Grand Idea Mafia

This forum is for discussion related to the game.
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Post Post #3102 (isolation #400) » Mon Oct 03, 2016 6:51 am

Post by callforjudgement »

Serial Killer Nexus
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Post Post #3103 (isolation #401) » Mon Oct 03, 2016 6:52 am

Post by callforjudgement »

Mafia Odd-Night Lightning Rod


If it redirects an investigative role, they don't see the name of the player they were redirected onto (just "Your target was Mafia", etc.).

Yes, this is probably more likely to be negative utility than it is to benefit the scum, but it's interesting anyway. We don't have enough scum-aligned negative utility roles anyway.
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Post Post #3105 (isolation #402) » Mon Oct 03, 2016 7:02 am

Post by callforjudgement »

Post Restricted Mafia Goon


You can negotiate the details of the post restriction with the moderator, although the moderator will have the final say on what the restriction is.
If you violate it and the moderator notices, you lose your vote for the day. A second violation in a day will lead to you being modkilled.
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Post Post #3107 (isolation #403) » Mon Oct 03, 2016 7:18 am

Post by callforjudgement »

Strengthener
(alignment chosen by moderator)

Each night, choose a player. That player's night actions cannot be blocked (Roleblocker, Rolestopper, etc.), redirected (Redirector, Deflector, etc.), or protected against (Doctor, Bulletproof, Alarmist, etc.) tonight.
Last edited by callforjudgement on Mon Oct 03, 2016 7:21 am, edited 1 time in total.
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Post Post #3108 (isolation #404) » Mon Oct 03, 2016 7:19 am

Post by callforjudgement »

Town Ascetic Roleblocker
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Post Post #3109 (isolation #405) » Mon Oct 03, 2016 7:20 am

Post by callforjudgement »

Town Compulsive Action Magnet


Each night, choose a player.
All night actions used on that player will be deflected onto you.
All night actions used by that player will be redirected onto you.
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Post Post #3113 (isolation #406) » Tue Oct 04, 2016 10:43 am

Post by callforjudgement »

Self Redirection Detector
(alignment chosen by moderator, defaulting to town in Grander-style games or if it doesn't need to be scum to balance the setup)

Each night, choose a player. You will be told which player you targeted. (This action is mostly only useful to find out whether someone is blocking or redirecting you.)
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Post Post #3117 (isolation #407) » Thu Oct 06, 2016 8:11 am

Post by callforjudgement »

Town Loyal Concealer


Each night, choose a player. If that player is town, their night actions will be immune to watches and tracks (as though they were a Ninja). If that player is not town, your night action will have no effect on the player (you will not be informed of this).
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Post Post #3127 (isolation #408) » Tue Oct 11, 2016 7:50 pm

Post by callforjudgement »

Town Loyal Day Vigilante


Can only shoot once per day, but can shoot more than once in the game.
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Post Post #3135 (isolation #409) » Mon Oct 17, 2016 7:48 am

Post by callforjudgement »

Town Loyal Arborist


Each night, choose a player. If that player is town-aligned and would otherwise die overnight, they become a Treestump instead (i.e. they count as dead in most respects, but have their alignment confirmed and are allowed to post in the thread).
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Post Post #3142 (isolation #410) » Wed Oct 19, 2016 8:39 am

Post by callforjudgement »

Town Confidence Cop


Each night, choose a player. The moderator will roll two d100; one result will be kept secret, the other result will be sent to you by PM. If the result PMed to you was higher than or equal to the secret result, you will be given the results of a Sane Cop investigation on the chosen player. Otherwise (if the result PMed to you was lower than the secret result), you will be given the results of an Insane Cop investigation on the chosen player. (Or to express the same thing another way: you'll be given a Cop investigation result, together with the probability that it was chosen as sane that night.)
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Post Post #3143 (isolation #411) » Wed Oct 19, 2016 8:56 am

Post by callforjudgement »

1-shot Separator
(alignment chosen by moderator; default to town if the game's format doesn't allow for moderator choices)

Once in the game, during the day, you may PM the moderator with a division of the living players into two groups that are identical or almost so in size (they can't differ by more than 1 person). The following night, players can only target players within the same group as themself. This targeting restriction will be posted publicly in thread when the game is locked for Night.
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Post Post #3144 (isolation #412) » Wed Oct 19, 2016 8:57 am

Post by callforjudgement »

2-shot version of a random role


Reroll in this thread to discover which role, and its alignment. (If the result is nonsensical, such as "2-shot Vanilla Townie", reroll.)
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Post Post #3146 (isolation #413) » Wed Oct 19, 2016 10:48 am

Post by callforjudgement »

Drinking Game Enthusiast
(alignment chosen by moderator)

At the start of the game, secretly make a prediction for an event that might happen in the game via PM to the mod. (The event has to be something that will be public knowledge when it happens, e.g. a particular word being posted in the game thread, or a particular player dying and flipping.) If the event happens, everyone with a limited-shot ability must immediately take a shot, assuming they have any remaining. (All actions submitted this way resolve simultaneously, and work even if it's the wrong sort of phase.)
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Post Post #3147 (isolation #414) » Wed Oct 19, 2016 10:50 am

Post by callforjudgement »

Town Night Doublevoter


If for some reason the players are required to vote on something during a Night phase, your vote counts double (and increases any thresholds for majority, unanimity, etc. accordingly).
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Post Post #3149 (isolation #415) » Wed Oct 19, 2016 12:22 pm

Post by callforjudgement »

Some puns are just too good not to be used. (I actually ninja-edited the post in order to munge the word order to make the pun work better; normally I have a fairly fixed order in which to express the parts of role PMs but this one merited an exception.)

3-shot Mafia Rolecop
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Post Post #3152 (isolation #416) » Thu Oct 20, 2016 6:08 am

Post by callforjudgement »

Red Goo
(see previous post; alignment chosen by moderator)

I actually really like that role. It's as informative as a Self-Watcher, but more mechanically interesting.
Last edited by callforjudgement on Thu Oct 20, 2016 6:16 am, edited 1 time in total.
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Post Post #3153 (isolation #417) » Thu Oct 20, 2016 6:16 am

Post by callforjudgement »

Town JOAT (1×Cop, 1×Neighbouriser)
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Post Post #3158 (isolation #418) » Sat Oct 22, 2016 1:06 pm

Post by callforjudgement »

There's a standardised list of goos in Xylbot, that's what most people use for quantum goo. I'm not sure if we're copying Xylbot goos here or inventing our own; it'd be potentially problematic if we used the same name to do a different thing, so I guess I'll define an unused name.

Ghost Goo
(alignment chosen by moderator, or town if the game's mechanics preclude moderator choices)

Anyone who targets you becomes Ascetic for the rest of the game.
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Post Post #3212 (isolation #419) » Wed Oct 26, 2016 9:30 am

Post by callforjudgement »

That Scrollery role has a high chance of breaking the game if town, and doesn't really function correctly as other alignments. You could possibly slightly salvage it by making it groupscum, but even so it isn't well-designed.

2-Shot Town Doctor
, can self-target
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Post Post #3233 (isolation #420) » Tue Nov 01, 2016 1:23 pm

Post by callforjudgement »

Neutral Engager Treestump Neighbourizer


At the start of the game, your treestump nature will be confirmed. The rest of your role will be kept secret, although it will be publicly stated that your win condition is compatible with town's (i.e. it's possible for you and town to win simultaneously).

You win if the number of replacements over the course of the game is less than ⅓ the original number of players. (If this win condition becomes unachievable, you lose and immediately leave the game.)
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Post Post #3237 (isolation #421) » Sun Nov 06, 2016 6:36 am

Post by callforjudgement »

Isn't that just Mafia Backup Godfather?

Mafia Universal Backup
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Post Post #3241 (isolation #422) » Sun Nov 06, 2016 1:23 pm

Post by callforjudgement »

Communications Reviewer
(alignment chosen by moderator, defaulting to town)

Whenever a private topic associated with this game, other than a scumgroup's factional communication topic, has no living players remaining in it (typically because they all died), you gain access to that private topic.
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Post Post #3258 (isolation #423) » Thu Nov 10, 2016 9:50 am

Post by callforjudgement »

Inverse Voyeur
(alignment chosen by moderator, defaulting to a scumgroup with exactly 1 other member, otherwise town)

Each night, choose a player. The moderator will let you know the general nature (investigative, protective, etc.) of every night action used that night
except
that actions targeted at the chosen player will be omitted. (You won't know who used the actions or who they were targeted at, so the results will look something like "2 investigative and 1 protective role were aimed at players other than your target".)
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Post Post #3260 (isolation #424) » Thu Nov 10, 2016 1:23 pm

Post by callforjudgement »

Town Slightly Obvious Rolecop


Each night, you may choose a player. You will learn that player's role. When you do so, it will become public knowledge (posted in the day start post by the moderator) that someone checked that player's role (although the post in question will not list the role itself, or the person (you) responsible for the check).
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Post Post #3261 (isolation #425) » Thu Nov 10, 2016 1:26 pm

Post by callforjudgement »

Broadcasting Self-Voyeur
(alignment chosen by moderator, defaulting to town)

Whenever a player targets you, it will become public knowledge that you were targeted, as will the effect of the role in question (e.g. the moderator's day start post might contain text like "someone investigated
your name
's alignment" or "someone protected
your name
from one kill"). The identity of the person who used the night action will not be revealed, nor will any information they gained as a result.
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Post Post #3263 (isolation #426) » Thu Nov 10, 2016 1:30 pm

Post by callforjudgement »

Bulletproof Slightly Obvious Arsonist
(self-aligned)

Each night, you may choose a player. That player will become doused, and it will be publicly stated that someone doused the player (although it won't be stated who performed the dousing).
If you choose not to use this night action, then every doused player will die overnight.
Your kills can only be prevented via a role that specifically prevents nonstandard sorts of kill (or fire-based kills specifically).
Your dousings can be prevented or interfered with via roleblocking/redirection-type roles or via roles that specifically block dousing, but not by most other means (in particular, Doctor actions will not help).
You cannot be killed via normal means at night.
You win when all other players are dead (even if you're dead yourself).
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Post Post #3270 (isolation #427) » Fri Nov 11, 2016 1:49 am

Post by callforjudgement »

Neutral Assimilator


Each night, you can kill a player. If the player you target dies (typically because you killed them, but to avoid ambiguity other causes of death work too), you lose your role and win condition and gain the role and win condition of that player. You'll also gain all information and factional communication that player had, and if that player was modconfirmed to any other player, you'll be modconfirmed the same way (e.g. if you assimilate a Mafia Goon, all that player's scumbuddies will be truthfully told that you're now aligned with the Mafia).

