Alignment:Game-ending Jester
Your presence is announced at the start of the game, but not who you are.
Get killed by the elimination(by vote) during the day to win. If you do, the game ends.
You will die after Day 3, and you cannot be revived, protected against death and/or converted.
Day 3 cannot be skipped.
Whilst you are alive No Elimination may not occur, and plurality applies at day end.
Role:Vanilla
You have no role-related abilities.
Posted: Sat Sep 18, 2021 10:51 pm
by Not Known 15
Werewolf
Sacrificer
Alignment:Werewolf
Role:Sacrificer
Once per day, you may target a player, and a secondary target.
If you and that player are still alive at the end of the day, you will commute with them into a neighborhood for that night. You will be both protected from outside influences similar to commuters(but not from each other)
The player you chose will be killed and kill a target of their choice(this can be yourself). If they do not select a target, they will target your secondary target.
You may, at any time of that night(until the end), prevent this by doing one - and only one - of these actions:
/Kill to kill the player you chose and yourself
/Protect to kill yourself but save the player you chose.
The kills cannot be prevented by any other means.
Posted: Sat Sep 18, 2021 10:52 pm
by Not Known 15
Werewolf
Night 1 Skipper
Alignment:Werewolf
Role:Night 1 Skipper
Whilst you are alive night 1 will be skipped.
Posted: Sat Sep 18, 2021 11:05 pm
by Not Known 15
Werewolf
Astral Deck
Alignment:Werewolf
Role:Astral Deck
At the start of every day except the first the moderator rolls for a card. You get its role powers until the start of the next day if it has any. Re-rolls and card draws are not applied.
Once, at night, you may disable this role for the rest of the game(excluding this ability, of course). This cannot be prevented.
If the moderator rolls a card that has no role and no ability due to your ability you get a strike.
If you get three strikes you lose the game.
Posted: Sun Sep 19, 2021 3:02 am
by TemporalLich
Mod Chooses After Picks Willbooster
(
Mod Chooses After Picks
/ Willbooster)
Willbooster: Each night, you may protect someone from a single roleblocking ability.
In post 803, Not Known 15 wrote:If the moderator rolls "Division By Zero" due to your ability you lose the game.
can we not have a modkill due to bad luck?
Division By Zero (and the similar card called VETO) would be treated by me as a reroll anyway since it is being rolled outside setup generation and therefore is counted as being a forced pick, though since that is not applied you'd have no special abilities.
I mean the risk element is there (you have a 1-shot ability to stop drawing and become effectively Vanilla) but that might not be fun so idk
Posted: Sun Sep 19, 2021 3:03 am
by Guillotina
Town Yellow Vanilla
(Town / Yellow Vanilla)
As long as you are alive, no solo anti-town faction can end the game with their victory.
On Night 2, you get an alignment inspection.
On Night 3, you get a vigilante shot.
On Day 4, the host will confirm your alignment in the thread.
Posted: Sun Sep 19, 2021 3:09 am
by TemporalLich
Town True Flip
(
Town
/ True Flip)
While you are still alive, all deaths cause flips and all flips show the true role and and any information the moderator has hidden from the player. Redactions still work as normal.
Mod Note: This overrides any roles that suppress or alter flips.
Reposting because those Disguisers tamper with flips
Posted: Sun Sep 19, 2021 3:13 am
by TemporalLich
Mod Chooses After Picks Neapolitan
(
Mod Chooses After Picks
/ Neapolitan)
Neapolitan: Each night, you may target a player to learn if they are
Vanilla Townie
or
Not Vanilla Townie
.
To qualify as vanilla, you have to had been vanillaized or you started the game without any abilities.
Posted: Sun Sep 19, 2021 5:35 am
by Guillotina
Survivor Mastodonte
(
Survivor
/ Mastodonte)
Spoiler:
You win by being alive when the first party wins, winning with that party (except solo third parties).
Mastodonte
: You are huuuuge. You are so big, it takes more than one single kill to kill you at night. Players that visit you automatically hide behind you and actions targeting them will instead target you.
Because of your size, you require a high calorie intake per day to be able to function equal to 10,000 calories.
Every day, you consume the total amount of calories of the player you
HAMMER.
If you are not the hammer but you are on their chopping wagon, you consume 25% of chopped calories.
Every night you may visit a player and consume half of the target's calories.
You die if you don't have the required amount of calories by the end of the cycle's night. (Cycle = Day/Night).
On Day 3 and 6 you get a free snack of 3000 calories.
Posted: Sun Sep 19, 2021 5:47 am
by TemporalLich
Town Earth Elemental
(
Town
/ Earth Elemental)
Earth Elemental: If you are targeted by a water-based ability, you will turn into sticky mud and coat anyone targeting you with sticky mud (which acts like sticky ooze) that Night.
If you are targeted by a wind-based ability, you will Commute for that Night by turning into dust for that Night, becoming unable to act or be targeted that Night.
If you are targeted by a fire-based ability, you will become able to kill someone with a burst of lava (as if you were an Arsonist priming and then immediately igniting your target) the next Night.
Each night, you may roleblock someone by petrifying them.
How would this work for Werewolves, Sunshine Club Members, Dark Creatures, Serial Killers, and other alignments?
Posted: Sun Sep 19, 2021 5:51 am
by MegAzumarill
Cult Digit Cop
(cult/digit cop)
Cult: normal cult
Digit Cop: each night you may target a player, you will receive a random digit of the post number of their alignment and role. (i.e. roll 2d3 to determine which digits 1- hundreds place, 2- tens place, 3 - ones place|i.e. roll 2,1| then give the results "Your target's alignment card has the second digit of 1, your targets role card has the hundreds digit of 8")
Posted: Sun Sep 19, 2021 5:54 am
by TemporalLich
Town Water Elemental
(
Town
/ Water Elemental)
Water Elemental: If you are targeted by an earth-based ability, you will become able to poison someone the next Night with dirty water.
