Deck of Astral Roles: Reopened [Completed]

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Post Post #125 (ISO) » Tue Aug 29, 2023 2:31 pm

Post by camelCasedSnivy »

Town Nights 1 & 2 Miller Nights 3 & 4 Combined Tracker Watcher
(
Town
/ Nights 1 & 2 Miller Nights 3 & 4 Combined Tracker Watcher)

On nights 1 and 2, you investigate as guilty to Cops.

On nights 3 and 4, you may target a player and learn who that player visits as well as who visits that player.
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Post Post #126 (ISO) » Wed Aug 30, 2023 12:20 am

Post by SmileyDude1 »

Town Night 1 and 2 Loud Publishing Town Cop or Seer
(
Town
/ Night 1 and 2 Loud Publishing Cop or Seer)

Alignment:
Town


During nights 1 and 2, you may target a player. Assuming no interference with your action, you will learn if your target is of a
specific standard groupscum
alignment. Your target will be informed that you targeted them during the night, but will not know what action you targeted them with. The results of your investigation will be published upon daystart

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

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

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

The mod will tell you which of the above applies at gamestart.
Last edited by SmileyDude1 on Fri Oct 27, 2023 2:41 pm, edited 1 time in total.
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Post Post #127 (ISO) » Wed Aug 30, 2023 12:34 am

Post by SmileyDude1 »

Town Unlucky Cop or Seer
(
Town
/ Unlucky Cop or Seer)

Alignment:
Town


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

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

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

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

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

You start the game out with -2 luck level (unlucky), there is a set 50% chance that the results you get upon successfully checking someone will be the opposite of what they should be. Should your luck level be raised to 0 (normal) you will be guaranteed to get the result you should've gotten from your target. Should your luck level be raised to 2 (lucky) your cop shot will always receive the target's true alignment if successful (bypassing Miller or godfather abilities for example)




Introducing the luck level system.

-3 (Very Unlucky)
-2 (Unlucky)
-1 (Mildly Unlucky)
0 (Normal)
1 ( Mildly Lucky)
2 (Lucky)
3 (Very Lucky)

More luck tiers may be added as deemed necessary

Abilities that increase luck will raise your luck level by 1 point if no value is provided. Abilities that decrease luck will decrease your luck level by 1 point if no value is provided

*If your luck level is positive you are considered to have good luck for abilities that check for it. If your luck level is negative you are considered to have bad luck for abilities that check for it. You're considered to have neutral luck if your luck level is 0

If a role is affected by the luck system but does not specify an effect for all luck tiers, then any luck tier that has a stated effect will be considered a benchmark for a change in effect (for example this role card only has stated effects for the unlucky, normal and lucky tiers. If someone with this role had their luck level increased from unlucky to mildly unlucky they will still retain the negative effect from the unlucky tier, as they have not reached the luck level benchmark to attain a change in effect. If there luck level increased again to normal they would achieve a change in effect as they would've reached the benchmark needed to do so)

Any role that does not specify a luck level will default to 0(Normal) luck level upon game start

*= subject to change as the system develops
Last edited by SmileyDude1 on Fri Oct 27, 2023 2:41 pm, edited 4 times in total.
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Post Post #128 (ISO) » Wed Aug 30, 2023 12:50 am

Post by SmileyDude1 »

Groupscum Odd-Night Godfather Traitor
(
Groupscum
/Odd-Night Godfather Traitor)

Alignment:
Groupscum


You lack access to your faction's factional abilities. You know you allies are APPLICABLE PLAYERS, they know of the existence of a traitor, but do not know your identity.

During Odd-Numbered night phases, any alignment investigation role that successfully targets you will get a
Town
result even if you are not of Town alignment.


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

Should a traitor be the only player in the game aligned with their chosen faction, the mod will make them a full member of said faction (as to avoid them being automatically endgamed).
Last edited by SmileyDude1 on Fri Oct 27, 2023 2:42 pm, edited 4 times in total.
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Post Post #129 (ISO) » Wed Aug 30, 2023 1:29 am

Post by Not Known 15 »

Post-Restricted Roleblocker Astral Creature

Alignment:Astral Creature
Role: Post-Restricted Roleblocker
You should not post in private topics related to the game, except hydra topics. This includes factional PT's, but not PM's to the mod.
If you do, from the beginning of the next night, you may no longer use any abilities other than your voice and your vote. You may break this post restriction if you want.
Each night, you may target a player to attempt to prevent them from acting that night.

