Grand Idea Mafia

This forum is for discussion related to the game.
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Post Post #4170  (isolation #600)  » Sun Aug 20, 2017 7:57 pm

Town Behated Princess

If lynched, the subsequent night phase is skipped.
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Post Post #4171  (isolation #601)  » Sun Aug 20, 2017 7:59 pm

Mafia Survivor

You win only if your faction achieves its normal factional win condition, and you are still alive at the time.
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Post Post #4173  (isolation #602)  » Sun Aug 20, 2017 8:20 pm

Vanilla Citizen

You're equivalent to a Vanilla Townie, except that roles that investigate players' factions will see you as belonging to a faction "City" which is distinct from Town. Note that you win with town and are like a townie in every other way; you merely investigate as though you were a benign third party.
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Post Post #4174  (isolation #603)  » Sun Aug 20, 2017 8:21 pm

Werewolf Goon, but…

The next role to be generated (if there is one) will become a Werewolf-aligned version of itself, rather than keeping the alignment which was rolled.
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Post Post #4175  (isolation #604)  » Sun Aug 20, 2017 8:23 pm

Alien Rolestopper, but…

The next role to be generated (if there is one) will become an Alien-aligned version of itself, rather than keeping the alignment which was rolled.

(When used as an alignment, the Alien faction is a groupscum faction which can only factionally nightkill once in the game, and is otherwise a standard groupscum faction.)
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Post Post #4176  (isolation #605)  » Sun Aug 20, 2017 8:26 pm

Suppressive Naive Serial Killer

Whenever you successfully kill a player at night, no other kills will succeed that night.
Whenever you target a non-Town player with your nightkill, it will fail.
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Post Post #4177  (isolation #606)  » Sun Aug 20, 2017 8:28 pm

Panicky Townie

If at any point your vote isn't the most recently placed vote on its wagon, it's automatically removed. (This also means that any attempt to hammer a wagon you're on will fail.) You can immediately replace it if you wish.

If you can somehow keep this secret all game, you can probably use it to catch out quickhammering scum.
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Post Post #4178  (isolation #607)  » Sun Aug 20, 2017 8:30 pm

Town Lonely Neighbour

Gets a "Town Neighbour" role PM, with the name of a random other player stated as the Neighbour. Is not actually a Neighbour, though; will get access to a Private Topic that's ostensibly with the other player, but no other player actually has access to it.
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Post Post #4179  (isolation #608)  » Sun Aug 20, 2017 8:36 pm

Town Artillery

Each Day, you may perform one of the following actions (you may only perform one of the actions per Day, and may only perform one action per Day):
  • Retarget: Choose a player.
  • Direct hit: If the player you most recently chose with Retarget has at least 2 more votes on them than you do, that player dies. If you kill a player this way, the votecount is reset.
  • Suppressing fire: The player you most recently chose with Retarget becomes voteless toDay. This may change the lynch threshold.
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Post Post #4180  (isolation #609)  » Sun Aug 20, 2017 8:40 pm

Town Black Boat

Each night, choose one of the following two effects:
  • Repair: Choose a player. If that player would die toNight, they automatically revive 24 hours into the following Day. If a player is scheduled to revive this way, their flip will be no-reveal.
  • Transport: Choose two players. If a player belonging to your faction would target the first chosen player, their action is deflected onto the second chosen player instead. If the deflected action would be detrimental to your faction (moderator's judgement), it is instead roleblocked. In either case, the original action doesn't go through.
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Post Post #4181  (isolation #610)  » Sun Aug 20, 2017 8:43 pm

Town Mobile Workshop

Each night, choose one of the following two effects:
  • Supply: Choose a player, other than yourself. If that player has a limited-shot ability, they regain all used shots of that ability. (This applies to both passive and activated X-shot roles.)
  • Construct Temporary Airport: Choose a player, other than yourself. Anyone who targets that player, either tonight or any time later in the game, permanently gains flying (and can be targeted only by players with flying).
Last edited by callforjudgement on Sun Aug 20, 2017 8:45 pm, edited 1 time in total.
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Post Post #4183  (isolation #611)  » Sun Aug 20, 2017 8:47 pm

Town 6-Shot Submarine

You start with 6 supply units. Each night, you lose 1 supply unit. If you cannot do so, you die.
You may expend additional supply units during a Night to gain additional abilities:
  • Fire (1 additional supply unit): Choose a player. That player will die. This ability can only be used once per Night.
  • Dive (1 additional supply unit): You become immune to all Night actions toNight, Commuter-style. (This nonetheless does not prevent you from using other abilities at the same time.)
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Post Post #4185  (isolation #612)  » Sun Aug 20, 2017 8:58 pm

Vanilla Townie
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Post Post #4186  (isolation #613)  » Sun Aug 20, 2017 8:59 pm

What's the point in giving players investigatives that tell them things they already know, then varying the sanity so that they're sometimes instead told lies about things they already know?

Town Criminal Records Keeper

Whenever a player is investigated, you'll be sent a copy of the investigation result (including the player it was used on).
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Post Post #4187  (isolation #614)  » Sun Aug 20, 2017 9:00 pm

Reroll from the same 25-post page as the previous role to be generated

Or just reroll normally if this is the first role to be generated. There's an additional 50% chance that the role after this is also generated from the same page.
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Post Post #4188  (isolation #615)  » Sun Aug 20, 2017 9:01 pm

A random role from the most recently concluded Mini Theme game
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Post Post #4189  (isolation #616)  » Sun Aug 20, 2017 9:07 pm

Modified Vigilante Modified Jester

Each night, can attempt to kill a player. This kill will fail on Town-aligned players.
Wins only if lynched with no scum on the wagon, or if endgamed with no scum alive. ("Scum" = players whose win condition is incompatible with that of the Town.)
Cannot self-vote or self-hammer.
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Post Post #4190  (isolation #617)  » Sun Aug 20, 2017 9:08 pm

Survivor Day 2 Day Vigilante
scum · scam · seam · team · term · tern · torn · town

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Post Post #4191  (isolation #618)  » Sun Aug 20, 2017 9:08 pm

Werewolf Tracker
scum · scam · seam · team · term · tern · torn · town

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Post Post #4192  (isolation #619)  » Sun Aug 20, 2017 9:08 pm

Werewolf Rolecop
scum · scam · seam · team · term · tern · torn · town

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Post Post #4193  (isolation #620)  » Sun Aug 20, 2017 9:08 pm

Town Healing Water Carrier

You passively protect anyone who targets you at Night from one kill that Night.
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Post Post #4194  (isolation #621)  » Sun Aug 20, 2017 9:10 pm

Town Monk

A randomly chosen player who isn't a Werewolf becomes the other Monk in your monastery. (Monks are Mason-like roles whose alignment guarantee is modified to "you know no Monk is a Werewolf", i.e. there's no claim made about which non-Werewolf faction the Monks belong to.)
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Post Post #4195  (isolation #622)  » Sun Aug 20, 2017 9:10 pm

Two Vanilla Townies

This role is a Vanilla Townie. The next role to be generated (if there is a next role) is also a Vanilla Townie.
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Post Post #4196  (isolation #623)  » Sun Aug 20, 2017 9:11 pm

Werewolf Archangel

Each night, choose a player. That player cannot be killed by the Mafia's factional kill (specifically; other kill sources will still go through).
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Post Post #4198  (isolation #624)  » Sun Aug 20, 2017 9:13 pm

Altruist

You win if and only if at least (half of the other players, rounded up, minus 1) win. (The easiest way to do this is to engineer a Town victory, but there may well be other ways.)
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Post Post #4199  (isolation #625)  » Sun Aug 20, 2017 9:18 pm

Townie Who's On Fire

You are completely immune to any fire-based kills or actions (because you're already on fire).
Anyone who targets you will become burned. These burns have no game effect, except that they will be mentioned in the day start post. Once a player is burned, they'll stay burned for the rest of the game (thus being mentioned in every day start post), and you can't be "double-burned", i.e. extra burns are redundant and have no effect.
Anyone whose role contains something that flavourwise could burn will die if they target you.
Anyone whose role contains something that flavourwise could melt (e.g. icecream-related) will have that portion of their role deleted if they target you (e.g. a "Vanilla Townie" would just become a "Townie" if they targeted you with an invention or the like).
Any role which flavourwise could extinguish fires (e.g. water-based roles, sand-based roles, Firefighters, etc.) will vanillaise you if they target you, without becoming burned in the process.
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Post Post #4200  (isolation #626)  » Sun Aug 20, 2017 9:20 pm

Werewolf Carnivore

Each night, you may target a dead player. If you do, you'll gain a minor, toned-down version of that player's night action (up to the moderator to decide exactly how it's reduced in power, but it should be considerably weaker, e.g. a toned-down Tracker might get "did something"/"did nothing" results rather than learning the target, a toned-down Godfather might give "no result" on all alignment investigations, a toned-down Vigilante might only work on players who were at L-1 at the end of the previous day). The toned-down version will additionally be 1-shot.

