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Deck of Astral Roles

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Revision as of 00:52, 26 April 2021 by TemporalLich (talk | contribs) (up to role 13 now)
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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.

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.


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)

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.


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)

Role: 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)

pply 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