2023
Pronoun: He/Him
Location: Michigan, US

Post Post #894 (isolation #492) » Wed Nov 01, 2023 8:53 am

Post by SmileyDude1 »

Holy Townie
(
Town
/Holy)

Alignment:
Town


You will investigate as
Lightseeker
to those who check your alignment
Friendly Neighborhood Scummer

ADHD
User avatar
SmileyDude1
SmileyDude1
He/Him
Mafia Scum
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He/Him
Mafia Scum
Mafia Scum
Posts: 1416
Joined: June 26, 2023
Pronoun: He/Him
Location: Michigan, US

Post Post #895 (isolation #493) » Wed Nov 01, 2023 8:54 am

Post by SmileyDude1 »

Sea-Faring Townie
(
Town
/Sea-Faring)

Alignment:
Town


You will investigate as
Deep Devil
to those who check your alignment
Friendly Neighborhood Scummer

ADHD
User avatar
SmileyDude1
SmileyDude1
He/Him
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He/Him
Mafia Scum
Mafia Scum
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Pronoun: He/Him
Location: Michigan, US

Post Post #896 (isolation #494) » Wed Nov 01, 2023 8:56 am

Post by SmileyDude1 »

Gangster Townie
(
Town
/Gangster)

Alignment:
Town


You will investigate as
Mafia
to those who check your alignment
Friendly Neighborhood Scummer

ADHD
User avatar
SmileyDude1
SmileyDude1
He/Him
Mafia Scum
User avatar
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SmileyDude1
He/Him
Mafia Scum
Mafia Scum
Posts: 1416
Joined: June 26, 2023
Pronoun: He/Him
Location: Michigan, US

Post Post #898 (isolation #495) » Wed Nov 01, 2023 1:34 pm

Post by SmileyDude1 »

Town Yacht Club
(
Town
/Yacht Club)

Alignment:
Town


During the day, you may target 5 other players. Should you use this action you must target 5 different players if possible (you will target all other players should you use this ability with less than 6 players remaining). All players targeted will join you for the night on your yacht for a yacht party. Upon this occurring the targeted players will join a Yacht Party PT upon nightfall where partygoers may discuss with each other during that night.

The yacht will set out to sea upon the party starting. rendering all partygoers untargetable to players who were not invited to the party. Additionally, any action that a partygoer performs that targets someone not invited to the Yacht party will fail. Partygoers may target other partygoers freely while on the yacht.

After the party is finished, you'll need to refuel and restock your yacht before taking it out for another party. It will take 2 night cycles for this ability to recharge.



I swear I get carried away sometimes :oops: . I'm going to try to limit it to 3 or less per day from now on (This was something I was already trying to do, though i'd often slip in this regard, setting a hard limit now though)
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ADHD
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Post Post #907 (isolation #496) » Wed Nov 01, 2023 5:01 pm

Post by SmileyDude1 »

Town Blood God Statue
(
Town
/Blood God Statue)

Should you pick this card for your role, upon players being executed they may decide if they want to sacrifice their body to the Blood God Statue before they flip. For every player that sacrifices themselves, you will be given 1-shot of one of the following abilities, of your choosing. You may store shots, and may use any number of ability shots that you have access to within the same night phase

Blood Purge
: Target a player at night. You will kill your target bypassing all forms of protection. Should this somehow fail to kill your target immediately (due to say deathproof or untargetable) this ability will poison their blood anyways, causing them to unavoidably die at the end of the following night phase

Blood Sensor
: Target a player at night. You will learn if you and your target share the same blood. That is, you will learn if your target shares your alignment. This can't be redirected or blocked and will successfully target even those who are untargetable.

--
Additionally the mod will announce that players may provide offerings to the Blood God Statue during the day by typing HURT: offering in main thread. This can't be retracted once sent. Upon submitting an offering there is a 15% chance of death normally. Players who submit an offering will receive a blessing at the start of the following night. You may decide the blessing given by submitting to the mod which blessing you want to use during the day. You may change your decision until nightfall, should you fail to make a decision you will default to using "Blessing of Thankfulness". If a blessing does not have a stated ability shot next to it, it will take 2 full cycles for said blessing to recharge after being cast. Players will be informed of the blessing they received and its effects at the beginning of the night phase. Players may submit a max of 1 offering per day phase.

You have the following blessings you may cast.

Blessing of Thankfulness (Infinite Shot)
- This blessing does nothing.

