Deck of Astral Roles: Reopened [Completed]

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Post Post #375 (ISO) » Sat Sep 09, 2023 1:34 pm

Post by SmileyDude1 »

Town Time Wizard Neighbor
(
Town
/Time Wizard Neighbor)

Alignment:
Town


You are a JOAT with the following abilities that may be used a specified amount of times during the game.

Fast Forward (3-Shot Non-Consecutive)
: Three times a game at night you may use this ability, upon doing so the next day and night phase will be skipped (e.g if you use this on night 1, upon daystart it will be day 3 instead of day 2). This ability can't be used on consecutive nights.

Hasten (2-Shot)
: Twice a game at night, you may target a player. Assuming no interference with your action, cause your target to permanently have increased priority on any action they perform from then on, causing their action to take place before most other actions

Time Freeze (1-Shot Strong-Willed)
: Once a game at night, target a player. Freeze them for the next 3 night phases causing all actions they perform to fail and cause most killing actions that target them to fail. This cannot be blocked or redirected

Upon picking this card for your role you will become part of a neighborhood that has at least 2 other members (It can be more depending on how many neighbors are in the game, mod may split neighborhoods at their discretion) where you may speak at all times as long as you are alive. Should there be less than two other players that chose a neighbor role during pregame, the mod will select players at random to have (neighbor) added to their role causing them to join the neighborhood
Last edited by SmileyDude1 on Fri Oct 27, 2023 4:06 pm, edited 2 times in total.
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Post Post #376 (ISO) » Sat Sep 09, 2023 2:06 pm

Post by SmileyDude1 »

Town Headstart Compulsive Vote Manipulator
(
Town
/Headstart Compulsive Vote Manipulator)

Alignment:
Town


You are a JOAT with the following one-shot abilities that will manipulate voting during the following day phase. You must use one of these each night, upon picking this card for your role submit a list of ability order that will be referred to should you fail to submit a night action. Any changes to voting will be publicly revealed upon daystart. You may use this ability on Night 0

VC Scrambler
: Upon activating this ability, the VCs for the next day will be scrambled causing votes for players to link to different players on the VC (e.g if Player 1 votes for Player 2 it might show up as a vote for player 5 on the VC, a vote for Player 1 might show up as a vote for Player 3 and so on). Upon choosing this ability the mod will set up the links and they will remain consistent throughout the day phase (e.g, if a vote for player 2 shows up as a vote for player 5, it will always show up as a vote for player 5). The elimination will be determined based on what the VC says upon hammering.

Vote Bomb
: Upon activating this ability, the mod shall pick from the numbers 15,20,25, and 30 at random (with each having an equal probability of coming up). The number will be announced at daystart and upon someone casting the Nth vote (With N being the number chosen), the day will end with the person who had the most votes at that time being eliminated (multiple players may be liimmed at once in the event of a tie).

Triple Trouble
: Upon activating this ability, the elimination will occur as normal with the following caveats. At the time of hammering, the player with the 2nd most votes will also be eliminated (ties will be broken by random), and the player with the 3rd most votes will have their alignment revealed.

Last One Out
: Upon activating this ability, instead of voting for elimination players will vote for who they want to save. Every 24 hours (deadline may be quickened or slowed at mod discretion) the person who has the most votes will be saved and may no longer be voted that day. Should a tie occur the tie will be broken first by the votes of "saved" players and then at random should a tie still occur. The last person left unsaved will be eliminated.
Last edited by SmileyDude1 on Fri Oct 27, 2023 4:06 pm, edited 2 times in total.
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Post Post #377 (ISO) » Sat Sep 09, 2023 2:56 pm

Post by SmileyDude1 »

Town Conditional Mason
(
Town
/Conditional Mason)

Alignment:
Town


Upon picking this card for your role, you will join an masonry that has at least 1 other member inside of it. Members of a masonry are guaranteed to not be
groupscum-aligned
and will gain a PT in which they can speak at all times as long as they are alive. If no one else picked a mason role, then a player not aligned with
groupscum
will be chosen at random to have (mason) added to their role causing them to join the masonry. (Conditional) If more than 3 players picked a mason role than three will be chosen at random to form a masonry with the remainder having the mason part of their role be disabled.

If you choose this card for your role when you already have
groupscum
alignment, then the above does not apply and you are functionally a vanilla
Last edited by SmileyDude1 on Wed Nov 29, 2023 12:48 pm, edited 3 times in total.
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Post Post #378 (ISO) » Sat Sep 09, 2023 2:58 pm

Post by SmileyDude1 »

Town Macho Conditional Mason
(
Town
/Macho Conditional Mason)

Alignment:
Town


You cannot be protected from killing actions that successfully target you

Upon picking this card for your role, you will join an masonry that has at least 1 other member inside of it. Members of a masonry are guaranteed to not be
groupscum-aligned
and will gain a PT in which they can speak at all times as long as they are alive. If no one else picked a mason role, then a player not aligned with
groupscum
will be chosen at random to have (mason) added to their role causing them to join the masonry. (Conditional) If more than 3 players picked a mason role than three will be chosen at random to form a masonry with the remainder having the mason part of their role be disabled.