In order to win, you must assimilate a player, and then win according to that player's win condition.
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Post Post #3274 (isolation #428) » Fri Nov 11, 2016 12:57 pm

Post by callforjudgement »

Mafia Loyal Neighbourizer


The neighbourhoods have daytalk even if the scumteam doesn't.
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Post Post #3277 (isolation #429) » Fri Nov 11, 2016 2:42 pm

Post by callforjudgement »

What's the point of a vengekill if you've already lost? To discourage players from lynching you?

Town Inverse Cop


Each night, you can target a player. The mod will let you know the faction distribution within the game, but the chosen player will be omitted from the results. (For example, if there are 7 townies and 2 mafia alive in the game, the result will be "6 town, 2 mafia" if you target a townie, or "7 town, 1 mafia" if you target a mafioso.)

I rather like this role (although it's very powerful); it's similar to a Parity Cop (in this setup; it would be more useful in a setup with known or guessable faction sizes) but also gains information on faction distribution (which indirectly makes it possible to determine if there's a cult or similar mechanic going on).
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Post Post #3278 (isolation #430) » Fri Nov 11, 2016 2:43 pm

Post by callforjudgement »

Innocent Survivor


On request to the moderator, your role PM will be posted by the moderator in-thread.
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Post Post #3291 (isolation #431) » Sun Nov 13, 2016 11:55 am

Post by callforjudgement »

Werewolf Hospital Saboteur


If you use your factional nightkill on a Doctor, the Doctor survives, but the Doctor's night action is modified to kill their target instead of healing them. Otherwise, your nightkill functions as normal, killing its target.
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Post Post #3294 (isolation #432) » Mon Nov 14, 2016 9:19 am

Post by callforjudgement »

Town Dual Redirector


Each night, choose two players. They will be redirected to target each other. (Your redirection only affects abilities the player actually uses; if they chose not to use an ability, redirecting them won't cause them to use it.)
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Post Post #3315 (isolation #433) » Tue Nov 15, 2016 1:59 pm

Post by callforjudgement »

Sanctuary Keeper
(alignment chosen by moderator, defaulting to town)

Each night, you may choose a player. That player cannot be killed, and any killing abilities that that player attempts to use will be blocked. Abilities that do not kill are unaffected.
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Post Post #3339 (isolation #434) » Sun Dec 04, 2016 9:37 am

Post by callforjudgement »

Town 3-Shot Reloading Timekeeper


Three times in the game, during the day, you can PM the moderator to cause either of the following effects (you choose separately for each shot): increasing the day deadline by 12 hours; or increasing the prod timer of a player (either yourself or someone else) by 24 hours (this basically works by moving that player's most recent post 24 hours into the future for the purpose of calculating prods).

Because you have the
Reloading
modifier, you gain an extra use of this ability at the end of each night phase. (So for example, if you didn't use it at all on day 1, you can spend all your remaining shots on day 2 to increase a player's prod timer by 96 hours.)
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Post Post #3340 (isolation #435) » Sun Dec 04, 2016 7:27 pm

Post by callforjudgement »

Mutually Exclusive Lightning Rod Nexus
(alignment chosen by moderator; groupscum may be most interesting)

If a night action is aimed at you, it will be deflected to a player other than you, chosen at random.
If a night action is not aimed at you, it will be deflected onto you.
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Post Post #3341 (isolation #436) » Sun Dec 04, 2016 7:34 pm

Post by callforjudgement »

Town Regretful Vigilante


Each night, you may kill a player. If the target of your night action dies that night, you die along with them. (However, you'll survive if your target is protected from your kill, even if your action itself is not blocked, unless they're additionally killed by another player.)
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Post Post #3345 (isolation #437) » Thu Dec 08, 2016 5:53 am

Post by callforjudgement »

Vanilla Townie


Err, you might want to modify that so that it doesn't spoil the names of the other members of a groupscum target's faction. An ability that's capable of giving you the name of
every member of the scumteam
is kind-of overpowered.
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Post Post #3359 (isolation #438) » Fri Dec 30, 2016 2:22 am

Post by callforjudgement »

Informed Townie


You know that
player
is a Paranoid Gun Owner, but is not aware of the fact.

(Mod note: Give a hidden PGO modifier to a random other player when rolling this role. The idea's that the PGO doesn't know they're a PGO, but the Informed Townie does.)
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Post Post #3364 (isolation #439) » Mon Jan 09, 2017 11:53 am

Post by callforjudgement »

Results Eavesdropper
(alignment chosen by moderator, defaulting to town)

Each night, choose a player. If that player receives a PM as a consequence of night actions that night (e.g. investigation results, Messenger messages, "you have been invited to a neighbourhood"), you will get a copy of it. (Note that this won't actually give you access to any private topics mentioned in the message; you'll know their URL, but it won't work unless you already have access to it via another means.)
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Post Post #3383 (isolation #440) » Mon Jan 30, 2017 3:52 pm

Post by callforjudgement »

Mafia Loyal Vigilante


Given that we've had a string of roles that would be
way
too risky to be used usefully recently…

(This one isn't 100% useless but I'd put it at more like 99%. That said, if you do manage to get this role and then pull off that 1%, and I noticed, I'd nominate it for a Scummy.)
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Post Post #3389 (isolation #441) » Thu Feb 02, 2017 11:32 am

Post by callforjudgement »

Town Neapolitan Vanillaizer

The abilities are linked: you vanillaize your target, and learn whether or not they were a VT before you vanillaized them.
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Post Post #3393 (isolation #442) » Thu Feb 02, 2017 1:35 pm

Post by callforjudgement »

Roleblocking Tracker
(alignment chosen by moderator, defaulting to town)

Each night, choose a player. Their active night actions will not succeed. However, if they attempted to perform any active targeted night actions, you will learn who the intended targets were.
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Post Post #3396 (isolation #443) » Fri Feb 03, 2017 7:49 am

Post by callforjudgement »

Recurring Phantom


You may choose to disappear overnight; the mod will show you as dying, with a janitored flip (i.e. you'll flip as "???" or the like). You'll count as dead for all purposes for the rest of the game, but the next time a player replaces out, their replacement will inherit your role and win condition, rather than the role and win condition of the player they're replacing (and thus will not join that player's faction; the rest of their faction may figure out that something is up when the player in question doesn't join their PT).

You win if some player with your role is alive at the end of the game, and count as dead for the purpose of other players' win conditions.
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Post Post #3397 (isolation #444) » Sun Feb 05, 2017 11:29 am

Post by callforjudgement »

Reverse Ninja
(alignment chosen by moderator, defaulting to town)

Night actions aimed at you don't show up on investigations by Trackers, Watchers, and similar roles.

I'm surprised how simple a role this is for something that doesn't, as far as I know, have a name yet.
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Post Post #3400 (isolation #445) » Sun Feb 05, 2017 8:15 pm

Post by callforjudgement »

Town Package-Peeker


If anyone gets sent an invention (by an Inventor or similar role), you gain a copy of it. This also goes for fruit (i.e. if a Fruit Vendor sends someone fruit, you'll also receive a piece of fruit.)
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Post Post #3402 (isolation #446) » Sun Feb 05, 2017 9:48 pm

Post by callforjudgement »

Vanilla Townie


Re: the previous post, how does that work if there's another vanilla townie in the game? Do you reroll it, or what?
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Post Post #3408 (isolation #447) » Mon Feb 06, 2017 10:38 am

Post by callforjudgement »

Mafia Deflector


Each night, choose two players. Any night action which would be aimed at the first chosen player is deflected to aim at the second chosen player instead.

This is, strangely, much more interesting in scum hands than town hands. They can't use it to prevent a player being protected from their kill, as their kill would be deflected too, so it's mostly useful to screw up investigations and to protect buddies.
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Post Post #3415 (isolation #448) » Wed Feb 08, 2017 7:20 pm

Post by callforjudgement »

Town Spanish Inquisition


Gets a normal Town Cop-of-unknown-sanity role PM. Actually, though, it gets random results, and causes the players it "investigates" to require 3 votes to lynch rather than the normal lynch threshold. Investigations aimed at the Spanish Inquisition itself will see through the misleading PM (for example, a Rolecop will get a result of "Spanish Inquisition").