Blessing of Good Favor
- Those blessed will gain 2 luck tiers

Blessing of Rapid Blood
- Those blessed will have any actions they take this night phase be given priority over most other actions

Blessing of Compassionate Blood
- Those blessed will become loved during the following day phase, require 1 more vote than normal to eliminate. This doesn't work in ELO

Blessing of Sensitive Blood
- Those blessed will be made aware of all actions that target them this night phase

Blessing of Strong Blood (1-Shot)
- Those blessed will have their actions become strong-willed this night phase. This blessing may only be cast once a game.

Blessing of Survivor's Blood (1-Shot)
- Those blessed cannot die during this night phase under any circumstances. This blessing may only be cast once a game.
--
Finally the mod will also announce that players may elect to deface the Blood God Statue by typing HEAL: Deface in main thread. This can't be retracted once sent. Each time a player elects to deface the blood god statue, the next person to make an offering to it may do so without risking a death chance in doing so (first come first serve in this regard). Players who elect to deface the Blood God Statue will have their blood temperature increased by the Blood God, coloring all their votes in
this color
and making them a double voter for the rest of the day phase (double voter doesn't apply if in ELO or in a scenario where it would bypass ELO). Those who deface the Blood God Statue will be subjected to a curse that will start to take effect during the preceding night phases. You may decide the curse given by submitting the mod which curse you want to apply during the day. You may change your decision up until nightfall, if you fail to make a decision a curse will be chosen at random out of those available. If a curse doesn't have a stated ability shot next to it, it will take 2 full cycles to recharge before being able to cast the curse again. Players that are cursed will be informed that they were cursed, but will not inherently be told of a curses effects.

You have the following curses you may cast.

Curse of Suspiciousness
- Those cursed will turn up
incriminating results
should they be checked this night

Curse of Cold Blood
- Those cursed will have all actions they perform this night phase fail, and all actions performed during the following night phase will be given negative priority over most actions.

Curse of Heartless Blood
- Those cursed will be hated during the following day phase, taking 1 fewer vote to eliminate than normal. This doesn't work during ELO

Curse of Boiling Blood (1-shot)
- All cursed players will be given a collective post bank of 300 posts that is to be shared between them during the following day phase. After this bank has been used up, all cursed will be limited to naked votes for the rest of the day phase. Should this posting restriction be broken, the offender will have their blood boil over and unavoidably die on the spot (or be given a warning depending on the severity of the offense). Players will be informed of this post-restriction. The mod should log how many posts are left in this post bank during every VC of the day phase. This curse may be cast once per game.

Curse of Weak Blood (1-Shot)
-Those cursed will become frail during this night phase. Should anyone successfully target them, they will unavoidably die. This curse may be cast once per game.
--
Upon your death, this statue will cease to function.

Mod Note: The Blood God Statue is a global ability that the mod should publicly announce upon gamestart. Upon presenting, the blessing and curse system should be clearly explained. How you elect to do so is up to your discretion
Last edited by SmileyDude1 on Fri Nov 03, 2023 12:51 am, edited 3 times in total.
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Post Post #911 (isolation #497) » Thu Nov 02, 2023 1:18 pm

Post by SmileyDude1 »

Town Shadow Voter
(
Town
/ Shadow Voter)

Alignment:
Town


As you are a shadow voter, your votes will be invisible on VCs for most of the day phase. The final VC of the day will show your vote as normal.

Each night there is a 40% chance your vote powers up do to shadow power. Should this occur, upon the next day phase ending in a hammer you will roleblock all players next to you on VCs during the night, if you are hammered while your vote is powered up the person who did it will be vanillaized. You will be informed should your vote be upgraded
Friendly Neighborhood Scummer

ADHD
User avatar
SmileyDude1
SmileyDude1
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He/Him
Mafia Scum
Mafia Scum
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Joined: June 26, 2023
Pronoun: He/Him
Location: Michigan, US

Post Post #912 (isolation #498) » Thu Nov 02, 2023 1:24 pm

Post by SmileyDude1 »

Town 2-Shot Rolestopper Ally
(
Town
/2-Shot Rolestopper Ally)

Alignment:
Town


Twice a game at night, you may target a player. Assuming no interference with your action, you will rolestop your target causing all other actions that target your target to fail.

After the picking phase ends, if there exists a
groupscum
,
non-standard groupscum
or
quasi-groupscum
faction that only consists of 1 member, your alignment will be converted to said faction should you choose this card for your role. Should this occur, you will gain access to that faction's Private Topic, and will have access to all factional abilities that faction holds. You are otherwise vanilla.

