Grand Idea Mafia

This forum is for discussion related to the game.
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Post Post #2079 (isolation #200) » Sun Apr 10, 2016 12:02 am

Post by callforjudgement »

Town Incompetent Investigator


Each night, target a player. The moderator will choose a random investigative role from the MafiaScum wiki (via rerolling in the Informative Roles category until they produce a role with a night action that returns a result and does nothing else), and let you know what the result is. You might not know what the result means (e.g. Tracker and Watcher results will be indistinguishable).
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Post Post #2080 (isolation #201) » Sun Apr 10, 2016 12:05 am

Post by callforjudgement »

post restricted
alignment chosen by moderator

your posts cannot contain punctuation marks apart from the colon in VOTE:
your posts cannot contain capital letters apart from the capital letters in VOTE:
if you break these rules you will be given a warning the first time and modkilled the second time
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Post Post #2081 (isolation #202) » Sun Apr 10, 2016 12:07 am

Post by callforjudgement »

Town Loyal Day Vigilante
(or 1% chance of Mafia instead)

Each day, you may kill another player via posting a day action in thread. The kill won't go through unless it's on another member of your faction.
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Post Post #2082 (isolation #203) » Sun Apr 10, 2016 4:53 am

Post by callforjudgement »

Town Emergency Doublevoter


You start the game with no powers beyond those of a VT. However, if at any point the game would otherwise end with the Town failing to win, you become a Doublevoter for the rest of the game (specifically, the variant where your votes count double and this is visible on the votecount). Hopefully, it'll be enough to keep your faction alive.
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Post Post #2083 (isolation #204) » Sun Apr 10, 2016 4:55 am

Post by callforjudgement »

Town Emergency Bulletproof 1-Shot Vigilante


You start the game with no powers beyond those of a VT. However, if at any point the game would otherwise end with the Town failing to win, you become a Bulletproof 1-Shot vigilante for the rest of the game. Hopefully, it'll be enough to keep your faction alive.
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Post Post #2084 (isolation #205) » Sun Apr 10, 2016 4:57 am

Post by callforjudgement »

(Initially) Town Emergency Traitor


Through most of the game, you have the Town win condition. If at any point you can't achieve this win condition but you are still alive, you become an (uninformed, non-bulletproof) Traitor instead. So you can win in two different ways. You can play to eventually achieve either the Town or Traitor victory, or make your mind up as you go; it's up to you.
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Post Post #2085 (isolation #206) » Sun Apr 10, 2016 5:02 am

Post by callforjudgement »

Serial Killer Emergency Bulletproof Townie


You start the game as a regular Serial Killer, and can win by achieving the Serial Killer win condition if you somehow manage to survive that long. You have no investigation immunity. If you would die (i.e. your faction would lose the game), you become a Bulletproof Townie; if someone shot you overnight this allows you to survive the shot (and thereafter win with town), if you were lynched then this won't save you from death but it will allow you to win if town subsequently go on to win without you.
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Post Post #2086 (isolation #207) » Sun Apr 10, 2016 5:50 am

Post by callforjudgement »

Survivor Neighbour


Roll another two members of the neighbourhood at random, adding Neighbour as a modifier onto those player's existing roles.
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Post Post #2087 (isolation #208) » Sun Apr 10, 2016 5:51 am

Post by callforjudgement »

Paints The Town Red
(alignment chosen by moderator)

Every player has "Red" added as a role modifier on their existing role. The "Red" part of the role name is written in, and flips in, red, and this is all that the modifier does (unless there's a cop in the game that specifically looks for colours, but what are the odds of that?), but this isn't explained in any player's role PM (although people may be able to guess it via searching the thread).
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Post Post #2088 (isolation #209) » Sun Apr 10, 2016 5:52 am

Post by callforjudgement »

Town Artist


Each night, you may scan a player. You'll be told the names of any colours that appear written out in that player's Role PM, other than colours that are part of a player's name. (This is pretty lenient, e.g. "Chocolate" in "Chocolate Townie" can plausibly be interpreted as a colour.) Colours that are merely font colours, and whose names are not written in English, will not be scanned.
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Post Post #2089 (isolation #210) » Sun Apr 10, 2016 7:00 am

Post by callforjudgement »

Town, Town Dissociated Player


If you're a hydra of two players, your heads can post in the game thread independently; they each have a vote, are voted for separately, etc. The hydra account can't post, but you can still communicate with each other. If one of your heads dies, the whole hydra dies. In other words, you're basically a pair of Mason Lovers.

If you aren't a hydra of two players, create an alt (or use an existing alt you have). It can post in the thread independently from you, has a separate vote from you, is voted for separately, etc.. (I recommend using a secret alt if you have one or are willing to make one; it'll make the role more powerful). Again, you're basically a pair of Mason Lovers, you just control both of them.
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Post Post #2090 (isolation #211) » Sun Apr 10, 2016 8:23 am

Post by callforjudgement »

Mafia Inventor


Each night, you may invent a role and give it to one other player, who will gain that role. You can invent almost any role for this purpose. However, there are some restrictions:
  • You cannot give the role to a member of your faction.
  • The player who receives the role will be informed of exactly what it does (you can't have "mod notes" or the like, all effects of the role will be explained in full). For example, if the effect is randomized among a list of possibilities, the player will know what all the possibilities are and what their probabilities are. The moderator will also inform the recipient of how the role would interact with any other hypothetical role on request, and the recipient will be aware of this.
  • The player who receives the role may choose to reject it or accept it. If they reject it, it has no effect, and nothing that the role does can modify this.
  • You cannot choose a role that would make it possible for the recipient to win with you via any means, and if the recipient is currently capable of winning with you, your action will fail and the role will never arrive.


Self-balancing. You can't give someone an overpowered role because they'll use it to beat your faction, and you can't give them an underpowered/negative-utility role because they'll just reject it. The trick is to find a role that looks overpowered but actually hurts the recipient's faction.
Last edited by callforjudgement on Sun Apr 10, 2016 8:40 am, edited 1 time in total.
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Post Post #2092 (isolation #212) » Sun Apr 10, 2016 8:41 am

Post by callforjudgement »

Town Complexity Counter


Each night, you may target a player. The moderator will let you know the number of words in that player's Role PM (taking the entire content of the PM into account, e.g. including confirmation instructions, but not counting the title on the PM's "envelope").
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Post Post #2093 (isolation #213) » Sun Apr 10, 2016 8:45 am

Post by callforjudgement »

Town Ghost


After you die, you survive for
x
more days (
x
= 1 in a Micro, 2 in a Mini, 3 in a Large), but may not interact directly with the game (e.g. you may not post in the game thread), and you don't show on the player list or vote count. You can, however, vote secretly via PM to the mod (the vote will show on the votecount, but not who made it), and you can communicate in a very limited way by making flavour suggestions that will be incorporated into the moderator's votecount (but potentially in a distorted way, and in particular with no names of players involved; you'll have to try to describe players in other ways).
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Post Post #2102 (isolation #214) » Sun Apr 10, 2016 11:04 pm

Post by callforjudgement »

Mafia Goon


In post 2096, Sméagol wrote:
Town Guaranteed 7-2

All roles that are mafia beyond the 2 alotted ones, or third party, are re-rolled until you roll a town role for that slot pre-game. In case there's only one mafia member rolled, re-roll another random town slot to a mafia role.
As such, if you have this role, you know that there are 2 mafia members, and no 3rd parties.


What happens if the game has more than 9 players? I know that Grand Idea Mafia is normally played as a Micro, but IMO it would work better as a Large (with some aggressive filtering of unbalanced setups and unusable roles).
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Post Post #2103 (isolation #215) » Sun Apr 10, 2016 11:05 pm

Post by callforjudgement »

Mafia Rolecop


In post 2101, Sméagol wrote:
1-shot Vote re-arranger
(alignment up to mod's discretion)
Once during the game, at any point during the day, you may decide the votes for all players (previous votes will be dismissed). You can't have an absolute majority vote for a player this way.


You can, however, put a player at L-1 and then hammer them. So this is basically a day-ending dayvig, which would be very powerful in scum hands. (You could even make it look like an accident, I imagine.)
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Post Post #2105 (isolation #216) » Mon Apr 11, 2016 5:48 am

Post by callforjudgement »

Krth'xcuanvq Faction Renamer


Each faction in the game has its name changed to an unpronounceable, alien-looking sequence of letters. (Players in the same faction have the same faction name.)

The mod can choose which faction this player belongs to, via choosing which sequence of letters corresponds to which faction.
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Post Post #2106 (isolation #217) » Mon Apr 11, 2016 6:58 pm

Post by callforjudgement »

Self Motion Detector
(alignment chosen by moderator)
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Post Post #2107 (isolation #218) » Mon Apr 11, 2016 7:03 pm

Post by callforjudgement »

Town Compulsive Randomly Targeting Gunsmith Inventor (Vigilante)

Each night, you will give a random player the ability to make 1 nightkill the following night, and investigate a random player (chosen independently; it could be the same player) to see if they have a gun or not. Any player you gave a nightkill ability to will permanently show as having a gun. Additionlly, almost any role that's capable of making a kill will show as having a gun (unless it's Werewolf or SK-aligned, or specifically a Doctor), as will any role with "Cop" or "Gun" in its name, as will any JOAT or Inventor-like role that has a shot which would show up as a positive if it were the entire role rather than a JOAT/Inventor shot.
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Post Post #2108 (isolation #219) » Mon Apr 11, 2016 7:03 pm

Post by callforjudgement »

Town JOAT (Vigilante, Vigilante, Vigilante)
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Post Post #2115 (isolation #220) » Mon Apr 11, 2016 10:24 pm

Post by callforjudgement »

Antisocial Survivor


If you die, you lose.
If you are ever the only living anti-town player, you win and everyone else loses.
If anti-town players ever make up more than half the playerlist, and you are one of them, you win and everyone else loses.
At the start of day 1, the moderator will publicly post that this role exists in the setup, but not who has it.