This role comes from the same game that invented The Flying Pumpkin That Shoots Laser Beams Out Of Its Ass.
EDIT: Actually, apparently the original role was self-aware about the voting threshold change, but that'd make the role too easy to identify here. Besides, this variant is more unexpected.
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Post Post #3416 (isolation #449) » Wed Feb 08, 2017 7:58 pm

Post by callforjudgement »

Imaginary Cult Leader


Each night, choose a player. That player will be "recruited" into your imaginary cult, but that doesn't actually do anything to that player; their win condition doesn't change, and they won't be sent any message about it. You're also a member of your own imaginary cult.
If at any point of the game, your imaginary cult controls half or more of the votes, you win (and if you're still alive, leave the game).
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Post Post #3424 (isolation #450) » Fri Feb 10, 2017 9:24 am

Post by callforjudgement »

Loved Mafia Goon

In post 3422, BigYoshiFan wrote:
Town Clown


Whoever hammers or kills them becomes "Hated".
This is actually incredibly powerful. If they die overnight and flip, then the killer has to claim the kill even if they're scum (because otherwise the killer can be lynched by running everyone up to L-1 and seeing who ends up dying as a result).
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Post Post #3430 (isolation #451) » Fri Feb 10, 2017 11:08 am

Post by callforjudgement »

Cult That Convinces On Sight


Any player who sees your role PM (e.g. via a Rolecop ability) has their role changed to be identical to yours (including alignment). If this happens to a member of an anti-town faction, then that faction's win condition is combined with Town's (i.e. if anyone from either faction would win, everyone from both factions wins), and an announcement is made to this effect. Converted players don't lose access to any PTs they might previously have had access to, including factional PTs.

When you die, your flip is hidden (as if with a Janitor), to prevent it automatically converting everyone else to your cult.

You win when your cult makes up half of town. Additionally, before anyone else has been converted, you win if you are nightkilled by an anti-Town player.
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Post Post #3454 (isolation #452) » Sat Feb 18, 2017 4:21 pm

Post by callforjudgement »

Vanilla Townie


Several of these roles are broken:
In post 3443, The MM wrote:
Survivor Scumstaller


All players from scumfactions and yourself arrive in the game Day 2.
Trivial to determine it exists (searching the thread for roles that could cause a late arrival won't come up with many options), and provide a nice handy roadmap to determine the entire set of scum (Survivors are also normally considered scum). If the setup gives town any chance to win on day actions, they'll almost certainly be able to take it, as scumhunting is also a factor.
In post 3445, The MM wrote:
Town Innocent Sunbringer


You are announced as Town at the start of the game.
As long as you are alive, all nights are skipped.
Will never get lynched, making the game Nightless and defeating most of the point of Grand Idea. (It's rare for scum to get a dayvig.)
In post 3446, The MM wrote:
Sunkiller
(alignment at mod's discretion)


As long as you are alive, all day phases are skipped. (If the game cannot progress because of this, you and whatever other role combines to make it so that the game cannot progress will lose your abilities.)
As most roles in this thread aren't killing roles, there's a very high chance that the only killers will be scum. If they're lucky, they'll get off a sequence of unopposed kills, maybe outright winning the game, before town can do anything consequential.
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Post Post #3459 (isolation #453) » Sun Feb 19, 2017 1:07 pm

Post by callforjudgement »

Survivor Dayvig


You can daykill one player per day.
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Post Post #3478 (isolation #454) » Sat Feb 25, 2017 1:14 pm

Post by callforjudgement »

Town Second Chancer


While alive, you're just a VT. However, at the first point in the game at which you're dead and so are at least four other players (even if the game would otherwise be over), a secondary game of Mafia starts in the dead thread, with rerolled alignments. (The moderator should pick an appropriate approved Open setup, based on the number of players available.) Anyone who wins this secondary game automatically wins overall, no matter what happened in the main game. Anyone who loses the secondary game wins or loses based on what happened in the main game.
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Post Post #3481 (isolation #455) » Sat Mar 04, 2017 11:49 pm

Post by callforjudgement »

Vanilla Townie

In post 3480, TesXX wrote:Uhhhhh
One shot jester

Can only be lynched once
So if they get lynched, but governed or revived, what happens? In particular, what's their win condition? Have they already won?
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Post Post #3483 (isolation #456) » Thu Mar 09, 2017 12:17 pm

Post by callforjudgement »

Neutral 1-shot Timesinger


Once in the game, you can reset the entire game, rewinding the gamestate to the start of Day 1. Nothing is rerolled, so all players will have the knowledge (flips, etc.) that they did just before the reset. There are only two changes: a) you don't have your Timesinger ability, b) each antitown faction has its killing power multiplied by the day/night number when you used this ability (so if you use it on Day 1 or Night 1, their killing power is unchanged, but if you use it on Day 2 or Night 2, they get twice as many kills, if you use it on Day 3 or Night 3, they get three times as many kills, and so on). This ability will automatically activate if you would otherwise die.

You win if ⅔ or more of the of the playerlist has died, and at least one other player still has an undecided victory condition (i.e. could potentially win or lose from that point). I wanted to write "You win if Day 4 is reached, and at least one other player still has an undecided victory condition", but unfortunately it doesn't mechanically work.
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Post Post #3486 (isolation #457) » Thu Mar 09, 2017 12:41 pm

Post by callforjudgement »

That's broken if someone uses it on groupscum. You'd have to make it change the wincon of the rest of the faction too.

Benevolent Werewolf


All Werewolves count as town for the purpose of victory conditions (only).
All townies count as Werewolves for the purpose of victory conditions (only).
These effects will persist even if you die, are vanillaised, etc.. However, you're the only player who is
informed
of them; any other Werewolves, and any townies, will believe that they have to eliminate the other faction in order to win. Likewise, you appear as anti-town on investigations, etc..
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Post Post #3494 (isolation #458) » Mon Apr 10, 2017 2:12 pm

Post by callforjudgement »

Thieving Universal Backup
(alignment chosen by moderator, defaulting to town)

Whenever another player with an activated power role dies, you gain that power role (even if that player doesn't share their alignment). You can only get one power role at a time this way; specifically, the newest (i.e. when a power role dies, you lose your old role and gain the new one).
Last edited by callforjudgement on Mon Apr 10, 2017 2:13 pm, edited 1 time in total.
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Post Post #3495 (isolation #459) » Mon Apr 10, 2017 2:13 pm

Post by callforjudgement »

Town Traffic Analyst


Each night, choose a player. You'll be told whether that player has access to a useful private topic (i.e. a private topic which also contains another living player).
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Post Post #3496 (isolation #460) » Mon Apr 10, 2017 2:15 pm

Post by callforjudgement »

Diarist
(alignment chosen by moderator, defaulting to town)

Each night, choose a player. You'll be told which phases that player is capable of using active, non-factional power role actions on. (For example, a dayvig would show up as being able to act during days, and an odd-night Mafia tracker would show up as being able to act during odd nights; you wouldn't be told that they can act during even nights, even though they can use the Mafia factional nightkill on even nights, because that's a factional action.)
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Post Post #3556 (isolation #461) » Wed Jun 07, 2017 10:40 am

Post by callforjudgement »

In post 3555, Gamma Emerald wrote:
Even Townie


Days and nights are all considered even-numbered regardless of its actual number.
Does that show up in the thread title? e.g. does the game start on day 2, then continue to day 4, etc.?

Startskipper
(alignment chosen by moderator, defaulting to town)

As long as you are alive at the time, Day 1 and Night 1 are both skipped (thus the game goes directly from pregame to Day 2). If you somehow manage to die during pregame, tough luck.
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Post Post #3592 (isolation #462) » Thu Jun 15, 2017 11:13 am

Post by callforjudgement »

Antisocial Survivor


At the start of the game, the moderator informs everyone that there's an Antisocial Survivor in the game, but not who it is.
If at any point, at least one other player would win if you were dead (but would not win if you were a Serial Killer instead), then you win and everyone else loses.
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Post Post #3603 (isolation #463) » Sat Jul 01, 2017 1:41 am

Post by callforjudgement »

Werewolf Goon


Do you really mean "the biggest faction" (which is necessarily going to be Town under most rulesets), or "the biggest scum faction"?
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Post Post #3610 (isolation #464) » Wed Jul 12, 2017 7:06 am

Post by callforjudgement »

Reroll, and change the alignment of the result to an opposing faction


Non-town roles become town. Town roles join the smallest groupscum faction rolled in the other results. Don't let the player know how the role was generated (just what the resulting role is), although they may well be able to guess if they can't find their role in the thread.
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Post Post #3611 (isolation #465) » Wed Jul 12, 2017 7:07 am

Post by callforjudgement »

Town Activated Treestump


At any time, can choose to become a treestump (i.e. confirmed alignment, and can speak in thread and in any PTs you have access to, but counts as dead for all other purposes)
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Post Post #3612 (isolation #466) » Wed Jul 12, 2017 7:08 am

Post by callforjudgement »

Town PT Broadcaster


Each night, you may choose a message. The mod will post that message in
every
private topic that exists in the game, with a disclaimer that it was sent anonymously by another player.
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Post Post #3633 (isolation #467) » Sat Jul 15, 2017 7:20 am

Post by callforjudgement »

Faction Merger Neighbourizer Cop


All players with a groupscum or SK win condition win together (as though they were all one large faction), and win with you. However, they don't know that. (So the win condition they're playing to is harder to achieve than the one they actually have.)

