Deck of Astral Roles: Reopened [Completed]

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Deck of Astral Roles: Reopened [Completed]

Post Post #0 (isolation #0) » Wed Aug 09, 2023 3:43 pm

Post by TemporalLich »

The First Townie
(
Town
/ The First)

You managed to roll post zero. Enjoy having the introductory post in your Role PM. You are a named Townie. You have no special abilities.



Welcome to the Deck of Astral Roles: Reopened thread. This is a reboot of the Deck of Astral Roles thread, but redone to have a more balanced alignment ratio.

The Deck of Astral Roles: Reopened is a custom Grandest Idea Mafia (Greatest Idea Mafia rules, but with a Grand Idea Mafia esque deck) with a size of 1000. For this game, the moderator randomizes a number from 0 to 999 or the last post if 999 doesn't exist yet three times for each player and gives role cards corresponding to the rolled post number. The player will then be asked to choose one card for their alignment, one card for their role, and to publically discard the remaining card.

The alignment ratio will be changed to provide a more balanced deck.

The alignment ratio for the Deck of Astral Roles: Reopened will be this:

600
Town

100
Groupscum

30
Non-standard Groupscum

30
Benign Third Parties

20
Scum Third Parties

20
Quasi Groupscum

50
Mod Discretions

150
Free Spaces


Town
slots must have the
Town
alignment. If less than 50% of the picked alignments are
Town
, players may be changed to the
Town
alignment by mod discretion.

Groupscum
slots must have the
Groupscum
alignment. The
Groupscum
alignment is split into
Mafia
and
Werewolves
if at least 25% of the playerlist have picked a scum alignment and this would allow for at least two
Groupscum
teams of at least two members, otherwise the
Groupscum
alignment is not split and is either
Mafia
or
Werewolves
.

Non-standard Groupscum
slots should have a specific non-standard groupscum alignment. A non-standard groupscum alignment is a alignment that wins by parity or wipeout with access to a factional PT and has a factional ability other than an unmodified, X-shot, or night specific kill.
Non-standard Groupscum
teams should be consolidated if they would normally end up having only one member if left as is.

Benign Third Party
slots should have a specific third party alignment that is capable of winning while the Town wins.

Scum Third Party
slots should have a specific third party alignment that is not capable of winning while the Town wins.

Quasi Groupscum
slots should have a specific quasi groupscum alignment. A quasi groupscum alignment is an alignment with access to a factional PT and a win condition that is capable of winning while the Town wins.
Quasi Groupscum
teams should be consolidated if they would normally end up having only one member if left as is.

Mod Discretion
slots must have either the
Mod Chooses After Picks
or
Mod Chooses Before Picks
alignment. These allow the moderator to fine tune the alignments in the setup.

Free Spaces
may be of any alignment. A Free Space would be required for
Rerolls
that randomly decide alignment. However, anything can be a
Free Space
, and if the alignment ratio is depleted for an alignment it will occupy a
Free Space
.

You should list the alignment / role split in your posts. This is being used for a game where the alignment / role split is vital.

Balance is absolutely not guaranteed.

The deck is now complete.

Spoiler: Existing Non-standard and Quasi Groupscum alignments
Non-standard Groupscum:

Aliens
- Has a 1-shot factional kill, a 1-shot "alien tech" factional invention from a random active role in the Deck of Astral Roles: Reopened, and the ability to win ties in endgame.

Slimes
- Converts single-target active abilities into reflexive abilities. Each night, may give a slime the reflexive version of an active Normal ability with at most two modifiers.

Hostiles
- Has a factional Exploder ability and a factional Modposter ability (limit of 500 words). If a Hostile dies in any way other than a killing ability, they may elect to still be able to post in the Hostile PT at the cost of not being added to the Dead PT.

Cult
- A scumteam with one Cult Leader. The cult picks the Cult Leader from all the Cultists during pregame. Picking the Cult Leader adds on to the existing role and always works under any circumstance. The Cult Leader is a special role (which can be used with a personal ability as if it were a factional ability) that changes alignment to Cult, though it will fail on groupscum with living partners and will fail if either the Cult Leader or the target die that Night. The Cult Leader may not recruit more than 25% of the playerlist at one time. The Cult Leader will flip as a Cult Leader.

Daylight Cult
- On Day or Night 3, and every four Day/Night cycles after Day/Night 3(7, 11,15...), you may target a player to convert them into the Daylight Cult at the end of the Day(if targeting at Day) or the end of the Night(if targeting at Night). If the target is part of a non-town faction with more than one living member, is being targeted by a kill or the performer is being targeted with a kill, the action fails. If the target is not part of the town and not part of a non-town faction with more than one living member the target dies. If the target is a Mason or revealed Innocent Child the action fails.
As soon as this action is picked by one member, it will no longer be reversible.

