Grand Idea Mafia

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Post Post #3300 (ISO) » Mon Nov 14, 2016 10:56 pm

Post by The MM »

Auto-Reflector
(Alignment at mod's discretion)


Abilities
  • Auto-Reflect:
    [Passive]
    If you are targeted by an action, the target is changed to the action's user.
Last edited by The MM on Thu Dec 08, 2016 10:27 am, edited 2 times in total.
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Post Post #3301 (ISO) » Mon Nov 14, 2016 10:57 pm

Post by The MM »

Town 1-Shot Self-Reviver


Abilities
  • Invincible:
    [Passive - 1-Shot]
    When you die, you revive at the end of the phase where you died.
Last edited by The MM on Thu Dec 08, 2016 10:27 am, edited 2 times in total.
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Post Post #3302 (ISO) » Mon Nov 14, 2016 10:58 pm

Post by The MM »

Birdkiller
(alignment at mod's discretion)


Abilities
  • Birdkiller:
    • [Passive]
      Your vote counts double if used on a player with flying.
    • [Night Action]
      Target a player. If they have flying, you kill them.
      • Reach:
        [Sub-Passive]
        This ability can target players with Flying even if you don't have Flying.
Last edited by The MM on Mon Nov 14, 2016 11:21 pm, edited 2 times in total.
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Post Post #3303 (ISO) » Mon Nov 14, 2016 10:59 pm

Post by The MM »

Undeadkiller
(alignment at mod's discretion)


Abilities
  • Undeadkiller:
    • [Passive]
      Your vote counts double against targets that died at least once this game.
    • [Night Action]
      Target a player. You kill them if they died at least once this game.
Last edited by The MM on Mon Nov 14, 2016 11:23 pm, edited 1 time in total.
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Post Post #3304 (ISO) » Mon Nov 14, 2016 11:03 pm

Post by The MM »

Beastkiller
(alignment at mod's discretion, but never a werewolf)


Abilities
  • Beastkiller:
    • [Passive]
      Your vote counts double against werewolves.
    • [Night Action]
      Target a player. If they are a werewolf, you kill them.
Last edited by The MM on Mon Nov 14, 2016 11:24 pm, edited 1 time in total.
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Post Post #3305 (ISO) » Mon Nov 14, 2016 11:04 pm

Post by The MM »

Mafia Thief


Abilities
  • Master Thief:
    [Night Action]
    Target a player and steal an item they possess. If they possess several items, you may only steal one of your choice.
    1. Rulings:
    2. The mod must only tell the names of the items, not their effects.
Last edited by The MM on Mon Nov 14, 2016 11:25 pm, edited 1 time in total.
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Post Post #3306 (ISO) » Mon Nov 14, 2016 11:05 pm

Post by The MM »

Anti-Voter
(alignment at mod's discretion, preferrably town)


Abilities
  • Healing Vote:
    [Passive]
    Your vote counts as -1 vote.
Last edited by The MM on Mon Nov 14, 2016 11:26 pm, edited 1 time in total.
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Post Post #3307 (ISO) » Mon Nov 14, 2016 11:08 pm

Post by The MM »

Alert Townie


Abilities
  • Alert Spirit:
    [Passive]
    If a Ninja targets you, you block them and receive a message that says you blocked a Ninja.
    1. Rulings:
    2. The Ninja will not be told they were blocked by you.
Last edited by The MM on Thu Dec 08, 2016 10:27 am, edited 2 times in total.
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Post Post #3308 (ISO) » Mon Nov 14, 2016 11:09 pm

Post by The MM »

Town Loudmouth


Abilities
  • Blahblahblahblahblah:
    [Passive]
    Post restrictions have no effect on you.
Last edited by The MM on Mon Nov 14, 2016 11:28 pm, edited 1 time in total.
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Post Post #3309 (ISO) » Mon Nov 14, 2016 11:10 pm

Post by The MM »

Town Paybackman


Abilities
  • Return Actions:
    [Passive]
    If an action is used on you, you immediately use a copy of it on them.
Last edited by The MM on Thu Dec 08, 2016 10:26 am, edited 2 times in total.
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Post Post #3310 (ISO) » Mon Nov 14, 2016 11:12 pm

Post by The MM »

Shot Absorber
(alignment at mod's discretion, preferrably town)


Abilities
  • Absorb Shots:
    [Passive]
    If an X-Shot ability is used on you, you gain a 1-Shot copy of that ability.
Last edited by The MM on Thu Dec 08, 2016 10:25 am, edited 2 times in total.
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Post Post #3311 (ISO) » Mon Nov 14, 2016 11:12 pm

Post by The MM »

Clear-Headed Townie


Abilities
  • Clear-Headed:
    [Passive]
    Your vote and abilities cannot be redirected.
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Post Post #3312 (ISO) » Tue Nov 15, 2016 6:54 am

Post by BrainpanSonata »

2-Shot Variable Death Faker
(any alignment)

The first time you are successfully targeted by a killing action at night, you survive and are silenced during the next day phase. You may vote by PM during your post-death silence, but will not be listed in any votals during that day phase.

The second time you are successfully targeted by a killing action at night, you survive but are treestumped for the remainder of the game. This ability can stack with your previous ability.

Being successfully targeted by a killing action at night after both your abilities have been used will result in your death. Also, you will die without triggering either of your abilities if you are killed by any means during the day.

You win with your respective alignment. If your alignment is neutral, you win by surviving until MyLo/LyLo or endgame, whichever comes first.
Video games can be educational. The Oregon Trail taught me that Manifest Destiny is fatal.