Each night, you may choose a player. You will be given a PT with that player, and also learn their alignment.
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Post Post #3634 (isolation #468) » Sat Jul 15, 2017 7:25 am

Post by callforjudgement »

Remorseful Serial Serial Killer


At the start of the game, send the mod a list of all players.
You may kill up to one person each night, but only in order from the top of the list.
During the first Night phase at which 5 or fewer players are alive, you may choose to become a Vanilla Townie, replacing your current role. Note: choosing to help out town, in the hope of converting via this mechanism, does not violate the "play to win" rule (i.e. you must play to win with some faction, not necessarily to win with your current faction).
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Post Post #3662 (isolation #469) » Sun Jul 16, 2017 10:26 am

Post by callforjudgement »

Temporary Cult Leader


Each night, you may recruit a player. If they're Town, their alignment will temporarily change to match yours. Otherwise, your recruit will fail.
If any member of your cult is lynched, you die (and lost the game), the lynched member also loses the game, and all other members go back to their original alignments. The same applies if you are nightkilled. If another member of your cult is nightkilled, they revert to their original alignment but the rest of your cult is unaffected.
If your cult ever controls half the living players, every member of the cult wins and leaves the game. The game then continues from that point, potentially allowing other players to win too (perhaps instantaneously if the removal of your cult made a groupscum faction a majority of the remaining players).
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Post Post #3685 (isolation #470) » Mon Jul 17, 2017 5:02 am

Post by callforjudgement »

Lynch Maniac


You cannot unvote.
You win if you're on a number of lynch wagons equal to ¼ the number of players in the game, rounded down.
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Post Post #3688 (isolation #471) » Mon Jul 17, 2017 5:15 am

Post by callforjudgement »

Town 1-Shot Visitor
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Post Post #3698 (isolation #472) » Mon Jul 17, 2017 5:39 am

Post by callforjudgement »

In post 3689, Gamma Emerald wrote:
Town Compulsive Masonizer

Any Town roles that target this layer get a one-on-one PT with this player.
That's Reflexive, not Compulsive.

Town Reflexive Watcher


Each night, you'll be given a list of players who targeted players who targeted you.
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Post Post #3702 (isolation #473) » Mon Jul 17, 2017 5:54 am

Post by callforjudgement »

Is that an activated or a passive bulletproof?

Town 2-Shot Activated Bulletproof


You can choose to become Bulletproof for the night up to twice in the game.
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Post Post #3712 (isolation #474) » Mon Jul 17, 2017 7:39 am

Post by callforjudgement »

Mafia Goon
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Post Post #3720 (isolation #475) » Tue Jul 18, 2017 11:27 am

Post by callforjudgement »

Goon
in what would otherwise be the smallest groupscum faction
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Post Post #3742 (isolation #476) » Wed Jul 19, 2017 10:27 pm

Post by callforjudgement »

Contrary Townie


Any non-factional actions used on you will have the opposite of their usual effect (e.g. a Doctor action would kill you, a Vigilante action would protect you, a Cop action would frame you, etc.). The general rule for the moderator is to find an action which counters or is countered by the action used on you.
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Post Post #3759 (isolation #477) » Thu Jul 20, 2017 1:27 pm

Post by callforjudgement »

Renamed Faction Goon


You're a member of what would otherwise be the smallest groupscum faction that has a standard nightkill. However, the name of the entire faction is consistently changed to something amusing of the mod's choice (i.e. you end up in a groupscum faction that acts normally but has an amusing name).
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Post Post #3765 (isolation #478) » Thu Jul 20, 2017 1:51 pm

Post by callforjudgement »

Town Disloyal Rapid-Fire Vanillaiser


Each night, choose a number of players equal to ⅓ the number of living players, rounded down. Any non-Town players in the chosen group will be vanillaised. (Note that vanillaisation never changes win conditions, nor removes factional abilities; abilities that are heavily related to the faction's identity, such as a Serial Killer's nightkill, aren't removed either.)
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Post Post #3766 (isolation #479) » Thu Jul 20, 2017 1:55 pm

Post by callforjudgement »

Town Thief


Each night, choose a player. You will gain an item from them (at the moderator's discretion), based on what items a person with that player's role might reasonably be expected to have. (For example, you might steal a stethoscope from a Doctor.) Depending on the identity of the item that gets stolen, this might or might not interfere with the target's ability to use their role, and you might or might not be able to usefully use it yourself. (For example, a stethoscope on its own is unlikely to be able to protect someone, but a gun might be capable of killing them.) "Role" here does not include alignment (e.g. a Mafia Goon will own the same sort of items that a Vanilla Townie does).
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Post Post #3767 (isolation #480) » Thu Jul 20, 2017 1:56 pm

Post by callforjudgement »

Reroll, alignment reversed


This needs to be in the thread often enough that there might be a reasonable chance it's actually selected, to avoid setups being broken via a role only existing as one alignment.
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Post Post #3768 (isolation #481) » Thu Jul 20, 2017 1:58 pm

Post by callforjudgement »

False version of a random role


Mod instructions: Reroll, and tell the player that their role is the role you got from the reroll, but it's actually just a vanilla role with the same alignment/win condition as the role you rerolled. Attempts to use investigative actions will, rather than not getting a reply at all, get the reply that would be expected if the role were roleblocked.
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Post Post #3769 (isolation #482) » Thu Jul 20, 2017 1:59 pm

Post by callforjudgement »

Town Hypersensitive Cop


Each night, choose a player. If you aren't roleblocked, you'll get no result. If you are roleblocked, you'll learn the alignment of the player in question.
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Post Post #3770 (isolation #483) » Thu Jul 20, 2017 1:59 pm

Post by callforjudgement »

Mafia Tracker
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Post Post #3771 (isolation #484) » Thu Jul 20, 2017 2:01 pm

Post by callforjudgement »

Werewolf Mason


Also make another random non-Mafia player into a Mason. Each of the chosen players will be told that the other is not a member of the Mafia, and given a private topic to discuss in.
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Post Post #3772 (isolation #485) » Thu Jul 20, 2017 2:01 pm

Post by callforjudgement »

Werewolf Neighbourizer
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Post Post #3773 (isolation #486) » Thu Jul 20, 2017 2:02 pm

Post by callforjudgement »

Reroll twice, combine the roles


If they have different alignments, the moderator chooses one (defaulting to the first chosen alignment if no moderator is present).
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Post Post #3774 (isolation #487) » Thu Jul 20, 2017 2:03 pm

Post by callforjudgement »

Town JOAT


Choose four random Town-aligned roles from the thread which have active night actions. You can use each of those night actions once in the game, but can't use two actions on the same night.
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Post Post #3775 (isolation #488) » Thu Jul 20, 2017 2:04 pm

Post by callforjudgement »

Town Post Range Cop


Each night, choose a player, and a range of post numbers from the Grand Idea Mafia thread. You'll learn whether that player's role was originally generated from a post whose number falls within that range.
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Post Post #3776 (isolation #489) » Thu Jul 20, 2017 2:05 pm

Post by callforjudgement »

Town Vengeful Treestump


You can't vote. You also can't be lynched or killed, and in fact you get a vengekill if anyone tries.
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Post Post #3777 (isolation #490) » Thu Jul 20, 2017 2:05 pm

Post by callforjudgement »

Voteless Mafia Goon
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Post Post #3824 (isolation #491) » Fri Jul 28, 2017 12:55 pm

Post by callforjudgement »

Town Depressive Cop


Each night, you can investigate a player, but only if you were self-voting at the end of the preceding day.
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Post Post #3825 (isolation #492) » Fri Jul 28, 2017 12:56 pm

Post by callforjudgement »

Mafia Nightstarter


The game starts at Night 0, not Day 1 as usual, and scumteams get the ability to use their regular kills then even though it's pregame. Apart from that you're a regular Mafia Goon.
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Post Post #3826 (isolation #493) » Fri Jul 28, 2017 12:58 pm

Post by callforjudgement »

The Role Swap


During pregame, before other people are sent their role PMs, you're shown a list of all other roles that exist in the game (although not who has them). You may, if you wish, swap this role for an anti-town role on the list. Then this role is rerolled (going to you if you didn't swap, or otherwise the player who would have otherwise had the role you swapped with.)
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Post Post #3827 (isolation #494) » Fri Jul 28, 2017 12:58 pm

Post by callforjudgement »

Reroll, except the rerolled role is town-aligned
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Post Post #3854 (isolation #495) » Thu Aug 03, 2017 1:24 pm

Post by callforjudgement »

Town Day Survivor


You win if and only if a) Town wins, and b) you are either nightkilled or alive at the end of the game. If you die during the Day, you automatically lose.
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Post Post #3855 (isolation #496) » Thu Aug 03, 2017 1:34 pm

Post by callforjudgement »

Redacted Townie


Any rolecop-like abilities will fail when targeted at you. Investigative abilities aimed at you are capable of determining that you're Town, and any night actions you perform (e.g. via an Invention) or that are used on you, but cannot determine any aspects of your role.
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Post Post #3856 (isolation #497) » Thu Aug 03, 2017 1:37 pm

Post by callforjudgement »

Werewolf Conspiracy Theorist
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Post Post #3857 (isolation #498) » Thu Aug 03, 2017 1:38 pm

Post by callforjudgement »

Vanilal Townei


Any investigative results involving you (i.e. mentioning your name, or aimed at you) will contain a typo that doesn't substantially change their meaning. Apart from that, you're a regular Vanilla Townie.
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Post Post #3858 (isolation #499) » Thu Aug 03, 2017 1:40 pm

Post by callforjudgement »

Town Weakly-Loud Vigilante


Each night, you may kill a player. If you successfully kill a Town-aligned player, the moderator will publicly confirm you as being responsible for the kill in the day start post for the following day.
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Post Post #3859 (isolation #500) » Thu Aug 03, 2017 1:44 pm

Post by callforjudgement »

Reroll, but in an unusual faction


Reroll once for the role. Then reroll repeatedly until you find a role with an alignment that is not Town, Mafia, Werewolf, Serial Killer, Survivor, Alien, or Cult; that produces the alignment of the resulting role.

