Grand Idea Mafia

This forum is for discussion related to the game.
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Post Post #12825 (ISO) » Tue Apr 23, 2024 7:40 pm

Post by DragonEater70 »

Mafia Battleship Captain


Once, during a day phase, you may attempt to recruit up to 4 other players to your crew. Each will be given the option to join or decline (if they don't respond, it defaults to decline).

You will have the following effects and abilities, based on how many join:

0 crew - you're roleblocked the following night.

1 crew - no effect.

2 crew - you gain a 1-shot bulletproof (ship's hull) and a 1-shot juggernaut (ship's cannon).

3 crew - you gain a 1-shot bulletproof, a 1-shot juggernaut, are completely roleblock immune so long as all of you crew are alive, and gain the ability to use
one
of the following actions each night:
  • target two players. Abilities targeting the first will target the second instead. Abilities targeting the second will target the first instead.
  • target one player. They will be roleblocked.
4 crew - you gain a 1-shot bulletproof, a 1-shot
vigilante
, are strongwilled so long as all of you crew are alive, and gain the ability to use
one
of the following actions each night:
  • target two players. Abilities targeting the first will target the second instead. Abilities targeting the second will target the first instead.
  • target
    two
    players. They will be roleblocked.
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Post Post #12826 (ISO) » Wed Apr 24, 2024 3:27 am

Post by Cook »

Third-Party Inquisitor

At the start of the game you will be informed of the roles and alignments of three players in the game. These players are Heretics and must die for you to win. They do not know they are heretics.

Target someone at night. Assuming no interference with your action, you will learn if your target is a Heretic or not. This action will pierce effects which would normally fool investigative roles, like suits (Godfather, Miller, etc.)

You may opt instead to vanquish your target. Assuming no interference with your action, you will kill them. If you kill a non-Heretic with this action, you will lose this ability.

You will exit the game in victory if you live to see your Heretics die by any means.
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Post Post #12827 (ISO) » Wed Apr 24, 2024 6:00 pm

Post by SmileyDude1 »

Town Altruist


Once a game at night, you may activate your ability. Upon doing so, at the end of the night phase you will be shown all the players who died during said phase and will be given a limited amount of time to choose one of them. The target you choose will be brought back to life (before they flip) and you will die in their place. Should you not choose a target in time, your decision will be randomized.
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Post Post #12828 (ISO) » Wed Apr 24, 2024 7:34 pm

Post by TemporalLich »

Town Mysterious Conduit Moonlight Dancer


You may PM the moderator at any time saying "Dance in the Moonlight". You may do this once per phase.

The moderator will then post "{playername} dances and howls in the moonlight."

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

Mod Note: This role 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.




In post 12830, Jake The Wolfie wrote:
Unsolved Aura Alt. Mafioso


You have an Unsolved Aura around you. You know there exists a connection between this and
Mysterious Energy
, of which you know nothing of.
I like this idea tbh,
extra mysterious
time will end
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Post Post #12829 (ISO) » Thu Apr 25, 2024 3:45 am

Post by Cook »

Town Activated Moonlight Dancer 2-Shot Multishot Day Vigilante


You may PM the moderator at any time saying "Dance in the Moonlight". You may do this once per phase.

The moderator will then post "{playername} dances and howls in the moonlight."

If you dance in the moonlight during the day, you may target as many people as you have shots left per day by posting
SHOOT: Playername
in the main thread. Assuming no interference with your action, you will kill your target.




awoooooooo *begins filling people with holes*
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Post Post #12830 (ISO) » Thu Apr 25, 2024 1:41 pm

Post by SmileyDude1 »

Town Heckler


You have the following two abilities of which you may use one per night phase.

Taunt
- Each night, you may target a player. Assuming no interference with your action, you will taunt your target, any action they take during the following night phase will be redirected to you.

Boo!
- Each night, you may target a player. Assuming no interference with your action, you will toss a tomato at your target. The mod will announce at the beginning of the day that your "target is being pelted with tomatoes for their terrible performance". Their name in VCs will be made red and a hated effect will be applied to the target for the duration of the day phase causing them to take 1 fewer vote to eliminate than normal. You can't target the same player with this action twice in a row.

Hated effect will disable should the game be in ELO.
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Post Post #12831 (ISO) » Thu Apr 25, 2024 1:42 pm

Post by SmileyDude1 »

Mafia Heckler


You have the following two abilities of which you may use one per night phase.

