Grand Idea Mafia

This forum is for discussion related to the game.
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Post Post #7150 (ISO) » Tue Aug 20, 2019 11:46 am

Post by TemporalLich »

Mafia GPick


You must pick a page from Grand Idea Mafia during pregame. The moderator must roll a random role from that page and give you that role (but not alignment).
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Post Post #7151 (ISO) » Tue Aug 20, 2019 11:47 am

Post by TemporalLich »

True GPick


You must pick a page from Grand Idea Mafia during pregame. The moderator must roll a random role from that page and give you that role card, including alignment.
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Post Post #7152 (ISO) » Tue Aug 20, 2019 12:21 pm

Post by TemporalLich »

Town Shadow Hunter


Each night, you may learn the role of a player.

If your target has anything suggesting that they're a supernatural being in their full role card (e.g. Werewolf, Demon, God, Archangel, Spirit, Vampire, Shadow), you will unavoidably kill them.
Last edited by TemporalLich on Sun Apr 11, 2021 6:12 am, edited 1 time in total.
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Post Post #7153 (ISO) » Tue Aug 20, 2019 12:44 pm

Post by TemporalLich »

Town Crimefighter


Each night, you may learn the role of a player.

If your target has anything suggesting that they're a criminal in their full role card (e.g. Mafia, Serial Killer, Arsonist, Poisoner, Thief, Vigilante, Kidnapper), you will unavoidably kill them.
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Post Post #7154 (ISO) » Wed Aug 21, 2019 4:37 am

Post by Gamma Emerald »

Second Chance

You may either select or let the moderator randomize a non-vanilla role that died D1/N1 in a game you played.
<Embrace The Void>


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Post Post #7155 (ISO) » Wed Aug 21, 2019 6:25 am

Post by callforjudgement »

Town Odd-Night Global Alarmist

Prevents anyone's alignment changing on odd-numbered nights.
In post 7146, Korina wrote:
Needs More Cult


If this role is rolled, any roles that are re-rolled, or rolled after this role, have their alignment changed to Cult. If a fifth or more of the playerlist is cult due to this, randomly make players Cult Traitors until there are at least three Cultists who know each other.

Traitors are informed there are other traitors, but not who they are. Groupcult is informed there are traitors, but not who they are.
Cult Traitors may be recruited by the cult by targeting them for receuitment.

The cult, (nor any other faction), cannot endgame until all traitors are recruited or dead.

Reroll this role as well, and make it cult aligned. Additionally, inform the player who got this role they did.
Why do you keep adding cults with no recruitment ability?

I assumed it was intentional, but now you're adding cults with no recruitment ability with special triggers for if they recruit specific people…
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Post Post #7156 (ISO) » Wed Aug 21, 2019 8:17 am

Post by TemporalLich »

Chocolate Cult Leader


You are a named Cult Leader. Each night, you may attempt to recruit a player to your cult.
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Post Post #7157 (ISO) » Wed Aug 21, 2019 8:18 am

Post by TemporalLich »

Inaccurate Cult Leader


Each night, you may attempt to recruit a player from two targets selected randomly to your cult.
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Post Post #7158 (ISO) » Wed Aug 21, 2019 8:23 am

Post by TemporalLich »

Town 1-shot 1-shotizer


Once in the game during Night, you may make a target player's abilities only able to be used once more.
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Post Post #7159 (ISO) » Wed Aug 21, 2019 8:38 am

Post by Korina »

VT

In post 7155, callforjudgement wrote:
Town Odd-Night Global Alarmist

Prevents anyone's alignment changing on odd-numbered nights.
In post 7146, Korina wrote:
Needs More Cult


If this role is rolled, any roles that are re-rolled, or rolled after this role, have their alignment changed to Cult. If a fifth or more of the playerlist is cult due to this, randomly make players Cult Traitors until there are at least three Cultists who know each other.

Traitors are informed there are other traitors, but not who they are. Groupcult is informed there are traitors, but not who they are.
Cult Traitors may be recruited by the cult by targeting them for receuitment.

The cult, (nor any other faction), cannot endgame until all traitors are recruited or dead.

Reroll this role as well, and make it cult aligned. Additionally, inform the player who got this role they did.
Why do you keep adding cults with no recruitment ability?