This action also fails if it does not hit the intended target.
Your faction prevents unnatural changes in the Day/Night cycles (e.g. Nightskip, changes of day number...) as long as at least one member of it is alive.
On Day or Night 2, and every second Day/Night cycle after Day/Night 2, you may target a player to attempt to kill them. These kills are instantly resolved, and can only be prevented by something already present(
not
submitted regularly, these are only resolved at the end of the night) at the time the kill was submitted.

Your alignment actions are not affected by luck.

Hexer
- You have the following factional abilities:

Coven -- you know the other members of your faction, and may talk with them in a PT
Hex -- each Night, one Hexer may curse a player. When you die, all players you have personally cursed die with you.

You win if either at least one Hexer is alive and all non-Hexer players are dead; or all players are dead by the end of the phase when the last Hexer dies.

Lightseeker
- 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 juggernaut 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

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

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

Insurgents
- Has a factional ability to add Dissident (Immune to all abilities, investigates as Ascetic Survivor) to a player's role. Wins if at least one Insurgent remains and all others have left the game or nothing can prevent the same.

Quasi Groupscum:

Astral Creatures
- The Astral Creature PT may be locked at the start of the game.

If more than 4 Astral Creatures exist in the setup, the requirements for the other conditions are reduced by 1 (which is bad, not good).
If there are 3 or less Astral Creatures alive, the Astral Creature PT is unlocked and the Astral Creatures gain a factional roleblock.
If there are 2 or less Astral Creatures alive, the target of the factional roleblock is also targeted with a factional nightkill.

Wins when all threats to the Astral Creatures are gone. Town is not considered a threat to the Astral Creatures and the Astral Creatures may win with the Town.

Pirates
- Pirates have a factional plunder ability. A plundered player is Vanillaized. The plunderer will learn their target's role. This ability will fail on any Vanilla.

Pirates win when at least 1 player from each alignment in the game has been successfully plundered and at least one Pirate is alive. When this happens, all Pirates currently in the game will sail away on their ship (permanently leave the game victorious). Alignments that are completely wiped out do not count for this win condition, thus Pirates may win by getting rid of other teams.

Leprechauns
-
All members start out at -3 Luck Tier (Very Unlucky)
Inherently luck-immune, luck tier is not taken into account when a member of this faction performs an action, luck tier can't be altered by outside forces
Factional Luck Siphon: Each member of this faction may target a player during the night to steal their luck causing them to gain one luck tier and their target to lose one luck tier.
End of the Rainbow: Upon a Leprechaun reaching the highest luck tier, they will passively cause other members of their faction to gain +1 luck tier from then onwards (even after their death)
All members will inherently gain 1 luck tier upon successfully using an active ability. This does not stack with luck-gaining roles should they have access to one, should a leprechaun choose a luck-gaining ability then this trait will not apply on top of it.
Wins once all living leprechauns reach the maximum luck tier (Absolutely Lucky) as long as more than 1 of them is alive with the game continuing afterwards.

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.
Last edited by TemporalLich on Sat Dec 02, 2023 9:45 am, edited 42 times in total.
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Post Post #2 (isolation #1) » Thu Aug 10, 2023 4:24 am

Post by TemporalLich »

Town Dark Demon
(
Town
/ Dark Demon)

Anyone investigating you will receive a message saying that you are a frightening and evil Dark Demon.

Each night, you may cloak someone in darkness. They will be roleblocked, and will receive frightening visions of a random night action targeting them the next Night (if they weren't targeted the next Night, they will receive frightening visions of demons).
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Post Post #3 (isolation #2) » Thu Aug 10, 2023 10:24 pm

Post by TemporalLich »

Town Mason or Neighbor
(
Town
/ Mason or Neighbor)

This role card is different depending on whether you apply it to a
Groupscum
alignment card or any other alignment card.

If this is applied to a
Groupscum
alignment card, you are a Neighbor.

If this is applied to any other alignment card, you are a Mason.

NeighborYou are in a PT with other Neighbors.

Two random other players will be a Neighbor if you select this role card.


MasonYou are in a PT with other Masons, who are confirmed to not be
Groupscum
-aligned.

A random other Non-
Groupscum
aligned player will be a Mason if you select this role card.





Hopefully this iteration of the Deck of Astral Roles is a good idea.

Stuff below a line like this is discussion, it is not part of the role card. Anything above the line (if there is no line, this is considered vacuously true) in ooc tags like this is a moderator note and not part of the visible role card.
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Post Post #5 (isolation #3) » Mon Aug 14, 2023 8:19 am

Post by TemporalLich »

Groupscum Roleblocker
(
Groupscum
/ Roleblocker)

Each night, you may prevent a player from acting.
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Post Post #11 (isolation #4) » Tue Aug 15, 2023 10:06 am

Post by TemporalLich »

Alien Enchanter
(
Alien
/ Enchanter)

Alien: Non-standard groupscum faction, with a 1-shot factional kill, a 1-shot "alien tech" factional invention from a random active role in the Deck of Astral Roles: Reopened, and the ability to win ties in endgame.