You cannot perform this action at the same time as performing the factional kill.
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Post Post #4201  (isolation #627)  » Sun Aug 20, 2017 9:23 pm

Compulsive Town Train

Pregame, and each night, you must choose a player. The following day, you can only vote for that player, and can only vote or unvote once every 72 hours, but you have infinitely many votes (which nonetheless need to be posted one at a time; trains are slow to start, slow to stop, and hard to derail). This does not affect the lynch threshold.
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Post Post #4202  (isolation #628)  » Sun Aug 20, 2017 9:25 pm

Mafia Bus-Driving Usurper

You have standard Bus Driver powers. In order to win with your faction, you must participate in the lynch of (i.e. be on the wagon of) at least one other member of your own scumteam; if you fail to do this by the end of the game, you lose.
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Post Post #4203  (isolation #629)  » Sun Aug 20, 2017 9:27 pm

Disappearing Townie

If targeted by any ability overnight, cannot vote and cannot be voted for during the following Day (and does not appear on the votecount), and automatically commutes the following Night.
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Post Post #4204  (isolation #630)  » Sun Aug 20, 2017 9:27 pm

Macho Bulletproof (alignment chosen by moderator, defaulting to town)

You have a bulletproof vest, but you're too macho to wear it.
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Post Post #4205  (isolation #631)  » Sun Aug 20, 2017 9:35 pm

Neighbourizer (alignment chosen by moderator, defaulting to Mafia)
scum · scam · seam · team · term · tern · torn · town

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Post Post #4206  (isolation #632)  » Sun Aug 20, 2017 9:36 pm

Reroll, except make the rerolled role Mafia-aligned
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Post Post #4207  (isolation #633)  » Sun Aug 20, 2017 9:36 pm

Mafia Tailor
scum · scam · seam · team · term · tern · torn · town

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Post Post #4208  (isolation #634)  » Sun Aug 20, 2017 9:38 pm

Mafia Janitor

If you personally kill a player with the factional nightkill, that player's flip will be no-reveal.
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Post Post #4209  (isolation #635)  » Sun Aug 20, 2017 9:39 pm

Mafia Trickster

All investigations aimed at you will produce results as though you had a role randomly chosen from the Grand Idea Mafia thread. A different random role will be chosen for each investigation.
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Post Post #4210  (isolation #636)  » Sun Aug 20, 2017 9:40 pm

Mafia Mirage

You cannot be affected by night actions which were deflected, redirected, or otherwise not intentionally aimed at you by their user.
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Post Post #4211  (isolation #637)  » Sun Aug 20, 2017 9:41 pm

Pacifist Mafia

You cannot personally perform your faction's nightkill, nor any kills you may have gained from an external source. Other than that, you're a regular Mafia Goon.
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Post Post #4212  (isolation #638)  » Sun Aug 20, 2017 9:42 pm

Mafia Mailman
scum · scam · seam · team · term · tern · torn · town

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Post Post #4213  (isolation #639)  » Sun Aug 20, 2017 9:44 pm

Named Mafia

Investigations into your role aimed at you return results as though you were a Named Townie named "Named Townie". Investigations into your alignment are unchanged, and (unless otherwise interfered with) correctly see you as Mafia.
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Post Post #4214  (isolation #640)  » Sun Aug 20, 2017 9:46 pm

Microscopic Mafioso

Whenever a player targets you, the moderator will give them the option to target an additional player that Night as well. (This may involve lengthening the Night in order to give the player time to make a second choice.)
Your name will never appear in Tracker or Watcher results (but your actions are otherwise trackable or watchable, e.g. a Tracker action aimed at you will correctly see your target).
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Post Post #4215  (isolation #641)  » Sun Aug 20, 2017 9:47 pm

Macho Mafioso
scum · scam · seam · team · term · tern · torn · town

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Post Post #4216  (isolation #642)  » Sun Aug 20, 2017 9:47 pm

Modifier Cop (alignment chosen by moderator, defaulting to Mafia)

Each night, choose a player. You will learn any role modifiers that exist on that player's role (although not the role itself, nor that player's alignment).
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Post Post #4217  (isolation #643)  » Sun Aug 20, 2017 9:49 pm

Mafia Stop

Each night, choose a player. Any night actions by that player will fail, as will any night actions that would have affected or would have been affected by that night action (e.g. if the player you target uses a Lawyer ability, and a Cop scans the same player that the Lawyer defended, the Cop's ability will fail in addition to the Lawyer's, and the cop will get "no result").
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Post Post #4218  (isolation #644)  » Sun Aug 20, 2017 9:51 pm

Mafia Doorstop

Cannot perform the factional nightkill. Cannot vote, except in LyLo, and is informed of when LyLo is. Cannot be Motivated (not that it would do anything anyway). If anyone targets you at night, you passively rolestop that player (meaning that they cannot in turn be targeted).
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Post Post #4219  (isolation #645)  » Sun Aug 20, 2017 9:53 pm

In post 2634, callforjudgement wrote:Interactive Role (alignment chosen by moderator)

If any roles belonging to other players have a specific interaction with another role or role property listed in their PM, you will be given a role or role property that fulfils the interaction. (For example, if there's a Gunsmith in the setup, you will be given a role that shows up positive to the Gunsmith; likewise, if another player has flying, you do too.)

(Note: the description above is for the moderator; tell the player their actual role, rather than the means via which it was generated.)
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Post Post #4220  (isolation #646)  » Sun Aug 20, 2017 9:55 pm

Reroll, except that the resulting role is Mafia-aligned
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Post Post #4221  (isolation #647)  » Sun Aug 20, 2017 9:56 pm

A random Mafia-aligned role from the most recently completed Normal of the same size of this game

That is, the most recently completed Large Normal if this game is a Large, the most recently completed Mini Normal if this game is a Mini, the most recently completed Micro Normal if this game is a Micro.
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Post Post #4222  (isolation #648)  » Sun Aug 20, 2017 9:57 pm

Flying Mafia Goon

Has flying (and thus can only be targeted by other players with flying).
scum · scam · seam · team · term · tern · torn · town

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Post Post #4223  (isolation #649)  » Sun Aug 20, 2017 10:08 pm

Detector Detector (alignment chosen by moderator, defaulting to town)

Whenever you target or are targeted by a player with "Detector" in the name of their role, you'll be informed of the player's identity and the name of their role (with alignment details redacted).
You also have a Visitor ability, that allows you to target one person each night with no primary effect (but possibly triggering the main part of this role).
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Post Post #4224  (isolation #650)  » Sun Aug 20, 2017 10:09 pm

Blocker Blocker (alignment chosen by moderator, defaulting to Mafia)

Each night, choose a player. That player will be unable to roleblock, rolestop, protect, or otherwise prevent or interfere with a night action that night.
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Post Post #4225  (isolation #651)  » Sun Aug 20, 2017 10:10 pm

Killer Killer (alignment chosen by moderator, defaulting to Mafia)

Each night, choose a player. If that player has a killing ability, they will die.
You cannot use this ability and another ability (e.g. a factional nightkill) on the same Night.
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Post Post #4226  (isolation #652)  » Sun Aug 20, 2017 10:10 pm

Watcher Watcher (alignment chosen by moderator, defaulting to Mafia)

At the start of each Day, you will be given a list of players who targeted Watchers on the previous Night.
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Post Post #4231  (isolation #653)  » Mon Aug 21, 2017 12:41 am

Town Bodyguard

In post 4229, Gamma Emerald wrote:Mafia Roleblocker
In post 4125, callforjudgement wrote:Town Night 2 Nightkill Diffuser

As long as you are alive at the start of Night 2, the nightkill of the largest anti-town faction with a factional nightkill will be aimed not by that faction, but by plurality vote. Each player gets a vote on who the nightkill should target. The Town-aligned player who receives the most votes will be nightkilled. (So you can't stop the kill hitting Town – like it probably would anyway – but may well screw up the faction's ability to kill the person they wanted.) The votes will not be made public (although it's certainly legal for people to claim who they voted for, the mod will not confirm this).

