You managed to roll post zero. Enjoy having the introductory post in your Role PM. You are a named Townie. You have no special abilities.
Welcome to the Deck of Astral Roles thread. This is a role list quite like Grand Idea Mafia that is going to be used in a 13-player Mini Theme I will be running. This will be more structured than the actual Grand Idea Mafia thread however.
The Deck of Astral Roles game is a custom Grandest Idea Mafia (Greatest Idea Mafia rules, but with a Grand Idea Mafia esque deck) with a size of 300 or 1000. For this game, the moderator randomizes a number from 0 to 999 or the last post if 999 doesn't exist yet (this specific range is known as the Deck of Astral Roles: Expanded Universe) three times for each player and gives role cards corresponding to the rolled post number. The player will then be asked to choose one card for their alignment, one card for their role, and to publically discard the remaining card. For the Classic Deck of Astral Roles, the randomization range is instead 0 to 299.
The Classic Deck of Astral Roles proper had a fixed alignment ratio. The ratio was 100
Town
/ 30
Mafia
/ 30
Werewolf
/ 15
Alien
/ 10
Cult
/ 15
Third-Party
/ 20
Mod Discretion
/ 80
Free Space
.
Aliens
are a scumteam with a 1-shot factional kill and a 1-shot "alien tech" factional invention from a random active role in the Deck of Astral Roles that wins ties in endgame.
Cult
is a scumteam with one Cult Leader. The cult picks the Cult Leader from all the Cultists during pregame. Picking the Cult Leader adds on to the existing role and always works under any circumstance. The Cult Leader is a special role (which can be used with a personal ability as if it were a factional ability) that changes alignment to Cult, though it will fail on groupscum with living partners and will fail if either the Cult Leader or the target die that Night. The Cult Leader may not recruit more than 25% of the playerlist at one time. The Cult Leader will flip as a Cult Leader.
Third-Party
slots can be filled with any third party like
Serial Killer
or
Jester
.
Mod Discretion
slots can be filled with
Mod Chooses After Picks
or
Mod Chooses Before Picks
.
Free Spaces
may be filled with any alignment, this includes rare scumteams such as
Pirates
or
Dark Creatures
and reroll for alignment and any other crazy thing you can think of.
The target alignment ratio for the entire Deck of Astral Roles was 300
Town
/ 90
Mafia
/ 90
Werewolf
/ 45
Alien
/ 30
Cult
/ 45
Third-Party
/ 60
Mod Discretion
/ 340
Free Space
.
Ideally you should list the alignment / role split in your posts. This is being used for a game where the alignment / role split is vital.
You can view the wiki page for the Deck of Astral Roles here: Deck of Astral Roles
Spoiler: Standard Wincons
Town
: You win when there are no longer any threats to the
Town
, and at least one
Townie
is still alive.
Mafia
: You win when all the threats to the
Mafia
are gone and at least one
Mafioso
is still alive, or when nothing can prevent this from occurring.
Werewolf
: You win when all the threats to the
Werewolves
are gone and at least one
Werewolf
is still alive, or when nothing can prevent this from occurring.
Alien
: You win when all the threats to the
Aliens
are gone and at least one
Alien
is still alive, or when nothing can prevent this from occurring. Your faction wins ties in endgames.
Cult
: You win when all the threats to the
Cult
are gone and at least one
Cultist
is still alive, or when nothing can prevent this from occurring.
Serial Killer
: You win when all threats to you are gone, and you are currently alive or were alive in the last phase, or nothing can prevent this from occurring.
Survivor
: You win if you are alive during endgame.
Jester
: You win if you are eliminated via vote.
Unjester
: You win if you die in any way other than elimination via vote.
Condemner
: You win and exit the game if your target is eliminated via vote.
Savior
: You win if your target isn't eliminated via vote. You win and exit the game if your target dies in any way other than elimination via vote.
Balance is absolutely not guaranteed.
Shadowhydra, a role that allows an outside player to be in a PT (and the variant known as Brighthydra, which also can unavoidably add a player to their PT), is a role that exists in this deck.
IMPORTANT!: This thread will be locked after post #999 is made!
Last edited by TemporalLich on Sun Dec 05, 2021 7:50 pm, edited 154 times in total.
Role: If at the end of the game you are alive, all players who would win the game instead lose and all players who would lose the game instead win.
Alignment: at the beginning of the game you are assigned a random player. You win if that player is not eliminated via the majority vote before the end of the game.
Last edited by Jingle on Sat Apr 10, 2021 6:17 am, edited 1 time in total.
