Grand Idea Mafia

This forum is for discussion related to the game.
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Post Post #2971 (isolation #200) » Sun Sep 18, 2016 10:50 pm

Post by The MM »

Mafia Non-Loyal Overloader


Abilities
Passive
Non-Loyal:
You are unable to target any member of your faction.

Night Action
E.E.I.:
(Excess Energy Input): Target a player. The first ability that they perform gets Overload.
(E.E.I. cannot apply on factional abilities.)

Passive
Overload:
This ability affects every possible target.
(An ability that says "protect target Townie" when Overloaded instead says "protect every Townie".)
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Post Post #2972 (isolation #201) » Sun Sep 18, 2016 11:00 pm

Post by The MM »

Towniehome Cop


Abilities
Night Action
Investigate:
Target a player. You receive a PM saying whether or not they are Town-aligned.

Passive
Locked Home:
You can not target non Town-aligned players. If there is no other Town-aligned player in the game, you die.
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Post Post #2977 (isolation #202) » Tue Sep 20, 2016 4:46 am

Post by The MM »

Town Kicker-Cop


Abilities
Night Action
Investigate:
Target a player. You get a message returning their alignment to you. If you kicked it, you also disable all abilities that change the apparent alignment of any player in the game.
Passive
Kicker:
(Cost: Roleblock all other Town-aligned roles.)
You may pay the kicker cost when you use the above ability to kick it.
Last edited by The MM on Thu Dec 08, 2016 10:59 am, edited 1 time in total.
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Post Post #2981 (isolation #203) » Tue Sep 20, 2016 7:39 am

Post by The MM »

Vanilla Townie



Naah, even I have standards.
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Post Post #2984 (isolation #204) » Sun Sep 25, 2016 1:55 am

Post by The MM »

Spirit Goon

(You are aligned with whichever scum faction is the lowest in numbers [except if game balance would suffer as a result of them gaining extra members].)


Abilities
Night Action
Spirited Away:
Target a player. That player becomes
Spirited Away
.
The
Spirited Away
player is aligned with you, but counts as a Tree Stump and may not talk in topic. They retain their Night Actions, but their targeting becomes limited (they can't use negative actions on people aligned with you and can't use positive actions on a player who isn't aligned with you, and they cannot target themselves either way unless the action is auto-targeted and has no negative effect).
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Post Post #3004 (isolation #205) » Sun Sep 25, 2016 7:41 am

Post by The MM »

Town Miracle Vigilante

Abilities
  • Radiant Stroke:
    [Night Action - 1-Shot]
    Kill target player.
  • Miracle:
    [Passive]
    Any abilities that you use during the first night of the game cost 1 less [whatever the cost is] to use if they had a cost.
    (Example: X-Shots cost 1 less shot, thus costing nothing.)



In post 2985, Felissan wrote:
Town Seer


What happens to a spirited away CPR Doc, or any other role with an ambiguous action?
Up to mod discretion to determine whether the most likely outcome is negative. I think the CPR Doctor's most likely outcome is a kill, thus it will be treated as such.
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Post Post #3005 (isolation #206) » Sun Sep 25, 2016 7:47 am

Post by The MM »

Mafia Stealthy Fruit Destroyer


Abilities
  • FRUITS SUCK!:
    [Night Action]
    Target a player. If they have fruit, you destroy all fruit in the game and kill the players who were holding fruit.
    • Sub-ability:
    • Stealthy:
      [Passive]
      This ability cannot be detected as being used.
However, Stealthy can and will be detected as being used.
Last edited by The MM on Thu Dec 08, 2016 10:59 am, edited 3 times in total.
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Post Post #3006 (isolation #207) » Sun Sep 25, 2016 8:00 am

Post by The MM »

Fight Organizer


Abilities
  • Round One, Fight!:
    [Day Action]
    Target 2 players. (Posting "
    Fight: X, Y
    " will use this ability targeting X and Y.) They fight, causing each of them to use all of their negative abilities on each other (including factional actions), and lock their votes this day onto each other.
Ruling:
If someone targets themselves by this ability (somehow, as you are not allowed to pick twice the same player), they only vote themselves once, not twice.


The Detention's Abilities (Re-dux)
  • Detain:
    [Night Action - Factional]
    Target a player. They are jailed for this night, causing them to be invulnerable to killing actions, and unable to act. If they were scum, they defect from their scum faction to the Detention, gaining all their former factional abilities as personal abilities.
    • Unloyal:
      This ability cannot be used on a member of your faction.
Last edited by The MM on Fri Sep 30, 2016 2:02 am, edited 1 time in total.
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Post Post #3012 (isolation #208) » Sun Sep 25, 2016 8:53 am

Post by The MM »

Town Fruit Eater


Abilities
  • Eat Fruit:
    [Passive]
    You eat all fruit given to you.
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Post Post #3013 (isolation #209) » Sun Sep 25, 2016 8:57 am

Post by The MM »

(random-rolled alignment)
Sméagol-Disabler

Abilities
  • I HAET SMEAGOL!!!!!1!!!1!1!1!!!!!ONE!!!!:
    [Passive]
    As long as you are alive, roles created by Sméagol lose all their abilities.
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Post Post #3021 (isolation #210) » Sun Sep 25, 2016 12:07 pm

Post by The MM »

Mafia Oaf

Abilities
  • Wups, I'm-a clumsy!:
    [Passive]
    When investigated by roles that should get returned something, their investigation returns that you are a member of the Mafia on top of the usual results.



In post 3014, Sméagol wrote:Geez. Not
all
of my roles are
that
bad :roll:
In post 2914, Sméagol wrote:
Infinity 324
The MM vigilante

If he's in the game, you may kill
Infinity 324
The MM at any point during the game.
D'aww, I'm only making fun of people every once in a while... Now I'm at risk of getting killed in any GIM I'm in, and now read how liked I can get in-game.
Just kidding, I have no personal beef. And I shot first. ;)
Last edited by The MM on Thu Dec 08, 2016 10:58 am, edited 2 times in total.
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Post Post #3023 (isolation #211) » Sun Sep 25, 2016 12:17 pm

Post by The MM »

Vanilla Townie


By the way, I'm gonna re-write my above post when I'm off mobile.
Do you think my new ability sheets are more clear and smaller than the previous ones? I changed to attend to the matter of sub-abilities (kicker lol | I'm a fan of this, seriously) but it seems it improved on readability as well imo.

PS: Sméagol, you're able to have a freaking gradient in your sig and I don't. Do the math on awesomeness. ;)
How, ladies and gentlemen, how does he do it?
Last edited by The MM on Sun Sep 25, 2016 12:37 pm, edited 1 time in total.
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Post Post #3026 (isolation #212) » Sun Sep 25, 2016 12:52 pm

Post by The MM »

Mafia Shroom Smoker

Abilities
  • Too Much Pot:
    [Passive]
    You are unaffected by votes from people with gradient in their signature or any post in the game topic in the same day, or any colour at all in their Role PM.
    (Written colour names (as in "Blue Mafia") do not count if they are not written in colour too.)

In post 3024, Sméagol wrote:
I
u
s
e
t
h
e
p
o
w
e
r
o
f
l
o
v
e
a
n
d
f
r
i
e
n
d
s
h
i
p
.


Vanilla
(alignment up to mod's discretion)
The length and sheer stuffiness of the code in the quote inspired me to post this. I'm amazed your sig fits in the 350-character limit, but maybe it doesn't count code?
Last edited by The MM on Thu Dec 08, 2016 10:57 am, edited 2 times in total.
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Post Post #3029 (isolation #213) » Sun Sep 25, 2016 9:36 pm

Post by The MM »

In post 3027, Cheery Dog wrote:
Mafia Goon

How do I work out knowledge for that role when I have colours in signatures turned off?
  1. You have 3 choices as a mod:
  2. Turn them on for the duration of this game.
  3. Take out this ability from the role.
  4. Just re-roll it for having a mechanic you cannot fit into your game.

Before you guys ask, this post counts as the quoted
Mafia Goon
.
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Post Post #3030 (isolation #214) » Sun Sep 25, 2016 9:55 pm

Post by The MM »

Blue Concertist

(You are aligned with the Town.)

(You are a member of the Concertists, a Town sub-faction of Mason Lovers. If this role is rolled, the other Concertist roles must be attributed to other Townies — added to these roles' abilities.)


Abilities
  • Blue Note:
    [Passive]
    You take one extra vote to be lynched.

Concertists' Sub-factional abilities
  • Discussions in Backstage:
    [Passive - Factional]
    You have a private communication topic with the rest of the Concertists
    here
    (replace the underline by the appropriate topic link)
    .
  • Need Each Other:
    [Passive - Factional]
    If any member of this faction dies, the rest commit suicide.
Last edited by The MM on Fri May 25, 2018 7:06 am, edited 2 times in total.
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Post Post #3031 (isolation #215) » Sun Sep 25, 2016 9:59 pm

Post by The MM »

Red Concertist

(You are aligned with the Town.)

(You are a member of the Concertists, a Town sub-faction of Mason Lovers. If this role is rolled, the other Concertist roles must be attributed to other Townies — added to these roles' abilities.)


Abilities
  • Red Note:
    [Passive]
    You are considered scum by investigative abilities during nights where you perform any night action.
  • Double Job:
    [Night Action]
    Target a player, during the next day, they are injured, becoming voteless, taking one less vote to lynch, and becoming unable to use any day actions.

Concertists' Sub-factional abilities
  • Discussions in Backstage:
    [Passive - Factional]
    You have a private communication topic with the rest of the Concertists
    here
    (replace the underline by the appropriate topic link)
    .
  • Need Each Other:
    [Passive - Factional]
    If any member of this faction dies, the rest commit suicide.
Last edited by The MM on Fri May 25, 2018 7:06 am, edited 2 times in total.
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Post Post #3032 (isolation #216) » Sun Sep 25, 2016 10:02 pm

Post by The MM »

Yellow Concertist

(You are aligned with the Town.)

(You are a member of the Concertists, a Town sub-faction of Mason Lovers. If this role is rolled, the other Concertist roles must be attributed to other Townies — added to these roles' abilities.)


Abilities
  • Golden Note:
    [Passive]
    If you are voting someone at L-1, you may choose to shoot and kill them, ending the day.

Concertists' Sub-factional abilities
  • Discussions in Backstage:
    [Passive - Factional]
    You have a private communication topic with the rest of the Concertists
    here
    (replace the underline by the appropriate topic link)
    .
  • Need Each Other:
    [Passive - Factional]
    If any member of this faction dies, the rest commit suicide.


NoteFor the Concertists, if you roll one, please consider changing a Town role (maybe a Mason or a VT) into another Concertist.
Last edited by The MM on Fri May 25, 2018 7:06 am, edited 2 times in total.
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Post Post #3044 (isolation #217) » Tue Sep 27, 2016 10:44 pm

Post by The MM »

Town Game-Cleaner


Abilities
  • Purge:
    [Night Action]
    Target a player, you will kill them if...
    1. They are not aligned with the town or a "normal" scumfaction.
    2. They have any ability that changes anyone's alignment or perceived alignment.
    3. Their role is random in any way.
    4. They have any ability that can make several people dead in one go
      (e.g. Mega Gladiator, by virtue of its possibility of getting nearly everyone lynched, counts)
    5. Any of its abilities involves controlling anything from another player.
    6. Their role involves any mechanic outside the game.
    7. Any part of their role is hidden or misinformed.
Last edited by The MM on Thu Dec 08, 2016 10:55 am, edited 2 times in total.
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Post Post #3045 (isolation #218) » Tue Sep 27, 2016 11:07 pm

Post by The MM »

SNK Boss

(You are aligned with SNK, basically meaning yourself -- If somehow there are 2 SNK-aligned members in the game, reroll both.)


