Grand Idea Mafia

This forum is for discussion related to the game.
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Post Post #2200 (ISO) » Tue Apr 19, 2016 8:37 pm

Post by callforjudgement »

Town Drillmaster


Each night, you my choose a player. You will learn whether that player could have used an action but chose not to. (Examples include active power roles who fail to submit an action, x-shot roles who are not out of shots but are conserving some for later, and groupscum who don't use their factional kill; these will all give "chose not to use an action". VTs and players who use all their night actions are indistinguishable with this investigation; "did not or could not choose not to use an action".)
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Post Post #2201 (ISO) » Wed Apr 20, 2016 2:08 pm

Post by Ircher »

Diplomat


Uses the first win con that applies to the setup.
Mods are instructed to provide all win cons in the role pm and to avoid telling the player which one applies. Aka, it's like a closed win con! You may want to include this notice in the role pm.


Win: You win with the Peacemaker. You must attempt to force all factions to avoid any kills/lynches (that succeed) for a total of 3 consecutive phases. This can be Night, Day, Night or Day, Night, Day.


Win: You win with the Self-Aligned Neutral Rebalancer! Please note that the Self-Aligned Neitral Rebalancer does not know this. You win when all factions (each Diplomat counts as a separate faction) are reduced to one player. You automatically lose if any faction is completely eliminated. The Self-Aligned Neutral Rebalancer and any third party factions are counted as separate factions (if multiple exist). The cult counts as a single faction. If you lose, you become a kingmaker in the game.


Win: All neutral survivors become a single faction. You are a part of that faction (as are any other diplomats). No neutral survivors will be informed of this changed win con, but you win if
All
of you survive to D3 and **you** or another diplomat survives to LyLo.


(If there are multiple Diplomats)
You, as are any other Diplomat, is allied with the town. You win when all threats to the town are eliminated.


(If there is a single Diplomat)
You are effectively a neutral survivor. You win if you are the only player remaining. If the game ever reaches a "would-be" Happily Ever After outcome, you win instead.


Each night, you may use
1
of your active abilities:

Diplomatic Relations
- Each night, you may use your diplomcy skills to form a neighborhood with 2 players. Mods are instructed to generate new neighborhood threads each time this power is used unless the player requests otherwise.

Diplomatic Persuasion
- You may attempt to convince a player to not vote each night. This ability cannot be roleblocked, but if the player you target is killed, you die too unless a doctor saves **you**.

1-Shot Role Cop
- As a diplomat, you can be very persuading at times. You may on a single night investigate a player. If you succeed, you will learn the alignment and role of the targeted player, free from any meddling abilities such as miller. You may also use this ability on yourself: if you aren't roleblocked, you will learn your true win condition.

Friendly Diplomat
- You may, once a night, have the mod confirm to another player that you are a diplomat. Your win con will not be revealed.

You also have two passive abilities: 1-Shot BP and 1-Shot Lynchproof.

Finally, when investigated, you show up as
Peaceful
and "Not Guilty" to any weapon inspections. (You appear guilty to anyone who investigates SK/Not SK).
Last edited by Ircher on Mon Aug 29, 2016 2:41 pm, edited 1 time in total.
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Post Post #2202 (ISO) » Wed Apr 20, 2016 2:19 pm

Post by Ircher »

Random Alignment Random Modifier Random Role


Roll a single 2d10 for this player.

Alignment: First Die

1. Cult
2. Survivor
3. Mafia
4. Town
5. Werewolf
6. Town
7. Mafia
8. Serial Killer
9. Alien
10. Mod Choice

Modifier: Second Die

1. Loyal
2. Weak
3. 2-Shot Ninja
4. 2-Shot Strongman
5. Ascetic
6. 2-Shot Bulletproof
7. Weak
8. Loud
9. Neighbor
10. Reflexive

Role (Sum/Total)

2. Jailkeeper
3. Apple Vendor
4. Bus Driver
5. Doctor
6. Insane Cop
7. CPR Doctor
8. Naive Cop
9. Neighborizer
10. Tracker
11. Sane Cop
12. Jailkeeper
13. Grape Vendor
14. Paranoid Cop
15. 1-Shot Neighborizer
16. Tree Stump
17. Vigilante
18. Bus Driver
19. Bus Driver
20. Rolestopper
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Post Post #2203 (ISO) » Wed Apr 20, 2016 2:21 pm