Mod Note 1: If there are multiple groupscum factions with only 1 member after picking phase ends, the mod should choose one at random for an ally to be added to.

Mod Note 2: The mod should convert an ally before adding them to any factional Private Topics. (e.g if a player picks this role with groupscum alignment, they should not be given access to the factional PT until after the picking phase ends in case of conversion. A converted ally should never be able to view the private topic of their original faction).
Last edited by SmileyDude1 on Thu Nov 02, 2023 3:18 pm, edited 1 time in total.
Friendly Neighborhood Scummer

ADHD
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SmileyDude1
SmileyDude1
He/Him
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Mafia Scum
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Location: Michigan, US

Post Post #915 (isolation #499) » Fri Nov 03, 2023 12:41 am

Post by SmileyDude1 »

Town Fortune God Statue
(
Town
/Fortune God Statue)

Alignment:
Town


Should you pick this card for your role, the mod will announce that players may once per day bet SC to the Fortune God Statue by posting a bolded
Haggle: # SC
, where # indicates the amount of SC bet. Should they win they will be given 1.5x the amount of SC bet as a reward, while a loss results in getting only .5x the amount of SC bet. Both of the above have a 20% chance of occurring. The last 60% is taken up by a neutral result that does nothing. The results of a haggle will be privately told to the affected players

During the night you have the following abilities that can be used in relation to this statue. You may use one per night phase

Good Mood
: Rigs the odds to make players more likely to win during the following day phase. New odds become 70% Win, 25% Neutral, 5% loss. This will take 3 cycles to be recharged before you may use it again.

Bad Mood
: Rigs the odds to make players less likely to win during the following day phase. New odds become 70% Loss, 25% Neutral, 5% win. This will take 3 cycles to be recharged before you may use it again.

Feeling Lucky
: Cast this at night. Upon doing so, the odds will be determined by the user's current luck tier during the following day phase. This will be publicly announced by the mod should this occur, and the odds will be determined at mod discretion. This will take 3 cycles to be recharged before you may use it again.

Down on Luck (1-Shot)
: Once a game you may target a player at night. That player will always lose when haggling from then on and will not be informed of this. This action will always succeed. Your shot will be refunded should this ability fail and you will be informed should that occur.

Midas Touch (1-Shot)
: Once a game you may target a player at night. That player will always win when haggling from then on and will not be informed of this. This action will always succeed. Your shot will be refunded should this ability fail and you will be informed should that occur.

---
Upon your death, this statue will cease to function.


Mod Note: The Fortune God Statue is a global ability that the mod should publicly announce upon gamestart
Last edited by SmileyDude1 on Sat Nov 11, 2023 9:37 am, edited 1 time in total.
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Post Post #916 (isolation #500) » Fri Nov 03, 2023 3:50 pm

Post by SmileyDude1 »

Town 3-Shot Activated Ascetic Ally
(
Town
/3-Shot Activated Ascetic Ally)

Alignment:
Town


Three times a game at night, you may activate your ability. Upon doing so, all non-killing actions that target you that night will fail

After the picking phase ends, if there exists a
groupscum
,
non-standard groupscum
or
quasi-groupscum
faction that only consists of 1 member, your alignment will be converted to said faction should you choose this card for your role. Should this occur, you will gain access to that faction's Private Topic, and will have access to all factional abilities that faction holds. You are otherwise vanilla.

Mod Note 1: If there are multiple groupscum factions with only 1 member after picking phase ends, the mod should choose one at random for an ally to be added to.

Mod Note 2: The mod should convert an ally before adding them to any factional Private Topics. (e.g if a player picks this role with groupscum alignment, they should not be given access to the factional PT until after the picking phase ends in case of conversion. A converted ally should never be able to view the private topic of their original faction).
Last edited by SmileyDude1 on Sat Nov 04, 2023 12:51 am, edited 1 time in total.
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Post Post #917 (isolation #501) » Fri Nov 03, 2023 3:57 pm

Post by SmileyDude1 »

Mod Chooses Before Picks 2-Shot Activated VGO Neighbor
(
Mod Chooses Before Picks
/2-Shot Activated VGO Neighbor)

Alignment:
Mod Chooses Before Picks


2-Shot Activated VGO
: Twice a game at night you may activate your VGO (Vengeful Gun Owner) ability. Upon doing so, should you die during that night you will be given a list of all players who targeted you during that night phase. You may then elect to venge-shoot one of the players on that list during dawn if you so wish, killing the victim if they're not protected.