Abilities
  • Omniscient AI:
    [Passive]
    You know the alignment of any player in the game, and you know all abilities that change a player's alignment or apparent alignment (including which player and role they belong to). If a player's alignment changes, you will be PM'd about it. If any new ability that changes a player's alignment or apparent alignment appears, you will be PM'd about it.
    • Command Read:
      [Passive]
      Additionally, you dodge every single killing shot (and any ability that can result in death in any circumstance possible in the game
      [includes things such as any factional nightkill, dayvigs, the Arsonist's douse ability or 's ability if there is an in the game]
      ) directed at you.
  • Blatantly Overpowered Defense:
    [Passive]
    You require a unanimous vote to be lynched.
    • Blatantly Overpowered Offense:
      [Passive]
      Your vote counts as one more for each extra vote needed to lynch you.
  • Disregard for Limitations:
    [Passive]
    Your actions cannot be cancelled or tampered with in any way, and can target Commuters. You may also post in the game while dead.


SNK Factional Abilities
  • Nightkill:
    [Night Action]
    Shoot and kill target player. Their death cannot be prevented even by protective abilities.
  • Crushing Victory:
    [Passive - Win Condition]
    You win when all other players in the game are dead. (even if you are dead too)
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Post Post #3046 (isolation #219) » Tue Sep 27, 2016 11:18 pm

Post by The MM »

Evil Nympho

(Starts the game aligned with the Mafia.)


Abilities
  • Nothing Serious:
    [Passive]
    You don't die when your Lovers die. But if you die, all your Lovers still die.
  • Bedamania:
    [Night Action]
    Roleblock your target and make them your Lover. Additionally, any player that targets you at night becomes your Lover.
    • Can't Keep This Up:
      [Passive]
      If one of your lovers is given info that returns that you are scum, they will no longer be your Lover.
  • I May Be Bad, But I Feel Good:
    [Win Condition]
    If you and your Lovers ever comprise half the living players, you and your Lovers defect from your current alignments, form your own faction and win the game. Everyone else loses.
Last edited by The MM on Thu Dec 08, 2016 10:55 am, edited 2 times in total.
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Post Post #3049 (isolation #220) » Wed Sep 28, 2016 12:59 am

Post by The MM »

Town Multikicker-Voter


Abilities
  • Jacked-up Vote:
    [Passive]
    Your vote this day counts as one more for each time you paid the kicker cost.
    • Multikicker:
      [Day Ability]
      (Cost: You permanently take 1 less vote to be lynched.) You may make yourself take 1 less vote to be lynched for the remainder of the game any number of times as you vote.
  1. Rulings:
  2. If this role should take 0 vote to be lynched, it takes 1 vote to be lynched instead, but lynching it doesn't end the day -- it still uses up the hammerer's vote.
    • If you should take a negative number of votes to be voted, you spontaneously die.
  3. You cannot pay the kicker cost if you already take 0 vote to be lynched.
  4. While the effects of the cumulated kicker costs do not wear off, the effects of Jacked-up Vote do.



Infinity 324 wrote:Mm, you realize people will actually have to play this game right...?
Yeah. I don't think all my roles are still bad, but I've seen rerolls for less than this, so why not spice things up every once in a while? Besides, I've played Grandest Idea Mafia.
In post 3048, Infinity 324 wrote:What faction is the nympho even aligned with?
If not by her specific wincon, scum. It's written up there.
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Post Post #3050 (isolation #221) » Wed Sep 28, 2016 1:08 am

Post by The MM »

Mafia God Framer

Abilities
  • God:
    [Passive]
    You cannot vote, and are not a valid target for any actions. You also know the alignments of every single player in the game.
  • Frame:
    [Night Action]
    Target a player. This player's alignment appears as scum to investigative abilities.
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Post Post #3052 (isolation #222) » Wed Sep 28, 2016 1:17 am

Post by The MM »

Mafia Upkeep Godfather


Abilities
  • The Godfather:
    [Passive]
    You appear as innocent to investigative abilities.
    • Upkeep:
      [Passive]
      (Cost: Use Execute.) At the end of every night, you must choose whether to pay the upkeep cost or lose The Godfather for the rest of the game.
      • Execute:
        [Night Action - Loyal]
        Target player loses all abilities, then you shoot them. You must target a player aligned with you with this ability.
  1. Rulings:
  2. Upkeep doesn't trigger on Night 0 in Night-start games.



Infinity 324 wrote:Which scum though was my question
Normal scum. The Mafia. I guess I need to reword that.
Last edited by The MM on Thu Dec 08, 2016 10:54 am, edited 2 times in total.
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Post Post #3053 (isolation #223) » Wed Sep 28, 2016 1:41 am

Post by The MM »

Mafia Chainsaw Lawnmower


Abilities
  • Die, Tree, Die!:
    [Night Action]
    Kill target Treestump.
  1. Rulings:
  2. As Treestumps can only talk, they just lose this ability, but still flip like a normal player, since they die for good this time.
  3. For flavor reasons, this role is not considered to have a gun, but a chainsaw.
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Post Post #3054 (isolation #224) » Wed Sep 28, 2016 1:51 am

Post by The MM »

Town Wildman

Abilities
  • True Heart:
    [Passive]
    Your alignment cannot be changed by any abilities.
    • Ferocity:
      [Passive]
      Whenever True Heart blocks an effect, you lynch the player that used it on you.
  1. Rulings:
  2. Ferocity is considered a lynch and will go through Bulletproof, but not through Lynchproof.
    Specifically, it is considered a lynch, with a limited pool of 2 players and you voting for them, and hammering them regardless of the vote requirements of a lynchpool with 2 players.
Last edited by The MM on Thu Dec 08, 2016 10:53 am, edited 2 times in total.
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Post Post #3055 (isolation #225) » Wed Sep 28, 2016 3:18 am

Post by The MM »

Town Red Truth Bringer

Abilities
  • Ultimate Proof:
    [Night Action]
    Link the mod to a post that was made last Day. The post will be rewritten in red, with all false statements being replaced by the truth. If any statement was false, the player who made the false statement is modkilled.
  • Example
  • Max says "First off, you're scum. I'm a Roleblocker Cop, and I didn't target Meggie Night 1." to Mandy in post #2060 in the game topic.
    The following night, Mormon the Red Truth Bringer chooses post #2060. The entire postis rewritten in red, with three statements verified:
    1. You're scum.
      • Options:
      • Mandy is scum: Nothing happens.
      • Mandy is not scum: This part is rewritten to "You're not scum." and Max is guaranteed to die.
    2. I'm a Roleblocker Cop.
      • Options:
      • Max is a Roleblocker Cop: Nothing happens.
      • Max isn't a Roleblocker Cop: The message gets rewritten to tell Max's actual role (not that it matters because he's guaranteed to die and flip).
    3. I didn't target Meggie Night 1.
      • Options:
      • Max didn't target Meggie: Nothing happens.
      • Max did target Meggie: The message gets altered to say "I did target Meggie.", and Max dies.
  1. Rulings:
  2. Modkills by this ability don't count as instant losses, but the death is guaranteed.
Last edited by The MM on Fri Dec 01, 2017 10:48 am, edited 3 times in total.
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Post Post #3061 (isolation #226) » Wed Sep 28, 2016 10:50 am

Post by The MM »

Blue Mafia Goon

If this is multiball, you are aligned with the Blue Mafia, otherwise you're a normal Mafia Goon.
In post 3057, Gamma Emerald wrote:Can we make this not a modkill, because being put into insta-loss for lying is kinda BS.
By modkill, I don't mean that the guy insta-loses, more like ¨You die and there's nothing you or any Doctor can do about it.¨
I'll write this down as a ruling.
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Post Post #3062 (isolation #227) » Wed Sep 28, 2016 11:04 am

Post by The MM »

Self-roleblock-inverter Cop


Abilities
  • Investigate:
    [Night Action]
    Investigate target player; you get returned their alignment.
    • Inverse Roleblock:
      [Passive]
      If this action should work normally, it is blocked. If this action should be blocked or prevented from working, it works normally instead.
  1. Rulings:
  2. Inverse Roleblock makes this role work on Ascetics by default, as Ascetics reflexively roleblock players who target them.
    However, Commuters can still evade this ability, as it is not considered blocked in this situation.
  3. You cannot be roleblocked, even if you get roleblocked after another roleblock enables your action.
Last edited by The MM on Wed Sep 28, 2016 10:24 pm, edited 1 time in total.
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Post Post #3063 (isolation #228) » Wed Sep 28, 2016 11:09 am

Post by The MM »

Mafia Unloyal Rolestopper


Abilities
  • Rolestop:
    [Night Action]
    Target a player. That player blocks all actions taken against them tonight.
    • Unloyal:
      [Passive]
      This action may not be used on members of your faction.


(Unloyals must target outside their faction.
It's made this way to avoid effective Bulletproof-Ninja-Godfather-making by making a scumpartner invulnerable to vigs, investigation and tracking. Even making them Macho by this effect isn't enough to keep it from being more powerful when used on partners.)
Last edited by The MM on Wed Sep 28, 2016 10:30 pm, edited 1 time in total.
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Post Post #3064 (isolation #229) » Wed Sep 28, 2016 11:20 am

Post by The MM »

Town Skinnyman


Abilities
  • My Little Girl, Where Are You?:
    [Passive]
    You are voteless and perma-roleblocked during the day.
  • My F**ked Up World Destroyed You...:
    [Night Action]
    Shoot target player.
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Post Post #3067 (isolation #230) » Thu Sep 29, 2016 6:46 am

Post by The MM »

Mafia Confuser


Abilities
  • Ignis Fatuus:
    [Passive]
    When you are lynched, all players on your lynch wagon may only target within themselves during the following night.
Last edited by The MM on Thu Dec 08, 2016 10:52 am, edited 1 time in total.
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Post Post #3069 (isolation #231) » Thu Sep 29, 2016 8:36 am

Post by The MM »

Scum Non-consecutive-and-non-repeating-maker


While alive, nobody may use the same ability two nights in a row, and no person may target the same person two nights in a row.
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Post Post #3071 (isolation #232) » Thu Sep 29, 2016 11:15 am

Post by The MM »

Lyncher



Your role's pretty freakin' easy to win with. Since this role is so obscure and all.
Last edited by The MM on Thu Sep 29, 2016 10:06 pm, edited 1 time in total.
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Post Post #3072 (isolation #233) » Thu Sep 29, 2016 11:25 am

Post by The MM »

Town Faerie


Abilities
  • Emissary of the Gods:
    [Passive]
    If there is any town-aligned God in the game, you are unable to vote but share a private topic with them. (1 PT per God).
    • Touched by Mortals:
      [Passive]
      If you ever share a private topic with a non-God, you lose all PTs with Gods that you gained by the above ability, but you regain your vote.
Last edited by The MM on Thu Dec 08, 2016 10:51 am, edited 2 times in total.
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Post Post #3074 (isolation #234) » Thu Sep 29, 2016 11:35 am

Post by The MM »

Mafia Neighbour


Abilities
In The 'Hood:
[Passive]
You share a private topic with a non-Mafia player in the game.
Last edited by The MM on Sun Jun 07, 2020 2:10 pm, edited 1 time in total.
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Post Post #3075 (isolation #235) » Thu Sep 29, 2016 10:16 pm

Post by The MM »

Page-start Detector


Abilities
Page Top? I Got This:
[Passive - Win Condition]
You know any role that has a post number that is a multiple of 25 in the game. You are aligned with them, meaning you all win and everybody else loses if the group contains half the players in the game (rounded up).
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Post Post #3076 (isolation #236) » Fri Sep 30, 2016 12:41 am

Post by The MM »

Bulletproof-Tracker

(Alignment at mod's discretion.)