I assumed it was intentional, but now you're adding cults with no recruitment ability with special triggers for if they recruit specific people…
The way how I personally do cult is if no cultists have recruitment abilities at the start of the game, I randomly select one to have their role card replaced with cult leader. I could add some cult recruitment roles, or just add a blanket clause to all cult roles that I make stating if none of them can recruit, one gains the ability.

Edit: I added a clause to pretty much all of my cult roles stating if there is no cult leader or cult leader-esk role generated, that role is now a cult leader. If there are multiple roles under effect of the KCC, (Korina Cult Clause), randomly pick one.
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Post Post #7160 (ISO) » Wed Aug 21, 2019 8:54 am

Post by Korina »

Korina Cult Clause Modification


If this role rolls, any roles affected by Korina's Cult Clause will retain their original abilities if their card is changed due to it.
After that, reroll this role and make the new role Cult Aligned.

This role isn't affected by the KCC however.
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Post Post #7161 (ISO) » Wed Aug 21, 2019 8:57 am

Post by Korina »

Elite Cult Leader


Any players recruited by this role will retain their original abilities.

The KCC does not effect this role.
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Post Post #7162 (ISO) » Wed Aug 21, 2019 9:03 am

Post by TemporalLich »

Werewolf Combined Rolestopper Doctor


Each night, you may render a player immune to night actions and protect them from being killed.

This is a redundant role as both Rolestopper and Doctor protect from kills. Though however this gets negative results from Gunsmiths.
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Post Post #7163 (ISO) » Wed Aug 21, 2019 9:20 am

Post by TemporalLich »

Town Gunsmith


Each night, you may investigate a player to see if they have a gun.

Groupscum who aren't Doctors or Traitors have guns, as well as these roles: Cop-likes, anything with "Cop" in the name, Neapolitan, Gunsmith, Detective, Vigilante, Paranoid Gun Owner, Vengeful, JOATs with one of these powers, Inventors with one of these powers, anyone holding an invention with one of these powers.

Mod Note: This is a Grand Idea adaptation of a Normal role to account for a few non-normal roles that should logically have guns.
Last edited by TemporalLich on Sat Mar 05, 2022 7:49 am, edited 2 times in total.
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Post Post #7164 (ISO) » Wed Aug 21, 2019 11:16 am

Post by Korina »

Cult Gunsmith


Anything that has the word "gun" in it, or reasonably should have a gun will return "has a gun". Apart from that, normal gunsmith.

This role is effected by the KCC.
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Post Post #7165 (ISO) » Wed Aug 21, 2019 11:35 am

Post by TemporalLich »

Crazed Jailkeeper


You are a third party aligned with yourself. You have a "factional" Jailkeep action, with which you may protect a player from kills and prevent them from acting.

You win if the game lasts longer than Day X, where X is half the number of players rounded up.

Mod Note: "Crazed Jailkeeper" is the alignment, "Vanilla" is the role.
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Post Post #7166 (ISO) » Wed Aug 21, 2019 11:38 am

Post by Korina »

Double Cult, Cult Leader


Apart from the normal Cult PT, (henceforth referred to as the Single Cult), you are given access to a second Cult PT which contains all Double Cult Players. All Players in the Double Cult also are given access to the Single Cult PT, but all players in the Single Cult PT are not given access to the Double Cult PT. At least half, (rounding down), of all Single Cult members at the start of the game will randomly be selected to be Double Cult as well. The Double Cult PT also has daytalk without the need of an encryptor or similar role. However, if all living Single Cult members are present in the Double Cult PT, it will lose that ability.

All players are given the following post restriction as well, although, only those in the Double Cult know about it: You may not say anything about the Double Cult outside of the Double Cult PT. If you break this rule, you will automatically commit suicide. The suicide is unavoidable and cannot be prevented in any method.

The information above is not specific to the role; it applies to all Double Cult roles, (and players in general), in the game.
The post restriction applies to everything regarding the Double Cult. It's like Fight Club. You don't talk about Fight Club outside of Fight Club. If you do however, you die.


Each night, you may attempt to target
any non-double cult player
. If successful, they will be added to the Double Cult PT, (and Single Cult if they do not have access already.)
If multiple Cult recruitment attempts occur on the same night you attempt to recruit
someone not aligned with the cult
, your recruitment will automatically fail.

