Grand Idea Mafia

This forum is for discussion related to the game.
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Post Post #8400 (ISO) » Tue Aug 04, 2020 10:53 am

Post by Farren »

Werewolf Mason


You share a PT with all other Masons. You know that no one in this PT is aligned with the Mafia.

If no other players are Masons, pick one non-Mafia, non-Werewolf player and add "Mason" to their role. If any player is a Mafia Mason, re-roll that player's alignment until they aren't.
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Post Post #8401 (ISO) » Thu Aug 06, 2020 5:07 am

Post by Gypyx »

Saivor JOAT (mailman, roleblocker, bloodhound, gladiator) night 3+ Neighbourizer


a random player in the game is your target, that player can't be a role that needs to die in order to complete his win condition

You are a jack of all trades, meaning that you posess a single shot of each of the following abilities :
mailman : you may send a private message to someone
roleblocker : you will prevent target player from taking any actions tonight
bloodhound : you will know if target player is aligned with town or not
gladiator : the next day, only you and one other player will be eligible for execution

On night 3 and any following night, you will be able to add a player to a neighborhood with you

You win if your target makes it to the end of the game
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Post Post #8402 (ISO) » Thu Aug 06, 2020 9:12 am

Post by Farren »

Neutral Eliminator


If you cast a vote on a player that results in that player having a majority of votes, that player will be eliminated even if they have an ability that changes the number of votes required to eliminate them or that protects them from elimination.
You win and leave the game if you hammer three different people. Check this victory condition before resolving the elimination; for purposes of this wincon, the hammer takes place before the elimination.
You are considered to be a threat to all other factions for purposes of determining their wincons.

This role can self-hammer to win if they've successfully hammered two different people in previous Days; if they do so, they leave the game and the Day ends with no player being eliminated. This role loses if they die unless an ability exists that allows them to vote while dead or they come back to life somehow.
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Post Post #8403 (ISO) » Thu Aug 06, 2020 10:12 am

Post by Gypyx »

Town Macho 1-shot Resurrector


You may once during the game, resurrect a dead player, making him return to life temporarily, he will unstopably die 2 nights after the night of his resurrection

As long as you haven't used your power, the dead chat will be closed for all dead players, they will be informed that this is caused by the presence of a resurrector

You are also macho, meaning that any kind of protection on you will fail
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Post Post #8404 (ISO) » Thu Aug 06, 2020 11:07 am

Post by Farren »

Town Novice Diplomat


During the night, you may name any number of living players.

If the players you name are all part of the same groupscum faction AND no other living members of that groupscum faction exist, all players you name win and leave the game.

Your power does not work on N1.

Your power no longer works once it successfully causes a groupscum faction to win and leave the game.

Dead members of the successfully targeted faction also win and leave the game; this gives the faction a win, not the individual players. It does not end the game, making joint Town/scum wins possible. It does not work on third parties. Players affected by this ability should not be announced as having won and left the game; treat them as if they were killed during the game and announce their victory at endgame.
Last edited by Farren on Fri Aug 07, 2020 7:09 am, edited 2 times in total.
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Post Post #8405 (ISO) » Thu Aug 06, 2020 1:22 pm

Post by TemporalLich »

Town Dayvig with a 24 hour wait


Each day, you may attempt to kill a player by posting
KILL: {playername}
inthread.

The dayvig shot will not be processed until 24 hours have passed or an elimination is reached. If the latter happens, the elimination still goes through.
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Post Post #8406 (ISO) » Fri Aug 07, 2020 5:19 am

Post by Ircher »

Vote for Town Ruleset Change

The game is ran with the Vote for Town mechanic instead of the typical elimination mechanics. (Do not apply the nightless change.) If conflicting core mechanics are rolled, it is up to moderator discretion which one is used. This mechanical change is public and should be announced before role pms (or in the case of grandest idea and variants, before role choices) are sent out.

Mod Notes: After rolling this role and announcing the change, reroll this role.
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Post Post #8407 (ISO) » Fri Aug 07, 2020 5:54 am

Post by TemporalLich »

Town 1-shot Innocent Child


Once in the game during night, you may attempt to reveal yourself as an Innocent Child at the start of the next Day. However, you are susceptible to manipulative roles.

