Grand Idea Mafia

This forum is for discussion related to the game.
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Post Post #1975 (ISO) » Thu Apr 07, 2016 11:52 am

Post by Sméagol »

Vanilla
(alignment up to mod's discretion)

Are you giving out inventor inventions? Invention Inception.
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Post Post #1976 (ISO) » Thu Apr 07, 2016 11:56 am

Post by callforjudgement »

Town (non-alignment-changing) Mentor


You have access to a private topic. If you are the only living player in that topic, you can recruit a player into that topic at Night (in the same sense as a Neighbourizer). If there is another living player in that topic, you have a nightkill (in the same sense as a Vigilante). You can delegate the kill to the other player in the topic to perform, if you desire (although you have no guarantee that they share your win condition). If you die, any other player in your private topic dies too.
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Post Post #1977 (ISO) » Thu Apr 07, 2016 11:57 am

Post by callforjudgement »

Werewolf Goon


In post 1975, Sméagol wrote:
Vanilla
(alignment up to mod's discretion)

Are you giving out inventor inventions? Invention Inception.


Too right I am. I felt like creating a recursive role, but there are a few of those around already, so I decided to make it a little less recursive than some of the others.
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Post Post #1978 (ISO) » Thu Apr 07, 2016 12:33 pm

Post by Sméagol »

Action detector
(alignment up to mod's discretion)
Find out if your target has sent in an action (this includes untargeted abilities).
Last edited by Sméagol on Thu Apr 07, 2016 12:35 pm, edited 1 time in total.
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Post Post #1979 (ISO) » Thu Apr 07, 2016 12:34 pm

Post by Sméagol »

Global action detector
(alignment up to mod's discretion)
Find out how many players have sent in actions (this includes untargeted abilities).
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Post Post #1980 (ISO) » Thu Apr 07, 2016 12:38 pm

Post by Sméagol »

Town schizofrenic

You have access to a private topic. You may have the mod invite any number of people from outside the game (they will only be able to talk in this private topic).
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Post Post #1981 (ISO) » Thu Apr 07, 2016 12:59 pm

Post by Ircher »

Town Inventor (Tracker, Watcher, Voyeur, Follower, Motion Detector)


Cannot self target.
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Post Post #1982 (ISO) » Thu Apr 07, 2016 1:05 pm

Post by Sméagol »

Town trace detector

You will find out if your target has ever targeted you before (including the current night).

Comment

Player doesn't find out which night.
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Post Post #1983 (ISO) » Thu Apr 07, 2016 1:13 pm

Post by callforjudgement »

Town Doctor Inaccurate Vigilante


There's a 50% chance your vig shots will hit the player you aim at, and a 50% chance that they'll hit a random player other than your target or yourself. You can use the doctor and inaccurate vigilante abilities on the same night, and you can block your own vig shots (including ones with randomized targets). The doctor shot is reliable and always hits the player you're aiming at (unless interfered with by a redirector or similar).
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Post Post #1984 (ISO) » Thu Apr 07, 2016 1:14 pm

Post by callforjudgement »

Town Retrospective Tracker


Each night, you can choose a player. You will discover the player or players they targeted on the night before.
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Post Post #1985 (ISO) » Thu Apr 07, 2016 1:16 pm

Post by callforjudgement »

Town Avatar-aimed Doctor


Each night, you may protect a player from kills. However, you cannot specify a player to protect to the mod directly; rather, you must describe the player's avatar using one word of up to six letters, and the moderator will try to figure out who you mean based on your description. There is a chance that you'll end up protecting the wrong player due to the mod misinterpreting your target, if you fail to describe it well enough.
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Post Post #1986 (ISO) » Thu Apr 07, 2016 1:24 pm

Post by callforjudgement »

Excessively Abbreviated Reporter
(alignment chosen by moderator)

Each night, you may PM the mod a word. That word will be included in the flavour for the day's opening post (even if you die that night). This ability can be blocked, in which case the moderator will not include the word unless it would have been included "naturally" in the flavour anyway.
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Post Post #1987 (ISO) » Thu Apr 07, 2016 1:37 pm

Post by Sméagol »

Town 2-shot shotgun-wielding vigilante

There's 75% chance you will kill your target.
For each player involved with your target besides you (the players who are targeted by your target, or the players who are targeting your target) there's 100% / (x+1) chance you will kill that player. x = the total number of players involved with your target besides you.

Comment

For example, your target is targeting another player, but isn't targeted himself except by you. There's a 100 / (1+1) = 50% chance you will kill that other player, and 75% chance you will kill your target.
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Post Post #1988 (ISO) » Thu Apr 07, 2016 1:53 pm

Post by callforjudgement »

Town Temporary PGOifier


Each night, you may target a player. Anyone else who targets that player that night will die. (This doesn't prevent any actions on that player going through.)
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Post Post #1989 (ISO) » Thu Apr 07, 2016 1:54 pm

Post by callforjudgement »

SK with town role


Reroll until you get a role that's explicitly listed as town-aligned, other than Vanilla Townie. You have that role, except you're a Serial Killer rather than winning with the town. (If the role is a killing role, it's an alternative to your nightkill (you can't use both); otherwise, you can use both roles in the same night.)
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Post Post #1990 (ISO) » Thu Apr 07, 2016 1:57 pm

Post by Ircher »

Mafia 2-Shot Fight Stopper


If two players get into an extremely bad argument, you may post in thread that you are using this ability and both players will be given a 72 hour post restriction preventing them from talking about or to each other for any reasobs. This also includes votes. The first time the restriction is broken, the player gets a public warning. The second time, the player is modkilled.

