Deck of Astral Roles: Reopened [Completed]

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Post Post #7 (isolation #0) » 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.
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Post Post #103 (isolation #1) » Sun Aug 27, 2023 12:34 pm

Post by Ircher »

Town Random Number Seeder
(
Town
/ Random Number Seeder)
At the beginning of the game, you must provide the moderator with a sequence of positive integers.

Mod Notes: In place of dice rolls, random effects will be resolved using these numbers. If a number exceeds the needed range, divide by the range and take the remainder (i.e.: use modulas). If there aren't enough numbers to resolve random effects, wrap around to the beginning of the sequence.
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Post Post #110 (isolation #2) » Mon Aug 28, 2023 3:42 pm

Post by Ircher »

Mafia Goon

---
The moderator just combines the sequences in some way. Valid approaches include interleaving the sequences (a1, b1, a2, b2, ...) or defining a new sequence c_n = a_n + b_n. I would discourage however just appending one sequence to the end of the other; that approach gives one seeder more of a voice than the other.
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Post Post #120 (isolation #3) » Tue Aug 29, 2023 1:57 pm

Post by Ircher »

Townie with Holy Magic

You begin the game with three mana. Each night while you have mana, you may attempt to cast one of the following spells (provided you have enough mana):
Prayer (1 mana): Asks the heavens for help. Increases the user's luck.*
Cure (2 mana): Heals a target with healing magic. Equivalent to the effect of a doctor. This spell can self-target.
Cleanse (2 mana): Channels energy to renew a living target. The target's status is reset back to its state at the beginning of Day 1. A player's status excludes role and alignment changes but includes any other mutable attribute of a player.
Divine Bolt (3 mana): Zaps a target with a divine bolt of lightning. They gain the "cursed" status and lose 2 HP. This status lasts until cured by a doctor or an effect that specifically names the status. Cursed players take one less vote to eliminate and lose an additional 1 HP from all damaging spells.

Mod Notes: If no other role introduces an HP system, every player starts with 8 HP. A player dies if they reach 0 HP or less.

* - Whether this has any effect depends on the other roles in the setup. Moderator discretion applies for the specifics if there is a luck mechanic in the game.
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Post Post #433 (isolation #4) » Sat Sep 16, 2023 3:43 pm

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Town Pious Roleblocker
(Town / Pious Roleblocker)
Each night, you may attempt to block a player. If no one else successfully attempts to block that player, you will prevent that player from taking any actions that night. Otherwise, all attempts to block the player will automatically fail that night.
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Post Post #434 (isolation #5) » Sat Sep 16, 2023 4:12 pm

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Town Reliable Pious Bloodhound
(Town / Reliable Pious Bloodhound)
You are guaranteed to be reliable. Each night, you may attempt to investigate a player's alignment. If no one else successfully attempts to investigate that player's alignment that night, you will learn whether the player is aligned with the town. Otherwise, all alignment investigations on that player will automatically fail that night.

Mod Notes: Alignment investigations include (but are not limited to) cops, seers, etc.
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Post Post #451 (isolation #6) » Sun Sep 24, 2023 2:29 pm

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Town Novice Activated Backup Neighbor
(Town / Novice Activated Backup Neighbor)
On any night except night one, you may attempt to use your ability. If a neighbor has died this game at the time of activation and your action otherwise succeeds, you will become a neighbor and join the neighborhood that (dead) neighbor was in.
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Post Post #484 (isolation #7) » Sat Sep 30, 2023 12:33 pm

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Vanilla Townie
(Town / Vanilla)
You possess no special abilities.

Mod Notes: This player is actually a 1-shot day vigilante. If they post
Shoot: X
in the game thread during the day, they will attempt to kill the named player.
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Post Post #508 (isolation #8) » Sun Oct 01, 2023 2:47 pm

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Town Pious Vigilante
(Town / Pious Vigilante)
Each night, you may attempt to kill a player. If no one else successfully attempts to kill that player, you will kill them. Otherwise, all attempts to kill that player will automatically fail that night.
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Post Post #576 (isolation #9) » Wed Oct 04, 2023 3:39 pm

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Werewolf VT Exterminator

At the beginning of the game, this player learns the names of all vanilla townies (VTs) in the game. While this player is alive, the werewolves must successfully use their factional kill on a vanilla townie each night. If no vanilla townies remain (or if the werewolves attempt to kill someone else or their kill is blocked/saved against), then the entire Werewolf faction commits suicide. Obviously, it is within the Werewolf faction's best interests to get rid of the VT Exterminator before all the VTs are gone.

