Grand Idea Mafia

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Post Post #5775 (ISO) » Wed Nov 21, 2018 1:28 am

Post by Something_Smart »

Reroll, except this role and every role rolled after it are neighbors

If this is the first or last rolled role, ignore it and reroll.
It's always the same. When you fire that first shot, no matter how right you feel, you have no idea who's going to die. You don't know whose children are going to scream and burn. How many hearts will be broken. How many lives shattered. How much blood will spill, until everybody does what they're always going to have to do from the very beginning... SIT DOWN AND TALK!
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Post Post #5776 (ISO) » Tue Nov 27, 2018 11:54 pm

Post by callforjudgement »

Town Imprecise Parity Vigilante


Each night, choose three players. The moderator will randomly choose two players out of the three you chose. If their alignments differ from each other, they both die. Otherwise, nothing happens. You won't learn which two out of the three players were chosen.
scum
· scam · seam · team · term · tern · torn ·
town
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Post Post #5777 (ISO) » Tue Nov 27, 2018 11:56 pm

Post by callforjudgement »

Town Imprecise Cop


Each night, choose two players (as usual, self-targeting is not allowed). You will learn the alignment of one of those players. Which player you learn the alignment of will be randomized by the moderator, and you won't be told which player it is that you got results on.
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Post Post #5778 (ISO) » Tue Nov 27, 2018 11:57 pm

Post by callforjudgement »

Town Imprecise Jailkeeper


Each night, choose two players. The moderator will randomly choose one of those players; all night actions used by that player will fail that night, as will all nightkills aimed at that player. You won't learn which of the two players was jailed in this way.
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Post Post #5779 (ISO) » Tue Nov 27, 2018 11:58 pm

Post by callforjudgement »

Bulletproof Ascetic Serial Killer
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Post Post #5780 (ISO) » Wed Nov 28, 2018 2:42 am

Post by BNL »

Imprecise X


Reroll until you get a role that targets one player, excluding factional abilities. Every night, choose two players; you will perform an action on one of those players chosen randomly by the moderator. You wouldn't learn who you actually targeted.
GTKAS - BNL

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Post Post #5781 (ISO) » Wed Nov 28, 2018 4:12 am

Post by Irrelephant11 »

This game is a sci-fi action flick and none of you are main characters,

meaning your aim is terrible.

^ That statement must be announced at the beginning of the game.
For every action in this game that targets
n
people (including factional actions, but not including voting), those using the actions must give the mod
n+1
targets, and the mod will randomly choose one person from that list to not be affected. The mod will never reveal the results of these randomizations.

This roll does not count as a role, so continue rolling.
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Post Post #5782 (ISO) » Thu Nov 29, 2018 2:28 pm

Post by Something_Smart »

Paranoid Vigilante


Each night, you may kill a player.

You're just trying to eliminate the bad guys. But you have this horrible feeling that everyone is out to get you...

You win when everyone who is a threat to you is eliminated. That might be just anti-town players, or it might be everybody else.

Mod notes: This is a regular Town Vigilante, who wins with the town.
It's always the same. When you fire that first shot, no matter how right you feel, you have no idea who's going to die. You don't know whose children are going to scream and burn. How many hearts will be broken. How many lives shattered. How much blood will spill, until everybody does what they're always going to have to do from the very beginning... SIT DOWN AND TALK!
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Post Post #5783 (ISO) » Thu Nov 29, 2018 2:29 pm

Post by Something_Smart »

Paranoid Vigilante


Each night, you may kill a player.

You're just trying to eliminate the bad guys. But you have this horrible feeling that everyone is out to get you...

You win when everyone who is a threat to you is eliminated. That might be just anti-town players, or it might be everybody else.

Mod notes: This is a self-aligned Serial Killer who wins when everyone else is dead.
As long as explicitly anti-town players
other than this one
make up less than half the living players (aside from this player), this player is bulletproof.
As long as at least one explicitly anti-town player
other than this one
is alive, this player is lynchproof. (Attempts to lynch them will cause the day to end with no lynch.)
At the start of the game, every player other than this one is privately informed that this role is in the game, and is informed of its abilities either by linking to this post or quoting the mod note.
Last edited by Something_Smart on Sat Jul 20, 2019 5:37 am, edited 1 time in total.
It's always the same. When you fire that first shot, no matter how right you feel, you have no idea who's going to die. You don't know whose children are going to scream and burn. How many hearts will be broken. How many lives shattered. How much blood will spill, until everybody does what they're always going to have to do from the very beginning... SIT DOWN AND TALK!
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Post Post #5784 (ISO) » Fri Nov 30, 2018 6:35 am

Post by Irrelephant11 »

In post 778, Flames682 wrote:
Town Orange Thermometer


Each player starts out at 100 degrees. Every time a players performs an ability/action (including day actions), their temperature will go down by 10 degrees. Each night you can ask the mod for a temperature list, and the mod will give you everybody's temperatures after the night has ended.

Roleblocking, cult recruiting, factional nightkills, and dayvigging are examples of abilities/actions. If it is a factional nightkill, only the player who did the nightkill will have his/her temperature dropped. Voting and talking are NOT counted as abilities or actions in this case.
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Post Post #5785 (ISO) » Fri Nov 30, 2018 6:39 am

Post by Irrelephant11 »

In post 3288, The MM wrote:
Town Chain-Tracker


Abilities
  • Chain-Tracking:
    [Night Action]
    Target a player. You are returned a list of the players they targeted. Then, for each player they targeted, you are returned a list of the players their targets targeted, and so on.
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Post Post #5786 (ISO) » Fri Nov 30, 2018 6:51 am

Post by wavemode »

Reroll, but add the modifier Prime, meaning the role can only be used if the current day or night number is a prime number.