Post by callforjudgement »

1-shot Wincon Copier


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

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

Post by callforjudgement »

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

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

Post by callforjudgement »

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

Each night, you may submit to the moderator a hypothetical role that a player could have in a Mafia game, and a hypothetical set of actions that that role could take that night (including "no actions", either because the role you chose does not have an action or because it could choose not to take any actions). Any investigative roles will produce results as though you had the chosen role and performed the chosen action. (Note that this even applies to roles who investigated at other players if they would see you performing the action, e.g. if a Watcher or Voyeur investigated a player you pretended to target, they would see the you take the action you pretended to take.) Exception: You cannot pretend to take an action that in of itself can change or block investigative results on another player (e.g. you cannot mimic a Framer or a Roleblocker, which could cause incorrect guilty and "you were blocked" results respectively).
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Post Post #2206 (ISO) » Wed Apr 20, 2016 2:35 pm

Post by Ircher »

Random Alignment Random Modifier Random Role


Roll a single 2d10 for this player.

Alignment: First Die

1. Serial Killer
2. Survivor
3. Mafia
4. Town
5. Werewolf
6. Town
7. Mafia
8. Serial Killer
9. Lyncher
10. Mod Choice

Modifier: Second Die

1. Loved
2. Triggered (When any player of the same faction dies)
3. 1-Shot Lynchproof
4. Vengeful
5. Heroic
6. Day
7. Non-Consecutive
8. Compulsive
9. Even-Night
10. Reflexive

Role (Sum/Total)

2. Jailkeeper
3. Orange Vendor
4. Bus Driver
5. Doctor
6. Voyeur
7. CPR Doctor
8. Roleblocker
9. Neighborizer
10. Tracker
11. Watcher
12. Vigilante
13. Grape Vendor
14. Role Cop
15. Vigilante
16. Tree Stump
17. Vigilante
18. Bus Driver
19. Bus Driver
20. Rolestopper
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Post Post #2207 (ISO) » Wed Apr 20, 2016 3:04 pm

Post by callforjudgement »

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

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

Post by callforjudgement »

Assimilator


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

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

You win if you achieve a victory condition assimilated from another player.
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Post Post #2209 (ISO) » Thu Apr 21, 2016 2:08 am

Post by Ircher »

Random Alignment Random Modifier Random Role


Roll a single 2d10 for this player.

Alignment: First Die

1. Serial Killer
2. Serial Killer
3. Town
4. Town
5. Werewolf
6. Town
7. Werewolf
8. Serial Killer
9. Jester
10. Mod Choice

Modifier: Second Die

1. Compulsive
2. Reflexive
3. Odd-Night Compulsive
4. Even-Night Reflexive
5. Day Compulsive
6. Day Reflexive
7. Even Day Compulsive
8. Odd Day Reflexive
9. Triggered Compulsive (Modifier is truggered; triggered when any player is targeted by you)
10. Triggered Reflexive (Modifier is triggered; triggered when any player targets you)

Role (Sum/Total)

2. Vigilante
3. Apple Vendor
4. CPR Doctor
5. Rolestopper
6. Arsonist
7. Orange Vendor
8. CPR Doctor
9. Roleblocker
10. Vanillaizer
11. Grape Vendor
12. CPR Doctor
13. Jailkeeper
14. Psychiatrist
15. Pineapple Vendor
16. CPR Doctor
17. Redirector
18. Vigilante
19. CPR Doctor
20. Role Normalizer
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Post Post #2210 (ISO) » Thu Apr 21, 2016 8:03 am

Post by callforjudgement »

Town Landscaper


Any investigation that determines whether you own a weapon will determine that you own a chainsaw.
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Post Post #2211 (ISO) » Thu Apr 21, 2016 9:03 am

Post by Ircher »

