Grand Idea Mafia

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Invisibility
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Post Post #5950  (ISO)  » Thu Jan 31, 2019 4:51 pm

vt
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Invisibility
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Post Post #5951  (ISO)  » Thu Jan 31, 2019 4:52 pm

vt
"invisibility is actually braindead" -- RadiantCowbells

join my region in nationstates

Invisibility
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Post Post #5952  (ISO)  » Thu Jan 31, 2019 4:52 pm

vt
"invisibility is actually braindead" -- RadiantCowbells

join my region in nationstates

Invisibility
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Post Post #5953  (ISO)  » Thu Jan 31, 2019 4:54 pm

fortnite gamer
at night you can target a player not in this game. thats it
theres nothing else
"invisibility is actually braindead" -- RadiantCowbells

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Invisibility
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Post Post #5954  (ISO)  » Thu Jan 31, 2019 4:54 pm

survivor
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callforjudgement
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Post Post #5955  (ISO)  » Thu Jan 31, 2019 4:59 pm

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.
scum · scam · seam · team · term · tern · torn · town

callforjudgement
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Post Post #5956  (ISO)  » Thu Jan 31, 2019 5:09 pm

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.
scum · scam · seam · team · term · tern · torn · town

callforjudgement
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Post Post #5957  (ISO)  » Thu Jan 31, 2019 5:13 pm

Town Temporary Vengifier

Each night, you may choose a player. That player becomes Vengeful (in addition to their existing role) during the following Day.
scum · scam · seam · team · term · tern · torn · town

callforjudgement
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Post Post #5958  (ISO)  » Thu Jan 31, 2019 5:13 pm

Serial Killer

No modifiers, investigation or kill protection, etc..
scum · scam · seam · team · term · tern · torn · town

callforjudgement
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Post Post #5959  (ISO)  » Thu Jan 31, 2019 5:17 pm

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.
scum · scam · seam · team · term · tern · torn · town

callforjudgement
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Post Post #5960  (ISO)  » Thu Jan 31, 2019 5:20 pm

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.)
scum · scam · seam · team · term · tern · torn · town

callforjudgement
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Post Post #5961  (ISO)  » Thu Jan 31, 2019 5:29 pm

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.
scum · scam · seam · team · term · tern · torn · town

callforjudgement
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Post Post #5962  (ISO)  » Thu Jan 31, 2019 5:39 pm

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.
scum · scam · seam · team · term · tern · torn · town

callforjudgement
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Post Post #5963  (ISO)  » Thu Jan 31, 2019 5:40 pm

Reroll, except the resulting role is a Werewolf
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callforjudgement
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Post Post #5964  (ISO)  » Thu Jan 31, 2019 5:43 pm

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.)
scum · scam · seam · team · term · tern · torn · town

callforjudgement
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Post Post #5965  (ISO)  » Thu Jan 31, 2019 5:45 pm

Loud Fruit Vendor (alignment chosen by moderator, defaulting to town)
scum · scam · seam · team · term · tern · torn · town

Allomancer
Goon
 
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Post Post #5966  (ISO)  » Thu Jan 31, 2019 5:57 pm

Alien Goon
It is if the mod rerolls if anything is broken. A reasonable mod should be able to balance a game.
"Who the fuck counts in Babylonian? I'm impressed sir. So impressed that I'm going to ruin your counting."—xofelf
"This might be the worst hydra I've seen in all of mafiascum history."—T-bone
"idk, you don't feel like an easy mislynch"—Creature

Invisibility
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Post Post #5967  (ISO)  » Thu Jan 31, 2019 5:59 pm

goon
"invisibility is actually braindead" -- RadiantCowbells

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Allomancer
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Post Post #5968  (ISO)  » Thu Jan 31, 2019 6:00 pm

Chocolate Werewolf

your signature really becomes relevant there vizzy
"Who the fuck counts in Babylonian? I'm impressed sir. So impressed that I'm going to ruin your counting."—xofelf
"This might be the worst hydra I've seen in all of mafiascum history."—T-bone
"idk, you don't feel like an easy mislynch"—Creature

Invisibility
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Post Post #5969  (ISO)  » Thu Jan 31, 2019 6:02 pm

allomancer is bullying me
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Post Post #5970  (ISO)  » Thu Jan 31, 2019 6:04 pm

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.
"Who the fuck counts in Babylonian? I'm impressed sir. So impressed that I'm going to ruin your counting."—xofelf
"This might be the worst hydra I've seen in all of mafiascum history."—T-bone
"idk, you don't feel like an easy mislynch"—Creature

callforjudgement
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Post Post #5971  (ISO)  » Thu Jan 31, 2019 6:09 pm

Mafia Flagbearer

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!).
scum · scam · seam · team · term · tern · torn · town

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Post Post #5972  (ISO)  » Thu Jan 31, 2019 6:32 pm

Compulsive 1-shot Unlynchee-izer Survivor
On Night 1, you must pick someone. You win if both yourself and that person survive to endgame.
"Who the fuck counts in Babylonian? I'm impressed sir. So impressed that I'm going to ruin your counting."—xofelf
"This might be the worst hydra I've seen in all of mafiascum history."—T-bone
"idk, you don't feel like an easy mislynch"—Creature

callforjudgement
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Post Post #5973  (ISO)  » Thu Jan 31, 2019 7:33 pm

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.)
scum · scam · seam · team · term · tern · torn · town

NotAJumbleOfNumbers
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Post Post #5974  (ISO)  » Fri Feb 01, 2019 6:29 pm

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.
Preferred abbreviation: Jumble
I’m actually just here for comic relief.
Let’s Make A Bracket!

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