Grand Idea Mafia

This forum is for discussion related to the game.
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Post Post #1966 (isolation #0) » Thu Apr 07, 2016 7:19 am

Post by The MM »

Town Vote-carry
:
Abilities
Vote Carrying:
[Passive]
The number of maximum votes this role has is equal to the number of days that have passed.
Last edited by The MM on Mon Dec 12, 2016 3:18 am, edited 2 times in total.
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Post Post #2007 (isolation #1) » Fri Apr 08, 2016 12:45 am

Post by The MM »

(Random Alignment) Kicker of Asses and Taker of Names


Abilities
  • Kick Ass, Take Name:
    [Night Action]
    Visit target player. You roleblock and steal any action they have that targets someone. Additionally, you block and steal all actions used on them.
Last edited by The MM on Mon Dec 12, 2016 3:20 am, edited 3 times in total.
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Post Post #2008 (isolation #2) » Fri Apr 08, 2016 1:03 am

Post by The MM »

Town Market Crasher


Market Crash:
[Night Action]
Target a player. If they were rich, their role changes to Survivor.

  1. Notes:
  2. The mod must decide which role is rich at the beginning of the game.
Last edited by The MM on Mon Dec 12, 2016 3:23 am, edited 3 times in total.
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Post Post #2009 (isolation #3) » Fri Apr 08, 2016 1:04 am

Post by The MM »

(Random Alignment) Spammer


Abilities
SPAAAAAM!:
[Night Action - Compulsive]
Target another player. Send a message to the mod; that message will be privately sent to the target by the mod.

  1. Notes:
  2. Of course, no copying the mod color of truth if there is one.
Last edited by The MM on Mon Dec 12, 2016 3:25 am, edited 3 times in total.
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Post Post #2010 (isolation #4) » Fri Apr 08, 2016 1:05 am

Post by The MM »

Not Playing This Game

Abilities
    • Not Playing This Game:
      [Passive]
    • You may not vote.
    • You are not shown in vote counts unless there are votes on you.
Last edited by The MM on Mon Dec 12, 2016 8:10 am, edited 6 times in total.
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Post Post #2011 (isolation #5) » Fri Apr 08, 2016 1:07 am

Post by The MM »

Town Dreamer

Abilities
  • Waking Sleep:
    [Passive]
    Each time an action is used on you, you gain a 1-shot copy of that action.
  • Unresting Dead:
    [Passive]
    If you are killed during a night, you can still use the abilities that targeted you in that night before dying, including the action that killed you.
Last edited by The MM on Mon Dec 12, 2016 3:28 am, edited 4 times in total.
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Post Post #2012 (isolation #6) » Fri Apr 08, 2016 1:08 am

Post by The MM »

Third-party Meteor

Abilities
  • Just A Giant Rock:
    [Passive]
    You are unable to vote or talk.
  • Incoming Doom:
    [Passive - Win Condition]
    If any hint to your role must be revealed to a player (except by your on-death role flip), you crash into the Earth and destroy the world, killing everyone and winning the game.


(Had to do that 2012 joke.)
Last edited by The MM on Mon Dec 12, 2016 3:30 am, edited 4 times in total.
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Post Post #2109 (isolation #7) » Mon Apr 11, 2016 9:31 pm

Post by The MM »

Town RPG Player

Mechanic
  • Let's Play A Game, The Rules Are Simple:

  • Every player starts the game with 100 HP.
  • At the end of the day, players lose 10 HP for each vote on them.
  • If a player should reach 0 HP due to the cumulated damage and votes on them, they are hammered.


Abilities
    • Heart of the Cards? This Isn't From An RPG!:
      [Passive]
      Each night, you draw a random card that gives you an ability between the following:
    • Gold Card
      :
      [Passive - 1-Shot]
      Your votes cancel your vote target's vote, and they cannot vote while the vote is on them.
    • One-Shot
      :
      [Night Action - 1-Shot]
      You can put someone's HP to 1.
    • Kamikaze Bomb
      :
      [Passive - Compulsive - 1-Shot]
      If you're lynched, you blow up and everyone on the wagon loses HP equal to the amount of HP you had before getting lynched.
    • The Eye
      :
      [Night Action - 1-Shot]
      Halves your target's HP, but you receive their Role PM.
    • Mind Gems
      :
      [Action]
      - Ask the mod to send a PM to target player.
    • Sh*tstorm
      :
      [Day Action - Compulsive]
      Post a video of Darude - Sandstorm in the thread. If someone calls you out on it, you die. If noone reacts to it, you die. In all other cases, by the end of the day, every player's HP (but yours) is halved.
      (If you didn't post the video, you die.)

    • Supernova
      :
      [Night Action]
      Everyone but you has their HP divided by 16.

  1. Rulings:
  2. Gaining a 1-Shot ability you already have by Heart of the Cards? This Isn't From An RPG!'s effect simply gives you another shot, with no limit to the number of shots you may have.
Last edited by The MM on Mon Dec 12, 2016 8:10 am, edited 4 times in total.
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Post Post #2111 (isolation #8) » Mon Apr 11, 2016 9:46 pm

Post by The MM »

Town Card Shark

Mechanic
  • Card Deck:
    [Passive]

  • You have a Deck of 15 cards: 1 Joker, 2 Ace, 3 King, 4 Queen, 5 Jack
  • My Turn, Draw:
    At the beginning of each night, you draw three of them. You must choose one to keep in your hand
    (There is no limit to the number of cards you may hold at a time.)
    , and the other cards are trashed. Cards that you use as costs for your abilities are trashed. If, at the beginning of a night, your drawing pool contains less than three cards, the trashed cards are shuffled into the drawing pool.


Abilities
  • Got All The Cards:
    [Passive]
    • You can use the following abilities during the night, provided that you can pay their costs:
    • Joker
      : Costs 1 JOKER.
      [Night Action]
      You get target player's abilities until the beginning of the second day phase after this one starts.
    • Ace in the Hole
      : Costs 2 Aces.
      [Night Action]
      Strongman Vig target player.
    • Kingmaker
      : Costs 3 Kings.
      [Night Action]
      You become the King next day. (Meaning nobody votes but you and you instantly hammer someone. If you don't by end-day, you get lynched.)
    • God Save Us From The Queen
      : Costs 3 Queens.
      [Night Action]
      Cop all living players.
    • Jack of All Saves
      : Costs 3 or more Jacks.
      [Night Action]
      Doc 3 (or more if you used more Jacks) players with the same alignment as you this night. Doc'ing a player with an alignment opposite to yours fails.




Felissan wrote:
Mafia Goon

If the RPG player is in the game, does it mean anybody who was voted for at the end of the day immediately dies?
No, they lose 10 HP, that was a typo. My bad. Thanks for pointing it out.
Last edited by The MM on Mon Dec 12, 2016 3:48 am, edited 2 times in total.
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Post Post #2112 (isolation #9) » Mon Apr 11, 2016 9:51 pm

Post by The MM »

Mafia Slime

Abilities
  • Slimy Body Can't Hurt:
    [Passive]
    You cannot vote.
  • The Virus:
    [Passive]
    Anyone voting for you at the end of a day phase becomes scum if you're not lynched.
Last edited by The MM on Mon Dec 12, 2016 3:50 am, edited 2 times in total.
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Post Post #2113 (isolation #10) » Mon Apr 11, 2016 9:53 pm

Post by The MM »

Luigi
(This role is aligned with Town)


Abilities
Luigi wins by doing absolutely nothing:
Luigi doesn't win by the normal town win condition. He wins only by doing absolutely nothing.
Last edited by The MM on Mon Dec 12, 2016 3:51 am, edited 2 times in total.
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Post Post #2120 (isolation #11) » Tue Apr 12, 2016 4:36 am

Post by The MM »

Mafia Troll

Abilities
Blatant Lies:
[Night Action]
You can say that a living player performed a certain action on another player. All investigative roles receive the fake information whenever applicable.
Example of uses for Blatant Lies
  • Max says "Mandy roleblocked Meg."
  • Melvin is a Tracker and tracked Mandy, so he gets returned that she targeted Meg.
  • Mike is a Follower, and he too targeted Mandy, so he gets returned that she roleblocked someone.
  • MotionDetector41 is a Motion Detector, so he gets pinged whether he targeted Meg or Mandy (or Max for that matter). etc...



In post 2119, BNL wrote:
Town Post Rest.

Your post word must have only four char, incl name, vote. Fail this four time, lose your vote till moon rise.
If someone can help me rephrase this with better grammar while using only four letter words, I’d appreciate it.

Good luck. (really I have no idea -- still, GL for lynching me)
Last edited by The MM on Mon Dec 12, 2016 3:52 am, edited 2 times in total.
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Post Post #2134 (isolation #12) » Tue Apr 12, 2016 9:36 pm

Post by The MM »

Mafia Sniper

Abilities
Death From Afar:
[Passive]
You cannot be affected by on-lynch reflexive abilities from people you lynch.
Last edited by The MM on Mon Dec 12, 2016 3:53 am, edited 2 times in total.
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Post Post #2135 (isolation #13) » Tue Apr 12, 2016 9:37 pm

Post by The MM »

Self-conscious Townie

Abilities
Self-conscious:
[Passive]
If investigated, you commit suicide.
Last edited by The MM on Mon Dec 12, 2016 3:53 am, edited 2 times in total.
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Post Post #2137 (isolation #14) » Wed Apr 13, 2016 3:08 am

Post by The MM »

Mafia "Totally Townie"

Abilities
Look At Me, I'm So Town!:
[Passive]
You are announced as town at the beginning of the game.
Last edited by The MM on Mon Dec 12, 2016 3:54 am, edited 2 times in total.
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Post Post #2138 (isolation #15) » Wed Apr 13, 2016 3:09 am

Post by The MM »

Town Pal of Death

Abilities
Death & Pals:
[Passive]
Whenever someone dies, the God of Death announces that you're town.
Last edited by The MM on Mon Dec 12, 2016 3:54 am, edited 2 times in total.
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Post Post #2139 (isolation #16) » Wed Apr 13, 2016 3:10 am

Post by The MM »

Town Blogger

Abilities
Read Between The Lines:
[Passive]
When you are targeted, the player targeting you gets an investigation result that returns your alignment as Town.
Last edited by The MM on Mon Dec 12, 2016 3:56 am, edited 2 times in total.
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Post Post #2140 (isolation #17) » Wed Apr 13, 2016 3:11 am

Post by The MM »

Mafia Noisy Roleblocker

Abilities
Falcon Pawnch!:
[Night Action]
Target a player. They are returned and everyone gets returned a message saying they have been roleblocked.
Last edited by The MM on Mon Dec 12, 2016 3:57 am, edited 2 times in total.
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Post Post #2141 (isolation #18) » Wed Apr 13, 2016 3:17 am

Post by The MM »

Town Chuni

Abilities
  • Adolescent Delusion:
    • Super Form:
      [Passive]
      At the beginning of Day 2, you enter
      Super Form
      . The following abilities are exclusive to
      Super Form
      .
      • Power of Love:
        [Passive]
        It takes one more vote to lynch you.
      • Energetic:
        [Passive]
        You have two votes.
      • In The Name of Love, Peace, And Candy:
        [Night Action]
        Kill target player.
    • Highly Responsive to Failure:
      [Passive]
      If, while in
      Super Form
      , you have a vote on you starting at the end of a day phase or if you kill a Town-aligned player
      (this also applies if you lynch a Town-aligned player)
      , you enter
      Gloomy Form
      . The following abilities are exclusive to
      Gloomy Form
      .
      • Scapegoat:
        [Passive]
        It takes one less vote to lynch you.
      • Shell-shock:
        [Passive]
        You are unable to vote.
      • Why Am I Still Doing This?:
        [Night Action]
        Kill target player.
    • Stories of Wonderland:
      [Passive]
      If you have a vote on you at the end of a day while in
      Gloomy Form
      , you commit suicide.
Last edited by The MM on Sun Jun 07, 2020 12:02 pm, edited 4 times in total.
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Post Post #2150 (isolation #19) » Wed Apr 13, 2016 9:46 pm

Post by The MM »

Town Steven Seagal

Abilities
Super Cop:
[Night Action]
Target a player. The investigation result is mod-announced in the next morning if you're still alive.
Last edited by The MM on Mon Dec 12, 2016 4:09 am, edited 2 times in total.
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Post Post #2155 (isolation #20) » Thu Apr 14, 2016 11:50 pm

Post by The MM »

Town Day 1 Vote-magnet

Abilities
  • Attract Votes:
    [Passive]
    Every vote Day 1 is redirected towards you.
  • Who Would Be Dumb Enough?:
    [Passive]
    If you are hammered Day 1, you don't die
    (and thus don't flip)
    . Instead, your role is changed to Doublevoter.
Last edited by The MM on Mon Dec 12, 2016 4:11 am, edited 3 times in total.
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Post Post #2157 (isolation #21) » Fri Apr 15, 2016 5:44 am

Post by The MM »

Mafia Goon



In post 2156, Ircher wrote:
In post 2155, The MM wrote:
Town Day 1 Vote-magnet

Every vote Day 1 is redirected towards you.