No, 1 is not a prime number.
retired...?
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Post Post #5787 (ISO) » Sat Dec 01, 2018 2:12 pm

Post by NotAJumbleOfNumbers »

Game Show Contestant


Each night, you can answer a trivia question given by the mod via PM to gain Bulletproof for this night only. You win with the Town.
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Post Post #5788 (ISO) » Sat Dec 01, 2018 2:16 pm

Post by Gamma Emerald »

Bastard!

Reroll to any role that give the one who has it a different role PM than the one they actually get. This does not modify alignment of the role in any way, but if this is rolled by, say, a “reroll but use the opposite alignment” card, that effect would carry over.
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Post Post #5789 (ISO) » Sat Dec 01, 2018 2:27 pm

Post by ManateeDude »

Compulsive Inaccurate Vig

Each night choose 4 people to attempt to shoot in the order of A, B, C and D. Each have a different percentage of being shot as follows
A=40%
B=30%
C=20%
D=10%
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Post Post #5790 (ISO) » Sat Dec 01, 2018 2:27 pm

Post by ManateeDude »

Compulsive Inaccurate Vig

Each night choose 4 people to attempt to shoot in the order of A, B, C and D. Each have a different percentage of being shot as follows
A=40%
B=30%
C=20%
D=10%
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Post Post #5791 (ISO) » Sat Dec 01, 2018 2:28 pm

Post by ManateeDude »

Compulsive Inaccurate Vig

Each night choose 4 people to attempt to shoot in the order of A, B, C and D. Each have a different percentage of being shot as follows
A=40%
B=30%
C=20%
D=10%
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Post Post #5792 (ISO) » Sat Dec 01, 2018 2:34 pm

Post by NotAJumbleOfNumbers »

Way Too Much Daylight Savings Townie

If DST is currently in effect IRL:
The game starts at Night 1. If it was going to start at Night 1 already, it starts at Day 2. If it was going to start at Day 2 already, it starts at night 2, etc.
Otherwise:
The game starts at Night 0. If it was going to start at Night 0 already, it starts at Day 0. If it was going to start at Day 0 already, it starts at night -1, etc.
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Post Post #5793 (ISO) » Sat Dec 01, 2018 2:54 pm

Post by Gamma Emerald »

One Thousand Monkeys on Typwriters Given One Thousand Years

Reroll all roles to be any role that has greater than 100 characters, is not on the wiki, and would not be seen in a normal.
<Embrace The Void>


“A flipped coin doesn't always land heads or tails. Sometimes it may never land at all...”
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Post Post #5794 (ISO) » Sat Dec 01, 2018 3:06 pm

Post by NotAJumbleOfNumbers »

Surprise! You’re actually playing a normal game!


This does not count as a role. If this is rolled, discard everything. Select a setup from the wiki that is approved and has the same amount of players that are in your game. Announce that this game has been turned into a normal game via post #5794, then finish setting up (and applying any twists to) the game like it was the one that you selected.
Last edited by NotAJumbleOfNumbers on Wed Sep 02, 2020 5:07 pm, edited 2 times in total.
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Post Post #5795 (ISO) » Sat Dec 01, 2018 3:12 pm

Post by Gamma Emerald »

Werewolf Devourer

Werewolf version of Mafia Janitor.


I have a small problem with that role, Numbers: the part where it’s confirmed which setup is chosen. That makes it very hard for scum to manage a claim game, plus some games may have unwitting follow-the-investigative situations that expose themselves with the full role list being known. My suggestion is to modify it to announce that the card that triggers that effect has been rolled, that gives a similar notice while not creating town-sided games.
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Post Post #5796 (ISO) » Sat Dec 01, 2018 3:18 pm

Post by NotAJumbleOfNumbers »

Mint Chocolate Chip Townie
(is just a named townie) ✓
In post 5795, Gamma Emerald wrote:
Werewolf Devourer

Werewolf version of Mafia Janitor.


I have a small problem with that role, Numbers: the part where it’s confirmed which setup is chosen. That makes it very hard for scum to manage a claim game, plus some games may have unwitting follow-the-investigative situations that expose themselves with the full role list being known. My suggestion is to modify it to announce that the card that triggers that effect has been rolled, that gives a similar notice while not creating town-sided games.
Fixed.
Last edited by NotAJumbleOfNumbers on Wed Sep 02, 2020 5:07 pm, edited 2 times in total.
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Post Post #5797 (ISO) » Sat Dec 01, 2018 3:41 pm

Post by NotAJumbleOfNumbers »

...but every other beat is missing

Reroll. In addition to the rerolled card you may only mention, quote, affect, and post odd-numbered posts. If any card uses re-rolls in any way, only odd-numbered results count.
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Post Post #5798 (ISO) » Sat Dec 01, 2018 4:05 pm

Post by Invisibility »

Cascading factions

Reroll until you get a non-3rd party role. This role appears as the vanilla of that role's faction in any instances where someone would be able to see roles before the game starts. Pregame, after roles are rolled, for each player, roll a role. That player's faction becomes that of the one rolled in this phase. If the role rolled in this phase is a 3rd party, that player's role gets overwritten by the role rolled in this phase and that player becomes that role.
Invisibility is actually AWESOME!
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Post Post #5799 (ISO) » Sat Dec 01, 2018 6:16 pm

Post by NotAJumbleOfNumbers »

In post 3779, BBmolla wrote:
In post 3778, vonflare wrote:
In post 3767, callforjudgement wrote:
Reroll, alignment reversed


This needs to be in the thread often enough that there might be a reasonable chance it's actually selected, to avoid setups being broken via a role only existing as one alignment.
Last edited by NotAJumbleOfNumbers on Wed Sep 02, 2020 5:06 pm, edited 1 time in total.
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