Enchanter: Each night, you may force a player to commute, blocking their actions even if strong-willed and making them untargetable. If you target someone who is not aligned with you, you will also commute (you will not be informed of this, and you can still be blocked).




Adding the first non-standard groupscum faction: The
Aliens
.
Last edited by TemporalLich on Sat Dec 02, 2023 9:44 am, edited 1 time in total.
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Post Post #73 (isolation #5) » Thu Aug 24, 2023 8:39 am

Post by TemporalLich »

Town Anypick
(
Town
/ Anypick)

You can pick cards that cannot normally be picked. If picked for a role, you are Named with the name Anypick.



In post 59, SmileyDude1 wrote: Think I just realized how non-standard groupscum works and believe I've placed too many hostile roles. Will edit later, when I get home

To clarify,

How I thought it worked: roll hostile for non-standard groupscum. Reroll for 2/3/etc Hostile roles of those available to decide the composition of the hostile faction

How I'm pretty sure it actually works: roll hostile for non-standard groupscum. All roles considered of hostile alignment will be placed into the game and will be the composition of the hostile faction.

As such, I'm going to switch out the two rookie cards and modify the captain card when I get a chance to do so.

Edit: And Done
This is how non-standard groupscum actually works in the Deck of Astral Roles: Reopened:

Everyone gets three role cards and picks one for alignment, one for role, and one to publically discard. A non-standard groupscum role card must be picked for the alignment if you want to be non-standard groupscum.

If there would be some non-standard groupscum teams with only one member, they may get folded into other non-standard groupscum teams after picks based on mod discretion.

Also, your post is missing a role card. Please edit a role card in that post.
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Post Post #91 (isolation #6) » Sun Aug 27, 2023 2:51 am

Post by TemporalLich »

Town 2-Shot Watcher
(
Town
/ 2-Shot Watcher)

Twice in the game during night, you may learn which other players targeted another player.
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Post Post #142 (isolation #7) » Wed Aug 30, 2023 9:07 am

Post by TemporalLich »

Town Infallible Luck-Immune Well-wisher
(
Town
/ Infallible Luck-Immune Well-wisher)

Each night, you may target a player. That player will gain two luck tiers.

This ability cannot be interfered with in any way whatsoever, that is, it will always target its intended target, will always succeed, and will always have its intended effect.

You always have Normal Luck.




Proposal for a different Luck Tier system:

Luck tiers are always integers from -5 to +5. If no luck effects are defined for a role, each negative luck tier gives a 20% chance for your personal abilities to fail as if you were a Loyal role targeting a cross-aligned player and each positive luck tier gives a 20% chance for your personal abilities to become Infallible.

Luck Tiers:

-5 - Absolutely Unlucky
-4 - Extremely Unlucky
-3 - Very Unlucky
-2 - Unlucky
-1 - Mildly Unlucky
0 - Normal Luck (considered to be neither lucky nor unlucky)
+1 - Mildly Lucky
+2 - Lucky
+3 - Very Lucky
+4 - Extremely Lucky
+5 - Absolutely Lucky
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Post Post #145 (isolation #8) » Wed Aug 30, 2023 9:27 am

Post by TemporalLich »

Pirate X Marks The Spot
(
Pirate
/ X Marks The Spot)

Pirate:
Pirates
have a factional ability: plundering a player. That player will be permanently Vanillaised. The plunderer will learn their target's role. This ability will fail on any Vanilla.

You win when at least 1 player from each alignment in the game has been successfully plundered and at least one
Pirate
is alive. When this happens, all
Pirates
currently in the game will sail away on their ship (permanently leave the game victorious).

Alignments that are completely wiped out do not count for this win condition, thus you may win by getting rid of other teams.

Pirates are considered to be quasi groupscum.

X Marks The Spot: Whenever you target a marked player, you will gain a random 1-shot invention from a random active role in the Deck of Astral Roles: Reopened.

1 player will randomly gain the "Marked" role, which makes them marked from the start of the game.

Each night, you may check a player. You will be informed of whether your check attempt on that player succeeded or not.




Porting the Pirates from the original Deck of Astral Roles to here, as Pirates are the first quasi groupscum alignment created for the Deck of Astral Roles.
Last edited by TemporalLich on Fri Sep 01, 2023 7:54 am, edited 2 times in total.
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Post Post #162 (isolation #9) » Fri Sep 01, 2023 7:57 am

Post by TemporalLich »

Town Meta-Neighbor
(
Town
/ Meta-Neighbor)

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

If this card is picked for your role, the meta-neighborhood PT will remain open. However, if this card is not picked for your role, the meta-neighborhood PT is locked at the start of pregame.
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Post Post #163 (isolation #10) » Fri Sep 01, 2023 8:02 am

Post by TemporalLich »

Alien Bloodsucker
(
Alien
/ Bloodsucker)

Each night, you may treestump a player. Treestumps are considered dead for all purposes except that they may post in the game thread and may not gain access to the Dead PT. Using this ability will make your faction unable to use factional abilities that Night.
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Post Post #188 (isolation #11) » Fri Sep 01, 2023 3:05 pm

Post by TemporalLich »

Mod Chooses After Picks Bloodhound
(
Mod Chooses After Picks
/ Bloodhound)

Each night, you may learn if a player is
Town
or
Not Town
.
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Post Post #189 (isolation #12) » Fri Sep 01, 2023 3:07 pm

Post by TemporalLich »

Groupscum Scumfinder
(
Groupscum
/ Scumfinder)

You may investigate a player each night.