Abilities
  • Jacket Tracker:
    [Passive]
    You know who is Bulletproof in this game. If anyone becomes Bulletproof, you will know that they have become Bulletproof and if anyone loses Bulletproof ability, you will also know it.

(Warning: This should be rolled in town hands more than scum hands, mainly because nightkills will simply ignore them and the Cult will recruit the Bulletproofs ASAP.)
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Post Post #3080 (isolation #237) » Fri Sep 30, 2016 1:42 am

Post by The MM »

Gamma Emerald Star Dragon

(If Gamma Emerald is in the game, you are aligned with him. Otherwise, self-aligned.)


Abilities
  • Star Dragon's Presence:
    • [Passive]
      At the start of the game, the mod must announce that there is a Star Dragon in this game.
    • [Passive]
      Additionally, your alignment and abilities cannot be changed.
  • Flying:
    [Passive]
    You may only be targeted by players with Flying.
  • Nuclear Star Pull:
    [Passive - 1-Shot]
    When you die, you instead use Evolve.
    • Evolve:
      [Passive - Evolution]
      When triggered, every player in the game gains Flying and your vote counts as one more and it takes one more to lynch you for the remainder of the game.

Factional Ability
  • Victory by Elimination:
    [Factional Win Condition]
    You and people aligned with you win when all people left in the game share your alignment or nothing can prevent that.
Last edited by The MM on Thu Dec 08, 2016 10:50 am, edited 4 times in total.
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Post Post #3081 (isolation #238) » Fri Sep 30, 2016 1:44 am

Post by The MM »

Scum

(Preferrably put this role in a scumfaction with no nightkill or recruitment abilities. Make this role self-aligned scum if necessary.)
Last edited by The MM on Thu Oct 06, 2016 12:17 pm, edited 1 time in total.
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Post Post #3082 (isolation #239) » Fri Sep 30, 2016 2:01 am

Post by The MM »

Star Dragon


Abilities
  • Star Dragon's Presence:
    • [Passive]
      At the start of the game, the mod must announce that there is a Star Dragon in this game.
    • [Passive]
      Additionally, your alignment and abilities cannot be changed.
  • Bullrush:
    [Night Action]
    Ram target player. You kill them even if they have bulletproof.
    1. Ruling:
    2. Any other protection still can allow players to survive Bullrush.
  • Flying:
    [Passive]
    You may only be targeted by players with Flying.
  • Bull Constellation Collapse:
    [Passive]
    : When you die, you use Bullrush, targeting the person who killed you.
    1. Ruling:
    2. If several people are considered to have killed you (read: a lynch, or scum and a Vig simultaneously shooting you), the mod PMs you a list of the players who killed you and you must choose one to target.


Last edited by The MM on Thu Dec 08, 2016 10:49 am, edited 3 times in total.
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Post Post #3084 (isolation #240) » Fri Sep 30, 2016 4:01 am

Post by The MM »

Vanilla Townie

In post 3083, Infinity 324 wrote:
In post 3080, The MM wrote:
Gamma Emerald Star Dragon

(If Gamma Emerald is in the game, you are aligned with him. Otherwise, self-aligned.)


Abilities
  • Star Dragon's Presence:
    [Triggered Ability]
    At the start of the game, the mod must announce that there is a Star Dragon in this game.
  • Flying:
    [Passive]
    You may only be targeted by players with Flying.
  • Nuclear Star Pull:
    [Triggered Ability]
    When you die, you instead use Evolve.
    • Evolve:
      [Triggered Ability - Evolution]
      When triggered, every player in the game gains Flying and your vote counts as one more and it takes one more to lynch you for the remainder of the game.

Factional Ability
  • Victory by Elimination:
    [Triggered Ability - Factional - Win Condition]
    You and people aligned with you win when all people left in the game share your alignment or nothing can prevent that.
Pretty sure this thing can't die as worded.
Woops, my bad. I forgot that this "no-death" thing only worked once. Fix incoming.
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Post Post #3087 (isolation #241) » Fri Sep 30, 2016 11:00 am

Post by The MM »

Blue Mafia Unloyal Tour Bus Driver

(You are aligned with the Blue Mafia. If you are the only Blue Mafia member, you are aligned with the Mafia. Otherwise, the Blue Mafia is its own scumfaction.)


Abilities
  • Tour:
    [Night Action]
    Target a player. You and them commute out of town until the end of the next night phase.
    • Unloyal:
      [Passive]
      This action cannot be used on your partners.
Last edited by The MM on Sat Oct 01, 2016 3:21 am, edited 1 time in total.
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Post Post #3089 (isolation #242) » Sat Oct 01, 2016 12:15 am

Post by The MM »

Mafia Bus Driver



Doesn't mean I don't have the rights to put it here.
If you consider it balanced for a normal game, then it's good, great minds think alike (to shit minds like me).
I just thought a tourism bus was more fitting for such a long commute.
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Post Post #3095 (isolation #243) » Sun Oct 02, 2016 8:47 am

Post by The MM »

Town Silver-bomb

Abilities
  • Silver Bomb:
    [Passive]
    When you are lynched, any werewolves on the wagon die.



What's a Hirsute Goon?
Last edited by The MM on Thu Dec 08, 2016 10:46 am, edited 1 time in total.
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Post Post #3097 (isolation #244) » Sun Oct 02, 2016 9:45 pm

Post by The MM »

Town Wolverine


Abilities
  • Wolverine's Bad Publicity:
    [Passive]
    You are considered a Werewolf Goon by investigative abilities.
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Post Post #3098 (isolation #245) » Sun Oct 02, 2016 10:20 pm

Post by The MM »

Jester Global-Lynchee


Abilities
  • Everybody Hates The Jester:
    • [Win Condition]
      When you are lynched, you win the game.
    • [Passive]
      If any Lyncher is in the game, you are their Lynchee.
Last edited by The MM on Thu Dec 08, 2016 10:46 am, edited 4 times in total.
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Post Post #3110 (isolation #246) » Mon Oct 03, 2016 8:50 pm

Post by The MM »

Survivor Black Hole Star Dragon


Abilities
  • Star Dragon's Presence:
    • [Passive]
      At the start of the game, the mod must announce that there is a Star Dragon in this game.
    • [Passive]
      Additionally, your alignment and abilities cannot be changed.
  • Critical Mass:
    [Passive]
    If any other player alive in the game becomes the target of a non-killing action, the target is changed to you. If you are the target of a non-killing action, it instead effects everybody in the game but you (and doesn't count as specifically targeted).
  • Flying:
    [Passive]
    You may only be targeted by players with Flying.
  • Massive Stunner:
    [Passive]
    When you die, choose 5 players. They cannot vote the next day and cannot perform actions or target anybody the next night.
  • Self-preservation:
    [Win Condition]
    You win if you are alive when the game ends.
  1. Rulings:
  2. Critical Mass can redirect abilities with several targets, in which case all targets will be changed to you if they all were anybody else.
  3. Critical Mass does not redirect abilities that can kill in any way. Thus, it will not redirect roles such as the CPR Doctor.
  4. Massive Stunner blocks even Compulsive Night Actions, but people do not incur penalties for not performing them since they were blocked.
Last edited by The MM on Sat Dec 02, 2017 5:43 am, edited 4 times in total.
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Post Post #3114 (isolation #247) » Tue Oct 04, 2016 11:55 pm

Post by The MM »

Lying Fairy

(This role is self-aligned)


Abilities
  • Occult Overseer:
    [Passive]
    At the beginning of the game, the mod messages you the true alignment of all the players in the game.
    (as "Town", "Scum", "Cult", "Ur-Scum", "Detention", "Self-aligned" or whatever the alignment truly is.)
  • Spread Lies:
    [Night Action]
    Each night, you may target a Town-aligned player. A message saying that you are Town and request a neighbourhood will be sent to them. They have the choice to accept until the end of the next Night by PMing to the mod that they accept the neighbourhood offer, in which case they join your private neighbourhood.
    • The Awakening:
      [Passive - Win Condition]
      If your neighbourhood contains half the players in the game, you lynch other players and then sacrifice all other players in your neighbourhood, winning the game and making every other player lose.
Last edited by The MM on Thu Dec 08, 2016 10:45 am, edited 1 time in total.
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Post Post #3115 (isolation #248) » Wed Oct 05, 2016 11:43 am

Post by The MM »

Town Super-flying Vigilante


Abilities
  • Vigilante Justice:
    [Night Action]
    Shoot another player.
  • Super-flying:
    [Passive]
    May only target or be targeted by people with flying. Super-flying is treated as flying.
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Post Post #3118 (isolation #249) » Thu Oct 06, 2016 12:37 pm

Post by The MM »

Town 1-Shot Power Analyser


At night, you may target a player. The names of all their abilities will be publicly announced as investigation results in the night-recap post.
(Example: Max targets Mandy, who is a . The night-recap, before the nightkill result, will show: "Mandy's abilities are 'Occult Overseer', 'Spread Lies', and 'The Awakening'.")
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Post Post #3119 (isolation #250) » Sun Oct 09, 2016 7:45 am

Post by The MM »

Town Poetic Suicidal Vigilante

Abilities
  • Roses Are Red:
    [Passive]
  • Violets Are Blue:
    [Passive]
  • I Got A Bullet In The Head:
    [Passive]
    At the end of Night 2 or after using And So Do You, you die.
  • And So Do You:
    [Night Action - 1-Shot]
    Shoot target player.

(Yes, Roses are Red and Violets are Blue have no effect at all.)
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Post Post #3124 (isolation #251) » Mon Oct 10, 2016 3:16 am

Post by The MM »

Town 1-Shot Vanilla-Townie-Counter


Abilities
  • Vanilla Townie Censing:
    [Night Action - 1-Shot]
    At the end of the night, you are returned how many Vanilla Townies are alive in the game.
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Post Post #3128 (isolation #252) » Thu Oct 13, 2016 2:44 am

Post by The MM »

Mafia Night-Action Jammer


Abilities
  • Night Action Jammer:
    [Night Action]
    Target a player. If the target should perform a Night Action this night, it is blocked and they die.
    1. Rulings:
    2. The death from this ability will not be prevented by protections, Bulletproof or Lynchproof. It takes explicit immunity to death to prevent it.
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Post Post #3136 (isolation #253) » Mon Oct 17, 2016 7:50 am

Post by The MM »

Queen Fan Mafia Goon

Walkin' down the street,
shooting people that I meet,
with my rubber tommy water gun...

Here come the deputy
he's gonna come and getta me
I gotta get me get up and run

They got the sirens loose
I'm running out of juice...