This isnt worst role ideas, please do not post bastard/inexplicably unplayable roles in this thread.
It's too late to change it now, isn't it?
EDIT:
Screw that, I done it.
Last edited by The MM on Fri Apr 15, 2016 5:49 am, edited 2 times in total.
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Post Post #2158 (isolation #22) » Fri Apr 15, 2016 5:46 am

Post by The MM »

Third-Party "Big Evil"

Abilities
  • It's In The Name:
    [Passive]
    Your alignment is returned as scum to the Cop.
    • Endbringer:
      [Night Action]
      You may choose one of the following:
    • Doombringer:
      Doom someone.
      (Dooming an already doomed player kills them.)

    • Final Bringer:
      Win if there is at least one town-aligned and one scum-aligned Doomed player.
Last edited by The MM on Mon Dec 12, 2016 4:13 am, edited 2 times in total.
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Post Post #2159 (isolation #23) » Fri Apr 15, 2016 5:50 am

Post by The MM »

Town Neighborizing Cop

Abilities
Invitation:
[Night Action]
Target a player. If they're Town-aligned, they join your private topic. Otherwise, you are returned that they are guilty.
Last edited by The MM on Mon Dec 12, 2016 4:15 am, edited 2 times in total.
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Post Post #2272 (isolation #24) » Wed May 18, 2016 6:24 am

Post by The MM »

Mafia Hate-Carry

Abilities
Forever My Hatedom Shall Grow:
[Passive]
You take one less vote to lynch for each day that has passed in the game.

(Policy for zero-vote lynches is to be decided by the mod.)
Last edited by The MM on Mon Dec 12, 2016 8:12 am, edited 3 times in total.
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Post Post #2273 (isolation #25) » Thu May 19, 2016 10:25 am

Post by The MM »

Unlyncher Lover

Abilities
  • Stand United:
    [Passive]
    • At the beginning of the game, a player is chosen to be your Unlynchee and Lover. Their win condition is changed to yours.
    • If any of you or the player chosen by this ability dies, the other dies and you both lose the game.
    • [Win Condition]
      You win if you are alive at endgame.
Last edited by The MM on Mon Dec 12, 2016 5:16 am, edited 2 times in total.
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Post Post #2274 (isolation #26) » Thu May 19, 2016 10:29 am

Post by The MM »

Town Even-Day Vacationist

Abilities
I'm Off, Maybe Tomorrow Will Be Better:
[Passive]
You leave the game during even-numbered day phases.
Last edited by The MM on Mon Dec 12, 2016 5:17 am, edited 2 times in total.
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Post Post #2285 (isolation #27) » Sat May 21, 2016 5:38 am

Post by The MM »

Third-party Mystery Egg

Abilities
  • A FREAKING DRAGON!:
    [Passive]
    If appliable, your race alignment is "Dragon" (
    Noone is told there is a freaking dragon in this game.
    ).
  • Forced Hatching:
    [Passive]
    If you are lynched, you transform into the following role.


Third-party Great Dragon

Abilities
  • A FREAKING DRAGON!:
    [Passive]
    If appliable, your race alignment is "Dragon".
  • Dragon Power:
    [Passive]
    Your vote counts as two and killing shots only deal you 1 injury.
    • Injury Ruling:
    • 1 injury wears off at the end of each night. If you have 2 injuries, you lose one vote and it takes one less vote to lynch you. If you have 3 injuries, you die unless death is prevented by a permanent or a temporary ability, as death from 3 injuries is permanent it will by pass X-shot death immunity no matter the number of death-protections.

  • Built-up Power:
    [Passive]
    For each day passed in the game, you have 1 stack of
    Firebreath
    . When you vote someone, you may consume any number of stacks for your vote to count as 1 more for each stack consumed.
  • BURN!:
    [Win Condition]
    You win if you survive to endgame and have a number of
    Firebreath
    stacks equal or superior to the number of other alive players at endgame. In that case, every other player loses.
Last edited by The MM on Mon Dec 12, 2016 8:13 am, edited 5 times in total.
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Post Post #2287 (isolation #28) » Sat May 21, 2016 5:54 am

Post by The MM »

Town Lamia

Abilities
A Snake's Coils:
[Night Action]
Target a player. You roleblock them for the night, but appear as scum, unless you've targeted them for at least the second time in a row. If you didn't choose anyone, you cannot vote the next day.


Wups, edited it in.
Last edited by The MM on Mon Dec 12, 2016 5:22 am, edited 2 times in total.
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Post Post #2288 (isolation #29) » Sat May 21, 2016 6:05 am

Post by The MM »

Town Passive-Taker

Abilities
Copy Passive:
[Night Action]
Target a player. You gain their passive abilities until the end of the game.
(You cannot gain factional abilities this way.)
Last edited by The MM on Mon Dec 12, 2016 5:22 am, edited 2 times in total.
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Post Post #2289 (isolation #30) » Sat May 21, 2016 6:06 am

Post by The MM »

Town Active-Taker


Abilities
Take Actives:
[Night Action]
Target a player. You gain their activated abilities until the end of the game.
(You cannot gain factional abilities this way.)

(You can use any number of abilities you'd like in one Night Phase, as long as all of them were gained by Take Actives.)
Last edited by The MM on Mon Dec 12, 2016 5:23 am, edited 2 times in total.
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Post Post #2290 (isolation #31) » Sat May 21, 2016 6:14 am

Post by The MM »

Third-party Evil Mentor


Abilities
  • Selfish Mentoring:
    [Passive]
    You only have this ability if you have a
    Mentee
    .
    • [Passive]
      • Your Mentee gains the following ability.
        • Minored in Murder:
          [Night Action]
          Target a player who isn't your
          Mentor
          . You shoot the targeted player.
      • My Choice:
        [Night Action]
        Send "REFUSE" to the mod. You block Minored in Murder, and both your Mentee and the target take half the required number of votes to be voted for the next day.
  • Bad Boss Seeking Apprentice:
    [Night Action]
    You only have this ability if you don't have a
    Mentee
    . Target a player; you recruit them as your
    Mentee
    if they are not scum-aligned. If they are scum-aligned, you instead take half the required number of votes to be lynched (rounded down) for the next day.
  • PhD In Evil Mentoring:
    [Win Condition]
    You win the game when 3 of your
    Mentees
    die. All these
    Mentees
    lose.
Last edited by The MM on Mon Dec 12, 2016 5:33 am, edited 2 times in total.
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Post Post #2291 (isolation #32) » Sat May 21, 2016 8:14 am

Post by The MM »

Third-Party Transe Cellmaker

Abilities
  • Make Transe Cell:
    [Passive]
    Each night, you spawn a
    Transe Cell
    under your control.
  • The Hive:
    [Night Action]
    Decide for whom each
    Transe Cell
    under your control will vote for during the next day.


Transe Cell Role
  • Amoeba:
    [Passive]
    You take 2 votes to lynch. Lynching you does not end the day, but uses up the votes.
  • Cell Division:
    [Passive]
    When you are lynched, you spawn 2
    Mini-Cells
    .


Mini-Cell Role
  • Peanut Damage:
    [Passive]
    You cannot vote.
  • One Hit-Point Wonder:
    [Passive]
    You take one vote to lynch. Lynching you does not end the day, but uses up the vote.
  • Growth:
    [Passive]
    At the end of the Day Phase, you turn into a
    Transe Cell
    .
Last edited by The MM on Mon Dec 12, 2016 6:17 am, edited 3 times in total.
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Post Post #2294 (isolation #33) » Sat May 21, 2016 8:44 am

Post by The MM »

(Alignment rolled at random)
Hate-Plague Slime


Abilities
  • The Virus:
    [Passive]
    Any player who targets you has their role become a copy of yours.
    (Alignment doesn't change.)

  • Spread Hate:
    [Passive]
    You take 2 less votes to be lynched for each time you triggered The Virus.
  • Diluted:
    [Passive]
    If you ever should take 0 vote to be lynched due to Spread Hate, you instantly die.
  • The Plague:
    [Win Condition]
    You win if half the living players are Hate-Plague Slimes.
Last edited by The MM on Mon Sep 04, 2017 2:56 am, edited 4 times in total.
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Post Post #2295 (isolation #34) » Sat May 21, 2016 9:25 am

Post by The MM »

Third-Party Celestial Polarizer

Abilities
  • Otherworldly Voices Linger Around You...:
    [Passive]
    The mod must announce there is a Celestial Polarizer in the game at the beginning of Day 1.
  • Vanilla Energy:
    [Passive]
    • You have 1 vote for each Vanilla Townie alive.
    • Vanilla Townies take 1 more vote to lynch.
  • Darkness-Piercing Light:
    [Night Action - 1-Shot]
    Once per game at night, you may sacrifice a random living Vanilla Townie to publicly unveil the role names of half the living players (of your choice) at the next Day Phase.
    1. Rulings:
    2. You cannot sacrifice a player that you targeted with this ability, and if there is no Vanilla Townie to sacrifice, this ability fails.

  • Legendary Kill:
    [Passive]
    If you are lynched, anyone on the lynch wagon takes 1 more vote to be lynched for the rest of the game.
  • Polarizing:
    [Passive]
    • As long as you are alive, no factional win condition can apply.
    • Additionally, this role cannot be modified in any way.
  • Celestial Order:
    [Win Condition]
    You win when half the living players are Vanilla Townies.
Last edited by The MM on Mon Dec 12, 2016 6:26 am, edited 3 times in total.
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Post Post #2300 (isolation #35) » Sat May 21, 2016 10:37 am

Post by The MM »

Vanilla Townie

In post 2298, Felissan wrote:
Serial Killer Dolphin

Kappy, you've officially won the most-difficult-to-read-role-in-this-thread award.
Which one of the two? xD
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Post Post #2303 (isolation #36) » Sat May 21, 2016 12:43 pm

Post by The MM »

Town Weirdo

Abilities
Weird...:
[Passive]
This role counts as both town and scum to investigative abilities.
Last edited by The MM on Mon Dec 12, 2016 6:27 am, edited 2 times in total.
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Post Post #2307 (isolation #37) » Sun May 22, 2016 12:45 am

Post by The MM »

Mafia Ninja Strongman Godfather

Frozen Angel wrote:
Creepy the creep of the Mafia


you will automatically hammer whoever reaches L1 and your not voting already.
If your already voting someone who reaches L1 you will automatically unvote!
If anyone attempts to kill you , you won't die. instead they will receive a message that you hugged them.
That second ability is only one derping away from causing that autohammer to happen -- and makes voting useless methinks.
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Post Post #2309 (isolation #38) » Sun May 22, 2016 1:38 am

Post by The MM »

Town Doublevoter Hated Miller

But you hammer automatically anything that gets at L-1 so it kinda changes how pressure must be applied, doesn't it?
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Post Post #2311 (isolation #39) » Sun May 22, 2016 1:48 am

Post by The MM »

Mafia Pink Goo

Abilities
Love Slime:
[Passive]
Anyone who targets you becomes your Lover.
  1. Rulings:
  2. (Alignments don't change. If you die, all your Lovers die, but if one of your Lovers dies, only you die with them.)



If not kept in check, that's actually a serious town power downgrade (regardless of the role's alignment). Especially if RVS gets out of control and noone adapts to this role.
Last edited by The MM on Mon Dec 12, 2016 6:28 am, edited 3 times in total.
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Post Post #2312 (isolation #40) » Sun May 22, 2016 1:52 am

Post by The MM »

Town Penta-voted Penta-voter

Abilities
  • Penta-vote output:
    [Passive]
    You have 5 votes.
  • Penta-vote Input:
    [Passive]
    The first vote on you counts as 5 votes.
    1. Note:
    2. "First vote" does not mean "first vote of the day", but actually reapplies at every vote set on you when noone is voting for you.
Last edited by The MM on Mon Dec 12, 2016 6:29 am, edited 2 times in total.
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Post Post #2313 (isolation #41) » Sun May 22, 2016 2:04 am

Post by The MM »

Town Surpriser

Abilities
Surprise, mothaf***a!:
[Night Action]
Target a player. If they would use an action, you surprise them, cancelling its use and using a copy of it on them.

