CIA Agent: Each night, you may prevent a player from acting and learn if they are
Third-Party
or
Not Third-Party
.
Posted: Tue Sep 14, 2021 3:23 pm
by TemporalLich
Condemner Mindseeker
(
Condemner
/ Mindseeker)
Condemner: You have a random other player as a target. You win and exit the game if your target is eliminated via vote.
Mindseeker: Each night, you may prevent a player from acting and learn if they are
Cult
or
Not Cult
.
Posted: Tue Sep 14, 2021 3:25 pm
by TemporalLich
Town FBI Agent
(
Town
/ FBI Agent)
FBI Agent: Each night, you may target a player to learn if they are
Third-Party
or
Not Third-Party
.
Posted: Wed Sep 15, 2021 6:03 am
by Cook
Cult Classic Film Director
(Cult / Cult Classic Film Director)
On Night 1, neighborize five (or 20%, whichever is lower) players.
On Night 4, you will attempt to cult/sanctum/hypogean all five players. If a culting/sanctum/hypogean fails you are informed of it but not who it was.
If at least one of those attempts succeeded, you will be Superstar confirmed the next day.
Posted: Wed Sep 15, 2021 6:08 am
by Cook
3d20 3d20
(3d20 / 3d20)
3d20 is an alignment which repicks another alignment based on a die you send in to the mod.
Send [1d20] to the mod.
1-12: Town
13-14: Mafia
15-16: Werewolf
17-18: Alien
19: Cult
(if a cult role already rolled this is fudged to a 20.)
20: 3P
(roll 1d4: 1-2 is SK, 3 is Survivor), 4 is Jester)
3d20 is a role which repicks a new role based on two dice you send in to the mod.
Send [2d20] to the mod.
Spoiler: Second Die - Role
1 - Vanilla (town)/Goon (groupscum)/Bulletproof (3p)
2 - Alignment Cop (moderator, roll another d20 to determine which alignment it finds, turning it essentially into a Bloodhound, Cop, Seer, Conspiracy Theorist, Private Investigator, or FBI Agent, depending on what rolls)
3 - JOAT (With a 1-shot of Alignment Cop, Doctor, Roleblocker, and one role on this list (roll d20) each.)
4 - Mason-type (Roll d20, rerolling same-faction results, to determine if they are added to the Hypogeans, Masons, Monks, Truthers, Atheists, or Neighborhood Watch, based on what evil alignment rolls)
5 - Neighborizer/Cult Leader
6 - Fruit Vendor
7 - Paranoid Gun Owner
8 - Parity Cop
9 - Role Cop
10 - Tracker
11 - Asceticizer
12 - Motion Detector
13 - Finder (moderator, roll another d20 and consult this list for the result)
14 - Voyeur
15 - Doctor
16 - Babysitter
17 - Bus Driver
18 - Jailkeeper
19 - Roleblocker
20 - Vigilante/Serial Killer
Spoiler: Third Die - Modifier
1, 2, 3 - Normal (no modifier)
4 - 1d4-shot (may only use the ability in question the specified amount of times)
5 - Multitasking (may use multiple abilities that aren't the same in the same night)
6 - Odd-Night (ability only works on odd nights)
7 - Even-Night (ability only works on even nights)
8 - Night 1d4 (ability only works on the night specified)
9 - Simple (ability only works on Vanillas and Goons)
10 - Complex (ability only works on power roles)
11 - Reflexive (will passively use their ability if someone visits them)
12 - Activated (must choose when to use their ability the day before)
13 - Doubled (may use their ability twice in the same night)
14 - Rampaging (uses ability on everyone who also visited their target)
15 - Godfather (appears Town)
16 - Miller (appears Mafia)
17 - Hirsute (appears Werewolf)
18 - Ugly (appears Alien)
19 - Evangelistic (appears Cult)
20 - Reroll twice, adding both modifiers. If they contradict, the higher die wins. If they are complementary (read: even and odd night) they cancel out.