Neighbor
: Upon picking this card for your role you will become part of a neighborhood that has at least 2 other members (It can be more depending on how many neighbors are in the game, mod may split neighborhoods at their discretion) where you may speak at all times as long as you are alive. Should there be less than two other players that chose a neighbor role during pregame, the mod will select players at random to have (neighbor) added to their role causing them to join the neighborhood
Friendly Neighborhood Scummer

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SmileyDude1
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Post Post #922 (isolation #502) » Sat Nov 04, 2023 12:26 am

Post by SmileyDude1 »

Hostile Employer
(
Hostile
/Employer)

Alignment:
Hostile


Each day you may choose up to 3 players by PMing the mod with intent to do so. You may change your decision at any point up until nightfall. The following nightfall, those chosen will be offered a job and will be given the option to accept or reject it. Should they accept they will gain an additional 8-14 SC (exact amount chosen at random) at the end of every night phase on top of what they would normally earn. In exchange, the additional time commitment to this job will give all actions they perform an additional 25% chance to fail even in cases where they would normally succeed (should an action fail in this manner it will be flavored as the player being too tired).

Players may elect to quit the job at any point in time by PMing the mod with intent to do so, and this can't be revoked once sent. Each player may only be hired once per game unless you bypass using the following ability.

Rehire (2-Shot)
: Twice a game, you may PM the mod intent to use this ability on someone who has already quit the job. This can't be retracted once sent. The target will be allowed to be rehired to the job, and the target will be informed of this.
Last edited by SmileyDude1 on Sat Nov 04, 2023 9:10 am, edited 1 time in total.
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Post Post #927 (isolation #503) » Sat Nov 04, 2023 9:54 am

Post by SmileyDude1 »

Town Deus Ex Machina
(
Town
/ Deus Ex Machina)

Alignment:
Town


You are a Deus Ex Machina. Upon the game reaching an ELO state, when your faction needs you most, you will gain a 1-Shot Strong-Willed Day Cop ability that you may use by typing
Check: Playername
in main thread. Results will come in the form of
Mafia
or
Not Mafia
.
Last edited by SmileyDude1 on Sun Nov 26, 2023 9:15 am, edited 2 times in total.
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Post Post #928 (isolation #504) » Sat Nov 04, 2023 9:59 am

Post by SmileyDude1 »

Heartbreaker Love Interest
(
Heartbreaker
/ Love Interest)

Alignment:
Heartbreaker


Love Interest
: Upon drawing this card, two other players will be selected at random to form a love triangle with you. Said players will be informed that they are fighting for your love as well as who there competitor is. By the end of day 3, you must choose one of them to enter a relationship with causing the other to unavoidably die of heartbreak as a result. You may change your choice up to the deadline by PMing the mod. This relationship does not loverize you with your selected player.
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Post Post #943 (isolation #505) » Sun Nov 05, 2023 12:16 am

Post by SmileyDude1 »

Lightseeker 2-Shot Spotlighter
(
Lightseeker
/2-Shot Spotlighter)

Alignment:
Lightseeker


Twice a game at night, you may target a player. Assuming no interference with your action, all actions that player performed, as well as all actions that targeted the player will be published by the mod during the following daystart.
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Post Post #955 (isolation #506) » Sun Nov 05, 2023 10:30 am

Post by SmileyDude1 »

Discard Redacter


Alignment: Free Space

Reroll this card.

Because this card was drawn, discards will be redacted upon gamestart.
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Post Post #962 (isolation #507) » Sun Nov 05, 2023 2:02 pm

Post by SmileyDude1 »

Deep Devil Ascetic Lure
(
Deep Devil
/Ascetic Lure)

Alignment:
Deep Devil


You are passively immune to all non-killing actions that target you.

Each night, you may target a player. Assuming no interference with your action, any action your target performs will be redirected to you during that night phase. Players will not be informed should this occur.
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Post Post #963 (isolation #508) » Sun Nov 05, 2023 6:06 pm

Post by SmileyDude1 »

Groupscum Neighborhood-Encompassing Nerfer Neighbor
(
Groupscum
/Neighborhood-Encompassing Nerfer)
Alignment:
Groupscum


Neighbor
:Upon picking this card for your role you will become part of a neighborhood that has at least 2 other members (It can be more depending on how many neighbors are in the game, mod may split neighborhoods at their discretion) where you may speak at all times as long as you are alive. Should there be less than two other players that chose a neighbor role during pregame, the mod will select players at random to have (neighbor) added to their role causing them to join the neighborhood

Neighborhood-Encompassing Nerfer
: Each night, you may elect to utilize your nerfing ability. Assuming no interference with your action, you will apply a nerfing modifier to all other players in your neighborhood that will last for the next day and night phase. If you are blocked while attempting to use this ability, your shot will not be refunded and your nerf will be used up. Players will not be informed that they were nerfed. You have the following nerfs you may apply once per game.

