Grand Idea Mafia

This forum is for discussion related to the game.
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Post Post #1386 (isolation #0) » Tue Feb 02, 2016 3:24 pm

Post by Ircher »

Self-Aligned Rebalancer


  • Win: You win when only 1 person from each faction remains. You automatically lose if a faction is eliminated.
Last edited by Ircher on Mon Apr 02, 2018 11:42 am, edited 4 times in total.
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Post Post #1388 (isolation #1) » Wed Feb 03, 2016 2:52 pm

Post by Ircher »

Mafia Goon


Usage:
You possess no special abilities.
Last edited by Ircher on Mon Aug 29, 2016 2:43 pm, edited 1 time in total.
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Post Post #1389 (isolation #2) » Wed Feb 03, 2016 2:53 pm

Post by Ircher »

Vanilla Townie


Usage:
You possess no special abilities.
Last edited by Ircher on Mon Aug 29, 2016 2:44 pm, edited 1 time in total.
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Post Post #1390 (isolation #3) » Wed Feb 03, 2016 2:53 pm

Post by Ircher »

Vanilla Townie


Usage:
You possess no special abilities.
Last edited by Ircher on Mon Aug 29, 2016 2:44 pm, edited 1 time in total.
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Post Post #1394 (isolation #4) » Thu Feb 04, 2016 2:15 pm

Post by Ircher »

Mafia Doctor Switch


Usage:
Each night, you may choose to cause all doctor attempts to fail. See also: Enabler and Switch.
Last edited by Ircher on Thu May 23, 2019 6:31 am, edited 3 times in total.
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Post Post #1395 (isolation #5) » Thu Feb 04, 2016 2:17 pm

Post by Ircher »

Town Doctor Switch


Usage:
Each night, you may choose to cause all doctor attempts to fail. See also: Enabler and Switch.
Last edited by Ircher on Thu May 23, 2019 6:32 am, edited 3 times in total.
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Post Post #1396 (isolation #6) » Thu Feb 04, 2016 2:18 pm

Post by Ircher »

Serial Killer Master Doctor Switch


Usage:
Each night, you may choose to cause all doctor attempts to fail. You can also globally enable all doctor attempts (your choices override the choices of normal switches). See also: Enabler and Switch.
Last edited by Ircher on Thu May 23, 2019 6:34 am, edited 2 times in total.
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Post Post #1397 (isolation #7) » Thu Feb 04, 2016 2:45 pm

Post by Ircher »

Vanilla Townie


Usage:
You have no special abilities.
Last edited by Ircher on Mon Aug 29, 2016 2:49 pm, edited 1 time in total.
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Post Post #1400 (isolation #8) » Fri Feb 05, 2016 2:43 pm

Post by Ircher »

Self-Aligned Peacemaker


Restrictions:
You may only use 1 active ability per day/night cycle. All active abilities are night-use only unless otherwise indicated.
Usage:
You possess too many abilities to briefly describe right here.
Win:
You win if three consecutive phases pass without a kill. (Night, Day, Night or Day, Night, Day).

Moderator Notes:
Win:
Upon achieving your win condition, the game immediately ends with you as the sole winner.


Modifier #1 Usage:
2-Shot Bulletproof: (Passive) You survive the first two kills that are performed on you.
Modifier #2 Usage:
Ascetic: (Passive) You can only be targeted by kills.

Active Ability #1 Usage:
Silence: Renders a player voteless for the following day.
Active Ability #2 Usage:
Neighborize: Creates a *new* neighborhood PT where you and your target can talk privately together during the day.
Active Ability #3 Usage:
Diplomatic Pressure: Rolestops and roleblocks a player preventing them from taking any actions and preventing any other actions being performed on them.
Last edited by Ircher on Wed May 15, 2019 8:20 am, edited 4 times in total.
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Post Post #1408 (isolation #9) » Sat Feb 06, 2016 7:52 am

Post by Ircher »

Town 2-Shot Doctor


Restrictions:
Twice per game, cannot self-target.
Usage:
Choose a player to target. You will attempt to protect that player from a kill.
---
Actually, my interpretation with Peacemaker was the game did end if they won, but yes, it is 3 phases (lynch, kill, lynch or kill, lynch, kill).

08/30/16 Edit: The Peacemaker role has been editted and rebalanced. Silence's effectiveness during LyLo is now moderator-dependent, but hopefully the updated abilities will decrease the amount of luck involved, especially the modified gladiate ability.
Last edited by Ircher on Tue Aug 30, 2016 1:41 pm, edited 2 times in total.
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Post Post #1420 (isolation #10) » Tue Feb 09, 2016 12:12 pm

Post by Ircher »

Mafia Strongman 2-Shot Vigilante


Restrictions:
Vig: Twice per game.
Usage:
Choose a player to target. You will attempt to kill them.
Modifiers:
Strongman: Your kills cannot be roleblocked, and they pierce through protections and bulletproofs.
Last edited by Ircher on Thu May 23, 2019 6:51 am, edited 4 times in total.
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Post Post #1422 (isolation #11) » Tue Feb 09, 2016 2:59 pm

Post by Ircher »

Town Private Thread Disruptor


Usage:
You passively disallow ALL private threads to talk during the day on certain days determined in the setup/design phase.

Moderator Notes:
Usage:
The moderator should flip 8 coins. Alternatively, one can just use the dice tag with 8d2. If the coin lands on heads (or the die result is 1), then day talk (for ALL private threads including factional threads) is allowed for that day. If the coin flips tails (or the die result is 2), then day talk is disallowed for that day.
Last edited by Ircher on Tue Aug 30, 2016 1:47 pm, edited 2 times in total.
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Post Post #1423 (isolation #12) » Tue Feb 09, 2016 3:10 pm

Post by Ircher »

Town Private Thread Disruptor


Usage:
You passively disallow ALL private threads to talk during the day on certain days determined in the setup/design phase.

Moderator Notes:
Usage:
The moderator should flip 8 coins. Alternatively, one can just use the dice tag with 8d2. If the coin lands on heads (or the die result is 1), then day talk (for ALL private threads including factional threads) is allowed for that day. If the coin flips tails (or the die result is 2), then day talk is disallowed for that day.
Last edited by Ircher on Tue Aug 30, 2016 1:49 pm, edited 3 times in total.
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Post Post #1424 (isolation #13) » Tue Feb 09, 2016 3:11 pm

Post by Ircher »

Mafia Weak Cop


Restrictions:
Cop: Dies if player targets scum.
Usage:
Choose a player to target. You will receive results in the form of "Mafia/Not Mafia". Your sanity is not guaranteed.

Moderator Notes:
Modifiers:
Insane: Do not tell player that they are insane. Player's results are inverted.
Last edited by Ircher on Thu May 23, 2019 7:01 am, edited 5 times in total.
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Post Post #1425 (isolation #14) » Tue Feb 09, 2016 3:12 pm

Post by Ircher »

Mafia Encryptor


Usage:
Depending on moderator taste, you may or may not enable daytalk for the mafia faction. In the former case, the mafia lose daytalk if you die.
Last edited by Ircher on Mon Aug 29, 2016 2:55 pm, edited 1 time in total.
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Post Post #1426 (isolation #15) » Tue Feb 09, 2016 3:13 pm

Post by Ircher »

Town Macho 3-Shot Even Odd Cop


Restrictions:
Thrice per game, cannot self-target.
Usage:
Choose a player to target. You will receive resukts in the form of "Mafia/Not Mafia". Your sanity is not guaranteed, and your sanity may differ between odd nights and even nights.
Modifiers:
Macho: You cannot be protected by any means.

Moderator Notes:
Usage:
Player should receive role pm as "Town 3-Shot Odd Even Macho Cop".
Modifiers:
Odd-Night Paranoid: Player will always receive a guilty result on their target on odd nights.
Modifiers:
Even-Night Insane: Player will receive inverted results on their target on even nights.
Last edited by Ircher on Thu May 23, 2019 7:07 am, edited 4 times in total.
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Post Post #1429 (isolation #16) » Wed Feb 10, 2016 10:56 am

Post by Ircher »

Mafia D2 D4 Encryptor


Restrictions:
Only on days 2 and 4.
Usage:
Depending on your moderator, you may or may not allow your faction to converse privately during the day. If it is the former, then your death will instantly render the mafia faction night-talk only barring other factors.
Last edited by Ircher on Mon Apr 02, 2018 11:45 am, edited 2 times in total.
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Post Post #1430 (isolation #17) » Wed Feb 10, 2016 10:57 am

Post by Ircher »

Alien Role Redistributor


Usage:
You possess no special abilities.

Moderator Notes:
Restrictions:
Once during the setup/design phase.
Usage:
Keeping the players' current alignments, randomize and reassign all the roles.

Example:
The initial setup consists of 5 players (A, B, C, D, and E) who each draw the following (respectively): Town Doctor, Town Doublevoter, Alien Role Redistributor, Mafia Goon, Mafia Roleblocker. The Alien Role Redistributor causes the following list of roles to have to be randomized: Doctor, Doublevoter, Role Redistributor, Vanilla, Roleblocker. One possible setup AFTER the Alien Role Redistributor for the given example could look like this: A --> Town Role Redistributor, B --> Town Doublevoter, C --> Alien Roleblocker, D --> Mafia Doctor, E --> Mafia Goon. Hopefully this clarifies things, and the full role excluding alignment should be redistributed.
Last edited by Ircher on Tue Aug 30, 2016 1:32 pm, edited 3 times in total.
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Post Post #1431 (isolation #18) » Wed Feb 10, 2016 10:59 am

Post by Ircher »

Mafia Weak Conspiracy Theorist


Restrictions:
Conspiracy Theorist: Dies if targets scum; cannot self-target.
Usage:
Choose a player to target. You will receive results in the form of "Alien/Not Alien". Note that your sanity is not guaranteed, and conspiracy theorists show up as "Alien" to investigations.

