Deck of Astral Roles: Reopened [Completed]

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Post Post #800 (ISO) » Thu Oct 26, 2023 6:59 am

Post by DragonEater70 »

Alien Deathstealer
(
Alien
/ Deathstealer)

Each night, you may target a player. If that player dies tonight, you gain an extra life, allowing you to survive one extra kill (but not Day eliminations).
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Post Post #801 (ISO) » Thu Oct 26, 2023 7:01 am

Post by DragonEater70 »

Reroll but this role gets "N1 Deathproof"


This is rerolled, and the new role gets the following attachment:

Night 1 Deathproof:
You cannot die on Night 1 by any means, including Strongman kills.
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Post Post #802 (ISO) » Thu Oct 26, 2023 7:02 am

Post by DragonEater70 »

Reroll but this role gets N1 Deathproof + D1 Hated


This is rerolled, and the new role gets the following attachments:

Night 1 Deathproof:
You cannot die on Night 1 by any means, including Strongman kills.

Day 1 Hated:
On Day 1, you require one less vote than usual to be eliminated.
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Post Post #803 (ISO) » Thu Oct 26, 2023 7:10 am

Post by DragonEater70 »

Draw 5 roles


Draw 5 additional cards. These cards may ONLY be picked for role, never alignment. You have to pick your alignment from within your regularly drawn cards.

If all cards that were initially drawn cannot be picked for alignment, this card can be picked for "Mod Chooses After Picks" alignment.
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Post Post #804 (ISO) » Thu Oct 26, 2023 7:15 am

Post by DragonEater70 »

Town Almost Useless JOAT
(
Town
/ Almost Useless JOAT)

You have the following abilities:

1-Shot Self-Targeting Checker


1-Shot Self-Poofer:
At any point during the game, you may poof yourself out of existence. You will disappear from the game without flipping, and cannot post, be voted, or be otherwise targeted or act in any way. You will return to the game at the start of the next phase.

1-Shot Namecop:
Once during the night, target a player. The moderator will tell you that player's name.

1-Shot Loud Visitor
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Post Post #805 (ISO) » Thu Oct 26, 2023 8:59 am

Post by SmileyDude1 »

Town Sticky Combined Follower Psychologist
(
Town
/Sticky Combined Follower Psychologist)

Alignment:
Town


Sticky
: You are covered in sticky honey. Should anyone ever visit you during the night, any action they take during the following night phase will gain the delayed modifier. This causes the targets action to not resolve until the next night phase.

Combined Follower Psychologist
: Each night, you may target a player. Assuming no interference with your action, you will both follow your target learning what type of action your target performed during the night (results in the form of NAR categories with actions falling outside of those bounds being considered miscellaneous), and perform a psychologist check on them learning if they have access to an unused killing ability. The psychologist check is performed at the end of the night after all other actions have concluded.
Last edited by SmileyDude1 on Fri Oct 27, 2023 7:44 pm, edited 1 time in total.
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Post Post #806 (ISO) » Thu Oct 26, 2023 9:07 am

Post by SmileyDude1 »

Town Instigator
(
Town
/Instigator)

Alignment:
Town


Each night, you may target two players. Assuming no interference with your action, your two targets will be locked into targeting each other during the following night phase. Players will not be notified should this occur.
Last edited by SmileyDude1 on Fri Oct 27, 2023 7:43 pm, edited 1 time in total.
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Post Post #807 (ISO) » Thu Oct 26, 2023 9:16 am

Post by SmileyDude1 »

Town JOAT (Spirit Hunter, Purifier, Bomb Squad Member, SC Giver, Milk Vendor)
(
Town
/JOAT (SH, Pure, BSM, SC Giver, Milk Vendor)

Alignment:
Town


You are a JOAT that has the following 1-Shot abilities you may use during the night.

Spirit Hunter
: Target a dead or living player. If that player has access to the
Haunted Grove
they are laid to rest if they are dead and lose access to the Haunted Grove if they are alive.

Purifier
: Target a player. Assuming no interference with your action, should your target be an unholy being, you will purify them causing them to lose access to
The 6th Circle
(and the Watchful Eye ability attached to it). This will also strip your target of any devil abilities they may have.

