Grand Idea Mafia

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Post Post #5950 (ISO) » Thu Jan 31, 2019 10:51 am

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Post Post #5951 (ISO) » Thu Jan 31, 2019 10:52 am

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Post Post #5952 (ISO) » Thu Jan 31, 2019 10:52 am

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Post Post #5953 (ISO) » Thu Jan 31, 2019 10:54 am

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fortnite gamer

at night you can target a player not in this game. thats it
theres nothing else
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Post Post #5954 (ISO) » Thu Jan 31, 2019 10:54 am

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Post Post #5955 (ISO) » Thu Jan 31, 2019 10:59 am

Post by callforjudgement »

Town Mega-Deprogrammer


Each night, choose a player. If that player is cult-aligned, every member of their cult will become a Town Mason and lose all other abilities. (So the players in question keep the knowledge of each other's alignment and the ability to talk to each other, it's just that they're now town rather than cult.)

This is basically a less bastard(?) version of Deprogrammer, because at least it doesn't cause a proper subset of an informed minority to change faction, and thus there's no incentive to betray your former allies. It's a powerful effect if you hit with it, potentially outright winning the game for Town, but if you do, the game was likely very close to being won by Cult and thus both factions get the win for playing well.
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Post Post #5956 (ISO) » Thu Jan 31, 2019 11:09 am

Post by callforjudgement »

Ascetic Trucemaker


Each night, you may submit to the moderator a list of every living player, along with a guess as to whether that player is town, groupscum, or third party. If all your guesses on such a list are correct, the game immediately ends and
every
player wins. This is not a night action in the traditional sense, e.g. it cannot be roleblocked or redirected and does not show up on Follower reports.

OK, so if this role is in the game, it's theoretically best for scum to claim. But it's unlikely you'll ever convince them of that, and the Ascetic modifier makes it at least moderately nonprovable.
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Post Post #5957 (ISO) » Thu Jan 31, 2019 11:13 am

Post by callforjudgement »

Town Temporary Vengifier


Each night, you may choose a player. That player becomes Vengeful (in addition to their existing role) during the following Day.
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Post Post #5958 (ISO) » Thu Jan 31, 2019 11:13 am

Post by callforjudgement »

Serial Killer


No modifiers, investigation or kill protection, etc..
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Post Post #5959 (ISO) » Thu Jan 31, 2019 11:17 am

Post by callforjudgement »

Assimilator


Each night, you may attempt to kill a player. They will die unless protected, and their flip will be hidden (as though they were killed by a Janitor).

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

You win if you achieve a victory condition assimilated from another player.
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Post Post #5960 (ISO) » Thu Jan 31, 2019 11:20 am

Post by callforjudgement »

Self Direct Motivator
(alignment chosen by moderator, defaulting to town)

Each night, you may target a player. If that player uses any night actions that night, you will cause them to use a copy of that action on you. (So their action goes through as normal, but they additionally use the same action a second time, targeting you.)
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Post Post #5961 (ISO) » Thu Jan 31, 2019 11:29 am

Post by callforjudgement »

Town CPR Tracker


Each night, you may target a player. If that player takes a targeted night action, you will learn who it targeted. Otherwise, you will nightkill your target.

Yes, I know the flavour doesn't make any sense. But CPR is a fun modifier.
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Post Post #5962 (ISO) » Thu Jan 31, 2019 11:39 am

Post by callforjudgement »

Sacrificial Cultist


(Note: when this role is rolled, it should be given to two players, not just one; or three players if the game has 12+ players and at most one other anti-town player.)

Each night, one member of your faction may sacrifice themself to attempt to recruit a player into your faction. Only Town-aligned players will be successfully recruited. (The faction also has typical groupscum powers, except for a nightkill; the sacrificial recruitment acts as a replacement for it.)

I've wanted to use this Cult variant for a while; it keeps the recruiting aspect but doesn't go out of control nor rely on a single cult leader. Additionally, as soon as it recruits, the presence of a cult becomes obvious, something which is often a problem with closed cult games. Obviously, it can only be used with players who tolerate a cult game, so Grand Idea is a plausible fit for that.
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Post Post #5963 (ISO) » Thu Jan 31, 2019 11:40 am

Post by callforjudgement »

Reroll, except the resulting role is a Werewolf
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Post Post #5964 (ISO) » Thu Jan 31, 2019 11:43 am

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Temporary Role Swapper
(alignment chosen by moderator, defaulting to town)