You get an
Innocent
result if your target can win while the Town wins. You get a
Guilty
result if this isn't the case.
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Post Post #201 (isolation #13) » Sat Sep 02, 2023 3:03 pm

Post by TemporalLich »

Town Bulwark
(
Town
/ Bulwark)

Each night, you may prevent a player from killing.
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Post Post #202 (isolation #14) » Sat Sep 02, 2023 3:03 pm

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Town Shield
(
Town
/ Shield)

Each night, you may prevent someone from killing, however you will die if you successfully block a kill.
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Post Post #242 (isolation #15) » Sun Sep 03, 2023 9:33 am

Post by TemporalLich »

Non-Standard Scumteam Recruit Motivator
(
Non-Standard Scumteam Recruit
/ Motivator)

Non-Standard Scumteam Recruit: You will join a non-standard or quasi scumteam with only one member (before consolidation) if possible. If this is not possible, you are part of the
Groupscum
instead.

Motivator: Each night, you may target a player. That player may act twice the next night.




Quasi Groupscum
have been depleted - any future Quasi Groupscum (and some that were already posted) will take up
Free Spaces
instead
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Post Post #256 (isolation #16) » Sun Sep 03, 2023 7:37 pm

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Town Mysterious Conduit
(
Town
/ Mysterious Conduit)

Each night, you may target a player to charge them with a mysterious energy.

Mod Note: This role charges someone with a mysterious energy indefinitely. (Roles like Mysterious Eidolon can lose mysterious energy charge)

Mysterious energy is mysterious, it will have a subtle effect. Mysterious energy is a lingering effect that lasts indefinitely. Mod Discretion applies on mysterious energy's effect.
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Post Post #257 (isolation #17) » Sun Sep 03, 2023 7:46 pm

Post by TemporalLich »

Condemner 1-shot Lucky Hammer
(
Condemner
/ 1-shot Lucky Hammer)

Condemner: You win and exit the game if your target (which is random and can be of any alignment) is eliminated via vote.

1-shot Lucky Hammer: The first time you cast the deciding vote, everyone on that wagon will gain 1 luck tier.
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Post Post #289 (isolation #18) » Tue Sep 05, 2023 1:38 pm

Post by TemporalLich »

Town RQSer
(
Town
/ RQSer)

During Day 1, you may ask any or all of these questions:

Why did you sign up for this game?
What is your favorite color?
If you could vig someone right now, who would you vig?

If at least one person during Day 1 says they signed up because they like the Deck of Astral Roles, they wanted a chaotic game, or they want to meme, you gain a 1-shot Role Reroller ability, but may only target those who said those responses during Day 1.

If at least one person says their favorite color is green or red during Day 1, you gain a 1-shot Alignment Cop ability, but may only target those who said green or red during Day 1.

During Night 1, you may attempt to kill a player that at least one person other than you wanted to vig right now.

You have Multitasking. You may perform more than one action each night.



In post 277, DragonEater70 wrote:TLich, I have a question. Is this deck supposed to be more or less balanced or is it supoosed to be completely crazy, like Grand Idea Mafia?
Like should I post vanilla townies / mafia goons etc. here, or only crazy roles?
And are bastard roles allowed? Encouraged? Etc.
This is meant to be a re-do of the Deck of Astral Roles but with a more balanced alignment ratio.

I encourage crazy and ridiculous roles, but adding a few Normal roles is also fine.

Bastard roles are allowed, of course.
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Post Post #399 (isolation #19) » Mon Sep 11, 2023 9:16 am

Post by TemporalLich »

Town Thaumaturge
(
Town
/ Thaumaturge)

Each night, you may learn if a player is either Town or Vanilla, or not.

This role gets one result if their target is Town but not Vanilla or Vanilla but not Town, and the other result if their target is a Vanilla Townie or neither Town nor Vanilla.
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Post Post #402 (isolation #20) » Mon Sep 11, 2023 9:20 am

Post by TemporalLich »

Town Reroll Before Picks
(
Town
/ Reroll Before Picks)

Reroll this card before picks, but make the role card
Town
-aligned.
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Post Post #538 (isolation #21) » Tue Oct 03, 2023 7:36 am

Post by TemporalLich »

Town
/ Surprise!