The mod must not accept groupscum factional action submissions outside of the factional PT's by default(this can be changed by other roles)
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Post Post #130 (ISO) » Wed Aug 30, 2023 2:17 am

Post by SmileyDude1 »

Town Neighborhood Watch Leader
(
Town
/ Neighborhood Watch Leader)

Alignment:
Town


You are a Neighborizer who holds the title of leader of the Neighborhood Watch. You have the following inherit abilities.

Recruit/ Kick Out
: Each night, you may recruit up to 2 players to join the Neighborhood Watch adding them to the Neighborhood Watch PT if successful. Access to the Neighborhood Watch PT will be granted at all times as long as they are alive and part of the membership of the watch. The authority of the neighborhood watch causes any action targeting one of its members that is not a killing action to fail. Members of the watch may not use any special abilities they may have while they're a part of the watch. You may elect to kick up to 2 people out of the neighborhood watch each night should you wish to do so though this will limit the amount of people you can recruit (e.g you may recruit 2 new members, kick 2 members out, or kick out 1 member and recruit 1 new member. No other permutations are excepted. TLDR; you can essentially make 2 changes to the composition of the neighborhood watch per night whether it be adding or removing members).

Power in Numbers
: As the watch gets larger it will gain additional abilities. In order for an ability to be used it must be voted on by a majority of the watch during the day phase within the Neighborhood Watch PT via HURT: tags. Should an action require a target, the target will be chosen by plurality vote during the day phase within the Neighborhood Watch PT using VOTE: with ties being broken by the leader of the Neighborhood Watch. The decided action will be undertaken by the Neighborhood Watch during the following night phase. As the Neighborhood Watch is an entity and not a player, actions performed by it cannot be blocked

Successor (2 members or more)
: Assign someone else to become the neighborhood watch recruiter should you die. This will be kept between you and your target and upon your death they will take over the duty of recruiting and managing the watch's membership. This ability may only be used by the original leader of the neighborhood watch

The Neighborhood Watch will gain the following abilities upon reaching the required member count

Stakeout (3 members)
: Once a game, target a player. Your target will be told who targeted them during the previous night phase at daystart.

Spying Eye (5 members)
: Once a game, target a player. For the next two night phases, the watch will learn what type of actions that player took during the night

Interrogation (7 members)
: Once a game, target a player. Perform an alignment check on them. The watch's methods are thorough, learn the
True
alignment of the target upon use.

Homegrown Justice (9 members)
: Once a game, target a player. Run your target out of Town causing them to unavoidably exit the game if target is not of Town alignment
Last edited by SmileyDude1 on Fri Oct 27, 2023 2:43 pm, edited 3 times in total.
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Post Post #131 (ISO) » Wed Aug 30, 2023 2:26 am

Post by camelCasedSnivy »

Town Ninja Disloyal Role Watcher
(
Town
/ Ninja Disloyal Role Watcher)

Each night, you may visit a player and learn what roles visited that player. This action fails on anyone aligned with you. This action cannot be tracked by Tracker and Tracker-like roles.
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Post Post #132 (ISO) » Wed Aug 30, 2023 2:28 am

Post by camelCasedSnivy »

Informed Townie
(
Town
/ Informed)

You are informed of any player who is both a Traitor and aligned with you.
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Post Post #133 (ISO) » Wed Aug 30, 2023 8:21 am

Post by SmileyDude1 »

Very Lucky Townie
(
Town
/ Very Lucky)

Alignment:
Town


You start out the game with +3 luck tier (Very Lucky)
Last edited by SmileyDude1 on Fri Oct 27, 2023 2:43 pm, edited 2 times in total.
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Post Post #134 (ISO) » Wed Aug 30, 2023 8:28 am

Post by SmileyDude1 »

Town Good Luck-Certified Follower
(
Town
/ Good Luck-Certified Follower)