I'd reroll this if I found this in my game, it has no town utility at all.

I think it has quite a lot of town utility.

If the nightkills worked like that every night, it'd give a notably large boost to town EV; you all vote for the same person, and if they don't die, they must have been scum. So you're basically getting a free investigation on Night 2, as long as you organise the town in advance.

Also, would you reroll Vanilla Townie? That has even less town utility. There are a ton of roles in this thread which have been designed as "basically VT, with an ability that might potentially become relevant with small probability"; I've been adding them intentionally because they're more interesting than VT for the player who gets them, and I think other people have too. So I'm surprised to see you object to a role that is actually somewhat useful.

(On another note, the Black Boat isn't the only Advance Wars-inspired role in that section, although I was thinking about the series as a whole, rather than AWDS in particular.)
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Post Post #4273  (isolation #654)  » Mon Aug 21, 2017 4:54 pm

Town Odd Night Miller
scum · scam · seam · team · term · tern · torn · town

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Post Post #4274  (isolation #655)  » Mon Aug 21, 2017 4:55 pm

Werewolf Watcher
scum · scam · seam · team · term · tern · torn · town

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Post Post #4287  (isolation #656)  » Mon Aug 21, 2017 8:21 pm

Reroll, except the resulting role is groupscum

Add it to what would otherwise be the smallest groupscum faction. If there are no other groupscum factions, randomize between Mafia and Werewolf.
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Post Post #4298  (isolation #657)  » Tue Aug 22, 2017 10:34 pm

That's not what King does. (Or at least, there are two roles called King and this isn't either of them.) Might be worth renaming to reduce confusion.

Flying Werewolf

Has flying (can only be targeted by other players with flying).
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Post Post #4308  (isolation #658)  » Sat Aug 26, 2017 7:45 am

Town Lifemiller

Is a miller, and knows it, but flips as Vanilla Townie.

Given that a deathmiller is a townie who is town but inaccurately flips as scum, the converse would be a townie who investigates as scum but inaccurately flips as investigating as town, I guess.
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Post Post #4309  (isolation #659)  » Sat Aug 26, 2017 8:20 am

Town Overvoter

Your votes are valid even during twilight (except that you can't unvote or change your vote if you're currently on the lynch wagon).
Whenever a player dies, if they have more votes on them than the lynch threshold, you gain an ability that night for each vote that player has above the threshold. The abilities are randomized from the following list: Bulletproof, Follower, Bodyguard, Neighbourizer. (These are 1-shot abilities that can only be used the night they are gained, but you can use them at the same time as each other or as other abilities.)
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Post Post #4356  (isolation #660)  » Tue Aug 29, 2017 1:42 pm

Alien Redirector
scum · scam · seam · team · term · tern · torn · town

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Post Post #4419  (isolation #661)  » Mon Sep 04, 2017 10:39 pm

Alien Magnetizer Framer

Each night, you may choose a player. All night actions (including your own faction's kill, if you choose to make it that night) will be retargeted at that player that night, and they'll investigate as though they were a member of the Mafia.

(Reminder for those who don't know the terminology: the Aliens are an anti-town groupscum faction whose factional kill can only be used once over the course of the game.)
Last edited by callforjudgement on Tue Sep 05, 2017 4:37 pm, edited 1 time in total.
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Post Post #4424  (isolation #662)  » Tue Sep 05, 2017 4:37 pm

Vanilla Townie

In post 4420, RadiantCowbells wrote:...That's 'lightning rod izer'


Fixed, with a less awkward name.
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Post Post #4429  (isolation #663)  » Wed Sep 06, 2017 12:01 pm

Mafia Goon Who Can't Daytalk

They can still talk at night, and read the scum thread during the day, but can't post in the scum thread during the day even if it would otherwise be open.
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Post Post #4456  (isolation #664)  » Fri Sep 08, 2017 4:41 pm

Alien Hammerer

In post 4455, Assemblerotws wrote:Town Sensor

After every lynch, learns how many anti-town roles were on the wagon. If he is lynched, all his results are posted publicly.

This is completely broken in the vast majority of setups.
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Post Post #4530  (isolation #665)  » Sat Sep 23, 2017 5:15 pm

Mafia Track Framer

Each night, choose a player. The mod will randomly choose a different player; your target will investigate as having targeted the randomly chosen player.
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Post Post #4531  (isolation #666)  » Tue Sep 26, 2017 1:03 am

Wrestler (alignment chosen by moderator, defaulting to town)

Each night, choose a player. That player will not be able to successfully use night actions that night, with the exception of kills. (Killing actions used by the target will go through as normal.)
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Post Post #4544  (isolation #667)  » Tue Dec 19, 2017 12:58 pm

Serial Killer Unjester

In addition to normal Serial Killer behaviour (i.e. you have a nightkill and lose if you're lynched): if you are nightkilled, you automatically win (and the game continues, i.e. this isn't a game-ending victory condition).
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Post Post #4550  (isolation #668)  » Wed Dec 27, 2017 4:41 am

Neutral 1-shot Dayvig

If you dayvig a town player, you lose and leave the game.
If you dayvig a non-town player, you win and leave the game.
If you die before dayvigging a player, or if the only remaining players beside yourself are town, you lose.
You cannot dayvig yourself.
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Post Post #4570  (isolation #669)  » Sun Jan 21, 2018 9:01 pm

1-shot Bulletproof Benevolent Serial Killer

Your being alive does not prevent town winning.
Instead of the normal SK win condition, you win (and leave the game) if you nightkill one of the last two anti-town players remaining.
(To avoid confusion: the 1-shot applies to your Bulletproof, not your kills; you can kill every night.)
Last edited by callforjudgement on Fri Apr 13, 2018 8:12 pm, edited 1 time in total.
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Post Post #4579  (isolation #670)  » Sun Jan 28, 2018 6:37 am

Town Janitor

If you somehow kill someone, their flip will be hidden.
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Post Post #4593  (isolation #671)  » Wed Feb 07, 2018 7:51 pm

Town Venge-Doublevoteriser

When you die, you may choose another player. That player will gain a double vote for the rest of the game.
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Post Post #4594  (isolation #672)  » Wed Feb 07, 2018 7:52 pm

Reflexive version of a random role from the thread

Pick random roles from this thread until you find one with a Night-activated ability. Your role is that role, except instead of you being able to choose its target overnight, it instead automatically targets anyone who targets you. All other aspects of the role (e.g. win condition) are the same.
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Post Post #4595  (isolation #673)  » Wed Feb 07, 2018 8:00 pm

Werewolf Track-Tailor

Each night, you may choose a player, and specify who (if anyone) that player will appear to have targeted for the purpose of determining investigative results. (That player's night choices won't actually change, this simply determines what they appear to be on, e.g., Watcher and Tracker reports.)
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Post Post #4602  (isolation #674)  » Wed Feb 21, 2018 6:26 pm

Town Last Minute Cop

You may attempt to send in a Cop investigation every night. However, you will only get a result if, by the start of the following Day, the game is in mylo or lylo.
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Post Post #4611  (isolation #675)  » Sun Mar 11, 2018 8:28 am

In post 4609, Gamma Emerald wrote:Town Conditional Miller 1-shot Vig
The night you shoot you have the miller modifier added to you (this shows up to rolecops only when active)