Example: You targeted the Framer, who was targeting someone else. You cancel the framing, and they are framed (Not very useful).
Last edited by The MM on Mon Dec 12, 2016 6:30 am, edited 2 times in total.
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Post Post #2315 (isolation #42) » Sun May 22, 2016 6:46 am

Post by The MM »

Mafia Bulletproof Cop

You can always claim to be a gamebreaker Bulletproof Town Cop, and claim insanity when you get a townie lynched by claiming he's scum.
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Post Post #2319 (isolation #43) » Sun May 22, 2016 7:24 am

Post by The MM »

Alignment Switcher

Abilities
  • One way...:
    On odd days, you are aligned with the Town.
  • ...or another:
    On even days, you are aligned with scum.
    1. Rulings:
    2. You have no way to communicate with scumpartners.
    3. "Scum" means any faction aligned as scum.
Last edited by The MM on Mon Dec 12, 2016 6:32 am, edited 2 times in total.
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Post Post #2320 (isolation #44) » Sun May 22, 2016 7:26 am

Post by The MM »

Town Amplifier-Vortex

Pay Back Double:
[Passive]
At the end of each night, you can use 2 copies of each action that targeted you this night on players of your choice. This applies even if you die.
Last edited by The MM on Mon Dec 12, 2016 6:33 am, edited 3 times in total.
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Post Post #2322 (isolation #45) » Sun May 22, 2016 9:26 am

Post by The MM »

Town Cat Cop

Abilities
  • A Cute Fuzzy Kitten By His Side...:
    [Night Action]
    Each night, you can follow someone.
    • If they are an investigative role that returns an alignment, you get their investigation result.
    • Otherwise, you are returned their target's alignment.
    • If they target nobody, you instead get returned the target's alignment.
  • On The Bad Side Of A Cute Fuzzy Kitten:
    [Passive]
    If you get a guilty ping, you may use Cat Claws on them during the next day.
    • Cat Claws:
      [Day Action]
      Target a player who you have been returned a guilty result on last night by A Cute Fuzzy Kitten By His Side... and kill them.
Last edited by The MM on Mon Dec 12, 2016 6:38 am, edited 2 times in total.
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Post Post #2323 (isolation #46) » Sun May 22, 2016 9:01 pm

Post by The MM »

Town Swift-Voter

Abilities
Swift:
[Passive]
Your vote cannot miss, neither can it be ignored or redirected by any ability.
Last edited by The MM on Mon Dec 12, 2016 6:38 am, edited 3 times in total.
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Post Post #2324 (isolation #47) » Tue May 24, 2016 8:56 am

Post by The MM »

Town Hype-Beamer

Abilities
Hype Beam:
[Passive]
  • You can only use you vote once per day.
  • Your vote counts as a number equal to the combined value of the votes already on your target at the time of posting.
  • If you voted a day, you can't vote the next day.
Last edited by The MM on Mon Dec 12, 2016 6:39 am, edited 2 times in total.
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Post Post #2329 (isolation #48) » Thu May 26, 2016 1:19 am

Post by The MM »

Town Cop-fier

Abilities
Copify!:
[Night Action]
Target another player. They gain 1-time Investigation.
  • 1-time Investigation:
    [Night Action - 1-Shot]
    Target a player. You get their alignment returned to you in a message.
Last edited by The MM on Mon Dec 12, 2016 6:42 am, edited 2 times in total.
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Post Post #2331 (isolation #49) » Thu May 26, 2016 9:13 am

Post by The MM »

Town Asylumkeeper

Abilities
Madman In The Asylum:
[Night Action]
Target a living player that had at least 1 vote on them at the end of the last Day Phase. They are blocked this night, and you also block anyone who would target them unless it's a kill, in which case you die and any other person that still targets them gets killed by THEM instead.

PS: Nice role x)
Last edited by The MM on Mon Dec 12, 2016 6:43 am, edited 3 times in total.
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Post Post #2340 (isolation #50) » Sun May 29, 2016 8:15 am

Post by The MM »

Third-Party Crowd Electrifier


Abilities
  • Simple Rating:
    [Passive]
    At the end of each day, you gain 1 star if you voted, then 1 star if you lynched someone, and then 1 star for each vote on you. Whenever you are targeted by a night action, you lose 1 star.
  • Striking Chronicles:
    [Passive]
    If you have 5 stars at the end of a day, then the next night phase is skipped and it takes 5 more votes to lynch you the next day.
  • Support of the Crowds:
    [Passive]
    Your vote counts as 1 more for each time you triggered Striking Chronicles.

  • Rock Out:
    [Passive]
    When your vote counts as half the living players +1
    (rounded down)
    , you win and leave the town.
Last edited by The MM on Fri Dec 01, 2017 9:07 am, edited 3 times in total.
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Post Post #2351 (isolation #51) » Mon May 30, 2016 8:12 pm

Post by The MM »

Illuminati
(This role is third-party.)


Abilities
  • We Know All:
    [Passive]
    You know every single role in the game
    (but not which player drew which role) (if several players have the same role, you are returned the number of players with that same role)
    .
    Higher Purpose:
    [Passive]
    You return no result to alignment investigations and are invulnerable to factional kills.
    Little Meddling Kids:
    [Passive]
    Every player that targets you except for an investigation is returned an investigation result saying that you are the Illuminati.

    Hostile Takeover:
    [Win Condition]
    If you survive to the endgame, you win the game and everybody else loses.
Last edited by The MM on Mon Dec 12, 2016 6:47 am, edited 1 time in total.
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Post Post #2352 (isolation #52) » Mon May 30, 2016 8:44 pm

Post by The MM »

Mafia Seducer

Abilities
  • Latin Lover:
    [Night Action]
    Each night, you may seduce someone and make them Love you until you use this ability again.
    (They don't lose their other abilities.)
    (This Love only works one way: if you die, they commit suicide, but not the other way around.)

  • Can't Love Scum Like You:
    [Passive]
    If your seducee ever investigates you and has a guilty ping or you use Latin Lover while having a seducee, they automatically break up with you. You can never seduce someone who has broken up with you.

(Nerfed on 12/12/2016: using Latin Lover results in your current seducee breaking up with you.)



My vote alignments up to here determined which alignment this one role is.
With 28/11/10/5, I had to do a scum role.
Last edited by The MM on Mon Dec 12, 2016 6:51 am, edited 1 time in total.
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Post Post #2353 (isolation #53) » Tue May 31, 2016 5:21 am

Post by The MM »

Mafia Platinum Angel

Abilities
Emissary of the Skies?:
[Passive]
You cannot be killed by a player's ability
(You can still be lynched as lynching is a global ability, and are still vulnerable to other scumfactions' nightkill.)
and players' win conditions can not be triggered.
(Factional win conditions still apply.)
Last edited by The MM on Mon Dec 12, 2016 6:52 am, edited 1 time in total.
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Post Post #2357 (isolation #54) » Tue May 31, 2016 9:28 am

Post by The MM »

Mafia Screwjob-Artist

Abilities
RING THE F*CKING BELL!:
[Day Action]
If it should take 1 more vote to lynch someone, you may ring the f*cking bell
(you must post "ring the f*cking bell" in either capslock or bold or both)
, hammering them even if you're already voting them.
Last edited by The MM on Mon Dec 12, 2016 6:54 am, edited 1 time in total.
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Post Post #2358 (isolation #55) » Tue May 31, 2016 11:32 pm

Post by The MM »

Mafia Vilest thing since Villainy

Abilities
  • Supremely Evil:
    [Passive]
    You have two alignments: "scum" and "scummier".
  • Obviously Evil:
    [Passive]
    The mod announces you as scum at the beginning of the game.
  • I'm the Real Evil!!!:
    [Night Action]
    Target one of your fellow scum members; you kill your target.

  • The Only One Left:
    [Win Condition]
    You win (and everybody else loses) if, at the end of a night phase:
    - You are the only player alive.
    - You, a Vanilla Townie and another scum member are the only players living.
    (The Only One Left applies before the scum win condition.)
Last edited by The MM on Mon Dec 12, 2016 6:56 am, edited 2 times in total.
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Post Post #2360 (isolation #56) » Wed Jun 01, 2016 9:20 pm

Post by The MM »

Mafia Mindslaver

Mechanic
  • Charge System:

  • You start the game with 5 charges.
  • If you have 0 charges at any point, you die.
  • At the end of every day phase, you lose 1 charge for each vote on you.
    (This takes vote weight into account - a Doublevoter counts as 2.)

  • At the end of every night, you gain 1 charge.


Abilities
Sorcery:
[Passive]
  • Each night, you may use one of the following actions, provided you can pay their cost.
  • Mind Reading:
    [Night Action]
    Gain 1 "charge" points, then you check the alignment of the person who had most votes last day
    (chosen at random in case of ties or at day 1)
    , and get another "charge" point if they were not one of your scumpartners.
  • Phase Out:
    [Night Action]
    This ability costs 2 "charge" points. For the next day, target player is counted as out of the game.
  • Curse of Slowness:
    [Night Action]
    This ability costs 8 "charge" points. You gain the following ability:
    • Halved Time:
      [Passive]
      Any townie's first vote of any day is nullified. They cannot vote again until 24 hours have passed.
Last edited by The MM on Mon Dec 12, 2016 7:01 am, edited 1 time in total.
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Post Post #2361 (isolation #57) » Wed Jun 01, 2016 9:24 pm

Post by The MM »

Mafia Brainlocker

Abilities
Global Tiredness:
[Passive]
At night 2, choose a non-scum faction. All members of this faction cannot vote more than once during any same day as long as you live. They also cannot unvote.
Last edited by The MM on Mon Dec 12, 2016 7:01 am, edited 1 time in total.
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Post Post #2362 (isolation #58) » Wed Jun 01, 2016 9:59 pm

Post by The MM »

Town Copycat

Abilities
  • Register:
    [Passive]
    Night 1, you are given a list of abilities* by the mod. Choose one to register.
  • Boot:
    [Night Action]
    Use your registered ability.

* Choice is made at the mod's discretion, I personally recommend one-shot abilities and the weaker other abilities. I am not responsible for any game-breaking. Don't use "Register" as a registerable ability.
Last edited by The MM on Mon Dec 12, 2016 7:03 am, edited 1 time in total.
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Post Post #2363 (isolation #59) » Wed Jun 01, 2016 10:04 pm

Post by The MM »

Town Researcher

Abilities
  • Intel Get:
    Target a living player. You are returned the names of all abilities used by them and on them.
  • Experiment:
    Use an ability whose name you know by Intel Get. You cannot use the same ability twice.

* Some abilities don't have names, but you can assume a Cop investigation returns Investigate, a Roleblocking returns Roleblock (or Punch in the face if you're me), etc...
Last edited by The MM on Mon Dec 12, 2016 7:04 am, edited 1 time in total.
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Post Post #2364 (isolation #60) » Wed Jun 01, 2016 10:08 pm

Post by The MM »

Town Risk Taker

Abilities
Want All, Lose All:
[Action]
At the end of this phase, another similar phase takes place. At the end of said phase, you die.
Last edited by The MM on Mon Dec 12, 2016 8:14 am, edited 1 time in total.
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Post Post #2366 (isolation #61) » Thu Jun 02, 2016 5:15 am

Post by The MM »

Town Opener

Abilities
Unknown Key:
[Night Action]
Target another player. They gain one extra shot for every X-shot ability they possess.
Last edited by The MM on Mon Dec 12, 2016 8:15 am, edited 1 time in total.
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Post Post #2368 (isolation #62) » Thu Jun 02, 2016 11:05 am

Post by The MM »

Town Substitute-Based Extravoter

Abilities
  • Substitute:
    [Night Action - 3-Shot]
    Put a substitute up
    (It's name is yours, its role is Substitute and it has no ability, but is not treated as a Vanilla Townie.)
    . All night actions that should target you target it instead.
    (If it dies during the night, you will be targeted correctly by further night actions.)

  • Double-Teaming:
    [Passive]
    For each Substitute that stays alive through an entire night, you gain a separate vote every day in addition to yours until the end of the game.
Last edited by The MM on Mon Dec 12, 2016 8:44 am, edited 2 times in total.
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Post Post #2369 (isolation #63) » Fri Jun 03, 2016 8:29 am

Post by The MM »

Town Ouch City Marketer

Abilities
  • Marketing
    : Each night, you can target another player. If they should die this night, they are sent to Ouch City instead.
  • Screw This Mafia, We Out!:
    If the number of townies in Ouch City is equal to the number of living townies, Town wins the game.

In post 2373, The MM wrote:
In post 2370, callforjudgement wrote:Doesn't that lead to an automatic town victory? After scum endgame everyone, there are no living townies, and as the number of living townies only decreases and the number of ouchies only increases, the numbers have to cross each other at some point. (Or do endgamed townies count as alive for the purpose of the win condition?)
If scum endgames town, they win. This naturally means the game is no longer going on, and this wincon doesn't apply.
Last edited by The MM on Mon Dec 12, 2016 8:47 am, edited 2 times in total.
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Post Post #2373 (isolation #64) » Sat Jun 04, 2016 11:28 pm

Post by The MM »

Town Self-Refilling 1-shot Role-Cop

Abilities
  • Perfect Investigation:
    [Night Action - 1-Shot]
    Target someone to obtain their Role PM.
  • Regain Tools:
    [Night Action]
    You only have this ability when you don't have shots of Perfect Investigation. Target another living player. If they have an investigative ability permanently
    (ie, this doesn't work on X-shot abilities)
    of any sort, they are roleblocked and you gain 1 shot of Perfect Investigation. Otherwise, this does nothing.




In post 2370, callforjudgement wrote:Doesn't that lead to an automatic town victory? After scum endgame everyone, there are no living townies, and as the number of living townies only decreases and the number of ouchies only increases, the numbers have to cross each other at some point. (Or do endgamed townies count as alive for the purpose of the win condition?)
If scum endgames town, they win. This naturally means the game is no longer going on, and this wincon doesn't apply.
Last edited by The MM on Mon Dec 12, 2016 8:49 am, edited 2 times in total.
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Post Post #2380 (isolation #65) » Sun Jun 05, 2016 1:51 am

Post by The MM »

Town Mithridate

Abilities
Acquired Poison Immunity:
[Passive]
You are immune to Poison.
Last edited by The MM on Mon Dec 12, 2016 8:50 am, edited 1 time in total.
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Post Post #2386 (isolation #66) » Sun Jun 05, 2016 10:12 am

Post by The MM »

  • Town Evolver (LV1)

    Abilities
    Evolution:
    [Passive]
    At the beginning of Day 3, your role turns into the following.