Bomb Squad Member
: Target a player. Assuming no interference with your action learn if your target has ever been in possession of explosives. You will achieve an affirmative answer on any player who has ever been in possession of explosives even if they do not currently possess them at the time of targeting them with this action.*

SC Giver
: Target a player. Assuming no interference with your action, give the player 20 SC

Milk Vendor
: Target a player. Assuming no interference with your action, your target will be informed they received milk. Milk gives no special effects to its recipients.

Bombs, and grenades of any kind are considered explosives, other items may be considered explosive at mod discretion.
Last edited by SmileyDude1 on Fri Oct 27, 2023 7:42 pm, edited 1 time in total.
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Post Post #808 (ISO) » Thu Oct 26, 2023 9:32 am

Post by SmileyDude1 »

Pirate Cannoneer Outpost
(
Pirate
/Cannoneer Outpost)

Alignment:
Pirate
(Quasi-Groupscum/ Free Space)

This action is compulsive, send the mod an ordered list that will be used for reference should you fail to submit an action.

You operate a Cannoneer Outpost. Each night, you must choose two players. The first target, you will shoot with a cannon killing them if they were not protected. After this shot resolves, you will then give control of your outpost to your second target who must perform the above actions the following night phase. Should a player gain control of this outpost they will be told the actions they must take during the following night, but will not be informed who gave them control of said outpost. Should a player who is currently in control of the outpost die before night falls, control of the outpost will be given to the living player closest to them on the playerlist, with ties being broken at random.
Last edited by SmileyDude1 on Fri Oct 27, 2023 7:43 pm, edited 1 time in total.
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Post Post #809 (ISO) » Thu Oct 26, 2023 9:43 am

Post by SmileyDude1 »

Mod Chooses After Picks Modular Role
(
Mod Chooses After Picks
/Modular Role)

Alignment:
Mod Chooses After Picks


You will receive one of the following three abilities after the picking phase ends chosen by the mod depending on what they feel is best for the setup

Chocolate _____
: The best flavor of regular player. You have no special abilities

Hated 2-Shot Bulletproof
: You will passively survive the first 2 killing actions that successfully target you in most iinstances. You take 1 less vote than normal to eliminate, this aspect does not apply should the game be in an ELO state.

1-Shot Hypnotist
: Once a game at night, you may target a player. Assuming no interference with your action , you will be informed this action worked and may then target another player during the following night phase. Upon doing so, your first target will attempt to target your second target during that night overriding their night action. Should your hypnotized target have access to multiple abilities, the one performed by the hypnotized target will be chosen at random.
Last edited by SmileyDude1 on Fri Oct 27, 2023 7:45 pm, edited 1 time in total.
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Post Post #810 (ISO) » 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 #811 (ISO) » Thu Oct 26, 2023 1:55 pm

Post by SmileyDude1 »

Duplicator


Alignment: Free Space

Upon this card showing up in your deck, you may elect to pick another one of your cards. Should you do so, this card will change into the card you picked effectively creating a duplicate of said card. You may also reject this card, upon doing so it will be rerolled.
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Post Post #812 (ISO) » Thu Oct 26, 2023 2:20 pm

Post by camelCasedSnivy »

No Giving Shits Townie
(
Town
/ No Giving Shits)

You play by your rules.

If you are not performing any factional actions, you literally don't care. As long as you're not dead, who cares? This means you will function as a Bulletproof Epicurean at night.
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Post Post #813 (ISO) » Thu Oct 26, 2023 4:27 pm

Post by biancospino »

Slime three-shots GrandCross
(
Slime
/ts-GC)

three-shots GrandCross
— Each night, but at most thrice during the game, you may target a player and roll a d100 three times. For each roll, that player will be affected by a status effect:
  • 1—50: nothing.
  • 51—60:
    Sleep
    (That player will be unable to use abilities. This status will wear off when that player becomes the target of an ability)

  • 61—65:
    Confusion
    (That player will act compulsively whenever able, with randomly chosen targets. This status will wear off when that player becomes the target of an ability)

