Grand Idea Mafia

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Post Post #9625 (ISO) » Tue Dec 29, 2020 8:42 am

Post by Gypyx »

Town Terror Field


As long as you are alive, any action taken during the day will fail
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Post Post #9626 (ISO) » Tue Dec 29, 2020 9:23 am

Post by Cook »

Town Submarine

• You have the
Aquatic
modifier, in case this modifies any actions.
• You may attempt to Commute and Neighborize someone in the Town by inviting them into your submarine, granting them the Aquatic modifier. This is in the form of a PT, which does not have daytalk, as the submarine docks at the Town during the day.
• In addition, while the Radio Operator is alive, you may communicate in the Radio Transmission PT, however, anyone inside any neighborhoods or masonries you belong to will also be granted access to this PT (but not allowed to post) unless the Admiral is alive.
• If you die during the day, the Submarine is disbanded, destroying the PT.
• If you die during the night, the Submarine begins to waterlog, thus forcing a majority of players inside the Submarine PT to
BAIL: Submarine
during the day instead of voting, else all in the Submarine will die. This also removes the Aquatic modifier from players who
BAIL:
the submarine, and removes them from the Submarine.

Aquatic

- You are immune to actions taken against you at night by non-Aquatic players.
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Post Post #9627 (ISO) » Tue Dec 29, 2020 9:24 am

Post by Cook »

Town Radio Operator

• While you are alive, the Admiral, Submarine, yourself, and the Orbital Command will all be in a Radio Transmission PT.
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Post Post #9628 (ISO) » Tue Dec 29, 2020 9:25 am

Post by Cook »

Town Admiral

• While the Radio Operator is alive, you are granted access to a Radio Transmission PT.
• In addition, while you are alive, no other players may access this PT besides the ones you specifically endorse.
• You are not allowed to join the Submarine PT.
• In addition, you are Macho.
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Post Post #9629 (ISO) » Tue Dec 29, 2020 9:28 am

Post by Cook »

Town Orbital Command

• You may never have the Aquatic modifier.
• You are a Commuter and commute to space, should this be necessary to know.
• You have access to the Radio Transmission PT while the Radio Operator is alive.
• During the night, you may authorize an orbital strike on any Townie you like.
• During the day, the Town will be informed of a giant missile heading towards the village.
• The next night, the missile will explode, killing the target, and anyone who they visited or was visited by.
This bypasses all forms of commuting, as you are able to pilot the missile even into the exosphere.
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Post Post #9630 (ISO) » Tue Dec 29, 2020 9:35 am

Post by Cook »

Pirate Captain

• You are a member of the Pirates, an evil faction.
• During the day, you may designate a player to the moderator you wish to duel during the night.
• During the night, you will announcingly roleblock your target, as they will be duelling you.
• You must throw out a rock-paper-scissors move.
• Your target must throw out a rock-paper-scissors move as well.
• If you tie, nothing happens.
• If you win, you will kill your target and win the duel.
• If you lose, your target will win the duel, and, if they have the ability to kill, may choose to target you.
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Post Post #9631 (ISO) » Tue Dec 29, 2020 9:38 am

Post by Cook »

Pirate Navigator

• At night, you may choose to
set sail,
granting your faction the
Aquatic
modifier.
• When you set sail, you may choose a player's house to set sail for. (By default, the Pirate ship starts in front of the Captain's house.)
• Whenever you set sail for a player's house, you will in addition Watcher and Tracker them, but only get 1 (random) result from both of your powers.
• You may not set sail two nights in a row.
• In addition, any visit-detecting roles will see Pirates as having visited the house their ship is in front of.
Last edited by Cook on Wed Dec 30, 2020 4:55 am, edited 1 time in total.
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Post Post #9632 (ISO) » Tue Dec 29, 2020 9:39 am

Post by Cook »

3-Shot Pirate Cannoneer

• Fire the Cannon at a Townie's house.
• You will Strongman your target and one random visitor to their house.
• However, the Cannon is so loud, anyone visiting the targeted house or the house where the ship is currently at will be notified of a Cannon.
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Post Post #9633 (ISO) » Tue Dec 29, 2020 9:43 am

Post by Cook »

2-Night Recharging Pirate Boarding Master

• At night, you may choose to Board at a Townie's house.
• Anyone who also happens to visit the house who is not aligned towards its occupant will have their night action's effect nullified and will instead join the Boarding Party.
• You will attack the occupant of the house, and everyone in the Boarding Party will target other random visitors to the boarding, even members of the Boarding Party, but never any Pirates.
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Post Post #9634 (ISO) » Tue Dec 29, 2020 9:49 am