(As usual with these roles, these are mod instructions: if logistically possible, the player is just given the resulting role, not told how it was created.)
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Post Post #3860 (isolation #501) » Thu Aug 03, 2017 1:47 pm

Post by callforjudgement »

In post 1280, callforjudgement wrote:You are a
Gullible Town Jailkeeper


Each night, you may select a player. If that player is town, they will be protected from one kill that night and also unable to use any night action that night. If that player is not town, your night action has no effect. (You won't be told whether it succeeded or failed; this isn't an investigative role.)

You win with the town.
This, but with its now-standard name,
Loyal Town Jailkeeper
.
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Post Post #3870 (isolation #502) » Fri Aug 04, 2017 5:50 pm

Post by callforjudgement »

Day-Immune Mafioso


You're completely immune to any actions that take place during the Day. (Lynching doesn't count as an action for this purpose; you can still be lynched.)
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Post Post #3871 (isolation #503) » Fri Aug 04, 2017 5:50 pm

Post by callforjudgement »

Lynchproof Townie
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Post Post #3884 (isolation #504) » Sun Aug 06, 2017 8:27 am

Post by callforjudgement »

Werewolf Desperado


Like a dayvig, but if you shoot town, you die too. You can only make one kill attempt per day.
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Post Post #3888 (isolation #505) » Mon Aug 07, 2017 11:26 am

Post by callforjudgement »

Vanilla Townie


Be careful with that role. On another forum, I once misspelled "berserk" and then was stuck with the spelling because nobody would let me change it. Ideally, that wouldn't happen here.
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Post Post #3894 (isolation #506) » Mon Aug 07, 2017 7:10 pm

Post by callforjudgement »

Werewolf Faction Swapper


Change the setup such that all Mafia are now Werewolves, and vice versa. (This might potentially change the nature of the setup if there are, e.g., Seers around.) If any roles become impossible as a result (e.g. Werewolf Monk), reroll them.

Note that this role starts out as Werewolf and gets swapped to Mafia.
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Post Post #3908 (isolation #507) » Mon Aug 14, 2017 12:56 pm

Post by callforjudgement »

Inspired by an idea by Realeo:

Star Townie


You are deathproof, in a modified way: any attempt to kill you (whether nightkill, lynch, or something else) causes you to flip, but does not actually kill you (you stay alive). If a player attempts to nightkill you, that player dies. However, you always count as dead from the point of view of any win condition (e.g. if you and two VTs are alive against two Mafia Goons, the Mafia win, even though town would actually have enough votes to lynch them if the game were allowed to continue; this is the case whether the game allows factions to win at 50% or whether it allows factions to win only if they can force a win, because the win condition calculation can't "see" your vote).
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Post Post #3909 (isolation #508) » Mon Aug 14, 2017 1:05 pm

Post by callforjudgement »

Mafia Goon, but…


If this role is selected, the entire Mafia's factional nightkill is converted to a poison-based kill (which kills players at the end of the subsequent Night, rather than immediately). They're aware of this.
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Post Post #3910 (isolation #509) » Mon Aug 14, 2017 1:24 pm

Post by callforjudgement »

Town Deterministic Flying Pumpkin


Each night, you can take one (but not both) of the following actions:
  • Aim: You become Disloyal the following night (i.e. any night actions you use on a member of your own faction will silently have no effect);
  • Fire: You kill a player of your choice.
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Post Post #3911 (isolation #510) » Mon Aug 14, 2017 2:01 pm

Post by callforjudgement »

(randomize alignment; equal chance of town, a random groupscum that exists elsewhere in the game, or Serial Killer)
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Post Post #3912 (isolation #511) » Mon Aug 14, 2017 2:02 pm

Post by callforjudgement »

1-shot Activated Bulletproof Townie
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Post Post #3913 (isolation #512) » Mon Aug 14, 2017 2:18 pm

Post by callforjudgement »

Mafia Commuter


Unlimited shot. As usual, cannot perform other actions while commuting (in particular, cannot kill while commuting).
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Post Post #3914 (isolation #513) » Mon Aug 14, 2017 3:25 pm

Post by callforjudgement »

Alien Eldritch Abomination


Each night, you may choose a player. That player becomes Insane for the night. (In most cases, driving a player Insane has no effect, but investigative roles will receive reversed results.)
Additionally, players investigating you become Insane permanently (seeing reversed results that night, and all future nights).
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Post Post #3915 (isolation #514) » Mon Aug 14, 2017 3:35 pm

Post by callforjudgement »

Rainbow Goo Even-Night Serial Kililer


If your faction somehow grows past 1 member (e.g. due to Black Goo shenanigans), your faction becomes Cult rather than Serial Killer, and you lose the nightkill.
If a member of an anti-town faction somehow joins your faction, all other members of that faction die.
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Post Post #3916 (isolation #515) » Mon Aug 14, 2017 3:40 pm

Post by callforjudgement »

Town Universal Miller


Any investigation aimed directly at you will return the least favourable possible result.
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Post Post #3933 (isolation #516) » Tue Aug 15, 2017 9:06 am

Post by callforjudgement »

I guess they shoot in twilight (although probably not affecting who was lynched).

Town Firefighter


Protects players from dying to fire-based kills (e.g. Arsonist ignite), and from any effects of fire-based actions used that night (e.g. Arsonist prime). Doesn't retroactively interact with fire-based actions that were used on a different night.
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Post Post #3945 (isolation #517) » Tue Aug 15, 2017 11:00 am

Post by callforjudgement »

Werewolf Goon
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Post Post #3946 (isolation #518) » Tue Aug 15, 2017 11:02 am

Post by callforjudgement »

Informed Townie


Knows the identity of another randomly chosen townie. Unlike Masons, this is only one-way knowledge, and there's no communication.
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Post Post #3952 (isolation #519) » Tue Aug 15, 2017 11:31 am

Post by callforjudgement »

Reroll until you get a roll with an active night ability; that ability now self-targets


For example, a Town Vigilante would become a Townie who had the capability to self-sacrifice overnight. Moderators are encouraged to name the rule according to what it does, rather than how it was created.

It's fairly likely that the resulting role won't be particularly useful (e.g. a Town Self-Tracker), but when has that ever stopped a Grand Idea game?
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Post Post #3953 (isolation #520) » Tue Aug 15, 2017 11:33 am

Post by callforjudgement »

Ten-Minute Townie


Once in the game, during the day, you may activate your ability. Doing so causes the deadline for the subsequent Night Phase to be 10 minutes long (most likely causing almost everyone to miss the opportunity to use their night action).
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Post Post #3954 (isolation #521) » Tue Aug 15, 2017 11:36 am

Post by callforjudgement »

Day role


Reroll until you get a role with an active ability usable at night. The ability becomes usable during the day instead, with the same usage requirements (e.g. a 2-shot role can still only be used twice).

If the resulting role is investigative and investigates actions made "that night", it will learn about actions made earlier in the day (e.g. a Day Tracker can determine who a player has already targeted that day). If the resulting role interacts with actions in a non-investigative way, it will interact with actions made subsequently in that day (e.g. a Day Roleblocker prevents its target using actions for the rest of the day).
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Post Post #3955 (isolation #522) » Tue Aug 15, 2017 11:38 am

Post by callforjudgement »

Reroll; get a 1-shot variant of the resulting role


Add the 1-shot modifier to the role in whatever way makes the most sense (e.g. a 1-Shot Bulletproof would be passive, whereas a 1-Shot Doublevoter would be activated as opposed to automatically being expended on the first vote of the game, and a 1-Shot Mafia Roleblocker could only roleblock once, whereas a 1-Shot Mafia Goon could only make use of the nightkill once). If the role inherently cannot be shot-limited, such as Vanilla Townie, reroll it until you get one that can.
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Post Post #3956 (isolation #523) » Tue Aug 15, 2017 11:38 am

Post by callforjudgement »

Mafia Motivator
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Post Post #3957 (isolation #524) » Tue Aug 15, 2017 11:38 am

Post by callforjudgement »

Reroll, reverse alignment of the resulting role
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Post Post #3958 (isolation #525) » Tue Aug 15, 2017 11:39 am

Post by callforjudgement »

Janitored Townie


Like a vanilla townie, but with a no-reveal flip.
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Post Post #3978 (isolation #526) » Wed Aug 16, 2017 5:48 am

Post by callforjudgement »

Town Tracker
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Post Post #3979 (isolation #527) » Wed Aug 16, 2017 6:22 am

Post by callforjudgement »

Mafia Loyal Rolestopper
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Post Post #3980 (isolation #528) » Wed Aug 16, 2017 6:56 am

Post by callforjudgement »

Phase Number Randomizer
(alignment chosen by moderator, defaulting to town)

As long as you're alive, each phase will have a number chosen randomly by the moderator from 1 to 8 inclusive, rather than phases being numbered in order. The same number can be chosen more than once.
This renumbering is mostly cosmetic, but can affect, e.g., odd-night roles.
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Post Post #3981 (isolation #529) » Wed Aug 16, 2017 7:34 am

Post by callforjudgement »

Modified Lyncher


You win and leave the game if
randomly selected player other than yourself
is lynched. As an exception to the normal Lyncher rules, you also win and leave the game if that player is dayvigged. If the player is nightkilled, you lose and leave the game.
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Post Post #3985 (isolation #530) » Wed Aug 16, 2017 9:47 am

Post by callforjudgement »

Goon of what would otherwise be the smallest nonempty groupscum faction
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Post Post #3986 (isolation #531) » Wed Aug 16, 2017 9:47 am

Post by callforjudgement »

Bulletproof Werewolf
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Post Post #4047 (isolation #532) » Thu Aug 17, 2017 1:27 am

Post by callforjudgement »

Reminderless Role


Reroll until you get a role that's described just via its name, with no accompanying description.
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Post Post #4048 (isolation #533) » Thu Aug 17, 2017 1:27 am

Post by callforjudgement »

Mafia Watcher
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Post Post #4049 (isolation #534) » Thu Aug 17, 2017 1:29 am

Post by callforjudgement »

Werewolf Hider


Each night that you aren't making the factional kill, choose someone to hide behind. You die if that player's scum. Otherwise, any actions aimed at you directly have no affect, and any actions taken on that player affect you too.
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Post Post #4050 (isolation #535) » Thu Aug 17, 2017 1:40 am

Post by callforjudgement »

Reroll twice, combine the roles


If the roles have different alignments, favour scum alignments that another player already has, over town alignments, over scum alignments that don't exist elsewhere in the game.
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Post Post #4070 (isolation #536) » Thu Aug 17, 2017 9:42 am

Post by callforjudgement »

What if a player doesn't have an exact alignment?

