Grand Idea Mafia

This forum is for discussion related to the game.
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TemporalLich
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Post Post #11175 (ISO) » Mon Mar 07, 2022 8:19 am

Post by TemporalLich »

Coworker


Reroll for attached role.

You are in a PT with other Coworkers. All coworkers know each other's role.

Mod Note: Add "Coworker" to a random player's role when rolling this role.
time will end
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DDynamo
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Townie
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Post Post #11176 (ISO) » Tue Mar 15, 2022 1:06 pm

Post by DDynamo »

Town Goldfish Cop

At night, you may investigate a player to determine if they are Mafia or Not Mafia. Your action will be delayed by one night.
On the night you actually perform your action, there is a fifty percent chance it will fail. You will receive the following message on failure not causes by other means:

"Oops, guess I forgot to do my chores tonight, huh?"


Upon forgetting to do a night action, you will feel extra determined. Your next night action cannot be forgotten and cannot be roleblocked.
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Post Post #11177 (ISO) » Fri Mar 18, 2022 12:25 pm

Post by MegAzumarill »

Nightmare Carnival Greeter



Spoiler: Nightmare Carnival:
All members of the
Nightmare Carnival
know each other and have access to a PT open both day and night.
During the game, the
Nightmare Carnival
will accumulate
Nightmare Charges
which can be spent to perform the faction’s factional actions. It is announced in the
Nightmare Carnival
PT whenever a Nightmare charge is gained or lost, as well as how many they have remaining. Nightmare charges are not lost when the player who obtained them dies, unless directly stated otherwise.

During the day, as many times as possible, any member of the
Nightmare Carnival
may choose to spend 1
Nightmare Charge
in order to trap a non-
Nightmare Carnival
player or themself in a nightmare. That player will be announced as trapped in a nightmare, and will be unable to speak, vote or perform day actions for the rest of the day. They may still be voted for and eliminated as normal. When someone is trapped in a nightmare, votes are reset. This action will fail and refund the charge if it would cause a majority (or 50%) of remaining votes to be controlled by
Nightmare Carnival
aligned players.

During any day after day 1, at most once per day, a single member of the
Nightmare Carnival
may use one but not both of the following actions :
1: Choose a player currently trapped in a nightmare, and cause that player to die at the end of the day at the same time of the elimination.(This fails on kill-immune players)
2: The next time you activate a factional (not personal) ability that costs Nightmare Charges, you may pay 1 less charge.

The
Nightmare Carnival
wins when, at the beginning of the night phase, they are the only-non town faction remaining and make up at least 1 less than half of the living players.

The
Nightmare Carnival
has an additional win condition, that any time, if unanimously agreed among living members, the
Nightmare Carnival
may choose to spend an amount of Nightmare Charges equal to 1 more than 3 times the number of
Nightmare Carnival
aligned players, both living and dead, in order to win and exit the game. This cost cannot be manipulated in any way. This win condition does not end the game.



If a player visits a member of your faction during the night, gain a nightmare charge. You may only gain one nightmare charge each night from your ability.

If you are the only original Nightmare Carnival Player you may choose a player not in your faction each night. If a player visits that player, they will visit you as well. (they do not perform an additional action and just visit for no effect)

At any time you may spend 1 Nightmare Charge in order to gain one of the following abilities:

-Three Shot Fruit Vendor
-Two Shot Mailman
-One Shot Neighborizer
Imprefection is the spice of life.
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Post Post #11178 (ISO) » Fri Mar 18, 2022 12:27 pm

Post by MegAzumarill »

Nightmare Carnival Fortune Teller


Each night you may select any number of players that you predict will die, this effect isn’t seen by trackers or watchers and cannot be roleblocked or redirected. At the end of the night, you gain Nightmare Charges equal to the number of correct predictions that night minus the number of incorrect predictions. Players that die to Nightmare Carnival sources do not count as correct predictions for this, unless they were also killed by a non-nightmare carnival source.

During the night, you may spend 1 Nightmare Charge. If you do, the players you select for prediction tonight will be roleblocked if they attempt to target you or up to 1 other player you may choose.



Spoiler: Nightmare Carnival:
All members of the
Nightmare Carnival
know each other and have access to a PT open both day and night.
During the game, the
Nightmare Carnival
will accumulate
Nightmare Charges
which can be spent to perform the faction’s factional actions. It is announced in the
Nightmare Carnival
PT whenever a Nightmare charge is gained or lost, as well as how many they have remaining. Nightmare charges are not lost when the player who obtained them dies, unless directly stated otherwise.