If this card is rolled, the moderator must send the player who rolled it the following card:
surprise!
This card is a surprise. You may pick it for
Town
alignment, or for a surprise role. The moderator will only tell you what role you got after you pick this card.


If this card is picked for role, the player will get the following role PM:
surprise!
You are a Toothpaste and Orange Juice _____(factionName)! The worst flavor of _____(factionName).


Mod to fill in the blank with the appropriate faction name




Non-Standard Groupscum
have been depleted - any future Non-Standard Groupscum (and some that were already posted) will take up
Free Spaces
instead.
Last edited by TemporalLich on Tue Oct 03, 2023 7:40 am, edited 1 time in total.
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Post Post #540 (isolation #22) » Tue Oct 03, 2023 7:40 am

Post by TemporalLich »

Mod Chooses After Picks
/ Surprise!


If this card is rolled, the moderator must send the player who rolled it the following card:
surprise!
This card is a surprise. You may pick it to have the moderator choose your alignment, or for a surprise role. The moderator will only tell you what role you got after you pick this card.


If this card is picked for role, the player will get the following role PM:
surprise!You are a ______(factionName) Chaos Mage!
  • Each night, you may target a player and use an ability rolled randomly from the Deck of Astral Roles: Reopened thread, rerolled until an active ability is landed on. If an ability requires multiple targets, the additional targets will be randomized. If a post contains multiple active abilities (such as a Jack-of-all-trades or hybrid role), the specific ability used will be randomized.


Mod to fill in the blank with the appropriate role/abilities/faction name, etc.
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Post Post #542 (isolation #23) » Tue Oct 03, 2023 7:44 am

Post by TemporalLich »

Mod Chooses Before Picks
/ Surprise!


If this card is rolled, the moderator must send the player who rolled it the following card:
surprise!This card is a surprise. You may pick it for ______(alignmentName) alignment, or for a surprise role. The moderator will only tell you what role you got after you pick this card.


If this card is picked for role, the player will get the following role PM:
surprise!You are a Chocolate _____(factionName)! An excellent flavor of _____(factionName).


Mod to fill in the blank with the appropriate role/abilities/faction name, etc.
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Post Post #564 (isolation #24) » Wed Oct 04, 2023 7:45 am

Post by TemporalLich »

Vanilla Mod Chooses After Picks
(
Mod Chooses After Picks
/ Vanilla)

You have no special abilities.
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Post Post #565 (isolation #25) » Wed Oct 04, 2023 7:46 am

Post by TemporalLich »

Mod Chooses After Picks
/ Surprise!


If this card is rolled, the moderator must send the player who rolled it the following card:
surprise!This card is a surprise. You may pick it to have the moderator choose your alignment, or for a surprise role. The moderator will only tell you what role you got after you pick this card.


If this card is picked for role, the player will get the following role PM:
surprise!You are a Vanilla _____(factionName)! The best flavor of _____(factionName).


Mod to fill in the blank with the appropriate role/abilities/faction name, etc.
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Post Post #566 (isolation #26) » Wed Oct 04, 2023 7:49 am

Post by TemporalLich »

Mod Chooses Before Picks Oracle
(
Mod Chooses Before Picks
/ Oracle)

Each night, you may ask a yes/no question about the setup that would be answerable if the setup were fully open.

For example, you can ask if there are exactly X townies in this setup or not, whether there is a Doctor in the setup or not, if there are Aliens in the setup or not, if there are two groupscum teams in the setup or not, if there is a third party that ends the game if they win or not, if there is both a Cop and a Tracker in the setup or not, if there are either 4 non-town or a Role Redirector in the setup, or if there is either a non-town-aligned Roleblocker or a town-aligned Rolestopper in the setup or not.

Example Invalid Question due to not being yes/no: How many Groupscum are in the setup?
Example Invalid Question due to mentioning a specific player: Does a specific player have a town-compatible wincon or not?
Example Invalid Question due to mentioning specific role cards: Was rolled in this setup or not?
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Post Post #602 (isolation #27) » Fri Oct 06, 2023 9:27 am

Post by TemporalLich »

Town Redirector
(
Town
/ Redirector)

Each night, you may target two players. Any actions performed by your first target will instead target your second target.
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Post Post #603 (isolation #28) » Fri Oct 06, 2023 9:27 am

Post by TemporalLich »

Town Deflector
(
Town
/ Deflector)

Each night, you may target two players. Any actions targeting your first target will instead target your second target.
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Post Post #607 (isolation #29) » Fri Oct 06, 2023 9:55 am

Post by TemporalLich »

Town Mediator
(
Town
/ Mediator)

Each night, you may target two players to prevent them from targeting each other the next Night.

The targets are informed that they were mediated and who they can't target.
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Post Post #608 (isolation #30) » Fri Oct 06, 2023 9:55 am

Post by TemporalLich »

Mod Chooses After Picks Arbitrator
(
Mod Chooses After Picks
/ Arbitrator)

Each night, you may target two players to prevent them from voting each other or targeting each other for the next Day/Night cycle.