Mod Notes: for Grandest Idea style games, if this role is randed with town alignment or third party without kills, then the player must attempt to eliminate a VT each day or the player with this role will commit suicide. Note that in the town case, only the player with the role dies; the entire town does not die if the player in question doesn't meet the requirements of the role.
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Post Post #656 (isolation #10) » Fri Oct 13, 2023 2:30 pm

Post by Ircher »

Town 2-Multishot Quality Auditor
(Town / 2-Multishot Quality Auditor)
Twice per game at night, you may inspect a player's goods. During the following day phase, you may choose to place the inspectee in "quality hold". The inspectee will be informed on the following night that they are in quality hold and will be unable to act that night. You may use this actions multiple times in a single night provided you have enough shots left.

Mod Notes: Only the inspection action may be roleblocked. The day action (to place an inspectee in quality hold) is unstoppable, invisible (i.e.: cannot be seen by tracking investigatives), and does not activate reflexive actions.
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Post Post #664 (isolation #11) » Sat Oct 14, 2023 3:08 pm

Post by Ircher »

Town Real Time Action Resolution
(Town / Real Time Action Resolution)
The game should be run using real time action resolution (rather than other action schemes like Natural Action Resolution).

In Real Time Action Resolution, actions are resolved in the order they are received (based on timestamp of the submission post/PM). Earlier actions can affect later actions but not vice-versa.
Mod Notes: Suppose the following actions are submitted (in the given order):

A roleblocks and kills B.
B roleblocks A.
C protects B.

Then, A's action succeeds, and B dies. B's action doesn't happen because B was roleblocked by A already. C's action succeeds, but it occurs too late to save B.
Last edited by Ircher on Sat Nov 04, 2023 9:48 am, edited 1 time in total.
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Post Post #690 (isolation #12) » Tue Oct 17, 2023 2:52 pm

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Town 2-Multishot Day Vigilante 9-Shot Fruit Vendor Odd Night Jailkeeper Even Night Ascetic Activated Combined Mason Monk


Twice per game during the day, you may publicly shoot a player in the game thread. You will attempt to kill them and remove them from the the game. You may use this ability multiple times in a single phase.

Nine times per game at night, you may attempt to send a player a piece of fruit.

On odd nights, you may attempt to jail a player. This will protect them from all kill attempts but prevent them from acting that night.

On even nights, you may attempt to activate your mason monk ability. Upon doing so, you will join a random masonry and monastery for one night. You are also immune to all non-killing actions on even nights.
Last edited by Ircher on Tue Oct 17, 2023 3:34 pm, edited 1 time in total.
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Post Post #695 (isolation #13) » Wed Oct 18, 2023 4:59 pm

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Town "Nobody Stays Good"
(Town / Nobody Stays Good)

You possess no special abilities.

Mod Notes: The moderator must implement a mechanic similar to Nobody Stays Good. Every role needs a Good Town, Chaotic Town, Evil Town, and Scum role. For town roles, use the already existing role as the Good Town role and make up the Chaotic Town, Evil Town, and Scum roles as appropriate. For scum roles, use the existing role as the Scum role and make up the Good Town, Chaotic Town, and Evil Town roles. Third party roles count as Scum roles. Players should flip only their current role based on their morality (and not all four variants at once).
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Post Post #810 (isolation #14) » Thu Oct 26, 2023 12:45 pm

Post by Ircher »

Vanilla Townie
(Town / Vanilla)
You possess no special abilities.

Mod Notes: Actually a Mafia 1-Shot Day Vigilante. If the player selects this as their alignment card, then they are Mafia. If the player selects this as their role card, then they are a 1-Shot Day Vigilante.
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Post Post #818 (isolation #15) » Fri Oct 27, 2023 3:42 pm

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Town "As Fast or Faster"
(Town / "As Fast or Faster")

If this card is selected as your role, the game is not allowed to have any deadline extensions. It must run as fast or faster as it would without extended deadlines.
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Post Post #819 (isolation #16) » Fri Oct 27, 2023 3:43 pm

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Town "As Easy or Easier"
(Town / "As Easy or Easier")

If this card is selected as your role, this game must be as easy or easier to understand than a standard normal game of a similar size.

Mod Notes: Simplify the setup until it is as easy to understand as a standard normal game of a similar size. It doesn't have to be balanced the same, but role and rule complexity must fit the spirit of the current normal guidelines. The moderator may make any modification they would like, within reason, to the setup to accomplish this including making information public, converting roles to VT if there is not a good match, and changing/combining alignments.
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Post Post #862 (isolation #17) » Sat Oct 28, 2023 1:59 pm

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Town 2-Multishot Faith Healer
(Town / 2-Multishot Faith Healer)

Up to two times at night, you may attempt to protect a player from a single kill. If someone else successfully attempts to protect that player, all protections on that player that night automatically fail.

You may use your ability as many times as you wish in a night provided you still have shots remaining.
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Post Post #863 (isolation #18) » Sat Oct 28, 2023 2:05 pm

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Town Informed Jack of All Trades (Doctor, Faith Healer)
(Town / Informed Jack of All Trades (Doctor, Faith Healer))

You know that there are X protective roles (including yourselves) in this game.

You may use each of these powers once per game at night.

Doctor
: Select a player. You will attempt to protect them from a single kill.

