Deck of Astral Roles: Reopened [Completed]

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Deck of Astral Roles: Reopened [Completed]

Post Post #0 (ISO) » 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 #1 (ISO) » Wed Aug 09, 2023 8:12 pm

Post by Cook »

The First Reply
(
Scum
/First Reply)
You are a named Vanilla.
Your friendly neighborhood chef and baker. LONG LIVE THE CHEFHAT REBELLION!
Cults With Guns //
"ya true if you don't play mafia you are probably winning" – Alisae

Inventor of 3d20 //
Successful Rebellion Leader//
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Post Post #2 (ISO) » 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 (ISO) » 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 #4 (ISO) » Fri Aug 11, 2023 8:28 pm

Post by RH9 »

Serial Killer Odd-Night Thaumaturge Even-Night Logician
(
Scum Third Party
/ Odd-Night Thaumaturge Even-Night Logician)
Logician
Each Night, you may target a player. Assuming no interference with your action, you will learn whether or not that player is either a part of the
Groupscum
or a PR (but not both).
Last edited by RH9 on Mon Nov 06, 2023 11:20 am, edited 1 time in total.
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Post Post #5 (ISO) » 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 #6 (ISO) » Mon Aug 14, 2023 8:37 am

Post by biancospino »

Town jump-start Diarist day Chronomage
(
Town
/jump-start Diarist day Chronomage)

Each Night and during Pregame, you may target a player, thus discovering in which Days and/or Nigths, if any, they can act.

Each Day, you may cast a time spell by PM'ing a single integer number N to the moderator. The next night will be Night N.

The following Day will be N+1, etc. N can be negative.
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Post Post #7 (ISO) » Mon Aug 14, 2023 2:52 pm

Post by Ircher »

Town Strong-Willed Global Faith Healer

Each night, you may attempt to use your ability. You will attempt to protect all players from a single kill. However, if someone else successfully attempts to protect a player, all protections on that player will fail.

Your action cannot be blocked or redirected.
Links: User Page | GTKAS
Do you have questions, ideas, or feedback for the Scummies? Please pm me!
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Post Post #8 (ISO) » Tue Aug 15, 2023 9:27 am

Post by camelCasedSnivy »

Mod Chooses Before Picks Announcing Role Watcher
(
Mod Chooses Before Picks
/ Announcing Role Watcher)

Each night, you may visit a player and learn what roles targetted them that night. The targetted player will know that an Announcing Role Watcher targetted them.
Last edited by camelCasedSnivy on Wed Aug 16, 2023 3:23 pm, edited 1 time in total.
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Post Post #9 (ISO) » Tue Aug 15, 2023 9:32 am

Post by camelCasedSnivy »

Town Loyal Fruit Vendor
(
Town
/ Loyal Fruit Vendor)

Each night, you may target a player to give them a piece of fruit. This action only works on players you are aligned with.
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Post Post #10 (ISO) » Tue Aug 15, 2023 9:39 am

Post by camelCasedSnivy »

Town 2-shot Novice Complex Neighborizer
(
Town
/ 2-shot Novice Complex Neighborizer)

Twice per game, you may visit a player and add them into a neighborhood with you. This action fails when used on a vanilla player. You may not use this ability on the first night.
Last edited by camelCasedSnivy on Mon Aug 28, 2023 3:43 pm, edited 1 time in total.
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Post Post #11 (ISO) » 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 #12 (ISO) » Wed Aug 16, 2023 3:38 am

Post by iamveryhappy »

Impostor
(
Scum Third Party
/Impostor)
Role PM: Well well well, you didn't expect this, did you? *Among Us noises intensify*
Welcome to the game, ____! You are an
Impostor
. Here are your abilities:
Vent: Once per game at night, you may vent. No player will be able to target you that night.
Sabotage: Once per game at night, you may target a player. Said player will be roleblocked. You are unable to vent and sabotage the same night.
Kill: You may target a player every night. This player will be killed. You are unable to vent and kill the same night.
You win when you are the last player alive (or if nothing can prevent the same).
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Post Post #13 (ISO) » Wed Aug 16, 2023 11:31 am

Post by Skygazer »

town edward snowden
(
town
/ edward snowden)

each night, you may target another player. assuming no interference with your action, any non-factional private topics your target belongs to will be made public and linked to by the moderator in the game thread. masonries are not considered factional topics.
Last edited by Skygazer on Sat Aug 26, 2023 4:51 am, edited 1 time in total.
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Post Post #14 (ISO) » Wed Aug 16, 2023 11:36 am