If you choose this card for your role when you already have
groupscum
alignment, then the above does not apply and you are functionally a vanilla
Last edited by SmileyDude1 on Wed Nov 29, 2023 12:49 pm, edited 5 times in total.
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Post Post #379 (ISO) » Sat Sep 09, 2023 3:01 pm

Post by SmileyDude1 »

Town 1-Shot Redirector Conditional Mason
(
Town
/1-Shot Redirector Conditional Mason)

Alignment:
Town


Once a game, you may target two players. Assuming no interference with your action, cause all actions targeting your first target to redirect towards your second target.

Upon picking this card for your role, you will join an masonry that has at least 1 other member inside of it. Members of a masonry are guaranteed to not be
groupscum-aligned
and will gain a PT in which they can speak at all times as long as they are alive. If no one else picked a mason role, then a player not aligned with
groupscum
will be chosen at random to have (mason) added to their role causing them to join the masonry. (Conditional) If more than 3 players picked a mason role than three will be chosen at random to form a masonry with the remainder having the mason part of their role be disabled.

If you choose this card for your role when you already have
groupscum
alignment, then the above does not apply and you are functionally a vanilla
Last edited by SmileyDude1 on Wed Nov 29, 2023 12:49 pm, edited 4 times in total.
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Post Post #380 (ISO) » Sat Sep 09, 2023 3:02 pm

Post by SmileyDude1 »

Town Conditional Mason
(
Town
/ Conditional Mason)

Alignment:
Town


Upon picking this card for your role, you will join an masonry that has at least 1 other member inside of it. Members of a masonry are guaranteed to not be
groupscum-aligned
and will gain a PT in which they can speak at all times as long as they are alive. If no one else picked a mason role, then a player not aligned with
groupscum
will be chosen at random to have (mason) adderd to their role causing them to join the masonry. (Conditional) If more than 3 players picked a mason role than three will be chosen at random to form a masonry with the remainder having the mason part of their role be disabled.

If you choose this card for your role when you already have
groupscum
alignment, then the above does not apply and you are functionally a vanilla
Last edited by SmileyDude1 on Wed Nov 29, 2023 12:50 pm, edited 2 times in total.
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Post Post #381 (ISO) » Sat Sep 09, 2023 3:08 pm

Post by SmileyDude1 »

Town Non-Masonry Indecisive Doctor Conditional Mason
(
Town
/Non-Masonry Indecisive Doctor Conditional Mason)

Alignment:
Town


Each night, you may target a player. Assuming no interference with your action, protect that player from a single killing action that successfully targets them in most instances. This ability cannot be used on the same player two nights in a row. This ability cannot be used on players who are in a masonry.

Upon picking this card for your role, you will join an masonry that has at least 1 other member inside of it. Members of a masonry are guaranteed to not be
groupscum-aligned
and will gain a PT in which they can speak at all times as long as they are alive. If no one else picked a mason role, then a player not aligned with
groupscum
will be chosen at random to have (mason) added to their role causing them to join the masonry. (Conditional) If more than 3 players picked a mason role than three will be chosen at random to form a masonry with the remainder having the mason part of their role be disabled.

If you choose this card for your role when you already have
groupscum
alignment, then the above does not apply and you are functionally a vanilla
Last edited by SmileyDude1 on Wed Nov 29, 2023 12:50 pm, edited 4 times in total.
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Post Post #382 (ISO) » Sat Sep 09, 2023 3:09 pm

Post by SmileyDude1 »

Town Conditional Mason
(
Town
/Conditional Mason)

Alignment:
Town


Upon picking this card for your role, you will join an masonry that has at least 1 other member inside of it. Members of a masonry are guaranteed to not be
groupscum-aligned
and will gain a PT in which they can speak at all times as long as they are alive. If no one else picked a mason role, then a player not aligned with
groupscum
will be chosen at random to have (mason) added to their role causing them to join the masonry. (Conditional) If more than 3 players picked a mason role than three will be chosen at random to form a masonry with the remainder having the mason part of their role be disabled.