Neutral Survivor Post-Restricted Self-Watcher Watcher


Self-Watcher
: You will be informed of any player who visits you (you will only be given names)
Restriction:
You may not vote for or talk about anyone who on the previous night visited you.
Last edited by Ircher on Fri Apr 06, 2018 3:01 pm, edited 3 times in total.
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Post Post #2212 (ISO) » Thu Apr 21, 2016 9:06 am

Post by callforjudgement »

Vanilla Townie


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

Post by callforjudgement »

Alternating Poster
(alignment chosen by moderator)

You may only post as an odd-numbered post (i.e. so that the post has an odd number, like #2213). You will be warned the first time you violate this rule and modkilled the second. (Make sure to watch out for being ninja'd; the forum warns you that you were ninja'd, but if you choose "preview" the warning can be hard to notice; you might want to try just submitting all your posts without previewing them.)
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Post Post #2214 (ISO) » Thu Apr 21, 2016 1:21 pm

Post by Ircher »

Mafia Day Goon


All mafia kills are now performed in the day rather than at night.
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Post Post #2215 (ISO) » Fri Apr 22, 2016 9:15 am

Post by Ircher »

Town 3-Shot Bulletproof Odd Night Compulsive Reflexive Friendly Neighbor


The Compulsive modifier only applies to odd nights: Someone MUST target you those nights, or you lose your vote for the next 2 day phases.
Last edited by Ircher on Fri Apr 06, 2018 3:01 pm, edited 3 times in total.
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Post Post #2216 (ISO) » Fri Apr 22, 2016 12:44 pm

Post by Cheery Dog »

Vanilla (alignment to be determined by mod)


I don't you've got the right role at the end there. Friendly Neighbour can do their own targeting.
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*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #2217 (ISO) » Fri Apr 22, 2016 12:55 pm

Post by Ircher »

Werewolf


@Cheery -- Whoops, left out "Reflexive"
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Post Post #2218 (ISO) » Sat Apr 23, 2016 3:18 pm

Post by Ircher »

Mafia Reflexive Condemnerizer


Anyone who targets you must eliminate you to win. Their old win condition is replaced; however, any factional abilities they once possessed, they continue to possess (including factional talk).
Last edited by Ircher on Tue Aug 18, 2020 11:25 am, edited 3 times in total.
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Post Post #2219 (ISO) » Tue Apr 26, 2016 1:16 pm

Post by Ircher »

Mafia Deathproof Lover

This applies even in LyLo (deathproof modifier).

Assign a random townie the "Lover" Modifier and inform them who their partner is. You should not reveal to the mafia player who their partner is for balancing reasons.
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Post Post #2220 (ISO) » Wed Apr 27, 2016 3:06 am

Post by Sméagol »

Town weak night 0 cop
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sign-ups
: none
/
running
: none
/
coming up
: large normal (18p) / micro theme (9)
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Post Post #2221 (ISO) » Wed Apr 27, 2016 7:50 am

Post by Sméagol »

Role constructor


Your role name is
Role constructor
. Get your functional role by choosing one block of each of the following lines:

1] [town] [mafia] [neutral survivor]
2] [ascetic 1-shot] [2-shot] [hated 3-shot]
3] [role cop] [role blocker] [commuter]
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sign-ups
: none
/
running
: none
/
coming up
: large normal (18p) / micro theme (9)
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Post Post #2222 (ISO) » Wed Apr 27, 2016 1:21 pm

Post by Ircher »

Town Compulsive Vigilante Reflexive Cop
(Paranoid)
Each night, you
must
attempt to shoot a player. You will reflexively cop any player that targets you. Your sanity is not guaranteed, but it is consistent from one night to the next.
Last edited by Ircher on Fri Apr 06, 2018 3:04 pm, edited 1 time in total.
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Post Post #2223 (ISO) » Wed Apr 27, 2016 6:35 pm

Post by Sméagol »

Mafia night 0 role cop
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sign-ups
: none
/
running
: none
/
coming up
: large normal (18p) / micro theme (9)
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Post Post #2224 (ISO) » Wed Apr 27, 2016 6:37 pm

Post by Sméagol »

Mafia modifier cloaker

Modifiers aren't revealed in flips and role cop investigations.
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sign-ups
: none
/
running
: none
/
coming up
: large normal (18p) / micro theme (9)

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