Post by camelCasedSnivy »

Serial Killer 1-shot Commuter
(
Serial Killer
/ 1-shot Commuter)

Once per game, you may commute, becoming untargettable. You may not use any other actions if you use this.
Last edited by camelCasedSnivy on Mon Aug 28, 2023 3:43 pm, edited 3 times in total.
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Post Post #15 (ISO) » Wed Aug 16, 2023 11:38 am

Post by camelCasedSnivy »

Groupscum Odd-Night Loud Mailman
(
Groupscum
/ Odd-Night Loud Mailman)

On odd nights, you may write a message and target a player to send it to them. The targetted player will learn that you targetted them, but not with what action.
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Post Post #16 (ISO) » Wed Aug 16, 2023 3:22 pm

Post by camelCasedSnivy »

Astral Creature Novice Inspector
(
Astral Creature
/ Novice Inspector)

Each night, you may visit a player and learn if they were targetted by any other abilities. You may not use this ability on the first night.
Last edited by camelCasedSnivy on Fri Aug 18, 2023 11:21 am, edited 3 times in total.
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Post Post #17 (ISO) » Wed Aug 16, 2023 3:36 pm

Post by camelCasedSnivy »

Town JOAT (Gunsmith, Loyal Doctor, Hider, Mailman, Neapolitan, Fruit Vendor, Lazy Motion Detector)
(
Town
/ JOAT(G,LD,H,M,N,FV,LMD))

You have a list of one-shot abilities. You may use one of these each night.

Gunsmith
: You may target a player and check if they possess a gun. For non-normal roles which may be confusing, the mod may choose what result is given. The mod must answer if any specific role canonically possesses a gun.

Loyal Doctor
: You may target and protect a player from one kill at night. This ability only works on members of your own faction.

Hider
: You may target and hide behind a player. You will be immune to all non-strongman kills, but will die if your target dies.

Mailman
: You may target a player and send them a message at night.

Neapolitan
: You may target a player and learn if they are
Vanilla Townie
or
Not Vanilla Townie


Fruit Vendor
: You may target a player and give them a piece of fruit.

Lazy Motion Detector
: You may target a player and learn if a player targetted them at night, or the player targetted someone else at night. You lose this ability upon there being only one anti-town player remaining.




edited so it looks better
Last edited by camelCasedSnivy on Mon Sep 04, 2023 2:28 pm, edited 2 times in total.
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Post Post #18 (ISO) » Wed Aug 16, 2023 4:18 pm

Post by Skygazer »

mod chooses after picks rainbow
(
mod chooses after picks
/ rainbow)

hello you beautiful intangible refractions. you may use each of these abilities once per game, at any time (when useable). you are multitasking.

random
- pick a player; every time they vote for the following day phase, the moderator will instead randomize their vote. this may only be used at night.

occult
- neighborize a dead player before they join the dead thread. they will not have access to the dead thread. you get a chance to do this after each death.

yuck
- select a player. that player will be hated for the following day phase; they will have publicly have an extra vote on them at all times from a nonexistant player named "yuck." this vote counts against them but should not affect the player count. this may only be used at night.

gladiate
- pick a target. only you or your target may be voted out today (unless one of you dies before the day ends). you may only use this during the day. the moderator should reset the vote count and announce the gladiation but not what prompted it.

bellow
- if you post in all caps for an entire day phase, you gain the ability to kill a player at any time. this kill will occur instantly during the day, or at the end of the night at night. this kill is unpreventable.

implicate
- give a player a "miller" modifier as defined by normal guidelines. this may be used at any time.

vendor
- give a player a noun of your choice (examples: fruit, pancake, bees, Lisinopril, or mud). they will not know you sent it. this may only be used at night.
Last edited by Skygazer on Sat Aug 26, 2023 4:50 am, edited 1 time in total.
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Post Post #19 (ISO) » Wed Aug 16, 2023 9:54 pm

Post by biancospino »

Amorphous Rolecop Slime
(
Slime
, Amorphous Rolecop)

