Grand Idea Mafia

This forum is for discussion related to the game.
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Post Post #12750 (ISO) » Tue Apr 16, 2024 3:37 pm

Post by SmileyDude1 »

Town Loyal Loverizer


Each night, you may target two players. Assuming no interference with your action, those two players will become lovers at the end of the night. Should one of them die, the other will immediately die from heartbreak as well. This ability can only work if both targets share your alignment. Players will be informed should they become lovers from this ability.
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Post Post #12751 (ISO) » Tue Apr 16, 2024 3:42 pm

Post by SmileyDude1 »

Town Love Doctor


Each night, you may target a player. Assuming no interference with your action, you will remove all love effects from your target including lover relationships and loved (one more vote to eliminate) modifiers among other things*.

*=The scope of what is considered a "love effect" is up to mod discretion
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Post Post #12752 (ISO) » Wed Apr 17, 2024 3:29 am

Post by Cook »

Town Love Shack

Each night, you may target someone to add them to your Love Shack.

The Love Shack is a neighborhood PT. Anyone inside the Love Shack is Loved, requiring one more vote than usual to be eliminated.

All players within the Love Shack have a compulsive factional ability as long as there are two members of the Love Shack:
We Can Get TogetherTarget another player in the Love Shack, this action is Strong-Willed. Assuming no interference with your action, you will become Lovers with your target until you "get together" with someone else.
Your friendly neighborhood chef and baker. LONG LIVE THE CHEFHAT REBELLION!
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"ya true if you don't play mafia you are probably winning" – Alisae

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Post Post #12753 (ISO) » Wed Apr 17, 2024 3:33 am

Post by Cook »

Mod
Discretion
Aligned
Aromantic
Asexual


You have a moderator discretion alignment. You are immune to abilities which would make you Lovers with another player, and cannot be put into a Lover pairing with another player at the start of the game.

You have a flavored Fruit Vendor ability to vend garlic bread to another player.
Your friendly neighborhood chef and baker. LONG LIVE THE CHEFHAT REBELLION!
Cults With Guns //
"ya true if you don't play mafia you are probably winning" – Alisae

Inventor of 3d20 //
Successful Rebellion Leader//
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Post Post #12754 (ISO) » Wed Apr 17, 2024 4:57 am

Post by Radical Rat »

Town Vampire


Immortality:

-You cannot be killed except by your own abilities, or by abilities that specifically target Vampires.

Drink Blood:

-Each night, you may target one player to drink their blood.
-If successful, the target will be weak from blood loss, causing any protective abilities normally affecting them to be ineffective (Doctor, Bulletproof, etc.), and any delayed kills to instead happen immediately (This only applies to time-delayed kills, such as Poisoner, and not to manually triggered kills, such as Arsonist).
-This action will automatically fail if the target possesses any items or flavor containing the word "garlic."
-If you at any point possess any items or flavor containing the word "garlic," you will be unable to drink blood until all garlic is removed.
-If you do not drink blood, you will lose
Immortality
until you successfully drink blood again.
-If you do not drink blood for two nights in a row, you will die.
-You will be informed if this action fails.

Uncloak:

-At any point during the day, you may reveal yourself to be a
Town Vampire
, by posting "
Uncloak
" in the game thread.
-You will burn in the sun and die after this ability is resolved, unless a mechanic is in effect that blocks the sun, or your death would otherwise be prevented.
-Uncloaking is permanent. If you survive the day you uncloak, you may still die if there is sunlight present at the start of a future day.

You are aligned with the
Town
, and win when all threats to the Town have been eliminated, or when nothing could prevent this.
Last edited by Radical Rat on Wed Apr 17, 2024 8:17 am, edited 1 time in total.
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Post Post #12755 (ISO) » Wed Apr 17, 2024 7:44 am

Post by Cook »

Town Day 1d6 Solar Eclipse


1d6 days from the phase this role entered play, a solar eclipse will happen, which will lock the thread for 24 hours at a random point during the day (which is guaranteed to not be the first 24 or last 24 hours). During this time, the mod will post a video of a solar eclipse from a suitable source.
Your friendly neighborhood chef and baker. LONG LIVE THE CHEFHAT REBELLION!
Cults With Guns //
"ya true if you don't play mafia you are probably winning" – Alisae

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Successful Rebellion Leader//
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Post Post #12756 (ISO) » Wed Apr 17, 2024 7:49 am

Post by TemporalLich »

Town Green Shimmering Garlic Bread Vendor


Each night, you may give a player a piece of
✧green shimmering garlic bread✧
.