Moderator Notes: Sane.
Last edited by Ircher on Thu May 23, 2019 7:20 am, edited 3 times in total.
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Post Post #1432 (isolation #19) » Wed Feb 10, 2016 1:00 pm

Post by Ircher »

Alien Compulsive Tracker


Restrictions:
Must choose a target each night; cannot self-target.
Usage:
Choose a player to target. You will learn whom they targeted that night.
Last edited by Ircher on Tue Aug 30, 2016 1:52 pm, edited 1 time in total.
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Post Post #1444 (isolation #20) » Thu Feb 11, 2016 7:52 am

Post by Ircher »

Town Egotist


Restrictions:
Only 1 active ability may be used per day/night cycle, generally cannot self-target, abilities are night-use only unless otherwise indicated,
Usage:
You possess no special abilities (to begin with).

Moderator Notes:
Restrictions:
Must not be of your faction, abilities gained at twilight (end of day) or dawn (beginning of day).
Usage:
Any powers that someone else states you possess you gain. (Ex: If someone claims you are a doctor, you gain the power to protect people at night).
Last edited by Ircher on Tue Aug 30, 2016 1:57 pm, edited 2 times in total.
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Post Post #1445 (isolation #21) » Thu Feb 11, 2016 7:56 am

Post by Ircher »

Town Compulsive Hidden N1 Rolecop N2 Tracker N3 Vigilante N4 Sane Conspiracy Theorist N5 Insane Cop


Restrictions:
You must target someone each night.
Usage:
Choose a player to target. You will perform a pre-determined action on them.

Moderator Notes:
Usage:
Not told abilities, but the actual role flips when they die.
N1 Usage:
Player receives full role pm with alignment redactions for the target.
N2 Usage:
Player learns whom their target targeted that night.
N3 Usage:
Player kills their target.
N4 Usage:
Player receives Alien/Not Alien. Investigates as Alien on night 4. Guaranteed to be sane.
N5 Usage:
Player receives Mafia/Not Mafia. Guaranteed to be insane.
Last edited by Ircher on Thu May 23, 2019 7:34 am, edited 6 times in total.
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Post Post #1449 (isolation #22) » Thu Feb 11, 2016 12:04 pm

Post by Ircher »

Alien 5-Shot Day Vigilante


Restrictions:
Day Vig: Only 5 times per game; once per day; used during the day.
Usage:
Target a player. You will attempt to kill them.
Last edited by Ircher on Thu May 23, 2019 7:40 am, edited 2 times in total.
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Post Post #1451 (isolation #23) » Thu Feb 11, 2016 12:24 pm

Post by Ircher »

Werewolf 1-Shot Sensor


Restrictions:
Once per game.
Usage:
Tell the mod when you want to activate this ability. You will learn how many anti-town players (including Werewolves) were on the previous day's lynch wagon.

Moderator Notes:
Usage:
In the case of a deadline no lynch, the number of not voting anti-town players are reported.
Last edited by Ircher on Sun Sep 04, 2016 11:24 am, edited 1 time in total.
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Post Post #1452 (isolation #24) » Thu Feb 11, 2016 12:24 pm

Post by Ircher »

Alien N0 Seraph Knight


Restrictions:
You may not self-target; pre-game only; you are NOT compulsive.
Usage:
Choose a player. You will protect them from all night kills until your death.
Last edited by Ircher on Wed May 15, 2019 8:28 am, edited 2 times in total.
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Post Post #1453 (isolation #25) » Thu Feb 11, 2016 12:24 pm

Post by Ircher »

Mafia Non-Consecutive Rolestopper


Restrictions:
Rolestopper: Cannot use actions on consecutive cycles.
Usage:
Choose a player to target. You will render them untargetable that night. (Ascetic Bulletproof to be precise.)
Last edited by Ircher on Sun Sep 04, 2016 11:30 am, edited 1 time in total.
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Post Post #1455 (isolation #26) » Fri Feb 12, 2016 4:13 am

Post by Ircher »

Alien Compulsive Random Role 0-499


Restrictions:
You must target someone each cycle.
Usage:
Choose a player to target and send a 1d500-1 (dice tag) to the moderator. You will perform [[ABILITY]] on them based on the number you rolled (see the Grand Idea Mafia thread; your role corresponds with the post number); your effective role (minus alignment) for the night and following day is whatever you rolled.

Moderator Notes:
Usage:
Player MUST send the dice result AND their target in the same pm. In the case a night action or day action requires two targets, the player is designated as the second target. (Exception: For deflection, the player is the first target.) Factional abilities are not inherited; however, passive modifiers are inherited. If the player rolls a day ability, the ability will be used on the designated player at the end of the following day (Twilight). Moderator is allowed to reroll any roles deemed overpowered.
Last edited by Ircher on Wed Sep 07, 2016 12:50 pm, edited 2 times in total.
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Post Post #1457 (isolation #27) » Fri Feb 12, 2016 6:49 am

Post by Ircher »

Super Vanilla Townie


Usage:
While alive, you render everyone vanilla. This means no one possesses any special abilities; however, factional abilities are not affected by this role.
Last edited by Ircher on Wed Sep 07, 2016 12:52 pm, edited 1 time in total.
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Post Post #1473 (isolation #28) » Fri Feb 12, 2016 12:28 pm

Post by Ircher »

Alien 2-Shot Town Eliminator


Restrictions:
Twice per game.
Usage:
Choose a player to target. If they are town, you will remove them from the game completely (counting as dead.) They will not flip and cannot be revived.
Last edited by Ircher on Sun Sep 04, 2016 11:34 am, edited 1 time in total.
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Post Post #1474 (isolation #29) » Fri Feb 12, 2016 12:32 pm

Post by Ircher »

Alien 1-Shot Mafia Eliminator


Restrictions:
Once per game.
Usage:
Choose a player to target. If they are mafia, you will remove them from the game completely (counting as dead.) They will not flip and cannot be revived.
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Post Post #1479 (isolation #30) » Fri Feb 12, 2016 4:05 pm

Post by Ircher »

Town 2-Shot Cop


Restrictions:
Twice per game.
Usage:
Choose a player to target. You will get results in the form of "Mafia/Not Mafia". Your sanity is not guaranteed.

Moderator Notes:
Usage:
Do not tell the player their sanity nor flip their sanity. This player's sanity is "Sane".


---
What's with all the named townie roles?
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Post Post #1483 (isolation #31) » Fri Feb 12, 2016 4:07 pm

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Mafia Godfather

You will appear innocent to all investigations.
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Post Post #1512 (isolation #32) » Sat Feb 13, 2016 4:59 am

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Town Neighbor

If there are no other neighbors in the game, randomly add Neighbor to another player's role. Otherwise, this player is neighbors with all other neighbors.
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Post Post #1513 (isolation #33) » Sat Feb 13, 2016 5:00 am

Post by Ircher »

Mafia Neighbor

If there are no other neighbors in the game, randomly add Neighbor to another player's role. Otherwise, this player is neighbors with all other neighbors.
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Post Post #1514 (isolation #34) » Sat Feb 13, 2016 5:00 am

Post by Ircher »

Serial Killer Neighbor

If there are no other neighbors in the game, randomly add Neighbor to another player's role. Otherwise, this player is neighbors with all other neighbors.
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Post Post #1515 (isolation #35) » Sat Feb 13, 2016 5:01 am

Post by Ircher »

Town Flavored Neighbor

If there are no other neighbors in the game, randomly add Neighbor to another player's role. Otherwise, this player is neighbors with all other neighbors.
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Post Post #1516 (isolation #36) » Sat Feb 13, 2016 5:02 am

Post by Ircher »

Neutral Survivor 2-Shot Modified Neighborizer


If he/she targets an existing neighborhood, the survivor joins it instead of creating a new one. This ability may be used twice per game. (Masonry threads and similar threads do not count for the purposes of "existing neighborhood".)
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Post Post #1517 (isolation #37) » Sat Feb 13, 2016 5:05 am

Post by Ircher »

Werewolf VT Exterminator


Is pm'md the names of all VTs. While alive, the werewolf faction must kill a VT each night with their factional ability or be modkilled. Obviously, you want the exterminator lynched before you run out of VT's.
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Post Post #1518 (isolation #38) » Sat Feb 13, 2016 6:49 am

Post by Ircher »

Town Compulsive Night Modified Desparado

You must target a player each night.

If your target is mafia, they will die.
If your target is town, you will die. (This death cannot be stopped by any means.)
Otherwise, both you and your target will die.
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Post Post #1519 (isolation #39) » Sat Feb 13, 2016 7:00 am

Post by Ircher »

Mafia Chocolate Goon

A flavored Mafia Goon
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Post Post #1520 (isolation #40) » Sat Feb 13, 2016 7:00 am

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Mafia Lemon-Pepper Goon

A flavored Mafia Goon
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Post Post #1521 (isolation #41) » Sat Feb 13, 2016 7:01 am

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Mafia Vanilla Goon

A flavored Mafia Goon
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Post Post #1543 (isolation #42) » Sat Feb 20, 2016 5:59 am

Post by Ircher »

Town 3-Shot Insanity Doctor


May target someone each night. If the target is a SK or Jester, the player is turned into a VT.
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Post Post #1544 (isolation #43) » Mon Feb 22, 2016 3:22 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).
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Post Post #1545 (isolation #44) » Fri Feb 26, 2016 3:24 pm

Post by Ircher »

Town Sane Cop


Each night, you may investigate a player to get results in the form of Mafia/Not Mafia. You are guaranteed to be sane.
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Post Post #1557 (isolation #45) » Tue Mar 01, 2016 12:47 pm

Post by Ircher »

Alien Hated Bulletproof Ascetic Triplet Voter Voyeur

You possess the following abilities:
  • Hated - It takes one less vote to lynch you. (Does not apply in LyLo or MyLo.)
  • Bulletproof - You are immune to all kills.
  • Ascetic - You cannot be targeted by another player.
  • Triplet Voter - You possess 3 votes that are each worth 1/3 of a vote. (The lynch threshold is not changed, and the vote weights should be properly indicated in the votecount.)
  • Voyeur - Each night, you may target a player to learn what type of actions targeted that player that night.
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Post Post #1560 (isolation #46) » Sat Mar 05, 2016 3:36 pm

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Mafia Doublevoter
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Post Post #1561 (isolation #47) » Sat Mar 05, 2016 3:37 pm

Post by Ircher »

Jester Restricted Quintuplevoter

You possess 5 votes, each one worth a full vote (moderators should adjust the lynch threshold appropriately); however, you may
not
ever vote yourself with any of your votes.