Approximately Mafia Goon


At the start of each game, your alignment is randomized, with a 95% chance of being a Mafia Goon for the day and subsequent night, and a 5% chance of being a Serial Killer with access to the mafia factional discussion for the day and subsequent night.
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Post Post #4076 (isolation #537) » Fri Aug 18, 2017 3:40 am

Post by callforjudgement »

Town Odd-Night Cop


Gets results in the form "town" or "not town", i.e. detects all non-town factions that don't have a Godfather power or the like.
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Post Post #4077 (isolation #538) » Fri Aug 18, 2017 3:40 am

Post by callforjudgement »

Mafia Even-Night Roleblocker
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Post Post #4078 (isolation #539) » Fri Aug 18, 2017 3:41 am

Post by callforjudgement »

Werewolf Odd-Night Jailkeeper
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Post Post #4079 (isolation #540) » Fri Aug 18, 2017 3:41 am

Post by callforjudgement »

Town Nights 2 and 3 Tracker
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Post Post #4080 (isolation #541) » Fri Aug 18, 2017 3:41 am

Post by callforjudgement »

Town Nights 1 and 2 Doctor
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Post Post #4081 (isolation #542) » Fri Aug 18, 2017 3:42 am

Post by callforjudgement »

Town Odd-Night Modified Neapolitan


Gets a "VT" result on any Vanilla, Strawberry, or Chocolate Townie. All other roles produce "not VT".
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Post Post #4082 (isolation #543) » Fri Aug 18, 2017 3:48 am

Post by callforjudgement »

Third-Party Hit-and-misslister


If you're nightkilled, the moderator will secretly give you a list of all living scum + 1 randomly chosen townie. You choose one name from that list. You win if it's scum, and lose if it's town.
If you're lynched, the moderator will give you a list constructed the same way, but now you win if you pick the townie and lose if you pick scum.
(In either case, you leave the game afterwards and don't get to communicate your knowledge of scum to anyone else, even if some mechanism would otherwise allow you to do so.)
If you outlive all townies, or you outlive all scum, you automatically win.

Inspired by Something_Smart's recent Micro. Note that being nightkilled is an advantage here as it gives you the easier decision, and being nightkilled early is better, whereas being lynched later is better.
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Post Post #4083 (isolation #544) » Sun Aug 20, 2017 10:51 am

Post by callforjudgement »

Town Non-Lynch-Vote Doublevoter


If there's ever a vote held on something other than the vote to lynch (e.g. a gladiate vote, a vote to abandon the game, the dead thread voting on how to influence a game, etc.), you have double weight when counting the results on that vote.
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Post Post #4084 (isolation #545) » Sun Aug 20, 2017 11:04 am

Post by callforjudgement »

Nonexistent Odd-Night Cult Recruiter


Each odd-numbered night, you can attempt to recruit a player into a cult. This recruitment will only succeed if either a) the player is Town, or b) the player is in a faction of size 1 and whose win condition requires them to be part of the last faction alive. (In the latter case, any of the player's factional abilities will become factional abilities of the cult, unless the cult already has a similar factional ability, and the player's new win condition will be for the cult to be the last faction remaining.)

You count as nonexistent for all game purposes, other than being able to post in the thread and to use your recruitment: attempts by you to vote will fail, as will votes on you; night actions targeting you will fail; and you count as dead from the point of view of other players' win conditions. Additionally, once you have successfully recruited a player, you will then die (and lose the ability to use your night action) if the cult is ever reduced back to no players besides you. However, you can use your night action before that happens (despite being nonexistent), and you can talk in your cult's factional communication thread.
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Post Post #4086 (isolation #546) » Sun Aug 20, 2017 11:11 am

Post by callforjudgement »

Mafia Overkiller


You're basically just a regular Mafia Goon, but if you nightkill someone, the day start post will contain a long description of just how dead your target ended up being killed. (That's very dead.)
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Post Post #4088 (isolation #547) » Sun Aug 20, 2017 11:37 am

Post by callforjudgement »

Infectious Werewolf


In most respects, you're a Werewolf Goon. However, if you attempt to kill someone, but the kill fails (whether due to protection, roleblock, or some other issue), the player you attempted to kill will for the rest of the game investigate as though they were a Werewolf (although their alignment does not actually change; this is like a permanent Framer effect). This secondary effect cannot itself be prevented or blocked.
Last edited by callforjudgement on Fri Apr 13, 2018 9:50 pm, edited 1 time in total.
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Post Post #4094 (isolation #548) » Sun Aug 20, 2017 11:38 am

Post by callforjudgement »

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Post Post #4098 (isolation #549) » Sun Aug 20, 2017 11:42 am

Post by callforjudgement »

Town Avenger


Randomly pick another player to also become an Avenger (in addition to the rest of the role).
If either Avenger is lynched, the other will die along with them.
If either Avenger is nightkilled, the other will gain a 1-shot Day Vigilante ability.
Factional abilities will not succeed on an Avenger if the other Avenger is a member of that faction. No nightkilling your friend and then getting to kill someone else in an attempt to avenge them. Admittedly, it'd be pretty funny, but it'd also almost certainly be broken.
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Post Post #4101 (isolation #550) » Sun Aug 20, 2017 11:45 am

Post by callforjudgement »

Bulletproof Absorber
(alignment chosen by moderator, defaulting to town)

Whenever a non-factional night ability is used on you, you learn what it is and will gain a copy of that ability. You can only use one active ability per night.
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Post Post #4103 (isolation #551) » Sun Aug 20, 2017 11:48 am

Post by callforjudgement »

Town Escalating Reroller


Each night, the moderator will pick a random role from the Grand Idea Mafia thread. You will gain all abilities of that role for the rest of the game, except a) factional abilities; b) win conditions; c) anything that inherently requires you to have a specific alignment (e.g. a Cult Recruiter or Innocent Child action), even if you actually have that alignment; and d) any role that requires modification of the rest of the setup when rolled (e.g. Mason). Note that this includes drawbacks in addition to advantages.
Additionally, you are restricted to using only one active ability per night.
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Post Post #4104 (isolation #552) » Sun Aug 20, 2017 11:52 am

Post by callforjudgement »

Reroll, with the win condition reversed


For example, if the reroll picks a Town role, the win condition will become "You win if Town loses", i.e. a Universal Traitor win condition; a Serial Killer ("you win if you're the last player alive") would get a win condition of "you win if you aren't alive at endgame"). As usual for my reroll rules, don't tell the player how the role they created was picked (assuming that this is a typical game that uses a moderator to pick the roles), and choose an appropriate name for it based on what it does now. Additionally, the player is not a member of their previous faction, so won't have any factional abilities; and if the player's new win condition is not a threat to Town (e.g. the reversed Serial Killer win condition is compatible with town's win condition), the player's presence does not prevent the game ending (i.e. they have the same lack of influence on other players' wins and losses as if they were a Survivor).
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Post Post #4105 (isolation #553) » Sun Aug 20, 2017 11:53 am

Post by callforjudgement »

Town One-Shot Realtime-Delayed Vigilante


At any time during the game, day or night, you may choose a player to kill by PMing the mod. They will die 72 hours later.
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Post Post #4107 (isolation #554) » Sun Aug 20, 2017 11:55 am

Post by callforjudgement »

Distributionist
(alignment chosen by moderator, defaulting to town)

At the start of each Day other than Day 1, the moderator will let you know the number of living players in each faction, but not the identities of each faction (e.g. the result might look something like "10:3" or "7:3:2:1"). Two players are in the same faction if a win for one player would (barring mid-game alignment changes) inevitably lead to a win for the other player, and vice versa.
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Post Post #4109 (isolation #555) » Sun Aug 20, 2017 11:56 am

Post by callforjudgement »

Werewolf Goon

In post 4106, Ircher wrote:
Town Traitor

This player wins with the town; however, this player has the following characteristics:

1) Has access to the mafia PT
2) Cannot post in the main thread
3) Mafia are informed that a traitor talks among them but not the identity of this traitor
4) Can perform the mafia factional kill
5) Is automatically endgamed if all other town players are dead
What's to prevent the player sending in a nightkill on their last remaining scumbuddy at the last moment of the night? In order to make a role like this work, you normally need to give the last remaining scum a chance to vengekill them, winning the game if they're right, but then the setup has to be based around it so that things make sense if they die for an unrelated reason.
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Post Post #4111 (isolation #556) » Sun Aug 20, 2017 11:59 am

Post by callforjudgement »

Town Killswitch


Each night, choose the name of a faction. If that faction is in the game and has a factional nightkill, then any kills by non-Town players who are not a member of that faction will fail. If that faction is not in the game, or does not have a factional nightkill, your night action does nothing.