A player receiving
✧green shimmering garlic bread✧
will immediately eat it. Those who have eaten green shimmering garlic bread have their name show up as
✧green with 4-pointed stars around it✧
in votecounts.

If this role has ever existed in the setup, anyone with the
✧green shimmering✧
effect is considered to have garlic in their flavor.

Mod Note: Green shimmering takes precedence over regular shimmering
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Post Post #12757 (ISO) » Wed Apr 17, 2024 8:12 am

Post by TemporalLich »

Town Overelimination Treasure Crate


If anyone votes you after you have been hammered, whoever voted you above the elimination threshold will gain a 1-shot Scumfinder (You may investigate a player each night. You get an
Innocent
result if your target's current alignment has a win condition that can win while the Town wins. You get a
Guilty
result if this isn't the case.) invention and a 1-shot Mysterious Conduit (You may target a player to charge them with a mysterious energy.) invention.

Mod Note: Town, Survivor, Jester, Unjester, and Condemner are examples of Innocent results for the Scumfinder.
Groupscum (e.g. Mafia), Cult, and Serial Killer are examples of Guilty results for the Scumfinder.

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

Mysterious energy is mysterious, it will have a subtle effect. Mysterious energy is a lingering effect that lasts indefinitely. Mod Discretion applies on mysterious energy's effect.
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Post Post #12758 (ISO) » Wed Apr 17, 2024 11:20 am

Post by ketchup777 »

Informed townie with a garlic bread addiction


You have an addiction to garlic bread.

Long ago, times were good. You had all the garlic bread you could ever have wanted and more. People stopped and stared and pinched their noses when they passed you, covered in garlic bread and lying in a heap on the streets, yes. But you were happy. Oh, so happy. But now, times have changed. The dark days began when the local supermarket was shut down. Too soon you realised the dreadful consequences- no more easy access to garlic bread! You tried online deliveries but the texture of the bread was never quite right, never quite fresh.

Cut to now- you are down to your last two pieces of garlic bread. You must consume a piece of garlic bread each night. Failure to do so will cause you to unavoidably die (yep, it’s that bad). But there’s hope yet!- word on the street is there’s a garlic bread vendor in town, and you may be yet saved.

You are informed that a Garlic Bread Vendor exists in the game.
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Post Post #12759 (ISO) » Wed Apr 17, 2024 11:23 am

Post by TemporalLich »

Town Garlic Bread Vendor
(reroll for role)


When rolling this role card, reroll for the role to be added onto
Town Garlic Bread Vendor
.

Each night, you may give a player a piece of garlic bread. They will be notified they received a piece of garlic bread.




This role exists so a Garlic Bread Vendor doesn't necessarily imply was rolled.
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Post Post #12760 (ISO) » Wed Apr 17, 2024 11:44 am

Post by TemporalLich »

Aware Believer
(alignment up to mod discretion)

During pregame, you are informed if one of these things are true or not:

A role that can charge someone with mysterious energy exists.

A role that can give someone an Enchanted Fae Bauble exists.

A player is charged with mysterious energy.

A player has an Enchanted Fae Bauble.
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Post Post #12761 (ISO) » Wed Apr 17, 2024 12:05 pm

Post by Jake The Wolfie »

Alien Mindcensor


While you are alive, no player is informed of what their role is. Instead, at the beginning of each phase the moderator will tell them what actions they can take and what targets they can choose for those actions.
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Post Post #12762 (ISO) » Wed Apr 17, 2024 1:26 pm

Post by Cook »

Reroll Census Worker
(reroll for role)