  • Town Evolver (LV2)

    Abilities
    • Evolved:
      [Passive]
      Your vote counts as 2 votes.
    • Ultimate Ascension:
      [Passive]
      If you lynch scum, your role turns into the following.

  • Town Evolver (LV3)

    Abilities
    • Ascended:
      [Passive]
      Your vote counts as 3 votes, and it takes 3 more to lynch you.
    • Worth Check:
      [Night Action]
      Target someone. If they're scum, you kill them. If they are town-aligned, this is publicly announced at the start of next day.
Last edited by The MM on Mon Dec 12, 2016 8:59 am, edited 2 times in total.
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Post Post #2388 (isolation #67) » Mon Jun 06, 2016 12:30 am

Post by The MM »

Town Broken Role

Abilities
Game Breaker:
[Passive]
As long as you are alive, all scum roles lose all of their positive abilities.
(This removes passives such as a Strongman's or Godfather's, and activated abilities like a Roleblocker's or a Framers.) (Even if they have no ability, they will not be treated as vanilla.) (This does not remove factional abilities, so it does not remove win conditions.)



I agree that the Village Idiot role is broken. Any vote you make is conftown from the moment Village Idiot flips.
Then again, this comes from the guy who made a town-aligned Cult so...
Last edited by The MM on Mon Dec 12, 2016 8:57 am, edited 3 times in total.
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Post Post #2389 (isolation #68) » Mon Jun 06, 2016 12:51 am

Post by The MM »

Mafia Placeholder

Abilities
  • Place Now Held:
    [Passive]
    You are not affected by the first action in the game to target you.
  • Re-Do:
    [Night Action]
    Use a copy of the action you blocked with Place Now Held.
Last edited by The MM on Mon Dec 12, 2016 8:57 am, edited 3 times in total.
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Post Post #2390 (isolation #69) » Mon Jun 06, 2016 1:11 am

Post by The MM »

Town Lemming

Abilities
Earnest Lemmingway?:
[Night Action - Compulsive]
Visit target player. They use every single action they can perform, actively or reflexively, on you.
(Yes, this also applies to factional actions, like the Mafia kill or Cult recruitment.)
Last edited by The MM on Mon Dec 12, 2016 8:55 am, edited 1 time in total.
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Post Post #2393 (isolation #70) » Mon Jun 06, 2016 8:55 am

Post by The MM »

Mafia Taunter

Abilities
FALCON TAUNT!:
[Night Action]
Taunt target player. They may not use non-kill actions until the end of the 3rd night phase after this one.
Last edited by The MM on Mon Dec 12, 2016 8:55 am, edited 2 times in total.
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Post Post #2396 (isolation #71) » Tue Jun 07, 2016 4:55 am

Post by The MM »

Town Tormenter

Abilities
I'm Tooormenting yoouuuuuu:
[Passive]
All players that target you cannot target you the night after.
Last edited by The MM on Mon Dec 12, 2016 8:56 am, edited 1 time in total.
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Post Post #2397 (isolation #72) » Tue Jun 07, 2016 5:11 am

Post by The MM »

Mafia Tormenter

Abilities
TOOORRMEEEEENT:
[Passive]
All players that target you cannot target you the night after.
Last edited by The MM on Mon Dec 12, 2016 8:59 am, edited 1 time in total.
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Post Post #2398 (isolation #73) » Tue Jun 07, 2016 5:15 am

Post by The MM »

Mafia Unlynchable Self-conscious Goon


Abilities
Unlynchable:
[Passive]
You cannot be lynched.
Regrets..?:
[Passive]
If investigated, you commit suicide.
Last edited by The MM on Mon Dec 12, 2016 8:59 am, edited 1 time in total.
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Post Post #2402 (isolation #74) » Thu Jun 09, 2016 3:00 am

Post by The MM »

Vanilla (alignment rolled at random)


In post 2399, callforjudgement wrote:
Town Supermajor


As long as you are alive, the lynch threshold is equal to 2/3 of the number of living players (exactly if it's a whole number, or rounded up otherwise), rather than "more than half".
You can voluntarily leave the game at any point (keeping your town win condition, but no longer counting as alive and thus putting the lynch threshold back to normal).
Isn't that a negative utility role for town? I can't think of any way for it to benefit town aside from avoiding some mislynches but then again 50% already does the job...
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Post Post #2404 (isolation #75) » Thu Jun 09, 2016 5:38 am

Post by The MM »

Bold Townie

Abilities
Decreased offense...You cannot vote.
... occreased Defense?Votes on you don't count.


callforjudgement wrote:
*snip*
In post 2402, The MM wrote:
*snip*
In post 2399, callforjudgement wrote:
Town Supermajor


As long as you are alive, the lynch threshold is equal to 2/3 of the number of living players (exactly if it's a whole number, or rounded up otherwise), rather than "more than half".
You can voluntarily leave the game at any point (keeping your town win condition, but no longer counting as alive and thus putting the lynch threshold back to normal).
Isn't that a negative utility role for town? I can't think of any way for it to benefit town aside from avoiding some mislynches but then again 50% already does the job...
Yes, it's intentional negative utility. The ability to suicide is actually slight positive utility if you place it on a VT (you activate it if you're about to be mislynched, to effectively skip the night), but I don't think it outweighs the (3:2) lylo liability.
Still mostly negative, but this IS what you had in mind so yeah, you succeeded.
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Post Post #2405 (isolation #76) » Thu Jun 09, 2016 5:40 am

Post by The MM »

Naughty Townie

Abilities
Decreased Defense...All votes on you count double.
... Increased Infense?Your vote counts double.
Last edited by The MM on Fri Jun 17, 2016 11:05 pm, edited 2 times in total.
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Post Post #2406 (isolation #77) » Fri Jun 10, 2016 6:49 am

Post by The MM »

Vanilla Townie



  • Fixed some roles of mine:
  • Added that the Town Broken Role doesn't remove wincons.
  • (2012) Changed the wincon of the Meteor role to not include your role flip. Meaning this only works on people who get a glimpse of your Role PM.
  • (2010) Not Playing This Game: Fixed Role description.
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Post Post #2416 (isolation #78) » Wed Jun 15, 2016 11:02 pm

Post by The MM »

Mafia Deathmaker

Abilities
Infected with DeathtouchEach night, you can target another player that isn't in your faction.
(You can still choose them if they're not sharing your Mafia private topic discussion.)
Their actions this night kill all their targets.
(This also works on reflexive actions.) (The dead are counted as killed by your action, but your target is counted as the murderer.)
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Post Post #2417 (isolation #79) » Wed Jun 15, 2016 11:17 pm

Post by The MM »

Mafia Number-Jammer

Abilities
JammingEach night, you can invert the number of the role of target player.
(
Example:
2003 becomes 3002.) (If the number doesn't return a role in the topic, the last digit is removed. (
Example:
Post 3002 doesn't exist, so it returns role 300.))
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Post Post #2418 (isolation #80) » Thu Jun 16, 2016 10:13 pm

Post by The MM »

Town Radical Cop

Abilities
Physical InvestigationEach night, you can target another player. If they're town, you get returned that they're town. If they're scum, you kill them instead.
RemorseIf you kill a Townie, you lose Physical Investigation.
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Post Post #2420 (isolation #81) » Fri Jun 17, 2016 10:15 pm

Post by The MM »

Town 1-shot Kingmaker

Abilities
I Present Upon Thee, Thy King!Once per game, at night, you may pick another player. They become the only player able to vote for a lynch for the next day, and their vote instantly hammers its target.
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Post Post #2421 (isolation #82) » Fri Jun 17, 2016 10:17 pm

Post by The MM »

Town 1-shot Weak Kingmaker

Abilities
Have A Nice KingOnce per game, at night, you may pick another player. If they are town, they become the only player able to vote for a lynch for the next day, and their vote instantly hammers its target. If they are not town, they shoot you instead.
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Post Post #2422 (isolation #83) » Fri Jun 17, 2016 10:24 pm

Post by The MM »

Town Night-1 Nightkill Disabler

Abilities
Passive
Day Saving! Er, Night Saving...:
Shooting actions Night 1 are all blocked unless you are the target.
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Post Post #2425 (isolation #84) » Sun Jun 19, 2016 2:27 am

Post by The MM »

Town Sorcerer

Abilities
Mechanic
Mana:
You start the game with 10 mana. At the beginning of each night, you gain 1 mana (max. 10).

Mechanic
Learning:
You start the game with no ability.
At the beginning of night 1, you learn
Soft Mind's Eye
.
At the beginning of night 2, you learn
Mass of Mind
.
At the beginning of Night 3, you learn
Triple Trouble
.
At the beginning of Night 4, you learn
Quadruple Barrier
.
At the beginning of Night 5, you learn
Pentagram
.

(You can only use one Spell per night, even if you have several.)

Night Action - Spell
Soft Mind's Eye:
This ability costs 1 mana.
Target a living player and investigate their alignment. If you're targeted while using this ability, you die.

Night Action - Spell
Mass of Mind:
This ability costs 2 mana.
Target a living player. Next day, you control their vote, and your own vote counts double.

Night Action - Spell
Triple Trouble:
This ability costs 3 mana.
Target 2 living players. This night, you band with them. All actions targeting one of the group will target the three. If the three are town, all negative effects against any of the three are prevented. Otherwise, the three are unaffected by negative effects coming from their faction only.

Night Action - Spell
Quadruple Barrier:
This ability costs 4 mana.
The 4 first Townie deaths following the use of this ability are cancelled
(There is no flip in this case, the kill or lynch is simply unsuccessful, with no notice made to anybody.)
.

Night Action - Spell
Pentagram:
This ability costs 5 mana.
4 Vanilla Townies join the game under your control.
(Their names are <USERNAME>-1, and numbered until 4.)
This ability cannot be used as long as any of these remain alive.
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Post Post #2427 (isolation #85) » Wed Jun 29, 2016 2:27 am

Post by The MM »

Scum Vote Reverser

Abilities
Passive
What Doesn't Kill Me Only Makes Me Stronger
: You take 1 extra vote to be lynched for each vote that was on you the previous day.
Last edited by The MM on Thu Sep 01, 2016 8:24 am, edited 2 times in total.
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Post Post #2430 (isolation #86) » Mon Jul 04, 2016 1:57 am

Post by The MM »

Third-Party Vote Reverser

Abilities
Passive
Roughness Hardens The Body:
You take 1 extra vote to be lynched for each vote that was on you the previous day.

Passive - Win ConditionIf you gained a total of 10 extra votes to be lynched by Roughness Hardens The Body, you win the game.


In post 2428, McMenno wrote:
Town Vote Reverser

That abillity seems WAY TOO STRONG.
Except this can actually be meta'd by withdrawing the votes before deadline.
Also, from experience, few people end up getting more than 2 votes on them without being lynched.
Last edited by The MM on Thu Sep 01, 2016 8:28 am, edited 1 time in total.
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Post Post #2431 (isolation #87) » Mon Jul 04, 2016 6:40 am

Post by The MM »

Town Anti-Winner

Abilities
Passive
Sensor of Genocidal Plans:
You passively know all win conditions in the game, including factional win conditions.

Passive
Spanner in the Works:
Win conditions cannot apply.

Action
My Work Here Is Done:
At any point during the game, you may lose Spanner in the works and your ability to vote.
(This can be used at any time during a day or Night Phase.)
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Post Post #2445 (isolation #88) » Sun Jul 10, 2016 2:35 am

Post by The MM »

Mafia 1-shot Suicide-Bomber

Abilities
Night Action
KAMIKAZE BOMB!:
Onnce per night, you may target a player. Any player that targeted them or that they targeted this night dies.

Using this ability GETS YOU KILLED, no questions asked.
Last edited by The MM on Thu Sep 01, 2016 8:29 am, edited 1 time in total.
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Post Post #2447 (isolation #89) » Sun Jul 10, 2016 2:50 am

Post by The MM »

Town 1-shot Day Suicide-Bomber

Abilities
Day ActionOnce per day, you may kill the person you're voting for and anyone on their wagon.

Naturally, you're on their wagon, so you kill yourself unless some death-avoiding stuff happens.
Last edited by The MM on Thu Sep 01, 2016 8:32 am, edited 1 time in total.
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Post Post #2448 (isolation #90) » Fri Jul 15, 2016 4:24 am

Post by The MM »

Self-aligned Post-Day-1-Quadra-voter

Abilities
Passive - Win Condition
Four is Death:
: You win when you hammer 4 players, with yourself as the last one.

MechanicAt the beginning of Night 1, you learn
QUAD DAMAGE
!


Passive
QUAD DAMAGE!:
Your vote counts as 4 votes.
Last edited by The MM on Thu Sep 01, 2016 8:36 am, edited 1 time in total.
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Post Post #2451 (isolation #91) » Wed Jul 20, 2016 11:37 pm

Post by The MM »

Truly a dangerous maneuver :O


Third-party Beast

Abilities
Passive
KICKOUT AT ONE!?!?:
Killing shots have no effect on you until Night 3 starts.