During the day, as many times as possible, any member of the
Nightmare Carnival
may choose to spend 1
Nightmare Charge
in order to trap a non-
Nightmare Carnival
player or themself in a nightmare. That player will be announced as trapped in a nightmare, and will be unable to speak, vote or perform day actions for the rest of the day. They may still be voted for and eliminated as normal. When someone is trapped in a nightmare, votes are reset. This action will fail and refund the charge if it would cause a majority (or 50%) of remaining votes to be controlled by
Nightmare Carnival
aligned players.

During any day after day 1, at most once per day, a single member of the
Nightmare Carnival
may use one but not both of the following actions :
1: Choose a player currently trapped in a nightmare, and cause that player to die at the end of the day at the same time of the elimination.(This fails on kill-immune players)
2: The next time you activate a factional (not personal) ability that costs Nightmare Charges, you may pay 1 less charge.

The
Nightmare Carnival
wins when, at the beginning of the night phase, they are the only-non town faction remaining and make up at least 1 less than half of the living players.

The
Nightmare Carnival
has an additional win condition, that any time, if unanimously agreed among living members, the
Nightmare Carnival
may choose to spend an amount of Nightmare Charges equal to 1 more than 3 times the number of
Nightmare Carnival
aligned players, both living and dead, in order to win and exit the game. This cost cannot be manipulated in any way. This win condition does not end the game.
Imprefection is the spice of life.
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Post Post #11179 (ISO) » Fri Mar 18, 2022 12:28 pm

Post by MegAzumarill »

Nightmare Carnival Maestro

At the end of each day you are either not voting for a player or if you hammered a player, you gain a nightmare charge.

During the night, spend 1 Nightmare Charge: select 2 players; those players become lifelinked to each other. Players that are lifelinked will die if any player they were lifelinked to is eliminated or dies from lifelink. If both of those players die you will gain a nightmare charge. They do not know they are lifelinked.


Spoiler: Nightmare Carnival:
All members of the
Nightmare Carnival
know each other and have access to a PT open both day and night.
During the game, the
Nightmare Carnival
will accumulate
Nightmare Charges
which can be spent to perform the faction’s factional actions. It is announced in the
Nightmare Carnival
PT whenever a Nightmare charge is gained or lost, as well as how many they have remaining. Nightmare charges are not lost when the player who obtained them dies, unless directly stated otherwise.

During the day, as many times as possible, any member of the
Nightmare Carnival
may choose to spend 1
Nightmare Charge
in order to trap a non-
Nightmare Carnival
player or themself in a nightmare. That player will be announced as trapped in a nightmare, and will be unable to speak, vote or perform day actions for the rest of the day. They may still be voted for and eliminated as normal. When someone is trapped in a nightmare, votes are reset. This action will fail and refund the charge if it would cause a majority (or 50%) of remaining votes to be controlled by
Nightmare Carnival
aligned players.

During any day after day 1, at most once per day, a single member of the
Nightmare Carnival
may use one but not both of the following actions :
1: Choose a player currently trapped in a nightmare, and cause that player to die at the end of the day at the same time of the elimination.(This fails on kill-immune players)
2: The next time you activate a factional (not personal) ability that costs Nightmare Charges, you may pay 1 less charge.

The
Nightmare Carnival
wins when, at the beginning of the night phase, they are the only-non town faction remaining and make up at least 1 less than half of the living players.

The
Nightmare Carnival
has an additional win condition, that any time, if unanimously agreed among living members, the
Nightmare Carnival
may choose to spend an amount of Nightmare Charges equal to 1 more than 3 times the number of
Nightmare Carnival
aligned players, both living and dead, in order to win and exit the game. This cost cannot be manipulated in any way. This win condition does not end the game.
Imprefection is the spice of life.
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Post Post #11180 (ISO) » Fri Mar 18, 2022 12:29 pm

Post by MegAzumarill »

Nightmare Carnival Leader


You are treated to other roles as being aligned with the town.
Whenever you are targeted by an investigative action or a protective action from a player not aligned with you, gain a nightmare charge.
If you are the last member of your faction remaining, you cannot die from means other than elimination.
Once per night, You may spend 2 Nightmare Charges: Choose a player, you will attempt to kill that player tonight.



