Grand Idea Mafia

This forum is for discussion related to the game.
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Post Post #2925 (ISO) » 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 (ISO) » 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 #2927 (ISO) » Wed Sep 14, 2016 2:45 pm

Post by Ircher »

Town Echoer


Usage:
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.).

Examples:
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.)

Moderator Notes:
Usage:
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 #2928 (ISO) » Thu Sep 15, 2016 3:27 am

Post by The MM »

Town Stormkiller

Abilities
Night Action
Vigilante:
Target and shoot someone.

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

Post by The MM »

Town Stormbringer

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

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



Here, have some lolz.
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Post Post #2930 (ISO) » Thu Sep 15, 2016 3:35 am

Post by Gamma Emerald »

Serial Killer Jester

You can kill a person each Night. You must kill 3 people and be lynched to win. Whether your victory ends the game is up to the mod.
====
So the storm functions as an extra night action then. Cool.
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Post Post #2931 (ISO) » Thu Sep 15, 2016 4:15 am

Post by The MM »

Mafia Goon



It's far more powerful than just a copy of the night action. The number of night actions you may use simply snowballs out of control.
Look at that Stormkiller above.
- Night 1, he gets to shoot 1 target.
- Night 2, he has 1 Night Action under his belt so far in the game, so he gets one extra night action, meaning he can act twice.
- Night 3, if he has used all possible shots, the 1 from Night 1 and the 2 from Night 2, he has an extra 3 shots, for a total of 4. And so on and so on.
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Post Post #2932 (ISO) » Thu Sep 15, 2016 5:06 am

Post by Lucky2u »

honey I shrunk the player!


This is a modifier, reroll and add this to the role result. The player with this modifier may only post using "Tiny" sized font. [/size=50][/size]

Any action that targets this player has %50 chance to miss.
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Post Post #2933 (ISO) » Thu Sep 15, 2016 5:12 am

Post by Felissan »



Something I love about this role is the way it can have fun consequences if it hits specific roles. Hit a player with Storm? They get infinite actions forever.
"Dammit Felissan, making someone lose the game is NOT NICE"
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"Also, the me in your signature just made the me in this thread lose the game and I'm not sure how to feel about this."
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"You've made me make myself lose the game so many times that I feel like it's an entirely new game I'm losing"
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Post Post #2934 (ISO) » Thu Sep 15, 2016 5:20 am

Post by Gamma Emerald »

Town Silencer

If Echoer is present, can stop the echo. If not, can place a post restriction on another player each night.
Last edited by Gamma Emerald on Thu Jul 08, 2021 8:26 pm, edited 1 time in total.
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Post Post #2935 (ISO) » Thu Sep 15, 2016 5:49 am

Post by BrainpanSonata »

Quantum Goo


At the start of every night, Mod rolls from a table of available goo types (any goo currently or subsequently in the list of Grand Mafia roles, not including other Quantum Goos). Whichever goo is selected is the type of goo you are and the ability you can use for that night. Mod must reroll if that night's goo type is the same as the previous night's goo type. Every night (immediately after your goo type is rolled) you will be informed by PM about your goo type and ability. When you die, you flip as Quantum Goo (
current goo type
).
Last edited by BrainpanSonata on Wed Oct 19, 2016 6:36 am, edited 1 time in total.
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Post Post #2936 (ISO) » Thu Sep 15, 2016 11:42 pm

Post by The MM »

Vanilla Townie



In post 2933, Felissan wrote:

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

Post by The MM »

Detention Goon

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


The Detention's Abilities
Night Action - Factional - Unloyal
Detain:
Target a player. They are jailed for the night, becoming invulnerable to killing actions but unable to act. If they were scum, they defect from their scumfaction to the Detention and gain their factional abilities as personal abilities. Detain cannot target a member of the Detention.
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Post Post #2938 (ISO) » Fri Sep 16, 2016 1:18 am

Post by Accountant »

town accountant

When the accountant dies, all the records become blown out of order. All vote counts will be run through a text scrambler and any flips will be hidden.
There's nothing that says that a fake can't beat the real thing.

You must not imagine that for beings like you and us there can be laughter. The low men laugh, and we envy them. But for us, the higher ones, there is no laughter, only an unending vigil, purely serious, stretching on into the night.
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Post Post #2939 (ISO) » 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 (ISO) » Fri Sep 16, 2016 4:27 am

Post by callforjudgement »

Serial Killer Neighbourizer
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Post Post #2941 (ISO) » Fri Sep 16, 2016 10:35 am

Post by Gamma Emerald »

Town Dependent Jack of All Trades.

You are like a normal Jack of All Trades, but your shots are dependent on the amount of town power compared to scum.
Town>Scum: one shot abilities, and has cooldown on being able to use any. Cooldown time determined by mod.
Town=Scum: Normal JoAT.
Town<Scum: increased shots for abilities, from two to unlimited use.
You may not use two abilities per night under any circumstances(No echo/storm)
====
Thus ends my crusade of garbage.
Edited to make it clear that YES THIS IS A TOWN ROLE.
Last edited by Gamma Emerald on Sat Jul 15, 2017 8:37 pm, edited 1 time in total.
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Post Post #2942 (ISO) » 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 #2943 (ISO) » Fri Sep 16, 2016 11:41 am

Post by Gamma Emerald »

Mafia Disguiser

Once per game, you can "take over" your faction's nightkill's personality. When you do this, they can no longer post anything they learned with their role, unless you choose to do so. Yo umust dictate your posts on the main game topic through your target from then on, and they may not give any indication that you have done this.
====
Decided to give Name Cop some use.
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Post Post #2944 (ISO) » Sat Sep 17, 2016 7:20 am

Post by BrainpanSonata »

Mafia Redirector
Video games can be educational. The Oregon Trail taught me that Manifest Destiny is fatal.

Ever wanted an extra head? Like making gut decisions by committee? Consider the Hydra Academy! Teachers wanted!
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Post Post #2945 (ISO) » Sat Sep 17, 2016 3:41 pm

Post by Ircher »

Mafia Twilight Extender


Usage:
After every hammer is a fixed 24 hour twilight period where all may continue to chat including the hammered player. The flip occurs at the end of this Twilight Extension phase. Twilight may be ended early with unanimous consent from all living players.
Last edited by Ircher on Fri Mar 26, 2021 1:40 pm, edited 2 times in total.
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Post Post #2946 (ISO) » Sun Sep 18, 2016 1:35 am

Post by The MM »

Town Miracle-Worker


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

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

Post by The MM »

Town Overseer


Abilities
Passive
I C U:
Whenever an ability is performed this night, you receive it verbatim by PM. This ability can not see a using an ability.
(For the sake of sanity, keep that to 1 PM containing all used abilities to send at the end of the night, mods. ;))
Last edited by The MM on Thu Dec 08, 2016 11:19 am, edited 1 time in total.
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Post Post #2948 (ISO) » Sun Sep 18, 2016 1:43 am

Post by Accountant »

town unlimited shot bulletproof lynchproof commuter day vigilanre
There's nothing that says that a fake can't beat the real thing.

You must not imagine that for beings like you and us there can be laughter. The low men laugh, and we envy them. But for us, the higher ones, there is no laughter, only an unending vigil, purely serious, stretching on into the night.
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Post Post #2949 (ISO) » Sun Sep 18, 2016 1:43 am

Post by Accountant »

town macho weak one-shot motion detector
There's nothing that says that a fake can't beat the real thing.

You must not imagine that for beings like you and us there can be laughter. The low men laugh, and we envy them. But for us, the higher ones, there is no laughter, only an unending vigil, purely serious, stretching on into the night.

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