Passive
Suplex City:
Each night, you can kill a target. If the target isn't dead after that, they leave the Town for the next day phase.

Passive - Win Condition
The Beast:
If endgame is reached while someone is out of the game, or you killed at least a player of each alignment in the last 2 nights, you win the game and everybody else loses.
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Post Post #2455 (isolation #92) » Thu Jul 21, 2016 1:15 am

Post by The MM »

Town Spinner

Abilities
Passive
You Spin Me Right Round, Baby Right Round, Like A Record Baby Right Round Round Round:
When you write the word "spin" during a day, your votes can vote even unvoteable players and are unaffected by abilities that would affect the result negatively or redirect them. Additionally, the following night, you also deflect all killing shots directed at you.

Passive
3Spinny5Me
: If you use You Spin Me Right Round, Baby Right Round, Like A Record Baby Right Round Round Round three days in a row, it has no effect, and instead you become voteless for the day, and all positive actions targeting you the following night fail.
Last edited by The MM on Thu Dec 08, 2016 11:01 am, edited 2 times in total.
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Post Post #2456 (isolation #93) » Thu Jul 21, 2016 1:18 am

Post by The MM »

Third-party Contractor

Ability - 1-Shot
Make A Contract With Me:
You may pass a contract with a player, thus gaining a private topic to discuss with that player. You also take their alignment.

Passive
Sure, I'll Show You The Rope:
You reflexively use Make A Contract With Me on a player if he asks you to in any form.
(Even if they don't mention contracts. If anyone asks you to even "use your ability" on them, you reflexively use it on them.)

Passive
Whoops, I've Been Found Out:
If investigated (this counts any investigative roles such as Tracker, etc, even in cases where they shouldn't reveal anything), your entire role is revealed publicly.
Last edited by The MM on Thu Dec 08, 2016 11:01 am, edited 2 times in total.
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Post Post #2457 (isolation #94) » Sat Jul 23, 2016 3:42 am

Post by The MM »

Vanilla Townie



There gotta be at least someone who wants this topic to reach the #2500 milestone huh?
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Post Post #2460 (isolation #95) » Sat Jul 23, 2016 3:49 am

Post by The MM »

Felissan

Re-roll a role, but ISO Felissan and reroll a number equal to the number of posts he made in this topic.
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Post Post #2462 (isolation #96) » Sat Jul 23, 2016 3:56 am

Post by The MM »

Sociopath

Abilities
Passive - Win Condition
It's PSYCHOpath — I Don't Do Any Of That Socio Nonsense, Get It Right!:
You win and everybody else loses if you lynch a number of persons equal to 1/4 of the starting players, rounded up or if by endgame you were on all of the lynch wagons.




In post 2458, McMenno wrote:
Werewolf Cop

do I get a SPECIAL PRIZE if I make the 2500th post
No, I wanna do it lol. So you only will get a cookie. Maybe.
Last edited by The MM on Fri Dec 01, 2017 9:18 am, edited 2 times in total.
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Post Post #2463 (isolation #97) » Sat Jul 23, 2016 3:58 am

Post by The MM »

Town Demasquerader

Abilities
Night Action
Doctorate in Charades:
Each night, you can target someone. You get returned word-for-word all abilities that modified their alignment.
Last edited by The MM on Thu Sep 01, 2016 8:53 am, edited 1 time in total.
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Post Post #2464 (isolation #98) » Sat Jul 23, 2016 3:58 am

Post by The MM »

Town 1-Shot All-Cop

One night during the game, you may investigate every player alive. You get returned their alignment.
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Post Post #2469 (isolation #99) » Sat Jul 23, 2016 4:38 am

Post by The MM »

Town Lolz-powered Voter

Abilities
Passive
Feed Me Lolz:
For every lol (or extension thereof) or laugh written during the day
(by any player but yourself)
, you gain 1 LOL point until the end of the day.

Passive
LOLZ POWER!:
As long as you have over 1 LOL point, your vote counts double.

Day Action
LOL BLAST:
If you have an amount of LOL points equal or superior to the amount of votes someone needs to get lynched, you may target and hammer them.
Last edited by The MM on Sun Jun 07, 2020 1:11 pm, edited 3 times in total.
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Post Post #2471 (isolation #100) » Sat Jul 23, 2016 5:06 am

Post by The MM »

Bastard Lyncher

Abilities
Win Condition
Killed The Bastard!:
You win whenever you lynch a bastard role.



I suppose it's up to the mod to decide what is a bastard role.
Last edited by The MM on Thu Dec 08, 2016 11:02 am, edited 2 times in total.
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Post Post #2472 (isolation #101) » Sat Jul 23, 2016 5:07 am

Post by The MM »

Town Bastard

Abilities
Passive
Bastard From Birth Circumstances, Not Abilities, You Dingus!:
You are treated as a bastard role.
Last edited by The MM on Thu Sep 01, 2016 8:59 am, edited 1 time in total.
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Post Post #2473 (isolation #102) » Sat Jul 23, 2016 5:09 am

Post by The MM »

Town Untracker

Abilities
Night Action
Tracking On Reverse Psychology:
You can target someone and get returned the list of the players they didn't target.



In post 2464, The MM wrote:
Town 1-Shot All-Cop

One night during the game, you may investigate every player alive. You get returned their alignment.
why
Well, it's for use at the mod's discretion, but in games with Framer and Godfathers and whatnot it might be less powerful.
Last edited by The MM on Thu Sep 01, 2016 9:02 am, edited 1 time in total.
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Post Post #2474 (isolation #103) » Sat Jul 23, 2016 5:11 am

Post by The MM »

Town Mumi

Abilities
Passive
Great Herald of Early Deaths:
At the end of day 3, you die. Your flip is replaced by a message saying "mumi why".
Last edited by The MM on Thu Dec 08, 2016 11:02 am, edited 2 times in total.
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Post Post #2475 (isolation #104) » Sat Jul 23, 2016 5:16 am

Post by The MM »

Town 1-Shot Nightskipper

Abilities
Night Ability - 1-Shot
PEACE!:
Once during the game at night, you may decide that the night phase is skipped.
(This only takes effect after role-blocking effects take place.)
Last edited by The MM on Thu Sep 01, 2016 9:05 am, edited 1 time in total.
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Post Post #2476 (isolation #105) » Sat Jul 23, 2016 5:19 am

Post by The MM »

Mafia Bad Friend

Abilities
Night ActionEach night, you can target someone. Your alignment is treated as the target's alignment for this night, and vice-versa.
Last edited by The MM on Thu Sep 01, 2016 9:06 am, edited 1 time in total.
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Post Post #2477 (isolation #106) » Sat Jul 23, 2016 5:20 am

Post by The MM »

Town Voteless Vigilante

Passive
... but no Stones:
You cannot vote.

Night Action
Boomstick...:
Target someone. You kill them.



Yeah, I might be a bit spammy tho.
Last edited by The MM on Thu Sep 01, 2016 9:17 am, edited 1 time in total.
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Post Post #2478 (isolation #107) » Sat Jul 23, 2016 5:24 am

Post by The MM »

Town Sanic Cop

Abilities
Passive - Post Restriction
Gotta go fast, and gotta say it!:
You must post "Gotta go fast!" at least once per day.

Night ActionEach night, you may investigate someone and get returned their alignment. This occurs before all other night actions.
Last edited by The MM on Thu Sep 01, 2016 9:18 am, edited 1 time in total.
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Post Post #2479 (isolation #108) » Sat Jul 23, 2016 5:48 am

Post by The MM »

Mafia Card Game Cheater

Abilities
MechanicEach night (this includes pre-game if there is no Night Zero), players get distributed a card (blue, yellow or red; chosen at random).

(Ruling: Mechanics are not abilities, and thus cannot be countered or fail targeting, nor can they be reacted to.)

Passive
Luck of the Draw:
If you kill or lynch a player with a blue card, a new 2-day day phase starts, cards have no effect for this phase.
If you kill or lynch a player with a red card, all other players take 1 less vote to be lynched for the next day.
If you kill or lynch a player with a yellow card, other players who also had a yellow card are roleblocked for the next night.
Last edited by The MM on Thu Dec 08, 2016 11:05 am, edited 2 times in total.
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Post Post #2480 (isolation #109) » Sat Jul 23, 2016 7:30 am

Post by The MM »

Town Really-self-conscious Nightkill Disabler

Abilities
Passive
I'm Bulletproof...:
All nightkills that do not target you fail.

Passive
Self-Worth Issues:
If targeted at night, you commit suicide by the end of the night.
Last edited by The MM on Thu Sep 01, 2016 9:22 am, edited 1 time in total.
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Post Post #2481 (isolation #110) » Sat Jul 23, 2016 8:09 am

Post by The MM »

The 50% Guy

Take a number equal to 50% of the highest post, rounded down. If you land on this post again, you are a Vanilla Townie.
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Post Post #2482 (isolation #111) » Sat Jul 23, 2016 8:16 am

Post by The MM »

Town Suicide-Arsonist

Abilities
Passive
FIIIIIIIREEEEE! HAAAHAHAHAHA!:
Once per Night, you may decide to kill yourself and a player of your choice by setting both on fire (this bypasses Doctors).



Even if I have to do it alone I'll leave that post #2500 for someone.
Last edited by The MM on Thu Sep 01, 2016 9:23 am, edited 1 time in total.
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Post Post #2483 (isolation #112) » Sat Jul 23, 2016 8:18 am

Post by The MM »

Town Mirrorer


Abilities
Passive
Pwned, Bitch! Mirror Wall!:
The first action that targets you every Night is redirected to its user.
Last edited by The MM on Thu Dec 08, 2016 11:05 am, edited 2 times in total.
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Post Post #2484 (isolation #113) » Sat Jul 23, 2016 8:28 am

Post by The MM »

Third-Party Pirate

Abilities
Night Action
Pillage, Pillage, and Especially Pillage!:
Each night, you may plunder from target player.
- Vanilla Townies give $50.
- Mafia Goons give $100.
- Godfather gives $500.
- Other roles must have specific amounts chosen at the discretion of the mod (but non-humans must always give $0).
- Players that were already plundered give 0$.

Passive - Win Condition
BOOTEY! YARRRRRH!:
If you have $1000, you win.
Last edited by The MM on Sun Jun 07, 2020 1:16 pm, edited 2 times in total.
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Post Post #2485 (isolation #114) » Sat Jul 23, 2016 10:09 am

Post by The MM »

Third-Party Death God

Abilities
Night Action
People Die Only When I Say So:
Once per night, you may target someone to protect them from death by any means this night. This grants you 1 DEATH point for each death prevented. If you didn't prevent a death this way, they become lynchproof the next day.

Night Action
People Die When They Are Killed:
Each night, you may kill someone.

Passive - Win Condition
Death Bending:
You win when you have 9 DEATH points, or if you gave yourself 4 DEATH points.
Last edited by The MM on Thu Sep 01, 2016 10:40 pm, edited 1 time in total.
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Post Post #2487 (isolation #115) » Sat Jul 23, 2016 12:28 pm

Post by The MM »

Town Beat-stick

Abilities
Passive
No Mind Of My Own:
You cannot vote.

Night ActionEach night, you may choose another player. They get 1 extra vote for the following day.
Last edited by The MM on Thu Sep 01, 2016 10:41 pm, edited 2 times in total.
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Post Post #2488 (isolation #116) » Sat Jul 23, 2016 12:33 pm

Post by The MM »

Super-Hated Townie

Abilities
Passive
Everyone Hates Me:
You always take 2 votes to be lynched.
Last edited by The MM on Thu Sep 01, 2016 10:43 pm, edited 1 time in total.
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Post Post #2489 (isolation #117) » Sat Jul 23, 2016 12:34 pm

Post by The MM »

Town Bandwagonner

Abilities
Passive
If That's The "In" Stuff...:
You can only vote for someone if someone else is voting for them.

Passive
... If It's Not "In", I'm Out!:
Whenever you are the only one voting for another player, you will auto-unvote.
Last edited by The MM on Thu Dec 08, 2016 11:05 am, edited 2 times in total.
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Post Post #2490 (isolation #118) » Sat Jul 23, 2016 12:37 pm

Post by The MM »

Town Wagon-hipster

Abilities
Passive
I Was Voting Them Way Before It Was Cool:
You can only vote for someone if nobody is voting for them.
Last edited by The MM on Thu Sep 01, 2016 10:45 pm, edited 1 time in total.
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Post Post #2491 (isolation #119) » Sat Jul 23, 2016 12:58 pm

Post by The MM »

Mafia Traitor 1-Shot Vig

Abilities
Night Action - 1-Shot
Nightkill:
You may target a player and shoot them.