Spoiler: Nightmare Carnival:
All members of the
Nightmare Carnival
know each other and have access to a PT open both day and night.
During the game, the
Nightmare Carnival
will accumulate
Nightmare Charges
which can be spent to perform the faction’s factional actions. It is announced in the
Nightmare Carnival
PT whenever a Nightmare charge is gained or lost, as well as how many they have remaining. Nightmare charges are not lost when the player who obtained them dies, unless directly stated otherwise.

During the day, as many times as possible, any member of the
Nightmare Carnival
may choose to spend 1
Nightmare Charge
in order to trap a non-
Nightmare Carnival
player or themself in a nightmare. That player will be announced as trapped in a nightmare, and will be unable to speak, vote or perform day actions for the rest of the day. They may still be voted for and eliminated as normal. When someone is trapped in a nightmare, votes are reset. This action will fail and refund the charge if it would cause a majority (or 50%) of remaining votes to be controlled by
Nightmare Carnival
aligned players.

During any day after day 1, at most once per day, a single member of the
Nightmare Carnival
may use one but not both of the following actions :
1: Choose a player currently trapped in a nightmare, and cause that player to die at the end of the day at the same time of the elimination.(This fails on kill-immune players)
2: The next time you activate a factional (not personal) ability that costs Nightmare Charges, you may pay 1 less charge.

The
Nightmare Carnival
wins when, at the beginning of the night phase, they are the only-non town faction remaining and make up at least 1 less than half of the living players.

The
Nightmare Carnival
has an additional win condition, that any time, if unanimously agreed among living members, the
Nightmare Carnival
may choose to spend an amount of Nightmare Charges equal to 1 more than 3 times the number of
Nightmare Carnival
aligned players, both living and dead, in order to win and exit the game. This cost cannot be manipulated in any way. This win condition does not end the game.
Imprefection is the spice of life.
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Post Post #11181 (ISO) » Fri Mar 18, 2022 12:30 pm

Post by MegAzumarill »

Nightmare Carnival Trickster


Each night you may choose 2 players. If one of those players attempts to target the other, they will be roleblocked. If you roleblock a Non-Nightmare Carnival player with this action, you gain a nightmare charge for each action you stopped.

Your faction gains the factional action, “During the night, a member of this faction may spend 1 Nightmare Charge and choose a player. They will attempt to roleblock that player. This action can only be performed once by each player but can be performed by any number of players.“




Spoiler: Nightmare Carnival:
All members of the
Nightmare Carnival
know each other and have access to a PT open both day and night.
During the game, the
Nightmare Carnival
will accumulate
Nightmare Charges
which can be spent to perform the faction’s factional actions. It is announced in the
Nightmare Carnival
PT whenever a Nightmare charge is gained or lost, as well as how many they have remaining. Nightmare charges are not lost when the player who obtained them dies, unless directly stated otherwise.

During the day, as many times as possible, any member of the
Nightmare Carnival
may choose to spend 1
Nightmare Charge
in order to trap a non-
Nightmare Carnival
player or themself in a nightmare. That player will be announced as trapped in a nightmare, and will be unable to speak, vote or perform day actions for the rest of the day. They may still be voted for and eliminated as normal. When someone is trapped in a nightmare, votes are reset. This action will fail and refund the charge if it would cause a majority (or 50%) of remaining votes to be controlled by
Nightmare Carnival
aligned players.

During any day after day 1, at most once per day, a single member of the
Nightmare Carnival
may use one but not both of the following actions :
1: Choose a player currently trapped in a nightmare, and cause that player to die at the end of the day at the same time of the elimination.(This fails on kill-immune players)
2: The next time you activate a factional (not personal) ability that costs Nightmare Charges, you may pay 1 less charge.

The
Nightmare Carnival
wins when, at the beginning of the night phase, they are the only-non town faction remaining and make up at least 1 less than half of the living players.

The
Nightmare Carnival
has an additional win condition, that any time, if unanimously agreed among living members, the
Nightmare Carnival
may choose to spend an amount of Nightmare Charges equal to 1 more than 3 times the number of
Nightmare Carnival
aligned players, both living and dead, in order to win and exit the game. This cost cannot be manipulated in any way. This win condition does not end the game.
Imprefection is the spice of life.
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Post Post #11182 (ISO) » Fri Mar 18, 2022 12:31 pm

Post by MegAzumarill »

Nightmare Carnival Magician


At the start of each even numbered day phase, gain a nightmare charge.