Mod Note: You are considered to be self-targeting. If you get redirected to a Town-aligned player, they are revealed as an Innocent Child. If you get redirected to a non-Town-aligned player, the ability fails.



In post 8406, Ircher wrote:
Vote for Town Ruleset Change

The game is ran with the Vote for Town mechanic instead of the typical elimination mechanics. (Do not apply the nightless change.) If conflicting core mechanics are rolled, it is up to moderator discretion which one is used. This mechanical change is public and should be announced before role pms (or in the case of grandest idea and variants, before role choices) are sent out.

Mod Notes: After rolling this role and announcing the change, reroll this role.
This is going to make scum factional nightkills and scum!vigs very OP...
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Post Post #8408 (ISO) » Fri Aug 07, 2020 7:07 am

Post by Farren »

Votelocker


So long as you are alive, the following rules apply to the game:
  • - Players may not unvote or change their vote once voting.
    - The day ends once all players have voted (or if the deadline expires, like normal).
    - The day does *not* end early if a majority is reached.
    - Plurality elimination is in effect; the player with the most votes is eliminated at the end of the day. If two or more players are tied, the player who received the most votes first is eliminated.
The moderator will announce these rules at the start of the game (or as soon as this role enters play, if it enters play mid-game.)

Moderator: roll 1d20 for alignment.
1-14: Town
15-19: Groupscum (moderator choice)
20: Third party (moderator choice of Jester, Unjester, Serial Killer, Condemner <random non-suicidal, non-Jester target>, Survivor)
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Post Post #8409 (ISO) » Sat Aug 08, 2020 5:36 pm

Post by Gamma Emerald »

Town ICBM

Night Vigilante that still works on Commuters, but the kill happens the next night.
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Post Post #8410 (ISO) » Sat Aug 08, 2020 5:39 pm

Post by Gamma Emerald »

Town Trick Knife Thrower

May post
Kill: Player
in thread at anytime, the first player to take to action seriously gets eliminated.

this is evil, yes. feel free to reroll this if you're not in the mood for a super chaotic game
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Post Post #8411 (ISO) » Sat Aug 08, 2020 5:43 pm

Post by Gamma Emerald »

Mafia Empowerment Disabler

While you are alive no functions which enhance or positively modify a role, either temporarily or permanently, may be used. This includes refilling of X-Shot roles.
<Embrace The Void>


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Post Post #8412 (ISO) » Sun Aug 09, 2020 12:10 am

Post by Gypyx »

Town X-shots multi-doctor


You may, each night, protect as many peoples as you want from being nightkilled, a shot of your ability is consumed for each person you protect, you may not self-target

You may only use your ability a number of times pre-determined by the moderator, recommended amout would be : number of players / 2 (rounded up) , minus 1
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Post Post #8413 (ISO) » Sun Aug 09, 2020 6:12 am

Post by Farren »

Alien Extraterrestrial Commuter


During the night, you may commute. On nights you do so, anything that would happen to you during the night doesn't. This includes effects that can normally target Commuters; this includes effects that say they normally target everyone regardless of their abilities. Only effects that explicitly say they target people with the
Extraterrestrial
tag can override this ability.

You cannot gain the
Multitasking
modifier by any means. If the game rules explicitly grant your faction the
Multitasking
modifier, you are exempt from that rule.
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Post Post #8414 (ISO) » Sun Aug 09, 2020 7:10 am

Post by TemporalLich »

Town 1-shot Force of Nature


Once in the game during night, you may cause a player to unavoidably die. This ability is treated as untargeted for all purposes.




I assume something like this can successfully target an Extraterrestrial Commuter? Unavoidable death is akin to dying from Weak, you'll die regardless of what happens.
Last edited by TemporalLich on Sat May 01, 2021 7:34 am, edited 1 time in total.
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Post Post #8415 (ISO) » Sun Aug 09, 2020 12:56 pm

Post by Farren »

Vanilla Town



Is there a standard way of resolving "unstoppable force meets immovable object" cases?
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Post Post #8416 (ISO) » Mon Aug 10, 2020 4:14 am

Post by TemporalLich »

Town 1-shot Invincible Cycler


Once in the game during night, you may render yourself absolutely unable to die, be treestumped, be restless spirited, or otherwise be rendered a life status other than alive for any reason at all for the Night and the next Day. This works as if you were untargetable to those things. You are still invincible for the cycle even if you somehow lose this role.