If you choose this card for your role when you already have
groupscum
alignment, then the above does not apply and you are functionally a vanilla
Last edited by SmileyDude1 on Wed Nov 29, 2023 12:51 pm, edited 3 times in total.
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Post Post #383 (ISO) » Sun Sep 10, 2023 3:59 am

Post by SmileyDude1 »

Night 1 Deathproof Night 3+ Macho Role Watcher Serial Killer Neighbor
(
Serial Killer
/ Night 1 Deathproof Night 3+ Macho Role Watcher Neighbor)

Alignment:
Scum Third Party


You cannot die during night 1 under any circumstances. Any killing action that successfully targets you during those nights will fail (even juggernaut killing actions).

From Night 3 onwards, you cannot be protected from killing actions that successfully target you.

Each night, you may target a player. Assuming no interference with your action, you will learn what roles targeted your target during that night phase.

Upon picking this card for your role you will become part of a neighborhood that has at least 2 other members (It can be more depending on how many neighbors are in the game, mod may split neighborhoods at their discretion) where you may speak at all times as long as you are alive. Should there be less than two other players that chose a neighbor role during pregame, the mod will select players at random to have (neighbor) added to their role causing them to join the neighborhood
Last edited by SmileyDude1 on Wed Nov 29, 2023 1:28 pm, edited 5 times in total.
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Post Post #384 (ISO) » Sun Sep 10, 2023 4:36 am

Post by camelCasedSnivy »

Bulletproof Townie
(
Town
/ Bulletproof)

You are impervious to all kills that target you.
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Post Post #385 (ISO) » Sun Sep 10, 2023 6:55 am

Post by SmileyDude1 »

Mod Chooses After Picks Mod Chooses Before Picks Neighbor
(
Mod Chooses After Picks
/ Mod Chooses Before Picks Neighbor)

Alignment:
Mod Chooses After Picks


Your role is
Mod Chooses Before Picks
(with neighbor tacked on to the end of it)

*Paste description of role of mod's choosing here*

Upon picking this card for your role you will become part of a neighborhood that has at least 2 other members (It can be more depending on how many neighbors are in the game, mod may split neighborhoods at their discretion) where you may speak at all times as long as you are alive. Should there be less than two other players that chose a neighbor role during pregame, the mod will select players at random to have (neighbor) added to their role causing them to join the neighborhood
Last edited by SmileyDude1 on Fri Oct 27, 2023 4:14 pm, edited 2 times in total.
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Post Post #386 (ISO) » Sun Sep 10, 2023 7:00 am

Post by SmileyDude1 »

Town Traitor
(
Town
/Traitor)

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


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)




Also going back and adding the above ooc tag to the traitor roles I posted
Last edited by SmileyDude1 on Fri Oct 27, 2023 4:14 pm, edited 2 times in total.
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Post Post #387 (ISO) » Sun Sep 10, 2023 7:21 am

Post by camelCasedSnivy »

Groupscum Activated Miller
(
Groupscum
/ Activated Miller)

Each night, you may give a guilty result to any Bloodhounds that target you.




you can thank Korina for the masonry traitor idea
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Post Post #388 (ISO) » Sun Sep 10, 2023 7:28 am

Post by SmileyDude1 »

Town JOAT (Neapolitan, Cop/Seer, Bloodhound)
(
Town
/JOAT (Neap, Cop or Seer, Bloodhound))

Alignment:
Town


You are a JOAT with the following one-shot abilities that you may use during the course of the game.

Neapolitan
: Target a player. Assuming no interference with your action, learn if your target is a vanilla townie

Cop/Seer
: Target a player. Assuming no interference with your action, learn if your target is of a
specific standard groupscum alignment
. If groupscum is
Mafia
this ability is a cop that checks for Mafia/Not Mafia, if the groupscum is
Werewolves
this ability is a seer that checks for Werewolf/Not Werewolf. Should both exist one of these will be picked out at random/mod discretion and you will be notified which applies at gamestart.

Bloodhound
: Target a player. Assuming no interference with your action, learn whether your target is
town (town alignment)
or
not town (All other alignments besides town)
Last edited by SmileyDude1 on Fri Oct 27, 2023 4:16 pm, edited 2 times in total.
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Post Post #389 (ISO) » Sun Sep 10, 2023 7:35 am

Post by SmileyDude1 »

Town Recharging Smoke Bomb Thrower
(
Town
/Recharging Smoke Bomb Thrower)

Alignment:
Town


Each night, you may target a player. Assuming no interference with your action, you will toss a smoke bomb at your target. The smoke bomb will cause all action-investigative actions to fail, and cause any killing actions that target your target to have a 60% chance of missing completely. As this ability has a 2-night recharge timer, upon use you must wait for 2 night phases to pass before being able to use it again.