During the day, spend 1 Nightmare Charge: Swap the Night Abilities of 2 Non-Nightmare Carnival Players. They will receive the message their role was changed during twilight, and be given their new role PM with their new abilities. Their alignment does not change.



Spoiler: Nightmare Carnival:
All members of the
Nightmare Carnival
know each other and have access to a PT open both day and night.
During the game, the
Nightmare Carnival
will accumulate
Nightmare Charges
which can be spent to perform the faction’s factional actions. It is announced in the
Nightmare Carnival
PT whenever a Nightmare charge is gained or lost, as well as how many they have remaining. Nightmare charges are not lost when the player who obtained them dies, unless directly stated otherwise.

During the day, as many times as possible, any member of the
Nightmare Carnival
may choose to spend 1
Nightmare Charge
in order to trap a non-
Nightmare Carnival
player or themself in a nightmare. That player will be announced as trapped in a nightmare, and will be unable to speak, vote or perform day actions for the rest of the day. They may still be voted for and eliminated as normal. When someone is trapped in a nightmare, votes are reset. This action will fail and refund the charge if it would cause a majority (or 50%) of remaining votes to be controlled by
Nightmare Carnival
aligned players.

During any day after day 1, at most once per day, a single member of the
Nightmare Carnival
may use one but not both of the following actions :
1: Choose a player currently trapped in a nightmare, and cause that player to die at the end of the day at the same time of the elimination.(This fails on kill-immune players)
2: The next time you activate a factional (not personal) ability that costs Nightmare Charges, you may pay 1 less charge.

The
Nightmare Carnival
wins when, at the beginning of the night phase, they are the only-non town faction remaining and make up at least 1 less than half of the living players.

The
Nightmare Carnival
has an additional win condition, that any time, if unanimously agreed among living members, the
Nightmare Carnival
may choose to spend an amount of Nightmare Charges equal to 1 more than 3 times the number of
Nightmare Carnival
aligned players, both living and dead, in order to win and exit the game. This cost cannot be manipulated in any way. This win condition does not end the game.
Imprefection is the spice of life.
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Post Post #11183 (ISO) » Fri Mar 18, 2022 12:33 pm

Post by MegAzumarill »

Nightmare Carnival Hypnotist

If this card rolls 2 random non-nightmare carnival players gain the role of Sandman (All Sandmen know each other and share a PT. Sandmen know each other are not aligned with the Nightmare Carnival)

Whenever a non-Nightmare Carnival player who is in a non-factional PT dies, gain a Nightmare Charge.
During the day you may spend 2 nightmare charges. If you do, choose a player to vanilaise. That player loses all abilities. You gain the abilities the chosen player lost. If you would gain an ability a Nightmare Carnival player cannot have (Innocent Child, Friendly Neighbor, Sandman, etc) you will not gain that ability but will be told what it was.


Spoiler: Nightmare Carnival:
All members of the
Nightmare Carnival
know each other and have access to a PT open both day and night.
During the game, the
Nightmare Carnival
will accumulate
Nightmare Charges
which can be spent to perform the faction’s factional actions. It is announced in the
Nightmare Carnival
PT whenever a Nightmare charge is gained or lost, as well as how many they have remaining. Nightmare charges are not lost when the player who obtained them dies, unless directly stated otherwise.

During the day, as many times as possible, any member of the
Nightmare Carnival
may choose to spend 1
Nightmare Charge
in order to trap a non-
Nightmare Carnival
player or themself in a nightmare. That player will be announced as trapped in a nightmare, and will be unable to speak, vote or perform day actions for the rest of the day. They may still be voted for and eliminated as normal. When someone is trapped in a nightmare, votes are reset. This action will fail and refund the charge if it would cause a majority (or 50%) of remaining votes to be controlled by
Nightmare Carnival
aligned players.

During any day after day 1, at most once per day, a single member of the
Nightmare Carnival
may use one but not both of the following actions :
1: Choose a player currently trapped in a nightmare, and cause that player to die at the end of the day at the same time of the elimination.(This fails on kill-immune players)
2: The next time you activate a factional (not personal) ability that costs Nightmare Charges, you may pay 1 less charge.

The
Nightmare Carnival
wins when, at the beginning of the night phase, they are the only-non town faction remaining and make up at least 1 less than half of the living players.