Each night, choose two players. Those players will swap roles for the night; they will not be informed of this. (If their attempted night action becomes illegal as a result, due to not existing or due to having the wrong sort of target, they'll see the same results as if they were roleblocked. However, if they attempted to use a night action and their chosen targets still make sense with their new role, they'll use their new night action. If they were expecting to use an investigative action and end up using a different sort of action instead, they get a PM telling them that their action failed, despite the fact that they may have used an action that succeeded.)
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Post Post #5965 (ISO) » Thu Jan 31, 2019 11:45 am

Post by callforjudgement »

(alignment chosen by moderator, defaulting to town)
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Post Post #5966 (ISO) » Thu Jan 31, 2019 11:57 am

Post by Allomancer »

Alien Goon

It is if the mod rerolls if anything is broken. A reasonable mod should be able to balance a game.
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"idk, you don't feel like an easy mislynch"—
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Post Post #5967 (ISO) » Thu Jan 31, 2019 11:59 am

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Post Post #5968 (ISO) » Thu Jan 31, 2019 12:00 pm

Post by Allomancer »

Chocolate Werewolf


your signature really becomes relevant there vizzy
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Post Post #5969 (ISO) » Thu Jan 31, 2019 12:02 pm

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Post Post #5970 (ISO) » Thu Jan 31, 2019 12:04 pm

Post by Allomancer »

Role Cop Serial Killer

You can both kill and rolecop in the same night.
In post 5962, callforjudgement wrote:
Sacrificial Cultist


(Note: when this role is rolled, it should be given to two players, not just one; or three players if the game has 12+ players and at most one other anti-town player.)

Each night, one member of your faction may sacrifice themself to attempt to recruit a player into your faction. Only Town-aligned players will be successfully recruited. (The faction also has typical groupscum powers, except for a nightkill; the sacrificial recruitment acts as a replacement for it.)

I've wanted to use this Cult variant for a while; it keeps the recruiting aspect but doesn't go out of control nor rely on a single cult leader. Additionally, as soon as it recruits, the presence of a cult becomes obvious, something which is often a problem with closed cult games. Obviously, it can only be used with players who tolerate a cult game, so Grand Idea is a plausible fit for that.
I really like this. You have to whittle down the town very, very slowly.
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"idk, you don't feel like an easy mislynch"—
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Post Post #5971 (ISO) » Thu Jan 31, 2019 12:09 pm

Post by callforjudgement »


Allomancer wrote:
In post 5962, callforjudgement wrote:
Sacrificial Cultist


(Note: when this role is rolled, it should be given to two players, not just one; or three players if the game has 12+ players and at most one other anti-town player.)

Each night, one member of your faction may sacrifice themself to attempt to recruit a player into your faction. Only Town-aligned players will be successfully recruited. (The faction also has typical groupscum powers, except for a nightkill; the sacrificial recruitment acts as a replacement for it.)

I've wanted to use this Cult variant for a while; it keeps the recruiting aspect but doesn't go out of control nor rely on a single cult leader. Additionally, as soon as it recruits, the presence of a cult becomes obvious, something which is often a problem with closed cult games. Obviously, it can only be used with players who tolerate a cult game, so Grand Idea is a plausible fit for that.
I really like this. You have to whittle down the town very, very slowly.
It's actually the same speed as a regular groupscum team; your night action leaves your faction the same size and reduces the number of townies by 1. You also have the lynch available as another means to eliminate townies. It's slow compared to regular Cults, but not compared to regular scum (which gives some idea of just how fast a regular Cult is!).
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Post Post #5972 (ISO) » Thu Jan 31, 2019 12:32 pm

Post by Allomancer »

Compulsive 1-shot Unlynchee-izer Survivor

On Night 1, you must pick someone. You win if both yourself and that person survive to endgame.
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Post Post #5973 (ISO) » Thu Jan 31, 2019 1:33 pm

Post by callforjudgement »

I don't think that role's broken, but it would almost certainly suck to play.

Town Decisive Doctor


Once you protect someone, you must continue to protect that player every night until you die. (If they somehow die despite your Doctor protection, you must no-action from then onwards.)
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Post Post #5974 (ISO) » Fri Feb 01, 2019 12:29 pm

Post by NotAJumbleOfNumbers »

Re-roll, but they’re a dolphin

In post 38, BBmolla wrote:
Town Dolphin


No matter who is lynched, you always will flip.

Looks like:
X, a Y has been lynched.
You, a
Dolphin
, has performed a flip.
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