This smoke bomb is considered an
explosive
Last edited by SmileyDude1 on Fri Oct 27, 2023 4:16 pm, edited 1 time in total.
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Post Post #390 (ISO) » Sun Sep 10, 2023 7:38 am

Post by camelCasedSnivy »

Cult Ninja PT Cop
(
Cult
/ Ninja PT Cop)

Each night, you may target a player and learn if they have access to any game-relevant PTs. This action is unable to be tracked by investigatives.
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Post Post #391 (ISO) » Sun Sep 10, 2023 7:41 am

Post by SmileyDude1 »

Town Vengeful-Enabler Vengeful
(
Town
/Vengeful-Enabler Vengeful)

Alignment:
Town


Upon being eliminated, you may elect to target another player. Shoot your target, killing them if they were not protected.

Upon your exit from the game, all vengeful abilities in the game will be disabled.
Last edited by SmileyDude1 on Fri Oct 27, 2023 4:18 pm, edited 1 time in total.
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Post Post #392 (ISO) » Sun Sep 10, 2023 8:25 pm

Post by Not Known 15 »

Daylight Cult Recluse

Alignment: Daylight Cult
Role:Recluse
You cannot join any PT's, except your Scum PT.
You can only join your Scum PT if the other members are not able to post. If more than one Recluse exists one of them gains priority to join(randomly).
You are not a Traitor - knowledge of teammates is normal by default.
At day, you may, at any time until twilight, write a message. It will be delivered by the mod at the start of the next night(to your Scum PT).
If your faction has no Scum PT you cannot do this.
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Post Post #393 (ISO) » Sun Sep 10, 2023 8:31 pm

Post by Not Known 15 »

Break Free

This card cannot be re-rolled; if you use it it acts as a Vanilla Townie
You still can't pick Divide By Zero v. 2 but you lose any other pick or discard restriction. You may use a full card for both role and alignment. If you do all other cards are discarded publicly if possible.
Last edited by Not Known 15 on Tue Sep 12, 2023 9:09 am, edited 1 time in total.
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Post Post #394 (ISO) » Sun Sep 10, 2023 8:37 pm

Post by Not Known 15 »

Cult Trap

This card looks like another card with the Cult or Daylight Cult alignment(roll randomly amongst them) until picked.
If it is chosen for role, then the role will not be determined until the cards have been discarded, at that point, the player chooses a publicly discarded role.
If it is chosen for alignment, then the alignment will not be determined until the cards have been discarded, at that point, the player chooses a publicly discarded alignment except Cult or Daylight Cult if possible. If that's not possible, the player must pick Daylight Cult if possible. If that's not possible, the player must pick Cult.
The player may ignore the effect of magnets.
If the player could not pick ANY valid combination then the player becomes a Vanilla .

If this card is discarded it only shows up as "Cult Trap" in the discard.
Last edited by Not Known 15 on Tue Sep 12, 2023 9:10 am, edited 1 time in total.
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Post Post #395 (ISO) » Sun Sep 10, 2023 8:42 pm

Post by Not Known 15 »

Daylight Cult 1-shot Mirror

Alignment: Daylight Cult
Role:1-shot Mirror
Once per game, at night, you may choose to activate your Mirror.
During that night, all actions targeting you are deflected.
If you die on a night you activated the Mirror the luck of your killer is set to fixed -5. This ends when 2666 days have passed(then Luck returns to 0).
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Post Post #396 (ISO) » Mon Sep 11, 2023 8:57 am

Post by SmileyDude1 »

Town Indecisive Alarmist
(
Town
/Indecisive Alarmist)

Alignment:
Town


Each night, you may target a player. Assuming no interference with your action, protect your target from having their alignment changed by any cults. This ability may not be used on the same player two nights in a row.
Last edited by SmileyDude1 on Fri Oct 27, 2023 4:19 pm, edited 1 time in total.
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Post Post #397 (ISO) » Mon Sep 11, 2023 9:04 am

Post by SmileyDude1 »

Town 3-Shot Alarmist Night 2 Informed Neighbor
(
Town
/3-Shot Alarmist Night 2 Informed Neighbor)

Alignment:
Town


Three times a game at night, you may target a player. Assuming no interference with your action, you will protect your target from having their alignment changed by any cults that night phase

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

On Night 2, you will be informed if any members of the neighborhood your in are
cult-aligned
Last edited by SmileyDude1 on Fri Oct 27, 2023 4:19 pm, edited 1 time in total.
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Post Post #398 (ISO) » Mon Sep 11, 2023 9:11 am

Post by SmileyDude1 »

Town Free-Thinker
(
Town
/Free-Thinker)

Alignment:
Town


You can't be converted by cults, any attempt to convert you will unavoidably fail.
Last edited by SmileyDude1 on Fri Oct 27, 2023 4:20 pm, edited 1 time in total.
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Post Post #399 (ISO) » 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.
time will end

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