The
Nightmare Carnival
has an additional win condition, that any time, if unanimously agreed among living members, the
Nightmare Carnival
may choose to spend an amount of Nightmare Charges equal to 1 more than 3 times the number of
Nightmare Carnival
aligned players, both living and dead, in order to win and exit the game. This cost cannot be manipulated in any way. This win condition does not end the game.
Imprefection is the spice of life.
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Post Post #11184 (ISO) » Fri Mar 18, 2022 12:33 pm

Post by MegAzumarill »

Nightmare Carnival Actor


During the night you may choose to gain 1 nightmare charge. If you do you cannot use any other abilities the same night, even if you gain multitasking. This ability cannot be used on consecutive nights.

You may spend 1 Nightmare Charge during the day. Your role changes to a random role from the Grand Idea thread. You gain the abilities of this role.
(The moderator may reroll any role obtained from this the same way as they can in setup generation. )

When you reroll your role you do not lose the abilities in your original role PM. Your alignment doesn’t change.

Spoiler: Nightmare Carnival:
All members of the
Nightmare Carnival
know each other and have access to a PT open both day and night.
During the game, the
Nightmare Carnival
will accumulate
Nightmare Charges
which can be spent to perform the faction’s factional actions. It is announced in the
Nightmare Carnival
PT whenever a Nightmare charge is gained or lost, as well as how many they have remaining. Nightmare charges are not lost when the player who obtained them dies, unless directly stated otherwise.

During the day, as many times as possible, any member of the
Nightmare Carnival
may choose to spend 1
Nightmare Charge
in order to trap a non-
Nightmare Carnival
player or themself in a nightmare. That player will be announced as trapped in a nightmare, and will be unable to speak, vote or perform day actions for the rest of the day. They may still be voted for and eliminated as normal. When someone is trapped in a nightmare, votes are reset. This action will fail and refund the charge if it would cause a majority (or 50%) of remaining votes to be controlled by
Nightmare Carnival
aligned players.

During any day after day 1, at most once per day, a single member of the
Nightmare Carnival
may use one but not both of the following actions :
1: Choose a player currently trapped in a nightmare, and cause that player to die at the end of the day at the same time of the elimination.(This fails on kill-immune players)
2: The next time you activate a factional (not personal) ability that costs Nightmare Charges, you may pay 1 less charge.

The
Nightmare Carnival
wins when, at the beginning of the night phase, they are the only-non town faction remaining and make up at least 1 less than half of the living players.

The
Nightmare Carnival
has an additional win condition, that any time, if unanimously agreed among living members, the
Nightmare Carnival
may choose to spend an amount of Nightmare Charges equal to 1 more than 3 times the number of
Nightmare Carnival
aligned players, both living and dead, in order to win and exit the game. This cost cannot be manipulated in any way. This win condition does not end the game.
Imprefection is the spice of life.
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Post Post #11185 (ISO) » Fri Mar 18, 2022 12:34 pm

Post by MegAzumarill »

Nightmare Carnival Musician

If you are eliminated via vote, your faction gains 2 nightmare counters. Additionally members of your faction cannot die the night after your elimination.

If you are the only original Nightmare Carnival member, you cannot die by any means other than elimination, and start the game with 2 Nightmare Charges.

Spoiler: Nightmare Carnival:
All members of the
Nightmare Carnival
know each other and have access to a PT open both day and night.
During the game, the
Nightmare Carnival
will accumulate
Nightmare Charges
which can be spent to perform the faction’s factional actions. It is announced in the
Nightmare Carnival
PT whenever a Nightmare charge is gained or lost, as well as how many they have remaining. Nightmare charges are not lost when the player who obtained them dies, unless directly stated otherwise.

During the day, as many times as possible, any member of the
Nightmare Carnival
may choose to spend 1
Nightmare Charge
in order to trap a non-
Nightmare Carnival
player or themself in a nightmare. That player will be announced as trapped in a nightmare, and will be unable to speak, vote or perform day actions for the rest of the day. They may still be voted for and eliminated as normal. When someone is trapped in a nightmare, votes are reset. This action will fail and refund the charge if it would cause a majority (or 50%) of remaining votes to be controlled by
Nightmare Carnival
aligned players.

During any day after day 1, at most once per day, a single member of the
Nightmare Carnival
may use one but not both of the following actions :
1: Choose a player currently trapped in a nightmare, and cause that player to die at the end of the day at the same time of the elimination.(This fails on kill-immune players)
2: The next time you activate a factional (not personal) ability that costs Nightmare Charges, you may pay 1 less charge.