New groupscum faction:
Slimes
.
  • they have no factional nightkill.
  • If a slime would have a nonfactional active ability with one target, instead they have the reflexive version of that ability.
  • They have the factional ability to, each night, vend to a slime one shot of the reflexive version of any active normal role with at most two normal modifiers. In NAR, in case a tiebreak is needed, this action has priority over anything else.
Amorphus:
at any point, you may PM the mod a role and alignment. When you die, you will flip as the chosen role and alignment.
Rolecop:
each night, you may target a player, thus discovering their role. (For instance, if a Slime has this role, it will effectly function as a Reflexive Rolecop instead)
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Post Post #20 (ISO) » Fri Aug 18, 2023 2:26 am

Post by Not Known 15 »

Astral Creature 1-shot Neigbourizer

Alignment:Astral Creature(Quasi Groupscum) Role:1-shot Neighbourizer
The following abilities are unlocked for your faction permanently if these conditions are met.
You know your teammates.
If there are more than 4 Astral Creatures alive the requirements for the other conditions are reduced by 1(which is bad for your faction, not good)
If there are 3 or less Astral Creatures alive your faction gains a PT.
If there are 3 or less Astral Creatures alive your faction gains a factional Roleblock(at night)
If there are 2 or less Astral Creature alive the target of your factional Roleblock is nightkilled(This is not a combined ability, but a seperate attack).
You win when all threats to the Astral Creatures are dead and at least one Astral Creature is alive. Town and Astral Creatures are not threats to each other.
Role:1-shot Neighbourizer
Once, at night, you may target a player to add them and yourself to a PT.
Last edited by Not Known 15 on Fri Sep 08, 2023 6:12 am, edited 1 time in total.
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Post Post #21 (ISO) » Fri Aug 18, 2023 2:27 am

Post by Not Known 15 »

Astral Creature 1-shot Vanillaizer

Alignment:Astral Creature(Quasi Groupscum) Role:1-shot Vanillaizer
The following abilities are unlocked for your faction permanently if these conditions are met.
You know your teammates.
If there are more than 4 Astral Creatures alive the requirements for the other conditions are reduced by 1(which is bad for your faction, not good)
If there are 3 or less Astral Creatures alive your faction gains a PT.
If there are 3 or less Astral Creatures alive your faction gains a factional Roleblock(at night)
If there are 2 or less Astral Creature alive the target of your factional Roleblock is nightkilled(This is not a combined ability, but a seperate attack).
You win when all threats to the Astral Creatures are dead and at least one Astral Creature is alive. Town and Astral Creatures are not threats to each other.
Role:1-shot Vanillaizer
Once, at night, you may target a player to turn them into a Vanilla role of their alignment.
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Post Post #22 (ISO) » Fri Aug 18, 2023 2:36 am

Post by Not Known 15 »

REDACTED

Reroll this one. The reroll, and any subsequent rerolls, gain this effect:
The player only sees "REDACTED" on this card upon choosing roles and alignments, unless this card says otherwise. Reroll this card if it has any effect during picking phase and is not immune to redaction.
Last edited by Not Known 15 on Fri Aug 18, 2023 7:22 am, edited 1 time in total.
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Post Post #23 (ISO) » Fri Aug 18, 2023 7:20 am

Post by Not Known 15 »

Divide By Zero v. 2

Can't be picked.
Can't be redacted.
Your maximum hand size cannot be reduced below 3.
All other cards used for this player must be rerolled as long as they have an empty slot(for role or alignment purposes) or would force a player to pick a specific role or alignment(or if they would be a forced discard).
Last edited by Not Known 15 on Sun Oct 01, 2023 6:15 am, edited 2 times in total.
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Post Post #24 (ISO) » Fri Aug 18, 2023 9:16 am

Post by Not Known 15 »

Empty
Game-ending Jester


This card cannot picked for role.
This card cannot be redacted.

Alignment: Game-ending Jester(Scum Third party)
Your presence(as a game-ending Jester) is announced at the start of the game, but not who you are.
Get killed by the elimination(by vote) during the day to win. If you do, the game ends with your win, and Town, Groupscum, Non-Standard Groupscum lose automatically.
You will die after Day 3, and you cannot be revived, protected against death and/or converted.
As long as you are alive the basic day/night structure cannot be changed by any means(other than this alignment). Nights and days cannot be skipped, the sequencing must not be changed. The game starts on Day 1.
Whilst you are alive No Elimination may not occur, and plurality applies at day end.
Last edited by Not Known 15 on Fri Aug 18, 2023 11:16 am, edited 1 time in total.
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