They're gonna put me in a cell
if I can't go to heaven
will they let me go to hell..?
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Post Post #3138 (isolation #254) » Mon Oct 17, 2016 9:31 am

Post by The MM »

Town Marchioness


Abilities
  • They'll Always Be Jealous of Nobility:
    [Passive]
    You require one less vote than the usual to be lynched.
  • Inquisition from Above:
    [Night Action]
    Target a player. Their alignment is returned to you.
  • Ruler of the Borderland:
    [Twilight Action - 1-Shot]
    For the next 24 hours after the lynch is decided, you may decide to stop the lynch.
Last edited by The MM on Mon Oct 17, 2016 10:04 pm, edited 1 time in total.
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Post Post #3140 (isolation #255) » Wed Oct 19, 2016 5:43 am

Post by The MM »

Town Nova Guardian


Abilities
  • Supernova Bearer:
    [Passive]
    When you die, the message "A supernova has exploded!" must be announced by the mod instead of "
    <insert name here>
    was killed/lynched". This ability also doesn't show up in your flip. The day phase after you have died, all players in the game take 1 vote to be lynched, ignoring any other ability that changes the number of votes required to be lynched.
Last edited by The MM on Thu Dec 08, 2016 10:43 am, edited 1 time in total.
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Post Post #3154 (isolation #256) » Thu Oct 20, 2016 6:24 am

Post by The MM »

Mafia Master Of Puppets


Abilities
  • Obey Your Master:
    [Night Action]
    Target a player. You control that player's vote for tomorrow. If you target the same player twice in a row, they gain you're addicted to how I'm killing you.
    • You're Addicted to How I'm Killing You:
      [Passive]
      You can no longer vote unless your vote is controlled by another player.
Last edited by The MM on Thu Dec 08, 2016 10:42 am, edited 1 time in total.
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Post Post #3156 (isolation #257) » Fri Oct 21, 2016 10:25 pm

Post by The MM »

Third-Party GOAT

Abilities
  • The Goat
    [Passive]
    Investigative abilities consider you as a Vanilla role aligned with them.
  • Surprise, the Goat wins!:
    [Win Condition]
    If a non-town faction wins while you are still alive, you win and they lose instead.



In post 3155, BrainpanSonata wrote:Yeah, at this point I'm just making entries to enable the Quantum Goos
This, in my opinion, is why random is horrible.
Last edited by The MM on Thu Dec 08, 2016 10:42 am, edited 1 time in total.
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Post Post #3160 (isolation #258) » Sun Oct 23, 2016 12:50 am

Post by The MM »

RNG-Killer

(This role is self-aligned)


Abilities
  • Random Number God Killer:
    • [Passive]
      As long as you are alive, no random rolls may be made and any ability that was rolled at random is erased.
      1. Rulings:
      2. While you disable abilities rolled at random, you don't disable the rolling of roles from this thread, only re-rolls.
      3. Abilities that are "erased" don't count as existing - and since this ability takes effect before game start, said abilities will be omitted from Role PMs (the mod may refuse to do so, but the abilities will still have no effect and count as not existing despite being in the Role PM).
    • [Win Condition]
      You win whenever you lynch a player who had a random ability.
Last edited by The MM on Tue Nov 21, 2017 10:30 am, edited 2 times in total.
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Post Post #3161 (isolation #259) » Sun Oct 23, 2016 12:53 am

Post by The MM »

RNG-Killer

(This role is self-aligned)


Abilities
  • Random Number God Killer:
    • [Passive]
      As long as you are alive, no random rolls may be made and any ability that was rolled at random is erased.
      1. Rulings:
      2. While you disable abilities rolled at random, you don't disable the rolling of roles from this thread, only re-rolls.
      3. Abilities that are "erased" don't count as existing - and since this ability takes effect before game start, said abilities will be omitted from Role PMs (the mod may refuse to do so, but the abilities will still have no effect and count as not existing despite being in the Role PM).
    • [Win Condition]
      Whenever you lynch a player with any random ability, you win.
      1. Rulings:
      2. This can detect abilities that are erased by the passive part of this ability.
Last edited by The MM on Thu Dec 08, 2016 10:38 am, edited 1 time in total.
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Post Post #3164 (isolation #260) » Sun Oct 23, 2016 11:59 pm

Post by The MM »

Hmm... Not that bad an idea.

Loved Sliver
(alignment up to mod's discretion)

Abilities
  • I ♥ Slivers:
    [Passive]
    All slivers have Loved.
    • Loved:
      [Passive]
      You take one more vote to be lynched.
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Post Post #3165 (isolation #261) » Mon Oct 24, 2016 12:33 am

Post by The MM »

Sliver Star Dragon
(alignment up to mod's discretion)


Abilities
  • Star Dragon's Presence:
    • [Passive]
      At the start of the game, the mod must announce that there is a Star Dragon in this game.
    • [Passive]
      Additionally, your alignment and abilities cannot be changed.
  • Sliver Universe:
    [Passive]
    All slivers have the following abilities.
    • Flying:
      [Passive]
      You may only be targeted by players with Flying.
    • Sliver Star Board:
      [Passive]
      When you die, all Slivers cannot die until the end of the next phase.
Last edited by The MM on Thu Dec 08, 2016 10:37 am, edited 1 time in total.
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Post Post #3166 (isolation #262) » Mon Oct 24, 2016 12:49 am

Post by The MM »

Sliver Polarizer
(This role is a third-party.)

  1. Rulings:
  2. Despite the name, this role isn't a Sliver.
Abilities
  • Otherworldly Voices Linger Around You:
    [Passive]
    At the beginning of Day 1, the mod must tell there is a Sliver Polarizer in the game.
  • Sliver Energy:
    • [Passive]
      Your vote counts as 1 for each Sliver alive.
    • [Passive]
      Slivers take 1 more vote to lynch.
  • Sliver Bringer:
    [Night Action - 1-Shot]
    Target a number of players equal to half the amount of living players
    (rounded down)
    . For the next Day Phase, they count as Slivers for the number of Slivers counted in Slivers' abilities.
    1. Rulings:
    2. While they are counted as Slivers for the purposes of counting, they do not gain the abilities given by Slivers to all Slivers.
  • Legendary Kill:
    [Passive]
    When you are lynched, anyone on the lynch wagon gains the abilities given to Slivers the following night.
  • Polarizing:
    [Passive]
    As long as you are alive, no factional win condition can apply.
  • Sliver Order:
    [Passive - Win Condition]
    You win when half the living players are Slivers.
    1. Rulings:
    2. Sliver Order does not take the effect of Sliver Bringer into account.
Last edited by The MM on Thu Dec 08, 2016 10:37 am, edited 3 times in total.
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Post Post #3167 (isolation #263) » Mon Oct 24, 2016 12:51 am

Post by The MM »

Sliver Goo
(alignment up to mod's discretion)
Also, don't ask how this can exist. Shut up ;)

Abilities
  • The Sliver Plague:
    [Passive]
    All Slivers have the following ability.
    • Sliver Contamination:
      [Passive]
      Whenever someone targets you at night, they become a Sliver.
Last edited by The MM on Thu Dec 08, 2016 10:36 am, edited 2 times in total.
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Post Post #3172 (isolation #264) » Mon Oct 24, 2016 7:55 am

Post by The MM »

Sliver Townie


Abilities
(Yes, it has no ability by itself.)

In post 3169, Infinity 324 wrote:
Silver townie


@MM Sliver polarizer is basically a better jester, right?
Surprisingly, that's right.
Thanks for highlighting the problem.
Perhaps I need a different Legendary Kill effect.

EDIT:
Changed Legendary Kill's effect to "players on the lynch wagon receive all abilities given to Slivers this night as if they were Slivers."
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Post Post #3181 (isolation #265) » Mon Oct 24, 2016 8:41 am

Post by The MM »

Survivor Random Number God

You decide the outcome of all randomly-rolled effects in the game between valid results.
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Post Post #3183 (isolation #266) » Mon Oct 24, 2016 8:48 am

Post by The MM »

Town God Demi-God of Assholes

Abilities
  • A God Am I:
    • [Passive]
      You count as a dead slot for the purposes of the game (but don't flip pre-game).
    • [Triggered Ability]
      At the beginning of the game, you know the alignment of all living players.
    • Demi-God of Assholes:

    • [Passive]
      At the start of the game, the presence of a "Demi-God of Assholes" in the game is announced.
    • Demi-God Needs Prayer, Badly:
      [Passive]
      Instead of their usual action, people may pray to you by sending a PM to the mod declaring they wish to do so. The next day, you may give a player who prayed for you a Lynchee for the next day: they win by lynching them.
      (The Lynchee will not be made aware of their status as Lynchee.)
Last edited by The MM on Thu Dec 08, 2016 10:36 am, edited 3 times in total.
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Post Post #3184 (isolation #267) » Mon Oct 24, 2016 8:53 am

Post by The MM »

Town Cleric


Abilities
  • Protection against Werewolves:
    [Passive]
    You cannot be targeted or affected by any action performed by a werewolf.
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Post Post #3190 (isolation #268) » Mon Oct 24, 2016 9:19 am

Post by The MM »

Town Item Thrower

Re-roll this if no other role in the game includes items that can be given.


Abilities
  • What Do I Look Like, A Charity Case!?:
    [Passive]
    If you should be given an item, you take it, and throw it on the GROUUUND!
    1. Rulings
    2. What Do I Look Like, A Charity Case!?'s effect destroys the item.
    3. The player who gives the item is made aware that you threw it on the GROUUUND! (And destroyed it.)
Last edited by The MM on Thu Dec 08, 2016 10:34 am, edited 1 time in total.
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Post Post #3204 (isolation #269) » Mon Oct 24, 2016 7:56 pm

Post by The MM »

Motobug the Badnik


You're a standard Mafia Goon, but since you kill people by running them over, you're not counted as having a gun in flavor.
You're also Bulletproof since you're made of metal and your only weakness is getting jumped on (and hedgehog quills).
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Post Post #3205 (isolation #270) » Tue Oct 25, 2016 2:47 am

Post by The MM »

Town Vote-stacker


Abilities
  • Q Stack:
    [Passive]
    For each hammering vote you cast, you gain 1 Stack.
  • Q Smack:
    [Passive]
    Your vote counts as one more for each Stack you have.
Last edited by The MM on Thu Dec 08, 2016 10:34 am, edited 1 time in total.
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Post Post #3206 (isolation #271) » Tue Oct 25, 2016 4:30 am

Post by The MM »

Town 1-Shot King


Abilities
  • King's Hammer:
    [Day Action - 1-Shot]
    You become King until the end of the day, nullifying every other player's voting power.
  • Uncivilized Rebellion:
    [Passive]
    If you lynch a townie during King's Hammer, the other live players will be able to vote privately to the mod at night whether or not they want to lynch you. You are lynched if voted by a majority of the voters.
    1. Rulings:
    2. Being voteless or double-voter does not affect your ability to vote during Uncivilized Rebellion.
    3. Players who don't vote for this effect don't count towards the total number of players taken into account for the majority threshold - if you want the King not to be lynched, please vote against the lynch.
Last edited by The MM on Thu Dec 08, 2016 10:33 am, edited 2 times in total.
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Post Post #3207 (isolation #272) » Tue Oct 25, 2016 6:28 am

Post by The MM »

Alien Sliver


Abilities
  • Undefined Faunlike Object:
    [Passive]
    As long as you are alive, Slivers are aligned with the Aliens.
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Post Post #3210 (isolation #273) » Wed Oct 26, 2016 3:38 am

Post by The MM »

Demi-God of Scrollery
(alignment up to mod's discretion)


Abilities
  • Hidden Scrollery:
    [Passive - Hidden]
    At the beginning of the game, a scroll records the true alignment of all players.
    1. Rulings:
    2. Hidden Scrollery is a hidden ability, thus it is not displayed in the Role PM.
    3. Since the Scroll does not update, alignment changes may make information recorded in the Scroll lies.
  • Demi-God of Scrollery:
    • [Passive]
      At the beginning of the game, the mod must indicate that the players can pray to you at night instead of doing a night action.
    • Demi-God Needs Prayer, Badly:
      [Passive]
      Players may pray for you instead of using other night actions, by sending a PM to the mod saying they wish to do so. The next day, you can reveal the contents of your Scroll to a player who has prayed to you.