If you are targeted by a wind-based ability, you will become Bulletproof by turning into ice that Night.
If you are targeted by a fire-based ability, you will boil and be cleared of lingering effects.
Each night, you may learn who a player targeted by scrying with still water.
Posted: Sun Sep 19, 2021 6:48 am
by Jake The Wolfie
Grand Idea™ Role
(Grand Idea / Grand Idea)
Replace this card with a card randomly chosen from the Grand Idea Mafia thread.
Posted: Sun Sep 19, 2021 10:32 am
by Guillotina
Mod Picks Alignment /
Passive Odd Number Page Neighborizer
Every night you will passively add a player to your neighborhood, whose role is in an odd page in the Deck of Astral Roles thread.
Posted: Sun Sep 19, 2021 10:32 am
by Guillotina
Mod Picks Alignment /
Passive Even Number Page Neighborizer
Every night you will passively add a player to your neighborhood, whose role is in an even page in the Deck of Astral Roles thread.
Posted: Sun Sep 19, 2021 11:56 am
by Not Known 15
Vanilla
Mafia
Alignment:Mafia
Role:Vanilla
You have no role-related abilities.
In post 806, TemporalLich wrote:While you are still alive, all flips show the true role and and any information the moderator has hidden from the player. Redactions still work as normal.
Mod Note: This overrides any roles that suppress or alter flips.
The role description is actually imprecise, then. Based on what I see here, outside of the mod notes, I would not think that this affects roles that prevent flips on death(e.g. Flipless Enabler).
Posted: Sun Sep 19, 2021 12:07 pm
by TemporalLich
Flipless Mod Chooses After Picks
(
Mod Chooses After Picks
/ Flipless)
Flipless: Your flip is suppressed.
In post 815, Not Known 15 wrote:The role description is actually imprecise, then. Based on what I see here, outside of the mod notes, I would not think that this affects roles that prevent flips on death(e.g. Flipless Enabler).
apparently you think a Janitor or Flipless Enabler (do not add this role) doesn't suppress flips and instead literally destroys them to the point of irretrivability.
well True Flip is meant to never have a suppressed/hidden/destroyed flip.
"X has died during the night." is still a flip despite it being suppressed!
The first DoAR game also had Luke Hobbs be treated as a True Flip, which actually did lead to a flip being true despite being janitored
Posted: Sun Sep 19, 2021 1:40 pm
by Not Known 15
Mod Chooses After Picks
Universal Backup
Alignment:Mod Chooses After Picks
Role:Universal Backup
You gain the role of the first power role of your faction that dies. Ties are resolved randomly. You inherit all restrictions of the role you inherit as if you, instead of them, acted.
Posted: Sun Sep 19, 2021 2:07 pm
by Not Known 15
Mod Chooses After Picks
Bad Flip
Alignment:Mod Chooses After Picks
Role:Bad Flip
The mod rolls a 1d20, privately, for each death including your own, until and including the night or day you die. Time ties are resolved randomly.
Based on the result:
1-10:The flip is not affected.
11-15:Flip the player as the alignment of the role card they picked and as the role of the alignment card they picked. If one of them has an Empty Space or is otherwise unpickable, flip that part as
[ERROR]
.
16-17:Flip the alignment part as
[ERROR]
instead.
18-19:Flip the role part as
[ERROR]
instead.
20:Vanillaize all True Flip roles. Then vanillaize all Bad Flip roles.
Your presence is publicly announced after the first roll.
Posted: Sun Sep 19, 2021 2:08 pm
by MegAzumarill
Mafia Factional Firebreather
(Mafia/ factional firebreather)
Factional Firebreather: your faction's factional actions are fire-based, if your factions factional action is used on a player doused in a flammable substance, it will ignite them, killing them and ignoring most protective roles If you do not have a factional ability, you gain a 1 shot visit as a factional ability.
Each night you may visit a player to douse them in a flammable liquid (if this happens on the same night a factional action is used on them they will be ignited)
Posted: Sun Sep 19, 2021 2:10 pm
by MegAzumarill
Alien Redirector
(alien/redirector)
Redirector:Each night select a target, that target will use all of the actions they used that night on your secondary target instead of the intended target
Posted: Sun Sep 19, 2021 2:11 pm
by MegAzumarill
Alien One-shot personal mass redirector
(alien/ 1-shot personal mass redirector)
One-shot Personal Mass Redirector: once per game, during the night: select a player, all non- factional abilities used that night will instead target that player
Posted: Sun Sep 19, 2021 2:13 pm
by MegAzumarill
Werewolf Naive Gun Owner
(werewolf/naive gun owner)
Naive Gun Owner: all players who visit you gain a 1-shot night vigilante invention Each player can only gain 1 of such an invention by this effect
Posted: Sun Sep 19, 2021 2:17 pm
by Not Known 15
Alien
Number Flip
Alignment:Alien
Role:Number Flip
Everyone flips as the number of the role card they picked and the number of the alignment card they picked in the following manner:
A Bad Flip will override this, but only on a roll of 11-19. Exchange PLAYER NAME with the name of the flipped player, NUMBER 1 with the number of the alignment card and NUMBER 2 with the number of the role card.
Posted: Sun Sep 19, 2021 2:32 pm
by MegAzumarill
Mafia Compulsive Janitor-Coroner
(mafia/ compulsive janitor coroner)
Compulsive-janitor coroner - all flips will be concealed until you die (but your flip isn't) You will be told the true roles and alignments of any flips obscured in any way.