Invincible has been edited so unavoidable death clearly trumps Invincible.
Last edited by TemporalLich on Tue Aug 11, 2020 1:22 pm, edited 3 times in total.
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Post Post #8417 (ISO) » Mon Aug 10, 2020 6:37 am

Post by Farren »

Unjester Bulletproof N3-N4 Weak Checker D5 Suicidal


Unjester (alignment): You win and leave the game if you die by any means other than the daily elimination. You lose and leave the game if you die by the daily elimination. You lose if you are still alive when the game ends. You do not count as a threat for purposes of determining factional victory.

Bulletproof: You cannot be killed during the Night unless the killing effect is Strong, Unavoidable, or otherwise ignores defensive abilities.

Checker: During the Night you may investigate one living player. You will receive a result of "No result" if anything stops you from performing your check; otherwise, you will receive a result of "Check successful."
--N3-N4: You may only use this ability if it is N3 or N4.
--Weak: If you successfully check anyone who is considered to be a threat to the Town with this ability, you Unavoidably die.

Suicidal: When this ability triggers, you lose and leave the game.
--D5: This ability will Unstoppably trigger on D5.

Triggering "Suicidal" does not count as a death for purposes of fulfilling the Unjester win condition. Reroll if any role that can manipulate the flow of time is present; reroll if any role that globally prevents actions from being taken is present. Moderator is encouraged to change the numbers for the N3-N4 Checker or the D5 Suicidal if the game-size is unusually small or large; Suicidal should trigger immediately after Checker is no longer usable.


I'd see if there was a way to make both effects work somehow, or if there's a loophole. In a case of "1-shot Invincible Cycler" vs. "1-shot Force of Nature", I'd say the 1-shot Invincible Cycler survives until their protection runs out - and then they die. If I could foresee an impossible reaction and no workaround during pre-game, I'd force re-roll whichever role looks more unbalanced. If I failed to foresee, then whichever role did a better job of considering things that could cause problems and providing workarounds would get the nod.

I'd consider modkills to fall in the category of a "You lose and leave the game" effect - at least in a game where people could be brought back to life. Any role that tried to overrule that clause would be re-rolled if I were the one doing the modding.
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Post Post #8418 (ISO) » Mon Aug 10, 2020 6:45 am

Post by TemporalLich »

Town 1-shot Strong-Willed Combined Commuter Nexus


Once in the game during night, you may choose to commute. Any abilities targeting you will be randomly redirected to someone other than you, and if the redirection can't happen for whatever reason (e.g. Strong-Willed) the ability fails as if you were untargetable. This action can't be blocked, redirected or interfered with in any way.




Modkills should ideally make you not exist for all purposes including wincon purposes, but with the flip intact and showing you turned into a Neutral Survivor. Since you don't exist for wincon purposes, you immediately lose when modkilled.

And the Annihilator still gets stopped by Invincible, as annihilated is a status other than alive. Modkills ideally can't be stopped. Ever. Not even someone safe from modkills is safe. The point of modkills is to preserve game integrity as a last resort when a slot is compromised, and allowing them to fail or be an incomplete removal of a slot defeats the point of modkills.
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Post Post #8419 (ISO) » Mon Aug 10, 2020 7:33 am

Post by Farren »

Mafia Conspirator


At the start of the game, the moderator will announce that Conspirators are in the game.

You share a PT with all other Conspirators. You know that no one in this PT is aligned with the Town.

As long as you are alive:
-Factions with a living Conspirator share win conditions and do not count as a threat to each other's win conditions.
-No faction with a living Conspirator may kill a Conspirator, except indirectly via voting.
-If a Conspirator has a "Win and leave the game" win condition and meets it, all factions with a living Conspirator win and leave the game. If this would immediately trigger the Town's win condition, the Town loses instead.