Post by Cook »

2-Shot Pirate Smuggler

• At night, smuggle supplies to someone.
• You may choose any of the following supplies:
- Contraband will recharge all shots to any X-Shot or Recharging abilities to your target, however, will make them appear Greedy.
- Black Powder will cause an explosion at your target's house upon them being attacked, which will credit the kill to you instead, and kills every visitor to them, with a unique death flavor of "soot-covered" even if they aren't normally flavored.
- Gold will cause your target to appear Greedy. Gold is spread via being visited, and is removed upon spreading it to someone else.
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Post Post #9635 (ISO) » Tue Dec 29, 2020 8:51 pm

Post by TemporalLich »

Pirate Dark Demon


Anyone investigating you will receive a message saying that you are a frightening and evil Dark Demon.

Each night, you may cloak someone in darkness. They will be roleblocked, and will receive frightening visions of a random night action targeting them the next Night (if they weren't targeted the next Night, they will receive frightening visions of demons).



In post 9631, Cook wrote:
Pirate Navigator

• At night, you may choose to
set sail,
granting the entire Pirate faction the
Aquatic
modifier.
• When you set sail, you may choose a Townie's house to set sail for. (By default, the Pirate ship starts in front of the Captain's house.)
• Whenever you set sail for a Townie's house, you will in addition Watcher and Tracker them, but only get 1 (random) result from both of your powers.
• You may not set sail two nights in a row.
• In addition, any visit-detecting roles will see Pirates as having visited the house their ship is in front of.
By "Townie", you mean player right? Also what if this gets put in a groupscum faction with no Pirate Captain? Or in non-groupscum?

Grand Idea has the possibility of alignment changes and rerolls that force a certain alignment, so even without Grandest Idea in play this role can still be assigned to a faction other than Pirates.
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Post Post #9636 (ISO) » Tue Dec 29, 2020 9:01 pm

Post by Sirius9121 »

Add the Hypogean modifier to the first Werewolf, the first Alien, the first Cult and the first Neutral or Third Party role rolled. See #9618 for more information about the Hypogean modifier. This role is a Town Innocent Terrestial who is confirmed not to be an Alien on Day 1.
余命数か月ばかりの恋に点滴で扶養する患者達
被害者の甘い期待を弔い悔悟の機会を躊躇うドクター
所以など行方知らず未知の病巣に臥す患者達
発熱が死因 然れば早期に躊躇すべきだったと知る放火犯
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Post Post #9637 (ISO) » Tue Dec 29, 2020 9:01 pm

Post by Sirius9121 »

Add the Hypogean modifier to the first Werewolf, the first Alien, the first Cult and the first Neutral or Third Party role rolled. See #9618 for more information about the Hypogean modifier. This role is a Town Innocent Terrestial who is confirmed not to be an Alien on Day 1.
余命数か月ばかりの恋に点滴で扶養する患者達
被害者の甘い期待を弔い悔悟の機会を躊躇うドクター
所以など行方知らず未知の病巣に臥す患者達
発熱が死因 然れば早期に躊躇すべきだったと知る放火犯
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Post Post #9638 (ISO) » Tue Dec 29, 2020 9:02 pm

Post by Sirius9121 »

Add the Hypogean modifier to the first Werewolf, the first Alien, the first Cult and the first Neutral or Third Party role rolled. See #9618 for more information about the Hypogean modifier. This role is a Town Innocent Monk who is confirmed not to be an Werewolf on Day 1.
余命数か月ばかりの恋に点滴で扶養する患者達
被害者の甘い期待を弔い悔悟の機会を躊躇うドクター
所以など行方知らず未知の病巣に臥す患者達
発熱が死因 然れば早期に躊躇すべきだったと知る放火犯
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Post Post #9639 (ISO) » Tue Dec 29, 2020 9:02 pm

Post by Sirius9121 »

Add the Hypogean modifier to the first Werewolf or Mafia, the first Alien, the first Cult and the first Neutral or Third Party role rolled. See #9618 for more information about the Hypogean modifier. This role is a Town Innocent Monk who is confirmed not to be an Werewolf on Day 1.
余命数か月ばかりの恋に点滴で扶養する患者達
被害者の甘い期待を弔い悔悟の機会を躊躇うドクター
所以など行方知らず未知の病巣に臥す患者達
発熱が死因 然れば早期に躊躇すべきだったと知る放火犯
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Post Post #9640 (ISO) » Tue Dec 29, 2020 9:02 pm