The
Nightmare Carnival
wins when, at the beginning of the night phase, they are the only-non town faction remaining and make up at least 1 less than half of the living players.

The
Nightmare Carnival
has an additional win condition, that any time, if unanimously agreed among living members, the
Nightmare Carnival
may choose to spend an amount of Nightmare Charges equal to 1 more than 3 times the number of
Nightmare Carnival
aligned players, both living and dead, in order to win and exit the game. This cost cannot be manipulated in any way. This win condition does not end the game.
Imprefection is the spice of life.
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Post Post #11186 (ISO) » Fri Mar 18, 2022 12:35 pm

Post by MegAzumarill »

One Shot- Bulletproof Nightmare Carnival Executioner


While you are alive, the elimination each day is treated as a vigilante action (Would cause diplomats to die, jesters to lose, and bulletproof players will live.) Whenever a town or third party aligned player dies from this effect, you gain a nightmare charge.
If this vigilante-elimination fails for any reason (the hammered player doesn’t die) the elimination will return to normal for the rest of the game.

The first killing action that would kill you instead does not. You will not be informed if this occurs.

You may spend a Nightmare Charge during the day. If you do, your bulletproof charge will be restored if it was previously used. If your bulletproof charge wasn’t used, this action will instead have no effect, and the charge will not be refunded. You are informed if this action is successful or not.

Spoiler: Nightmare Carnival:
All members of the
Nightmare Carnival
know each other and have access to a PT open both day and night.
During the game, the
Nightmare Carnival
will accumulate
Nightmare Charges
which can be spent to perform the faction’s factional actions. It is announced in the
Nightmare Carnival
PT whenever a Nightmare charge is gained or lost, as well as how many they have remaining. Nightmare charges are not lost when the player who obtained them dies, unless directly stated otherwise.

During the day, as many times as possible, any member of the
Nightmare Carnival
may choose to spend 1
Nightmare Charge
in order to trap a non-
Nightmare Carnival
player or themself in a nightmare. That player will be announced as trapped in a nightmare, and will be unable to speak, vote or perform day actions for the rest of the day. They may still be voted for and eliminated as normal. When someone is trapped in a nightmare, votes are reset. This action will fail and refund the charge if it would cause a majority (or 50%) of remaining votes to be controlled by
Nightmare Carnival
aligned players.

During any day after day 1, at most once per day, a single member of the
Nightmare Carnival
may use one but not both of the following actions :
1: Choose a player currently trapped in a nightmare, and cause that player to die at the end of the day at the same time of the elimination.(This fails on kill-immune players)
2: The next time you activate a factional (not personal) ability that costs Nightmare Charges, you may pay 1 less charge.

The
Nightmare Carnival
wins when, at the beginning of the night phase, they are the only-non town faction remaining and make up at least 1 less than half of the living players.

The
Nightmare Carnival
has an additional win condition, that any time, if unanimously agreed among living members, the
Nightmare Carnival
may choose to spend an amount of Nightmare Charges equal to 1 more than 3 times the number of
Nightmare Carnival
aligned players, both living and dead, in order to win and exit the game. This cost cannot be manipulated in any way. This win condition does not end the game.
Imprefection is the spice of life.
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Post Post #11187 (ISO) » Fri Mar 18, 2022 12:36 pm

Post by MegAzumarill »

Nightmare Carnival Firebreather

During the night you may choose to require one less vote to be eliminated the next day. This effect is private and is not revealed until you are eliminated. If you do, you gain 1 Nightmare Charge. These Charges are lost if you die by elimination.

Once per game, during the day you may spend all of your faction’s Nightmare Charges by saying
IGNITE [PLAYER NAMES]
to Publicly reveal your alignment, and kill the players listed. The listed players must be currently voting for you. This action will cause all players currently trapped in a nightmare to return to the game not in a nightmare, and no more players may be trapped in a nightmare on that day. This will fail if you didn’t spend as many Nightmare Counters as the number of listed players. If you target 1 or 2 players with this ability, you must spend at least 3 Nightmare Counters or it will fail.

Spoiler: Nightmare Carnival:
All members of the
Nightmare Carnival
know each other and have access to a PT open both day and night.
During the game, the
Nightmare Carnival
will accumulate
Nightmare Charges
which can be spent to perform the faction’s factional actions. It is announced in the
Nightmare Carnival
PT whenever a Nightmare charge is gained or lost, as well as how many they have remaining. Nightmare charges are not lost when the player who obtained them dies, unless directly stated otherwise.