The targets are informed that they were arbitrated and who they can't vote or target.
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Post Post #610 (isolation #31) » Fri Oct 06, 2023 10:01 am

Post by TemporalLich »

Alien Prober
(
Alien
/ Prober)

Each night, you may prevent a player from acting and learn if they are
Werewolf
or
Not Werewolf
.

Mod Note: This role checks for very specifically Werewolf or Not Werewolf.
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Post Post #613 (isolation #32) » Fri Oct 06, 2023 10:07 am

Post by TemporalLich »

Condemner Compulsive Vote Doubler
(
Condemner
/ Compulsive Vote Doubler)

Condemner: You win and exit the game if your target (which is random and can be of any alignment) is eliminated via vote.

Compulsive Vote Doubler: Each night, you
must
double someone's vote weight for the next Day. You may not self-target.
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Post Post #614 (isolation #33) » Fri Oct 06, 2023 10:10 am

Post by TemporalLich »

Savior 1-shot Unlucky Hammer
(
Savior
/ 1-shot Unlucky Hammer)

Savior: You win if your target (which is random and can be of any alignment) isn't eliminated. You win and exit the game if your target is killed in any way other than elimination. You lose and exit the game if your target is eliminated.

1-shot Unlucky Hammer: The first time you cast the deciding vote, everyone on that wagon will lose 1 luck tier.
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Post Post #615 (isolation #34) » Fri Oct 06, 2023 10:15 am

Post by TemporalLich »

Town Gem of Infinite Luck
(
Town
/ Gem of Infinite Luck)

If you are killed, anyone targeting you that phase will have their luck tier set to +5 (Absolutely Lucky).

If you are eliminated, the player casting the deciding vote will have their luck tier set to +5 (Absolutely Lucky).
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Post Post #618 (isolation #35) » Fri Oct 06, 2023 10:28 am

Post by TemporalLich »

Town Tracker
(
Town
/ Tracker)

Each night, you may learn who a player targeted.



In post 617, DragonEater70 wrote:
Town Cop
(
Town
/ Cop)

Every night, you may target a player to learn their alignment.

I just realized that this deck has several millers and no cops.
Or trackers.

Yeah this needs to be fixed.
there is a "cop or seer" role that is a cop or seer depending on the groupscum that is picked for the game

what you added was an Alignment Cop.
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Post Post #620 (isolation #36) » Fri Oct 06, 2023 1:24 pm

Post by TemporalLich »

Unassuming Groupscum
(
Groupscum
/ Unassuming)

All roles that care about your alignment treat you as if you were Town-aligned.
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Post Post #900 (isolation #37) » Wed Nov 01, 2023 4:34 pm

Post by TemporalLich »

Town Peaceful Archon
(
Town
/ Peaceful Archon)

If you die for any reason, nobody dies the next Night.
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Post Post #901 (isolation #38) » Wed Nov 01, 2023 4:35 pm

Post by TemporalLich »

Activated Townie
(
Town
/ Activated)

Each night, you may activate a nonexistent ability.
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Post Post #902 (isolation #39) » Wed Nov 01, 2023 4:36 pm

Post by TemporalLich »

Town Dark Lord
(
Town
/ Dark Lord)

Once in the game during the day, you may end the day early by posting
Invoke The Darkness
(the text must be set apart from normal text, usually with bold). The elimination will be decided by plurality vote that day.
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Post Post #919 (isolation #40) » Fri Nov 03, 2023 4:22 pm

Post by TemporalLich »

Town Mysterious Conduit
(
Town
/ Mysterious Conduit)

Each night, you may target a player to charge them with a mysterious energy.

Mod Note: This role charges someone with a mysterious energy indefinitely. (Roles like Mysterious Eidolon can lose mysterious energy charge)

Mysterious energy is mysterious, it will have a subtle effect. Mysterious energy is a lingering effect that lasts indefinitely. Mod Discretion applies on mysterious energy's effect.
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Post Post #920 (isolation #41) » Fri Nov 03, 2023 4:22 pm

Post by TemporalLich »

Town Enchanted Fae Bauble Bearer
(
Town
/ Enchanted Fae Bauble Bearer)

You have the Enchanted Fae Bauble, a mysterious artifact of the fae world.

Mod Note: The Enchanted Fae Bauble is a mysterious item with a mysterious ability that may be active and single target, active and zero target, and/or passive. The Enchanted Fae Bauble may be used as a single target item even if it has no active effect, and it will only visit if it actually wants to visit.
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Post Post #921 (isolation #42) » Fri Nov 03, 2023 4:24 pm

Post by TemporalLich »

Mod Chooses After Picks Enchanted Fae Bauble Bearer
(
Mod Chooses After Picks
/ Enchanted Fae Bauble Bearer)

You have the Enchanted Fae Bauble, a mysterious artifact of the fae world.