Passive - Win Condition
Enemy Within:
If you are the last scum alive and endgame the town, everyone but you (including your scumpartners) loses the game.
Last edited by The MM on Thu Sep 01, 2016 10:48 pm, edited 2 times in total.
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Post Post #2492 (isolation #120) » Sat Jul 23, 2016 11:54 pm

Post by The MM »

Town LyLo-Doublevoter

Abilities
Passive
Drastic Measures:
If the game is in LyLo, your vote counts double.
Last edited by The MM on Thu Sep 01, 2016 10:49 pm, edited 1 time in total.
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Post Post #2493 (isolation #121) » Sun Jul 24, 2016 12:25 am

Post by The MM »

Mafia Compulsive Public Cop

Abilities
Night Action - CompulsiveEach night, you must target someone. Their alignment is revealed publicly at the beginning of the next day phase.
Last edited by The MM on Thu Sep 01, 2016 10:50 pm, edited 1 time in total.
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Post Post #2495 (isolation #122) » Sun Jul 24, 2016 12:43 am

Post by The MM »

Town Truelyncher

Abilities
Passive
We Hang This Guy, Punto!:
On-lynch abilities aren't triggered if you're on the wagon.
(This disables abilities from the lynched player as well as those of any player on the wagon. Meaning this can disable a lynched Jester's wincon as well as 's abilities that trigger upon lynching.)
Last edited by The MM on Thu Sep 01, 2016 10:52 pm, edited 1 time in total.
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Post Post #2496 (isolation #123) » Sun Jul 24, 2016 12:44 am

Post by The MM »

Town Framer-Enabler

Abilities
Passive
The Light Of Reason:
If you're dead, actions that make people look guilty fail.
Last edited by The MM on Thu Sep 01, 2016 10:53 pm, edited 1 time in total.
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Post Post #2497 (isolation #124) » Sun Jul 24, 2016 12:46 am

Post by The MM »

Survivor Game-breaker

Abilities
Passive
All Your Powers Combined:
You have all the abilities of all players that are still alive.
(This does not count factional abilities.)
Last edited by The MM on Thu Sep 01, 2016 10:55 pm, edited 1 time in total.
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Post Post #2498 (isolation #125) » Sun Jul 24, 2016 12:48 am

Post by The MM »

Town Broken Guy

Abilities
Passive
Broken, Literally:
You have all negative utility abilities, passive and active, that all players alive in this game have. Your negative utility actions are compulsive.
Last edited by The MM on Thu Sep 01, 2016 10:56 pm, edited 1 time in total.
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Post Post #2502 (isolation #126) » Sun Jul 24, 2016 12:50 am

Post by The MM »

Town Godfather Disabler

Abilities
Passive
THE TRUTH!:
As long as you are alive, all abilities that make scum players return anything else as their alignment, passive or active, fail.
Last edited by The MM on Thu Sep 01, 2016 10:57 pm, edited 1 time in total.
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Post Post #2503 (isolation #127) » Sun Jul 24, 2016 12:51 am

Post by The MM »

Vanilla Townie



I suppose #2500 reads Vanilla Townie too.
Here McMenno, cookie.
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Post Post #2505 (isolation #128) » Sun Jul 24, 2016 1:01 am

Post by The MM »

Mafia Cookie Cutter

Abilities
Night Action
You Get A Cookie, I Cut It LOL:
Each night, you can target a living player. If they rolled #2500, they are modkilled.
Last edited by The MM on Thu Sep 01, 2016 10:58 pm, edited 1 time in total.
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Post Post #2506 (isolation #129) » Sun Jul 24, 2016 1:16 am

Post by The MM »

Third-Party Infernal Polarizer

Abilities
Passive
Otherworldly Voices Linger Around You:
The mod must tell at the beginning of the game that there is an Infernal Polarizer in the game.

Passive
Goonpower:
You have 1 vote for each Mafia Goon in the game. Any role other than Mafia Goons take 1 less vote to lynch.

Night Action
To A World Without Light:
Once per game at Night, you may sacrifice a random living Mafia Goon to give investigation immunity to half the living players of your choice until next night. You cannot sacrifice a player that you targeted, and if there is no Mafia Goon to sacrifice, this ability fails.

Passive
Legendary Kill:
If you are lynched, anyone not on the lynch wagon takes 1 less vote to be lynched for the remainder of the game.

Passive
Polarizing:
As long as you are alive, no other win condition can apply.

Win Condition
Infernal Order:
You win when half the living players are Mafia Goons.



Ruling fix on the similar Celestial Polarizer's
Darkness-Piercing Light
done on the way.
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Post Post #2507 (isolation #130) » Sun Jul 24, 2016 1:30 am

Post by The MM »

Leader of the @$$hat Cult

You start the game aligned with the Cult of @$$hats.

Cult of @$$hats Factional Abilities
Night Action - Factional
Rite Of Passage:
Each night, a member of the faction may target someone, adding them to the Cult of @$$hats, and adding the Cult of @$$hats to their alignments.

Factional Win Condition
We Are @$$hats:
All Cult of @$$hats members that lynch another member of the Cult of @$$hats win, with the lynchee losing. When We Are @$$hats is triggered, the Cult of @$$hats disbands and you leave the game. The other members keep playing despite having already won, but lose the "Cult of @$$hats" alignment and factional abilities as well as the private discussion.

(Ruling: The members of the Cult of @$$hats mustn't be aware of the win condition, except the Leader of the @$$hat Cult.)
Last edited by The MM on Thu Dec 08, 2016 11:06 am, edited 3 times in total.
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Post Post #2510 (isolation #131) » Sun Jul 24, 2016 3:28 am

Post by The MM »

Third-party Toppler

Abilities
Night Action
Top Dog, You Said?:
Each night, you may target someone. If they have the highest post number roll of all alive players in this game, you shoot them and steal their abilities.

Passive - Win ConditionYou win if you have successfully stolen abilities from 2 alignments, including a third-party.
(If there is no other third-party, you win when you steal abilities from both town and scum.)



In post 2509, McMenno wrote:
Compulsive Depserado
In post 2505, The MM wrote:
Mafia Cookie Cutter

Each night, you can target a living player. If they rolled #2500, they are modkilled.
why
I said I'd give a cookie to post 2500, and then I just had the idea. I'm just an asshole sometimes :P
Last edited by The MM on Thu Sep 01, 2016 11:05 pm, edited 2 times in total.
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Post Post #2513 (isolation #132) » Sun Jul 24, 2016 4:06 am

Post by The MM »

Mafia Static Provider

Abilities
Passive
Free Defibrillators:
As long as you're alive, the mafia can use Static instead of the factional nightkill.

Night Action
Static:
Target someone. They are protected from kills. If they were not effectively protected from a kill by the end of the Night, they die.



In post 2511, McMenno wrote:
Pikachu
In post 2510, The MM wrote:
Third-party Toppler

Each night, you may target someone. If they have the highest post number roll of all alive players in this game, you shoot them and steal their abilities.


In post 2509, McMenno wrote:
Compulsive Depserado
In post 2505, The MM wrote:
Mafia Cookie Cutter

Each night, you can target a living player. If they rolled #2500, they are modkilled.
why
I said I'd give a cookie to post 2500, and then I just had the idea. I'm just an asshole sometimes :P
what's their win condition
Fixed. What's that Pikachu role?
Last edited by The MM on Thu Sep 01, 2016 11:13 pm, edited 1 time in total.
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Post Post #2515 (isolation #133) » Sun Jul 24, 2016 4:23 am

Post by The MM »

Third-Party Queen of the Night

You are aligned with "The Night".

[area="The Night"'s Factional abilities]
Night Action - Factional
Nightkill:
One member of your faction may target a living player to kill them.

Passive - Factional
Fragile Under The Sun:
You take 1 vote to be lynched.

Passive - Factional
Solidarity Among The Ghosts:
If any member of the faction should die in any way, the entire faction dies.

Passive - Factional Win Condition
Dark Age:
You win when all threats to "the Night" have been removed.
[/area]


Oh ok.
Last edited by The MM on Thu Sep 01, 2016 11:53 pm, edited 1 time in total.
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Post Post #2516 (isolation #134) » Sun Jul 24, 2016 4:51 am

Post by The MM »

Town LyLo Anti-Scum Bomb


Abilities
Passive
Last Chance:
If the game is in LyLo, you learn The Purge.


Passive
The Purge:
Scum who lynch you are killed regardless of any abilities.
Last edited by The MM on Thu Dec 08, 2016 11:07 am, edited 2 times in total.
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Post Post #2517 (isolation #135) » Sun Jul 24, 2016 4:54 am

Post by The MM »

Town Bob-Omb

Abilities
Passive
Primed:
If there's a vote on you by the end of a day or someone targeted you at night, you start a countdown to end of the next phase similar to the one when you were primed.
(Day or Night)

Passive
Explosion:
  • While you are counting down...
  • If you are lynched or killed during the day, everyone on your wagon and everyone who targeted you this day dies.
  • If you are killed during the night, everyone who targeted you this night dies.
  • If the countdown expires at the end of a day, everyone on your wagon dies.
  • If the countdown expires at the end of a night, everyone who targeted you this night dies.
Last edited by The MM on Thu Dec 08, 2016 11:08 am, edited 2 times in total.
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Post Post #2521 (isolation #136) » Mon Jul 25, 2016 1:26 am

Post by The MM »

Town Electrocuter

Abilities
Day Ability - 1-Shot
Electrotechnics:
Shock and kill all "wet" players.
Last edited by The MM on Fri Sep 02, 2016 12:02 am, edited 1 time in total.
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Post Post #2522 (isolation #137) » Mon Jul 25, 2016 1:27 am

Post by The MM »

Town non-factional Kill Reflector

Abilities
Passive
Hax Barrier:
If you should be targeted by any non-factional killing action, the action is redirected to its user.
Last edited by The MM on Thu Dec 08, 2016 11:08 am, edited 3 times in total.
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Post Post #2524 (isolation #138) » Mon Jul 25, 2016 2:01 am

Post by The MM »

Named Townie


Yes we are.
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Post Post #2525 (isolation #139) » Mon Jul 25, 2016 2:28 am

Post by The MM »

Town Compulsive 1-Shot Kill Attributer

Abilities
Passive - 1-Shot
Trace:
When several people are killed off in one Night, the role that killed them is attributed to each kill.
(Warning: Since your role is the source of this, this simply does not work if you are roleblocked.)



(Example: Vigilante Max kills Vanilla Townie Melvin and Mafia Goon Melissa kills Motion Detector MotionDetector41. The day flavor must return something along the lines of:
Melvin was shot by a Vigilante. He was a Vanilla Townie.
MotionDetector41 was shot by scum. He was a Motion Detector.)
Last edited by The MM on Thu Dec 08, 2016 11:09 am, edited 3 times in total.
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Post Post #2528 (isolation #140) » Mon Jul 25, 2016 3:31 am

Post by The MM »

Vanilla Townie



No. Which means I had to make a role to actually interact with the effect of the previous one.
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Post Post #2530 (isolation #141) » Mon Jul 25, 2016 3:33 am

Post by The MM »

Town True-Copping Enabler

Abilities
Passive
True Cop Mafia:
As long as you are alive, every day, before lynching, people must vote to get a player publicly mod-Copped.



That's kind of true. Truly, that rain dancer role should have an effect on wet players, just so it has its use.
Last edited by The MM on Fri Sep 02, 2016 12:06 am, edited 1 time in total.
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Post Post #2531 (isolation #142) » Mon Jul 25, 2016 3:37 am

Post by The MM »

Town Item Thrower

Re-roll this if no other role in the game includes items that can be given.


Abilities
Passive
What Do I Look Like, A Charity Case!?:
If you should be given an item, you take it, and throw it on the GROUUUND!
(Thus destroying the item. The player who gives you the item is made aware that you did it.)
Last edited by The MM on Thu Dec 08, 2016 11:09 am, edited 2 times in total.
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Post Post #2532 (isolation #143) » Mon Jul 25, 2016 4:11 am

Post by The MM »

Third-party Snowballer

Abilities
Passive
Exponential Inspiration:
Each night, you take the abilities of a third-party role rolled at random in this thread.

This includes the win conditions, which are your only way to win.
Last edited by The MM on Thu Dec 08, 2016 11:10 am, edited 2 times in total.
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Post Post #2533 (isolation #144) » Mon Jul 25, 2016 5:55 am

Post by The MM »

McMenno

Roll a random role created from McMenno's ISO in this topic.
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Post Post #2534 (isolation #145) » Mon Jul 25, 2016 7:02 am

Post by The MM »

Mafia Trueframer Enabler

Abilities
Passive
Jack of All Frames:
As long as you're alive, the scum faction has a factional Framer on top of the factional kill.