The first time you self-vote (if it is not a hammer), it is a private warning.
The second time you self-vote (or if you self-hammer or are hammered while you are still voting yourself),
you
will
be
modkilled
.
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Post Post #1586 (isolation #48) » Wed Mar 09, 2016 2:38 pm

Post by Ircher »

Town 25-Multishot Voyeur


You may, up to 25 times a game, use your ability each night to determine what type of actions successfully targeted your target that night. You may use your ability multiple times each night.
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Post Post #1587 (isolation #49) » Wed Mar 09, 2016 3:41 pm

Post by Ircher »

Mafia 12-Multishot Fruit Vendor

For up to 12 times per game, you may send fruit to another player each night. They will receive a message stating that they received fruit. You may use your ability multiple times each night.
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Post Post #1638 (isolation #50) » Mon Mar 14, 2016 10:25 am

Post by Ircher »

Super Vanilla Townie

While alive, the game is mountainous meaning everyone is vanilla.
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Post Post #1650 (isolation #51) » Fri Mar 18, 2016 1:31 am

Post by Ircher »

Mafia Tower Guard


Each night, you may select a player to guard from a tower. You will learn who visited them that night; in addition, you will shoot anyone that attempts to kill your target. Due to the fact that you are watching from a tall tower, you are immune to reflexive actions.
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Post Post #1681 (isolation #52) » Mon Mar 21, 2016 12:46 pm

Post by Ircher »

Werewolf Setup Normalizer

During the setup/design phase, all roles (including this one) will be converted to the closest matching Normal Role.

In general, moderator discretion shall prevail in cases of ambiguity; however, moderators should strongly consider vanilla (or "Flavored X" where X is the alignment title) if there is no normal role that matches reasonably.
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Post Post #1682 (isolation #53) » Mon Mar 21, 2016 1:36 pm

Post by Ircher »

Town Jack-of-all-Trades (Bloodhound, Watcher, Neapolitan, Jailkeeper)


You possess the following 1-Shot abilities:

1) Bloodhound - Target a player to learn if they are town/not town
2) Watcher - Target a player to learn what other players targeted them that night
3) Neapolitan - Target a player to learn if they are VT/not VT
4) Jailkeeper - Target a player to roleblock them and protect them from all kills
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Post Post #1684 (isolation #54) » Mon Mar 21, 2016 2:21 pm

Post by Ircher »

Alien Compulsive Doctor

Each night, you must protect someone. They will survive the first kill attempt performed on them that night.

@Call
Edit: The corresponding vanilla variant.
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Post Post #1686 (isolation #55) » Mon Mar 21, 2016 2:35 pm

Post by Ircher »

Town Bulletproof

You will survive all gunshots (and normal kills) that target you. You can still die from lynches, poison, fire, and any kills that have an explicit flavor different from gunfire (if it is reasonable).

@Call
Let's let the mod decide best, albeit I dislike that strectch & would prefer Vanilla when in doubt.
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Post Post #1687 (isolation #56) » Mon Mar 21, 2016 2:36 pm

Post by Ircher »

Alien Compulsive Tower Guard


Each night, you
must
select a target to watch and guard from a tower. You will learn the names of anyone that visits the player as well as shoot anyone that attempts to kill your target. You are also immune to reflexive actions due to your position in a tower.
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Post Post #1711 (isolation #57) » Tue Mar 22, 2016 9:59 am

Post by Ircher »

Orange Townie

In post 1699, BNL wrote:
Self role picker

You may choose any role that you have posted in the Grand Idea thread. If you haven't posted there, you are a Neutral Survivor.

This is to encourage people who intend on playing Grand Idea sometime to contribute here!

I would so choose Peacemaker!
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Post Post #1727 (isolation #58) » Tue Mar 22, 2016 2:14 pm

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Mafia Neapolitan

Each night, you may target a player to learn if they are a VT or not.
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Post Post #1804 (isolation #59) » Wed Mar 23, 2016 10:56 am

Post by Ircher »

Town Compulsive Weak Loyal Doctor

Each night, you
must
target a player to protect. If they are town, you will protect them from the first kill attempt performed on them. Otherwise, you will die.
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Post Post #1815 (isolation #60) » Fri Mar 25, 2016 11:05 am

Post by Ircher »

Mafia 3-Shot Roleblocker N2 Self-Motivated

While you still possess shots, you may target a player each night and prevent them from performing their action (meaning that they will not show up in a watcher report if the roleblock succeeds). On night 2, you may roleblock two players instead of 1; however, this counts as using up two shots instead of one. You may roleblock a maximum of 3 players each game.
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Post Post #1846 (isolation #61) » Sun Mar 27, 2016 1:38 pm

Post by Ircher »

Town D1 Vigilante N1 Vigilante D2 Gunsmith N2 Vanilla Cop D3 Modified Neigbhborizer N3 Neighborizer D4 Doctor N4 Doctor D5 Roleblocker N5 Roleblocker


On day 1, you may attempt to shoot a player during the day.
On night 1, you may attempt to shoot a player at night.
On day 2, you may attempt to learn if someone possesses a gun.
On night 2, you may attempt to learn if someone is vanilla or not vanilla.
On day 3, you may neighborize a player which creates a new private neighborhood thread (with DayTalk enabled).
On night 3, you may neigbhorize a player which creates a new private neighborhood thread (with DayTalk dependent on other factors and by default, no DayTalk).
On day 4, you may attempt to protect a player from a single kill performed later in the day.
On night 4, you may attempt to protect a player from a single kill performed that night.
On day 5, you may attempt to roleblock a player. This will block any and all subsequent actions they perform that day.
On night 5, you may attempt to roleblock a player. This will block any actions they perform that night.

Non-investigative day abilities should be resolved immediately; investigatives should receive their results at Twiight (after the hammer but before the flip) (or later). Note that for day abilities (other than investigative which should be resolved last), they are resolved at the time they are used, and their impact lasts for as long as they are relevant. (Eg: If player A roleblocks player B who then attempts to jailkeep player A later in the day, and player C shoots A after player B's action, player A will die because player A's roleblock resolved first.)
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Post Post #1847 (isolation #62) » Sun Mar 27, 2016 1:41 pm

Post by Ircher »

Mafia D1 Vigilante N1 Vigilante D2 Tracker N2 Neapolitan D3 Commuter N3 Bus Driver D4 Doctor N4 Doctor D5 Roleblocker N5 Roleblocker


See above post too for implementation details.
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Post Post #1848 (isolation #63) » Sun Mar 27, 2016 1:44 pm

Post by Ircher »

Alien D1 Vigilante N1 Poisoner D2 FBI Agent N2 Rolecop D3 Encryptor N3 Fruit Vendor D4 Doctor N4 Rolestopper D5 Roleblocker N5 Jailkeeper


See for general implementation details.

On day 1, you may attempt to shoot another player.
On night 1, you may attempt to poison a player. They will die at the end of the following night, and the cause of death shall be explicitly listed as poison.
On day 2, you may attempt to learn if a player is/is not a serial killer or other self-aligned third-party role.
On night 2, you may attempt to learn the full name of a player's role as well as the associated role pm (with redactions especially alignment).
On day 3, you allow the Alien faction to talk during this day (if they cannot already do so).
On night 3, you may attempt to send fruit to a player; they will receive a message stating that you sent them fruit.
On day 4, you may attempt to protect a player from a single future kill attempt performed during that day.
On night 4, you may attempt to rolestop a player which protects them from all kills as well as render them ascetic for that night.
On day 5, you may attempt to roleblock a player preventing their subsequent actions during that day.
On night 5, you may attempt to jailkeep a player, which protects them from all kills and prevents them from performing any night actions for that night.
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Post Post #1849 (isolation #64) » Sun Mar 27, 2016 1:48 pm

Post by Ircher »

Werewolf D1 Vigilante N1 Poisoner D2 Cop N2 Vanilla Cop D3 Commuter N3 Fruit Vendor D4 Rolestopper N4 Jailkeeper D5 Roleblocker N5 Roleblocker


for implementation details.

See the above post for how poisoner works.
Note that commuters during the day leave the thread upon commuting and can neither vote nor be voted for for the remainder of the day.
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Post Post #1850 (isolation #65) » Sun Mar 27, 2016 1:51 pm

Post by Ircher »

Town Even Odd Bloodhound


Usage:
Choose a player to target. You will receive results in the form of "Town/Not Town". Your sanity is not guaranteed and may change between even and odd nights.

Moderator Notes:
Usage:
Do not tell the player their sanities nor flip sanities.
Usage:
Even-Nights: Gets normal results.
Usage:
Odd-Nights: Gets inverted results.
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Post Post #1851 (isolation #66) » Sun Mar 27, 2016 1:52 pm

Post by Ircher »

Neutral Survivor Even Odd Bloodhound


Usage:
Choose a player to target. You will receive results in the form of "Town/Not Town". Your sanity is not guaranteed and may change between even and odd nights.