Posted: Wed Sep 15, 2021 6:11 am
by Cook
Town Rampaging Parity Cop
(Town / Rampaging Parity Cop)
Target someone at night to learn the parity of their visitors' alignments to your target's alignment.
Posted: Wed Sep 15, 2021 6:15 am
by TemporalLich
Town True Parity Cop
(
Town
/ True Parity Cop)
Each night, you may target two players. You will learn if either both or neither of your targets are
Mafia
, or if this is not the case.
Posted: Wed Sep 15, 2021 6:16 am
by TemporalLich
Town True Parity Seer
(
Town
/ True Parity Seer)
Each night, you may target two players. You will learn if either both or neither of your targets are
Werewolf
, or if this is not the case.
Posted: Wed Sep 15, 2021 6:36 am
by Jake The Wolfie
Alien Theorist
(Alien/Theorist)
You are a member of the Aliens, who have 1 factional kill per game.
If the factional kill has not been used, during the night you may target a player. Assuming no interference with your action, that player will die.
You win when all threats to the Aliens have been eliminated.
During the night, you may target a player. Assuming no interference with your action, you will learn if that player is an alien via the results "Alien" or "Not Alien".
Posted: Wed Sep 15, 2021 7:31 am
by TemporalLich
Alien Enchantress
(
Alien
/ Enchantress)
Enchantress: 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).
Posted: Wed Sep 15, 2021 7:33 am
by TemporalLich
Town 1-shot Force of Knowledge
(
Town
/ 1-shot Force of Knowledge)
1-shot Force of Knowledge: Once in the game during night, you may unavoidably learn a player's true alignment. This ability is treated as untargeted for all purposes.
Posted: Wed Sep 15, 2021 10:00 am
by MegAzumarill
Alien Unvoter
(Alien/ Unvoter)
Unvoter: once each day phase you may PM the mod another player’s name (that has voted) to have their vote for the player they voted for not counted that day (it will count on other players).
You are a member of the Aliens, who have 1 factional kill per game.
If the factional kill has not been used, during the night you may target a player. Assuming no interference with your action, that player will die.
You win when all threats to the Aliens have been eliminated.
During the night, you may target a player. Assuming no interference with your action, you will learn if that player is an alien via the results "Alien" or "Not Alien".
Conspiracy Theorists typically identify as alien to investigations, is this the case with this or no?
Posted: Wed Sep 15, 2021 10:02 am
by MegAzumarill
Town Vengarsonist
(town/vengarsonist)
Vengarsonist: each night you may douse a player with flammable liquid, upon being eliminated, you may (or may choose not to) ignite all players doused in a flammable liquid (this kills them during twilight)
If all remaining players die by this ability, your faction wins the game
Posted: Wed Sep 15, 2021 10:03 am
by MegAzumarill
Survivor Phase Martyr
(survivor/phase martyr)
Phase Martyr- if you are aligned with Town: the next night phase after your death is skipped. If you are aligned with any other alignment: the next day phase after your death is skipped.
Posted: Wed Sep 15, 2021 10:09 am
by MegAzumarill
Non Standard 3d20
- (Mod Chooses Before Picks/3d20)
Mod Chooses Before Picks: the mod must choose a non-standard groupscum alignment for this card
3d20 is a role which repicks a new role based on two dice you send in to the mod.
Send [2d20] to the mod.
Spoiler: First Die - Role
1 - Vanilla (town)/Goon (groupscum)/Bulletproof (3p)
2 - Alignment Cop (moderator, roll another d20 to determine which alignment it finds, turning it essentially into a Bloodhound, Cop, Seer, Conspiracy Theorist, Private Investigator, or FBI Agent, depending on what rolls)
3 - JOAT (With a 1-shot of Alignment Cop, Doctor, Roleblocker, and one role on this list (roll d20) each.)