Town Conditional Miller Conditional Bulletproof 1-shot Vig
The night you shoot you have the miller and bulletproof modifiers added to you (this shows up to rolecops only when active)
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Post Post #4621  (isolation #676)  » Fri Mar 16, 2018 12:15 pm

Nightvengeful Townie

Each Night, choose a player. If you die that Night, the chosen player will die too.
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Post Post #4626  (isolation #677)  » Sat Mar 24, 2018 6:45 am

Town Weak Desperado

At night, you may if you wish target a player. If you target town this way, you die. If you target an anti-town player this way, both you and your target die.
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Post Post #4653  (isolation #678)  » Sat Apr 07, 2018 6:36 am

Town Vote Artist

You may choose which colour your votes appear as in vote counts, by PMing the moderator. (You can change the color at any time, but this will only affect future votecounts, not ones that have already been posted.)
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Post Post #4654  (isolation #679)  » Tue Apr 10, 2018 4:25 pm

Town Copy Cop

Each night, choose a player. You will learn whether or not that player has the exact same role as another player in the setup. (For example, you will get a result of "copy" if you scan a Vanilla Townie and there are at least two VTs in the setup, or if you scan a Mafia Goon and the Mafia have another Goon, etc., but not if you scan a Mafia Rolecop and the only other Rolecop is a Town Rolecop.)
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Post Post #4655  (isolation #680)  » Tue Apr 10, 2018 4:26 pm

Mafia Alarmist

Each night, choose a player. That player's win condition cannot change that night.
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Post Post #4656  (isolation #681)  » Fri Apr 13, 2018 8:01 pm

Town 2/1 Voter

You have 3 votes. Two of them must always be on the same player as each other. The third must be on someone different. (So at any given time, you have 2 votes on one player and 1 vote on a second player, or else no votes on anyone.) You must move all three votes simultaneously for the votes to count (i.e. you need three VOTE: tags in a post where you change your vote). An unvote removes all three votes.
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Post Post #4657  (isolation #682)  » Fri Apr 13, 2018 8:17 pm

Neutral Punisher

Twice each night, choose a player and a role (not including alignment, i.e. "Doctor", "Cop", "Vanilla", etc.).
If the chosen player has the chosen role, they will die. (You don't have to be exactly right, just "close enough", e.g. a guess of "Cop" would work against a 1-shot Cop. If you don't know what the role's called, you can describe it.) If you kill two players this way (on the same night or across multiple nights), you win.
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Post Post #4658  (isolation #683)  » Sat Apr 14, 2018 3:54 am

Town Twilight Dayvig

You're a full dayvig (i.e. 1 shot per day), but can only shoot in twilight. This won't change any lynch that might already have been achieved.
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Post Post #4659  (isolation #684)  » Sat Apr 14, 2018 3:55 am

Werewolf Goon
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Post Post #4660  (isolation #685)  » Sat Apr 14, 2018 3:57 am

Town Universal Backup
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Post Post #4661  (isolation #686)  » Sat Apr 14, 2018 4:00 am

Reroll with alignment reversed
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Post Post #4662  (isolation #687)  » Sat Apr 14, 2018 4:00 am

Reroll ten times, combine all the results into a single (very complex) Town-aligned role
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Post Post #4663  (isolation #688)  » Sat Apr 14, 2018 4:09 am

Town Godfather

You're town, but investigate to Cops as town (even if someone tries to Frame you) and to Rolecops as a Godfather.
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Post Post #4664  (isolation #689)  » Sat Apr 14, 2018 4:14 am

Temporarily Vanillaising Cult Leader

Each night, you may recruit a player. Their alignment changes to match yours. Their role becomes Vanilla.
If you die, the role of each of your recruits reverts to its original role, but their alignment remains Cult.
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Post Post #4665  (isolation #690)  » Sat Apr 14, 2018 4:16 am

Mafia 1-shot Fakeclaim Tester

Once in the game, day or night, you may send the moderator a description of a role. They'll let you know what the most similar role to your suggestion is that actually exists in the setup (thus allowing you a chance to check for duplicated roles, not that Grand Idea Mafia tends to avoid those).
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Post Post #4666  (isolation #691)  » Sat Apr 14, 2018 4:24 am

Townie with an impossible post restriction

At an arbitrary time during Day 1, the moderator will accuse you of having broken your post restriction (even though you don't have one) and apply a bizarre punishment that doesn't make much game-mechanical sense as a punishment and is easily worked around (e.g. causing all your votes to target the player above them on the player list).

The moderator may or may not repeat this on future days, depending on how much inspiration they have for bizarre punishments.
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Post Post #4667  (isolation #692)  » Sat Apr 14, 2018 4:26 am

Flying Werewolf

You have flying (you can be targeted only by other players with flying).
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Post Post #4668  (isolation #693)  » Sat Apr 14, 2018 4:30 am

Attention-Seeking Neutral

You win and leave the game if, during some Day, every other player in the game has voted you at some point that Day. (You lose if this becomes no longer possible, e.g. because you were lynched but some player consistently stayed off your wagon that Day.)
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Post Post #4669  (isolation #694)  » Sat Apr 14, 2018 4:30 am

Reroll until you get a role with an active non-factional Night action; it's now a Day action
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Post Post #4670  (isolation #695)  » Sat Apr 14, 2018 4:33 am

Alien Strong Weakener

Each night, you may choose a player. If that player targets a player who investigates as scum that night, they will die. This ability cannot be blocked or redirected.

(Aliens are a groupscum faction whose factional kill can only be used once.)
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Post Post #4747  (isolation #696)  » Sun Apr 15, 2018 3:38 pm

Town Day 2 Day Vigilante
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Post Post #4766  (isolation #697)  » Mon Apr 16, 2018 11:06 am

Merciful Town Vigilante

Each night, choose a player. That player dies, unless protected. If you kill a third party this way, their role changes to Unjester and thus they automatically win (without changing the win conditions of anyone else in the setup or automatically ending the game).
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Post Post #4853  (isolation #698)  » Sun Apr 22, 2018 7:01 pm

Town Day 99 Autowinner

You can win as normal for a town player.

Additionally, on day 99 only, you may choose to automatically win. Upon doing so, you will be given a list of town-aligned players. You will win, as will all town-aligned players, and you may choose up to one non-town player to win along with you.

Inspired by Micro 771. This role is in theory broken in two different ways. In practice, it's unlikely (although not impossible) that it'll be a problem.
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Post Post #4889  (isolation #699)  » Mon Apr 23, 2018 8:55 pm

Reroll any particularly overpowered roles in the setup (mod's discretion). Then reroll this one.
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Post Post #4944  (isolation #700)  » Wed May 09, 2018 7:37 am

Innocent Baby

You may ask the moderator to confirm you as town at any point in the game.
Whenever a player visits you, they become a Babysitter for the rest of the game.
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Post Post #5025  (isolation #701)  » Mon May 28, 2018 10:48 am

Even Night Ascetic Serial Killer 2-shot Loud Ninja Weak Rolecop Odd Night Doctor

I pretty much just invented this role as a torture test for my role name parser rather than because I thought it was a good idea, but hey, may as well just drop it into the Grand Idea thread.