Demi-God roles should be added to the wiki if they get popular. I vote for it.
Last edited by The MM on Thu Dec 08, 2016 10:33 am, edited 1 time in total.
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Post Post #3211 (isolation #274) » Wed Oct 26, 2016 3:51 am

Post by The MM »

Demi-God of Star Dragons
(alignment up to mod's discretion)


Abilities
  • Demi-God of Star Dragons:
    • [Passive]
      At the beginning of the game, the mod must indicate that players can pray to you at night instead of doing a night action.
    • Demi-God Needs Prayer, Badly:
      [Passive]
      Other players may pray for you instead of using other night actions, by sending a PM to the mod saying they wish to do so. The next day, you may make a player who has prayed to you a Star Dragon, giving them Star Dragon's Presence and Flying.
        1. Ruling:
        2. You do not possess these abilities.
      • Star Dragon's Presence:
        • [Passive]
          At the start of the game, the mod must announce that there is a Star Dragon in this game.
          1. Rulings:
          2. If this ability is gained after the start of the game, it triggers upon being gained.

        • [Passive]
          Additionally, your alignment and abilities cannot be changed.
      • Flying:
        [Passive]
        You may only be targeted by players with Flying.
Last edited by The MM on Thu Dec 08, 2016 10:32 am, edited 1 time in total.
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Post Post #3219 (isolation #275) » Wed Oct 26, 2016 10:51 pm

Post by The MM »

Sliver Taunter


Abilities
  • Sliver Agitator:
    [Passive]
    All slivers have Taunt in Slivertongue.
    • Taunt in Slivertongue:
      [Passive]
      Slivers may only target a player with Taunt in Slivertongue at night.
Last edited by The MM on Sun Jun 07, 2020 2:26 pm, edited 1 time in total.
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Post Post #3226 (isolation #276) » Thu Oct 27, 2016 10:46 pm

Post by The MM »

Sliver Betrayer
(Self-aligned)

Abilities
  • There Can Only be One Sliver:
    [Passive - Win Condition]
    If the game starts with several slivers, slivers win when they are the last sliver alive.
    1. Rulings:
    2. This ability persists even after you die.

  • Preservation of Extinct Species:
    [Passive - Win Condition]
    If it started with one sliver alive, they win if they make it to endgame.
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Post Post #3230 (isolation #277) » Sun Oct 30, 2016 9:17 am

Post by The MM »

Guardian Deity of Cops
(alignment at mod's discretion, likely town)


Abilities
  • Offering:
      1. Rulings:
      2. You possess all the following abilities.
    • [Passive]
      At the beginning of the game, the mod must announce that players may sacrifice themselves to the Guardian Diety of Cops.
    • [Night Action - Global] Sacrifice yourself to provide 1 Offering to the Guardian Deity of Cops.
      1. Rulings:
      2. Global abilities may be used by any player in the game.
      3. The Guardian Deity of Cops may not use this ability to sacrifice themself and give themself 1 Offering.
    • Copping God:
      [Day Action]
      Expend 1 Offering to get returned a living player's true alignment.
  • Guardian Deity:
    When you die, you are considered a God. Offering may still be used.
Last edited by The MM on Thu Dec 08, 2016 10:31 am, edited 1 time in total.
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Post Post #3240 (isolation #278) » Sun Nov 06, 2016 10:42 am

Post by The MM »

Mafia Doctor


Abilities
  • Ambiguous Doctorate:
    [Passive]
    You are seen as a Doctor to investigative roles, and any action you are seen performing investigates as a doctor protection.
Last edited by The MM on Mon Nov 07, 2016 2:19 am, edited 1 time in total.
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Post Post #3243 (isolation #279) » Mon Nov 07, 2016 6:39 am

Post by The MM »

Dark Counterpart

(Starts the game aligned with themself.)


Abilities
  • Psycho Ranger:
    • [Passive]
      At the beginning of the game, you must target a town-aligned player. You become
      Counterparts
      with that player and gain all abilities that player has.
      1. Rulings:
      2. For the choices, the mod simply lists the town-aligned players in the order they wish and tells the number of town-aligned players - you must choose a number between 1 and n, n being the highest possible number. The mod does not say the name of the player who you chose.
      3. This does not copy factional abilities, but this does copy the abilities they can gain by their other abilities.
      4. This ability cannot be blocked or trigger reactive abilities.
    • [Win Condition]
      You win when you lynch your
      Counterpart
      . Upon doing so, you leave the game.
  • Impostor:
    [Passive]
    If your target dies in any way that does not make you win, you take their place and alignment. They also get an exclusive private topic with you.
  • Part-Counter:
    [Passive]
    Your abilities may not affect your
    Counterpart
    .
  • See the Light:
    [Passive]
    If you should die by your
    Counterpart
    's ability or be lynched by your
    Counterpart
    , you instead become aligned with them and lose the Psycho Ranger win condition. Your
    Counterpart
    becomes town, and you win and lose together with your
    Counterpart
    .
  • Keep the Light:
    [Passive]
    If See the Light was triggered, you and your
    Counterpart
    may not change alignments.
Last edited by The MM on Thu Dec 08, 2016 10:30 am, edited 1 time in total.
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Post Post #3245 (isolation #280) » Mon Nov 07, 2016 8:11 am

Post by The MM »

Backup Backup
(alignment at mod's discretion)


Abilities
  • Backups within Backups:
    [Passive - 1-Shot]
    Whenever a backup dies, your role becomes a copy of that Backup.
Last edited by The MM on Thu Dec 08, 2016 10:29 am, edited 2 times in total.
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Post Post #3251 (isolation #281) » Thu Nov 10, 2016 12:54 am

Post by The MM »

Town Proficient Voter


Abilities
  • Game Up:
    [Passive]
    For each ability used during this day phase, your vote counts as 1 more.
    1. Rulings:
    2. The vote updates its power even if it is already on someone.
    3. Triggered abilities do not count.
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Post Post #3252 (isolation #282) » Thu Nov 10, 2016 2:29 am

Post by The MM »

Town Miracle Loyal-Backup


Abilities
  • Radiant Stroke:
    [Passive - 1-Shot]
    When a player dies for the first time this phase, you gain their abilities.
    • Loyal:
      [Passive]
      This ability does not trigger if the player isn't from the same faction as you.
  • Miracle:
    [Passive]
    Any abilities you use during the first day and the first night phase cost 1 less
    <whatever the cost is>
    if they have a cost.
Last edited by The MM on Thu Dec 08, 2016 10:28 am, edited 2 times in total.
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Post Post #3256 (isolation #283) » Thu Nov 10, 2016 9:12 am

Post by The MM »

Mafia Negative Universal Backup


Abilities
  • Universal Backup:
    [Passive]
    Whenever a player who has personal abilities dies, your role becomes a copy of theirs.
    • Negative Universe:
      [Passive]
      This ability only works when it should not.
Last edited by The MM on Thu Dec 08, 2016 10:28 am, edited 1 time in total.
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Post Post #3262 (isolation #284) » Thu Nov 10, 2016 1:27 pm

Post by The MM »

Mafia Obvious Roleblocker


Abilities
  • Mega Pwnch:
    [Night Action]
    Roleblock target player. The text flavor for the next day returns that they were punched in the face and couldn't perform actions as a result.
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Post Post #3264 (isolation #285) » Thu Nov 10, 2016 2:02 pm

Post by The MM »

Clutch Time Dayvig
(Town-aligned)


Abilities
  • Daytime Execution:
    [Day Action]
    Shoot target player.
    • Clutch Time:
      [Sub-passive]
      This ability may only be used if a non-town faction can win if one Town player was removed from the game.
      1. Rulings:
      2. Clutch Time triggers when removing any single Town player, even if it needs to be a certain one rather than any indiscriminate town-aligned player.

  1. Rulings:
  2. Standard Day Actions, such as Daytime Execution, may only be used once per day.
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Post Post #3265 (isolation #286) » Thu Nov 10, 2016 2:19 pm

Post by The MM »

Town Scumdrawn Cop


Abilities
  • Investigation:
    [Night Action]
    Investigate target player. You are returned their alignment.
    • Scumdrawn:
      [Sub-ability]
    • [Triggered Ability]
      At the beginning of every night phase, you are told how many scum are in the game.
      1. Rulings:
      2. This counter returns the number of scum-aligned players that don't innately investigate as town.
    • [Passive]
      You may use this ability as many times as there are scum alive each night.
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Post Post #3284 (isolation #287) » Sat Nov 12, 2016 12:29 pm

Post by The MM »

Mafia CPR Rigger


Abilities
  • I'll Set It At 300%:
    [Passive]
    CPR Doctors always kill their target. This ability stays in the game after your death.
    1. Rulings:
    2. This can also affect other roles involving electricity, at mod's discretion.
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Post Post #3288 (isolation #288) » Sun Nov 13, 2016 8:36 am

Post by The MM »

Town Chain-Tracker


Abilities
  • Chain-Tracking:
    [Night Action]
    Target a player. You are returned a list of the players they targeted. Then, for each player they targeted, you are returned a list of the players their targets targeted, and so on.
Last edited by The MM on Mon Nov 14, 2016 11:15 pm, edited 1 time in total.
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Post Post #3290 (isolation #289) » Sun Nov 13, 2016 10:36 am

Post by The MM »

Action-ceptionist
(alignment at mod's discretion)


Abilities
  • An Action In Another Action? IT'S ACTION-CEPTION!:
    [Night Action]
    Target a player. The first action that player uses is used twice, the second one having the same targets as the first.
Last edited by The MM on Mon Nov 14, 2016 11:17 pm, edited 1 time in total.
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Post Post #3292 (isolation #290) » Mon Nov 14, 2016 6:07 am

Post by The MM »

Mafia Cop


Abilities
  • Investigation:
    [Night Action]
    Target a player. Their alignment is returned to you.


Really only useful if there is a cult in the game.
Last edited by The MM on Mon Nov 14, 2016 11:17 pm, edited 1 time in total.
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Post Post #3300 (isolation #291) » Mon Nov 14, 2016 10:56 pm

Post by The MM »

Auto-Reflector
(Alignment at mod's discretion)


Abilities
  • Auto-Reflect:
    [Passive]
    If you are targeted by an action, the target is changed to the action's user.
Last edited by The MM on Thu Dec 08, 2016 10:27 am, edited 2 times in total.
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Post Post #3301 (isolation #292) » Mon Nov 14, 2016 10:57 pm

Post by The MM »

Town 1-Shot Self-Reviver


Abilities
  • Invincible:
    [Passive - 1-Shot]
    When you die, you revive at the end of the phase where you died.
Last edited by The MM on Thu Dec 08, 2016 10:27 am, edited 2 times in total.
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Post Post #3302 (isolation #293) » Mon Nov 14, 2016 10:58 pm

Post by The MM »

Birdkiller
(alignment at mod's discretion)


Abilities
  • Birdkiller:
    • [Passive]
      Your vote counts double if used on a player with flying.
    • [Night Action]
      Target a player. If they have flying, you kill them.
      • Reach:
        [Sub-Passive]
        This ability can target players with Flying even if you don't have Flying.
Last edited by The MM on Mon Nov 14, 2016 11:21 pm, edited 2 times in total.
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Post Post #3303 (isolation #294) » Mon Nov 14, 2016 10:59 pm

Post by The MM »

Undeadkiller
(alignment at mod's discretion)


Abilities
  • Undeadkiller:
    • [Passive]
      Your vote counts double against targets that died at least once this game.
    • [Night Action]
      Target a player. You kill them if they died at least once this game.
Last edited by The MM on Mon Nov 14, 2016 11:23 pm, edited 1 time in total.
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Post Post #3304 (isolation #295) » Mon Nov 14, 2016 11:03 pm

Post by The MM »

Beastkiller
(alignment at mod's discretion, but never a werewolf)