Additionally, once in the game during the day, you may choose a player to become a Backup Killswitch. This ability does not recurse, i.e. the Backup Killswitch cannot nominate an additional Backup of their own.
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Post Post #4112 (isolation #557) » Sun Aug 20, 2017 12:00 pm

Post by callforjudgement »

Town Compellor


Each night, choose a player. That player will gain the Compulsive modifier for the rest of the game (starting from the following day, i.e. this ability does not affect the night it's used on). They will be informed of this.
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Post Post #4114 (isolation #558) » Sun Aug 20, 2017 12:01 pm

Post by callforjudgement »

Town Unaware Universal Backup


Receives a Vanilla Townie PM. Actually, they're a Town Universal Backup, and will learn this status when the first town-aligned power role dies (gaining that role).
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Post Post #4118 (isolation #559) » Sun Aug 20, 2017 12:05 pm

Post by callforjudgement »

Assimilator


Third-party with a Janitor-style nightkill (that hides the flip). If it succeeds in killing someone, becomes an exact copy of that player, complete with win condition, night abilities, PT membership, any confirmations other players have of them (in the sense of Masons knowing each other are town or Mafia knowing the membership of their own faction), and any previous night actions that were taken and their results. Sort-of like replacing someone without any public announcement being made of the replacement.

Loses if it dies before successfully assimilating someone.
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Post Post #4120 (isolation #560) » Sun Aug 20, 2017 12:06 pm

Post by callforjudgement »

Day-Immune Townie


Day abilities always fail when aimed at you (i.e. you're effectively Bulletproof and Ascetic, but only during the day). Voting-interfering abilities will likewise fail to affect votes on you or by you (assuming, as usual, that the vote is taking place during the Day). This protection is absolute, in the same style as Commuter; it couldn't be bypassed by, say, a Day Strongman.
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Post Post #4121 (isolation #561) » Sun Aug 20, 2017 12:07 pm

Post by callforjudgement »

Mafia Commuter


Cannot kill and commute in the same night. Otherwise, the commute is unrestricted.
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Post Post #4124 (isolation #562) » Sun Aug 20, 2017 12:09 pm

Post by callforjudgement »

Mafia Temporarily Chargeable 0-Shot Day Vigilante


Every night that your team chooses not to kill anyone, you will gain a Day Vigilante shot. However, it will be lost if it is unused at the end of the following Day phase. Killing someone with it will reset the vote count.
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Post Post #4125 (isolation #563) » Sun Aug 20, 2017 12:11 pm

Post by callforjudgement »

Town Night 2 Nightkill Diffuser


As long as you are alive at the start of Night 2, the nightkill of the largest anti-town faction with a factional nightkill will be aimed not by that faction, but by plurality vote. Each player gets a vote on who the nightkill should target. The
Town-aligned
player who receives the most votes will be nightkilled. (So you can't stop the kill hitting Town – like it probably would anyway – but may well screw up the faction's ability to kill the person they wanted.) The votes will not be made public (although it's certainly legal for people to claim who they voted for, the mod will not confirm this).
Last edited by callforjudgement on Sun Aug 20, 2017 12:12 pm, edited 1 time in total.
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Post Post #4130 (isolation #564) » Sun Aug 20, 2017 12:14 pm

Post by callforjudgement »

Vanilla Antimafia
or
Vanilla Antiwolf
(depending on whether the Mafia or Werewolves have more members at the start of the game; if playing modless and you don't know, default to Mafia)

You have no special abilities. You win if the Mafia (or Werewolves, depending on which was selected) lose.
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Post Post #4131 (isolation #565) » Sun Aug 20, 2017 12:16 pm

Post by callforjudgement »

Supporter


Once in the game, at any time (at which you're still alive) during any Day phase, you may choose a living player. Once you have done so, your win condition permanently becomes "You win if [the chosen player] wins". If you die before getting to make your choice, you automatically lose.

From the point of view of other players' win conditions, you count as a threat to every faction until you have made your choice, then affect win conditions as though you were a member of the chosen player's faction from then on.
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Post Post #4136 (isolation #566) » Sun Aug 20, 2017 12:26 pm

Post by callforjudgement »

AitP-style King


The town win condition changes to "You win if and only if some specific player, who is the same for every townie, is alive at endgame; each townie will be told the identity of this player". This fact will be publicly announced. Each townie will be told that they win if and only if you are alive at endgame.
You win with the town (i.e. if and only if you are alive at endgame).
Optional: changing the name of the Town faction to "Guard".

This slots in surprisingly well to a standard Mafia game. Instead of the Assassin's vengekill, town are prevented from massclaiming the King's identity (thus proving themselves) via the fact that scum will just nightkill the King and win if they do; they can't take out every scum first. Additionally, informed minorities will actually be present, so scumhunting won't hurt the town's win chances like it does in AitP.
Last edited by callforjudgement on Sun Aug 20, 2017 12:27 pm, edited 1 time in total.
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Post Post #4137 (isolation #567) » Sun Aug 20, 2017 12:27 pm

Post by callforjudgement »

Town Day 2 Kingmaker-style King


On day 2, your vote to lynch has infinite weight, and thus will automatically end the day and lynch the chosen person.
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Post Post #4138 (isolation #568) » Sun Aug 20, 2017 12:30 pm

Post by callforjudgement »

Town Chess-style King


Each night, you may move one position up or down on the player list. If you move into an empty position (i.e. a position occupied by a dead player), you just move into that slot (effectively swapping places with them). If you move into a living player's position, in addition to effectively swapping places with them, you "capture" them, which effectively has the same effect as a Jailkeeper ability.

Should you happen to move towards a , if neither you nor the Rook has taken a night action yet, you'll instead move two positions, and the Rook will move to the position immediately behind (from the point of view of your movement direction).
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Post Post #4139 (isolation #569) » Sun Aug 20, 2017 12:35 pm

Post by callforjudgement »

Desperate Townie


If a member of the Mafia (specifically) is lynched on Day 3, and you're on the wagon, the Mafia automatically lose and leave the game.
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Post Post #4140 (isolation #570) » Sun Aug 20, 2017 12:36 pm

Post by callforjudgement »

Antimatter Townie


If you ever use an action on a Vanilla Townie, or a Vanilla Townie uses an action on you, you both die. (Note that both these scenarios likely involve the presence of an Inventor or the like.)
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Post Post #4141 (isolation #571) » Sun Aug 20, 2017 12:42 pm

Post by callforjudgement »

Mafia Disloyal Inventor


Each night, choose a player who isn't a member of the Mafia (if you choose a member of the Mafia by mistake, e.g. because they have an ability preventing you knowing they're in your faction, this ability fails), and an active night ability (which can be a standard ability, or one you make up just for the game). The player will gain that ability. However:
a) The player will be 100% fully informed as to what the ability does; it can't have any
hidden
drawbacks, mod notes, sanities, or the like. You may construct an ability with drawbacks if you wish, but the recipient will be entirely aware of what those drawbacks are. You can also construct an ability with limitations (e.g. "this ability can only be used on mith"), but again, the recipient will be aware of the exact nature of the limitations.
b) The player will always have the choice not to use the granted ability if they do not wish to use it; they cannot be compelled to use it by any means whatsoever.
c) The granted ability cannot be copied, stolen, redirected, or interfered with in any similar way; if an attempt is made to use it by anyone other than the player it was granted to, or in any way other than the way the player it was granted to wants, it will fail and have no effects. Note that
blocking
the ability still works normally (unless you chose to make it unblockable).
d) An additional rule will be added to the game: if a player who has received an invention from you wins the game, at any time during the game, the Mafia will automatically lose and leave the game. This cannot be overriden by any effect whatsoever (especially not an effect of your invention).
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Post Post #4142 (isolation #572) » Sun Aug 20, 2017 12:52 pm

Post by callforjudgement »

Town JOAT of Modification


Each night, you may pick one of the following modifiers, and permanently give it to another player for the rest of the game (they gain the modifier in the same night, so it will affect the nights' action resolution; a modifier that prevents them using an action that night kill cause their action to fail). The granted modifier will show up in that player's flip, but they will not be informed that they gained it. You cannot pick the same modifier or player twice.
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Post Post #4143 (isolation #573) » Sun Aug 20, 2017 12:56 pm

Post by callforjudgement »

Town Sandwich Vigilante


If you make two posts in the game thread whose post numbers are two apart (e.g. #101 and #103), the player who posted the post in between (#102 in this example) will be daykilled (assuming that they are actually a player in the game and not, say, the moderator). If this happens twice in a day, the day will immediately end in no-lynch after the second kill (with any day actions taken after that time failing, and any votes not counting as though it were twilight).

Note that if you post three posts in a row, you'll end up vigging yourself and dying.