During the day, as many times as possible, any member of the
Nightmare Carnival
may choose to spend 1
Nightmare Charge
in order to trap a non-
Nightmare Carnival
player or themself in a nightmare. That player will be announced as trapped in a nightmare, and will be unable to speak, vote or perform day actions for the rest of the day. They may still be voted for and eliminated as normal. When someone is trapped in a nightmare, votes are reset. This action will fail and refund the charge if it would cause a majority (or 50%) of remaining votes to be controlled by
Nightmare Carnival
aligned players.

During any day after day 1, at most once per day, a single member of the
Nightmare Carnival
may use one but not both of the following actions :
1: Choose a player currently trapped in a nightmare, and cause that player to die at the end of the day at the same time of the elimination.(This fails on kill-immune players)
2: The next time you activate a factional (not personal) ability that costs Nightmare Charges, you may pay 1 less charge.

The
Nightmare Carnival
wins when, at the beginning of the night phase, they are the only-non town faction remaining and make up at least 1 less than half of the living players.

The
Nightmare Carnival
has an additional win condition, that any time, if unanimously agreed among living members, the
Nightmare Carnival
may choose to spend an amount of Nightmare Charges equal to 1 more than 3 times the number of
Nightmare Carnival
aligned players, both living and dead, in order to win and exit the game. This cost cannot be manipulated in any way. This win condition does not end the game.
Imprefection is the spice of life.
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Post Post #11188 (ISO) » Fri Mar 18, 2022 12:38 pm

Post by MegAzumarill »

Town Dreamcop


Each night you may target a player. Assuming no interference to your action you will learn if that player is aligned with the Nightmare Carnival, or not aligned with the Nightmare Carnival.

(Notes for design of the Nightmare Carnival Roles)
1. Make sure the role has some way to gain Nightmare Charges. Usually by either: slowly over time, trying to get players to act a certain way, correctly reading something such as who a player is going to target.
2. Make sure it isn’t completely trivial to get to the 4 required to exit with a win solo. Part of playing for the benign win is having to give up the kill per cycle to save.
3. Give the role some way to utilize the nightmare charges, adding an incentive to potentially skipping a kill or attempting to gain a large number of charges when playing for parity. (As well as being useful in Grandest Idea)
4. If the role is useless as the only member of its faction at the start of the game give it a clause like bulletproof to help give it a shot.
Imprefection is the spice of life.
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Post Post #11189 (ISO) » Fri Mar 18, 2022 12:38 pm

Post by MegAzumarill »

Mafia Dreamcop


Each night you may target a player. Assuming no interference to your action you will learn if that player is aligned with the Nightmare Carnival, or not aligned with the Nightmare Carnival.
Imprefection is the spice of life.
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Post Post #11190 (ISO) » Fri Mar 18, 2022 12:39 pm

Post by MegAzumarill »

Sweet Dreamed Townie

You are immune to actions performed by consuming Nightmare Charges (even if 0 charges are consumed).

You win with the Town.
Imprefection is the spice of life.
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Post Post #11191 (ISO) » Fri Mar 18, 2022 12:39 pm

Post by MegAzumarill »

Sweet Dreamed Werewolf


You are immune to actions performed by consuming Nightmare Charges (even if 0 charges are consumed).

You win with the Werewolves
Imprefection is the spice of life.
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Post Post #11192 (ISO) » Fri Mar 18, 2022 12:40 pm

Post by MegAzumarill »

Town 3-Charge Novice Nightmare Killer

You start the game with 3 nightmare charges. You may not perform any abilities on day 1 or night 1.

Each day, once a day you may PM the moderator the name of any player (including yourself). That player will be announced as trapped in a nightmare, and will be unable to speak, vote or perform day actions for the rest of the day. They may still be voted for and eliminated as normal. When someone is trapped in a nightmare, votes are reset. This ability fails and your charge is refunded if it would cause you to control 50% or more of the remaining votes.

Additionally, once per day you may spend a nightmare charge to PM the moderator and choose a player currently trapped in a nightmare, and cause that player to die at the end of the day at the same time of the elimination. (This fails on kill-immune players)
Imprefection is the spice of life.
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Post Post #11193 (ISO) » Fri Mar 18, 2022 12:40 pm

Post by MegAzumarill »

Alien 3-Charge Novice Nightmare Killer


You start the game with 3 nightmare charges. You may not perform any abilities on day 1 or night 1.