Abilities
  • Beastkiller:
    • [Passive]
      Your vote counts double against werewolves.
    • [Night Action]
      Target a player. If they are a werewolf, you kill them.
Last edited by The MM on Mon Nov 14, 2016 11:24 pm, edited 1 time in total.
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Post Post #3305 (isolation #296) » Mon Nov 14, 2016 11:04 pm

Post by The MM »

Mafia Thief


Abilities
  • Master Thief:
    [Night Action]
    Target a player and steal an item they possess. If they possess several items, you may only steal one of your choice.
    1. Rulings:
    2. The mod must only tell the names of the items, not their effects.
Last edited by The MM on Mon Nov 14, 2016 11:25 pm, edited 1 time in total.
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Post Post #3306 (isolation #297) » Mon Nov 14, 2016 11:05 pm

Post by The MM »

Anti-Voter
(alignment at mod's discretion, preferrably town)


Abilities
  • Healing Vote:
    [Passive]
    Your vote counts as -1 vote.
Last edited by The MM on Mon Nov 14, 2016 11:26 pm, edited 1 time in total.
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Post Post #3307 (isolation #298) » Mon Nov 14, 2016 11:08 pm

Post by The MM »

Alert Townie


Abilities
  • Alert Spirit:
    [Passive]
    If a Ninja targets you, you block them and receive a message that says you blocked a Ninja.
    1. Rulings:
    2. The Ninja will not be told they were blocked by you.
Last edited by The MM on Thu Dec 08, 2016 10:27 am, edited 2 times in total.
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Post Post #3308 (isolation #299) » Mon Nov 14, 2016 11:09 pm

Post by The MM »

Town Loudmouth


Abilities
  • Blahblahblahblahblah:
    [Passive]
    Post restrictions have no effect on you.
Last edited by The MM on Mon Nov 14, 2016 11:28 pm, edited 1 time in total.
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Post Post #3309 (isolation #300) » Mon Nov 14, 2016 11:10 pm

Post by The MM »

Town Paybackman


Abilities
  • Return Actions:
    [Passive]
    If an action is used on you, you immediately use a copy of it on them.
Last edited by The MM on Thu Dec 08, 2016 10:26 am, edited 2 times in total.
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Post Post #3310 (isolation #301) » Mon Nov 14, 2016 11:12 pm

Post by The MM »

Shot Absorber
(alignment at mod's discretion, preferrably town)


Abilities
  • Absorb Shots:
    [Passive]
    If an X-Shot ability is used on you, you gain a 1-Shot copy of that ability.
Last edited by The MM on Thu Dec 08, 2016 10:25 am, edited 2 times in total.
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Post Post #3311 (isolation #302) » Mon Nov 14, 2016 11:12 pm

Post by The MM »

Clear-Headed Townie


Abilities
  • Clear-Headed:
    [Passive]
    Your vote and abilities cannot be redirected.
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Post Post #3313 (isolation #303) » Tue Nov 15, 2016 8:08 am

Post by The MM »

Mafia 1-Shot Flip Changer


You can alter the flip of one kill in the game by PMing it to the mod.
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Post Post #3316 (isolation #304) » Wed Nov 16, 2016 1:34 am

Post by The MM »

Mafia Self-Janitor

You don't flip on death.
In post 3314, Zulfy wrote:
third party pud
What's that?
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Post Post #3319 (isolation #305) » Thu Nov 17, 2016 11:44 am

Post by The MM »

Town Synchro-Backup


Abilities
  • Synchronized Backup
    [Passive - Backup]
    Whenever another Backup triggers, your role becomes the role that Backup becomes.
Last edited by The MM on Thu Dec 08, 2016 10:25 am, edited 2 times in total.
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Post Post #3320 (isolation #306) » Thu Nov 17, 2016 12:08 pm

Post by The MM »

Town Synchro-Cop


Abilities
  • Synchronized Investigation:
    [Passive]
    Whenever an action returns a player's alignment to a player is used, said result is returned to you as well.
Last edited by The MM on Thu Dec 08, 2016 10:25 am, edited 2 times in total.
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Post Post #3321 (isolation #307) » Thu Nov 17, 2016 12:09 pm

Post by The MM »

Mafia Kill-Splicer


Abilities
  • Splice:
    [Night Action]
    Instead of performing a factional nightkill, you may target a player and add its effect to their night actions.
    1. Rulings:
    2. The added effect only works on people they explicitly target, meaning auto-targeted abilities or global abilities will not kill anyone.
Last edited by The MM on Thu Nov 17, 2016 7:26 pm, edited 1 time in total.
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Post Post #3324 (isolation #308) » Sat Nov 19, 2016 8:02 am

Post by The MM »

Most Boring Jester
(Third-party)


Abilities
  • What A Bore:
    [Night Action]
    Target a player. You bore them, thus they don't perform night actions this night.
  • Embodiment Of Boredom:
    [Passive]
    The first time you bore a player out of performing a night action, the
    Embodiment of Boredom
    is summoned. It counts as a player with the following abilities.
    • Embodiment of Boredom's Abilities:
    • Voteless:
      [Passive]
      You cannot vote.
    • Global Annoyance:
      [Passive]
      You take 1 less vote to be lynched for each time a player is bored after you arrive in the game.
  • To A More Boring World:
    [Passive]
    You win when the Embodiment of Boredom is lynched or when it takes zero vote to lynch it.
Last edited by The MM on Thu Dec 08, 2016 10:24 am, edited 1 time in total.
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Post Post #3334 (isolation #309) » Mon Nov 28, 2016 5:54 am

Post by The MM »

Titanic Hydra
(self-aligned)

  1. Rulings:
  2. This slot can only be given to a hydra.


Mechanic
People In A Circle:
At the beginning of the game, you roll all players in a certain order, with the end of the list wrapping back to the beginning.
  1. Rulings:
  2. The list must not be unveiled to the player.

Abilities
  • Titanic:
    [Passive]
    You take one more vote to be lynched for each head of the hydra beyond the first. Each head controls a separate vote.
    1. Rulings:
    2. If a unanimous vote would be insufficient to lynch you, it takes a unanimous vote to lynch you instead.

  • Chomp:
    [Passive]
    Your votes will also vote the players aside the vote target on the list rolled by People In A Circle.
    1. Rulings:
    2. Each single head's vote does trigger this ability.
    3. The votes added this way are not displayed unless a lynch happens due to them.
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Post Post #3335 (isolation #310) » Wed Nov 30, 2016 11:25 pm

Post by The MM »

Plot-Demanded Townie
(This role is bastard, re-roll if you don't like any idea.)


Abilities
  • New Powers As The Game Demands:
    • [Passive]
      At the end of every night, the mod must create an ability and give it to you. The abilities you gain by New Powers As The Game Demands are stronger as the game passes.
    • [Passive - 1-Shot]
      If you are dead, you instead return to life.
      1. Rulings:
      2. Since you're not dead by morning, you don't flip.
Last edited by The MM on Thu Dec 08, 2016 10:24 am, edited 1 time in total.
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Post Post #3336 (isolation #311) » Sat Dec 03, 2016 9:06 am

Post by The MM »

Town Demi-Goddess Mermaid


Abilities
  • Praying Dolphin:
    • [Passive]
      At the beginning of the game, the mod must post that the players can pray to the Demi-Goddess Mermaid.
    • [Night Action - Global]
      Pray to the Demi-Goddess Mermaid. You may not use any other night action.
    • [Day Action]
      Target a player who prayed for you. They become a Dolphin and gain the following ability.
      • Dolphin Flip:
        [Passive]
        At the end of every day, you perform a flip, which must be written as "X, a dolphin, performed a flip".
  • Mourning Dolphin Dance:
    [Passive]
    When you die, all Dolphins flip (this is a true role reveal as if they were dead).
Last edited by The MM on Thu Dec 08, 2016 10:23 am, edited 1 time in total.
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Post Post #3337 (isolation #312) » Sat Dec 03, 2016 9:22 am

Post by The MM »

Town Demi-God of Popularity


Abilities
  • Demi-God of Popularity:
    • [Passive]
      At the beginning of the game, the mod must announce that all players have Fides Populi.
      • Fides Populi:
        [Night Action - Global]
        Pray to the Demi-God of Popularity. You may not use any other night action.
      • The Chosen One:
      • [Passive]
        At the end of each night, you are PMd a list of the players who used Fides Populi this night.
      • [Day Action]
        Target someone who used Fides Populi last night. They become unable to be voted for until the end of the day.
Last edited by The MM on Thu Dec 08, 2016 10:22 am, edited 1 time in total.
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Post Post #3338 (isolation #313) » Sat Dec 03, 2016 10:22 am

Post by The MM »

Town Printclub Hero


Abilities
  • Fun Cures Everything:
    [Passive]
    Whenever targeted by an action from a non-town aligned player who used to be town-aligned, the player who targeted you becomes Town again. They will also cancel any negative actions they would be taking towards you.
Last edited by The MM on Thu Dec 08, 2016 10:21 am, edited 2 times in total.
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Post Post #3342 (isolation #314) » Mon Dec 05, 2016 9:39 am

Post by The MM »

Demi-God of Townies


Abilities
  • Due to the Town:
    [Night Action - Global]
    Pray to the Demi-God of Townies. You may not use other Night Actions tonight.
    • Sub-ability:
    • Mod-Announced:
      [Passive]
      This ability is announced by the mod at the beginning of the game.
  • The Demi-God Knows:
    [Day Action]
    Target a player who prayed for you (by PMing the mod). If they are town, a public message will announce that they are town. Otherwise, you will be returned a mod-PM saying that your action failed.
    • Sub-ability:
    • Voice of Reason:
      [Passive]
      Players announced as town by this ability gain Touched by the Truth.
      • Touched by the Truth:
        [Passive]
        Your alignment cannot be changed.
Last edited by The MM on Thu Dec 08, 2016 10:21 am, edited 1 time in total.
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Post Post #3344 (isolation #315) » Wed Dec 07, 2016 10:12 pm

Post by The MM »

Town Unsafe-Vault Rolecop


Abilities
  • Complete Investigation:
    [Night Action]
    Target a player. You get their Role PM returned to you.
  • Unsafe Vault:
    [Passive]
    When you die, the Mafia gets all your other abilities as factional abilities.

  • Rulings:
  • Player names will be REDACTED.
Last edited by The MM on Thu Dec 08, 2016 10:20 am, edited 2 times in total.
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Post Post #3346 (isolation #316) » Thu Dec 08, 2016 9:26 am

Post by The MM »

Vanilla Townie

In post 3345, callforjudgement wrote:Err, you might want to modify that so that it doesn't spoil the names of the other members of a groupscum target's faction. An ability that's capable of giving you the name of
every member of the scumteam
is kind-of overpowered.
Sorry man, thought this was general consensus.
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Post Post #3348 (isolation #317) » Thu Dec 08, 2016 10:18 am

Post by The MM »

Mafia Unsafe-Vault Vengeful

Abilities
  • Vengeful:
    [Passive]
    When you die, you may target another player and kill them.
  • Unsafe Vault:
    [Passive]
    When you die, all members of the Town gain all your other abilities.

In post 3347, Gamma Emerald wrote:
Unsafe-Vault Hated Storer

Gives all players with
Unsafe Vault
a Hated modifier that passes on via
Unsafe Vault
when they die.
Just a reminder that unsafe vault passes all abilities you have, even when they're given to you. Seeing as I consider Hated a passive abilities, Unsafe Vault would pass on Hated even if you didn't specify it in your role.

Adding to that, a simplicity update for my roles will remove those stupid
[Triggered Ability]
stuff. These are passives :/
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Post Post #3351 (isolation #318) » Fri Dec 09, 2016 5:09 am

Post by The MM »

Unsafe Vault Breaker
(alignment at mod's discretion)

Abilities
  • Vault Breaker:
    • [Passive]
      You trigger Unsafe Vault by being on the player's wagon at the end of a day or by targeting them at night.
    • [Night Action]
      Target a player.
(Before you ask, Vault Breaker's night action has no actual effect except being an extra enabler for its passive component.)