Bastard, but maybe not too imbalanced? It is at least important that everyone knows it exists.
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Post Post #2116 (isolation #221) » Mon Apr 11, 2016 10:26 pm

Post by callforjudgement »

Neutral Despiser


Pregame, choose a player.
You win if that player loses.
You lose if that player wins.
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Post Post #2117 (isolation #222) » Mon Apr 11, 2016 10:50 pm

Post by callforjudgement »

JOAT (Bulletproof×∞, Ascetic×∞)
(alignment chosen by moderator)
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Post Post #2128 (isolation #223) » Tue Apr 12, 2016 6:32 pm

Post by callforjudgement »

Mafia Day Godfather


During the day, any roles or mechanics that care about alignment will treat you as though you were a VT. This has no effect at night, where you act like a normal Mafia Goon. It also has no effect on your flip if you are lynched.

In post 2125, Sméagol wrote:
Town night shortener

While you're alive, players only have 6 hours to send in actions after the night has started, regardless of the actual deadline. This will be publicly announced.

This is a mechanic that should be kept out of most games. Values considerably shorter than 24 hours mean that timezones will have a major influence on the game, and also means that people will have an incentive to avoid going to sleep in order to make the most of the night phase.

At the very least, make it the last 6 hours of the night, so that people have a chance to plan their sleep schedules around it.
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Post Post #2130 (isolation #224) » Tue Apr 12, 2016 7:09 pm

Post by callforjudgement »

Mysterious Townie


Any investigative roles targeted at you would be blocked, as though you were Ascetic. Other roles resolve on you as normal.

In post 2129, Sméagol wrote:I actually thought about that, but the whole point of it is for people to potentially miss the deadline. I don't want them planning around it (and I certainly don't want them to actually lose sleep over it).

But I'll compromise by making it 12, and making it optional.

Another possibility's to make it a hidden role that isn't visible even to rolecops (sort-of a "mod note"). That way, it wouldn't be possible to plan around it or be aware of it happening until it actually happened, by which point planning around it would be too late.
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Post Post #2136 (isolation #225) » Wed Apr 13, 2016 12:41 am

Post by callforjudgement »

Town Bob-omb (skip night phase)


You cannot be replaced. If you are ever idle for 72 hours, instead you die and the next night phase is skipped. You may trigger this effect voluntarily by intentionally idling for 72 hours, if you wish; you are not affected by activity requirements.
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Post Post #2151 (isolation #226) » Wed Apr 13, 2016 11:44 pm

Post by callforjudgement »

Werewolf Janitor
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Post Post #2152 (isolation #227) » Wed Apr 13, 2016 11:44 pm

Post by callforjudgement »

Werewolf Goon
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Post Post #2153 (isolation #228) » Wed Apr 13, 2016 11:45 pm

Post by callforjudgement »

Werewolf Godfather
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Post Post #2154 (isolation #229) » Wed Apr 13, 2016 11:45 pm

Post by callforjudgement »

Werewolf Roleblocker
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Post Post #2160 (isolation #230) » Fri Apr 15, 2016 9:15 am

Post by callforjudgement »

Day 2 Unvotable
(alignment chosen by the moderator, who should seriously consider a groupscum faction unless the setup would be unbalanced otherwise)

At the start of day 2, the town will be informed that you are not a valid lynch option for that day, and any votes cast for you will be disregarded.
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Post Post #2163 (isolation #231) » Fri Apr 15, 2016 7:56 pm

Post by callforjudgement »

Obvious Role
(alignment chosen by moderator)

At the start of day 1, the moderator will announce that you have this role, but will not announce your alignment.
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Post Post #2164 (isolation #232) » Sat Apr 16, 2016 11:23 am

Post by callforjudgement »

Werewolf Miller


Investigates as Mafia, rather than Werewolf.
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Post Post #2174 (isolation #233) » Sat Apr 16, 2016 3:30 pm

Post by callforjudgement »

Fractional Voter
(alignment chosen by moderator)

You can split your vote in any proportion among any number of players (e.g. you can put 1 vote on 1 player, or ⅓ of a vote on one player and ⅔ of a vote on another, etc.). I don't know why you'd want to, but you can.
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Post Post #2176 (isolation #234) » Sat Apr 16, 2016 3:35 pm

Post by callforjudgement »

Unjester Doublevoter


You win if you aren't lynched (i.e. you get daykilled, nightkilled, or endgamed).
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Post Post #2180 (isolation #235) » Sat Apr 16, 2016 3:55 pm

Post by callforjudgement »

Goon
(of an arbitrary groupscum faction that exists in the game)
In post 2178, BNL wrote:
Indecisive Lyncher

Once during the game, at night, you may PM the mod to change your target to a randomised player among the players alive (except your original target and you).

I like that. Gives a built-in explanation for what happens if the target gets nightkilled.

PEDIT: You do realise that a scum King is an autowin unless they get vigged, right? Or are you using some strange definition I don't know of?
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Post Post #2183 (isolation #236) » Sat Apr 16, 2016 4:28 pm

Post by callforjudgement »

Town Hero


If you are lynched, and the lynch vote was affected in any way by unusual voting mechanics (King, Doublevoter, another player being Governed, etc.), you survive and the player or players whose mechanics interfered with the lynch vote dies.

In post 2181, Ircher wrote:
VT


I was just gonna say it was nothing unless a hero is lynched in which case the king gets lynched.

I put one into the role pool earlier but the odds of hitting it were pretty low. Let's have another, now that you've brought it up. (Amusingly, my definition doesn't actually end up killing your variant of the King, because it doesn't trigger based on names; name-restricted roles tend to be bad ideas in Grand Idea because the odds of them hitting a role they can interact with are so low.)
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Post Post #2187 (isolation #237) » Sun Apr 17, 2016 4:38 pm

Post by callforjudgement »

Town Archangel


Each night, choose a player. That player will be protected from the Mafia's factional kill (specifically; this won't block other sources of kills).
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Post Post #2189 (isolation #238) » Mon Apr 18, 2016 9:12 am

Post by callforjudgement »

We've had a bunch of roles posted using the "flying" modifier (really it was just Sméagol originally but other people joined in eventually), and it only really works if there's a high density of it. (In order to work you need to throw some non-flying roles in too, though, so you'd have to modify the search a bit. Or not; there are a few roles there which happened to use the word in another context and thus show up in the search, including VT, and that would allow you to assemble a viable setup.)

Also, I need to post a role in order to make this post valid. Hmm, what about this?

Mafia Ninja Semi-Strongman


If you perform your faction's factional kill, you investigate as though you performed no action that night, and it pierces any protections that specifically block kills on its target. (It does not pierce protections such as Rolestops or Ascetic that can block actions other than kills.) (EDIT: Although there's no point in piercing Ascetic because it doesn't stop kills anyway.)
Last edited by callforjudgement on Tue Apr 19, 2016 6:48 am, edited 1 time in total.
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Post Post #2197 (isolation #239) » Tue Apr 19, 2016 8:21 pm

Post by callforjudgement »

Town Parity Cop


Each night, you can target a player. Players who investigate as part of the same faction will give the same result, and who investigate as part of different factions will give different results, but the actual results are randomly chosen words and you won't be directly told how they map to factions (although you might be able to figure it out from, say, observing a flip).
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Post Post #2199 (isolation #240) » Tue Apr 19, 2016 8:34 pm

Post by callforjudgement »

Town Wagon Redirector


Each night you may target two players. Everyone who voted for the first target on the previous day will have any night actions they use retargeted to the second target.
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Post Post #2200 (isolation #241) » Tue Apr 19, 2016 8:37 pm

Post by callforjudgement »

Town Drillmaster


Each night, you my choose a player. You will learn whether that player could have used an action but chose not to. (Examples include active power roles who fail to submit an action, x-shot roles who are not out of shots but are conserving some for later, and groupscum who don't use their factional kill; these will all give "chose not to use an action". VTs and players who use all their night actions are indistinguishable with this investigation; "did not or could not choose not to use an action".)
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Post Post #2203 (isolation #242) » Wed Apr 20, 2016 2:21 pm

Post by callforjudgement »

1-shot Wincon Copier


Once in the game, at night or during pregame confirmations, you may choose a player.

You win if the chosen player wins, and lose if the chosen player loses. (If the game is still ongoing at the time, and you are still alive, you leave the game. This can happen if e.g. the player in question is a Jester or Lyncher.)
If you die before you choose a player, you lose.
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Post Post #2204 (isolation #243) » Wed Apr 20, 2016 2:24 pm

Post by callforjudgement »

Third-Party Traitor-alike
(reroll if the game contains no other third parties)

You win if a third party (other than yourself) wins. "Third party" is defined as "has a different win condition from a Vanilla Townie" and "is not part of a group of 2 or more players that all win together if everyone outside that group is dead and at least one member of the group is alive".
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Post Post #2205 (isolation #244) » Wed Apr 20, 2016 2:31 pm

Post by callforjudgement »

Universal Godfather
(anti-town faction chosen by moderator; Alien is ideal, but SK is also a good choice, or Mafia/Werewolf if they're otherwise very weak)

Each night, you may submit to the moderator a hypothetical role that a player could have in a Mafia game, and a hypothetical set of actions that that role could take that night (including "no actions", either because the role you chose does not have an action or because it could choose not to take any actions). Any investigative roles will produce results as though you had the chosen role and performed the chosen action. (Note that this even applies to roles who investigated at other players if they would see you performing the action, e.g. if a Watcher or Voyeur investigated a player you pretended to target, they would see the you take the action you pretended to take.) Exception: You cannot pretend to take an action that in of itself can change or block investigative results on another player (e.g. you cannot mimic a Framer or a Roleblocker, which could cause incorrect guilty and "you were blocked" results respectively).
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Post Post #2207 (isolation #245) » Wed Apr 20, 2016 3:04 pm

Post by callforjudgement »

Detective
(town unless the game is multiball, in which case the moderator may also choose to place the role on a groupscum faction)

Each night, choose a player. You will be told whether or not that player has ever been responsible for a nightkill (whether factional or vigilante-style). This action will take kills made tonight into account.
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Post Post #2208 (isolation #246) » Wed Apr 20, 2016 3:07 pm

Post by callforjudgement »

Assimilator


Each night, you may attempt kill a player. They will die unless protected.

