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For every action that targets them (including factional actions), gains a 1-shot version of that action.
That's kinda like my Town Dreamer, 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.
I guess it depends what other abilities are in the game. Getting an extra cult recruit would be pretty strong.
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Post #2785 (isolation #8) » Sat Sep 03, 2016 12:05 pm
Postby Infinity 324 »
Vanilla town
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An important point with the oracle is that it can't ask question's relating to who has what role, just about what roles, mechanics, and rules exist in the setup.
There's more than one variant of the role. Even just answering questions about the setup is pretty broken (because you can disprove any fakeclaim). For scum-aligned, giving them a chance to find out who has which role seems more useful.
Each night, choose a player. For the rest of the game, starting with the next day phase, all that player's abilities become Compulsive; they will die if they do not use them (unless they are out of shots, not usable that night due to a modifier like Even-Night, or cannot be used at the same time as other abilities that that player has and is using). Note that this includes factional kills (i.e. the Compulsive player will die if they do not use their team's factional kill if it has one). The player will be informed of the new restriction on their role.
Whenever you reach L-2, the votecounts will be written as though you were dead for the rest of the day (i.e. you won't appear as voting, players voting for you will appear as not voting, and the lynch threshold may appear to have changed). Nothing
You can't voluntarily unvote (although you unvote when the vote count is reset). You have infinitely many votes, but each is only worth 1 divided by (the number of votes you've made since the last votecount reset).
For example, if you vote for player A, you have one vote on player A. If you then vote for player B, you have half a vote on each of players A and B. If you then vote for player A again, you'll have ⅔ of a vote on player A and ⅓ of a vote on player B.
This game will have a Finger of Suspicion count, maintained by the moderator (which doesn't do anything except in the unlikely event that some other role interacts with it, but which will count FoSes accurately). Most players have one FoS, which they can move around via FoSing and unFoSing in the style of voting. You have four.
As long as you are alive, if the moderator would have to give players any incorrect investigation information (due to millers, tailors, etc.), they will modkill one or more players in order to prevent having to tell a lie. If this can be accomplished via modkilling players other than the investigator, then the mod will sort the problem out like that. However, in many cases the investigator may need to be modkilled in order to avoid giving them an untruthful result, as killing other players wouldn't help.
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Post #2814 (isolation #11) » Sun Sep 04, 2016 11:42 am
Postby Infinity 324 »
Vanilla townie
In post 2811, callforjudgement wrote:PEDIT: @Infinity, what's the "seriously" about? If you're confused, like half the roles you quoted are based on attempted fakeclaims or theories about roles from Mini 1824, and I don't think any of them are broken (unless I'm missing something).
They're just roles that...I wouldn't consider particularly fun to play with. Up to you though.
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Post #2866 (isolation #12) » Sun Sep 11, 2016 10:18 pm
Postby Infinity 324 »
Cult leader variant
Each night, you may choose a player to convert to a vanilla cultist who gains your win condition. When you die, you may give you cultists bulletproof, permanent cop, or 2-shot rolecop abilities. You may not give the same ability to more than one cult member, and you may not give one cult member more than one ability.
You win when everyone else in the game is a member of the cult or nothing can prevent that.
Last edited by Infinity 324 on Mon Sep 12, 2016 2:53 am, edited 2 times in total.
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Post #2870 (isolation #13) » Mon Sep 12, 2016 2:30 am
Postby Infinity 324 »
Vanilla town
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@cfj It's not necessarily easier to win as your original faction than as cult, but you have a point. Not sure what to do about that, since the cultists will know which cult they're in due to the inventor ability...
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Post #3018 (isolation #27) » Sun Sep 25, 2016 10:57 am
Postby Infinity 324 »
Mafia even-day kidnapper
On even days, you may PM the mod to remove someone from the game for one day phase. They may not talk, vote, be targeted, or be lynched during that period.
At the start of the game, secretly make a prediction for an event that might happen in the game via PM to the mod. (The event has to be something that will be public knowledge when it happens, e.g. a particular word being posted in the game thread, or a particular player dying and flipping.) If the event happens, everyone with a limited-shot ability must immediately take a shot, assuming they have any remaining. (All actions submitted this way resolve simultaneously, and work even if it's the wrong sort of phase.)
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Post #3180 (isolation #37) » Mon Oct 24, 2016 8:39 am
Postby Infinity 324 »
Demi-God of War
(alignment up to mod's discretion)
You are announced at the start of the game.
Instead of their usual action (if applicable), other players may pray to you by sending a PM to the mod declaring they wish to do so.
You may grant a 1-shot vig to one player amongst those who have prayed for you.
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Post #3417 (isolation #43) » Wed Feb 08, 2017 9:06 pm
Postby Infinity 324 »
Hidden cult leader
You get a role pm for town cop. You target someone every night and get a result of "town". Targeting someone will also convert that player to your cult (without changing their role), though neither of you know this. You will flip as a hidden cult leader, and your recruits will flip as their role pm. You win when your cult comprises half or more of the living players.
Last edited by Infinity 324 on Fri Feb 10, 2017 9:35 am, edited 1 time in total.