Moderator Notes:
Usage:
Show the player the role pm as is without the moderator notes. Do not tell them their sanity nor flip sanities.
Usage:
Even-Night: Always receives a guilty result.
Usage:
Odd-Night: Always receive an innocent result.
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Post Post #1852 (isolation #67) » Sun Mar 27, 2016 1:53 pm

Post by Ircher »

Werewolf Even Odd Cop


Naive
on even;
insane
on odd.
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Post Post #1853 (isolation #68) » Sun Mar 27, 2016 1:54 pm

Post by Ircher »

Town Even Odd Cop

Naive
on even;
sane
on odd.
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Post Post #1854 (isolation #69) » Sun Mar 27, 2016 1:55 pm

Post by Ircher »

Condemner Even Odd Cop


Sane
on even;
naive
on odd.
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Post Post #1855 (isolation #70) » Sun Mar 27, 2016 1:55 pm

Post by Ircher »

Town Even Odd Cop

Insane
on even;
sane
on odd.
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Post Post #1856 (isolation #71) » Sun Mar 27, 2016 1:57 pm

Post by Ircher »

Serial Killer Even Odd Cop

Paranoid
on Even;
sane
on odd.
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Post Post #1857 (isolation #72) » Sun Mar 27, 2016 1:59 pm

Post by Ircher »

Town Sanity Cop

Each night, you may target a player and attempt to learn their sanity on the night of the action. Players that do not possess roles with well-known sanities return "Sane". Your sanity is not guaranteed, and you may not self-target.

Moderator Notes: Sane.
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Post Post #1858 (isolation #73) » Sun Mar 27, 2016 2:00 pm

Post by Ircher »

Neutral Survivor Even Odd Cop

Sane
on even;
paranoid
on odd.
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Post Post #1859 (isolation #74) » Sun Mar 27, 2016 2:01 pm

Post by Ircher »

Town Even Odd Cop

Insane
on even;
Naive
on odd.
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Post Post #1860 (isolation #75) » Sun Mar 27, 2016 2:02 pm

Post by Ircher »

Werewolf Even Odd Cop

Paranoid
on even;
insane
on odd.
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Post Post #1861 (isolation #76) » Sun Mar 27, 2016 2:04 pm

Post by Ircher »

Serial Killer Even Odd Cop

Insane
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Paranoid
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Post Post #1862 (isolation #77) » Sun Mar 27, 2016 2:06 pm

Post by Ircher »

Condemner Even Odd Cop

Naive
on even;
paranoid
on odd.
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Post Post #1863 (isolation #78) » Sun Mar 27, 2016 2:07 pm

Post by Ircher »

Alien Sanity Cop

Each night, you may target a player and attempt to learn their sanity on the night of the action. Players that do not possess roles with well-known sanities return "Sane". Your sanity is not guaranteed, and you may not self-target.

Moderator Notes: Sane.
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Post Post #1864 (isolation #79) » Sun Mar 27, 2016 2:08 pm

Post by Ircher »

Town Sanity Cop

Each night, you may target a player and attempt to learn their sanity on the night of the action. Players that do not possess roles with well-known sanities return "Sane". Your sanity is not guaranteed, and you may not self-target.

Moderator Notes: Naive. This Sanity Cop always returns "Sane" except when No Result us required.
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Post Post #1869 (isolation #80) » Mon Mar 28, 2016 10:20 am

Post by Ircher »

Mafia Sanity Cop

Each night, you may target a player and attempt to learn their sanity on the night of the action. Players that do not possess roles with well-known sanities return "Sane". Your sanity is not guaranteed, and you may not self-target.

Moderator Notes: Insane. Thus, Sane becomes Insane, Naive becomes Paranoid, etc.
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Post Post #1870 (isolation #81) » Mon Mar 28, 2016 1:21 pm

Post by Ircher »

Cult 3-Shot Leader D1 N2 D3 N4 D5 Cop


You begin as the leader of a faction that contains only you. Each night, you may either a) use your cop ability (if relevant)
OR
b) recruit a player into the cult (assuming you have not done this three times already). Your sanity is not guaranteed and may be different each day/night. (You may even receive a random result!)

Moderator Note: D1 Sane N2 Insane D3 Paranoid N4 Naive D5 Random
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Post Post #1871 (isolation #82) » Mon Mar 28, 2016 1:23 pm

Post by Ircher »

Jester D1 N2 D3 N4 D5 Cop


Day actions should be resolved last and given at twilight (after the hammer/deadline).

Moderator Note: D1 Naive N2 Paranoid D3 Insane N4 Sane D5 Random
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Post Post #1872 (isolation #83) » Mon Mar 28, 2016 1:25 pm

Post by Ircher »

Town D1 N2 D3 N4 D5 Cop


Day results @ Twilight

Moderator Notice: D1 Insane N2 Naive D3 Paranoid N4 Sane D5 Random
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Post Post #1873 (isolation #84) » Mon Mar 28, 2016 1:26 pm

Post by Ircher »

Town D1 N2 D3 N4 D5 Cop

Moderator Notice: D1 Paranoid N2 Insane D3 Naive N4 Sane D5 Random
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Post Post #1874 (isolation #85) » Mon Mar 28, 2016 1:27 pm

Post by Ircher »

Mafia D1 D4 Roleblocker


You may roleblock a player during the day on day 1 and day 4 causing any future actions they perform that day to fail. (This does not extend into the night.)
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Post Post #1875 (isolation #86) » Mon Mar 28, 2016 1:28 pm

Post by Ircher »

Town D1 N2 D3 N4 D5 Cop

Moderator Note: D1 Sane D2 Naive D3 Insane N4 Paranoid D5 Random
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Post Post #1876 (isolation #87) » Mon Mar 28, 2016 1:40 pm

Post by Ircher »

Condemner

At the end of the setup/design phase, you will be assigned a random target that you must eliminate to win.
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Post Post #1877 (isolation #88) » Mon Mar 28, 2016 2:01 pm

Post by Ircher »

Town Jack of All Trades (Inventor (Vigilante, Roleblocker, Doctor), Inventor (Fruit Vendor, Bus Driver, Lightning Rod))

Abilities:
Inventor (Vigilante, Roleblocker, Doctor)
- Can only select 1 & cannot self target.
Inventor (Fruit Vendor, Bus Driver, Lightning Rod
- Can only select 1 & cannot self target.
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Post Post #1878 (isolation #89) » Mon Mar 28, 2016 2:04 pm

Post by Ircher »

Mafia Jack of All Trades (Inventor (Vigilante, Roleblocker, Doctor), Inventor (Fruit Vendor, Bus Driver, Lightning Rod))

Abilities:

Inventor (Vigilante, Roleblocker, Doctor)
- Can only select 1 & cannot self target.
Inventor (Fruit Vendor, Bus Driver, Lightning Rod
- Can only select 1 & cannot self target.
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Post Post #1879 (isolation #90) » Mon Mar 28, 2016 2:06 pm

Post by Ircher »

Town Jack of All Trades (Inventor (Vigilante, Roleblocker, Doctor), Inventor (Fruit Vendor, Bus Driver, Lightning Rod))

Abilities:
Inventor (Vigilante, Roleblocker, Doctor)
- Can only select 1 & cannot self target.
Inventor (Fruit Vendor, Bus Driver, Lightning Rod
- Can only select 1 & cannot self target.
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Post Post #1880 (isolation #91) » Mon Mar 28, 2016 2:06 pm

Post by Ircher »

Town Jack of All Trades (Inventor (Vigilante, Roleblocker, Doctor), Inventor (Ascetic Vest, Princeliness, Bulletproof Vest))

Abilities:
Inventor (Vigilante, Roleblocker, Doctor)
- Can only select 1 & cannot self target.
Inventor (Ascetic Vest, Princeliness, Bulletproof Vest
- Can only select 1 & cannot self target (also remember that all inventions are one-shot).
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Post Post #1881 (isolation #92) » Mon Mar 28, 2016 2:37 pm

Post by Ircher »

Mafia Nonconsecutive Jailkeeper Even Night Rolestopper


Performs both roles @ once when applicable (playe cannot choose)
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Post Post #1884 (isolation #93) » Mon Mar 28, 2016 3:06 pm

Post by Ircher »

Town Alien


Rolestops & Roleblocks the player.

In post 1882, Cheery Dog wrote:Mod's choice (alignment) vanilla
Wouldn't they just use the jailkeeper on odd nights?

They could, but if they use it on even & its not consecutive jk, then they do both.
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Post Post #1912 (isolation #94) » Sat Apr 02, 2016 10:56 am

Post by Ircher »

Serial Killer 3-Shot Second Chance


Second Chance
- Upon using this ability, the current day phase's countdown will be reset and all votes previously casted no longer count.
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Post Post #1917 (isolation #95) » Sun Apr 03, 2016 1:49 pm

Post by Ircher »

Town Odd Day Gunsmith Odd Night Compulsive Fruit Vendor Even Day Alignment Cop Even Night Compulsive Vigilante

On odd days, you can attempt to determine whether or not a player has a gun. You will receive your results at Twilight (after the hammer/deadline).
On odd nights, you
must
choose another player to attempt to send fruit to. They will receive a message informing them that you sent them fruit.
On even days, you can attempt to determine the full alignment name (eg: town, mafia, serial killer, et cetera) of a player. You wil receive your results at Twilight.
On even nights, you
must
choose another player to attempt to shoot.
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Post Post #1926 (isolation #96) » Mon Apr 04, 2016 12:54 pm

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Mafia Encryptor

While you are alive, you grant everyone the ability to talk during the day. When you die, this ability is lost globally. This overrides any setup-specific rules regarding daytalk.
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Post Post #1927 (isolation #97) » Mon Apr 04, 2016 12:54 pm

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Town Neighbor

If there are no other neigbhors in the game, randomly assign the role to another player in addition to their normal role. Otherwise, this player is neighbors with all other neighbors in the game.
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Post Post #1928 (isolation #98) » Mon Apr 04, 2016 12:55 pm

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Cult Weak Leader Neighbor

If there are no other neigbhors in the game, randomly assign the role to another player in addition to their normal role. Otherwise, this player is neighbors with all other neighbors in the game.