If you successfully kill a player, you will lose this ability and role. Instead, you will get the role of, and become a member of the faction of, the player you killed. In fact, it's almost like you replaced in for them: you get their night actions (not including shots of limited-shot abilities that have already been used), private topic access as of just before the player died (for topics pertaining to this game), previous night results, etc.. If that player was alignment-confirmed to any other player via a
factional
ability (such as the Mafia's knowledge of each others' alignment), your new alignment will be confirmed to those players.

You win if you achieve a victory condition assimilated from another player.
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Post Post #2210 (isolation #247) » Thu Apr 21, 2016 8:03 am

Post by callforjudgement »

Town Landscaper


Any investigation that determines whether you own a weapon will determine that you own a chainsaw.
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Post Post #2212 (isolation #248) » Thu Apr 21, 2016 9:06 am

Post by callforjudgement »

Vanilla Townie


"Attentive" is normally called "Self-Watcher". Also that's a vote restriction, not a post restriction.
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Post Post #2213 (isolation #249) » Thu Apr 21, 2016 9:10 am

Post by callforjudgement »

Alternating Poster
(alignment chosen by moderator)

You may only post as an odd-numbered post (i.e. so that the post has an odd number, like #2213). You will be warned the first time you violate this rule and modkilled the second. (Make sure to watch out for being ninja'd; the forum warns you that you were ninja'd, but if you choose "preview" the warning can be hard to notice; you might want to try just submitting all your posts without previewing them.)
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Post Post #2230 (isolation #250) » Thu Apr 28, 2016 10:14 am

Post by callforjudgement »

Vanilla
(same alignment as BBmolla if he's in the game, otherwise chosen by the moderator; if the role is given
to
BBmolla, he's self-aligned, kind-of obviously)

Right, one of the problems with Grand Idea is that faction balance has a tendency to be
way
off, even more so. Another problem is that proven role often = proven alignment because the roles don't exist as every alignment in the thread.

Roles with non-fixed alignment fix the second problem (sometimes I put in a percentage role for it, or make it based on some other features of the game, or the like). If the particular method of non-fixing the alignment is to get the moderator to choose, this also fixes the first problem. (It also gives rarer groupscum factions, like Alien and Werewolf, to actually become
group
scum by giving them a second member of the group, if only one generated.)

There are way too many roles which rely on random rerolls, mod notes, interference with investigations, etc., to ever be able to play this setup without a moderator, I think. Something as simple as a Tailor is very hard to do modlessly. (That is, unless you're using a fully automated moderator, but this setup is pretty much the worst case for such a system as it has so many unique roles which would all need to be programmed in.)
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Post Post #2231 (isolation #251) » Thu Apr 28, 2016 10:16 am

Post by callforjudgement »

Tracker
(same alignment as the moderator was in their most recently completed game on mafiascum.net)

I guess "modless" could refer to the moderatng style I sometimes see in face-to-face games where the setup is initially dealt out via drawing cards with no explicit moderator, then whoever gets lynched day 1 becomes the moderator for that game. This tends to work best in Opens for logistical reasons (otherwise the mod doesn't know which roles to call).
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Post Post #2234 (isolation #252) » Fri Apr 29, 2016 12:42 am

Post by callforjudgement »

Werewolf Vote Suppressor


Pregame and each night, you can choose a player who will be voteless for the following day. If this would cause your faction to have half or more of the votes remaining in the game, you also lose your own vote for the following day.

BBmolla wrote:I'm referring to theoretical skype mafia where everyone randoms their own roles and the player lynched d1 becomes mod.

We have far too many roles which interfere with dayplay (including D1) in a way that none of the players are aware of, or that only scum are aware of and don't want to claim it. (For example, one of the Grand Ideas that was run a while back was Double Day; I'm not sure if the role that caused that was self-aware in that particular game, but there are certainly unaware roles around.) Likewise, there are roles that influence how the other roles in the setup are generated, or that are influenced by how the other roles in the setup are generated. (Not to mention that there are roles that benefit from a D1 no-lynch.) Saying "the game must run completely as Normal until N1" is a pretty major restriction on what roles can be added, and one that we haven't been obeying until now, so I suspect that the theoretical skype mafia in question will have to do a lot of rerolling.
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Post Post #2239 (isolation #253) » Fri Apr 29, 2016 9:04 am

Post by callforjudgement »

Werewolf Roleblocker


@Smeagol: I call that role "Briber", and IMO it's far more interesting as scum-aligned (although obviously a lot more powerful). It's a bit like a vig, but more interesting because it makes it possible to make deals, screw up 1:1:1 endings, etc..
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Post Post #2244 (isolation #254) » Mon May 02, 2016 2:49 pm

Post by callforjudgement »

Town Encorer


Each night, choose a player. That player's night actions that night will be changed to match their night actions on the previous night (or their actions during confirmations if you use this ability on night 1; in most cases, this is equivalent to roleblocking them because few roles can act during confirmations). If you change their actions to something impossible (e.g. nightkilling a dead player, or nightkilling a player as scum when another member of the scumteam is also trying to perform a nightkill, or using an X-shot action that's out of shots), any impossible night action will be cancelled (it doesn't accomplish anything and doesn't consume shots).
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Post Post #2245 (isolation #255) » Mon May 02, 2016 3:20 pm

Post by callforjudgement »

Jester Fish Vendor


Each night, you may send a player fish. They will be informed that they've received fish, but not who sent it to them.
You win if you are lynched and at least one player who received fish from you is on the wagon. In this situation, skip the night phase that would normally follow the lynch.
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Post Post #2246 (isolation #256) » Mon May 02, 2016 5:04 pm

Post by callforjudgement »

Town 1-Shot Twilightvig


Once in the game, you may kill a player via posting
Daykill:
playername
in the thread, bolded. However, you may only do this while a player has a number of votes on them equal to the lynch threshold (the "lynchee"). If you kill a player who was voting for the lynchee, and if the kill does not reduce the lynch threshold (
typically because there were an odd number of living players
), the lynch will be cancelled and the day continues.
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Post Post #2247 (isolation #257) » Mon May 02, 2016 5:05 pm

Post by callforjudgement »

Vanilla
(alignment chosen by moderator)

Come to think of it, I wonder if you can use a dayvig role like that if you happen to fire it in twilight (especially if it resets the votecount). I'm not sure that anyone has tried.
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Post Post #2248 (isolation #258) » Mon May 02, 2016 5:15 pm

Post by callforjudgement »

Bulletproof Townie with Misplaced Self-Awareness


The player who gets this role gets a VT PM. They're actually Bulletproof, but the moderator doesn't tell them this. However, each anti-town player is informed pregame that the player in question is Bulletproof.
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Post Post #2249 (isolation #259) » Mon May 02, 2016 6:00 pm

Post by callforjudgement »

Mafia Secretary


If you are lynched, your entire scumteam immediately loses and leaves the game. (If you're nightkilled, you just die normally.)

Sometimes known as "Vengeful-style Godfather", but I prefer this name.
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Post Post #2250 (isolation #260) » Mon May 02, 2016 6:10 pm

Post by callforjudgement »

Roleblocker Follower
(alignment chosen by moderator)

Each night, choose a player. Any night actions they try to use that night will be blocked, and you will discover what those actions were.
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Post Post #2255 (isolation #261) » Wed May 04, 2016 9:15 am

Post by callforjudgement »

Eager Doctor


Each night, you may target a player. That player is protected from one kill.
You win and leave the game if you prevent a kill. (If you die, you will no longer be able to use your night action, and thus lose.)
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Post Post #2256 (isolation #262) » Wed May 04, 2016 9:16 am

Post by callforjudgement »

Eager CPR Doctor


Each night, you may target a player. That player is protected from one kill, except that if no attempt is made to kill that player, they die instead.
You win and leave the game if you prevent a kill. (If you die, you will no longer be able to use your night action, and thus lose.)

Bordering on Worst/bastard at this point. It's not
that
dissimilar to an SK, though.
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Post Post #2265 (isolation #263) » Wed May 11, 2016 6:53 pm

Post by callforjudgement »

Town One Way Mason


You know that «playername» is Town (but they don't know that you're town). You may send messages to that player indirectly via the moderator. The messages will be sent anonymously as though they were sent via a Mailman-style role (you can claim your identity in the messages if you like, but there's nothing stopping the message sender lying about their identity from the recipient's point of view, and they don't know that the messages were sent by a townie).
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Post Post #2266 (isolation #264) » Wed May 11, 2016 6:53 pm

Post by callforjudgement »

Mafia Mailman
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Post Post #2279 (isolation #265) » Thu May 19, 2016 1:11 pm

Post by callforjudgement »

Universal Tracker
(alignment chosen by moderator)

Each night, you will be informed of the list of players who were targeted by any action.