Tired- Any actions taken will compulsively fail
Loud- Your target will be informed that you targeted them, but not the action you targeted them with.
Announcing- Your target will be informed of the action you targeted them with, but not of your identity
Delayed- Your action will resolve one night phase later than normal
Macho- You can't be protected under any circumstances
Universal Miller- Roles that check you will turn up
incriminating
results where possible
Voteless- Your vote will be weighted as 0 during the next day phase. Doesn't apply in ELO or in situations where it would bypass ELO.
Last edited by SmileyDude1 on Wed Nov 29, 2023 1:20 pm, edited 2 times in total.
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Post Post #964 (isolation #509) » Sun Nov 05, 2023 6:07 pm

Post by SmileyDude1 »

Town Neighborhood-Encompassing Buffer Neighbor
(
Town
/Neighborhood Encompassing Buffer Neighbor)

Alignment:
Town


Neighbor
: Upon picking this card for your role you will become part of a neighborhood that has at least 2 other members (It can be more depending on how many neighbors are in the game, mod may split neighborhoods at their discretion) where you may speak at all times as long as you are alive. Should there be less than two other players that chose a neighbor role during pregame, the mod will select players at random to have (neighbor) added to their role causing them to join the neighborhood

Neighborhood-Encompassing Buffer
: Each night you may attempt to utilize your buffing ability. Assuming no interference with your action, all other players in your neighborhood will receive a buffing modifer that will apply to them during the next day and night phase. If you're blocked while using this ability your shot will not be refunded and the buff will be used up. Players will be informed of buffs they've received. You have the following buffing modifiers that you may apply once per game.

Unconvertable- Can't be converted by cults
Loyal- Actions will fail if target doesn't share alignment
SuperCharged- May perform 1 additional action per night phase
Strongwilled- Actions may not be redirected or blocked
Focused BP- Blocks all killing actions for the next day and night phase.
Works as long as no other actions target them that night, otherwise has no effect

Loved- Takes 1 more vote to eliminate during the following day phase. Doesn't work in ELO
Vengeful- Allows the option to vengekill someone after they've been flipped. Doesn't bypass protection.
Last edited by SmileyDude1 on Sat Nov 11, 2023 9:29 am, edited 1 time in total.
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Post Post #965 (isolation #510) » Mon Nov 06, 2023 1:43 am

Post by SmileyDude1 »

Slayer
(
Slayer
/Vanilla)

Alignment:
Benign Third Party


Should you choose this card for alignment you are a
Slayer
with the following abilities, all of which can be performed in the same night.

Purity Check
: Each night, you may target a player. Assuming no interference with your actions, you will learn if your target is an unholy being.

Slayer
: Each night you may target a player. You will shoot that player slaying them. This shot bypasses all protection and will succeed unless the target is deathproof or untargetable. If you shoot a non-unholy being with this ability, you will be locked out of using it during the next night cycle.

You win once you've successfully killed 2 unholy beings (or all of them if less than that) with the game continuing afterwards.
---
If you pick this card for your role you are a vanilla

Should no unholy beings exist in the game, this alignment will convert to Survivor
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Post Post #974 (isolation #511) » Mon Nov 06, 2023 12:47 pm

Post by SmileyDude1 »

Town Human Wild Sensor Beast Enrager
(
Town
/Human Wild Sensor Beast Enrager)

Alignment:
Town


As you are part beast, you are considered a Wild Being. Wild Beings have access to the following ability

The Jungle
: You have access to
The Jungle
, a Private Topic where you may speak with all other Wild Beings at all times, as long as you are alive.
--
As a wild being, you have a human form and a beast form. You may switch between your forms once each night, this will occur before you use any abilities you have. The act of transforming has priority over most other actions.. Should your role name be investigated, then they will only find out the ability attached to the form that you were currently in upon being checked (a rolecop checking you in beast form would not be informed of your ability in human form) unless their role states otherwise.

(Human Ability)
Wild Sensor
: While in your Human form, you will be passively informed of the current form every other wild being is in at the moment.