4 - Mason-type (Roll d20, rerolling same-faction results, to determine if they are added to the Hypogeans, Masons, Monks, Truthers, Atheists, or Neighborhood Watch, based on what evil alignment rolls)
5 - Neighborizer/Cult Leader
6 - Fruit Vendor
7 - Paranoid Gun Owner
8 - Parity Cop
9 - Role Cop
10 - Tracker
11 - Asceticizer
12 - Motion Detector
13 - Finder (moderator, roll another d20 and consult this list for the result)
14 - Voyeur
15 - Doctor
16 - Babysitter
17 - Bus Driver
18 - Jailkeeper
19 - Roleblocker
20 - Vigilante/Serial Killer
Spoiler: Second Die - Modifier
1, 2, 3 - Normal (no modifier)
4 - 1d4-shot (may only use the ability in question the specified amount of times)
5 - Multitasking (may use multiple abilities that aren't the same in the same night)
6 - Odd-Night (ability only works on odd nights)
7 - Even-Night (ability only works on even nights)
8 - Night 1d4 (ability only works on the night specified)
9 - Simple (ability only works on Vanillas and Goons)
10 - Complex (ability only works on power roles)
11 - Reflexive (will passively use their ability if someone visits them)
12 - Activated (must choose when to use their ability the day before)
13 - Doubled (may use their ability twice in the same night)
14 - Rampaging (uses ability on everyone who also visited their target)
15 - Godfather (appears Town)
16 - Miller (appears Mafia)
17 - Hirsute (appears Werewolf)
18 - Ugly (appears Alien)
19 - Evangelistic (appears Cult)
20 - Reroll twice, adding both modifiers. If they contradict, the higher die wins. If they are complementary (read: even and odd night) they cancel out.
Posted: Wed Sep 15, 2021 10:12 am
by MegAzumarill
Town Gambit Force of Nature
(town/ gambit force of nature)
Gambit: your ability only works if you die on the same night
Gambit force of nature: at night choose a player, if you die that night, that player will unstoppably die as well (this effect is considered untargeted)
Posted: Wed Sep 15, 2021 10:12 am
by MegAzumarill
Town Weak Gambit Vigilante
(town/ weak gambit vigilante)
Gambit: your ability only works if you die the same night
Weak: if you target a non town player you will unstoppably die
Weak Gambit Vigilante: Each night target a player, if you die that night, you will attempt to kill that player.If that player is not aligned with the town, you will die.
If the player with this role is not aligned with the town, they lose the weak modifier.
Posted: Wed Sep 15, 2021 10:13 am
by MegAzumarill
Cult Pathologist Doctor
(Cult/pathologist doctor)
Cult: if you are selected as cult leader with this alignment card, all starting members (not new ones) of the cult will have the pathologist ability
Pathologist: you are passively immune to the effects of abilities by dead players or that happened at the same time as their death (i.e. vengeful/supersaint or on the night of their death)
Doctor: you may select a player at night, that player will be protected from 1 kill that night
Posted: Wed Sep 15, 2021 10:15 am
by MegAzumarill
Double Groupscum Macho Gambit Sacrifice
(Mod Chooses After picks/ Macho gambit sacrifice)
Mod Chooses After Picks: the mod will choose a double groupscum for you to be (note that all double groupscum are traitors)
Macho Gambit sacrifice: prevent all other deaths the night of your death , you cannot be protected by any means
Posted: Wed Sep 15, 2021 10:16 am
by MegAzumarill
Werewolf Odd-Night Gambit PGO
(werewolf/ Odd-Night Gambit PGO)
Odd-night Gambit PGO: if you die on an odd night, all players who visited you the same night will also be killed by you
Gambit: this ability only works on the night that you die
Posted: Wed Sep 15, 2021 10:19 am
by MegAzumarill
Mafia Hexframer
(Mafia/hexframer)
Hexframer: each night, select a player and a non-town alignment, that player will appear as that alignment to investigations for the rest of the game in addition to their actual alignment (if these contradict only apply the alignment from this ability) {I.e. a mafia framed as werewolf would show as mafia to cops, werewolf to seers, and werewolf to alignment cops}
Spoiler:
Yes I have a list of roles to add to this that I do in batches.