The Secretary role, at least, is designed to apply on any day. I guess the 7p Vengeful role would be a "Day 1 Secretary".
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Post Post #2284 (isolation #266) » Fri May 20, 2016 1:19 am

Post by callforjudgement »

Mason Miller, the masonry has a shared "factional" kill
(make a random town player the other Mason)
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Post Post #2314 (isolation #267) » Sun May 22, 2016 3:38 am

Post by callforjudgement »

Priest
(alignment chosen by moderator)

If you would hammer someone, instead you lose your vote for that day and the entirety of the following day too. (It's theoretically possible that this will result in your faction being endgamed.)
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Post Post #2317 (isolation #268) » Sun May 22, 2016 7:13 am

Post by callforjudgement »

Town Insane Rolecop


You can scan a player each night to learn their role. Modnote: it won't be their actual role, but rather a random role from the thread minus alignment, rerolled until you get an incorrect role.
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Post Post #2330 (isolation #269) » Thu May 26, 2016 2:39 am

Post by callforjudgement »

Moderately Strong Mafia Goon


Your nightkill cannot be stopped by Roleblocker/Rolestopper type roles. However, it can still be stopped by Doctor-style roles. (Basically, your nightkill can't be blocked by anything that doesn't specifically block nightkills.)
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Post Post #2333 (isolation #270) » Thu May 26, 2016 9:39 am

Post by callforjudgement »

Mafia Tailor


That last role is basically an automatic victory for its faction (Deathproof + a kill means you automatically win any endgame unless the opposing roles are equally overpowered). If I were moderating it, I'd have its faction instantly win at the start of day 1 because there was no longer any way to prevent it winning.
You should probably have posted it in the Worst Role Ideas thread instead. We have two threads for a reason!
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Post Post #2350 (isolation #271) » Mon May 30, 2016 5:27 am

Post by callforjudgement »

Anonymous Goon
(anti-town faction chosen by the moderator as one that already exists in the game)

Any investigative actions that would return your name (e.g. Watcher aimed at someone you target, Tracker aimed at someone who targets you) will return "Anonymous" instead.
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Post Post #2365 (isolation #272) » Wed Jun 01, 2016 11:07 pm

Post by callforjudgement »

Town Enlightened


Whenever another player uses an action on you that has an effect that lasts for more than a phase (e.g. an Arsonist's douse ability), you will be told what the action was, and given the role PM (minus names, PT links, scumbuddies' roles, and similar identifying information) of the player who used it on you. You won't be given the name of the player who used it.
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Post Post #2367 (isolation #273) » Thu Jun 02, 2016 10:13 am

Post by callforjudgement »

Alien Vote Donator

Once per day, you can PM the mod to cause your vote to be worth nothing and another player's vote to be worth double for the rest of the day. You can hammer a player like this (if that player is at L-1, you're off the wagon, and you double the vote of someone who's on the wagon).
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Post Post #2370 (isolation #274) » Fri Jun 03, 2016 8:50 am

Post by callforjudgement »

Vanilla Townie


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?)
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Post Post #2391 (isolation #275) » Mon Jun 06, 2016 4:37 am

Post by callforjudgement »

Powerhungry Alien
(Alien the alignment (i.e. scum faction which can only use the factional nightkill once), not the role)

At the start of night 1, the mod will send you a list of every player who is town-aligned and has a power role (i.e. not Vanilla Townie). You won't be told what power role the players in question have, just that they have one.
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Post Post #2395 (isolation #276) » Mon Jun 06, 2016 1:23 pm

Post by callforjudgement »

Mafia Silencer


When you perform the Mafia factional kill, it roleblocks your target in addition to killing them.
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Post Post #2399 (isolation #277) » Tue Jun 07, 2016 9:50 am

Post by callforjudgement »

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).
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Post Post #2403 (isolation #278) » Thu Jun 09, 2016 3:23 am

Post by callforjudgement »

Werewolf Goon

In post 2402, The MM wrote:
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...
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.
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Post Post #2412 (isolation #279) » Wed Jun 15, 2016 3:13 pm

Post by callforjudgement »

Town Procrastination Detector


Each night, you may choose a player. In the morning you will learn whether or not that player had the ability to perform an active night action that night (including a factional action), but chose not to use it. (Being out of shots on an X-shot action, having an odd-night action on even nights, etc., do not count as having the ability to perform an action. JOAT-like roles have the possibility to perform any of their actions, but can only use one, and thus will necessarily choose not to use the others.) Possible results are "your target has an action that they did not use", "your target had no actions or used all their actions", and "your action failed, and you did not get a result".
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Post Post #2413 (isolation #280) » Wed Jun 15, 2016 3:14 pm

Post by callforjudgement »

Mafia Werewolf-Framer


Each night, you may choose a player. Investigations into that player's role will return results as though they were a Werewolf. (Note that this does not necessarily imply that there are any Werewolves in the game.)
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Post Post #2415 (isolation #281) » Wed Jun 15, 2016 7:41 pm

Post by callforjudgement »

Vigilante Endgame Jester


You may kill one player each night.
You win if you are lynched in mylo or lylo. If you are nightkilled, or lynched earlier, you lose. In the rare case that the game somehow enters mylo or lylo but is not in mylo or lylo on a subsequent day, then any subsequent lynch on you allows you to win.
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Post Post #2440 (isolation #282) » Thu Jul 07, 2016 12:13 am

Post by callforjudgement »

Cop Cop
(alignment chosen by moderator)

Each night, choose a player. You will learn whether they have "Cop" in the name of their role.
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Post Post #2442 (isolation #283) » Thu Jul 07, 2016 8:17 pm

Post by callforjudgement »

Mafia Goon


Do they take revenge if they are lynched? Or if they aren't? There's not much point in vengekilling in response to getting the win…
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Post Post #2526 (isolation #284) » Mon Jul 25, 2016 3:02 am

Post by callforjudgement »

In post 2523, McMenno wrote:
Alien 1-shot Day Vigilante


you people are making a bunch of named townies
Town Doctor Doctor
(can use both Doctor shots each night, i.e. protects two people)

IMO, the majority of town roles in this thread should be roles with a minor positive utility over a VT but which are kind-of situational. That helps get the game balance closer to correct when you mix in the crazily overpowered roles (in each faction).

Of course, the number of roles in here which autowin/autolose is sufficiently high that a random draw always runs the risk of a heavily imbalanced game. The thread's reached the point where a mod's likely going to need to curate the setup/veto roles to make it playable.
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Post Post #2547 (isolation #285) » Mon Jul 25, 2016 4:11 pm

Post by callforjudgement »

1-shot Mass Public Motion Detector
(60% chance of being town, otherwise randomize the alignment among scum factions that already exist in the game)

Once per game, you can use your ability at night. The following morning, every player who performed a night action and/or was the target of a night action will be listed in the daystart post by the mod. The list won't distinguish between the cases (i.e. you won't be able to tell whether someone is on the list because they performed an action, was the target of an action, or both), and each name will only be listed once even if it could be on the list for multiple reasons.
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Post Post #2548 (isolation #286) » Mon Jul 25, 2016 4:14 pm

Post by callforjudgement »

Scum Invader


You become a Goon of the smallest anti-town groupscum faction that currently exists in the setup.
If the moderator rolls "Vanilla Townie" during setup design, subsequent to rolling your role, the first such VT roll is interpreted as though it rolled a goon in your faction rather than VT. (The post number stays the same, for roles that care about that.)
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Post Post #2549 (isolation #287) » Mon Jul 25, 2016 4:16 pm

Post by callforjudgement »

Scum Power Invader


You become a Roleblocker of the smallest anti-town groupscum faction that currently exists in the setup.
If the mod rolls a town-aligned power role during setup design, subsequent to rolling your role, the first such power role roll is interpreted as though its alignment was actually the same as your alignment, adding an extra member to the faction. (The post number stays the same, for roles that care about that.)
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Post Post #2550 (isolation #288) » Mon Jul 25, 2016 4:18 pm

Post by callforjudgement »

Neapolitan
(alignment chosen by moderator)
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Post Post #2551 (isolation #289) » Mon Jul 25, 2016 4:20 pm

Post by callforjudgement »

Bulletproof Universal Traitor


You have no special knowledge of players' alignments. However, you win if any anti-town faction wins (you don't care which), even if you're dead yourself.
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Post Post #2552 (isolation #290) » Mon Jul 25, 2016 4:29 pm

Post by callforjudgement »

1-shot Faction Merger/Recruiter
(Alien if they exist elsewhere in the setup, otherwise a member of the smallest anti-town groupscum faction that exists elsewhere in the setup)

Once in the game at night, you can choose a player who is not a member of your faction:
  • If that player is town-aligned, they get recruited to your faction, Cult-style. They keep any power role they might currently have, or otherwise become a Goon.
  • If that player is third-party, they are given a choice: either they can continue with their current win condition (in which case nothing happens and it'll look like your action was roleblocked/Alarmist'ed), or alternatively they can join your faction as a Goon (losing any special powers they may have and their former win condition). They will be aware of the consequences of their choice, except they won't be told which faction they're joining.
  • If that player is a member of another groupscum faction, the two factions will be merged into one large groupscum faction. The factional abilities of the two factions will be removed and replaced with those of a typical Mafia or Werewolf faction (i.e. knowledge of all members of the faction and that they share a win condition, a single combined PT for communication within the faction, and one nightkill per night that kills its target and can be aimed at anyone). Likewise, the win condition of every member of the faction will become a simple "You win if everyone outside your faction is dead (or nothing can prevent this) and at least one member of your faction is alive", even if the faction previously used special win conditions.
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Post Post #2559 (isolation #291) » Sat Jul 30, 2016 10:11 am

Post by callforjudgement »

Town Vengeventor


When you die, you can grant another player an additional active night ability. (You don't know what the ability in question will be; it's determined by the moderator by picking random roles from the thread until one is found that has a single non-factional active night ability.)
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Post Post #2564 (isolation #292) » Thu Aug 04, 2016 7:57 am

Post by callforjudgement »

In post 2562, Cheery Dog wrote:
Vanilla Townie


and what happens with only one of those in the game, as will happen if they actually appear?
Town Mason
(choose another town-aligned player in the game to also be a Mason)


Typically roles that need another role in the game to function come with modnotes that change role selection to ensure that the other role is present. You could do something similar with Map Wolf's roles.
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Post Post #2593 (isolation #293) » Wed Aug 10, 2016 12:55 pm

Post by callforjudgement »

Scum Faction Reflavourer


If this role is drawn as part of a setup, reroll it, then rename all the scum factions to different names (which may or may not make sense in context). Nothing changes mechanically, other than the names.
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Post Post #2597 (isolation #294) » Thu Aug 11, 2016 5:00 am

Post by callforjudgement »

Vigilante D1-N2 Survivor D3+ Jester
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Post Post #2599 (isolation #295) » Thu Aug 11, 2016 12:13 pm

Post by callforjudgement »

Neighbourizer
(alignment chosen by moderator)
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Post Post #2601 (isolation #296) » Thu Aug 11, 2016 1:21 pm

Post by callforjudgement »

Invasive Townie


You can send messages to the scum private topic(s) via the moderator.
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Post Post #2603 (isolation #297) » Thu Aug 11, 2016 2:12 pm

Post by callforjudgement »

Single Letter Role PM Cop
(alignment chosen by moderator, probably less broken as scum though)

Each night, choose a player and letter. You'll be sent a copy of that player's role PM, except that all player names will be replaced by !, and all letters other than the chosen letter will be replaced by ? (non-letters are unaffected). You can't choose the same letter twice.
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Post Post #2611 (isolation #298) » Sun Aug 14, 2016 12:20 pm

Post by callforjudgement »

Forgettable (Townie/Goon)
(alignment chosen by moderator)

During each Night phase, the moderator deletes all of your posts.
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Post Post #2613 (isolation #299) » Sun Aug 14, 2016 3:47 pm

Post by callforjudgement »

Mafia Quick Drawer


If this player performs the nightkill, it resolves before all other actions except Commuter (thus making Doctors and the like pointless, and effectively roleblocking the nightkill target).