  • 66—70:
    Stop
    (That player will be unable to use abilities or vote. This status will wears off after the end of the Night after this one)

  • 71—75:
    Darkness
    (That player has a 2/3 chance of failing whenever they use a nonfactional targeted ability. This status never wears off)

  • 76—80:
    Mini
    (That player is unable to kill or be protected from kills. This status will only wear off when that player is the last living member of their faction)

  • 81—85:
    Silence
    (That player is unable to post in PTs. This status never wears off)

  • 86—90:
    Zombie
    (If an ability would protect that player from kills, they die instead; if an ability would cause that player to die, instead they become deathproof until the end of the following phase. This status never wears off)

  • 91—95:
    Poison
    (That player will die at the end of the next phase)

  • 96—98:
    Petrification
    (That player will become a Treestump)

  • 99—100:
    Death
    (That player dies.)
That player will be informed of any status effect they received in this way.
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Post Post #814 (ISO) » Fri Oct 27, 2023 8:48 am

Post by SmileyDude1 »

Town Mysterious Eidolon
(
Town
/ Mysterious Eidolon)

Alignment:
Town


You start the game with 1 charge of a mysterious energy.

At night, you may use one charge of a mysterious energy to attempt to kill another player and gain a random invention (rolled from the Deck of Astral Roles: Reopened until you get an active ability). You will no longer be charged with a mysterious energy after this.
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Post Post #815 (ISO) » Fri Oct 27, 2023 8:58 am

Post by SmileyDude1 »

Town Non-Consecutive Rolecop Mysterious Battery
(
Town
/ Non-Consecutive RC Mysterious Battery)

Alignment:
Town


Non-Consecutive Rolecop
: Each night, you may target a player. Assuming no interference with your action, you will learn your target's role name. This may not be used two nights in a row.

Mysterious Battery
:You start the game charged with 1 Mysterious Energy.

At night, you may use 1 charge of mysterious energy to target a player. Assuming no interference with your action, your target will be able to use any active night abilities on all nights, effectively removing x-shot and time based (e.g novice, night specific, odd-night, etc.) modifiers from their role, as long as you are alive. Players will be informed should this effect occur. This effect will wear off for all recipients upon your death. While a player is under this effect their ability won't use up any shots should it be x-shot, they will retain the same number of shots they had upon the effect wearing off.
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Post Post #816 (ISO) » Fri Oct 27, 2023 9:06 am

Post by SmileyDude1 »

Town Mysterious Preserver
(
Town
/ Mysterious Preserver)

Alignment:
Town


Mysterious Preserver
:You start the game charged with 1 Mysterious Energy.

At night, you may use 1 charge of mysterious energy to target a player. This can't be redirected or blocked. If successful you will put your target in stasis for the next two day and night cycles. While in stasis players are completely frozen, they may not perform any active abilities, nor may they vote anyone (They can try, but it won't be counted). In exchange, they may not be forced to leave the game by any means, all killing actions targeting a player in stasis will infallibly fail and players hammered while in stasis will have their elimination overridden with day continuing afterwards. Players will be informed should they be put in stasis. Stasis will end early should the game enter an ELO state.
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Post Post #817 (ISO) » Fri Oct 27, 2023 9:27 am

Post by SmileyDude1 »

Town 1-Use Night 2-Disabled Triple-Dayvig
(
Town
/ 1-Use Night 2-Disabled Triple-Dayvig)

Alignment:
Town


1-Use Night 2-Disabled Triple Dayvig
: Once per game during the day, you may post a bolded
Shoot Playername, Playername, and Playername
in the main thread. Upon doing so, you will shoot all of them killing them if they were not protected. You must target 3 different players within the same post when electing to use this ability or it will not be considered valid. This ability will be disabled from Night 2 onwards.
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Post Post #818 (ISO) » Fri Oct 27, 2023 3:42 pm

Post by Ircher »

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 (ISO) » Fri Oct 27, 2023 3:43 pm

Post by Ircher »

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 #820 (ISO) » Fri Oct 27, 2023 4:22 pm

Post by SmileyDude1 »

Town Multitasking Rolecop Roleblocker Inverse Traitor Neighbor
(
Town
/ Multitasking Rolecop Roleblocker Inverse Traitor Neighbor)

Alignment:
Town


Inverse Traitor
:You are an Inverse Traitor. You lack access to your factions private topic or factional abilities. You do not know who your allies are. Your allies in the main faction know that you are a traitor that is aligned with them

Multitasking
: You may use any number of abilities you have within the same night phase.