Inspired by what is, IIRC, an old MishMash game.
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Post Post #4144 (isolation #574) » Sun Aug 20, 2017 12:57 pm

Post by callforjudgement »

Town Ghostly Messenger


Once in the game, after you have died, you may send a message to another player via the moderator. The moderator will not reveal who the message came from (you can certainly claim your identity in the message if you wish, but the moderator will not confirm or deny any such claim, and will format the message to make it clear that the sender is unknown). Note that due to the nature of this role, you will not be granted access to the dead thread until after you have used it.
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Post Post #4145 (isolation #575) » Sun Aug 20, 2017 1:01 pm

Post by callforjudgement »

Memetic Serial Killer


You may kill one player each game day (as a replacement for your nightkill; you can't nightkill normally), and choose your target via breadcrumbing the kill in-thread. (You must use the same breadcrumb every day; you can choose the exact form of this, but must arrange it with the moderator before the first time you use this ability. The moderator has the final say as to whether the breadcrumb is an appropriate breadcrumb rather than a code, i.e. would be interpreted correctly by a player unaware of it if they were told that the post in question contained a breadcrumb.)
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Post Post #4146 (isolation #576) » Sun Aug 20, 2017 1:04 pm

Post by callforjudgement »

Modified FBI Agent
(50% chance of town, 50% of being a member of what would otherwise be the smallest groupscum faction)

Each night, you may choose a player. The moderator will let you know if that player has a win condition which is neither the Town win condition, nor the standard groupscum win condition for some groupscum faction.

If your target has an effect on them that causes investigations for alignment to return inaccurate results, this ability unconditionally returns "neither town nor groupscum", even if the ability is something like Miller which causes a townie to appear to be groupscum (or some other combination which normally wouldn't affect this role).
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Post Post #4147 (isolation #577) » Sun Aug 20, 2017 1:06 pm

Post by callforjudgement »

Town Strong Verifier


Each night, you may choose a player. The moderator will let you know if there are any effects on that player that could potentially interfere with an investigation on that player. (Note that this is broadly construed, e.g. things like Ascetic, Miller, a Lawyer or Framer effect, a Deflector effect, etc., could all interfere with an investigation from the point of view of this ability. Things like Visitor do not count as interfering with an investigation, even though their only effect is to produce results that are visible on investigations.)

This ability cannot be blocked or redirected.
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Post Post #4148 (isolation #578) » Sun Aug 20, 2017 1:07 pm

Post by callforjudgement »

Mafia Even-Night Lawyer
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Post Post #4149 (isolation #579) » Sun Aug 20, 2017 1:10 pm

Post by callforjudgement »

Odd-Night Role Swapper
(alignment chosen by moderator, defaulting to a scum faction existing elsewhere in the game with an absent or nonstandard nightkill, or town if there isn't such a faction)

Each odd-numbered night, choose two players. All non-factional aspects of those players' roles will be swapped (i.e. they'll each gain the other's roles, but win conditions and factional abilities will remain unchanged). The players will be informed of the change to their roles (and what the new role does), but not of previous actions taken by the other player or their results. If this ability fails on either player, it fails on both.
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Post Post #4150 (isolation #580) » Sun Aug 20, 2017 1:13 pm

Post by callforjudgement »

Reroll, only the newly selected roll is flying


(Flying players can only be targeted by other players with flying. Some portions of the Grand Idea thread have quite the density of flying roles, but we haven't had any in a while, so the interaction between multiple such roles is unlikely to come up in practice.)
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Post Post #4151 (isolation #581) » Sun Aug 20, 2017 1:13 pm

Post by callforjudgement »

A copy of the previous role to have been generated


If this is the first role to be generated, make it a copy of the last role to have been generated instead.
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Post Post #4152 (isolation #582) » Sun Aug 20, 2017 1:17 pm

Post by callforjudgement »

Town Unvanillaiser


Each night you may target someone, if they're a VT then their role will be rerolled (apart from any win condition / factional abilities, which remain those of a Townie). The player will be informed of their new role.
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Post Post #4153 (isolation #583) » Sun Aug 20, 2017 1:19 pm

Post by callforjudgement »

Town Antiweak Rolecop


Each night, you may choose a player. If that player is town-aligned, you die. If that player isn't town-aligned, or is town-aligned but you were protected, you will learn all aspects of their role other than their alignment and any factional abilities.
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Post Post #4154 (isolation #584) » Sun Aug 20, 2017 1:21 pm

Post by callforjudgement »

Remorseful Serial Killer


If you die, you become Town-aligned. You're still dead, but you'll end up winning if Town wins. You can also win via the Serial Killer win condition.
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Post Post #4155 (isolation #585) » Sun Aug 20, 2017 1:25 pm

Post by callforjudgement »

Mafia Recursive Watcher


Each night, you may choose a player. You will learn the identity of each player that targets your target that night. Additionally, that player will become a Recursive Watcher (and able to use the ability on future nights).
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Post Post #4156 (isolation #586) » Sun Aug 20, 2017 1:27 pm

Post by callforjudgement »

Odd-Night Bulletproof Zigzag Townie
(20% chance of being a Zigzag Mafia instead)

You can only make a post if the post number of the resulting post would be even. Every time you screw up this post restriction, an extra vote (which shows on the vote count) will be added on you for the rest of the Day.
You cannot be killed on odd-numbered nights.
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Post Post #4157 (isolation #587) » Sun Aug 20, 2017 1:30 pm

Post by callforjudgement »

Town Hammer Self-Deflector


You passively deflect any abilities that are aimed at the player who hammered the previous Day onto yourself instead.
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Post Post #4158 (isolation #588) » Sun Aug 20, 2017 1:32 pm

Post by callforjudgement »

Reroll three times and combine the roles; all resulting active actions are Compulsive, and you can (and must!) use them all in the same night


Pick the alignment of the resulting role based on a) effects that are inherently tied to a particular alignment (e.g. Innocent Child, Cult Recruitor); b) mod discretion, if a moderator is involved; c) majority choice among the alignments you rolled; d) Town by default if all else fails.
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Post Post #4159 (isolation #589) » Sun Aug 20, 2017 1:33 pm

Post by callforjudgement »

Mafia 1-Shot Briber


Once in the game, at night, you may choose a player (other than yourself, obviously). That player automatically wins regardless of their win condition, and leaves the game.
(Note that this ability can, like most night abilities, be blocked, redirected, etc. by people who have an appropriate role for doing so.)
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Post Post #4160 (isolation #590) » Sun Aug 20, 2017 1:35 pm

Post by callforjudgement »

Town Votivator


Each night, you may choose a player (other than yourself). That player will become a Doublevoter (the variant that publicly doubles the weight of each vote) throughout the following Day. (This may affect the lynch threshold.)
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Post Post #4161 (isolation #591) » Sun Aug 20, 2017 1:38 pm

Post by callforjudgement »

Town 1-Shot Diffusive Votivator


Once in the game, at night, you may choose to perform a "diffusive votivate": each player who's a member of your faction will have a ⅔ chance of becoming a Doublevoter during the following day, and each other player will have a ⅓ chance of becoming a Doublevoter during the following day. ("Doublevoter" here is the variant which has normal voting mechanics but a doubled weight on the vote, which is visible on the vote count. This may, and probably will, affect the lynch threshold.)
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Post Post #4162 (isolation #592) » Sun Aug 20, 2017 1:39 pm

Post by callforjudgement »

Town 1-Shot Diffusive Roleblocker


Once in the game, at night, you may choose to perform a "diffusive roleblock"; each player who's a member of your faction will have a ⅓ chance of being roleblocked, and each other player will have a ⅔ chance of being roleblocked. (To avoid a paradox, this role cannot block itself. You can block your ability to perform any other actions you might happen to have, though.)
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Post Post #4163 (isolation #593) » Sun Aug 20, 2017 1:40 pm

Post by callforjudgement »

Reroll, then change the alignment


The newly chosen alignment is at mod discretion, defaulting to Town, or Mafia if the original alignment was Town.
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Post Post #4164 (isolation #594) » Sun Aug 20, 2017 1:41 pm

Post by callforjudgement »

A copy of the previous role to have been generated, with alignment reversed


Reroll this if this is the first role to be generated, or if the previous role is inherently tied to a particular alignment.
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Post Post #4165 (isolation #595) » Sun Aug 20, 2017 1:42 pm

Post by callforjudgement »

Insulated Townie


Any roles or game mechanics which are bastard or otherwise highly unusual (mod's discretion) fail to have any effect on you. For example, you can't be recruited into a Cult.
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Post Post #4166 (isolation #596) » Sun Aug 20, 2017 1:48 pm

Post by callforjudgement »

Missingno.


Generate some random strings using this random.org link. If any substring of the result even approximates the name of a Mafia role or alignment, or can be seen as a description of such, you have that role or alignment respectively. Any aspects of your role which aren't specified default to vanilla (if the role is unspecified) and town (if the alignment is unspecified).

The created role should be named based on the actual portions of strings that were used, rather than renaming it to be more intelligible or normal.

Some sample runs: one run had "cow" in it, which is an alignment mentioned elsewhere in the thread; another contained "jaii", which I guess is close enough to Jailkeeper/Jailor to count, and would produce a "Town Jaii" which acts like a Town Jailkeeper. Many of the runs contain nothing intelligible at all, though.
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Post Post #4167 (isolation #597) » Sun Aug 20, 2017 1:53 pm

Post by callforjudgement »

Flying Fruit Vendor
(alignment chosen by moderator, or randomly between town/mafia/werewolf if there's no moderator)

Each night, you may give a player fruit; they will be informed that they received fruit, but not who gave it to them. You cannot use this ability if you perform any other ability on the same night.
Additionally, you have flying (you can only be targeted by other players with flying).
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Post Post #4168 (isolation #598) » Sun Aug 20, 2017 1:54 pm

Post by callforjudgement »

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).
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Post Post #4169 (isolation #599) » Sun Aug 20, 2017 1:56 pm

Post by callforjudgement »

Serial Killer Bus Driver


Can bus-drive and kill on the same night.
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