Posted: Wed Sep 15, 2021 10:20 am
by MegAzumarill
Town Delayed MegaSaint
(Town/ Delayed mega saint)
Delayed Megasaint: if you are eliminated, the hammerer/last vote will die that night phase, then the vote before that will die the next night phase, this process continues until all players on your wagon are dead (If a player on the wagon dies by other means, do not skip them, just cause no death on the night this would of killed them, then continue afterward)
Ex.
Spoiler:
This role is eliminated d1
Player A the Delayed MegaSaint ( Player B, Player C, Player D, Player E) ← Hammer
On n1, player E dies from the effect and Player D is killed by the mafia
N2 Player D would die from the effect, but is already dead, so no death from the effect, player B dies from the mafia
N3 Player C dies from the effect, all players on the wagon are now dead so the effect is over
Posted: Wed Sep 15, 2021 10:47 am
by TemporalLich
Mod Chooses After Picks Inmate of Dilemma
(
Mod Chooses After Picks
/ Inmate of Dilemma)
Inmate of Dilemma: You know the other Inmate of Dilemma's alignment.
Each night, you
must
select
Cooperate
or
Defect
as if you were playing Prisoner's Dilemma. Nothing may interfere with this, and you may use this with another ability regardless of multitasking. Failure to submit an option defaults to
Cooperate
.
If both Inmate of Dilemmas cooperate (SmallWin, SmallWin on the payoff matrix), they both get a Role Cop (You may learn someone's role.) invention.
If both Inmate of Dilemmas defect (SmallLoss, SmallLoss on the payoff matrix), they both get a Checker (You may check a player. You will be informed of whether your check attempt on that player succeeded or not.) invention.
If you defect while the other Inmate of Dilemma cooperates (BigWin, BigLoss on the payoff matrix), you get a Day Vigilante (You may PM the mod to attempt to kill a player during the Day.) invention while the other Inmate of Dilemma gets nothing.
If you cooperate while the other Inmate of Dilemma defects (BigLoss, BigWin on the payoff matrix), you get nothing while the other Inmate of Dilemma gets a Day Vigilante (You may PM the mod to attempt to kill a player during the Day.) invention.
If the other Inmate of Dilemma is dead, you may act as a Role Cop.
They Cooperate
They Defect
You Cooperate
SmallWin, SmallWin
BigLoss, BigWin
You Defect
BigWin, BigLoss
SmallLoss, SmallLoss
Mod Note: Add "Inmate of Dilemma" to a non co-aligned player, the counterpart Inmate of Dilemma is informed of the Inmate of Dilemma's alignment.
This role can only be rolled in setup generation. If this role is rolled outside setup generation, reroll this role.
The flip of this role contains the information about the other Inmate of Dilemma's alignment.
Posted: Wed Sep 15, 2021 10:54 am
by TemporalLich
Blank White Card
(Blank White Card / Blank White Card)
Blank White Card (both alignment and role): During pregame, you must draw a simple drawing either on paper or an image editor consisting of only one color and white space. The moderator will assign you an alignment or role based on your drawing, and your drawing will appear in your flip.
If you fail to submit a simple drawing, you will either be
Town
or Vanilla depending on if you picked this for alignment or role.
Posted: Wed Sep 15, 2021 11:06 am
by MegAzumarill
Town Double Playerlist Doctor
(town/ Double Playerlist Doctor)
You compulsively perform a doctor action on the player before and after you on the player list.
Note 1: Treat Slot 1 and the final slot as next to each other for this ability
Note 2: The two players at the start of the game next to this player are the only ones able to be affected. If one of them die the ability does not move but instead is negated.