Role: Each night you passively target all players who die and are notified who, if anyone, they targeted. Results are generated in the form “[Player] targeted [Player/No One].” or “No result.” You are seen visiting any player that does at night.
Last edited by Jingle on Sat Apr 10, 2021 6:18 am, edited 1 time in total.
Anyone investigating you will receive a message saying that you are a frightening and evil Dark Demon.
Each night, you may cloak someone in darkness. They will be roleblocked, and will receive frightening visions of a random night action targeting them the next Night (if they weren't targeted the next Night, they will receive frightening visions of demons).
You will survive the first two otherwise successful kills performed against you.
Once per game, you may target a currently dead player. They will be revived and have their alignment changed to match yours. They are vanillaized during the revival process. While you are alive, dead players may not receive access to a dead pt or similar communications.
This role card is different depending on whether you apply it to a
Mafia
alignment card or any other alignment card.
If this is applied to a
Mafia
alignment card, you are a Neighbor.
If this is applied to any other alignment card, you are a Mason.
I will try to be more conservative on adding roles to the Deck of Astral Roles (unless you want more roles from me here). The initial few are meant for inspiration purposes.
Stuff below a line like this is discussion, it is not part of the role card. Anything above the line (if there is no line, this is considered vacuously true) in ooc tags like this is a moderator note and not part of the visible role card.
Last edited by TemporalLich on Sat Apr 24, 2021 3:54 am, edited 3 times in total.
(Alignment: Serial Killer / Role: Twilight Elimination Inducer)
While you are alive there is an additional phase known as Twilight between the Hammer for the Day Phase and the Night Phase. If a Day or Night phase is skipped, the twilight phase before or after is also skipped. During the Twilight phase, players may vote for a living player to eliminate as they do during day phases. The player eliminated in the previous Day may post and vote as usual. This phase will last 72 hours.
Alignment: After picking your alignment and role card, the moderator chooses your alignment.
Here is an example of a Mod Discretion aligned role. This one will show up while you're picking your alignment card, role card, and discard from your three cards. The other Mod Discretion alignment is
Mod Chooses Before Picks
, where the mod chooses the alignment of the role card before you can pick your cards.
Reroll twice, one to determine this card's alignment and one to determine this card's role, before giving out this card to the player. The player knows what has been rolled.
Congratulations on rolling the first Alien post. This post actually has some powers, unlike the other posts like this. Specifically, you are protected from the first kill that targets you.
Apply 1 bravery counter to any player that uses a night action (counters not visible to players; max 1 per night). Once per night you may target another player and attempt to grant them one of two blessings:
1) If target has 0 bravery counters at the end of the night phase, grant that player a 1-Shot ability of a random active normal role (excluding Cop & Vigilante)
2) If target has 3 or more bravery counters at the end of the night phase, grant that player 1-Shot Bulletproof and remove all of their bravery counters
If a player has 3 or more bravery counters at the start of a night phase, receive the message, "You can sense <name>'s valorous spirit."
All players will receive a positive/uplifting message at the start of each night phase (mod discretion).
(Town alignment/Fanciful Unicorn role)
Last edited by samantha97 on Sat Apr 10, 2021 1:31 pm, edited 1 time in total.
You win if your target survives till endgame. It doesn't matter if they are endgame'd in the endgame, they have to survive to see it.
Factional Ability:
Pre-game, pick another player in the game. You gain a PT with them, and your role PM is posted in it, including alignment. Additionally, you may speak with them at any time even after you have died, and use your abilities post-mortem.
Role Abilities:
Twice per game, you may render another player totally immune to any night-kills, (including strongman or similar effects), or eliminations for the following phase.
Last edited by Korina on Sun Apr 11, 2021 1:43 pm, edited 4 times in total.
At any time, you may publicly reveal your role to be Innocent Child. This does not confirm your alignment.
You will return a guilty result to any Cop-like role.
Cops, and any roles with Cop in the name, or function like a cop, (e.g. bloodhounds), will return a guilty result.
For Role Cops, this role returns a Mafia Goon result.
You may preform the factional kill during the day. If the kill is successful, the player will not die until the day ends.
If you preform the factional kill, the factional kill cannot be preformed during the night.
This kill does not ignore bulletproof roles, but does ignore specifically "Night-Kill Immune."
On even-numbered nights, you may target a player. You will kill every player who visits your target that night. You may not target yourself and you cannot consecutively target the same player.
You win when all threats to you are gone, and you are currently alive or were alive in the last phase, or nothing can prevent this from occurring.
gonna start posting to this thread, prepare for bullshit