The original couldn't kill and action on the same night, making it more or less pointless. I'd recommend changing that if you end up running this.
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Post Post #5040  (isolation #702)  » Fri Jun 08, 2018 2:06 am

Town Voteless Mason Lover

Pick another town-aligned player at random to be the other half of the Masonry. The Masons are lovers with each other. (The other Mason, however, is not voteless unless their role rolled as Voteless naturally.)
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Post Post #5041  (isolation #703)  » Fri Jun 08, 2018 2:18 am

Informed Town Lover Neighbour

Is informed that one player (randomly chosen among all other townies) is Town. Is Neighbours with a second, different player (randomly chosen among all other players except the informee). Is Lovers with a third, different player (randomly chosen among all other players except the informee and neighbour). Knows who all of these three players are.
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Post Post #5076  (isolation #704)  » Thu Jun 14, 2018 5:05 pm

In post 5072, The MM wrote:No U (aligned with the Town)


No U

Reroll, but remove all occurrences of the letter u from the resulting role PM. This might in theory change the functionality of the role, but it seems unlikely.
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Post Post #5081  (isolation #705)  » Wed Jun 20, 2018 4:59 pm

Mafia Role Lawyer

Each night, choose a player. You may choose what results Rolecop investigations will produce on that player, as long as it's a role that's traditionally considered pro-Town only (such as Cop or Vigilante).
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Post Post #5090  (isolation #706)  » Mon Jul 02, 2018 4:51 am

Town Nightkill Predictor

Each night, choose a player. If the Mafia nightkill the chosen player, town automatically wins. (If the chosen player survives the night, or is killed by someone other than the Mafia, nothing happens.) You cannot choose yourself.
The Mafia have been informed that this role exists in the game.
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Post Post #5145  (isolation #707)  » Fri Jul 06, 2018 2:36 am

Town Conditional Vigilante

Your kill only works on players who have ended at least one previous day voting for a member of their own faction.
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Post Post #5162  (isolation #708)  » Mon Jul 09, 2018 2:52 pm

Mafia Goon who flips in green

A normal Mafia Goon, except that their flip is coloured green rather than red (and just says "Mafia Goon").
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Post Post #5318  (isolation #709)  » Sat Jul 28, 2018 5:41 pm

Biteproof Townie

Immune to Werewolf factional kills.
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Post Post #5506  (isolation #710)  » Wed Sep 05, 2018 4:23 pm

Town Mod-death-miller

Just a VT, but their flip will (probably incorrectly) display as them having died due to a modkill, rather than having died due to whatever actually killed them. This doesn't show in the role PM, which is just a normal role PM.
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Post Post #5507  (isolation #711)  » Wed Sep 05, 2018 4:25 pm

Post Restricted Townie

Whenever naming a player in your posts, you must colour it to match the actual colour of their username (e.g. green for list mods).
If you forget, the moderator will edit the post to fix the colours, but forgetting five times in a day causes you to become Hated for the rest of the day.
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Post Post #5580  (isolation #712)  » Tue Sep 11, 2018 8:31 pm

Anti-Town Townie Goon

You belong to a groupscum faction whose flavour name is "Town" (with typical groupscum mechanics). If there are insufficiently many moderator-chooses-alignment or smallest-existing-scum-faction roles rolled to make up a full groupscum faction, anyone who rolls a Mafia role is added to your Town scum faction, rather than being Mafia.

Moderators may choose to rename the game's main Town faction to something else. If not, the factions should at least be differentiated using colour in role PMs and flips.
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Post Post #5599  (isolation #713)  » Thu Sep 13, 2018 8:16 am

Vanilla Townie

In post 5598, ManateeDude wrote:Town 3-shot gladiate immune bandwagon doublevoting very loved Odd night Weak ascetic Miller Neighbouriser Even night Loyal bulletproof multitasking Fruit Vendor - Delayed Informed Insane Cop


I can't parse this; there seem to be modifiers that apply to the player as a whole (e.g. Ascetic) inside modifiers that apply to particular night actions (e.g. Odd night … Neighbouriser). Could you reorder it (or add parentheses, or the like) to make it clear which modifiers apply to what?
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Post Post #5607  (isolation #714)  » Tue Sep 25, 2018 10:22 am

Rolestopping Mafia Goon

The rolestop is tied to making a kill, i.e. the player who's killed will also be rolestopped. The kill is not affected by the rolestop.
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Post Post #5657  (isolation #715)  » Thu Oct 04, 2018 9:04 pm

D1 Jester

If you aren't lynched D1, you lose and leave the game. If you are, you win.
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Post Post #5674  (isolation #716)  » Sat Oct 13, 2018 6:12 pm

Sadly Ever After Townie

You are town, and have a day ability that kills a random townie (possibly including yourself). This ability can only be used during the day (before the lynch), when there are exactly 4 players alive (including you), and exactly 3 of them are town; there are no other timing restrictions on it. (You can attempt to use it in other situations, e.g. because you don't know the faction sizes, but it will have no effect.)
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Post Post #5697  (isolation #717)  » Sun Oct 14, 2018 1:35 pm

Vanilla Townie

In post 5677, Invisibility wrote:Town Witch
At the beginning of the game, the mod announces that there is a witch and posts your role pm (sans username).
You control the NK. The scum will declare the nightkill and you will see it. Then you may redirect it.

Unless the scum have a roleblock that works against passives, or a redirect, or there are third parties with bizarre mechanics (always a risk in Grand Idea), this role is an automatic town win.
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Post Post #5700  (isolation #718)  » Sun Oct 14, 2018 11:13 pm

Town Redirector

In post 5698, Invisibility wrote:Mafia Goon
its not its just wildly op


Oh right, I missed that scum could lynch them if they ever outnumber town, even though they can't aim the kill.

Still, that's an incredibly big shift in the normal win condition math.
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Post Post #5701  (isolation #719)  » Sat Oct 20, 2018 11:12 pm

Town 1-shot Twilight Dayvig

Once in the game, you can shoot someone to eliminate them, but only during twilight (i.e. after a player has enough votes to be lynched, but before the moderator has officially confirmed the lynch and locked the thread).
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Post Post #5721  (isolation #720)  » Fri Nov 02, 2018 3:28 pm

1-shot Lynchproof Mafia Jester

You win with the Mafia, but only if you were lynched at least once during the game. (You can't win without being lynched.) You don't flip when your lynchproofing activates, and an attempt to lynch you does not end the day.
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Post Post #5745  (isolation #721)  » Fri Nov 09, 2018 12:39 am

Werewolf Shortcutting Role Cop

Each night, you may choose a player. You will be informed of that player's role (but not alignment). Additionally, if the role is not vanilla, not purely negative utility, and capable of being nightkilled, your scumteam's factional kill will be redirected onto the chosen player.
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Post Post #5746  (isolation #722)  » Fri Nov 09, 2018 12:40 am

In post 5743, shortaru wrote:Town Bloodhound

In post 5742, Gamma Emerald wrote:Keeper of the Disgraced
Wins if it survives to end game, has the choice to be completely bulletproof or completely lynchproof. Any third parties that lose in a game with this role alive will be able to win if this role wins.

I'd have SO much fun with this role.

I'd choose Lynchproof then vote the towniest players/most obvious mislynches and make ridiculous amounts of noise in the thread to prevent scum from wanting to kill me.

It would be glorious.


Town Vigilante

I can see a potential problem with that plan if the town have killing roles.
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Post Post #5747  (isolation #723)  » Fri Nov 09, 2018 1:02 am

Red Goo (alignment chosen by modifier, defaulting to town)

Whenever anyone targets you at night, you will reflexively Neighbourise them.

Hey, not all the Goos are bastard!
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Post Post #5751  (isolation #724)  » Fri Nov 09, 2018 12:24 pm

Mafia Janitailor

You choose what role and alignment nightkills you perform will flip as. (This doesn't actually change any roles or alignments, simply causes the moderator to post misleading flips.)
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Post Post #5756  (isolation #725)  » Sun Nov 11, 2018 10:18 pm

Odd-Day/NIght Townie, Even-Day/Night Unjester

If you are lynched on an even-numbered day, you lose. If you are nightkilled on an even-numbered night, or dayvigged on an even-numbered day, you win.
If you die on an odd-numbered day, you win with the town.
If the game ends with you still alive, then:
- If town lost, you lose.
- If town won, you win if the game had an odd number of days, or lose if the game had an even number of days.

You investigate as town on odd-numbered days/nights, and third party on even numbered days/nights.
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Post Post #5776  (isolation #726)  » Wed Nov 28, 2018 5:54 am

Town Imprecise Parity Vigilante

Each night, choose three players. The moderator will randomly choose two players out of the three you chose. If their alignments differ from each other, they both die. Otherwise, nothing happens. You won't learn which two out of the three players were chosen.
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Post Post #5777  (isolation #727)  » Wed Nov 28, 2018 5:56 am

Town Imprecise Cop

Each night, choose two players (as usual, self-targeting is not allowed). You will learn the alignment of one of those players. Which player you learn the alignment of will be randomized by the moderator, and you won't be told which player it is that you got results on.
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Post Post #5778  (isolation #728)  » Wed Nov 28, 2018 5:57 am

Town Imprecise Jailkeeper

Each night, choose two players. The moderator will randomly choose one of those players; all night actions used by that player will fail that night, as will all nightkills aimed at that player. You won't learn which of the two players was jailed in this way.
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Post Post #5779  (isolation #729)  » Wed Nov 28, 2018 5:58 am

Bulletproof Ascetic Serial Killer
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Post Post #5801  (isolation #730)  » Mon Dec 03, 2018 1:08 pm

Reroll twice, take the role of the first reroll but the alignment and win condition of the second reroll
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Post Post #5802  (isolation #731)  » Mon Dec 03, 2018 1:10 pm

Unusual Faction Lover

You win if at least one townie loses and at least one Mafia member loses.