Taunt
- Each night, you may target a player. Assuming no interference with your action, you will taunt your target, any action they take during the following night phase will be redirected to you.

Boo!
- Each night, you may target a player. Assuming no interference with your action, you will toss a tomato at your target. The mod will announce at the beginning of the day that your "target is being pelted with tomatoes for their terrible performance". Their name in VCs will be made red and a hated effect will be applied to the target for the duration of the day phase causing them to take 1 fewer vote to eliminate than normal. You can't target the same player with this action twice in a row.

Hated effect will disable should the game be in ELO.
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Post Post #12832 (ISO) » Thu Apr 25, 2024 1:48 pm

Post by SmileyDude1 »

Alien Brain Prober


Each night, you may target a player. Assuming no interference with your action, you will begin probing your target's brain. At the end of the next night phase, the probe will be complete and you will turn your target into a vegetable. They will be considered dead for the purposes of win conditions and can no longer vote, but they will retain posting access in any threads they may have access to. They may also once per game attempt to send a player a vegetable of their choosing during night phase. These veggies have no effect on the recipient.

Players will be informed should a probe be started on them. The effects of a probe will be cancelled should this role die before being able to complete the probe



PEDIT: Sure why not, i'll add it.
Last edited by SmileyDude1 on Thu Apr 25, 2024 4:32 pm, edited 3 times in total.
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Post Post #12833 (ISO) » Thu Apr 25, 2024 3:43 pm

Post by Cook »

Mod Discretion Role


Pick any role from the GIM thread and keep its alignment.




PLEASE give the probed vegetable a fruit vendor action flavored as sending vegetables. It clarifies the joke in a very nice way. Otherwise, call them a treestump.
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Post Post #12834 (ISO) » Thu Apr 25, 2024 4:43 pm

Post by TemporalLich »

Town Strange Item Holder


You have these items that no one has any idea of what they do...

You may target a player to attempt to use one of these items during the night. If your action fails, you will be notified of this and your item is not used up.

Your items:
Prismatic Beam
Shadow Tesseract
Aetherscope
Spear of Entropy
MetaBarrier
Mysterious Record
Enchanted Fae Storage Box
Invalid Item

Mod Note: yeah this is another mysterious role... Except this time, it should be treated like a LEGACY role, the first moderator to define these items in a useful way will have the canonical definitions of those items.




In post 12841, Cook wrote:PLEASE give the probed vegetable a fruit vendor action flavored as sending vegetables. It clarifies the joke in a very nice way. Otherwise, call them a treestump.
There actually is a Vegetable Vendor role in Grand Idea Mafia, which gives vegetables that grant the
Healthy
role (making the player immune to poison).
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Post Post #12835 (ISO) » Thu Apr 25, 2024 5:23 pm

Post by Jake The Wolfie »

Free Parking


At any time during the game, you may PM the moderator to reroll your slot.
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Post Post #12836 (ISO) » Thu Apr 25, 2024 6:44 pm

Post by Jake The Wolfie »

Free Parking


At any time during the game, you may PM the moderator to reroll your slot.
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Post Post #12837 (ISO) » Thu Apr 25, 2024 6:52 pm

Post by Jake The Wolfie »

Motor Oil Sparkling


Each night, you may target a player. If that player traveled during this game, you kill them.
("Traveling" includes using a
Traveler's
ability, being a member of any
Neighbourhood
, or using a targeted ability
o
n any
t
arge
t
oth
er
than themselves.)


You win as if you were a Serial Killer.
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Post Post #12838 (ISO) » Thu Apr 25, 2024 8:58 pm

Post by TemporalLich »

Town Astral Neighborizer


Each night, you may add a player to your neighborhood. This ability is treated as untargeted for all purposes.




Note that this role isn't a Force of Connections, and thus can still be blocked.
Astral
simply means "This ability is treated as untargeted for all purposes."
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Post Post #12839 (ISO) » Thu Apr 25, 2024 10:03 pm

Post by DragonEater70 »

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Post Post #12840 (ISO) » Thu Apr 25, 2024 10:03 pm

Post by DragonEater70 »

Werewolf Superstar
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Post Post #12841 (ISO) » Thu Apr 25, 2024 10:03 pm

Post by DragonEater70 »

Alien Superstar
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Post Post #12842 (ISO) » Thu Apr 25, 2024 10:34 pm

Post by DragonEater70 »

Town Santa


Each night you can give one of the following gifts to a player of you choice:
  • gun - used during the day to shoot someone.
  • bulletproof sweater - protects from one kill.
  • cookie - can be eaten at any time for a weak mod discretion effect (80% chance of being favorable, 20% of being unfavorable).
  • crystal ball - can be used to find a player's true role (but not alignment).
Every gift may only be given once.