Post by Sirius9121 »

Add the Hypogean modifier to the first Werewolf or Mafia, the first Alien, the first Cult and the first Neutral or Third Party role rolled. See #9618 for more information about the Hypogean modifier. This role is a Town Innocent Monk who is confirmed not to be an Werewolf on Day 1.
余命数か月ばかりの恋に点滴で扶養する患者達
被害者の甘い期待を弔い悔悟の機会を躊躇うドクター
所以など行方知らず未知の病巣に臥す患者達
発熱が死因 然れば早期に躊躇すべきだったと知る放火犯
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Post Post #9641 (ISO) » Tue Dec 29, 2020 9:07 pm

Post by TemporalLich »

Jester Hypogean


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

Mod Note: Add "Hypogean" to a random non-Town-aligned player's role when rolling this role.
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Post Post #9642 (ISO) » Tue Dec 29, 2020 9:15 pm

Post by TemporalLich »

Town Inner Sanctum Keeper Mysterious Conduit


You are in a PT with other Inner Sanctum Keepers, who are confirmed to be aligned with the
Town
.

Each night, you may target a player to charge them with a mysterious energy.

Mod Note: Add "Inner Sanctum Keeper" to a random Town-aligned player's role when rolling this role. The mod may treat the Inner Sanctum as a factional PT for all purposes.

This role charges someone with a mysterious energy indefinitely. (Roles like Mysterious Eidolon can lose mysterious energy charge)

Still, have fun figuring out what being charged with a mysterious energy does.
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Post Post #9643 (ISO) » Wed Dec 30, 2020 4:59 am

Post by Cook »

Cult Classic Film Director

• On Night One, neighborize four (or fewer, this was created for a 36 player setup) people with yourself. Your neighborhood is called Film Set.
• At the end of Night Three, as long as you are still alive, the "neighborhood" modifier is removed and all players on the Film Set are culted.
• VTs who are culted will become Cult Actors.
• Players who can't be culted who are on the Film Set will instead join as neighbors, who do not change alignment, but appear to be part of the cult.
• If you die during the process of filming, the neighborhood disbands.




Saw that thing, edited the post to indicate the faction that the Navigator was part of instead.
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Post Post #9644 (ISO) » Wed Dec 30, 2020 5:14 am

Post by Jake The Wolfie »

Ask Isis for a role. Irregardless of what she gives, add the hirsute modifier and make the alignment Alternate Mafia.
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Post Post #9645 (ISO) » Wed Dec 30, 2020 5:27 am

Post by TemporalLich »

Town Dark Demon Terrestrial


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

Anyone investigating you will receive a message saying that you are a frightening and evil Dark Demon.

Each night, you may cloak someone in darkness. They will be roleblocked, and will receive frightening visions of a random night action targeting them the next Night (if they weren't targeted the next Night, they will receive frightening visions of demons).

Mod Note: Add "Terrestrial" to a random non-Alien-aligned player's role when rolling this role.
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Post Post #9646 (ISO) » Wed Dec 30, 2020 5:40 am

Post by TemporalLich »

Mafia Factory Runoff Polluter


Once in the game during night, you may pollute the Town's water.

Water-based abilities will poison their target if the water is polluted that Night. Poisoned players will die at the end of the next Night.

Anyone with the
Aquatic
modifier will unavoidably die if the water is polluted.

A random non-Mafia-aligned player will also be poisoned the Night the Town's water is polluted, however they will be notified the Town's water was polluted and that they were poisoned.
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Post Post #9647 (ISO) » Wed Dec 30, 2020 6:04 am

Post by Cook »

Town EPA Officer

• At night you may set up a bear trap at the water supply.
• If someone attempts to sabotage the water supply at any point during the game while a bear trap is set up they will be roleblocked and immediately hammered during the day, for the purposes of hanging a factory runoff person in the town square for humiliation.



btw i might be using some of these for the purpose of a 36-player Great Idea (modified) setup.
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Post Post #9648 (ISO) » Wed Dec 30, 2020 6:46 am

Post by Jake The Wolfie »

Garbage Can

Roll another set of roles for each player, rerolling if the alignments differ. Give the player the worst of the two roles. This player becomes a Hirsute Werewolf.
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Post Post #9649 (ISO) » Wed Dec 30, 2020 6:51 am

Post by Korina »

Strongwilled Alignment-Change-Immune Cult Leader


Ability cannot be prevented, nor prevented.
This player’s faction cannot be changed in any way, shape, or form, except through a modkill. This effect takes place as soon as the role is rolled.
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