(Beast Ability)
Enrager
: While in your Beast form, you may target a player at night. Assuming no interference with your action, if your target is in human form, release their urges and revert them to beast form. Should a target that was performing a human ability be reverted this way, their action will unavoidably fail. The target will be forced to remain in Beast form until the end of the following night cycle.
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Post Post #975 (isolation #512) » Mon Nov 06, 2023 12:47 pm

Post by SmileyDude1 »

Mod Chooses After Picks Soup Kitchen Owner
(
Nod Chooses After Picks
/Soup Kitchen Owner)

Alignment:
Mod Chooses After Picks


You have the following abilities.

Soup Kitchen Owner
: You own a Soup Kitchen that players may purchase from using Scum Coins (SC) . Players may purchase items from your shop during the day by PMing the mod with intent to do so. Players are limited to purchasing a maximum of 1 of every item available in your shop per day phase. Players may rescind any purchase they made at any point before nightfall. You have limited stock of each item. Upon gamestart, your shop will start out fully stocked. Should the stock of an item be depleted before the day ends, that item will be sold out and may not be purchased until it is either restocked or someone rescinds a purchase on said item. Players should be notified if they attempt to purchase an item that has sold out. Upon nightfall, you will send out your wares to those who purchased them in exchange for the SC they spent on it. Upon this occurring, you will gain 50% (Rounded Down) of the SC earned as profit for yourself, with the rest of it going into maintaining your shop. As you are a public store front, the items you have available for sale and the current amount of each in stock will be posted by the mod every daystart.

You sell the following items.

Vegetable Soup
: (Price: 5 SC) (Max Stock: 15)- Upon purchasing this, you will gain a 1-shot Vegetable Soup Vendor ability that you may target anyone with (including yourself) during the night. If successful, the target will be informed that they received vegetable soup. This has no effect for its recipients.

Chicken Noodle Soup
: (Price: 12 SC) (Max Stock: 10)- Upon purchasing this, you will gain a 1-shot Chicken Noodle Soup Vendor ability that you may target anyone with (including yourself) during the night. If successful the target will be informed that they received Chicken Noodle Soup. This soup will cure most poisons and diseases upon consumption.

Broccoli and Cheese Soup
: (Price: 14 SC) (Max Stock: 6)- Upon purchasing this, you will gain a 1-shot Broccoli and Cheese Soup Vendor ability that you may target anyone with (including yourself) during the night. If successful the target will be informed that they received Broccoli and Cheese Soup. This soup will give the player gas during the following night phase causing all actions that target that player to fail. Because this soup is dairy based, it will trigger lactose intolerance.

Chili
: (Price: 20 SC) (Max Stock: 4)- Upon purchasing this, you will gain a 1-shot Chili Vendor ability that you may target anyone with (including yourself) during the night. If successful the target will be informed that they received Chili. This chili will make it's recipients votes supercharged with spiciness coloring their votes in
this color
and giving their vote a weight of 2 during the following day phase. This will not apply should the game enter an ELO state, nor will it apply in a situation in which it would bypass an ELO state.

Fish Head Soup
: (Price: 20 SC) (Max Stock: 4)- Upon purchasing this, you will gain a 1-shot Fish Head Soup Vendor ability that you may target anyone with (including yourself) during the night. If successful the target will be informed that they received Fish Head Soup. It's an acquired taste that's not for everybody, this has a 50% chance of poisoning it's recipient upon consumption.

Daily Special*
: (Price: 15 SC) (Max Stock: 2)- Upon Purchasing this, you will gain a 1-shot Daily Special* Vendor ability that you may target anyone with (including yourself) during the night. If successful your target will be informed that they received the daily special, the effects of which depends on what the daily special is.

--
Manage
: During the night, you may manage the inventory of your soup kitchen. You have back stock of each item that you may use to refill your inventory as you wish. Keep in mind that you may not fill the inventory of an item above it's Max Stock amount. Should your inventory be depleted when you've ran out of back stock, your shop will be limited to serving only the daily special from then on. Should you not be able to serve the daily special as well, your kitchen will permanently shut down.

You keep the following items as Back Stock.

10 Vegetable Soup
5 Chicken Noodle Soup
5 Broccoli and Cheese Soup
3 Chili
3 Fish Head Soup
--
Menu Setter
: You also have access to a unique daily special that you may set for each day. During pregame and each night phase afterwards, you may send the mod a soup name. That soup will show up on your menu during the following day phase as a Daily Special. The effects of said soup will be determined by the mod based on the soup that you submitted. You may not submit the same soup as a daily special twice within the same game. Should you fail to submit a soup, the special for the next day will be basic soup that gives no abilities and this ability will be revoked afterwards

Mod Note: Players naturally start the game out with 3 SC. Players will gain an amount between 3-7 SC (chosen at random) at the end of each night phase should they have performed an action during that night phase. Players will gain an amount between 7-10 SC (again chosen at random) at the end of each night phase should they abstain from performing an action during that night phase. This applies unless a player's role states otherwise.