In post 3349, Gamma Emerald wrote:@The MM: Storer roles are not vaults themselves, and also grant all vaults the same ability
I know that.
I was just saying, giving Vaults an ability (here, Loved) ensures that they pass it, so there was no need to precise that they pass the ability when they die.

Unless I am misunderstood and the Vaults don't really become Loved by the effect of a Loved Storer.
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Post Post #3352 (isolation #319) » Fri Dec 09, 2016 7:23 am

Post by The MM »

Mafia Echo-killer


Abilities
  • Déja Vu:
    [Passive]
    Your nightkills are replicated the following night with the same target.
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Post Post #3355 (isolation #320) » Sun Dec 18, 2016 3:17 am

Post by The MM »

Town God Hivemind Vigilante


Abilities
  • God:
    [Passive]
    You are not in the game. Therefore, you cannot vote, or speak in the game topic. You also cannot be targeted at all, even by abilities that could target you otherwise.
  • Mindful Smiter:
    • [Passive]
      All players are informed that they have the following ability.
      • [Night Action]
        Vote for who you want Mindful Smiter to be used on. You may use this action alongside any Night Action, even those that would otherwise prevent you from using other Night Actions.
    • [Night Action]
      Shoot the player who will be voted most tonight.
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Post Post #3356 (isolation #321) » Sun Dec 18, 2016 3:24 am

Post by The MM »

Town Anarchy-Cop


Abilities
  • Random Investigation:
    [Night Action]
    Investigate a player. The target is chosen by the following sub-ability.
    • Sub-ability:
    • Anarchy:
      [Passive]
      At the beginning of every night, the last player to have posted in the last day phase
      (except yourself)
      is messaged that they have the following ability:
      • Anarchy Pick:
        [Night Action]
        Choose the target of Random Investigation. If you didn't choose a target within the night, it will target you.
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Post Post #3357 (isolation #322) » Fri Dec 23, 2016 1:32 am

Post by The MM »

Town Modbot-P001


Abilities
  • Modbot:
    [Passive]
    • Your role cannot be changed.
    • Modbot Parts:
      The player who hammers you becomes a Modbot, gaining New Mod Order.
  • New Mod Order:
    [Night Action]
    Target a player. If they are third-party
    (ie any faction that doesn't win by being the only one left in the game, or any self-aligned role)
    , you modkill them.

Yes, this is an insta-loss, so it is bastard, but to a lesser extent than some might think: the third-parties might have already lost from dying anyway.
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Post Post #3358 (isolation #323) » Fri Dec 30, 2016 1:14 am

Post by The MM »

1-Way-Lover Stalker


Abilities
  • Mad Love:
    • [Passive]
      At the beginning of the game, another player is chosen as your
      Lover
      . If your
      Lover
      dies, you kill yourself.
    • [Passive]
      Every night, you are returned every night action that is targeted at your
      Lover
      and kill the user of the night action that would execute first this night.
    • [Win Condition]
      You win if your
      Lover
      is still alive and wins at the end of the game.
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Post Post #3363 (isolation #324) » Mon Jan 09, 2017 3:12 am

Post by The MM »

Uninformable Townie


Abilities
  • Disinformation'ed:
    [Passive]
    You may not receive investigative results or any information that is confirmable.
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Post Post #3367 (isolation #325) » Wed Jan 11, 2017 4:28 am

Post by The MM »

Town Vote-ninja'er


Abilities
  • Stealth Kox:
    [Passive]
    • You may not vote someone who doesn't have votes on them.
    • Ninja'ed:
      When you vote someone, you must remove a player from their wagon, but your vote counts as 1 more, plus 1 more if this is your first vote this day.
    • You may not vote until a player who had their vote removed by Ninja'ed has voted again. You may only unvote.
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Post Post #3368 (isolation #326) » Wed Jan 11, 2017 4:32 am

Post by The MM »

Townie Fossil


Abilities
  • Fossil:
    While you're dead, players may try to revive you at night, but must do no other night action. If at least 2 players wanted to revive you, you return to the game alive, but the town is unable to lynch the next Day phase.
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Post Post #3369 (isolation #327) » Thu Jan 19, 2017 7:48 am

Post by The MM »

Townie Already-dead Fossil


Abilities
  • I'm Already Dead:
    [Passive]
    You die at the beginning of the game.
  • Fossil:
    [Passive]
    While you're dead, players may attempt to revive you as a Unique Night Action
    (Unique means no other night action can be performed.)
    . If at least 2 players attempt to revive you, you return to the game alive, but the town may not lynch during the next day phase.
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Post Post #3371 (isolation #328) » Thu Jan 26, 2017 6:21 am

Post by The MM »

Random Number God
(self-aligned)


You are a God, meaning you are not in town.
You choose the result of every randomly-decided result in the game, within possible parameters.

You win by endgame if out of all the players whose abilities you directed, half are still alive. (If you didn't actually change any ability, you lose.)
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Post Post #3379 (isolation #329) » Sun Jan 29, 2017 3:39 am

Post by The MM »

Bad End Bringer
(aligned with any scumfaction of the mod's choice)


Abilities
  • In a Happy World...:
    [Passive]
    • You start off the game counting as dead.
    • You revive when you gain an ability by A Glimpse Of Darkness.
  • A Glimpse Of Darkness:
    [Passive]
    Whenever a role not aligned with you dies, you gain their abilities.
    (You do not gain factional abilities, nor do you gain abilities that could have negative effects on your team.)
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Post Post #3406 (isolation #330) » Mon Feb 06, 2017 9:14 am

Post by The MM »

Town 1-Shot-Per-Night-Bulletproof Reverse Bodyguard


Each night, you take the first shot aimed at a player who targets you.
You may survive one kill per night, but only by the effect of bodyguarding.
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Post Post #3409 (isolation #331) » Tue Feb 07, 2017 4:21 am

Post by The MM »

Town Vote-tuner


At the beginning of the game and on each night, you may choose a player to tune with.
If you and the player you're tuned with are voting the same target, both your vote and the Tuned's vote counts double.
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Post Post #3413 (isolation #332) » Tue Feb 07, 2017 8:30 am

Post by The MM »

Town Bollocks


You are mod-confirmed to be a bastard role at the beginning of the game.
If you should be lynched, you instead become King. This can only happen once per game.
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Post Post #3425 (isolation #333) » Fri Feb 10, 2017 9:43 am

Post by The MM »

Town 1-Shot Faction Rolecop


Once per game at night, you may target another player. You get returned all the Role PMs of all members of their faction.

Extremely powerful (but due to cult & co, may not be that widespread), use at own risk.
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Post Post #3426 (isolation #334) » Fri Feb 10, 2017 9:44 am

Post by The MM »

Town Lynch-minus-oner


Whoever you vote is instantly put at L-1 after you vote them. (The effect is lifted on unvote.)

Too broke to give to any faction but Town.
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Post Post #3429 (isolation #335) » Fri Feb 10, 2017 11:00 am

Post by The MM »

Town B.A.

You cannot be nightkilled by non-town aligned Vanilla roles (this counts serial killer or any third-party with only a killing ability). Instead, you kill them.


In post 3427, RadiantCowbells wrote:Then don't put obnoxiously broken roles that are also conftown in the game >.>
First off, there's Grandest Idea Mafia and whatnot, meaning this role can actually roll mafia.
Also, in Grand Idea, it is highly possible than this role doesn't skew the game in town's favor - even when conftown.
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Post Post #3439 (isolation #336) » Sat Feb 11, 2017 1:46 am

Post by The MM »

Town Cultkiller Visitor


Cannot be affected by effects from a Cult faction.
If interacting with a Cult-aligned player in any way, he kills them.
Each night, you may visit someone. This has no effect.
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Post Post #3440 (isolation #337) » Mon Feb 13, 2017 5:23 am

Post by The MM »

Town Townie-Counter


At the beginning of each day, a count of the number of Town-aligned players is posted.
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Post Post #3441 (isolation #338) » Sat Feb 18, 2017 4:04 am

Post by The MM »

Town Message Storer


If they are killed, the last player who targeted them aside from the killer gets returned who killed them, and an investigative result targeted at the killer.
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Post Post #3442 (isolation #339) » Sat Feb 18, 2017 4:05 am

Post by The MM »

Latecomer
(alignment at mod's discretion)


You arrive in the game Day 2.
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Post Post #3443 (isolation #340) » Sat Feb 18, 2017 4:06 am

Post by The MM »

Survivor Scumstaller


All players from scumfactions and yourself arrive in the game Day 2.
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Post Post #3444 (isolation #341) » Sat Feb 18, 2017 4:10 am

Post by The MM »

Self-sensor
(alignment at mod's discretion)


If you die, you analyze the number of members of each faction responsible for your death. (If lynched, may return a "5 Town, 1 Mafia, 1 Alien". If nightkilled, will return "1 Mafia"; if shot by a Mafia, a SK and a Town Vig, will return "1 Town, 1 Mafia, 1 Self-aligned" if action priority says that all 3 kills occur simultaneously.)
The result will be announced publicly.
Last edited by The MM on Sun Jun 07, 2020 2:53 pm, edited 1 time in total.
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Post Post #3445 (isolation #342) » Sat Feb 18, 2017 4:11 am

Post by The MM »

Town Innocent Sunbringer


You are announced as Town at the start of the game.
As long as you are alive, all nights are skipped.
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Post Post #3446 (isolation #343) » Sat Feb 18, 2017 4:15 am

Post by The MM »

Sunkiller
(alignment at mod's discretion)


As long as you are alive, all day phases are skipped. (If the game cannot progress because of this, you and whatever other role combines to make it so that the game cannot progress will lose your abilities.)
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Post Post #3447 (isolation #344) » Sat Feb 18, 2017 4:17 am

Post by The MM »

Town Lynch-picker God


You are counted as a dead slot for the purposes of the game, but you know everyone's true alignment.
At the start of the game and every night, you must choose 2 players, 1 of which must be Town. Only one of those 2 players may be voted for lynching.
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Post Post #3448 (isolation #345) » Sat Feb 18, 2017 4:17 am

Post by The MM »

Town Lover
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Post Post #3449 (isolation #346) » Sat Feb 18, 2017 4:19 am

Post by The MM »

Radical Lynchist
(alignment at mod's discretion)


If no lynch occurs, you lynch yourself.
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Post Post #3450 (isolation #347) » Sat Feb 18, 2017 4:21 am

Post by The MM »

Town Night-lynch Enabler


As long as you are alive, players may send the mod a PM of who they want lynched. The players with the most votes gets lynched during the night before other Night actions occur.
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Post Post #3451 (isolation #348) » Sat Feb 18, 2017 4:22 am

Post by The MM »

Town Night-talk Enabler


As long as you are alive, players may talk during Night phases.
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Post Post #3452 (isolation #349) » Sat Feb 18, 2017 4:26 am

Post by The MM »

Town Demi-God of Long Days


Players are informed that there may pray to a Demi-God at night instead of performing other night actions.
For each prayer you receive, you gain 1 stack. If the number of stacks you have is superior or equal to the lynch threshold, you consume a number of stacks equal to the lynch threshold and there will be another Day phase after the next one.
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Post Post #3453 (isolation #350) » Sat Feb 18, 2017 4:31 am

Post by The MM »

Third-party Lynchee-maker


Each night and at the start of the game, choose 2 players to be your Lynchees for the next day. If a Lynchee is lynched, you win the game. If there are 3 players to choose from, you can only pick one player. If there are less than two players to choose from, you cannot pick a player, and thus are guaranteed to lose.
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Post Post #3462 (isolation #351) » Mon Feb 20, 2017 6:20 am

Post by The MM »

Serial Killer Townstaller


All townies are out of the game until Day 2. Until then, no win condition may apply.
Each night after Day 2 starts, you may shoot another player.