Alignment:
Town


Each night you may target a player. Assuming no interference with your action, learn what type of action your target performed during the night (results will come in the form of categories within NAR, for example if you follow someone who used a Doctor ability you will be told they used a protective action during that night). You are only certified to use this ability on those who have
good luck
, this ability will fail if your target does not have
good luck
.
Last edited by SmileyDude1 on Fri Oct 27, 2023 2:44 pm, edited 1 time in total.
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Post Post #135 (ISO) » Wed Aug 30, 2023 8:32 am

Post by SmileyDude1 »

Town Bad Luck-Certified Odd-Night Doctor
(
Town
/ Bad Luck-Certified Odd-Night Doctor)

Alignment:
Town


During odd-numbered night phases, target a player. Assuming no interference with your action, you will protect your target from any single killing action that successfully targets them in most instances. You are only certified to use this ability on those who have
bad luck
, this ability will fail if your target does not have
bad luck
.
Last edited by SmileyDude1 on Fri Oct 27, 2023 2:45 pm, edited 1 time in total.
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Post Post #136 (ISO) » Wed Aug 30, 2023 8:37 am

Post by SmileyDude1 »

Town Mildly Lucky Envious Friendly Neighbor
(
Town
/ Mildly Lucky Envious Friendly Neighbor)

Alignment:
Town


You Start the game out with +1 luck tier (Mildly Lucky)

Each night, you may target a player. Assuming no interference with your action, you will inform your target of your alignment. As you are envious, this ability will only succeed if your target has a
higher luck tier
than you do. If their luck tier is equivalent or lower than yours this ability will fail.
Last edited by SmileyDude1 on Fri Oct 27, 2023 2:45 pm, edited 2 times in total.
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Post Post #137 (ISO) » Wed Aug 30, 2023 8:44 am

Post by SmileyDude1 »

Town Mildly Unlucky Pitying Vigilante
(
Town
/ Mildly Unlucky Pitying Vigilante)

Alignment:
Town


You start out the game with -1 Luck tier (Mildly Unlucky)

Each night, you may target a player. Assuming no interference with your action, you will shoot your target killing them if they were not protected. As you are Pitying, this ability will only succeed if your target is in a
lower luck tier
than you. If their luck tier is equivalent or higher than yours this ability will fail.
Last edited by SmileyDude1 on Fri Oct 27, 2023 2:46 pm, edited 2 times in total.
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Post Post #138 (ISO) » Wed Aug 30, 2023 8:47 am

Post by SmileyDude1 »

Optimistic Townie
(
Town
/Optimistic)

Alignment:
Town


You will passively gain one luck tier every daystart (not including day 1)
Last edited by SmileyDude1 on Fri Oct 27, 2023 2:46 pm, edited 2 times in total.
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Post Post #139 (ISO) » Wed Aug 30, 2023 8:48 am

Post by SmileyDude1 »

Pessimistic Townie
(
Town
/Pessimistic)

Alignment:
Town


You will passively lose one luck tier every daystart (not including day 1)
Last edited by SmileyDude1 on Fri Oct 27, 2023 2:46 pm, edited 2 times in total.
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Post Post #140 (ISO) » Wed Aug 30, 2023 8:52 am

Post by SmileyDude1 »

Groupscum 2-Shot Recharged Hexer
(
Groupscum
/2-Shot Recharged Hexer)

Alignment:
Groupscum


Twice a game at night, target a player. Roleblock your target and cause them to lose 3 luck tiers. Should this ability fail, your shot will be refunded.
Last edited by SmileyDude1 on Fri Oct 27, 2023 2:47 pm, edited 2 times in total.
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Post Post #141 (ISO) » Wed Aug 30, 2023 8:57 am

Post by camelCasedSnivy »

Survivor Compulsive Alien
(
Survivor
/ Compulsive Alien)

You win if you are alive during endgame.

Each night, you must target a player. That player will be unable to target anyone else, and will also become untargettable by any other actions.
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Post Post #142 (ISO) » 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 #143 (ISO) » Wed Aug 30, 2023 9:22 am

Post by SmileyDude1 »

Loved Groupscum
(
Groupscum
/Loved)

Alignment:
Groupscum


You passively require one more vote than normal to be hammered, this ability will be disabled should the game enter ELO state.