Inspired by the EpicMafia role
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Post Post #12843 (ISO) » Fri Apr 26, 2024 11:08 am

Post by TemporalLich »

Town Mathematician


At the end of each Day/Night cycle, you will learn how many abilities have been interfered with that cycle.

Mod Note: An ability counts as having been interfered with if it has resolved differently than expected due to other player's abilities. This can include an ability being blocked, an investigation giving incorrect information, an ability being redirected, or an ability resolving with a different effect than normal.

Assuming normal phase structure, a Mathematician gets their results at the end of the Night.
time will end
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Post Post #12844 (ISO) » Fri Apr 26, 2024 11:35 am

Post by Cheery Dog »

Town Lumberjack


Each night, you may turn somebody into a tree stump.
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Post Post #12845 (ISO) » Fri Apr 26, 2024 11:58 am

Post by Cook »

Town 2-Shot Arborist


Twice in the game you may target a dead or treestumped player at night. Assuming no interference with your action, you will turn that player into a sapling.

Saplings can post and get a vote token item, but are considered dead for all other purposes.

Vote TokenIf you are not alive, spend this token to be able to vote for today. You don't count as part of majority.
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Post Post #12846 (ISO) » Fri Apr 26, 2024 12:01 pm

Post by Cook »

Mafia 2-Shot Recruiting Arborist


Twice in the game you may target a dead or treestumped player at night. Assuming no interference with your action, you will turn that player into a sapling. Your saplings secretly are also given a little mafia hat.

Saplings can post and get a vote token item, but are considered dead for all other purposes.

Vote TokenIf you are not alive, spend this token to be able to vote for today. You don't count as part of majority.

Little Mafia HatYou may put on this hat. If you do, your faction will change to Mafia, and you can perform one factional or personal ability. After you perform the ability, you will lose its abilities and keep the win condition.




The trees! They're recruiting the trees to the Mafia! What has this world come to?!
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Post Post #12847 (ISO) » Fri Apr 26, 2024 1:28 pm

Post by TemporalLich »

Town Weird Conduit


Each night, you may target a player to charge them with a weird energy. Weird energy functions similarly to mysterious energy but has a different effect from mysterious energy.

Mod Note:
this role does not exist


also, if this rolls, add "Mysterious Conduit" (Each night, you may target a player to charge them with a mysterious energy.) to a random player's role.
time will end
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Post Post #12848 (ISO) » Fri Apr 26, 2024 4:03 pm

Post by SmileyDude1 »

Town Quick Draw Enthusiast


Once a game during the day, you may PM the mod with intent to use your ability, Upon doing so, the mod will announce that a townwide duel will start within two hours of this post. The thread will remain open in the interim to allow for discussion

Two hours from the time of the mod's announcement, the mod will make another announcement stating "DRAW!!!". Upon this occurring any party may type
shoot: playername
to attempt to kill someone. Each player may only attempt to shoot once during the duel. The first player to do so will shoot their target killing them if they were not protected. The mod will announce the fact that the target has been shot and will flip said target if they die, afterwards, regardless of whether the shot killed or not, the day will end. If a shot is day-ending all shots made afterwards will not be registered.

Evil parties (Roles that cannot win alongside town) must wait an additional hour for any shots they make during quick draw to be day-ending. Should an evil party elect to shoot within the first hour after the mod announces draw, their shot will go through but it will not end the day, allowing for an additional shot to potentially be made. Should this occur all players who are aligned with said player will be locked out of taking a shot, no shots they make will register. The day will only end upon the first benevolent party (town or someone who could win alongside town) taking their shot or after an hour has passed and an evil party takes (or has already taken) their shot.
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Post Post #12849 (ISO) » Fri Apr 26, 2024 10:18 pm

Post by DragonEater70 »

Town Drunken Cop


Mod Note: give the player the same role PM you would give a sane (alignment) cop.

When the player attempts to investigate someone, roll a d100 and use the following table to interpret the result:

1-50: the player is too drunk to act and gets "no result".
51-75: the investigation is redirected to a random other player (the cop learns the new target and is led to believe they were redirected. additionally the result is still a correct result).
76-100: the investigation goes through successfully.

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