At the start of the game, you are informed:
  1. How many Town members there are, to the nearest multiple of 4 (preferring down over up if equally close);
  2. How many unique win conditions there are in the game (secondary win conditions count as separate conditions);
  3. The earliest phase Town could possibly mechanically win in (if absolutely everything went right)
This role would get:
0 Town
if there are 0, 1, or 2 Townies in the game
4 Town
if there are 3, 4, 5, or 6 Townies in the game
8 Town
if there are 7, 8, or 9, or 10 Townies in the game
12 Town
if there are 11, 12, 13, or 14 Townies in the game
16 Town
if there are 15, 16, 17, or 18 Townies in the game
Your friendly neighborhood chef and baker. LONG LIVE THE CHEFHAT REBELLION!
Cults With Guns //
"ya true if you don't play mafia you are probably winning" – Alisae

Inventor of 3d20 //
Successful Rebellion Leader//
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Post Post #12763 (ISO) » Wed Apr 17, 2024 2:55 pm

Post by SmileyDude1 »

Town Target Setter


Each night, you may target a player. Assuming no interference with your action, your target will be marked making them vulnerable for the following night phase. All actions targeting them during that night phase will automatically succeed. The target will not be informed that they were marked.
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Post Post #12764 (ISO) » Wed Apr 17, 2024 2:56 pm

Post by SmileyDude1 »

Mafia Target Setter


Each night, you may target a player. Assuming no interference with your action, your target will be marked making them vulnerable for the following night phase. All actions targeting them during that night phase will automatically succeed. The target will not be informed that they were marked.
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Post Post #12765 (ISO) » Wed Apr 17, 2024 2:59 pm

Post by Jake The Wolfie »

Cult Fractionizer


Once per game, you may become a Cult Leader in addition to any other Cult Leaders. If you do, all Cult Leaders, present and future, gain "When you die, if you aren't the last Cult Leader, any cultist may choose to become a Cult Leader." and "Survive to see all other Cult Leaders killed for their heresy."
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Post Post #12766 (ISO) » Wed Apr 17, 2024 3:01 pm

Post by SmileyDude1 »

Alien 2-Shot Nightstalker


Up to twice a game at night, you may target a player. Assuming no interference with your action, you will permanently stalk them, you will be made aware of who else they visited as well as who else visited them for the rest of the game. This action cannot be blocked.

You may only stalk one living target at a time. Should you successfully use this ability while you are already stalking someone, you will cease stalking your old target in favor of your new one.
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Post Post #12767 (ISO) » Thu Apr 18, 2024 7:50 am

Post by light_ganski »

Werewolf Protest Voter


You may not cast a vote for the player who currently has the highest number of votes on them. If multiple players are tied for the highest number of votes, you may not cast a vote for any of them, but if no votes are currently cast you may vote for any player.
A work in progress

"The philosophers have hitherto only interpreted the world, in various ways; the point, however, is to change it".
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Post Post #12768 (ISO) » Thu Apr 18, 2024 8:32 am

Post by light_ganski »

Mafia Bad Meat Vendor


Once per night, you may give another player a
piece of meat
. However, the meat is bad, and gives them
food poisoning
.

Mod notes: any player who develops food poisoning will be told they have food poisoning. At the end of the next night phase, flip a coin. If
heads
, they are cured of food poisoning and informed as such. If
tails
, they die, and their death is announced as them having died of food poisoning.
A work in progress

"The philosophers have hitherto only interpreted the world, in various ways; the point, however, is to change it".
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Post Post #12769 (ISO) » Thu Apr 18, 2024 9:43 am

Post by Gypyx »

Dark Creature 1-shot Vigilante
White Flag : Carebear Edition is in signups ! (9/13) sign up if you want a low pressure, high friendliness game !

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Post Post #12770 (ISO) » Thu Apr 18, 2024 10:09 am

Post by TemporalLich »

Doom Seeker
(reroll for role)


Doom Seeker: Doom Seekers have a factional fate of doom action. Each night, a player may be fated. A fated player who is targeted after they are fated will unavoidably die (this doesn't count the night they were fated). A fated player will unavoidably die two Nights after they were fated.

Doom Seekers enable the Doom Counter mechanic for Grand Idea Mafia games.

Doom counters are added in these scenarios:

+1 - Town player was targeted by a Doom Seeker's ability.
+1 - A player dies because of fate of doom.
-1 (as in remove a doom counter) - True groupscum or hostile third party player was targeted by a Doom Seeker's ability.