While you are alive, townies cannot win and Mafia members cannot win (unless their win is inevitable regardless of what you do), but your being alive does not prevent members of other alignments winning (and/or endgaming townies and Mafia).

You have a nightkill, which is only effective on townies and on Mafia (it fails as if roleblocked if you aim it at anyone else).
You are bulletproof except against actions by townies and Mafia.
Votes from non-townie non-Mafia players do not count towards your lynch (but still show on the votecount, so the votecount might show you at L-0 without a lynch actually having occurred).
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Post Post #5803  (isolation #732)  » Mon Dec 03, 2018 1:12 pm

Serial Killer Nexus
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Post Post #5829  (isolation #733)  » Wed Dec 19, 2018 1:05 am

Town Arborist

Each night, choose a player. If that player would die overnight, they become treestumped instead (i.e. they count as dead for almost all game purposes, but are allowed to post in the game thread).
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Post Post #5830  (isolation #734)  » Wed Dec 19, 2018 1:05 am

Reroll, but change the alignment of the resulting roll to Werewolf
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Post Post #5831  (isolation #735)  » Wed Dec 19, 2018 1:44 am

Town Janitor Vigilante

You're a full Vigilante, but any time you kill someone, they won't flip (i.e. their death will be no-reveal, and you won't learn the alignment of the player you just killed).
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Post Post #5832  (isolation #736)  » Wed Dec 19, 2018 1:46 am

Desperate Townie

You can win with the town. Additionally, if a member of the Mafia (specifically) is lynched on Day 3, you automatically win and leave the game, regardless of whether town ends up winning or not.
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Post Post #5833  (isolation #737)  » Wed Dec 19, 2018 1:47 am

Coroner Day 3 Jester

In addition to your Coroner ability, you win if you are lynched on Day 3 (specifically), and lose if you die in any other way or at any other time.
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Post Post #5834  (isolation #738)  » Wed Dec 19, 2018 1:47 am

Unjester

Wins if (and only if) nightkilled.
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Post Post #5835  (isolation #739)  » Wed Dec 19, 2018 1:53 am

Mafia Orange Laser Goon

Kill flavour is "killed using an orange laser". Otherwise identical to a regular Mafia Goon.

There are actually roles in the thread that this interacts with. The odds of the interaction actually happening are minimal, but that's never stopped us before. Don't ask me how you can determine what colour of laser was used to kill someone by inspecting their corpse, I have no idea.
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Post Post #5836  (isolation #740)  » Wed Dec 19, 2018 1:54 am

Town Scapegoat

Whenever a player dies overnight, if you are alive, the kill flavour will (most likely incorrectly) specify that you killed them (e.g. a player might flip as "Mafia Goon, shot by your name").
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Post Post #5837  (isolation #741)  » Wed Dec 19, 2018 1:56 am

Reroll until you get a role with passive abilities only; reverse the alignment of the resulting role; the player gets an (incorrect) PM as though they were a vanilla of their new alignment
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Post Post #5838  (isolation #742)  » Wed Dec 19, 2018 1:56 am

Mafia Watcher
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Post Post #5839  (isolation #743)  » Wed Dec 19, 2018 1:58 am

Town Reverse-Informed Paranoid Gun Owner

A random town role with an active action will be informed that you are a Paranoid Gun Owner. (You know that this has happened, but not which player was informed.)
When a player uses an active night action on you, you reflexively kill them.
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Post Post #5840  (isolation #744)  » Wed Dec 19, 2018 1:59 am

Town Deflector
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Post Post #5841  (isolation #745)  » Wed Dec 19, 2018 2:00 am

Keep rolling until you roll a non-Town role; then combine the functionality of all the roles you rolled with the alignment of the non-Town role at the end into one large role
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Post Post #5843  (isolation #746)  » Wed Dec 19, 2018 2:03 am

Flying Mafioso

You have flying (you can only be targeted by other players with flying).


PEDIT:

Coroner is described on the Wiki. The role can choose a dead player each night and learns a truthful, untampered flip for that player. It's typically only useful if you suspect that someone is screwing around with flips (which, in Grand Idea Mafia, is entirely possible!).
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Post Post #5844  (isolation #747)  » Wed Dec 19, 2018 3:00 am

Mafia Mirage

You cannot be affected by night actions which were deflected, redirected, or otherwise not intentionally aimed at you by their user.
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Post Post #5845  (isolation #748)  » Wed Dec 19, 2018 3:09 am

Town Ghostly Cop

Once you have died, you can make a Cop investigations every night, and may communicate the result to the dead thread if you like.
This role can potentially impact the game if, e.g., a Watcher sees you investigating someone after you've died, but the results come too late to be useful.
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Post Post #5846  (isolation #749)  » Wed Dec 19, 2018 3:16 am

Town Jack of All Trades (Doctor, Doctor, Doctor, Doctor, Parity Cop, Jailkeeper, Doctor)

The moderator chooses either the useless (in this context) or overpowered (in pretty much any context) version of Parity Cop according to which will leave the resulting setup better-balanced.
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Post Post #5847  (isolation #750)  » Wed Dec 19, 2018 3:18 am

Town Cop of Unknown Sanity

The moderator randomizes between sane, insane, paranoid, naive. The player with the role will know their sanity is in question, but not what their sanity is.
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Post Post #5848  (isolation #751)  » Wed Dec 19, 2018 3:23 am

Investigative Visitor (random alignment, defaulting to town)

Each night, you may target a player. You will learn that your action succeeded (unless it failed, in which case you will learn that your action failed).
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Post Post #5849  (isolation #752)  » Wed Dec 19, 2018 3:25 am

Town Unvoteless Doublevoter

You have two votes. You start off Day 1 self-voting with both of them. You cannot unvote (although you can freely move your votes around). On days after Day 1, each of your votes starts out voting for the living player that vote was most recently voting for.
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Post Post #5850  (isolation #753)  » Wed Dec 19, 2018 5:39 am

Vanilla Werewolf, except…

Once you've finished generating the setup, shuffle all the alignments between all the players (i.e. breaking the link between role and alignment). This role ends up as a vanilla of whatever alignment got shuffled into it. The players aren't told how their roles were generated (so this player will think they just rolled a vanilla role).
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Post Post #5873  (isolation #754)  » Sat Dec 29, 2018 4:35 pm

That reminds me of my "hypothetical" series of third-party roles.

Town Neighbouriser, but…

If at any point your neighbourhood consists of all living players, you win. Alternatively, you also win if the town wins. Alignment investigations will see you as town, but investigations that specifically detect third parties will see you as third party.
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Post Post #5874  (isolation #755)  » Sat Dec 29, 2018 4:35 pm

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Post Post #5875  (isolation #756)  » Sat Dec 29, 2018 4:36 pm

Universal Traitor

You win if any anti-town player wins. However, you have no knowledge of who is anti-town.
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Post Post #5876  (isolation #757)  » Sat Dec 29, 2018 4:38 pm

Town High Pressure Cop

Each night, you may investigate a player to learn their alignment. If you don't investigate an anti-town player by 24 hours after the start of Day 3, you die at that point.
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Post Post #5877  (isolation #758)  » Sat Dec 29, 2018 4:40 pm

Real Time Serial Killer

You perform one kill every 7 days in realtime, regardless of whether the game is in a day phase or night phase (or even twilight). You don't have a regular nightkill.
You need to inform the moderator of your kill target prior to the time at which the kill will be performed, or you may end up missing it.
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Post Post #5885  (isolation #759)  » Mon Dec 31, 2018 2:58 pm

Town 150% Doctor

Each night, choose a player. That player will be protected from one kill that night, and there is a 50% chance that that player will also be protected from a second kill that night.
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Post Post #5886  (isolation #760)  » Mon Dec 31, 2018 2:58 pm

Reroll, alignments reversed
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Post Post #5887  (isolation #761)  » Mon Dec 31, 2018 2:59 pm

Werewolf Jailkeeper
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Post Post #5888  (isolation #762)  » Mon Dec 31, 2018 3:00 pm

Follower (moderator chooses alignment)
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Post Post #5890  (isolation #763)  » Mon Dec 31, 2018 4:25 pm

Town Tooth Fairy

At any time, via sending a PM to the moderator, you may enable or disable all killing abilities other than factional kills; if you choose to disable them, any attempt to kill (other than a factional kill) will fail as though roleblocked. Kills made at Night will be treated as resolving at the end of the Night (thus, will fail if kills are disabled at that time).