Each day, once a day you may PM the moderator the name of any player (including yourself). That player will be announced as trapped in a nightmare, and will be unable to speak, vote or perform day actions for the rest of the day. They may still be voted for and eliminated as normal. When someone is trapped in a nightmare, votes are reset. This ability fails and your charge is refunded if it would cause your faction to control 50% or more of the remaining votes.

Additionally, once per day you may spend a nightmare charge to PM the moderator and choose a player currently trapped in a nightmare, and cause that player to die at the end of the day at the same time of the elimination. (This fails on kill-immune players)
Imprefection is the spice of life.
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MegAzumarill
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Post Post #11194 (ISO) » Fri Mar 18, 2022 12:40 pm

Post by MegAzumarill »

Serial Killer Recharging Nightmare Killer


If you do not perform your factional kill at night and do not have a Nightmare Charge, you gain a Nightmare Charge at the end of the night.

Each day, once a day you may PM the moderator the name of any player (including yourself). That player will be announced as trapped in a nightmare, and will be unable to speak, vote or perform day actions for the rest of the day. They may still be voted for and eliminated as normal. When someone is trapped in a nightmare, votes are reset. This ability fails and your charge is refunded if it would cause you to control 50% or more of the remaining votes.

Additionally, once per day you may spend a nightmare charge to PM the moderator and choose a player currently trapped in a nightmare, and cause that player to die at the end of the day at the same time of the elimination. (This fails on kill-immune players)

You win when all other players are dead.
Imprefection is the spice of life.
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Post Post #11195 (ISO) » Fri Mar 18, 2022 12:41 pm

Post by MegAzumarill »

Non-Zero Informed Townie


You are informed of how many Pirate-aligned players are in the game.
If the above is 0, you are informed of how many Nightmare Carnival- aligned players are in the game.
If both of the above is 0, You are informed of how many Dark Creature-aligned players are in the game.
If all of the above is 0, you are informed of how many Third Party roles are in the game.
If all of those were 0, you are informed of how many players are in the game.
Imprefection is the spice of life.
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Post Post #11196 (ISO) » Fri Mar 18, 2022 12:41 pm

Post by MegAzumarill »

Non-No Informed Townie


You are informed if at least one player has a midgame alignment changing action.
If the answer to the above is “No” You are informed if at least one player has the ability to make a different player appear to an investigative role as an alignment that is not that player's true alignment.
If the answer to both of the above are “No” You are informed if at least one player has the ability to perform a role’s action during the day.
If the answer to all of the above is “No” You are informed if at least one player has the ability to kill another player that did not originate from alignment.
If the answer to all of those were “No” You are informed if at least one player can vote during the day.
Imprefection is the spice of life.
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Post Post #11197 (ISO) » Fri Mar 18, 2022 12:42 pm

Post by MegAzumarill »

Sequence

(This is an effect, not a role, reroll this if rolled in any way.)
When this is rerolled: Use the X posts after the post this rolls into as the next X rolls in setup generation. To determine X, roll a d4.
Imprefection is the spice of life.
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Post Post #11198 (ISO) » Fri Mar 18, 2022 12:42 pm

Post by MegAzumarill »

Classic

(This is an effect, not a role, reroll this if rolled in any way)
If this effect is rolled all future card roles are rolled between post 0 and post 999.
Imprefection is the spice of life.
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Post Post #11199 (ISO) » Fri Mar 18, 2022 12:43 pm

Post by MegAzumarill »

What are the Odds!

You always investigate as not aligned with the town, and can never be seen visiting by a tracker or watcher. You appear as “What are the Odds” to rolecops.

You have a 25% chance to be a Mafia Role Cop
You have a 30% chance to be a Night 3 Bulletproof Townie
You have a 15% chance to be a Mafia Bulletproof Traitor (That doesn’t know their allies)
You have a 10% chance to be a Jester Day 4 Super Saint
You have a 10% chance to be a Unjester Night 3 Paranoid Gun Owner
You have a 10% chance to be a Town Night 4 Winner (At the start of night 4 Town Automatically wins the game if you are alive)

You know your role was caused by this card. At the start of Night 3 it is publicly revealed that this post was used to create your role.
Imprefection is the spice of life.
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