In post 142, TemporalLich wrote:
Town Infallible Luck-Immune Well-wisher
(
Town
/ Infallible Luck-Immune Well-wisher)

Each night, you may target a player. That player will go up 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 bad luck tier gives a 20% chance for your role to fail regardless of modifiers that say otherwise and each good luck tier gives a 20% chance for your role 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
I'm down for this system (seems more stable than what I came up with), will edit some of the above roles to better fit this proposal.
Last edited by SmileyDude1 on Fri Oct 27, 2023 2:48 pm, edited 1 time in total.
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Post Post #144 (ISO) » Wed Aug 30, 2023 9:26 am

Post by biancospino »

SemiJester PuppetMaster
(
SemiJester
/PuppetMaster)

SemiJester
-- you win if you are eliminated during an even-numbered Day.

PuppetMaster -- during Day 1, you may PM the mod to target a player, which becomes your puppet. If you do, you will discover whether or not your puppet has one or more active night abilities and how many targets each of those abilities require, but not what those abilities are
(this includes any active factional abilities)
. During each Night, you may select the targets if each of those abilities; if you do, your puppet will activate those ability targeting the chosen targets if possible. Your puppet will not be notified of being under your control.
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Post Post #145 (ISO) » 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 #146 (ISO) » Wed Aug 30, 2023 9:51 am

Post by SmileyDude1 »

Groupscum Bad Omen Visitor 1-Shot Night 5-Disabled Mercy Killer
(
Groupscum
/ Bad Omen Vis 1S N5 Disabled Mercy Killer)

Alignment:
Groupscum


You have the following abilities:

Bad Omen Visit
: Each Night, you may target a player. Assuming no interference with your action you will visit that player during the night secretly giving them a bad omen in the process. Those under the effects of a bad omen will passively lose one luck tier each day start from then onwards.

Mercy Kill
:Once a game, at night, you may elect to use this ability replacing any factional killing ability your faction has access to should one exist. Upon doing so you will attempt to slay all players who bare the misfortune of residing in the lowest luck tier,
Absolutely Unlucky
. This ability is disabled from night 5 onwards.
Last edited by SmileyDude1 on Fri Oct 27, 2023 2:48 pm, edited 2 times in total.
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Post Post #147 (ISO) » Wed Aug 30, 2023 9:53 am

Post by SmileyDude1 »

Town Nights 1-3 NightKill-proof Divine Protector
(
Town
/ N1-3 NK-Proof Divine Protector)

Alignment:
Town


You have the following Abilities:

Night 1-3 NightKill-proof
: You cannot exit the game via being killed during nights 1,2 or 3 under any circumstances. Any killing action that targets you during these night phases will fail (even juggernaut killing actions). This does not protect you from exiting the game via elimination or day kill.

Divine Protection
: As long as you are alive, every player in the game who is within the luck tier of
very lucky
or higher will become passively bulletproof, making them immune to most killing actions that target them. Should a killing action fail due to being directed towards a player protected by divine protection, the perpetrator of the killing action will be informed that their action failed due to the protection of
PLAYERNAME
, divine protector of the lucky.
Last edited by SmileyDude1 on Wed Nov 29, 2023 1:23 pm, edited 2 times in total.
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Post Post #148 (ISO) » Wed Aug 30, 2023 9:58 am

Post by camelCasedSnivy »

Groupscum Novice Vengeful
(
Groupscum
/ Novice Vengeful)

If you are eliminated after the first night, you may choose a player to vengekill.
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Posts: 4134
Joined: September 14, 2021
Pronoun: he/him
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Post Post #149 (ISO) » Wed Aug 30, 2023 10:15 am

Post by camelCasedSnivy »

Groupscum Non-Consecutive Night 3-shot Complex Neighborizer 1-shot Combined Shield Bodyguard
(
Groupscum
/ Non-Consecutive Night 3-shot Complex Neighborizer 1-shot Combined Shield Bodyguard)

3 times per game, you may target a player and neighborize them. This ability will fail if used on a vanilla player. You may not use this ability on consecutive nights.

1 time per game, you may target a player. You will intercept any kill made by the player or targetting the player. You may not use this ability alongside the one above. (unless you somehow become Multitasking)
master at being scum(my)

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