The KCC does not apply to this role.
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The most recent one and the only one that actually matters. | ROOMS HAVE AIR ~ Who | Not_Mafia did not submit a naive cop action. big mistake there tbh ~ xyzzy
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Post Post #7167 (ISO) » Wed Aug 21, 2019 11:47 am

Post by Korina »

Double Cult, Cultist Dayvig


See Double Cult, Cult Leader for information on how the Double Cult works.
This role is effected by the KDCC, a modified version of the KCC for Double Cult.

Differences:
- If there is only one Double Cult, and that is all the Cult roles in generation, randomly select one player to become Single Cult.
- If all Cult-Aligned players are Double Cult, randomly select half of them to become Single Cult.
- If a Double Cult player should become the Cult Leader due to none generating, they become a Double Cult, Cult Leader instead of a (Single) Cult Leader.
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Post Post #7168 (ISO) » Wed Aug 21, 2019 11:50 am

Post by Korina »

Double Cult, Cultist Fight Club


Flavored neighborizor that adds people into a PT called "Fight Club" with:
The first rule of Fight Club is you do not talk about Fight Club. The second rule of Fight Club is
you do not talk about Fight Club
. If you talk about Fight Club outside of Fight Club, you die.
as the very first post in the PT.

If a player breaks either rule of Fight Club, they automatically commit suicide.

This role is effected by the KDCC
Last edited by Korina on Wed Aug 21, 2019 11:55 am, edited 1 time in total.
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The most recent one and the only one that actually matters. | ROOMS HAVE AIR ~ Who | Not_Mafia did not submit a naive cop action. big mistake there tbh ~ xyzzy
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Post Post #7169 (ISO) » Wed Aug 21, 2019 11:50 am

Post by Korina »

Cultist Fight Club


Flavored neighborizor that adds people into a PT called "Fight Club" with:
The first rule of Fight Club is you do not talk about Fight Club. The second rule of Fight Club is
you do not talk about Fight Club
. If you talk about Fight Club outside of Fight Club, you die.
as the very first post in the PT.

If a player breaks either rule of Fight Club, they automatically commit suicide.

The KCC effects this role.
Last edited by Korina on Wed Aug 21, 2019 11:55 am, edited 1 time in total.
GTKAS:
The most recent one and the only one that actually matters. | ROOMS HAVE AIR ~ Who | Not_Mafia did not submit a naive cop action. big mistake there tbh ~ xyzzy
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Post Post #7170 (ISO) » Wed Aug 21, 2019 11:51 am

Post by Korina »

Fight Club


Flavored neighborizor that adds people into a PT called "Fight Club" with:
The first rule of Fight Club is you do not talk about Fight Club. The second rule of Fight Club is
you do not talk about Fight Club
. If you talk about Fight Club outside of Fight Club, you die.
as the very first post in the PT.

If a player breaks either rule of Fight Club, they automatically commit suicide.
GTKAS:
The most recent one and the only one that actually matters. | ROOMS HAVE AIR ~ Who | Not_Mafia did not submit a naive cop action. big mistake there tbh ~ xyzzy
I dissociate, any signed posts are from my headmates. Refer to GTKAS, or DM me for more information.


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Post Post #7171 (ISO) » Wed Aug 21, 2019 12:03 pm

Post by TemporalLich »

Korina's Blessing


You are a Named Cult Leader.

However, two random players have their alignment changed to Cult at the start of the game.
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Post Post #7172 (ISO) » Wed Aug 21, 2019 4:06 pm

Post by TemporalLich »

Mango Cultist


You are a Named Cultist. You have no special abilities.

Mod Note: Korina's Cult Clause affects this role. If there are no cult leader-esque roles rolled, one random cultist becomes a Cult Leader. If Korina's Cult Clause affects this role specifically, you have a Mango Cult Leader.
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Post Post #7173 (ISO) » Wed Aug 21, 2019 4:23 pm

Post by TemporalLich »

Town Firebreather


Each night, you may target a player to kill with fire, as if you were an Arsonist priming then immediately igniting your target.
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Post Post #7174 (ISO) » Wed Aug 21, 2019 4:49 pm

Post by Korina »

Korina's Love


You are a named Cult Leader, except one random player will have their alignment changed to Cult at the start of the game, and one Cultist will randomly become 2-Shot Deathproof, along with their normal abilities. However, if you are the randomly selected player you will be given the choice of becoming an Elite Cult Leader or 2-Shot Deathproof Cult Leader.
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