Mod Note: The Enchanted Fae Bauble is a mysterious item with a mysterious ability that may be active and single target, active and zero target, and/or passive. The Enchanted Fae Bauble may be used as a single target item even if it has no active effect, and it will only visit if it actually wants to visit.
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Post Post #924 (isolation #43) » Sat Nov 04, 2023 9:03 am

Post by TemporalLich »

Town Luck Idol Bearer
(
Town
/ Luck Idol Bearer)

You have a Luck Idol. You may pass along the Luck Idol to another player that night along with any other actions you may have regardless of multitasking.

If a player holding a Luck Idol is eliminated, everyone on the elimination wagon will gain 2 luck tiers.
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Post Post #925 (isolation #44) » Sat Nov 04, 2023 9:19 am

Post by TemporalLich »

Town Devil Mysterious Conduit
(
Town
/ Devil Mysterious Conduit)

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.

Mysterious Conduit
: Each night, you may target a player to charge them with a mysterious energy.

(Tradeoff)
Mysterious Darkness
: Upon successfully using the above ability, a random player who is not charged with a mysterious energy and isn't an unholy being will receive the Results PM "A mysterious darkness circles around you." and become roleblocked that night.

Mod Note: This role charges someone with a mysterious energy indefinitely. (Roles like Mysterious Eidolon can lose mysterious energy charge)

Mysterious energy is mysterious, it will have a subtle effect. Mysterious energy is a lingering effect that lasts indefinitely. Mod Discretion applies on mysterious energy's effect.
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Post Post #926 (isolation #45) » Sat Nov 04, 2023 9:25 am

Post by TemporalLich »

Town Mysterious Eidolon
(
Town
/ Mysterious Eidolon)

You start the game charged with a mysterious energy.

If you are charged with a mysterious energy, you may attempt to kill a player and gain a random invention (rolled from the Deck of Astral Roles: Reopened thread until you get an active ability). You will no longer be charged with a mysterious energy after this.

Mod Note: Mysterious energy is mysterious, it will have a subtle effect. Mysterious energy is a lingering effect that lasts indefinitely. Mod Discretion applies on mysterious energy's effect.
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Post Post #934 (isolation #46) » Sat Nov 04, 2023 10:58 am

Post by TemporalLich »

Generic Anti-Scum Baddie
(
Generic Anti-Scum Baddie
/ Vanilla)

Generic Anti-Scum Baddie: You are a third party and non-town for all purposes.

You win with the town.

Vanilla: You have no special abilities.
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Post Post #935 (isolation #47) » Sat Nov 04, 2023 10:58 am

Post by TemporalLich »

Generic Anti-Town Baddie
(
Generic Anti-Town Baddie
/ Vanilla)

Generic Anti-Town Baddie: You win if the town loses.

Vanilla: You have no special abilities.
Last edited by TemporalLich on Sun Dec 31, 2023 8:14 pm, edited 1 time in total.
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Post Post #941 (isolation #48) » Sat Nov 04, 2023 8:54 pm

Post by TemporalLich »

Town Negative Spirit
(
Town
/ Negative Spirit)

You are a strange spirit emanating an energy opposite that of normal spirits.

While alive, you have the following abilities

Anomaly Researcher
: Each night, you may learn if a player is a supernatural being or unholy being.

Should your role name be checked you will investigate as "Anomaly Researcher"

As you are a spirit 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 inherent 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 have the following special supernatural ability while you are in the Haunted Grove.

Strange Energy
: Your strange energy counteracts the spiritual energy of supernatural beings. You will count as -3 GP while you are in the Haunted Grove. Note that when breaking ties for Message from the Spirits, you will always lose ties. If there is a total of 0 GP, Message from the Spirits is limited to 5 Words. If the total GP is negative, Message from the Spirits is limited to 1 Word.

Mysterious Word
: When Message from the Spirits is used, you may mark a word as
mysterious
. The first player to say the mysterious word will be charged with a mysterious energy.

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.

Mod Note: Mysterious energy is mysterious, it will have a subtle effect. Mysterious energy is a lingering effect that lasts indefinitely. Mod Discretion applies on mysterious energy's effect.
Last edited by TemporalLich on Sat Nov 04, 2023 9:06 pm, edited 2 times in total.
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Post Post #942 (isolation #49) » Sat Nov 04, 2023 8:55 pm

Post by TemporalLich »

Town Anomaly Researcher
(
Town
/ Anomaly Researcher)

Each night, you may learn if a player is a supernatural being or unholy being.
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Post Post #956 (isolation #50) » Sun Nov 05, 2023 10:56 am

Post by TemporalLich »

Town Shimmering Fruit Vendor
(
Town
/ Shimmering Fruit Vendor)

Each night, you may give a player a
✧shimmering fruit✧
.