Ever wanted an extra head? Like making gut decisions by committee? Consider the Hydra Academy! Teachers wanted!
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Post Post #3313 (ISO) » Tue Nov 15, 2016 8:08 am

Post by The MM »

Mafia 1-Shot Flip Changer


You can alter the flip of one kill in the game by PMing it to the mod.
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Post Post #3314 (ISO) » Tue Nov 15, 2016 11:49 am

Post by Zulfy »

third party pud
no investigation no right to speak
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Post Post #3315 (ISO) » 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.
scum
· scam · seam · team · term · tern · torn ·
town
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Post Post #3316 (ISO) » Wed Nov 16, 2016 1:34 am

Post by The MM »

Mafia Self-Janitor

You don't flip on death.
In post 3314, Zulfy wrote:
third party pud
What's that?
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Post Post #3317 (ISO) » Wed Nov 16, 2016 2:23 am

Post by Satel »

Survivor Hermit


  • Win Condition:
  • Survivor:
    You win if you are alive at game end.
  • Abilities:
  • Hermitage:
    • [Night Action - Global] Seek out the Hermit. You may not perform any other Night Action this Night.
      (The mod must announce this ability at the beginning of the game or when Night starts.)
    • [Dawn Action] You may choose a player that is seeking you out and tutor them, granting them
      Secluded Rest
      , the Survivor Win Condition, and getting a private topic with them. You can only tutor one player at a time, and your pupil may renounce your tutoring as a Day Action.
  • Secluded Rest:
    [Passive] At night, you may not use Night Actions, but you cannot be targeted by any Triggered Ability or Night Action of any other player.
Last edited by Satel on Tue Dec 06, 2016 8:29 am, edited 1 time in total.
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Post Post #3318 (ISO) » Thu Nov 17, 2016 6:33 am

Post by BrainpanSonata »

Novice Universal Backup
(any alignment)

When a PR of any alignment dies by any means, you will inherit that PR's role and abilities, but your alignment and wincon will remain unchanged. You do not have priority over any other backup roles.

You win with your respective alignment. If your alignment is neutral, you win by surviving until MyLo/LyLo or endgame, whichever comes first.
Video games can be educational. The Oregon Trail taught me that Manifest Destiny is fatal.

Ever wanted an extra head? Like making gut decisions by committee? Consider the Hydra Academy! Teachers wanted!
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Post Post #3319 (ISO) » Thu Nov 17, 2016 11:44 am

Post by The MM »

Town Synchro-Backup


Abilities
  • Synchronized Backup
    [Passive - Backup]
    Whenever another Backup triggers, your role becomes the role that Backup becomes.
Last edited by The MM on Thu Dec 08, 2016 10:25 am, edited 2 times in total.
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Post Post #3320 (ISO) » Thu Nov 17, 2016 12:08 pm

Post by The MM »

Town Synchro-Cop


Abilities
  • Synchronized Investigation:
    [Passive]
    Whenever an action returns a player's alignment to a player is used, said result is returned to you as well.
Last edited by The MM on Thu Dec 08, 2016 10:25 am, edited 2 times in total.
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Post Post #3321 (ISO) » Thu Nov 17, 2016 12:09 pm

Post by The MM »

Mafia Kill-Splicer


Abilities
  • Splice:
    [Night Action]
    Instead of performing a factional nightkill, you may target a player and add its effect to their night actions.
    1. Rulings:
    2. The added effect only works on people they explicitly target, meaning auto-targeted abilities or global abilities will not kill anyone.
Last edited by The MM on Thu Nov 17, 2016 7:26 pm, edited 1 time in total.
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Post Post #3322 (ISO) » Thu Nov 17, 2016 12:56 pm

Post by Ircher »

Werewolf 1-Shot Vigilante

Once per game, you may attempt to shoot a player to remove them from the game.
Last edited by Ircher on Sat Jun 15, 2019 9:10 am, edited 1 time in total.
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Post Post #3323 (ISO) » Sat Nov 19, 2016 6:21 am

Post by BrainpanSonata »

Annoying House Guest
(any alignment)

Once every even night, you may choose a player to visit, designating them as your Host for the night. During that night, your Host and any other non-killing PR who visits your Host is roleblocked. If any PRs with a killing ability visit your Host player during that night, you die and protect your Host from all kill attempts.

You will be notified if you successfully visit your Host, if anyone else visited your Host (but not who or how many), and if you die protecting your Host. Players will be notified if they become your Host for the night or if they are roleblocked by an Annoying House Guest while visiting a Host.

You win with your respective alignment. If your alignment is neutral, you win by surviving until MyLo/LyLo or endgame, whichever comes first.
Video games can be educational. The Oregon Trail taught me that Manifest Destiny is fatal.

Ever wanted an extra head? Like making gut decisions by committee? Consider the Hydra Academy! Teachers wanted!
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Post Post #3324 (ISO) » Sat Nov 19, 2016 8:02 am

Post by The MM »

Most Boring Jester
(Third-party)


Abilities
  • What A Bore:
    [Night Action]
    Target a player. You bore them, thus they don't perform night actions this night.
  • Embodiment Of Boredom:
    [Passive]
    The first time you bore a player out of performing a night action, the
    Embodiment of Boredom
    is summoned. It counts as a player with the following abilities.
    • Embodiment of Boredom's Abilities:
    • Voteless:
      [Passive]
      You cannot vote.
    • Global Annoyance:
      [Passive]
      You take 1 less vote to be lynched for each time a player is bored after you arrive in the game.
  • To A More Boring World:
    [Passive]
    You win when the Embodiment of Boredom is lynched or when it takes zero vote to lynch it.
Last edited by The MM on Thu Dec 08, 2016 10:24 am, edited 1 time in total.
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