In post 3454, callforjudgement wrote:Several of these roles are broken:
Yeah, this kinda can happen when you take the list of mechanics people would want to see and make roles based on that in a frenzy. It's not like mods don't already apply Wisdom Of The Mod when making Grand Idea.
In post 3454, callforjudgement wrote:
In post 3443, The MM wrote:
Survivor Scumstaller


All players from scumfactions and yourself arrive in the game Day 2.
Trivial to determine it exists (searching the thread for roles that could cause a late arrival won't come up with many options), and provide a nice handy roadmap to determine the entire set of scum (Survivors are also normally considered scum). If the setup gives town any chance to win on day actions, they'll almost certainly be able to take it, as scumhunting is also a factor.
First, I treat Survivors as
Third-party
, since they don't win by killing everyone not from their faction or being sure to do so.
Second, a Survivor can't be a scumfaction since they're alone ;)
And yes, it needs at least some sort of multiball that involves town being less than half the base players to function. I tend to assume this is the case.
In post 3454, callforjudgement wrote:
In post 3445, The MM wrote:
Town Innocent Sunbringer


You are announced as Town at the start of the game.
As long as you are alive, all nights are skipped.
Will never get lynched, making the game Nightless and defeating most of the point of Grand Idea. (It's rare for scum to get a dayvig.)
You could be lynched Day 1. Several roles have an Innocent Child announcement yet are scum - I even made one ages ago.
In post 3454, callforjudgement wrote:
In post 3446, The MM wrote:
Sunkiller
(alignment at mod's discretion)


As long as you are alive, all day phases are skipped. (If the game cannot progress because of this, you and whatever other role combines to make it so that the game cannot progress will lose your abilities.)
As most roles in this thread aren't killing roles, there's a very high chance that the only killers will be scum. If they're lucky, they'll get off a sequence of unopposed kills, maybe outright winning the game, before town can do anything consequential.
Yes, this is indeed likely a game-breaker. Apply caution.
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Post Post #3477 (isolation #352) » Sat Feb 25, 2017 11:54 am

Post by The MM »

Martin Kirby
(alignment at mod's discretion)


You are voteless.
Starting day 10 and it's been 240 hours since day start, you can instantly lynch someone.
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Post Post #3479 (isolation #353) » Sun Feb 26, 2017 2:59 am

Post by The MM »

Scumday King
(alignment at mod's discretion)


On your Scumday, you may instantly lynch someone.
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Post Post #3487 (isolation #354) » Fri Mar 24, 2017 6:00 am

Post by The MM »

Axe Artist
(alignment at mod's discretion)

Once per day, you may announce your intent to challenge another player to a duel by typing
CHALLENGE: <name>
.
If a quarter of the players vote for the challenge to be accepted, the duel starts and people may only vote for you or the player you challenged.
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Post Post #3491 (isolation #355) » Sat Mar 25, 2017 4:42 am

Post by The MM »

De-Randomizer God
(alignment at mod's discretion)

As a God, you count as a dead slot for the purposes of the game, but are aware of anyone's true alignment.
If anything should be decided by any semblance of randomness, you instead decide the outcome.
(The mod must also inform you of the circumstances of the roll.)
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Post Post #3550 (isolation #356) » Wed May 17, 2017 10:47 am

Post by The MM »

The Ineffable One
(self-aligned but counts as his own scumfaction)

Each night, may recruit another player into his faction. No more than five players may be recruited.

Past day 5, scum can perform double the amount of night actions they could usually perform and town cannot perform night actions on odd-numbered nights.
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Post Post #3551 (isolation #357) » Wed May 17, 2017 10:48 am

Post by The MM »

Odd Townie


Days and nights are all considered odd-numbered regardless of its actual number.
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Post Post #3590 (isolation #358) » Tue Jun 13, 2017 12:00 am

Post by The MM »

Worst Friend

You are Mafia.
All "Best Friends" are also informed that you're Mafia and you're informed that they are Town.
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Post Post #3602 (isolation #359) » Thu Jun 29, 2017 2:40 am

Post by The MM »

Throne Usurper
Self-aligned


At the beginning of the game, the biggest faction's members are all considered to be Kings until the end of the game.

Every night, you can shoot a player, killing them if they are a King.

You win and everyone else loses whenever there is no King left in the game.
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Post Post #3885 (isolation #360) » Mon Aug 07, 2017 8:23 am

Post by The MM »

In post 3603, callforjudgement wrote:Do you really mean "the biggest faction" (which is necessarily going to be Town under most rulesets), or "the biggest scum faction"?
Mafia Aimbot-Goon


Nightkills you perform can hit commuters, jailed people and protected people.
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Post Post #4512 (isolation #361) » Sat Sep 16, 2017 4:35 am

Post by The MM »

Town Cop Organizer


Each night, you may target a player. Each other player will be told that player's alignment.
(This doesn't exclude yourself.)
Last edited by The MM on Tue Nov 21, 2017 11:08 am, edited 2 times in total.
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Post Post #4513 (isolation #362) » Sat Sep 16, 2017 4:40 am

Post by The MM »

Town Organizer-izer


Each night, you may target a player. His night actions are also performed on his target(s) by anyone but this/these player(s).
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Post Post #4539 (isolation #363) » Tue Oct 31, 2017 1:17 pm

Post by The MM »

Saboteur


At game start, all X-shot roles in the game lose all their shots.

(alignment at mod's discretion between town, mafia, or self aligned winning when half the players in the game are him/her or X-shot roles)
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Post Post #4541 (isolation #364) » Tue Nov 21, 2017 4:25 am

Post by The MM »

Town True Cop Enabler


As long as you're alive, before voting for the lynch, players must vote for someone to be publicly investigated. Instead of being lynched, that player's alignment will be publicly revealed
(This is effected by Godfather/Miller roles)
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Post Post #4542 (isolation #365) » Thu Nov 30, 2017 12:37 pm

Post by The MM »

Mafia Night -1 Enabler


The game starts on Night -1, which is followed by Night 0.
(If you die during Night -1, Night 0 will not occur unless the game was already a Night 0 start game.)

(No nightkill during Night -1 or Night 0.)
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Post Post #4641 (isolation #366) » Fri Apr 06, 2018 4:26 am

Post by The MM »

Town Wordslayer


Each night, target another player. If that player has a role name that's 4 or more words long, you kill that player.

At the end of any day, if you are voting for a player with a role name that's 4 or more words long, that player is lynched regardless of the number of votes on them or other lynches that happen within that day.
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Post Post #5024 (isolation #367) » Fri May 25, 2018 6:54 am

Post by The MM »

In post 4851, Invisibility wrote:
In post 2322, The MM wrote:
Town Cat Cop

Abilities
  • A Cute Fuzzy Kitten By His Side...:
    [Night Action]
    Each night, you can follow someone.
    • If they are an investigative role that returns an alignment, you get their investigation result.
    • Otherwise, you are returned their target's alignment.
    • If they target nobody, you instead get returned the target's alignment.
  • On The Bad Side Of A Cute Fuzzy Kitten:
    [Passive]
    If you get a guilty ping, you may use Cat Claws on them during the next day.
    • Cat Claws:
      [Day Action]
      Target a player who you have been returned a guilty result on last night by A Cute Fuzzy Kitten By His Side... and kill them.
because it is amazing
Oh hey, thanks for the shout-out! Lightened up my mood a lot and I need it these days — I'm still in no way fit to play here.
As a design note, the Cat Cop was based on the Cute Fuzzy Kitten claim. I originally made it for a Cop Mafia game I had in the plans.

For the sake of technicalities, and to annoy people, this post counts as a Cat Cop BUT, if Invisibility is in the game, the Cat Cop and Invisibility are the Invisibility faction and win by eliminating all other factions. The Invisibility faction is invisible and therefore can't be targeted.
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Post Post #5072 (isolation #368) » Thu Jun 14, 2018 9:40 am

Post by The MM »

No U
(aligned with the Town)


Roll another role. This role is vanilla
(you don't get any of its effects)
, but the first person who targets you has their current role replaced with the role that was rolled to this way
(and the action targeting you is canceled)
.
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Post Post #5238 (isolation #369) » Wed Jul 11, 2018 6:32 am

Post by The MM »

Town Role-changer


Roll another role. You are not that role, but at night, you target a player and make them that role, without changing alignment.
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Post Post #5239 (isolation #370) » Wed Jul 11, 2018 6:34 am

Post by The MM »

Town Role-changer )
(v2)


Roll another role. You are not that role, but at night, you target a player and make them that role, changing alignment.
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Post Post #5240 (isolation #371) » Wed Jul 11, 2018 6:40 am

Post by The MM »

Demi-God of Curses


Each night, players may pray to the Demi-God of Curses instead of using any other night action.
Each night, you may target a player. If they didn't pray to you, they are now Cursed.
Cursed players take 1 less vote to lynch.
(This effect persists even if you're dead.)

Your vote counts as double on Cursed players.
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Post Post #5304 (isolation #372) » Sun Jul 22, 2018 12:44 pm

Post by The MM »

(alignment randomized)
Honey Goo


Players who target you become a copy of your role. Alignment doesn't change.
Each night, you may target a player. That player must target you this night.
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Post Post #5305 (isolation #373) » Tue Jul 24, 2018 9:33 am

Post by The MM »

(alignment randomized)
Rose-Scented Goo


Players who target you become a copy of your role. Alignment doesn't change.
Before actions resolve each night, if no player targets you, the target of all female players will all be changed to include you.
(This applies to male players with avatars depicting women.)
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Post Post #8096 (isolation #374) » Tue Apr 21, 2020 10:44 am

Post by The MM »

Gamma Emerald Star Dragon

(If Gamma Emerald is in the game, you are aligned with him. Otherwise, self-aligned.)


At the start of the game, the mod must announce that there's a Star Dragon in this game.
You have flying.
(You may only be targeted by players with flying.)


Once this game
(This is a one-shot ability)
, if you would die, instead every player gains flying, your vote counts as one more and it takes one more vote to lynch you until the end of the game.


Yes, this has been rewritten for a shorter message. The original post is .
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Joined: February 25, 2016
Location: On hiatus

Post Post #8097 (isolation #375) » Tue Apr 21, 2020 10:56 am

Post by The MM »

In post 8095, TemporalLich wrote:
Townie With Unused Mechanic


You can't die due to mana burn.
Challenge accepted.


Magician Townie

At the beginning of each night, you gain an amount of mana equal to the number of the night.
(Night 3, 3 mana.)

Each night, choose one:
- Spend 1 mana to use a Motion Detector.
(You will know how many times your target was targeted this night. This includes you.)

- Spend 2 mana to Doc someone.
(You protect them from death like any Doctor would.)

- Spend 3 mana to Vig someone.
At the end of each night, your unspent mana burns you. If you have three mana burns, you die.
Waiting for the day I can come back and mod games.
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The MM
The MM
Goon
User avatar
User avatar
The MM
Goon
Goon
Posts: 289
Joined: February 25, 2016
Location: On hiatus

Post Post #8237 (isolation #376) » Sun Jun 07, 2020 11:53 am

Post by The MM »

Third-party Hater


You win only if you live at endgame and all other players with non-factional win conditions have already lost or lose at endgame. Your vote counts double on any such player. When any of those players win, you lose.
Waiting for the day I can come back and mod games.
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