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Deck of Astral Roles

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Revision as of 01:23, 26 April 2021 by TemporalLich (talk | contribs) (up to 30 pending if)
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The Deck of Astral Roles is a semi-open setup created by random people. It has 300 roles.

The Deck of Astral Roles game is a custom Greatest Idea Mafia deck with a size of 300. For this game, the moderator randomizes a number from 0 to 299 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.

The Deck of Astral Roles is a collaboration between multiple scummers in the same vein as Grand Idea Mafia. The submitter is listed for each role card.

Role List

0. The First Townie (Town / The First)

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. For this game, the moderator randomizes a number from 0 to 299 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 Deck of Astral Roles: Expanded Universe, the randomization range is instead 0 to the last post in this thread.

The Deck of Astral Roles will have a fixed alignment ratio. The ratio is 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 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.

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.

If a role needs to be vetoed and the 300 role threshold hasn't been reached I will PM you, if the vetoed role still exists it will be replaced with a Vanilla of that alignment. If an alignment needs to be vetoed it will be changed to Survivor if it's in a Third-Party slot or Town otherwise. If the alignment ratio is broken the offending post will be replaced with a Vanilla of the first remaining alignment. Roles will be vetoed if they are broken, extremely unfun, or are mean-spirited.

If this thread manages to go past post #299, the further roles can be played in a game called Deck of Astral Roles: Expanded Universe (the Deck of Astral Roles: Expanded Universe includes all posts in this thread, even posts #0-#299).


Submitter: TemporalLich

1. The First Reply (Mafia / The First Reply)

You managed to roll post one. Enjoy the accolades. You are a named Mafia Goon and have no special abilities.


Submitter: Cook

2. Savior Win Condition Inverter (Savior / Win Condition Inverter)

Alignment: At the beginning of the game you are assigned a random player. 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.

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.


Submitter: Jingle

3. Werewolf Gravedigging Tracker (Werewolf / Gravedigging Tracker)

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.


Submitter: Jingle

4. Town Dark Demon (Town / Dark Demon)

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).


Submitter: TemporalLich

5. 2-Shot Bulletproof Cult 1-Shot Alignment-Changing Reviver (Cult / 2-Shot Bulletproof 1-Shot Alignment-Changing Reviver)

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.


Submitter: Ircher

6. Town Mason or Neighbor (Town / Mason or Neighbor)

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.


Submitter: TemporalLich

Neighbor

You are in a PT with other Neighbors.

Two random other players will be a Neighbor if you select this role card.

Mason

You are in a PT with other Masons, who are confirmed to not be Mafia-aligned.

A random other Non-Mafia aligned player will be a Mason if you select this role card.

7. Twilight Elimination Inducing Serial Killer (Serial Killer / Twilight Elimination Inducing)

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.


Submitter: Jingle

8. Mod Chooses After Picks Bloodhound (Mod Chooses After Picks / Bloodhound)

Each night, you may learn if a player is Town or Not Town.


Submitter: TemporalLich

9. Double Re-roll (? / ?)

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.


Submitter: NotAJumbleOfNumbers

10. The First Alien (Alien / The First Alien)

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.


Submitter: NotAJumbleOfNumbers

11. Elite Cult Leader (Cult / Cult Leader)

If attached to a Cultist, they may be picked as a Cult Leader to be able to recruit every Night. If attached to any other alignment, they get Cult Leader powers and thus may recruit cultists as normal.


Submitter: Korina

12. Town JOAT (Town / JOAT)

You have the following abilities: - 1-Shot Doctor - 2-Shot Bus Driver - 3-Shot Fruit Vendor


Submitter: NotAJumbleOfNumbers

13. Fanciful Unicorn (Town / Fanciful Unicorn)

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).


Submitter: samantha97

14. Mod Chooses Before Picks Mafia (Mafia / Mod Chooses Before Picks)

The role given must contain exactly one 1-shot ability and nothing else.


Submitter: NotAJumbleOfNumbers

15. Twilight Extender (Town / "Twilight Extender")

You are a named Townie. You have no special abilities.


Submitter: Korina

16. Mod Chooses Before Picks Doctor (Mod Chooses Before Picks / Doctor)

Each night, you may protect someone from being killed.


Submitter: TemporalLich

17. Draw Two (Town / Vanilla)

Congratulations, you get an extra two cards if you're playing Greatest Idea! This is a Vanilla Townie otherwise.

Mod Note: This is a Vanilla Townie card for all purposes. If this is rolled, have the player get two extra cards (for a total of five) and pick an alignment card, role card, and discard as normal.


Submitter: NotAJumbleOfNumbers

18. Guardian Angel (Guardian Angel / Guardian Angel)

Alignment: 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. Pregame, 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: 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.


Submitter: Korina

19. Jester (Jester / Vanilla)

You have no special abilities.


Submitter: Korina

20. Guilty Child (Town / Guilty Child)

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.

Mod Note: 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. (yes this is not how Role Cops normally work, deal with it)


Submitter: Korina

21. Mafia Daytime Killer (Mafia / Daytime Killer)

You may perform the factional kill during the day. If the kill is successful, the player will not die until the day ends.

If you perform the factional kill, the factional kill cannot be performed during the night.


Submitter: Korina

22. Even Night Mass Murderer (Even Night Mass Murderer / Vanilla)

Alignment: 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.

Role: You have no special abilities.


Submitter: lendunistus

23. The Second Alien (Alien / The Second Alien)

Is this joke dead already? Yeah, it probably is.

You are protected from the first kill that targets you.

Once in the game during Night, you may learn a player's role.


Submitter: NotAJumbleOfNumbers

24. Neapoligilante (Town / Neapoligilante)

Each night, you may attempt to kill a player. This action will fail if your target is Vanilla.


Submitter: NotAJumbleOfNumbers

25. Ascetic Town Checker (Town / Ascetic Checker)

You are immune to non-kill actions.

Each night, you may check a player. You will be informed of whether your check attempt on that player succeeded or not.


Submitter: TemporalLich

26. Town Multitasking Copycat (Town / Multitasking Copycat)

Once per night you may attempt to gain a 1-Shot version of an active role that is possessed by a random living player, for use during the next cycle only.


Submitter: samantha97

27. Werewolf 1-shot 1-Night Mass Vanillaizer (Werewolf / 1-shot 1-Night Mass Vanillaizer)

You may, once, target everyone else in an attempt to vanillize them. This is temporary and they regain their previous role at the end of next night. X-Shot abilities (and the like) do not reset upon being regained.


Submitter: NotAJumbleOfNumbers

28. Werewolf (Werewolf / Vanilla)

You have no special abilities.


Submitter: NotAJumbleOfNumbers

29. Werewolf Scumfinder (Werewolf / Scumfinder)

You may investigate a player each night.

You get an Innocent result if your target can win while the Town wins. You get a Guilty result if this isn't the case.

Mod Note: Town, Survivor, Jester, Unjester, and Condemner are examples of Innocent results. Groupscum (e.g. Mafia), Cult, and Serial Killer are examples of Guilty results.


Submitter: TemporalLich

30. Vanilla Apparition (Apparition / Vanilla)

Alignment: The apparition faction doesn't kill. Instead, they "possess" people. What this means is that a apparition can take the role of the person they possessed. In the morning it will say that no body was found, and there will be no flip. The apparition doesn't take the alignment of the person, only the role. Each apparition can only possess one person.

Role: You have no special abilities.


Submitter: NotAJumbleOfNumbers