As soon as I saw this is an actual standardised (if rarely used) role, I had to add it to this thread.
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Post Post #5891  (isolation #764)  » Mon Dec 31, 2018 4:27 pm

Town Permanent Alarmist

Each night, you may choose a player (other than yourself). That player will be immune to having their alignment, faction membership and/or win condition changed for the rest of the game.
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Post Post #5893  (isolation #765)  » Mon Dec 31, 2018 7:49 pm

Personal Encryptor (alignment chosen by moderator)

Whenever you have access to a private topic, daytalk is enabled for that private topic. (This applies to both things like scum factional topics, if the role is scum, and to topics created by Neighbourisers who happen to target the Personal Encryptor.)
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Post Post #5898  (isolation #766)  » Tue Jan 01, 2019 9:02 am

A duplicate of a random role existing elsewhere in the setup, but with alignment reversed
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Post Post #5899  (isolation #767)  » Tue Jan 01, 2019 9:09 am

A vanilla player with a win condition taken from the town win condition in the most recently concluded Open or Micro Open

This may require adding roles from that setup to this setup, if necessary to make the resulting win condition work. Of course, it might just be a Vanilla Townie.
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Post Post #5900  (isolation #768)  » Tue Jan 01, 2019 9:10 am

Pacifist Mafia Goon

Cannot personally perform nightkills (nor be the user of the factional kill).
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Post Post #5915  (isolation #769)  » Thu Jan 03, 2019 9:48 am

Flying Werewolf Goon

You have flying (you can be targeted only by other players with flying).

Why has nobody defined this yet on this page? Not every potential moderator is sufficiently keyed into the Grand Idea metagame to know what the modifier does from memory.
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Post Post #5920  (isolation #770)  » Tue Jan 08, 2019 10:51 pm

Reverse Inquisitor

Each night, choose a player. That player will be protected from kills that night. If your protection stops a kill, the player you protected will be recruited into your cult. Their role and abilities will not change (just their win condition), and you will be given a PT in which to talk to them.
Exceptions:
- Your protection (and thus your recruit) will not work on an anti-town player, unless they are self-aligned or the only remaining player of their faction.
- If all other killing roles are dead, your recruitment will work even if nobody attempts to kill your recruitment target (but will continue to fail on anti-town players who have friends).

The flavour here makes a surprising amount of sense. Sadly, I'm not sure that the balance does.
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Post Post #5931  (isolation #771)  » Fri Jan 25, 2019 1:33 am

Town Conspirator

You have a Neighbourize action that can be used each day phase, and resolves at the start of the following night (contrast with a regular Neighbourize, which can be used each night phase, and resolves at the start of the following day). You can change your mind about who to Neighbourize as often as you like through each day phase; only your last option will be taken.

Your neighbourhood is open only at night (no daytalk).

Once in the game, at night, you may choose to nightkill a member of your neighbourhood.
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Post Post #5948  (isolation #772)  » Thu Jan 31, 2019 4:26 pm

Mafia FBI Agent

Gets results of the form "third party", "not third party", or "no result" (i.e. this version is not specific to Serial Killers).

In post 5947, Allomancer wrote:Town Weak Science Teacher
Every night, you may target a player. If they are a member of a cult, they become a member of the town. If they are a member of the mafia, you die.


Deprogrammer is generally considered to be broken (in situations where it does anything at all), but then, so are a sizeable minority of other roles in this thread, so…
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Post Post #5955  (isolation #773)  » Thu Jan 31, 2019 4:59 pm

Town Mega-Deprogrammer

Each night, choose a player. If that player is cult-aligned, every member of their cult will become a Town Mason and lose all other abilities. (So the players in question keep the knowledge of each other's alignment and the ability to talk to each other, it's just that they're now town rather than cult.)

This is basically a less bastard(?) version of Deprogrammer, because at least it doesn't cause a proper subset of an informed minority to change faction, and thus there's no incentive to betray your former allies. It's a powerful effect if you hit with it, potentially outright winning the game for Town, but if you do, the game was likely very close to being won by Cult and thus both factions get the win for playing well.
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Post Post #5956  (isolation #774)  » Thu Jan 31, 2019 5:09 pm

Ascetic Trucemaker

Each night, you may submit to the moderator a list of every living player, along with a guess as to whether that player is town, groupscum, or third party. If all your guesses on such a list are correct, the game immediately ends and every player wins. This is not a night action in the traditional sense, e.g. it cannot be roleblocked or redirected and does not show up on Follower reports.

OK, so if this role is in the game, it's theoretically best for scum to claim. But it's unlikely you'll ever convince them of that, and the Ascetic modifier makes it at least moderately nonprovable.
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Post Post #5957  (isolation #775)  » Thu Jan 31, 2019 5:13 pm

Town Temporary Vengifier

Each night, you may choose a player. That player becomes Vengeful (in addition to their existing role) during the following Day.
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Post Post #5958  (isolation #776)  » Thu Jan 31, 2019 5:13 pm

Serial Killer

No modifiers, investigation or kill protection, etc..
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Post Post #5959  (isolation #777)  » Thu Jan 31, 2019 5:17 pm

Assimilator

Each night, you may attempt to kill a player. They will die unless protected, and their flip will be hidden (as though they were killed by a Janitor).

If you successfully kill a player, you will lose this ability and role. Instead, you will get the role of, and become a member of the faction of, the player you killed. In fact, it's almost like you replaced in for them: you get their night actions (not including shots of limited-shot abilities that have already been used), private topic access as of just before the player died (for topics pertaining to this game), previous night results, etc.. If that player was alignment-confirmed to any other player via a factional ability (such as the Mafia's knowledge of each others' alignment), your new alignment will be confirmed to those players.

You win if you achieve a victory condition assimilated from another player.
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Post Post #5960  (isolation #778)  » Thu Jan 31, 2019 5:20 pm

Self Direct Motivator (alignment chosen by moderator, defaulting to town)

Each night, you may target a player. If that player uses any night actions that night, you will cause them to use a copy of that action on you. (So their action goes through as normal, but they additionally use the same action a second time, targeting you.)
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Post Post #5961  (isolation #779)  » Thu Jan 31, 2019 5:29 pm

Town CPR Tracker

Each night, you may target a player. If that player takes a targeted night action, you will learn who it targeted. Otherwise, you will nightkill your target.

Yes, I know the flavour doesn't make any sense. But CPR is a fun modifier.
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Post Post #5962  (isolation #780)  » Thu Jan 31, 2019 5:39 pm

Sacrificial Cultist

(Note: when this role is rolled, it should be given to two players, not just one; or three players if the game has 12+ players and at most one other anti-town player.)

Each night, one member of your faction may sacrifice themself to attempt to recruit a player into your faction. Only Town-aligned players will be successfully recruited. (The faction also has typical groupscum powers, except for a nightkill; the sacrificial recruitment acts as a replacement for it.)