If a Doom Seeker dies, doom counters will be removed corresponding to how many Doom seekers were still alive plus 1. For example, if a Doom Seeker dies when there were 3 alive, 4 doom counters will be removed.

Doom Seekers win if the game ends with everyone dead, and also win if all threats to them are gone.

Doom Seeker
Doom Counter effects (n is the number of Doom Seekers in the setup, n may not be less than 2):

-2n or less - Doom Seekers become unable to fate of doom and there is a 20% chance for all killing actions to fail.

-n or less - The mod flavor becomes motivational.

n or more - The mod flavor becomes creepy.

2n or more - Factional kills become Strong-Willed unless they are targeting Doom Seekers.

3n or more - There is a 20% chance for each Results PM to be consumed by the darkness, having the PM only say "
This Results PM was consumed by the darkness.
"

4n or more - A random non-Doom Seeker player is consumed by the darkness, disappearing without a flip and becoming unable to be interacted with even by dead interacting roles. This effect only triggers once in the game.

5n or more - Doom Seekers may act twice each night. The moderator posts "
The sky has melted into abyssal darkness. This is going to be a wretched night.
"


(reroll for role): Reroll for the role attached to the
Doom Seeker
alignment (or your alignment card's alignment, if separate role and alignment cards may be picked).




Doom counters in Grand Idea? Let me know if this is a good idea.
Last edited by TemporalLich on Sat Apr 20, 2024 6:55 pm, edited 2 times in total.
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Post Post #12771 (ISO) » Thu Apr 18, 2024 10:12 am

Post by TemporalLich »

Dark Creature Trickster Imp


Dark Creature: You are a
Dark Creature
.
Dark Creatures
are a scum team with a factional "Plunge in Darkness" ability to roleblock someone that Night and also cause them to die the next Night.

Trickster Imp: Each night, you may replace someone's action with one of these actions. Strong-willed actions may not be replaced.

Tracker - You may learn who a player targeted.
Roleblocker - You may prevent a player from acting.
Fruit Vendor - You may give a player fruit. A player receiving fruit will be informed of such.
Neighborizer - You may add a player to your neighborhood.
Parrot Role - If that player has an active ability, you will use that ability on that player.

You may use items to replace someone's action with the item's ability.
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Post Post #12772 (ISO) » Thu Apr 18, 2024 6:13 pm

Post by Jake The Wolfie »

Alien Card Councillor


If a random GIM Role Card is needed, you may choose a Role Card to be used instead.
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Post Post #12773 (ISO) » Thu Apr 18, 2024 6:48 pm

Post by TemporalLich »

Dark Creature Mysterious Rift


Dark Creature: You are a
Dark Creature
.
Dark Creatures
are a scum team with a factional "Plunge in Darkness" ability to roleblock someone that Night and also cause them to die the next Night.

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

Once in the game during night, you may cause a
Mysterious Energy Shift
. This will change the effect of mysterious energy, cause you to learn the previous and current mysterious energy effect, and charge two random players with a mysterious energy. A
Mysterious Energy Shift
will be announced in thread with a message like this:

A
Mysterious Energy Shift
has happened!

something has changed


Mod Note: Mysterious energy is mysterious, it will have a subtle effect. Mysterious energy is a lingering effect that lasts indefinitely. Mod Discretion applies on mysterious energy's effect.

Note that this role is capable of changing and learning the mysterious energy effect.
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Post Post #12774 (ISO) » Thu Apr 18, 2024 6:58 pm

Post by TemporalLich »

Mysterious Deity of Mystery
(alignment up to mod discretion)

This role is
Mythical
. A
Mythical
role can only be rolled by the initial setup roll. If this role is rolled for any other reason, reroll this role. Anyone with a
Mythical
role is unable to be targeted by role changing roles (as if they were Commuting) and is immune to role changing effects.

You are informed of the mysterious energy effect during pregame, and every time it is changed.

Each night, you may cause a player to be unavoidably charged with a mysterious energy. This ability is treated as untargeted for all purposes.

At any time, you may choose to be charged with a mysterious energy or not.

Mod Note: Mysterious energy is mysterious, it will have a subtle effect. Mysterious energy is a lingering effect that lasts indefinitely. Mod Discretion applies on mysterious energy's effect.

Note that this role is capable of learning the mysterious energy effect.
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