Re: the VT Exterminator, if scum NK the Exterminator themself, do they suicide due to not having killed a VT, or not?
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Post Post #2628 (isolation #300) » Mon Aug 15, 2016 10:19 am

Post by callforjudgement »

Town Inventor (Commuter ×3)




I guess the issue with the Exterminator being NKed is purely one of action resolution. Does the kill or the suicide happen first? (NAR has a special case that says that kills always happen last, but if not for that, the kill would happen first in NAR.)
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Post Post #2633 (isolation #301) » Tue Aug 16, 2016 6:54 am

Post by callforjudgement »

Reversed alignment role


Reroll on this thread, but change the alignment of the resulting role (e.g. Town Doctor might become Mafia Doctor).
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Post Post #2634 (isolation #302) » Tue Aug 16, 2016 6:56 am

Post by callforjudgement »

Interactive Role
(alignment chosen by moderator)

If any roles belonging to other players have a specific interaction with another role or role property listed in their PM, you will be given a role or role property that fulfils the interaction. (For example, if there's a Gunsmith in the setup, you will be given a role that shows up positive to the Gunsmith; likewise, if another player has
flying
, you do too.)

(Note: the description above is for the moderator; tell the player their actual role, rather than the means via which it was generated.)
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Post Post #2635 (isolation #303) » Tue Aug 16, 2016 6:56 am

Post by callforjudgement »

Mafia 2-shot Post Restrictor
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Post Post #2636 (isolation #304) » Tue Aug 16, 2016 6:58 am

Post by callforjudgement »

Classified
(alignment chosen by moderator)

Your name appears as "[REDACTED]" on the votecount, flips, investigation results, etc.
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Post Post #2640 (isolation #305) » Tue Aug 16, 2016 10:25 am

Post by callforjudgement »

Town Akimbo Alarmist


Each night, choose two players. This night, those players will be protected from any effect that would change their alignment or win condition (i.e. any attempt to change the alignment or win condition of either of those players will be rolestopped).
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Post Post #2641 (isolation #306) » Tue Aug 16, 2016 10:33 am

Post by callforjudgement »

Town Warden


Each night, you may ward a player. This protects that player from all kills. It also roleblocks any non-factional night abilities that player may try to use that night. However, a warded player can use factional night abilities as normal; those won't be blocked.
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Post Post #2642 (isolation #307) » Tue Aug 16, 2016 10:43 am

Post by callforjudgement »

Town 1-Shot Loyal Metaweak Lie Detector


Once in the game, during the day, you can choose a post. If the post was made by a townie, and the post in question contains at least one statement about the setup, role distribution, PT conversation, etc. that a hypothetical backup moderator could determine as false, then the player who made the post dies. Otherwise, nothing happens.
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Post Post #2654 (isolation #308) » Thu Aug 18, 2016 11:00 am

Post by callforjudgement »

Action Counter
(scum if there would otherwise be a groupscum faction of size 1, otherwise town)

Each night, choose a player. You will learn how many different types of active night actions that player is capable of performing. (For example, a VT will return the result 0 as they can't do anything overnight, as will a Bulletproof Townie. A Mafia Goon returns 1, as does a Town Tracker. A Mafia Tracker would return 2, and a JOAT (Cop/Doc/Vig) would return 3.)
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Post Post #2675 (isolation #309) » Mon Aug 22, 2016 11:50 am

Post by callforjudgement »

Town Alien


You know the identity of any other Aliens, and can communicate with them via private topic. (Mod note: There might not be any other Aliens. Adjust the PM as necesary.)
The Aliens have a factional night ability that can kill a player. This can only be used once total in the entire game.
The Alien victory condition is changed to match the Town win condition. As such, the Aliens count as town for the purpose of victory, and will win if all non-Town non-Aliens are killed (or nothing can prevent this). In other words, they basically become a Masonry which shares one nightkill.
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Post Post #2678 (isolation #310) » Mon Aug 22, 2016 3:30 pm

Post by callforjudgement »

Compulsive Wondrous Townie


Each night, choose a player. The moderator will roll on the Grand Idea thread until they find a role with exactly one active ability. You will use that ability on the chosen player. (You will not necessarily know what the ability did, although in some cases it will likely be obvious.)
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Post Post #2679 (isolation #311) » Mon Aug 22, 2016 3:30 pm

Post by callforjudgement »

Mafia Vengeful Fruit Vendor

If and when you are lynched, you can send someone a piece of fruit (such an apple, banana or orange). That player will be told that they received the piece of fruit, but not who sent it. (Admittedly, they can probably guess.) Other than the fact that the recipient is notified about it, the fruit does nothing.
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Post Post #2680 (isolation #312) » Mon Aug 22, 2016 3:36 pm

Post by callforjudgement »

1-Shot Absorber Variant 3
(place in the smallest faction with a factional nightkill that has a player in the game)

Once in the game, if you perform your faction's nightkill, you can also choose to gain the target's role (minus factional abilities, win conditions, and any effects that are inherently tied to these, such as a Friendly Neighbour's ability to confirm). The moderator will let you know what role (if any) you stole after an absorb attempt succeeds or fails.
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Post Post #2687 (isolation #313) » Fri Aug 26, 2016 11:51 am

Post by callforjudgement »

Town Archangel


Each night, choose a player. That player will be protected from the Mafia's factional kill that night. (Unlike a Doctor, this will not protect from Vigilantes, Serial Killers, Werewolf factional kills, etc..)
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Post Post #2691 (isolation #314) » Sat Aug 27, 2016 3:36 pm

Post by callforjudgement »

Town Reverse Treestump


At the start of the game, your alignment and role will be publicly revealed.
You start as a treestump: you have the ability to post in thread, but no vote. You are not a legal target for night actions. Unlike a typical treestump, you can be voted for.
If you are lynched, you don't die, but rather cease to be a treestump and become a regular Vanilla Townie instead.
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Post Post #2693 (isolation #315) » Sat Aug 27, 2016 3:42 pm

Post by callforjudgement »

Town 5-Shot Motion Detector

In post 2692, GuyInFreezer wrote:
Town Megaman
What does that role do?
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Post Post #2696 (isolation #316) » Sat Aug 27, 2016 3:50 pm

Post by callforjudgement »

Town Inventor (Bulletproof, Strong, Ninja)

In post 2694, Ircher wrote:
In post 2691, callforjudgement wrote:
Town Reverse Treestump


At the start of the game, your alignment and role will be publicly revealed.
You start as a treestump: you have the ability to post in thread, but no vote. You are not a legal target for night actions. Unlike a typical treestump, you can be voted for.
If you are lynched, you don't die, but rather cease to be a treestump and become a regular Vanilla Townie instead.
Scum would shoot them ASAP as they are basically a revivable IC. Nice (but practically useless additional abilities beyond the treestump) role though.
Well, if you get revived via the lynch, you're basically giving yourself a deadline extension and a night for town power roles to act, without losing any players net to the scum nightkill. In the worst case, an all-vanilla setup, that's neutral (with you neither gaining nor losing). If there are a lot of town power roles, that's helpful (especially with investigatives who get another night of investigations, and protectives who may have a chance of saving you and thus going up one townie).
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Post Post #2702 (isolation #317) » Sat Aug 27, 2016 5:02 pm

Post by callforjudgement »

Bulletproof Miller Dayvig
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Post Post #2705 (isolation #318) » Sat Aug 27, 2016 5:29 pm

Post by callforjudgement »

Serial Killer
with an additional role; reroll on the thread to determine what it is, and disregard the alignment of the rerolled role
In post 2703, GuyInFreezer wrote:
Re-Roll
This is the most pointless role ever, I love it. (Amazingly, it's not 100% useless; there are a few roles in the thread that count the number of rerolls that were made.)
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Post Post #2706 (isolation #319) » Sat Aug 27, 2016 5:32 pm

Post by callforjudgement »

Delayed Role


The moderator will reroll your role at the start of day 2, and you'll gain the new rerolled role and win condition. Until then, just try to survive; you wouldn't want to die before you get a wincon.
scum
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Post Post #2707 (isolation #320) » Sat Aug 27, 2016 5:34 pm

Post by callforjudgement »

Repeat Role


Your role is the same as it was in the most recently completed game you were in (e.g. if you were a Mafia Goon in that game, you're a Mafia Goon in this one).
If this is your first game ever, a) it probably shouldn't be, and b) you're a VT.
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Post Post #2709 (isolation #321) » Sat Aug 27, 2016 6:21 pm

Post by callforjudgement »

Recruiting Vigilante
(alignment chosen by moderator)

Each night, choose a player. If they're town, they'll die. If they aren't town, you will be given a private topic with them instead. (This will look like a normal Neighbourizer ability from the point of view of the target; they won't be told that you know they're scum as a result of the Neighbourization going through.)
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town
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Post Post #2710 (isolation #322) » Sat Aug 27, 2016 6:22 pm

Post by callforjudgement »

Loyal Doctor
(alignment chosen by moderator)

Each night, choose a player. If they have the same win condition as you, they will be protected from one kill. Otherwise, your action has no effect.
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Post Post #2711 (isolation #323) » Sat Aug 27, 2016 6:28 pm

Post by callforjudgement »

Bulletproof Miller Serial Killer
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Post Post #2712 (isolation #324) » Sat Aug 27, 2016 6:41 pm

Post by callforjudgement »

Macho Godfather Doctor
(alignment chosen by moderator)
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Post Post #2713 (isolation #325) » Sat Aug 27, 2016 6:46 pm

Post by callforjudgement »

Reroll twice, combine the roles


If the alignments/win conditions differ, pick whichever makes more sense with the rest of the setup.
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Post Post #2714 (isolation #326) » Sat Aug 27, 2016 6:50 pm

Post by callforjudgement »

Reroll ten times, combine the roles


If the alignments/win conditions differ, pick whichever makes more sense with the rest of the setup.
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Post Post #2729 (isolation #327) » Sun Aug 28, 2016 2:11 pm

Post by callforjudgement »

D2 2-shot Passive Lie Detector
(alignment chosen by moderator)

The first two times on day 2 that a player makes a statement about the game (role assignment, night actions, etc.) that could be verified as false by a hypothetical backup moderator, you will be informed by PM that the post in which it was made contains a false statement.
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Post Post #2731 (isolation #328) » Sun Aug 28, 2016 2:32 pm

Post by callforjudgement »

Mafia Hammerer


As long as you are alive, all players are Hated except while you're voting for them.