Rolled a 21-player setup at random:
1208 - 841 - 615 - 807 - 1983 - 1313 - 1181 - 2057 - 504 - 2235 - 333 - 95 - 601 - 2409 - 2500 - 794 - 1082 - 96 - 987 - 2373 - 1383
  • It has a lot of problems:
  • 1208, the RNG King, which is a problem in and of itself
    • 3 different 1-man scum factions (794, Mafia BP Lightning Rod, is the only actual scum, 333 is "Another Werewolf" lol it's the only one here, and 2057 is the Cow Goon), not counting the 2 aliens.
    • The Mafia BP Lightning Rod has no chance at all since he redirects the NK to himself, and is unaffected by it. Creates very bland nightplay until lynched, or Alien JOAT decides to chime in and use one of his 3 first abilities (Gladiator would pick this guy twice, and vanillaizing or treestumping them would block the timewaster powers).
    • The Cow Goon is really just a SK. No role in the setup has "no alignment".
    • The Werewolf is Vanilla too, leading to 2 nightkills whenever the actual scum is dead.
  • 1 Mason, completely alone
  • 2500 without the Cookie Cutter :P
  • 1 role of mine, surprisingly: 2373, the 1-Shot Rolecop that refills itself by roleblocking other investigators.
  • 14 Townies out of 21 players! Even if Town messes this up, they're 14 to 1 to 1 to 1 to 2. So I'm sure this is incredibly town-sided.
Last edited by The MM on Fri Sep 02, 2016 12:11 am, edited 1 time in total.
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Post Post #2535 (isolation #146) » Mon Jul 25, 2016 8:03 am

Post by The MM »

Mafia Frenchie

Passive
June 14th, 1940, ON DRUGS!:
If you're the only Mafia alive, you surrender.
Last edited by The MM on Thu Dec 08, 2016 11:10 am, edited 2 times in total.
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Post Post #2536 (isolation #147) » Mon Jul 25, 2016 8:06 am

Post by The MM »

Survivor Player

Abilities
Mechanic
  • Survivor:

  • As long as you are alive, night killing abilities are disabled. Instead, at Night, all players must vote for the person they want the mod to kill to the mod. The person with the most votes will be modkilled. The vote results will be publicly announced.
  • Starting at Day 4, people get treestumped instead of modkilled, and therefore will not be spoiled.
  • When there are only 3 non-treestumped players alive, the mod starts a last voting phase where all the treestumps vote for the person they want to win the game. The person with the most votes wins the game and everyone else loses.

Note: This role's only way to win is to get voted at the last voting phase.
Last edited by The MM on Thu Dec 08, 2016 11:12 am, edited 2 times in total.
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Post Post #2553 (isolation #148) » Mon Jul 25, 2016 10:48 pm

Post by The MM »

Town Compulsive 1-Shot Self-refunding Doctor-Doctor


Abilities
Night Action - CompulsiveEach night, you must protect all Doctors from 1 killing shot this night.
The first killing shot that affects any Doctor will be blocked, but not any subsequent ones.)
This ability is refunded if no death was blocked by this ability, or if all potential targets were untargetable and if you were roleblocked (does not refund if the ability didn't work because a target was rolestopped, or if you were redirected.
Last edited by The MM on Fri Dec 01, 2017 10:31 am, edited 3 times in total.
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Post Post #2555 (isolation #149) » Tue Jul 26, 2016 12:23 am

Post by The MM »

Strawberry Lover

You are aligned with the town.
Passive
Strawberries Mean Love!:
The first townie that posts your name
(except in the case of a vote)
or the word "strawberry" in the game topic will become your Lover. You will both be PM'd about this.



In post 2554, Felissan wrote:
*snip*

What if there's more than 1 other Doctor?
You protect all of them in one go.
*Ruling'd.*

Which makes the ability more likely to come into play, but also easier to waste.
Last edited by The MM on Thu Dec 08, 2016 11:13 am, edited 2 times in total.
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Post Post #2556 (isolation #150) » Tue Jul 26, 2016 12:42 am

Post by The MM »

Mafia Room 101 Guy

Abilities
Passive
Welcome to Room 101:
You instantly know if there's any role taken from page 101 (posts #2500 to #2524) or role #101 in this game, and you passively roleblock all of them while you are alive.
Last edited by The MM on Fri Sep 02, 2016 12:29 am, edited 1 time in total.
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Post Post #2558 (isolation #151) » Sat Jul 30, 2016 7:36 am

Post by The MM »

Third-party Grand Idealist

Abilities
Passive - Win Condition
Grand Idea Mafia!:
You win and leave town whenever roles exclusive to this thread are half the alive players.
Last edited by The MM on Fri Sep 02, 2016 12:32 am, edited 1 time in total.
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Post Post #2569 (isolation #152) » Sun Aug 07, 2016 3:47 am

Post by The MM »

Blue Mafia Goon

Only serves as Blue Mafia in the case of multiball, otherwise it's just a named Goon.

In post 2563, Ircher wrote:
Self-Aligned Assimilator

You are a self-aligned Assimilator, a variant of Cult Leader!
You win when everyone has been assimilated.

Abilities:

(Active Factional Ability) - Assimilate a player. You will share a PT with them, and while you are alive, they are required to follow any orders you give them. (Within reason and if possible; more post restriction rather than uber ability). (Note: Their win condition will NOT change; however, they no longer count towards their own win condition.) Assimilated players inherit this ability's recruiting part and can assimilate others themselves instead of you.
(Passive Ability) - Assimilated players become your bodyguards; if you are targeted by a kill or a lynch, the last assimilated player still under your control will die instead. Strongman kills do NOT prevent this from happening.
(Passive Triggered Ability) - If you die, all assimilated players will be free of your curse.
This last ability is useless since you cannot be killed even by a Strongman without the other cursed players dying first. :/
In post 2568, Ircher wrote:
Cherry Townie

I invite all of you to signup for The Grand Idea: UMake in the Micro queue!
You must have 3 posts in this thread 1 of which must be town and 1 of which must be group scum (Mafia/Werewolves/Alien).
I have 153 roles in here so I'll just go ahead.
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Post Post #2572 (isolation #153) » Mon Aug 08, 2016 12:55 am

Post by The MM »

Third-party Wild Mewtwo

Each night, you can use one Attack.
Night Action - Attack
Swift:
This action cannot be rolestopped. The target takes 70% of the vote requirement to be lynched the next day. 4-shot.

Night Action - Attack
Psychic:
Kill target enemy. If they are alive after this, they cannot be protected from following killing shots during the remainder of the game. 2-shot.

Night Action - Attack
Barrier:
Next day, you take 150% of the vote requirement to be lynched and cannot be dayvigged. 6-shot.

Night Action - Attack
Recover:
The first time you should die this night or next day, you stay alive instead. 4-shot.

If you have exhausted all shots for the aforementioned Attacks, you can use the following.
Night Action - Attack
Struggle:
Kill your target, then you die. You cannot be protected from death by this ability.


(Had to celebrate its base 154 Sp.Atk with my 154th role.)
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Post Post #2591 (isolation #154) » Wed Aug 10, 2016 8:46 am

Post by The MM »

FED Clique Goon

(The FED Clique, aka "the Fake and Evil Doctor Clique" is a scum faction with a CPR Doctor factional ability that they can use at night.)


(When entered into a game, the number of scum and townies must be adjusted accordingly to the multiball situation that occurs, hopefully taking an equal number of town and scum high enough for the FED Clique to hold its own can do. Moderator discretion is advised.)
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Post Post #2594 (isolation #155) » Wed Aug 10, 2016 10:31 pm

Post by The MM »

Mafia Tracker-Roleblocker

Abilities
Night Action
Where Do You Think You're Going?:
Each night, you can target a player. Their action is blocked and you get returned the targets.
Last edited by The MM on Fri Sep 02, 2016 12:35 am, edited 1 time in total.
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Post Post #2595 (isolation #156) » Wed Aug 10, 2016 10:37 pm

Post by The MM »

Mafia Cop Disabler

Abilities
Passive
No Stepping Across This Line!:
As long as you are alive, no ability that investigates a player's alignment may be used.
Last edited by The MM on Fri Sep 02, 2016 12:36 am, edited 1 time in total.
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Post Post #2604 (isolation #157) » Fri Aug 12, 2016 12:01 am

Post by The MM »

Town Insider

You are the first members of The Insiders, a town sub-faction with a a private topic.


Insiders sub-factional abilities
Night Action - Factional
Inside Knowledge Givers:
You can target someone and recruit them into the Insiders. If your target was scum, you die instead.

Passive - Win Condition
Safe Zone:
If half the living players are Insiders, town wins the game.


Town-aligned Cult lol
Last edited by The MM on Fri Sep 02, 2016 12:39 am, edited 1 time in total.
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Post Post #2637 (isolation #158) » Tue Aug 16, 2016 7:55 am

Post by The MM »

Mafia Vote-Reaper

Abilities
Passive
Your Soul Is Mine!:
For each person that dies (for good, this doesn't trigger on a Judas lynch where he turns scum), you get a Ghost.

Day Ability
Haunt:
You can expend Ghosts as votes separate from your own.
Last edited by The MM on Thu Dec 08, 2016 11:13 am, edited 3 times in total.
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Post Post #2639 (isolation #159) » Tue Aug 16, 2016 10:19 am

Post by The MM »

Town Evolver LV. Zero

Abilities
Night ActionEach night, you can target a player. If it's town but not a Vanilla Townie, you evolve to the following role.


Town Evolver LV.10

Abilities
Passive
Evolved Power:
Your votes count double and it takes one extra vote to lynch you.

Night Action
Swap:
Each night, you can target 2 players. The abilities both use are redirected towards the other
(This includes auto-targeted abilities like self-targeting [Commuter] or passives [Miller].)
, and every other ability that targets one targets the other instead.
Last edited by The MM on Fri Sep 02, 2016 12:43 am, edited 2 times in total.
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Post Post #2645 (isolation #160) » Tue Aug 16, 2016 9:27 pm

Post by The MM »

Mafia Machofier


Abilities
Night Action
MANLINESS:
Each night, you can target a player and make them Macho for the rest of the game.
Last edited by The MM on Fri Sep 02, 2016 12:44 am, edited 1 time in total.
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Post Post #2653 (isolation #161) » Thu Aug 18, 2016 9:12 am

Post by The MM »

Town 1-Shot Karma

Abilities
Night Action - 1-ShotTarget a player. The mod then uses a copy of every action this player can use on them.

  • Rulings:
  • This includes factional abilities and X-Shot abilities even if they expended all their shots.
  • Actions with 2 targets pick a random player aligned with them, but only target roles that change their apparent alignment [Miller/Godfather, etc] if there is no other possible target.
Last edited by The MM on Fri Sep 02, 2016 12:46 am, edited 1 time in total.
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Post Post #2657 (isolation #162) » Sat Aug 20, 2016 9:35 am

Post by The MM »

Loverjester

Abilities
Win Condition
Together In Death:
When your Lover is killed or lynched, you commit suicide and win the game.
Last edited by The MM on Thu Dec 08, 2016 11:14 am, edited 3 times in total.
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Post Post #2658 (isolation #163) » Sat Aug 20, 2016 9:37 am

Post by The MM »

Town Dobyguard

Abilities
Night ActionTarget another player. Any non-killing night action directed at your target this night will target you instead.
Last edited by The MM on Fri Sep 02, 2016 12:49 am, edited 1 time in total.
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Post Post #2663 (isolation #164) » Sun Aug 21, 2016 11:40 am

Post by The MM »

Town Twilight-bringer


Abilities
Passive
We Have More Time!:
Whenever you lynch someone, a 2-day twilight phase starts. During this twilight phase, people can vote for a lynch.
Last edited by The MM on Thu Dec 08, 2016 11:14 am, edited 2 times in total.
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Post Post #2669 (isolation #165) » Mon Aug 22, 2016 5:09 am

Post by The MM »

Mafia Dayvig


Abilities
Day Action
BANG!:
Target someone. You shoot and kill them.
Last edited by The MM on Fri Sep 02, 2016 12:52 am, edited 1 time in total.
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Post Post #2670 (isolation #166) » Mon Aug 22, 2016 8:36 am

Post by The MM »

Town Global Miller-fier

Abilities
Passive
All Is Suspicious!:
All players that are not Vanilla Townies are considered scum by investigations.
Last edited by The MM on Fri Sep 02, 2016 12:53 am, edited 1 time in total.
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Post Post #2683 (isolation #167) » Thu Aug 25, 2016 8:39 am

Post by The MM »

Mafia Factional Modkill Enabler

Abilities
PassiveAs long as you're alive, the factional Mafia kill becomes a modkill.
  • Rulings:
  • Nothing can prevent it from occurring and the mod is said to have performed the kill.
Last edited by The MM on Fri Sep 02, 2016 12:54 am, edited 1 time in total.
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Post Post #2685 (isolation #168) » Thu Aug 25, 2016 10:50 pm

Post by The MM »

Mafia Not-Loyal Commute-Preacher

Abilities
Night ActionTarget someone who isn't from your faction. You and your target leave town for this night.
Last edited by The MM on Fri Sep 02, 2016 12:55 am, edited 1 time in total.
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Post Post #2686 (isolation #169) » Thu Aug 25, 2016 10:54 pm

Post by The MM »

Mafia Large-scale Killer

Abilities
Passive
I Can Reach You Anywhere...:
Your factional night kill can target people even if they're out of town (by Commuter effects).
Last edited by The MM on Fri Sep 02, 2016 12:56 am, edited 1 time in total.
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Post Post #2716 (isolation #170) » Sun Aug 28, 2016 2:32 am

Post by The MM »

Penta-role

Roll 5 roles, you gain all their abilities. Each roll counts as a re-roll.
Choose one win condition in the 5 roles you got: this is your win condition.
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Post Post #2717 (isolation #171) » Sun Aug 28, 2016 2:37 am

Post by The MM »

Mafia Role-Disabler Self-stumper

Abilities
Passive
Denied:
Every single ability is disabled as long as you're alive.
Ruling:

Yes, this makes third-parties lose their wincons since they come from their abilities. Peace!