If there are no other Conspirators, add "Conspirator" to the role of any non-Town, non-Mafia player and include the above information. If a faction's Conspirator dies, all benefits and restrictions of the Conspirator are lost. If a Town Conspirator is in the game, re-roll that role until they aren't. Any alignment (other than Town) can be a Conspirator, including but not limited to Serial Killers, Jesters, Unjesters, Survivors, Pirates, Ninjas, Aliens, Werewolves, Mafia, Condemners, etc. etc.

Agreed re: modkills. Those should be unstoppable - not as a specific game term, but just as a statement of fact.
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Post Post #8420 (ISO) » Mon Aug 10, 2020 12:11 pm

Post by Jake The Wolfie »

Neutral Extremophile Survivor


You cannot die, even by the hands of a modkill performed by a player.
The only exception to this is when the moderator performs a modkill for game integrity reasons.



A modkill should be unstoppable if it both comes from the mod and is for game integrity reasons.
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Post Post #8421 (ISO) » Mon Aug 10, 2020 3:21 pm

Post by Farren »

Town Terrestrial


You share a PT with all other Terrestrials (or equivalent role, if one exists). You know that no one in this PT is aligned with the Aliens.

If no other players are Terrestrials, pick one non-Alien and add "Terrestrial" to their role. If any player is an Alien Terrestrial, re-roll that player's alignment until they aren't. If another role has this exact same power with a diferent name, add them to the PT; do not force-add another Terrestrial.
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Post Post #8422 (ISO) » Tue Aug 11, 2020 8:59 am

Post by McMenno »

Pirate Rare Groupscum Unifier


Wincon: Groupscum, Pirate

Passive: Rare Groupscum Unifier (At gamestart, changes all roles with a Groupscum wincon that isn't Groupscum, Mafia or Groupscum, Werewolf to the Groupscum wincon matching their own, If they don't have a Groupscum wincon, nothing happens.)

Personally I'm like, wrt all the protection/kills powercreep going on. There really should only be a few cases: No protection (so called Tier 0 protection), no kill (Tier 0 kill), Tier 1 protection (eg Bulletproof), Tier 1 kill (eg the Mafia nightkill), Tier 2 protection (eg something like "Nightkill immune" or what have you), Tier 2 kill (eg Strongman, which can pierce through Tier 1, but not Tier 2 protection), and I don't really think anything should be able to get through Tier 2 protection. Then condemnation is a whole different situation. Also, I was thinking of Groupscum identities beyond Mafia and Werewolf (The "generic" ones). I was thinking Pirates could maybe be a ragtag band uniting the other scumteams (That are not Mafia and Werewolf, in this case I suppose).
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Post Post #8423 (ISO) » Tue Aug 11, 2020 9:59 am

Post by TemporalLich »

Town Unstoppable Vigilante


Each night, you may attempt to kill a player. Your kills cannot be blocked or protected against.




How a ToS style "defense gradient" would work in this game:

Basic Attack / Nightkill - A normal nightkill. Factional nightkills and Vigilante shots fall here.
Basic Defense / Protection - Normal protection. Most protective roles such as Doctor and Rolestopper fall here.
Powerful Attack / Juggernaut - Juggernaut or Strong-Willed boosted attacks will shred protection.
Powerful Defense / Untargetability - Commuter or anything that renders you unable to be targeted by nightkills block even strong-willed kills. Anything that blocks even strong-willed kills such as Invincible also goes here.
Unstoppable Attack / Unavoidable Death - Dying from Weak and other sources of unavoidable death will kill even the untargetable.



Modkill - Absolutely cannot be stopped ever not even in the event of power creep. I actually mean it this time. Don't allow your game integrity to be harmed by power creep.

Don't go to Invincible Defense or else you're just going to inevitably spiral into a runaway defense gradient.

I reworked Invincible to actually say it works like being untargetable to things that attempt to alter your "life status", to avoid it being interpreted as Invincible Defense instead of Powerful Defense.
Last edited by TemporalLich on Sat Dec 02, 2023 9:51 am, edited 3 times in total.
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Post Post #8424 (ISO) » Tue Aug 11, 2020 10:21 am

Post by Farren »

Werewolf Multitasking 2-shot Jailkeeper
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