I'm pretty happy to have found such a simple way to word this role. Especially as this variant isn't pure upside, as players may be able to figure out who the Hammerer is by elimination, and because it doesn't ruin lylo.
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Post Post #2738 (isolation #329) » Tue Aug 30, 2016 4:35 am

Post by callforjudgement »

2-shot Day Faction Counter
(alignment chosen by moderator)

Twice in the game, during the day, you can request the moderator to let you know how many distinct win conditions exist among the players alive in the game.
(Two players' win conditions are the same if those players will inevitably both win or both lose, e.g. "You win when all other players are dead" is a different win condition on each player who has it.)
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Post Post #2739 (isolation #330) » Tue Aug 30, 2016 4:41 am

Post by callforjudgement »

Day 2 Doublevoter
(alignment chosen by moderator)
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Post Post #2740 (isolation #331) » Tue Aug 30, 2016 4:42 am

Post by callforjudgement »

Town Daycop of unknown sanity


Possible sanities are Sane, Insane, Paranoid, Naive, as usual. The moderator chooses a sanity at random.
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Post Post #2741 (isolation #332) » Tue Aug 30, 2016 4:44 am

Post by callforjudgement »

Day Doctor
(alignment chosen by moderator)

You can protect up to one player at a time from daykills. Let the mod know by PM if you want to change the player who you're protecting (you'll continue protecting that player until you start protecting someone else, and you can change as often as you like).
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Post Post #2746 (isolation #333) » Wed Aug 31, 2016 12:18 pm

Post by callforjudgement »

1-shot Bulletproof
(alignment chosen by moderator)

Most important thing to know is what the faction balance is like. I keep having to try to design roles that can fix up the faction balance (either using moderator-chooses, or via giving them special mechanics to help out smaller factions). Town/scum balance, at least, can probably be fixed up by generating more roles of whichever is underrepresented. (That said, with both overpowered and negative utility roles in the thread, it's hard to even know what town/scum balance would work best; some setups would be scumsided at 11:2, others townsided at 9:4.)
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Post Post #2747 (isolation #334) » Wed Aug 31, 2016 12:24 pm

Post by callforjudgement »

(Unaware) Town Temporary Death Miller


(Gets the VT PM.)

You initially flip as a Mafia Goon. 72 hours later or when any player reaches L-2, the moderator announces your actual (genuine) flip in thread.
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Post Post #2760 (isolation #335) » Thu Sep 01, 2016 8:36 pm

Post by callforjudgement »

X-shot Parity Cop
(alignment chosen by moderator; 1-shot if town, 3-shot if anti-town)

Each night, choose two players. The moderator will let you know whether or not those players have the same win condition as each other. (Two players have the same win condition if it's impossible for one to win and the other to lose unless their win conditions are changed. Modkills count as a win condition change.)
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Post Post #2762 (isolation #336) » Fri Sep 02, 2016 12:17 am

Post by callforjudgement »

Mafia Mostly Compulsive Restricted Vigilante


Can only kill players who had at least three votes on them at the end of the previous Day; votes by members of your own faction don't count for this purpose. This kill is mostly compulsive, and must be taken whenever there's a valid target (but there's no penalty for failing to use it if there's nothing to aim it at).
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Post Post #2765 (isolation #337) » Fri Sep 02, 2016 2:44 am

Post by callforjudgement »

Town Loyal Vigilante


"Loyal" is a bit of a misnomer in this situation… (The role is still net positive utility, as you can use it on someone who's likely to be lynched to save yourself a nightkill or confirm them as scum.)
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Post Post #2783 (isolation #338) » Sat Sep 03, 2016 11:38 am

Post by callforjudgement »

In post 2777, Something_Smart wrote:@Gamma: that's the Epicmafia definition. Mafiascum doesn't have a role called oracle in common usage; what Infinity describes is an Amnesiac Cop.
We have a role called Oracle but it's broken in town hands even as a one-shot. So let's put it in someone else's!

Alien 1-shot Oracle


Once in the game at night, you can ask the moderator a true-or-false question about the setup (i.e. information that would be known to a hypothetical backup moderator). You will receive a correct reply.
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Post Post #2786 (isolation #339) » Sat Sep 03, 2016 1:15 pm

Post by callforjudgement »

Town Vanillaiser


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.
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Post Post #2787 (isolation #340) » Sat Sep 03, 2016 6:59 pm

Post by callforjudgement »

Self-Watcher, also Odd-Night Bulletproof
(alignment chosen by moderator)
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Post Post #2788 (isolation #341) » Sat Sep 03, 2016 7:03 pm

Post by callforjudgement »

Reroll until you get a groupscum role, then assign it to a different groupscum faction
(e.g. if you reroll to Mafia Roleblocker, you'd become a Werewolf Roleblocker, or possibly an Alien Roleblocker)
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Post Post #2789 (isolation #342) » Sat Sep 03, 2016 7:11 pm

Post by callforjudgement »

Fragile Townie


You're a VT in most respects, but you count as dead for the purpose of endgaming (thus if the set of living players consists of you, two VTs, and two Mafia Goons, town instantly loses even though they still have control of the lynch vote, because the win condition can't "see" that you're alive and have a vote).
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Post Post #2790 (isolation #343) » Sat Sep 03, 2016 8:27 pm

Post by callforjudgement »

Townie with a Pet Wolverine


Any attempts by non-Bulletproof players to visit you at night fail.
Exception: if a Macho player attempts to visit you, they die (and their action still fails).
If you are lynched, a random player on your wagon dies along with you.
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Post Post #2791 (isolation #344) » Sat Sep 03, 2016 8:30 pm

Post by callforjudgement »

You are
Maybe a Cop
. (50% chance of actually being a Sane Town Cop, otherwise VT. Same PM received in both cases.)

You'll find out D2, when you see whether you got a result from your night action or not. (If you didn't, I guess you're a VT.)
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Post Post #2792 (isolation #345) » Sat Sep 03, 2016 8:36 pm

Post by callforjudgement »

Thread Avoider
(alignment chosen by moderator)

Is in two different neighbourhoods, but can't post in thread (voting is done via PM).
When rolling a setup, place in any existing neighbourhoods first, then create extra neighbourhoods containing random players for this player to join if necessary.
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Post Post #2793 (isolation #346) » Sat Sep 03, 2016 8:39 pm

Post by callforjudgement »

Euthanist
(alignment chosen by moderator)

As long as you are alive, players' votes have infinite weight when self-voting (i.e. if a player self-votes, they are immediately lynched even if nobody else is on their wagon).
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Post Post #2797 (isolation #347) » Sun Sep 04, 2016 7:39 am

Post by callforjudgement »

Town Soldier


If you're one of the last two players alive, town wins (even if the other player is scum and thus would normally endgame you). All anti-town players are aware that you're a Soldier.
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Post Post #2798 (isolation #348) » Sun Sep 04, 2016 9:50 am

Post by callforjudgement »

Town Doctoriser


Each night, choose a player. Anyone that player targets that night will be immune to one kill. (For example, if you target someone with a killing ability, they'll end up killing and protecting the person they use it on and thus cancelling their own ability out.)
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Post Post #2799 (isolation #349) » Sun Sep 04, 2016 9:53 am

Post by callforjudgement »

Mafia-kill-Immune
(alignment chosen by moderator)

You cannot be nightkilled by an action used by a Mafia member (e.g. Mafia factional kill, Mafia Vigilante personal kill, etc.).
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Post Post #2800 (isolation #350) » Sun Sep 04, 2016 10:35 am

Post by callforjudgement »

Mechanics Normalizer
(alignment chosen by moderator)

As long as you are alive, any effects that permanently affect the setup as a whole (e.g. changing the way flips are done, day/night cycle, global changes to ton win conditions, etc.) are suppressed.
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Post Post #2801 (isolation #351) » Sun Sep 04, 2016 10:43 am

Post by callforjudgement »

Compulsor
(alignment chosen by moderator)

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.
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Post Post #2802 (isolation #352) » Sun Sep 04, 2016 10:45 am

Post by callforjudgement »

Pregame Messenger
(alignment chosen by moderator)

During confirmations, you may send another player a message via the moderator. The message will not specify who it came from, and will be formatted in a way that makes it clear that it does not necessarily come from the moderator. (For example, it might arrive in a quote box preceded by "You anonymously received the following message:".)
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Post Post #2804 (isolation #353) » Sun Sep 04, 2016 11:10 am

Post by callforjudgement »

Votecount Dodger
(alignment chosen by moderator)

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
actually
changes; the votecounts are just inaccurate.
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Post Post #2805 (isolation #354) » Sun Sep 04, 2016 11:13 am

Post by callforjudgement »

Diminishing Magnetised Multivoter
(alignment chosen by moderator)

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.
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Post Post #2806 (isolation #355) » Sun Sep 04, 2016 11:14 am

Post by callforjudgement »

ModWIFOM Cop
(alignment chosen by moderator)

Each night, choose a player. You'll be told whether or not that player's alignment was chosen by the moderator, rather than being part of the role entry in the thread. (For Grandest Idea and the like, reroll this role.)
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Post Post #2807 (isolation #356) » Sun Sep 04, 2016 11:19 am

Post by callforjudgement »

Quad FOSer
(alignment chosen by moderator)

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.
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Post Post #2808 (isolation #357) » Sun Sep 04, 2016 11:22 am

Post by callforjudgement »

Alien Truthifier


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 Post #2809 (isolation #358) » Sun Sep 04, 2016 11:29 am

Post by callforjudgement »

Town Informed Faction-specific Cop


Pregame, the moderator will choose an anti-town groupscum (i.e. 2+ members) faction with fewer members than any other groupscum faction. You will be told the name of that faction, and each night, can investigate one player to determine whether or not they belong to that faction.