Faith Healer
: Select a player. You will attempt to protect them from a single kill. If another player successfully attempts to protect them, all protections on that player that night will automatically fail instead.

Mod Notes: A role should be considered a protective role if any portion of it would be considered such.
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Post Post #899 (isolation #19) » Wed Nov 01, 2023 1:44 pm

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Town 3-Multishot Day Vigilante

Three times per game during the day, you may attempt to kill a player by declaring your intent to do so in the game thread in bold. You may use this ability multiple times in a single day.
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Post Post #913 (isolation #20) » Thu Nov 02, 2023 1:58 pm

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Forever Town
(Town / Forever Town)
You are and always will be aligned with the town. Your win condition cannot be changed.

Mod Notes: Pairing this role with any non-town alignment is strictly forbidden.
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Post Post #914 (isolation #21) » Thu Nov 02, 2023 2:03 pm

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Town Pious Tracker
(Town / Pious Tracker)
Each night, you may attempt to track a player. If no one else successfully attempts to target that player with an action investigative action that night, you will learn who that player visited that night. Otherwise, all action investigations on that player will automatically fail that night.
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Post Post #929 (isolation #22) » Sat Nov 04, 2023 10:21 am

Post by Ircher »

Town Serial Action Resolution
(Town / Serial Action Resolution)
While you are alive, the game resolves actions using Serial Action Resolution. Note that both day and night actions should be resolved using this framework (even though the wiki page limits it to night, for this role, the system should be adapted to work in a similar manner during the day).

Mod Notes: Here's a suggested order list:

Beginning of Night (Bulletproof, Macho, ...) => 0
Copying Effects => 100
Redirection Effects (Redirector, Deflector, Bus Driver, ...) => 200
Commuting Effects (Commuter, Hider (Commuting Variant), ...) => 300
Blocking Effects (Roleblocker, Rolestopper, Jailkeeper (Blocking), Alien (except for kill protection), ...) => 400
Protective Effects (Doctor, Bodyguard, Jailkeeper (Protection), Alien (kill protection), Babysitter (Protection), ...) => 500
Miscellaneous Effects (Fruit Vendor, Friendly Neighbor, Inventor, Neighborizer, Hider (Normal Variant), ...) => 600
Killing Effects (Factional Kill, Vigilante, Babysitter (Killing), ...) => 700
Recruitment Effects (Cult Recruiter, ...) => 800
Investigative Effects (Cop, Tracker, ...) => 900
End of Night Effects => 2000

Order values for actions should be listed in role PMs for transparency.

Some important notes to keep in mind (from the wiki page):

- Triggered actions have a slightly higher priority than the action that triggered it (causing them to resolve after the triggering action but before other actions).
- Reports (such as result pms or receipt of item pms) happens at the end of the night regardless of when the action that generated the report took place.
- Dying does not generally prevent an action from succeeding.
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Post Post #930 (isolation #23) » Sat Nov 04, 2023 10:35 am

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Town Great Idea Evangelist
(Town / Great Idea Evangelist)

If you select this as your role card, an additional setup of Great Idea Mafia is generated and played. Players will play both setups simultaneously in the same game thread.

Mod Notes: This should run similar to Triplicate Mafia. Players must play to win in both games.
Last edited by Ircher on Sat Nov 04, 2023 11:09 am, edited 1 time in total.
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Post Post #931 (isolation #24) » Sat Nov 04, 2023 10:40 am

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Town Rad Idea Evangelist
(Town / Rad Idea Evangelist)

If you select this as your role card, an additional setup of Rad Idea Mafia is generated and played. Players will play both setups simultaneously in the same game thread.

Mod Notes: This should run similar to Triplicate Mafia. Players must play to win in both games.
Last edited by Ircher on Sat Nov 04, 2023 11:10 am, edited 1 time in total.
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Post Post #932 (isolation #25) » Sat Nov 04, 2023 10:49 am

Post by Ircher »

Town Superb Idea Evangelist
(Town / Superb Idea Evangelist)

If you select this as your role card, an additional game of Superb Idea Mafia is generated and played. Players will play both setups simultaneously in the same game thread.

Mod Notes: This should run similar to Triplicate Mafia. Players must play to win in both games.
Last edited by Ircher on Sat Nov 04, 2023 11:11 am, edited 1 time in total.
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Post Post #936 (isolation #26) » Sat Nov 04, 2023 11:02 am

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Vanilla Townie
(Town / Vanilla)
You possess no special abilities.
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Post Post #938 (isolation #27) » Sat Nov 04, 2023 12:18 pm

Post by Ircher »

Town 1-Shot Alignment Thief
(Town / 1-Shot Alignment Thief)
Once per game at night, you may attempt to steal another player's alignment. Their alignment will transform to Serial Killer, and you will gain the alignment and win condition of your target.

Mod Notes: The target will gain a factional kill ability if they do not already possess a reusable killing ability.
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