Mod Note 2: When advertising a shop or service, the identity of the player running it should be hidden. When players successfully purchase things from a shop or service , the identity of the purchaser should remain hidden to the seller.

Mod Note 3: A business should automatically be closed down upon its operator's death.

Mod Note 4: *The mod should fill in the Daily Special section with the soup given to them by the owner of this role alongside its designated effects
Last edited by SmileyDude1 on Mon Nov 06, 2023 1:02 pm, edited 2 times in total.
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Post Post #976 (isolation #513) » Mon Nov 06, 2023 12:47 pm

Post by SmileyDude1 »

Groupscum JOAT (Informed, Scumfinder, Eavesdropper, Juggernaut, Activated Ascetic)
(
Groupscum
/JOAT (Informed, Scumfinder, Eavesdropper, Strongman, Activated Ascetic)

Alignment:
Groupscum


You are a JOAT with the following 1-shot abilities that you may use during the night. By default only 1 of these can be used per night phase.

Informed
: Upon use, gain an additional piece of information about the setup*

Scumfinder
: Target a player during the night. Assuming no interference with your action, you will learn if your target is able to win alongside town or not.

Eavesdropper
: Target a player during the night. Assuming no interference with your action, you will gain a copy of the results of any investigative action that targets that player from then on.

Juggernaut
: If you are using a killing ability, activate this ability. Your killing ability will bypass all protections, killing your target unless deathproof or untargetable.

Activated Ascetic
: Upon use, any non-killing actions that target you during that night phase will fail.

Upon the player choosing to use the informed part of this JOAT, the mod will give them the answer to one of the following questions relating to the setup chosen at their discretion.

How many investigative power roles exist in this game?
How many protective power roles exist in this game?
Name 1 other groupscum faction that exists in this game?
What is the faction composition of this game? (e.g, if the game was 13 town, 4 mafia and a Serial Killer the composition would be 13:4:1)
How many killing power roles exist in this game?
How many players with personal night abilities exist in this game?
What's player X's exact role?
How many private topics exist in this game?
How many Normal Roles exist in this game?
What 3rd parties exist in this game?
Last edited by SmileyDude1 on Mon Nov 06, 2023 12:55 pm, edited 2 times in total.
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Post Post #977 (isolation #514) » Mon Nov 06, 2023 12:48 pm

Post by SmileyDude1 »

Mod Chooses Before Picks 12-Shot Mass Brownie Vendor Neighbor
(
Mod Chooses Before Picks
/12-Shot Mass Brownie Vendor Neighbor)

Alignment:
Mod Chooses Before Picks


Neighbor
: Upon picking this card for your role you will become part of a neighborhood that has at least 2 other members (It can be more depending on how many neighbors are in the game, mod may split neighborhoods at their discretion) where you may speak at all times as long as you are alive. Should there be less than two other players that chose a neighbor role during pregame, the mod will select players at random to have (neighbor) added to their role causing them to join the neighborhood

Mass
: You may target as many players as you like within the same night phase given that you have the shots for it.

12-Shot Brownie Vendor
: 12 times a game at night, you may target a player. Assuming no interference with your action, your target will be informed that they received a brownie from you. Your brownies are really delicious, and the recipients of them will be less eager than usual to eliminate you during the following day phase. Should anyone who received a brownie during the night vote you during the following day phase, their vote will be weighted as .5 instead of 1. This effect will not apply should the game enter an ELO state. It also won't apply if doing so would cause it to be impossible to eliminate you that day phase.
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Post Post #978 (isolation #515) » Mon Nov 06, 2023 12:48 pm

Post by SmileyDude1 »

Mod Chooses After Picks Public Works Auction House
(
Mod Chooses After Picks
/ Public Works Auction House)

Alignment:
Mod Chooses After Picks


You have the following abilities.