(Note: The name of this role changes based on the chosen faction, e.g. Town Informed Seer if Werewolves are chosen or Town Informed Conspiracy Theorist if Aliens are chosen.)
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Post Post #2811 (isolation #359) » Sun Sep 04, 2016 11:33 am

Post by callforjudgement »

Slightly Misinformed Townie


Pregame, the moderator will send you three statements about the setup. Two will be true, and one will be false. (You are aware of this.)


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).
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Post Post #2816 (isolation #360) » Sun Sep 04, 2016 11:50 am

Post by callforjudgement »

Mafia Cop

In post 2814, Infinity 324 wrote:They're just roles that...I wouldn't consider particularly fun to play with. Up to you though.
Fair enough. One of the problems with Grand Idea is that it can be fairly hard to craft a good fakeclaim because the role you need simply isn't in the thread (Mafia Cop being a good example of something that a player really wanted to fakeclaim in Mini 1824 but couldn't because it wasn't there). I felt that putting some actual attempted fakeclaims (modified in some cases) into the thread would give players more options in future games.

Or in other words, it's less putting the roles here for the benefit of someone who might roll them, than placing the roles here for the benefit of someone who might want to claim them. (The Truthifier was possibly overkill though, even though a player did fakeclaim someone having it!)

FWIW, Compulsor is not one of those roles. I'd be fairly happy to play it as town, as it doesn't really hurt most townies, but does rather hurt scum if you hit them with it; and using it as scum, it's clearly helpful, if only marginally so.
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Post Post #2817 (isolation #361) » Sun Sep 04, 2016 11:53 am

Post by callforjudgement »

Jester Supersaint
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Post Post #2818 (isolation #362) » Sun Sep 04, 2016 12:02 pm

Post by callforjudgement »

Town 2-Shot Global Alarmist


Twice in the game at night, you can use your Alarmist action to prevent any alignment changes during that night and the following day. (Any role or effect that would try to change someone's alignment is roleblocked completely, even if it would also have other effects such as vanillaisation that aren't directly linked to the alignment change.)
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Post Post #2819 (isolation #363) » Sun Sep 04, 2016 12:05 pm

Post by callforjudgement »

Town Ambiguous Tracker


Each night, you may investigate a player to learn who they targeted. If they targeted nobody, then you will get "your action failed", the same result as if you were roleblocked.
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Post Post #2821 (isolation #364) » Sun Sep 04, 2016 12:23 pm

Post by callforjudgement »

Odd-Night Cult Recruiter


If the Recruiter dies, the rest of the cult can try to win through lynching (it has no nightkill, and no factional recruit). You can only recruit on odd nights.
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Post Post #2822 (isolation #365) » Sun Sep 04, 2016 12:24 pm

Post by callforjudgement »

Werewolf Rolestopper

In post 2820, Ircher wrote:
Cult Alarmist Leader


Usage:
Each night, you may choose to either recruit a player adding them to your cult and changing their win condition or alarm a player preventing their alignment from being changed that night.
I might be missing something, but why would a cult ever want to alarm someone?
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Post Post #2824 (isolation #366) » Sun Sep 04, 2016 12:37 pm

Post by callforjudgement »

2-shot Remotivator
(alignment chosen by moderator)

On two nights of the game, you can choose a player. They will regain all shots of any limited-shot abilities they might have. You can target yourself, allowing yourself to use this ability additional times (although obviously not once you're out of shots; you'll have to spend the last shot on recharging yourself, if you want to do that).
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Post Post #2829 (isolation #367) » Sun Sep 04, 2016 1:00 pm

Post by callforjudgement »

Town Encryptor


While you're alive, all anti-town factions have daytalk. When you die, all anti-town factions lose daytalk. This overrides any daytalk settings in the rules.
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Post Post #2844 (isolation #368) » Mon Sep 05, 2016 2:37 pm

Post by callforjudgement »

Town Emergency Triplevoter


If town would otherwise lose the game, you become a Triplevoter. Hopefully that'll be enough to let your faction win. (If town's voting power isn't what caused you to lose, or if three votes aren't enough to save the game, you just lose again immediately.)


Re: the previous post, a 2p game needs 2 votes to lynch via normal thresholds, so 1½ wouldn't be enough. Or would you use a lynch threshold of "half the players + ½" in a game where half-votes existed?
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Post Post #2846 (isolation #369) » Mon Sep 05, 2016 3:15 pm

Post by callforjudgement »

Independence Checker
(alignment chosen by moderator)

Each night, choose a player. You will be told whether-or-not they are a third party (i.e. not part of a faction that originally started with 2 or more members).



I'm not sure it's possible to create a Survivor variant that's fun to play and/or fun to play against. Probably best is if you make them win only if they survive and a specific faction wins (to at least avoid the issues you have with kingmakers / multi-faction endgame snarlups), but then it's just negative utility that's no fun for the person who gets it and no more fun for anyone else. Perhaps you could make them win and leave the game some time before lylo so that they don't screw the lylo up.
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Post Post #2851 (isolation #370) » Wed Sep 07, 2016 1:40 pm

Post by callforjudgement »

Emergency Vengeful Townie

If town would otherwise lose the game as a result of your death, you can choose one player to kill along with you. Hopefully that'll be enough to let your faction win.
In post 2849, Gamma Emerald wrote:
Town One-Shot Bulletproof
callforjudgement wrote:
Town Emergency Triplevoter


If town would otherwise lose the game, you become a Triplevoter. Hopefully that'll be enough to let your faction win. (If town's voting power isn't what caused you to lose, or if three votes aren't enough to save the game, you just lose again immediately.)


Re: the previous post, a 2p game needs 2 votes to lynch via normal thresholds, so 1½ wouldn't be enough. Or would you use a lynch threshold of "half the players + ½" in a game where half-votes existed?
This would be a game breaker in Mafia hands, which Grandest Idea can do.
Not really. Making one scum into a Triplevoter when town lose does nothing to prevent town losing, so alignment-flipping this basically just gives Mafia an endgame advantage over any other non-town factions in the game.
Last edited by callforjudgement on Mon Sep 12, 2016 1:13 am, edited 1 time in total.
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Post Post #2868 (isolation #371) » Mon Sep 12, 2016 1:12 am

Post by callforjudgement »

Werewolf Goon

In post 2866, Infinity 324 wrote:When you die, members of the cult regain the role in their role pm.
Broken, culted players will just admit that they were culted and ask for a lynch on the cult leader so that they can go back to their old wincon.
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Post Post #2890 (isolation #372) » Mon Sep 12, 2016 11:18 am

Post by callforjudgement »

Town Visitor


----
That's a very weak Roleblocker variant. Rolecop, which it will be most of the time, is typically weaker than Roleblocker; and players who don't have a useful night action can instead decide to leave you confused as to what their action (if any) is. (There are also timing issues, in that you have to ask the player and wait for a response before you can end night.)
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Post Post #2904 (isolation #373) » Mon Sep 12, 2016 1:36 pm

Post by callforjudgement »

Macho Bulletproof Townie


You have a bulletproof vest, but you're too macho to wear it.

Yes, I know this is basically equivalent to a vanilla townie, although it can investigate differently in some cases.
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Post Post #2909 (isolation #374) » Tue Sep 13, 2016 9:29 pm

Post by callforjudgement »

Life Tracker
(80% chance of town, otherwise a member of a random groupscum faction that already exists in the game)

Each night, choose a player. You will learn the players that that player targeted, but with two caveats:
a) If a player is dead at the end of the night, they will not appear in the list you receive even if they were in fact targeted by your target;
b) If the list of results would be empty, you will get an "inconclusive result" instead. You will also get an "inconclusive result" if your action is blocked.

I wanted a version of Tracker that's good at verifying claims in role madness and particularly Smalltown, but that can't track players to a kill.
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Post Post #2921 (isolation #375) » Wed Sep 14, 2016 10:11 am

Post by callforjudgement »

8-shot Bulletproof Townie
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Post Post #2922 (isolation #376) » Wed Sep 14, 2016 10:14 am

Post by callforjudgement »

Mediator
(alignment chosen by moderator; default to town if you're out of ideas / playing Grandest Idea)

Each day, you may choose two players. Those players will be given a post restriction which prevents them doing any of the following: quoting each other; mentioning each other's names; posting immediately after the other has posted. (The post restriction will be enforced via a warning for the first offence and a modkill for the second.) As an exception, the players may make votes for each other if those votes are the only thing in the post, but may not do so if they're already voting for the player in question or if they have changed their vote within the last 24 hours.

Stop tunneling!
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Post Post #2924 (isolation #377) » Wed Sep 14, 2016 10:24 am

Post by callforjudgement »

Town Tunneller


Each night, you may choose a player. Upon doing so, you start or continue digging a tunnel towards that player.