I've wanted to use this Cult variant for a while; it keeps the recruiting aspect but doesn't go out of control nor rely on a single cult leader. Additionally, as soon as it recruits, the presence of a cult becomes obvious, something which is often a problem with closed cult games. Obviously, it can only be used with players who tolerate a cult game, so Grand Idea is a plausible fit for that.
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Post Post #5963  (isolation #781)  » Thu Jan 31, 2019 5:40 pm

Reroll, except the resulting role is a Werewolf
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Post Post #5964  (isolation #782)  » Thu Jan 31, 2019 5:43 pm

Temporary Role Swapper (alignment chosen by moderator, defaulting to town)

Each night, choose two players. Those players will swap roles for the night; they will not be informed of this. (If their attempted night action becomes illegal as a result, due to not existing or due to having the wrong sort of target, they'll see the same results as if they were roleblocked. However, if they attempted to use a night action and their chosen targets still make sense with their new role, they'll use their new night action. If they were expecting to use an investigative action and end up using a different sort of action instead, they get a PM telling them that their action failed, despite the fact that they may have used an action that succeeded.)
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Post Post #5965  (isolation #783)  » Thu Jan 31, 2019 5:45 pm

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

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Post Post #5971  (isolation #784)  » Thu Jan 31, 2019 6:09 pm

Mafia Flagbearer

Allomancer wrote:
In post 5962, callforjudgement wrote:Sacrificial Cultist

(Note: when this role is rolled, it should be given to two players, not just one; or three players if the game has 12+ players and at most one other anti-town player.)

Each night, one member of your faction may sacrifice themself to attempt to recruit a player into your faction. Only Town-aligned players will be successfully recruited. (The faction also has typical groupscum powers, except for a nightkill; the sacrificial recruitment acts as a replacement for it.)

I've wanted to use this Cult variant for a while; it keeps the recruiting aspect but doesn't go out of control nor rely on a single cult leader. Additionally, as soon as it recruits, the presence of a cult becomes obvious, something which is often a problem with closed cult games. Obviously, it can only be used with players who tolerate a cult game, so Grand Idea is a plausible fit for that.

I really like this. You have to whittle down the town very, very slowly.


It's actually the same speed as a regular groupscum team; your night action leaves your faction the same size and reduces the number of townies by 1. You also have the lynch available as another means to eliminate townies. It's slow compared to regular Cults, but not compared to regular scum (which gives some idea of just how fast a regular Cult is!).
scum · scam · seam · team · term · tern · torn · town

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Post Post #5973  (isolation #785)  » Thu Jan 31, 2019 7:33 pm

I don't think that role's broken, but it would almost certainly suck to play.

Town Decisive Doctor

Once you protect someone, you must continue to protect that player every night until you die. (If they somehow die despite your Doctor protection, you must no-action from then onwards.)
scum · scam · seam · team · term · tern · torn · town

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Post Post #5988  (isolation #786)  » Mon Feb 18, 2019 12:43 am

Alien Jailkeeper, also change the alignment of the next role to be generated to Alien, overriding anything that post says about its alignment
scum · scam · seam · team · term · tern · torn · town

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Post Post #5990  (isolation #787)  » Mon Feb 18, 2019 2:14 am

Town Townie
scum · scam · seam · team · term · tern · torn · town

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Post Post #5996  (isolation #788)  » Thu Feb 21, 2019 3:29 pm

Town Reroll every role, including this one, but keep the alignments the same
scum · scam · seam · team · term · tern · torn · town

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Post Post #6011  (isolation #789)  » Thu Feb 28, 2019 1:05 pm

Bunker-dweller (non-Alien alignment chosen by moderator)

When rolling this role, another random non-Alien player becomes a Bunker-dweller.

You may talk with [the other Bunker-dweller] at any time.
[The other Bunker-dweller] is confirmed to not be Alien-aligned (but you have no other information; they might or might not be town-aligned).
scum · scam · seam · team · term · tern · torn · town

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Post Post #6035  (isolation #790)  » Fri Mar 15, 2019 12:06 am

Town Bodyblocker

Each night, choose a player. All actions targeting that player will fail. However, if that player would have died if not for your intervention, you die instead.
scum · scam · seam · team · term · tern · torn · town

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Post Post #6052  (isolation #791)  » Mon Apr 01, 2019 8:27 pm

In post 6050, Ircher wrote:Mafia Simple Doctor

Each night, you may attempt to protect a player from a single kill. Your action automatically fails if your target is not a vanilla role.

Why do we not have the town version of this (which is probably more useful in a setup)?

Town Simple Doctor

Each night, choose a player. If that player is a vanilla of their faction (e.g. Vanilla Townie, Mafia Goon, unmodified Serial Killer), they will be protected from one kill that night; otherwise, nothing happens. (You won't know whether or not your protection succeeded.)
scum · scam · seam · team · term · tern · torn · town

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Post Post #6055  (isolation #792)  » Mon Apr 01, 2019 8:32 pm

Town Decryptor

As long as you're alive, no private topic has daytalk. This takes precedence over game rules and Encryptor-type roles.
scum · scam · seam · team · term · tern · torn · town

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Post Post #6062  (isolation #793)  » Mon Apr 01, 2019 9:58 pm

Setup Sanitiser

When this role is rolled, the moderator should forcibly reroll setup any roles that they feel are unplayable, bastard in an unfun way, or excessively imbalanced (either in general, or in this setup in particular). Then this role should be rerolled.
scum · scam · seam · team · term · tern · torn · town

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Post Post #6063  (isolation #794)  » Mon Apr 01, 2019 9:59 pm

Town Odd Week Cop

Your Cop ability only functions if you submit the action in a week with an odd week number (using the ISO week date system, as explained on Wikipedia).
scum · scam · seam · team · term · tern · torn · town

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Post Post #6096  (isolation #795)  » Tue Apr 23, 2019 4:42 pm

Town Alien Babysitter

Each night, you may choose a player. All actions targeting that player (other than yours) will be blocked. If you die that night, your target will die as well.
You win with the town.
scum · scam · seam · team · term · tern · torn · town

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Post Post #6097  (isolation #796)  » Sun Apr 28, 2019 11:25 pm

Neutral Scumseeker

Each night, you may kill a player.

You win if you cause the death of more than half the scum (either by killing them personally, or being a vote on their wagon when they are lynched, or in cases where a night action you take or a night action taken on you somehow causes scum to die indirectly). You lose if this becomes no longer possible. When you win or lose, you leave the game.
scum · scam · seam · team · term · tern · torn · town

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Post Post #6105  (isolation #797)  » Wed May 08, 2019 9:26 pm

Town Cupid

Each Night, you may choose two players to make into Lovers with each other. (They will be informed of this.) If one of them dies that Night or any time afterwards, both die. They will also be given a Private Topic with each other at the start of the next Day. This action will fail if either person it is used on is already a Lover.
scum · scam · seam · team · term · tern · torn · town

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Post Post #6113  (isolation #798)  » Wed May 08, 2019 9:51 pm

Werewolf Neighbourizer

In post 6106, Ircher wrote:Town Post-Restricted Lie Detector

Each night, you may verify whether a post is logically true or false. For posts with multiple statements, all sentences must be true for a true result. "Ambiguous" is a valid result if a post consists of subjective statements or is paradoxical (e.g.: "This statement is false," is paradoxical).

You also have a post restriction that will cause you to be immediately modkilled if you break it, no warnings. You may not claim or otherwise hint at your role in any way. Anything that uses info from your role and goes beyond "I think X is scum/town because ~reasons..." (note that "~reasons" here is literal text) is likely to get you modkilled. (You can of course still push cases/white-knight people because of investigative results). Unless directly prompted (with no hinting at it from your end), you may not reference your post-restriction in any way.

Trying to balance overpowered roles with post restrictions is a bad idea and doesn't work. (This one is easy to get around via making the same post several times in a row, which isn't a post-restriction reference but immediately causes people to suspect that you have one. Upon being asked if you have one, you can say yes. Then people can search the Grand Idea thread and find the specific restriction, which will let people figure out the player's role.)
scum · scam · seam · team · term · tern · torn · town

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Post Post #6139  (isolation #799)  » Fri May 10, 2019 6:32 pm

Mafia Compulsive Visitor

Re: that Faith Healer, presumbly the kill you're protecting your target from doesn't count as a target?
scum · scam · seam · team · term · tern · torn · town

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