A player receiving a
✧shimmering fruit✧
will immediately eat it. Those who have eaten a shimmering fruit have their name show up as
✧cyan with 4-pointed stars around it✧
in votecounts.
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Post Post #957 (isolation #51) » Sun Nov 05, 2023 10:57 am

Post by TemporalLich »

Town Garlabprelfig
(
Town
/ Garlabprelfig)

Each night, you may target a player. You will aksdkaeleplfgable.

A nonsense role.
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Post Post #960 (isolation #52) » Sun Nov 05, 2023 11:37 am

Post by TemporalLich »

Town Ghost Hunter
(
Town
/ Ghost Hunter)

Each night, you may learn if a player is a supernatural being. If your target is a supernatural being, you will also learn their hidden supernatural ability if they have any.



In post 958, DragonEater70 wrote:
In post 957, TemporalLich wrote:
Town Garlabprelfig
(
Town
/ Garlabprelfig)

Each night, you may target a player. You will aksdkaeleplfgable.

A nonsense role.
What's it dooooo?
I have no idea lol, that role is nonsense
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Post Post #961 (isolation #53) » Sun Nov 05, 2023 11:42 am

Post by TemporalLich »

Town Inner Sanctum Keeper or Hypogean
(
Town
/ Inner Sanctum Keeper or Hypogean)

Inner Sanctum Keeper or Hypogean: This role card is different depending on whether you apply it to a
Town
alignment card or any other alignment card.

If this is applied to a
Town
alignment card, you are an Inner Sanctum Keeper.

If this is applied to any other alignment card, you are a Hypogean.

Inner Sanctum KeeperYou are in a PT with other Inner Sanctum Keepers, who are confirmed to be
Town
-aligned. The Inner Sanctum PT is treated as a factional PT for all purposes.

A random other
Town
aligned player will be a Inner Sanctum Keeper if you select this role card.


HypogeanYou are in a PT with other Hypogeans, who are confirmed to not be
Town
-aligned.

A random other Non-
Town
aligned player will be a Hypogean if you select this role card.
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Post Post #980 (isolation #54) » Mon Nov 06, 2023 6:40 pm

Post by TemporalLich »

Mod Chooses After Picks Infernal Blade
(
Mod Chooses After Picks
/ Infernal Blade)

Once in the game during the Day, you may post
INFERNAL BLADE: {player}
(the text must be set apart from normal text, usually with bold) to immediately have that player eliminated. If they are groupscum, non-standard groupscum, or quasi groupscum-aligned, you gain a 1-shot Dark Demon invention. (Anyone investigating you that Night will receive a message saying that you are a frightening and evil Dark Demon. You may cloak someone in darkness. They will be roleblocked, and will receive frightening visions of a random night action targeting them the next Night (if they weren't targeted the next Night, they will receive frightening visions of demons).).
Last edited by TemporalLich on Mon Nov 06, 2023 6:52 pm, edited 1 time in total.
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Post Post #981 (isolation #55) » Mon Nov 06, 2023 6:41 pm

Post by TemporalLich »

Mod Chooses After Picks Luminous Horror
(
Mod Chooses After Picks
/ Luminous Horror)

Each night, you may target a player and state an intent. A player targeted by you receives the message "
The Luminous Horror has spotted you.
"

List of Intents:

Wandering
- You will visit the player with no additional effect.
Curious
- You will learn if a player has attempted to use a killing ability or not.
Sneaky
- You will learn who the player targeted.
Malicious
- You will attempt to transform the player's role into a Luminous Thrall, appearing
cyan
in votecounts and destroying the original role PM so it doesn't appear in the flip. Using this intent will cause you to appear
cyan
in votecounts. (e.g. if you targeted a
Townie
with malicious intent they would become a
Town Luminous Thrall
)
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Post Post #993 (isolation #56) » Mon Nov 06, 2023 9:12 pm

Post by TemporalLich »

True-Name Nemesis
(
Town
/ True-Name Nemesis)

You must confirm your Role PM with the name of a player.

You cannot be targeted (as if you were Commuting) or voted by that player, and any actions you take against that player are Strong-Willed.

Inspired by the Magic: The Gathering card True-Name Nemesis
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Post Post #1000 (isolation #57) » Mon Nov 06, 2023 9:35 pm

Post by TemporalLich »

the deck is now complete

let me know how you feel about this deck

not sure if I'll run this deck as of now yet
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Post Post #1004 (isolation #58) » Tue Nov 07, 2023 6:38 pm

Post by TemporalLich »

In post 1004, DragonEater70 wrote: Also I think that there should be a note that any roles that refer to things being Normal, should exclude Complex Normal roles and modifiers (since at the time these role cards were written, inventor/godfather/scum vig just weren't Normal).
I'd say Normal should refer to Complex Normal by default, as this deck is extremely not Normal.

If this is not desired, roles that refer to Normal roles can be edited to refer to Regular Normal or Simple Normal roles.
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Post Post #1010 (isolation #59) » Wed Nov 15, 2023 8:23 pm

Post by TemporalLich »

In post 1010, SmileyDude1 wrote:
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 :].
This should be fixed now
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