This ability should not be taken lightly and should be used only when absolutely neccessary.
Last edited by Ircher on Sat May 25, 2019 1:05 pm, edited 1 time in total.
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Post Post #1991 (ISO) » Thu Apr 07, 2016 2:01 pm

Post by callforjudgement »

Mafia Hidden Defector


Gets a normal Mafia Goon PM. However, if this player ever ends up as the last Mafia remaining, the mod sends them an offer to change their win condition to pro-Town instead. If they accept, they become a Vanilla Townie.

The least evil possible scum-to-town alignment change?
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Post Post #1992 (ISO) » Thu Apr 07, 2016 2:03 pm

Post by callforjudgement »

SK Messenger to Scum


In addition to normal Serial Killer abilities, you can anonymously send messages via the moderator to all anti-town players (at any time of night or day). Those players will have the ability to anonymously send replies back, again via the moderator.

Inspired by a mechanic from Marketplace Mafia.
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Post Post #1993 (ISO) » Thu Apr 07, 2016 2:19 pm

Post by callforjudgement »

1-Shot Bulletproof Day/Night 1-5 Lyncher/Nightkiller Survivor Absorber
(replace 5 with 3 in a Mini or 2 in a Micro)

You win and leave the game if
random player
dies (lynched or is nightkilled) by the end of night 5, and you are still alive at that time. If you die before the end of night 5, or if your target is still alive at that time, you lose (and leave the game if you haven't already). The first attempt to kill you at Night will fail. Whenever a player targets you with a night ability, you become aware of what the ability was (at the end of the night) and gain 1 shot of the ability that can be used on any future night. (Factional kills turn into vigilante kills for this purpose.)
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Post Post #1994 (ISO) » Thu Apr 07, 2016 2:21 pm

Post by callforjudgement »

Town Death Predictor


At the start of the game, PM the mod a list of each player (other than yourself) and a phase number for each player (e.g. Day 1, Night 1, Day 2, Night 2, etc.). The phase numbers do not have to all be different; you can have duplicates. Whenever a player dies in the corresponding phase, you gain 1 energy (you start at 0 energy). At night, you can spend 1 energy for a Doctor, Tracker, or Roleblocker shot, or 2 energy for a Cop shot, and the only limit on how many actions you can use on any given night is the amount of energy you have.
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Post Post #1995 (ISO) » Thu Apr 07, 2016 2:24 pm

Post by callforjudgement »

Mafia Brinksmanship Pseudojester


At the end of each day, you gain 1 energy for each vote on you (you start at 0 energy). At night, you can spend 2 energy for a Rolecop shot, 3 energy for a Ninja or Strongman shot, 4 energy for a Roleblocker shot or Ascetic passive for that night, 5 energy for a Godfather shot, or 8 energy for a Vigilante shot (this last ability is only usable if there are at least 3 more non-Mafia than Mafia). The only limit on how many actions you can use on any given night is the amount of energy you have.
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Post Post #1996 (ISO) » Thu Apr 07, 2016 2:34 pm

Post by callforjudgement »

Neutral Seraph Balancer


You cannot post in the game thread, vote or be voted for (you don't show in the votecount), or be killed, and you count as dead for the purpose of determining whether other players' win conditions are satisfied. (You are, however, a legal target for night actions, and the moderator will advertise this fact if asked.) You have a Neighbourizer ability that can be used at any time you don't currently have a Neighbour, day or night, and the Neighbour private topic is likewise open day and night; activity requirements can (and must) be fulfilled using the private topic because you can't post in thread. Once each day and once each night, you may give a player of your choice a role from the Mafiascum wiki, with the exceptions that you can only ever target each player once total (so if you Neighbourize someone, you can't give them another role as well), no player's alignment/win condition can change as a result of you giving out a role or the use of a role that you give out (including indirectly), and the role must have existed on the wiki prior to the start of the game. You win if the game is still ongoing when only 3 players (other than yourself) are left alive.

Inspired by Vi's Mafia on Holy Orders, but modified heavily to make sense in the Grand Idea setting. It's basically impossible to balance the various roles you could give with a point-buy without knowing the other details of the setup, so instead we'll give the role a self-balancing win condition; giving out overpowered roles is not a good way to bring a 3p lylo about.
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Post Post #1997 (ISO) » Thu Apr 07, 2016 2:35 pm

Post by callforjudgement »

Town Defector Detector


Each night, you may choose one player. The mod will tell you if that player's alignment or role has any ability to cause a player's (that player's or another's) alignment or win condition to change.
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Post Post #1998 (ISO) » Thu Apr 07, 2016 2:36 pm

Post by callforjudgement »

Town Faction Counter


At the start of day 2, the moderator will tell you how many different win conditions exist among players in the game.
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Post Post #1999 (ISO) » Thu Apr 07, 2016 2:38 pm

Post by callforjudgement »

Power Detector
(Werewolf if any other Werewolves exist in the game, otherwise Mafia)

At the start of day 2 and each subsequent day, the moderator will send you a name of a random player who is not a member of your faction and who investigates as not vanilla (i.e. would receive a "not vanilla" result on a Vanilla Cop scan). You won't receive the same player twice unless there are no other options.
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