The first time you choose any specific player with this action, your tunnel will only be partially complete, and as such you effectively commute for the night; no action can target you, and this takes precedence over any other action.
The second time you choose a specific player with this action, you will tunnel all the way to their house. This effectively makes you a Hider in their house; any actions targeted at you will fail, any actions aimed at them will be copied onto you, and you die if they belong to a faction with a factional kill. Additionally, the noise of digging will disturb their neighbours, and thus any Neighbourhood threads that the target belongs to will be informed that they heard noises (without any further elaboration).
The third time you choose a specific player with this action, you'll tunnel out the foundations and their house will collapse. This forces them to move out into new accommodation, effectively Rolestopping them (preventing any action affecting them, including factional kills) for the night until players get used to their new location. It takes some time for you to get back through the tunnel; this gives you the usual commute, but also prevents you from posting during the first 24 hours of the next Day phase (reduce to 6 hours if using Blitz deadlines). Additionally, any actions that care about the number of times a player is targeted (including yours) will reset their count as it relates to that player (thus the next time you tunnel towards that player, it's a commute, etc.)

I like these random flavoured roles. The mechanics were inspired by the flavour, but I tried my best to make them balanced and actually useful (e.g. with the third tunnelling, you're targeting someone you know to be town or at least not groupscum, so the action needs to be protective to make sense).
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Post Post #2925 (isolation #378) » Wed Sep 14, 2016 10:27 am

Post by callforjudgement »

Town Fruit Vendor Vigilante


Each night, choose a target. That player will die unless protected, and also receive a piece of fruit. (If the player survives, they will be told about the fruit by PM. If they die, the fruit is found with their corpse and thus shows up in the death message.)
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Post Post #2926 (isolation #379) » Wed Sep 14, 2016 10:32 am

Post by callforjudgement »

Town Echoer


Each night, choose a target. That player will have their night action copied infinitely many times, with all the actions being identical (same target, etc.). The moderator works out what the effect of that would be. (For example, a Vigilante would break through any X-shot Bulletproof protection as they'd be able to take more than X shots; a Cop would get a result along the lines of "You get infinitely many reports, each of which says player Y is town"; a Doctor would give someone unbreakable protection for the night as they'd necessarily be protected more times than they were shot.)

If there are somehow two Echoers (or the Echo ability gets copied), assume that all echoed night actions are copied the same number of times and take a limit as that number tends to infinity, to avoid the mathematical issues with working out what ∞-∞ is.
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Post Post #2939 (isolation #380) » Fri Sep 16, 2016 3:33 am

Post by callforjudgement »

Town Paramedic


Each night, choose a player other than yourself. That player will be protected from any number of kills tonight. However, if they are targeted for a kill tonight, they will die at the end of the following night (regardless of whether the kill is otherwise blocked or not). The second death can be prevented via protective abilities flavoured as healing (e.g. Doctor, Surgeon, your own Paramedic ability), but not abilities flavoured as blocking (e.g. Bodyguard, Bulletproof).
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Post Post #2940 (isolation #381) » Fri Sep 16, 2016 4:27 am

Post by callforjudgement »

Serial Killer Neighbourizer
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Post Post #2942 (isolation #382) » Fri Sep 16, 2016 11:02 am

Post by callforjudgement »

2-Shot 2-Shot Vanillaiseriser
(alignment chosen by moderator)

Each night, you may choose a player. They will become a 2-Shot Vanillaiser (replacing their current role, although factional abilities and win conditions are unchanged). You may only use this ability twice.
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Post Post #2951 (isolation #383) » Sun Sep 18, 2016 3:39 am

Post by callforjudgement »

Town Horizon Seeker


At the start of the game, the moderator will privately let you know the first phase (e.g. Night 1, Day 3) on which it's possible for you to win (if all day and night actions go as well as possible for your faction, but assuming that players won't do something obviously self-destructive like nightkilling their scumbuddies), and the first phase on which it's possible for you to lose (following similar assumptions).
In post 2948, Accountant wrote:
town unlimited shot bulletproof lynchproof commuter day vigilanre
I don't believe it's theoretically possible for this player to lose, unless there's some sort of global win condition changer or some sort of role that suppresses it somehow.
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Post Post #2952 (isolation #384) » Sun Sep 18, 2016 3:41 am

Post by callforjudgement »

Strong Nullifier
(alignment chosen by moderator)

Each night, choose a player. All that player's modifiers will be suppressed for the night, and that player will also be roleblocked. This ability cannot itself be blocked (although it can be commuted against). For example: if you block a 1-shot role they will be blocked, but not spend their shot (because you suppressed the "1-shot"); if you use this ability on a Town Miller, they will investigate as town for the night (unless another role, such as a Tailor, interferes); if you use this role on a Macho Ascetic Townie then a Doctor will be able to successfully protect them.
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Post Post #2961 (isolation #385) » Sun Sep 18, 2016 11:49 am

Post by callforjudgement »

Town Vanilla Cop
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Post Post #2963 (isolation #386) » Sun Sep 18, 2016 1:33 pm

Post by callforjudgement »

Vanilla Town Cop


Identical in most respects to a Town Cop, but investigates as VT to role investigations (thus shows as Vanilla to Vanilla Cops, VT to Neapolitans, and Vanilla to Rolecops).
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Post Post #2965 (isolation #387) » Sun Sep 18, 2016 2:11 pm

Post by callforjudgement »

S
cop
e Widener
(alignment chosen by moderator)

Each day, choose a player. The following night, that player's night abilities will lose all targeting restrictions (they can target any player, including themself, even if the ability normally only works on a subset of players); the player will be informed of this at the start of the night.
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Post Post #2967 (isolation #388) » Sun Sep 18, 2016 2:19 pm

Post by callforjudgement »

Werewolf Gunsmith
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Post Post #2975 (isolation #389) » Mon Sep 19, 2016 10:13 am

Post by callforjudgement »

Town Day Global Deflector


At any time during the Day, you may make a player into a Day Nexus via PM to the mod. You can use this ability as often as you want, but only one player can be a Day Nexus at a time (when you give one player a Day Nexus property, it's removed from anyone else you gave it to), and the Day Nexus status ends at the end of the day. You can also make a request at night to automatically Day-Nexusize someone at the start of the following Day phase. Players you affect with this ability won't automatically know you targeted them, and won't be told that they're a Day Nexus.

(A Day Nexus passively deflects all targeted day actions onto themself. For example, if a Day Vigilante tries to shoot anyone, they'll hit the Day Nexus instead. Voting is not a day action, in this sense.)
In post 2974, Felissan wrote:
Infinite Dayvig Jester

Your vig shot doesn't end the day, and can be used more than once in a day.
This is very easy to win with. If you shoot players as soon as they start acting townishly, town will be pretty much forced into lynching you to avoid a disaster, even if they know you're a Jester.
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Post Post #2980 (isolation #390) » Tue Sep 20, 2016 7:22 am

Post by callforjudgement »

Town Dredgable Vigilante


Each night, choose a player. That player will die.
You also have
Dredge 1
. Once you are dead, any town-aligned player can gain your ability via PM to the mod. However, doing so will cause 1 other random town-aligned player to die. Once a player gains your ability, you don't have it any more (thus nobody else can dredge it from you). The "dredge" part of the ability is gained in addition to the ability itself.
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Post Post #3011 (isolation #391) » Sun Sep 25, 2016 8:51 am

Post by callforjudgement »

In post 3008, Sméagol wrote:
1-shot bad-aim vigilante
(alignment up to mod's discretion)
Choose one of the following:
Target 2 players, randomly killing one of them, or;
Target 1 player for a 50% chance of killing him.
Town Bad-aim Cop
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Post Post #3037 (isolation #392) » Mon Sep 26, 2016 7:23 pm

Post by callforjudgement »

Antiwatcher
(alignment chosen by moderator)

Each night, choose a player. That player will be sent a list of all players who targeted you overnight (and the list will be accompanied by an explanation that it's a list of players who targeted you).

By this reasoning, a Friendly Neighbour is an Anticop, and a Fruit Vendor is a variant Antitracker who doesn't see which player the results are for.
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Post Post #3058 (isolation #393) » Wed Sep 28, 2016 8:13 am

Post by callforjudgement »

Townish Vanilla


You win if every anti-town player dies. (Note that this is not quite the same as the typical town win condition, although you can win together with town in most cases. For example, if every player dies, you win. You also investigate as benign third-party, rather than town.)
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Post Post #3059 (isolation #394) » Wed Sep 28, 2016 8:15 am

Post by callforjudgement »

Escalating Vote-roleblocker


Whenever you're voting for someone at the end of a day, all that player's night actions will be blocked that night.
For each night action you block, you will gain an extra vote for the rest of the game. These votes affect the lynch threshold, and you can place multiple votes on the same player or spread your votes out among multiple players.
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Post Post #3068 (isolation #395) » Thu Sep 29, 2016 8:18 am

Post by callforjudgement »

Town Non-repeating-target Doctor


Each night, you may protect a player from one kill. You may self-target, but you may not target a person you have targeted before this game (and thus can't self-target more than once).
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Post Post #3091 (isolation #396) » Sat Oct 01, 2016 7:35 am

Post by callforjudgement »

Vanilla Townie



Generally speaking, anything which potentially lets scum win while the rest of their team loses is broken, as it'll mean that there are circumstances in which the scum benefits from selling out their buddies.
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Post Post #3093 (isolation #397) » Sun Oct 02, 2016 7:06 am

Post by callforjudgement »

Werewolf Goon



That's not broken, and probably not overly swingy either, but it would really suck to play.
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Post Post #3099 (isolation #398) » Mon Oct 03, 2016 6:29 am

Post by callforjudgement »

Town 1-shot Universal Bodyguard


Once in the game at night, you can sacrifice yourself to prevent any other nightkills that night from succeeding.
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Post Post #3101 (isolation #399) » Mon Oct 03, 2016 6:45 am

Post by callforjudgement »

Town Confuser

Each night, you may choose a player. If that player is Mafia-aligned and submits a nightkill on a town-aligned player, the nightkill will be redirected onto a random town-aligned player (and can still be prevented as normal). Once this ability has successfully redirected a kill, all future uses of it will automatically fail.
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