Rolecop
: Target a player at night. Assuming no interference with your action, learn your target's role name.

Roleblocker
: Target a player at night. Assuming no interference with your action, you will cause all actions your target performs that night to fail.\

Neighbor
: 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.


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 inverse 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 4:40 pm, edited 1 time in total.
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Post Post #821 (ISO) » Fri Oct 27, 2023 4:26 pm

Post by SmileyDude1 »

Town Vengeful Night 1 PGO Neighbor
(
Town
/Vengeful Night 1 PGO Neighbor)

Alignment:
Town


Night 1 PGO
: Should anyone target you during night 1, you will shoot them killing them if they were not protected

Vengeful
: Upon exiting the game via elimination or death, you may target a player. You will shot your target killing them if they were not protected.

Neighbor
: 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
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Post Post #822 (ISO) » Fri Oct 27, 2023 4:37 pm

Post by SmileyDude1 »

Cult 9-Shot Mass Overworked Doctor
(
Cult
/9-Shot Mass Overworked Doctor)

Alignment:
Cult
(Non-Standard Groupscum/Free Space)

Mass
: You may target any number of players with your doctor ability during the same night phase given you have the shots for it.

9-Shot Overworked Doctor
: 9 Times a game at night, you may target a player. Assuming no interference with your action, you will protect your targets from a single killing action targeting them in most instances. Because you are overworked, this will only succeed if you are blocking a max of 1 kill per night phase, should multiple targets be successfully targeted by killing actions within the same night phase all protections that night will fail.
Last edited by SmileyDude1 on Sat Oct 28, 2023 12:59 am, edited 2 times in total.
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Post Post #823 (ISO) » Fri Oct 27, 2023 4:38 pm

Post by SmileyDude1 »

Cult Vanilla
(
Cult
/Vanilla)

Alignment:
Cult
(Non-Standard Groupscum/Free Space)

You have no special abilities.
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Post Post #824 (ISO) » Fri Oct 27, 2023 4:40 pm

Post by Skygazer »

town swingy shady shopkeeper
(
town
/ swingy shady shopkeeper)

you are a town swingy shady shopkeeper. hopefully you can figure out your win condition, because i'm not going to put it here. if you don't know what town means: 1) this is a bold first game choice and 2) good luck.

every player, aside from yourself, starts with $100. you start with zero dollars :
(

each night, while you are still alive, every living player can forgo their night action (unless they are multitasking) to purchase and immediately use one of the abilities listed below. they pay you, but they do not learn of your identity. you, however, learn of each player's purchases.

starting on night two, all of the money you earned on the previous night will be used to randomly purchase abilities from your shop and randomly target a single player with all of them. the randomization process is as followed: while you have money, any of the abilities you can afford will be purchased at random. when you are out of money, i will randomly select one player that went into the night phase alive for each purchased ability. after that i will target them with said ability. you are eligible for selection, and players are eligible to be selected more than once. you will be informed of the abilities, targets and any results.

everything below the line will be sent to the other players each night, with "x" equaling the amount of money they currently have.



hello! this is the town shop. the shopkeeper is a player and can see your purchases, but you can't make out their identity for some reason. all proceeds may fund questionable deeds. you can make purchases any night while the shopkeeper is still alive, but your funds will never replenish. you may target any player, including yourself. you may only purchase one ability per night, and you may not use this with any other night actions (unless you have the multitasking modifier). the percentages dictate the odds of each action's success.

your cash:
$x

ability / price


10% alignment cop / $100
50% vigilante / $100
50% rolecop / $75
50% alien / $75
50% doctor / $50
50% roleblock / $50
90% motion detector / $25
100% neighborizer / $25
1% vigilante / $2

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