Each night, you may attempt to recruit a player to the cult; however, if the player is not town-aligned, you will die.
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Post Post #1941 (isolation #99) » Tue Apr 05, 2016 11:06 am

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Town Motion Detector
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Post Post #1948 (isolation #100) » Tue Apr 05, 2016 11:53 am

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Town Conditional Bulletproof

You are bulletproof meaning you are protected from all bullets (and most kills in general--exceptions apply); however, if you are replaced, your replacee will lose their bulletproof status!

(In other words: try not to be replaced!)
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Post Post #1964 (isolation #101) » Wed Apr 06, 2016 1:05 pm

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Mafia Restricted Jack of All Trades (Tracker, Watcher, Follower, Voyeur, Motion Detector, Rolecop, Alignment Cop)


May use one ability a night;
however,
, player may
NOT
use both the Role Cop and the Alignment Cop abilitites in the same game.
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Post Post #1971 (isolation #102) » Thu Apr 07, 2016 11:47 am

Post by Ircher »

Town 2-Shot Fight Stopper


Twice per game, you may publicly post "
Stop Fight: X and Y
" (bold is required, and you should replace X and Y with the relevant players) to give X and Y a 72 hour post restriction that disallows them from talking about or to each other for any reason. The first time X or Y violates this post restriction, they receive a warning. The second time, they lose their vote for the rest of the day. If they violate it a third time, the offending player shall be modkilled.

***This ability should be used to stop in-thread bickering
only
and should
not
be used for win condition advancing purposes.***
With great power comes great responsibility, and the moderator reserves the right to veto the request if it is not used appropriately. (Such a veto does not consume a shot.)
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Post Post #1981 (isolation #103) » Thu Apr 07, 2016 12:59 pm

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Town Inventor (Tracker, Watcher, Voyeur, Follower, Motion Detector)


Cannot self target.
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Post Post #1990 (isolation #104) » Thu Apr 07, 2016 1:57 pm

Post by Ircher »

Mafia 2-Shot Fight Stopper


If two players get into an extremely bad argument, you may post in thread that you are using this ability and both players will be given a 72 hour post restriction preventing them from talking about or to each other for any reasobs. This also includes votes. The first time the restriction is broken, the player gets a public warning. The second time, the player is modkilled.

This ability should not be taken lightly and should be used only when absolutely neccessary.
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Post Post #2000 (isolation #105) » Thu Apr 07, 2016 2:38 pm

Post by Ircher »

Neutral Millenial


Win: When game thread reaches a set threshold of posts depending on the number of players.


For 9p: 1000 Posts
For 10p: 2000 Posts
For 11-13p: 3000 Posts
For 14-17p: 4000 Posts
For 18-21p: 5000 Posts
For 22+p: 7000 posts.

In order to help you reach the post count threshold, you have the following abilities:

3rd Millenial Vest
- Renders you completely bulletproof at all times.

3rd Millenial Knowledge
- You are very knowledgeable and cunning. This ability makes you pseudo-lynchproof: If at least a fourth (rounded up, excluding yourself) of the current players in the game are not voting you when you are lynched, you will survive.

3rd Millenial Phone
- This allows you to send private messages (through the mod) to anyone at anytime. The only restriction is it must be exactly a thousand words long.

Note: You may not spam the thread simply to reach the post count threshold. Overall, common sense should prevail, but the moderator is allowed to take action if foul play is suspected.
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Post Post #2005 (isolation #106) » Thu Apr 07, 2016 3:01 pm

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Vanilla Townie


Lol, thanks; never noticed!
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Post Post #2019 (isolation #107) » Fri Apr 08, 2016 2:04 pm

Post by Ircher »

Self Aligned Energy Collector


Win: When you are the last one alive


No factional kills.

Your goal (besides surviving) is to collect as much energy as possible. The first way is by being voted: any votes on you at the end of the day are worth 1 energy each.

The second way is to correctly guess when a player will die. Guessing the correct phase will net 3 energy per correct guess.

A third way is to be targeted by night actions. You will receive 2 energy for every SUCCESSFUL night action targeted on you.

The final way is a bit more complex. On the previous night (or pregame for D1), you must pm the mod telling what you think the alignment of the lynched player will be (Town, Mafia, Werewolf, Alien, Jester/Lyncher, Cult, SK, Misc TP, Miscellaneous (such as Ur-Scum)). If such a player is lynched AND you are on the wagon then you will receive 1 energy for a correct town/cult guess, 2 for Mafia/Werewolf, 3 for Alien/SK/Jester/Lyncher, and 5 for any other faction!

Each night you may spend the energy to perform the following actions:

1 - Voyeur, Motion Detector, Miller
2 - Vanilla Cop, Bodyguard, Bomb, Tracker, Neighborizer
3 - Watcher, Follower, Neapolitan, FBI Agent, Doctor, Hider
4 - Name Cop (Gives role name except alignment), Seer (Were Cop), Cop (Maf Cop), 1-Shot Bulletproof
5 - Jailkeeper, Roleblocker
7 - Bulletproof, Ascetic, Alignment Cop, Tracker&Voyeur, Rolestopper
8 - Poisoner, Bus Driver
9 - Vigilante, Framer, Watcher&Follower
10 - Arsonist, Role Cop, Neighborizer&Name Cop
12 - Ninja Vig, Strongman Vig, Neighborizer&Role Cop
15 - Inventor (Can give any 2 1-Shot powers to 1 target from energy levels 1 to 3), Godfather, Bulletproof Ascetic
25 - Grand Idea Mafia - Let's you choose any (non-overpowered) ability found in any of the Grand Idea Mafia posts. Must be an active ability.

I'm changing my 2000 post.
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Post Post #2034 (isolation #108) » Sat Apr 09, 2016 7:29 am

Post by Ircher »

Town Musician


You have the following
1-Shot Day
abilities (must post in-thread):

1.
The Mesmerizing Flute
- Post in thread you want to play your flute and a person to target. That player will only be able to vote No Elimination or whatever wagon you are on for the rest of that Day Phase.

2.
A Sound of Thunder
- Post in thread you would like to blast your trumpet. Admist the confusion, all player's votes will be randomly locked to two other players besides themselves. From that point onward for that day phase, players may only vote for No Elimination, themselves, or one of the two players to whom their vote is locked to.
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Post Post #2156 (isolation #109) » Fri Apr 15, 2016 1:42 am

Post by Ircher »

Vanilla Townie

In post 2155, The MM wrote:
Town Day 1 Vote-magnet

Every vote Day 1 is redirected towards you.

This isnt worst role ideas, please do not post bastard/inexplicably unplayable roles in this thread.
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Post Post #2161 (isolation #110) » Fri Apr 15, 2016 2:13 pm

Post by Ircher »

Town Doublevoter

You possess two votes, each worth 1 vote, that you may use independently of each other.
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Post Post #2162 (isolation #111) » Fri Apr 15, 2016 2:17 pm

Post by Ircher »

Mafia Quadruplet Voter


Usage:
You possess 4 votes, each worth 1/4 a vote each. It may be possible to hammer multiple wagons with this ability.

Moderator Notes:
Usage:
Elimination thresholds should not be rounded, and for threshold purposes, a quadruplet voter possesses only a single vote.
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Post Post #2165 (isolation #112) » Sat Apr 16, 2016 3:00 pm

Post by Ircher »

Serial Killer Quadruplet Voter


Usage:
You possess 4 votes, each worth 1/4 a vote each. It may be possible to hammer multiple wagons with this ability.

Moderator Notes:
Usage:
Elimination thresholds should not be rounded, and for threshold purposes, a quadruplet voter possesses only a single vote.
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Post Post #2166 (isolation #113) » Sat Apr 16, 2016 3:01 pm

Post by Ircher »

Town Quadruplet Voter


Usage:
You possess 4 votes, each worth 1/4 a vote each. It may be possible to hammer multiple wagons with this ability.

Moderator Notes:
Usage:
Elimination thresholds should not be rounded, and for threshold purposes, a quadruplet voter possesses only a single vote.
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Post Post #2167 (isolation #114) » Sat Apr 16, 2016 3:02 pm

Post by Ircher »

Tropical Townie


Usage:
You possess no special abilities.
---
Also, fyi, anyone who has multiple votes that add up to 1 are unaffected by any multivoter haters.
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Post Post #2169 (isolation #115) » Sat Apr 16, 2016 3:17 pm

Post by Ircher »

Town D1 D2 DayTalk Enabler


Restrictions:
Day 1 and day 2 only.
Usage:
You may or may not enable daytalk for all private threads.
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Post Post #2170 (isolation #116) » Sat Apr 16, 2016 3:19 pm

Post by Ircher »

Town Octuplet Voter


Usage:
You possess 8 votes, each worth 1/8 a vote each. It may be possible to hammer multiple wagons with this ability.

Moderator Notes:
Usage:
Elimination thresholds should not be rounded, and for threshold purposes, a tuplet voter possesses only a single vote.

---
In post 2168, Cheery Dog wrote:
Town Quarterback


If there are players with votes worth 1/4 of a vote, you will get your quarter back from a payphone each time a quarter of the players have 1/4 at the back end of the amount of votes that are on them. You may use that money to call the mod and have the deadline moved back quarter of an hour.