Auction House
: You conduct auctions that players may partake in using Scum Coins (SC). You have items that you may put up for auction during the night phase. You may not bid on your own items. Upon an item being put up for auction, the mod shall announce the item and its effects in the main thread. Players may privately bid upon said items using SC by PMing the offer to the mod, this can't be retracted once sent. The high bid for the item should be shown in every VC in which the high bid has changed. Upon 48 hours of the high bid remaining the same, the mod will show the high bid for the current item along with a
going, going
. Should the high bid remain the same for another 24 hours the mod will show the high bid for the current item again with a
gone
causing the item to be sold. The auction automatically ends with the highest bidder gaining the item upon the day ending. Only the high bid for the item will be shown, players will not be informed of who currently has the high bid for an item, nor will they be informed who won the auction upon it ending. Upon the auction ending, you will gain 50% (Rounded Down) of the SC earned as profit for yourself, with the rest of it going towards a good cause. As you are a public auction house, it will be advertised by the mod whenever you have something up for auction.

---
During the night and pregame, you may elect to put any items you have in stock up for auction. You have the following options to put forward. an x# indicates the quantity of the item you have. You must put an item for sale at least once every other cycle. Should you elect not to do so, the mod will put one up for you chosen at random

Police Station
: Gives it's owner a Roaming Cop-Maker ability. Target a player at night. If successful, give the player a 1-shot cop ability. They will be able to target someone and attempt to check if they're
mafia
or
not mafia
. Each player in the game, may only be targeted by this once.

Psychic Center
: Gives it's owner a Roaming Seer-Maker ability. Target a player at night. If successful, give the player a 1-shot seer ability. They will be able to target someone and attempt to check if they're
werewolf
or
not werewolf
. Each player in the game, may only be targeted by this once

Med School
: Gives it's owner a Roaming Doctor-Maker ability. Target a player at night. If successful, give the player a 1-shot doctor ability. They will be able to target someone and attempt to protect them from a single killing action that targets their target in most instances. Each player in the game, may only be targeted by this once.





Mod Note: Players naturally start the game out with 3 SC. Players will gain an amount between 3-7 SC (chosen at random) at the end of each night phase should they have performed an action during that night phase. Players will gain an amount between 7-10 SC (again chosen at random) at the end of each night phase should they abstain from performing an action during that night phase. This applies unless a player's role states otherwise.

Mod Note 2: When advertising a shop or service, the identity of the player running it should be hidden. When players successfully purchase things from a shop or service , the identity of the purchaser should remain hidden to the seller.

Mod Note 3: A business should automatically be closed down upon its operator's death.
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Post Post #1006 (isolation #516) » Wed Nov 08, 2023 3:42 pm

Post by SmileyDude1 »

I think there are a lot of interesting concepts in here to work with, and agree that time will tell how well these concepts mesh together.

Some things to note about this deck

-This deck features a large amount of PTs ranging from basic neighborhoods to ones that have additional actions attached to them

- There are also a large amount of traitors in this deck of both varieties (traitor knowing teammates but temmates don't know the traitor, and the inverse of that)

- There are multiple intrinsic systems in this deck with the luck and money systems.

Might muster up the will at some point to go back through and do some statistics on the deck in terms of final alignment split, and the amount of investigative,protective,etc. power within it
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Post Post #1008 (isolation #517) » Sat Nov 11, 2023 2:07 pm

Post by SmileyDude1 »

According to my count the final alignment split of this deck should be as follows. I made this count by diving through ISOs using ctrl+f to help in a few spots along the way. There's a chance I miscounted while doing this, so these may not be 100% accurate, but these should be accurate within a couple categories having slightly more or less either way.

583
Town

112
Groupscum

36
Benign Third Parties

22
Scum Third Parties

87
Non-Standard Groupscum

44
Quasi-Groupscum

67
Mod Discretions

49
Free Space/Gimmick Cards
(Note: This is the one category I didn't count by hand. I counted the rest of the categories 1st then subtracted that number from 1000 to get here so take this one with an additional grain of salt)

Non-Standard Groupscum Slot Splits are as follows.

37 Daylight Cultists

7 Aliens

7 Cultists

7 Hostiles

6 Heartbreakers

6 Lightseekers

6 Deep Devils

5 Slimes

4 Hexers

2 Insurgents


Quasi-Groupscum Splits are as follows

31 Astral Creatures

6 Leprechauns

4 Vampires

3 Pirates
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Post Post #1009 (isolation #518) » Sat Nov 11, 2023 2:12 pm

Post by SmileyDude1 »

In post 1008, Not Known 15 wrote: I think the Daylight Cult description in Post 0 still needs to be updated.
-SNIP-
Post 0 also doesn't reflect the updates to the Leprechaun faction I made in my and misses RH9's Insurgent Faction (, ).

Whenever you get a chance :].
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