AbilityAt any time, you may stump yourself and end the day if this ability was used during a day.
Last edited by The MM on Fri Sep 02, 2016 12:58 am, edited 1 time in total.
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Post Post #2737 (isolation #172) » Tue Aug 30, 2016 1:03 am

Post by The MM »

Town Tracker-Follower-Watcher-Voyeur

Abilities
Night Action
Extended Research:
Target someone. You get returned a list of the actions they performed, a list of the people they targeted, a list of the actions performed on them, and a list of the people who targeted them.
Last edited by The MM on Fri Sep 02, 2016 12:59 am, edited 1 time in total.
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Post Post #2745 (isolation #173) » Wed Aug 31, 2016 11:45 am

Post by The MM »

Mafia Goon



Ircher wrote:*snip*
---
It's amazing how much this thread grew. The thread has nearly doubled in size since my first post less than a year ago. I got some things to do in my ISO to rebalance some role ideas, and I'm also gonna try to add some not so wicked overpowered roles to the setup; let's strive to improve this thread to offer a slightly more reasonable setup.
I agree that this thread has gotten way larger, it's even grown like 500+ posts since I started peeking in (okay, I made over 150 of these posts, but I'm addicted) and I've looked into my ISO a bunch of times already, though I guess a few toxic roles of mine need to be replaced. I'd like to keep this game balanced too from the roles written down in the thread rather than having to policy-reroll those or policy-replacing those by vanilla roles.
Let's make an effort to keep the game balanced. :)
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Post Post #2751 (isolation #174) » Thu Sep 01, 2016 2:13 am

Post by The MM »

Mafia Bastard Cop

Abilities
Night Action
Hack Police!:
Target a player. You are returned whether or not they are a bastard role.


----
I've done alignment spreads, but limited to my own ISO, and that was a while ago.
Last edited by The MM on Fri Sep 02, 2016 1:01 am, edited 1 time in total.
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Post Post #2759 (isolation #175) » Thu Sep 01, 2016 8:13 am

Post by The MM »

Ravenous Hydra

Abilities
Mechanic
People In A Circle:
At the beginning of the game, you roll all the players in a certain order, with the end of the list wrapping back to its beginning.

Passive
I'm Hungry!:
When you lynch a player, you also hammer the two people aside them on the list unless the lynched player was a hydra.

Win Condition
Sated:
When you kill a hydra, you win the game.
Last edited by The MM on Thu Dec 08, 2016 11:14 am, edited 3 times in total.
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Post Post #2769 (isolation #176) » Fri Sep 02, 2016 10:59 pm

Post by The MM »

Mafia Redirector

Abilities
Night Action
Check Out This Guy!:
Target a player. All actions directed at you will be redirected towards your target instead.



In post 2767, Infinity 324 wrote:
Town Bulletproof absorber


For every action that targets them (including factional actions), gains a 1-shot version of that action.
That's kinda like my , except Bulletproof. And I can tell that this can bust a game quickly, just out of SirCakez's Grandest Idea where it copied a Cult recruitment.
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Post Post #2772 (isolation #177) » Sat Sep 03, 2016 3:43 am

Post by The MM »

Vanilla Townie



In post 2770, McMenno wrote:
1-shot Bulletproof Jester


"It's the journey that counts...
In post 2769, The MM wrote:
Mafia Redirector

Abilities
Night Action
Check Out This Guy!:
Target a player. All actions directed at you will be redirected towards your target instead.



In post 2767, Infinity 324 wrote:
Town Bulletproof absorber


For every action that targets them (including factional actions), gains a 1-shot version of that action.
That's kinda like my , except Bulletproof. And I can tell that this can bust a game quickly, just out of SirCakez's Grandest Idea where it copied a Cult recruitment.
that wasn't relevant in the end
It wasn't relevant in the end, but it remains extremely strong.
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Post Post #2782 (isolation #178) » Sat Sep 03, 2016 10:01 am

Post by The MM »





In closed setups, you don't have the right to ask the mod for pretty much anything.
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Post Post #2795 (isolation #179) » Sun Sep 04, 2016 4:05 am

Post by The MM »

Unlynchable Beloved Innocent Child

Abilities
Passive
Innocent:
You are announced by the mod as innocent at the beginning of Day 1.

Passive
Who Would Lynch A Kid?:
You cannot be lynched.

Passive
The Mourning:
The next day phase after you die is skipped.
Last edited by The MM on Thu Dec 08, 2016 11:16 am, edited 1 time in total.
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Post Post #2831 (isolation #180) » Sun Sep 04, 2016 11:26 pm

Post by The MM »

Mafia 1-Shot Global Machofier


Abilities
Night Action - 1-Shot
100% MACHO:
This night, all living players are Macho.
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Post Post #2832 (isolation #181) » Sun Sep 04, 2016 11:36 pm

Post by The MM »

Mafia Cultkiller


Abilities
Passive
Kill the motherf*ckers:
If you use the factional nightkill on a Cult member, you shoot all the Cult's members.
Last edited by The MM on Thu Dec 08, 2016 11:16 am, edited 1 time in total.
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Post Post #2834 (isolation #182) » Mon Sep 05, 2016 12:46 am

Post by The MM »

Town Ability Detector


Abilities
Night Action - 1-Shot
Overseeing:
This night, you get returned a list of all abilities used this night, in the order they were processed.
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Post Post #2835 (isolation #183) » Mon Sep 05, 2016 12:50 am

Post by The MM »

Modbot Lyncher


Abilities
Mechanic
Mod-bot:
You cannot vote, be voted for, or be targeted in any way.

Win Condition
Target Marked:
At the beginning of the game, the mod gives you a target
(preferably a Cult or another non-Jester third-party)
that serves as your Lynchee. You win when they are lynched.
Last edited by The MM on Thu Dec 08, 2016 11:17 am, edited 2 times in total.
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Post Post #2840 (isolation #184) » Mon Sep 05, 2016 4:31 am

Post by The MM »

Town Werewolf Hound

Abilities
Passive - Win ConditionYou can win either with the town or the werewolves.

Night Action
Hounding:
You brutalize your target, making them unable to perform night actions this night, and rendering them voteless.



Well, with 2 werewolves (technically one because treestump) and 2 scum, this is multiball, so crosskills could change things up, especially on the one Werewolf that isn't a Treestump. Plus one scum is a Jailkeeper, so scum is definitely overpowering the werewolves.

This "would reroll" Swing role reminds me I didn't replace one of my roles that is just as bad as this.
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Post Post #2847 (isolation #185) » Tue Sep 06, 2016 1:12 am

Post by The MM »

Town Drop Pod

Abilities
Passive
Message Carrier:
You share a PT with the Aliens, and are aligned with both the Aliens and the Town.

Passive
Pre-Arrival:
You start the game being unable to talk, vote, be voted for or be targeted in any way, shape or form.

Day Action
Deep Impact:
You may kill target living player to change your role into the following.
  • Town Alien Emissary

    Abilities
    Passive
    We Come In Peace:
    All Aliens are aligned with the Town.
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Post Post #2865 (isolation #186) » Sun Sep 11, 2016 9:44 pm

Post by The MM »

Mafia Goon



Still a horrible mechanic.
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Post Post #2908 (isolation #187) » Tue Sep 13, 2016 6:22 am

Post by The MM »

Town Killer-Killer


Abilities
Night Action
The Punisher:
Target a player. If they can perform an action that can kill a player, you shoot them.
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Post Post #2910 (isolation #188) » Wed Sep 14, 2016 5:33 am

Post by The MM »

Town Dragon's Denkeeper

Abilities
Passive
Dragons' Test:
The first time you are targeted every night, you and they Commute. Then, if they are scum, they die and their action fails.
(This kill flavor should be distinguished, as in "Melvin went into the Dragon's Den and never came back.")
Last edited by The MM on Thu Dec 08, 2016 11:17 am, edited 1 time in total.
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Post Post #2928 (isolation #189) » Thu Sep 15, 2016 3:27 am

Post by The MM »

Town Stormkiller

Abilities
Night Action
Vigilante:
Target and shoot someone.

Passive
Storm:
Your night actions may be used once more per night for each night action you used this game.
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Post Post #2929 (isolation #190) » Thu Sep 15, 2016 3:31 am

Post by The MM »

Town Stormbringer

Abilities
Night Action
Calm before the Storm:
Target another player. This player gains Storm.
(You may target the same person twice, but they don't get Storm twice.)

Passive
Storm:
Your night actions may be used once more per night for each night action you used this game.



Here, have some lolz.
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Post Post #2931 (isolation #191) » Thu Sep 15, 2016 4:15 am

Post by The MM »

Mafia Goon



It's far more powerful than just a copy of the night action. The number of night actions you may use simply snowballs out of control.
Look at that Stormkiller above.
- Night 1, he gets to shoot 1 target.
- Night 2, he has 1 Night Action under his belt so far in the game, so he gets one extra night action, meaning he can act twice.
- Night 3, if he has used all possible shots, the 1 from Night 1 and the 2 from Night 2, he has an extra 3 shots, for a total of 4. And so on and so on.
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Post Post #2936 (isolation #192) » Thu Sep 15, 2016 11:42 pm

Post by The MM »

Vanilla Townie



In post 2933, Felissan wrote:

Something I love about this role is the way it can have fun consequences if it hits specific roles. Hit a player with Storm? They get infinite actions forever.
Game-breaking combo detected: use Echoer on the Stormkiller Night 1, Night 2 he shoots everyone but himself over 9000 times so they stay dead, winning the game for the town.
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Post Post #2937 (isolation #193) » Fri Sep 16, 2016 12:07 am

Post by The MM »

Detention Goon

(You are aligned with "The Detention", a scum faction.)


The Detention's Abilities
Night Action - Factional - Unloyal
Detain:
Target a player. They are jailed for the night, becoming invulnerable to killing actions but unable to act. If they were scum, they defect from their scumfaction to the Detention and gain their factional abilities as personal abilities. Detain cannot target a member of the Detention.
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Post Post #2946 (isolation #194) » Sun Sep 18, 2016 1:35 am

Post by The MM »

Town Miracle-Worker


Abilities
Passive
Miracle Defense!:
The first ability to target you at any night fails, and you gain a copy of that action with the "Miracle" subtype.
(Only one "Miracle" can be used each night. If 2 or more Miracles are supposed to be used in a same night, all Miracles do not execute.)

Night Action
Work Your Magic:
You may use any Miracle ability you learned with Miracle Defense!.
Last edited by The MM on Thu Dec 08, 2016 11:18 am, edited 1 time in total.
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Post Post #2947 (isolation #195) » Sun Sep 18, 2016 1:40 am

Post by The MM »

Town Overseer


Abilities
Passive
I C U:
Whenever an ability is performed this night, you receive it verbatim by PM. This ability can not see a using an ability.
(For the sake of sanity, keep that to 1 PM containing all used abilities to send at the end of the night, mods. ;))
Last edited by The MM on Thu Dec 08, 2016 11:19 am, edited 1 time in total.
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Post Post #2954 (isolation #196) » Sun Sep 18, 2016 10:04 am

Post by The MM »


In post 2950, Infinity 324 wrote:
Town odd-night rolecop even-night vigilante

---
By the way, mm, the miracle worker is just like my absorber/your dreamer.
There are a bunch of tiny technical differences.
Miracle Worker can only learn one action per night, the Dreamer is not limited.
Miracle Worker can use his learned Actions indefinitely, while Dreamer only gains 1-shots.

Your Absorber functions like the Dreamer except the Dreamer gets revenge shots if he gets killed in the night while your Absorber is Bulletproof.
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Post Post #2957 (isolation #197) » Sun Sep 18, 2016 10:32 am

Post by The MM »


Abilities
Passive
Wups, Spilled the Beans:
If you are targeted by any investigative role that should return something, it's publicly announced the next morning that you are aligned with the Detention.
(This does not work if a Tracker targeted you while you were not targeting anyone. It does apply when a Voyeur sees you being targeted, though.)



In post 2956, Infinity 324 wrote:Got it, but if dreamer/absorber are OP, so is miracle worker :)
Extremely likely. But Grand Idea Mafia is now kind of defined by the overpowered roles -- I mean, the Cult is in the game.
Last edited by The MM on Thu Dec 08, 2016 11:19 am, edited 1 time in total.
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Post Post #2960 (isolation #198) » Sun Sep 18, 2016 10:54 am

Post by The MM »

Survivor Selfish Dude

Abilities
Passive - Win Condition
Survive!:
You win along with the winners if you are alive when the game is ended.
Passive
X? I'm my own X!:
If an information about you should be revealed, it is replaced by an "I'm my own ..." message.
Example: A Cop investigates you. He gets returned a PM saying: "Alignment? I'm my own alignment!"
Last edited by The MM on Thu Dec 08, 2016 11:19 am, edited 1 time in total.
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Post Post #2970 (isolation #199) » Sun Sep 18, 2016 10:05 pm

Post by The MM »

Mafia Death-marker


Abilities
Passive
Death Mark:
Any killing action you take doesn't instantly kill its target, instead marking them with a
Death Mark
(They are made aware that they are death-marked and are going to die at the beginning of the next night). At the beginning of every night, targets with a Death Mark die. They cannot be protected from this effect by protective abilities not coming from themselves.
(Death Mark on average is basically a delayed kill, but the fact that it can't be tracked on the night the target dies is mitigated by the fact that the target gets an extra day to live.)
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