Lol - Nice
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Post Post #2171 (isolation #117) » Sat Apr 16, 2016 3:20 pm

Post by Ircher »

Town Doublet Voter


Usage:
You possess 2 votes, each worth 1/2 a vote each. It may be possible to hammer multiple wagons with this ability.

Moderator Notes:
Usage:
Elimination thresholds should not be rounded, and for threshold purposes, a tuplet voter possesses only a single vote.
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Post Post #2172 (isolation #118) » Sat Apr 16, 2016 3:27 pm

Post by Ircher »

Werewolf Doublet Voter 2-Shot Vote Amplifier


Restrictions:
Vote Amplifier: Twice per game.
Usage:
Doublet Voter: You possess 2 votes, each worth 1/2 a vote each. It may be possible to hammer multiple wagons with this ability.
Usage:
Vote Amplifier: While active, all voters who possess multiple votes worth less than 1 vote each have their votes become full votes. Ex: You become a doublevoter.

Moderator Notes:
Usage:
Doublet Voter: Elimination thresholds should not be rounded, and for threshold purposes, a tuplet voter possesses only a single vote.
Usage:
Vote Amplifier: When this ability is active, all fractional voters count as having a vote weight of 1. The voting threshold should not otherwise be modified. Callforjudgement's "Fractional Voter" role cannot be used to hammer a player unless the player has zero votes on that player beforehand albeit each vote is counted as a full vote and can put a player at L-1. No role may single-handedly hammer a player; the elimination threshold for that player will temporary change in that case.

---
Players will hate this alongside the Octuplet voters
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Post Post #2173 (isolation #119) » Sat Apr 16, 2016 3:28 pm

Post by Ircher »

Werewolf Octuplet Voter


Usage:
You possess 8 votes, each worth 1/8 a vote each. It may be possible to hammer multiple wagons with this ability.

Moderator Notes:
Usage:
Elimination thresholds should not be rounded, and for threshold purposes, a tuplet voter possesses only a single vote.
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Post Post #2175 (isolation #120) » Sat Apr 16, 2016 3:33 pm

Post by Ircher »

Triplet Voter (Random Alignment)

You possess three votes each worth 1/3 a vote.

Mod Notes: Elimination thresholds should not be rounded, and for threshold purposes, a tuplet voter possesses only a single vote.

For alignment, roll 1d6:

1 -- Town
2 -- Mafia
3 -- Werewolf
4 -- Serial Killer
5 -- Survivor
6 -- Jester

---
@Call's role:
That role is a bit op when combined with a vote amplifier. But yeah, there's where it be usedul. Or maybe to hammer multiple wagons.
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Post Post #2179 (isolation #121) » Sat Apr 16, 2016 3:53 pm

Post by Ircher »

Random Alignment Random Role


This is not a full reroll; its constrained:

Alignment: 1d10:

1 - Town
2 - Mafia
3 - Werewolf
4 - Alien
5 - Serial Killer
6 - Survivor
7 - Jester
8 - Lyncher
9 - Player's Choice
10 - Mod's Choice

Roles: 1d20:

1 - Ascetic Vigilante
2 - 2-Shot Lynchproof
3 - 3-Shot Bulletproof
4 - Even-Night Alignment Cop
5 - Macho Follower
6 - Odd-Night Watcher
7 - Voyeur Neighbor
8 - Investigation-Immune Tracker
9 - 2-Shot Doctor
10 - Reflexive Jailkeeper
11 - Paranoid Gun Owner
12 - Ninja Rolestopper
13 - Strongman Roleblocker
14 - Backup Cult Leader (Alignment and win con will change if the original cult leader dies; if doesnt exist -- no effect)
15 - Encryptor 1-Shot King
16 - Weak Bus Driver
17 - Hated Doublevoter
18 - Heroic Doublet Voter
19 - Hated Motion Detector
20 - N1, D2, N3, D4, N5 Bomb (Does not activate when killed on unspecified phases)
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Post Post #2181 (isolation #122) » Sat Apr 16, 2016 4:04 pm

Post by Ircher »

Vanilla Townie


I was just gonna say it was nothing unless a hero is lynched in which case the king gets lynched.

Edit 05/22/19: I changed it to be a standard Kingmaker (w/ only 1-Shot) instead for consistency purposes.
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Post Post #2182 (isolation #123) » Sat Apr 16, 2016 4:11 pm

Post by Ircher »

Random Alignment Random Role


This is not a full reroll; its constrained:

Alignment: 1d10:

1 - Town
2 - Mafia
3 - Werewolf
4 - Alien
5 - Serial Killer
6 - Survivor
7 - Jester
8 - Lyncher
9 - Player's Choice
10 - Mod's Choice

Roles: 1d20:

1 - Ascetic Vigilante
2 - 2-Shot Lynchproof
3 - 3-Shot Bulletproof
4 - Even-Night Alignment Cop
5 - Macho Follower
6 - Odd-Night Watcher
7 - Voyeur Neighbor
8 - Investigation-Immune Tracker
9 - 2-Shot Doctor
10 - Compulsive Fruit Vendor
11 - Beloved Paranoid Gun Owner
12 - Ninja Rolestopper
13 - Strongman Roleblocker
14 - Backup Universal Backup
15 - Loyal Encryptor King (Affects faction kill)
16 - Weak Bus Driver
17 - Hated Doublevoter
18 - Heroic Doublet Voter
19 - N1, N4 Motion Detector
20 - Vengeful Bomb
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Post Post #2185 (isolation #124) » Sun Apr 17, 2016 2:19 am

Post by Ircher »

Golden Alien


@BNL - I think that one is reasonsbly playable. The mod should adjust voting threshold appropriately though.
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Post Post #2186 (isolation #125) » Sun Apr 17, 2016 8:01 am

Post by Ircher »

Random Alignment Random Role

(Note: Not the same possibilites as a previous version.)
Alignment - 1d10

1. Mafia
2. Werewolf
3. Survivor
4. Town
5. Jester
6. Alien
7. Serial Killer
8. Lyncher
9. Cult (If there is a cult leader, this player will be part of that faction)
10. Mod's Choice (Out of the above)

Role - 1d25

1. Atheist Actor (Always return Not Cult; Can only place hammer votes (I would just ignore rather than modkill for breaking the restriction))
2. Reflexive Bodyguard (Protects everyone who targets player; each protect counts as a separate kill)
3. Hated CPR Doctor
4. Triggered Deflector (Trigger is to be targeted by a bus driver; once targeted once, may use ability on any subsequent nights; cannot self-target)
5. Voteless Encryptor (If town: Grants daytalk for masons and neighbors (of any alignment))
6. Post-Restricted Forensic Investigator (Cannot hammer any players who showed up in any of their reports)
7. 2-Shot Gladiator
8. Macho Hider (Own action can protect them from kills, but nothing else)
9. Delayed Inventor (Abilities: Vig, Doc, Roleblock; cannot self-target and can only give each invention once; all inventions are 1-Shot)
10. Odd-Night Janitor (Does not gain flip info)
11. D3 King (In the kingmaker sense)
12. Even-Night Lightning Rod (Note: Technicalky compulsive)
13. Lynchproof Miller (Not in LyLo)
14. Neapolitan Neighbor
15. Non-Consective Night Oracle (Can only give binary answers)
16. Poison Doctor Ninja
17. Ascetic Rolestopper
18. Seraph Knight Enabler
19. Weak Tracker
20. Compulsive Universal Backup (Once obtains role, must use it every night)
21. Loud Visitor
22. Strongman Watcher
23. Deathproof Lover (Choose another player to be the *hidden* lover)
24. Loyal Jailkeeper
25. Vengeful Framer
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Post Post #2201 (isolation #126) » 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).
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Post Post #2202 (isolation #127) » 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 #2206 (isolation #128) » 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 #2209 (isolation #129) » 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 #2211 (isolation #130) » 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.
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Post Post #2214 (isolation #131) » 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 (isolation #132) » 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.
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Post Post #2217 (isolation #133) » Fri Apr 22, 2016 12:55 pm

Post by Ircher »

Werewolf


@Cheery -- Whoops, left out "Reflexive"
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Post Post #2218 (isolation #134) » 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).
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Post Post #2219 (isolation #135) » 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 #2222 (isolation #136) » 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.
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Post Post #2252 (isolation #137) » Tue May 03, 2016 3:39 am

Post by Ircher »

Town 1-Shot Dawn Vig

Shoots in pre-game.
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Post Post #2257 (isolation #138) » Wed May 04, 2016 11:28 am

Post by Ircher »

Mafia Reflexive Roleblocker Reflexive Modified Voyeur


Any player who targets you will be role blocked, and you wiill receive a list of actions that were performed on all players you roleblocked. (Items can and should appear multiple times if multiple players used the same action).

(Basically, Modified Bulletproof Ascetic Reflexive Voyeur if you want to think in balancing terms)
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Post Post #2258 (isolation #139) » Wed May 04, 2016 11:32 am

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Mafia Post-Restricted Goon

Cannot fakeclaim any role except VT.
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Post Post #2259 (isolation #140) » Wed May 04, 2016 11:36 am

Post by Ircher »

Town Hated Reflexive Roleblocker Reflexive Modified Friendly Neighborizer


Any player who targets you is 1) Informed you are town 2) Roleblocked 3) Joins the PT you are in (In other words, new topics aren't created for each neighborize action used).

You're also hated: It takes 1 less vote to lynch you.
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Post Post #2260 (isolation #141) » Wed May 04, 2016 11:39 am

Post by Ircher »

Werewolf Traitor

You are a part of the Werewolf faction and know the identities of your fellow Werewolves; however, your fellow Werewolves only know that you exist and cannot converse with you. You cannot perform the night kill and will therefore be endgamed if you are the sole remaining Werewolf.
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Post Post #2262 (isolation #142) » Sun May 08, 2016 2:46 pm

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Mafia Reflexive Hostile Neighbor

Anyone who targets you will have you confirmed as not town.
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Post Post #2267 (isolation #143) » Thu May 12, 2016 3:02 pm

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Town Public Messenger


50 or less characters; posted in Day Start post by Mod attributed to Anonymous
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Post Post #2270 (isolation #144) » Fri May 13, 2016 12:03 pm

Post by Ircher »

Town Compulsive D1 D3 Vigilante
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Post Post #2275 (isolation #145) » Thu May 19, 2016 11:25 am

Post by Ircher »

Town Best Friend

If there are other Best Friends in the setup, you are automatically friends with them. Otherwise, the moderator randomly chooses another townie to add this role to.

Best Friends are confirmed to each other to be aligned with the town, but they cannot talk with each other (like Masons in a sense, but a stronger guarantee in the context of Grand Idea Mafia and without the communication ability).
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Post Post #2326 (isolation #146) » Wed May 25, 2016 2:48 pm

Post by Ircher »

Mafia Voteless Post-Restricted 2-Shot Day Vigilante

Dayvig is public; post restriction is the word "Grand" must be in every post; 3 infractions results in suicide.

Oh, and this isn't Worst Ideas.
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Post Post #2336 (isolation #147) » Thu May 26, 2016 10:42 am

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Mafia Strongman Ninja Voteless Ascetic Loyal Rolestopper
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Post Post #2338 (isolation #148) » Thu May 26, 2016 2:33 pm

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Werewolf Quadruplet Voter


Possesses 4 votes, but each count a 1/4 of a vote.
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Post Post #2414 (isolation #149) » Wed Jun 15, 2016 3:17 pm

Post by Ircher »

Self Aligned Arsonist

TPR Role
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Post Post #2419 (isolation #150) » Fri Jun 17, 2016 3:15 pm

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Town Voteless Loyal Doctor

You possess no vote; however, each night, you may target a player. If they are aligned with the town, you will protect them from a single night kill.
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Post Post #2426 (isolation #151) » Sat Jun 25, 2016 12:53 pm

Post by Ircher »

Mafia Quintuplet Voter


Possesses 5 votes worth 1/5 a vote each. May hammer multiple wagons with this ability.
Moderator Note: Do not round lynch thresholds. Also note that a tuplet voter counts as possessing a single vote for lynch threshold purposes.
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Post Post #2439 (isolation #152) » Wed Jul 06, 2016 11:23 am

Post by Ircher »

In post 2438, BrainpanSonata wrote:
Percentage Fruit Vendor

You're known for having one of the, uh,
dodgier
fruit stands in town. Every night, you can choose one player and send a piece of fruit to them. Mod rolls a D100 to determine the outcome.
1-60 Good Fruit: No effect beyond sending "Someone has sent you a piece of fruit!" message.
61-90 Rotten Fruit: Send fruit and roleblock player who receives it. (No change in message.)
91-100 Poisoned Fruit: Player who receives fruit dies instead of receiving message.
Percentage Fruit Vendor is not told which fruit is sent. Death by Poisoned Fruit can be prevented if target is also targeted by healing role, and all fruits can be roleblocked or redirected.
Alien Combined Doctor Poison Doctor Fire Fighter

Protects target from all kills, cures poison, and from ignition/priming by an arsonist.

Since the fruit is poisoned, only a poison doc should be able to heal it.
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Post Post #2444 (isolation #153) » Fri Jul 08, 2016 5:10 am

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Mafia (Non-Consecutive Even Night) 3x Strong-Willed Roleblocker

Just so they cannnot wreck town 1 night; can roleblock 3 players every other even night. The RB will trump redirection and roleblocking.
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Post Post #2518 (isolation #154) » Sun Jul 24, 2016 2:30 pm

Post by Ircher »

Semi-Town Jester Democracy Enabler


As long as you live, the game functions as normal.
When you die, you become King and decide who is lynched each day.

You lose if you are still alive at the end.
You win if you lynch 2 scum (TPR included) in a row via your kingmaker ability.
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Post Post #2519 (isolation #155) » Sun Jul 24, 2016 2:38 pm

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Town Beloved Loved Conditional Treestump Supersaint


Loved
- Takes an additional vote to lynch. (Inapplicable in LyLo, if determinable).
Beloved
- The next day phase is skipped when you die.
Supersaint
- If you are lynched, the hammerer will be vengekilled. (If you self-hammer, then your treestump ability won't activate.)
Treestump
- You may continue to post, but nothing more, if you die by lynch or by factional kill. If you die by any other method including but not limited to: Dayvig shot, Vigilante shot, Arsonist Ignition, Poison, Vengekill (including Supersaint and Bomb), and Modkill, you will not be treestumped.

You win when only town remains!
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Post Post #2557 (isolation #156) » Sat Jul 30, 2016 3:57 am

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Vanilla Townie
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Post Post #2563 (isolation #157) » Thu Aug 04, 2016 4:34 am

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Cult Leader

Each night, you may attempt to recruit a player to your faction. If they are town aligned or neutral (including jesters, lynchers, and the like but excluding roles like serial killer), they will join your faction as a vanilla cultist. Otherwise, your action will fail.
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Post Post #2568 (isolation #158) » Fri Aug 05, 2016 4:55 am

Post by Ircher »

Cherry Townie


I invite all of you to signup for The Grand Idea: UMake in the Micro queue!

You must have 3 posts in this thread 1 of which must be town and 1 of which must be group scum (Mafia/Werewolves/Alien).
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Post Post #2575 (isolation #159) » Tue Aug 09, 2016 2:28 am

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Town Deflector

See the wiki for specifics.

Each night, you may redirect all actions that target one specific player to another player. (Not to be confused with a redirector where you redirect the actions performed by one player to another player.)
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Post Post #2579 (isolation #160) » Tue Aug 09, 2016 3:10 pm

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Mafia Encryptor
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Post Post #2580 (isolation #161) » Tue Aug 09, 2016 3:14 pm

Post by Ircher »

Town Double Doublet Voter


Possesses 4 votes each worth 1/2 each. It may or may not be possible to hammer two wagons this way.
Moderator Note: Do not round elimination thresholds. A tuple tuplet voter counts as having tuple votes for purposes of determining the elimination threshold. (Eg: This role counts as having 2 votes.)
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Post Post #2581 (isolation #162) » Tue Aug 09, 2016 3:18 pm

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Condemner 1-Shot Day Vigilante
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Post Post #2582 (isolation #163) » Tue Aug 09, 2016 3:20 pm

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Town 1-Shot Dawn Vigilante

Shoots during pre-game.
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Post Post #2583 (isolation #164) » Tue Aug 09, 2016 3:21 pm

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Mafia 1-Shot Twilight Vigilante

Can only shoot post-hammer but before the flip occurs. Moderators should consider including a separate twilight phase immediately after hammer for this ability.
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Post Post #2584 (isolation #165) » Tue Aug 09, 2016 3:23 pm

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Werewolf 1-Shot Vigilante
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Post Post #2585 (isolation #166) » Tue Aug 09, 2016 3:24 pm

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Mafia Traitor
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Post Post #2587 (isolation #167) » Tue Aug 09, 2016 3:37 pm

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Mafia Post-Restricted Troll
(flavored mafioso with a post restriction)

Post-Restriction: Must troll other users on D1 and D2; however, you may not break site rules while trying to fulfill this post restriction.
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Post Post #2589 (isolation #168) » Tue Aug 09, 2016 3:38 pm

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Mafia Pink Goon


Flavored mafia goon.

@Fire -- That was the point :P
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Post Post #2590 (isolation #169) » Tue Aug 09, 2016 3:48 pm

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Alien Odd Night Deflector Even Night Redirector

See the wiki pages for Deflector and Redirector.
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Post Post #2598 (isolation #170) » Thu Aug 11, 2016 11:39 am

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Town Doctor
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Post Post #2602 (isolation #171) » Thu Aug 11, 2016 1:24 pm

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Town DayTalk Disabler


While alive, all neighborhoods and other scum factions lose day chat.
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Post Post #2606 (isolation #172) » Fri Aug 12, 2016 9:59 am

Post by Ircher »

Vanilla Townie


@McMenno --> No it isn't; the win con is differemt.
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Post Post #2609 (isolation #173) » Fri Aug 12, 2016 3:07 pm

Post by Ircher »

Town Vote Locker

While alive, voting occurs similar to that in th (failed) micro 606 without the judge. Details to be stolen.....
Aeronaut wrote:
Overtime:

- If the deadline hits without a lynch, 1/4 of the Deadline will be added back on. Any previous votes on the Player who had the most votes before DL will no longer count, and those players will have to vote for a different player for the remainder of the overtime.
- When the game goes into Overtime, any previous "locked" votes will be reverted; players may vote freely as in any normal mafia game at this point.

Locked Voting:

- If the deadline gets to the halfway point, all votes after that point will be "Locked-in", meaning they can't be changed.
- When the deadline gets to the 3/4 point [e.g., a week and a half into a two week deadline], votes for players who aren't on the 2 largest wagons will no longer count; those players will have to choose between one of those two players.
- You are also allowed to lock in your vote at any point in the day, if you so choose.

This is how you will lock your votes.


Code: Select all

[hurt]Aeronaut[/hurt]


it will look like


HURT: Aeronaut
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Post Post #2612 (isolation #174) » Sun Aug 14, 2016 1:51 pm

Post by Ircher »

Mafia VT Exterminator


Receives the name of all VTs. While alive, mafia must night kill a vanilla townie each night. If no VTs remain, then the entire Mafia faction commits suicide. Obvious, it is within the mafia faction's best interests to get rid of the VT Exterminator before all the VTs are gone.

Moderator Note for Greater Idea Style Games:
If the alignment chosen is town alongside this role, then the player must attempt to lynch a VT each day or the player with this role will commit suicide. Same applies to TPR without kills. For other group!scum, that particular alignment must kill VTs or commit suicide.
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Post Post #2627 (isolation #175) » Mon Aug 15, 2016 9:19 am

Post by Ircher »

Alien Global Roleblocker

May choose to RB every other player in the game each night. This has topmost precedent and fails only on untargetable players or strong-willed/strongman actions.
In post 2613, callforjudgement wrote:
Mafia Quick Drawer


If this player performs the nightkill, it resolves before all other actions except Commuter (thus making Doctors and the like pointless, and effectively roleblocking the nightkill target).


Re: the VT Exterminator, if scum NK the Exterminator themself, do they suicide due to not having killed a VT, or not?
Suicide is my interpretation, but if the exterminator is the same alignment as the faction that the restriction applies to, then I would leave it at mod interpretation.
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Post Post #2646 (isolation #176) » Wed Aug 17, 2016 1:44 pm

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Bulletproof Alien

You are immune to being killed at night.
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Post Post #2661 (isolation #177) » Sun Aug 21, 2016 7:21 am

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Self Aligned Condemner Variant


Must get the moderator hammered. Game ends immediately if win con is achieved.
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Post Post #2664 (isolation #178) » Sun Aug 21, 2016 1:51 pm

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Reroll (The MM)


Reroll this role to one inside The MM's ISO.
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Post Post #2665 (isolation #179) » Sun Aug 21, 2016 1:52 pm

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Town Even Odd Cop


Not told sanity;
Naive
on odd nights, and
sane
on even nights.
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Post Post #2666 (isolation #180) » Sun Aug 21, 2016 1:53 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).
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Post Post #2667 (isolation #181) » Sun Aug 21, 2016 1:55 pm

Post by Ircher »

Town 12-Multishot Fruit Vendor


Send fruit to players. You may send multiple fruit to a single player and/or fruit to multiple players. Players will be told they received fruit and how much fruit they received.

You may only send 12 pieces of fruit throughout the entire game.
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Post Post #2668 (isolation #182) » Sun Aug 21, 2016 1:56 pm

Post by Ircher »

Town Hacker


Win: You win when all non-town factions are eliminated!


Upon drawing this role, the mod should roll 8 2-sided dice (pref. with dice tag) like this:

Original Roll String: 8d2 (STATIC)
8 2-Sided Dice: (2, 1, 1, 2, 1, 2, 1, 1) = 11


On every day where there is a 1, Mafia CANNOT utilize night talk that night. On the other hand, a 2 will keep the mafia from using daytalk on that day.

So, if you get {2, 1, 2, 2, 1, 1, 2, 2}, then on N2, N5, and N6, Mafia cannot use night talk (doesn't apply to other factions). On D1, D3, D4, D7, and D8, Mafia cannot use daytalk if its available.
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Post Post #2676 (isolation #183) » Mon Aug 22, 2016 3:07 pm

Post by Ircher »

Town 3-Shot MUP (1% Suicide, 49% Doctor, 35% Vigilante, 15% Roleblocker)


Roll a 1d100 each night the player uses an action; refer to the below possibilities based on the result. (Note that the player should also send in a target name as well.)
Can only use ability 3 times per game.
  • 1: Player commits suicide.
  • 2-50: Player protects target from a single night kill.
  • 51-85: Player shoots target.
  • 86-100: Player roleblocks target.
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Post Post #2677 (isolation #184) » Mon Aug 22, 2016 3:15 pm

Post by Ircher »

Alien Reflexive MUP (75% Watcher, 20% Roleblocker, 5% Vigilante)

Each time you are (otherwise successfully) targeted by a player, roll a 1d100 and perform the action on the targeting player.
  • 1-75: You receive the name of the person who targeted you.
  • 76-95: You roleblock the person who targeted you.
  • 96-100: You shoot the person who targeted you.
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Post Post #2688 (isolation #185) » Fri Aug 26, 2016 5:11 pm

Post by Ircher »

Town Untargetable Modified Deathproof Strong-Willed Strongman


You cannot be killed or targeted by any actions. If you ever gain a night action, it cannot be blocked or redirected. If you ever gain a kill, it will also pierce through protections.

You can be lynched during clear LyLo situations, and the moderator will inform you of such.
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Post Post #2689 (isolation #186) » Sat Aug 27, 2016 2:33 pm

Post by Ircher »

Mafia Modified Treestump Triplet Voter


You are automatically treestumped at the beginning of the game, counting as dead and having your role revealed; however, you can still post and unlike most treestumps, you retain your vote. You are untargetable when treestumped. Your vote will not affect the voting threshold.

You possess 3 votes, each of which count 1/3 vote a piece. You may be able to hammer multiple wagons this way.
Moderator Note: Do not round elimination thresholds. A tuplet voter counts as having one vote for the elimination threshold.
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Post Post #2690 (isolation #187) » Sat Aug 27, 2016 2:35 pm

Post by Ircher »

Alien Modified Treestump Double Triplet Voter


You are automatically treestumped at the beginning of the game, counting as dead and having your role revealed; however, you can still post and unlike most treestumps, you retain your vote. You are untargetable when treestumped. Your votes will not affect the voting threshold.

You possess 6 votes, each of which count 1/3 vote a piece. You may hammer multiple wagons this way.
Moderator Note: Do not round elimination thresholds. A tuple tuplet voter counts as having tuple votes for purposes of determining the elimination threshold. (Eg: This role counts as having 2 votes).
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Post Post #2694 (isolation #188) » Sat Aug 27, 2016 3:43 pm

Post by Ircher »

Town N0 Compulsive Self-Motivated Self-Loverizer

You
must
select 2 targets during pre-game to become lovers with.
In post 2691, callforjudgement wrote:
Town Reverse Treestump


At the start of the game, your alignment and role will be publicly revealed.
You start as a treestump: you have the ability to post in thread, but no vote. You are not a legal target for night actions. Unlike a typical treestump, you can be voted for.
If you are lynched, you don't die, but rather cease to be a treestump and become a regular Vanilla Townie instead.
Scum would shoot them ASAP as they are basically a revivable IC. Nice (but practically useless additional abilities beyond the treestump) role though.
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Post Post #2695 (isolation #189) » Sat Aug 27, 2016 3:47 pm

Post by Ircher »

Theta Werewolf

Named Werewolf
In post 40, GuyInFreezer wrote:
Town Megaman

You can shoot someone during the day. You will inherit your target's role upon successful killing.
@Call --> I guess ^, but he ought to edit the role desc in.
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Post Post #2697 (isolation #190) » Sat Aug 27, 2016 3:52 pm

Post by Ircher »

Town Triplet Voter

You possess 3 votes that count 1/3 each. You may hammer multiple wagons with this ability.

Moderator Note: Do not round lynch threshold. A tuplet voter counts as having tuple votes for purposes of determining the lynch threshold.
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Post Post #2699 (isolation #191) » Sat Aug 27, 2016 4:05 pm

Post by Ircher »

Cherry Jester

Nam£d J£st£r
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Post Post #2700 (isolation #192) » Sat Aug 27, 2016 4:07 pm

Post by Ircher »

Lemon Condemner

Named Condemner
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Post Post #2701 (isolation #193) » Sat Aug 27, 2016 4:10 pm

Post by Ircher »

Town Named Exterminator


Receives a list of all named vanilla roles (such as Cherry Townie) during pre-game.

They must attempt to lynch (or otherwise kill) a player from that list each day/night cycle or they will commit suicide.

Moderator Note for Greater-Idea Style: If combined with a multi-member faction, the suicide affects the entire faction. The faction that suicides is the alignment that the player chooses.
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Post Post #2722 (isolation #194) » Sun Aug 28, 2016 1:07 pm

Post by Ircher »

Town Voteless Hurter


Everyone possesses 10 health.

The hurter may, up to 7 times a day, use the hurt tags to deal 1 damage to a player.
If a player reaches 0 health, they die.

(Note: HURT: Player:

Code: Select all

[hurt]Player[/hurt]
)
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Post Post #2723 (isolation #195) » Sun Aug 28, 2016 1:13 pm

Post by Ircher »

Mafia Post-Restricted Goon


Post-restricted mafia goon who must enclose his or her posts in reverse tags.

Ex: If this post restriction is ignored 3 times during the ENTIRE game, the player loses their vote.

Ex: .etov rieht sesol reyalp eht ,emag ERITNE eht gnirud semit 3 derongi si noitcirtser tsop siht fI
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Post Post #2733 (isolation #196) » Mon Aug 29, 2016 2:29 pm

Post by Ircher »

Town 1-Shot Roleblocker


Restrictions:
Once per game.
Usage:
Choose a player to target. They will be prevented from taking actions that night.
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Post Post #2734 (isolation #197) » Mon Aug 29, 2016 2:30 pm

Post by Ircher »

Town 1-Shot Friendly Neighbor


Restrictions:
Once per game.
Usage:
Choose a player to target. They will be privately informed that you are town.
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Post Post #2735 (isolation #198) » Mon Aug 29, 2016 2:57 pm

Post by Ircher »

Werewolf 1-Shot Roleblocker


Restrictions:
Once per game.
Usage:
Choose a player to target. They will be prevented from taking actions that night.
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Post Post #2736 (isolation #199) » Mon Aug 29, 2016 2:59 pm

Post by Ircher »

Werewolf Ninja


Usage:
You have no special active abilities.
Modifiers:
Ninja: Any actions you perform cannot be seen by a tracking investigation.
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