Grand Idea Mafia

This forum is for discussion related to the game.
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Post Post #6244 (isolation #800) » Wed May 22, 2019 5:52 pm

Post by callforjudgement »

Ascetic Bulletproof Serial Killer
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Post Post #6245 (isolation #801) » Wed May 22, 2019 5:54 pm

Post by callforjudgement »

Cow Goon


Member of a groupscum faction with no kill (but that otherwise functions like a Mafia/Werewolf faction, e.g. it has factional knowledge and communication)

If this role is rolled, during setup construction, alignments of other (randomly chosen) players are flipped to Cow until Cows make up ¼ of the playerlist (rounded to the nearest integer).
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Post Post #6397 (isolation #802) » Tue Jun 18, 2019 4:55 am

Post by callforjudgement »

Town Reflexive Reflexifier


Anyone who targets you will become Reflexive for the night, using a copy of the same night action they target you with on anyone who targets them. (For example, if a Vigilante shoots you, they'll act as a PGO that night, additionally shooting anyone who targets them.)
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Post Post #6402 (isolation #803) » Wed Jun 19, 2019 4:26 pm

Post by callforjudgement »

Alien Vanillaiser


Grand Idea Mafia without rerolling unbalanced roles is normally completely broken; many of the roles in the thread are unplayably overpowered. (I can see an argument for rerolling unbalanced roles but not unbalanced setups, but either way, playing an unbalanced game tends not to work so well.)
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Post Post #6404 (isolation #804) » Wed Jun 19, 2019 4:35 pm

Post by callforjudgement »

Town Bodyguard


It might be nice to have some guidelines to, e.g., get the faction mix correct (I'm guessing something like 1 useful town power role : 2 town with no useful power role : 1 scum is correct, but who knows, it'll depend on how powerful the roles are).
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Post Post #6406 (isolation #805) » Wed Jun 19, 2019 4:45 pm

Post by callforjudgement »

Recruitable Mafia Traitor
(recruited if scum try to NK them)

You also need "at least 1 scum", not that that's normally a problem in Grandest.
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Post Post #6411 (isolation #806) » Wed Jun 19, 2019 4:53 pm

Post by callforjudgement »

Role with No Name


Just a VT.
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Post Post #6419 (isolation #807) » Wed Jun 19, 2019 5:32 pm

Post by callforjudgement »

In post 6412, Gamma Emerald wrote:
Nameless One

You are immune to all forms of death until the first death, then you take that player's role. The flip of the one whose role is taken should be redacted.
Assimilator


You have a nightkill, and a Survivor win condition until you kill someone with it. When you do kill someone, their flip will be redacted, and you take over their role and win conditoin, which entirely replaces this role and win condition.
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Post Post #6441 (isolation #808) » Fri Jun 21, 2019 12:27 pm

Post by callforjudgement »

Atheist Townie


If you become a member of a Cult, you will continue to investigate as though you were Town-aligned.
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Post Post #6449 (isolation #809) » Sat Jun 22, 2019 12:41 pm

Post by callforjudgement »

Town Inventor
(reroll five times to determine which inventions they get to give out, looking only at the role and ignoring the alignment)
In post 6444, Firefly7 wrote:so we can just post crazy role ideas in here and some unlucky chap might get them some day?
Pretty much. This has, fairly inevitably, turned out to be a bad idea, but it doesn't stop mods trying :-D
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Post Post #6559 (isolation #810) » Thu Jul 04, 2019 2:52 pm

Post by callforjudgement »

The Role That Must Not Be Named
(alignment chosen by moderator)

Any time a player would learn the name of this role (e.g. they're a Rolecop who scanned you), that player is eliminated.
Any time the name of your role would be posted publicly (e.g. you're eliminated and flipped), that part of the role name is redacted.
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Post Post #6572 (isolation #811) » Sat Jul 06, 2019 11:12 am

Post by callforjudgement »

Mafia Combined Roleblocker Goon


When you kill someone with the factional kill, you roleblock them as well.
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Post Post #6573 (isolation #812) » Sat Jul 06, 2019 11:17 am

Post by callforjudgement »

Neutral Protective-Loving Doctor


Each night, you may protect a player from one kill.

You win and leave the game if players with protective abilities have as many or more votes as players without protective abilities. You lose if this becomes impossible. (The game will not end until this has been decided one way or the other; and you do not necessarily lose if you die, although after death you'll likely be unable to influence your victory condition.)

[Mod note: if this role is rolled, add a Doctor, Bodyguard or Jailkeeper ability (chosen at random) to another player's role.]
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Post Post #6574 (isolation #813) » Sat Jul 06, 2019 11:18 am

Post by callforjudgement »

Neutral Town Sympathiser


You win if town wins. You are not, however, a townie (and thus, e.g., investigate as third party). You do nonetheless count as a threat to scum (and not a threat to town).
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Post Post #6576 (isolation #814) » Sat Jul 06, 2019 4:33 pm

Post by callforjudgement »

Town 2-shot Compulsive? Bonus Round


Twice in the game at night, you can activate your ability. This causes the next Day phase to be skipped, and scum factional kills to fail the following Night.

This ability is compulsive unless you have only one shot left (if you have only one shot left, you can choose whether or not to use the ability).
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Post Post #6577 (isolation #815) » Sat Jul 06, 2019 4:38 pm

Post by callforjudgement »

Town 4-Shot Compulsive Mass-Reloading Doctor


On four nights in the game, you may protect a player of your choice from one kill. This ability is compulsive, and must be used whenever possible.

Along with this role PM, the moderator has sent you a list of all players with X-shot abilities (including yourself), along with a 1d6-1 dice roll for each of them. (The actual abilities aren't listed, just the fact that the player has an X-shot ability.) Whenever you use your last remaining shot, each of those players regains a number of shots equal to the value of the dice roll. (As such, if your dice rolls more than a 0, you will be able to use the Doctor ability indefinitely, at the cost? of reloading other players' limited-shot abilities.)
Last edited by callforjudgement on Sat Jul 06, 2019 5:23 pm, edited 1 time in total.
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Post Post #6584 (isolation #816) » Sun Jul 07, 2019 11:12 am

Post by callforjudgement »

Role Swapper
(alignment chosen by moderator)

Each night, you may choose two players. They swap roles with each other (but their alignments/wincons stay the same, so it's only personal abilities that are swapping, not factional abilities).
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Post Post #6587 (isolation #817) » Tue Jul 09, 2019 1:59 pm

Post by callforjudgement »

Replaced In Dead Thread


This is a mod note (i.e. not visible in the role PM) that gets attached to another role. Reroll to find out the role and alignment that the player will be given in their role PM. They actually have that role and alignment. However, if they die, 1-4 phases after death (chosen at random) the mod will post a message about that player being replaced. (The mod makes their own choice about who the replacement is shown as, and whether or not it's someone associated with the game. A spectator would be an obvious choice, if there is one, as they'd be in the dead thread already.)
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Post Post #6589 (isolation #818) » Tue Jul 09, 2019 2:18 pm

Post by callforjudgement »

Informed Townie


The mod rerolls until they get an active investigative role, then simulates one use of that role's ability on a randomly chosen target, and works out what the result would be. You get that information mod-confirmed to you pregame (you don't get the actual investigative role itself).

As usual, the role PM will just be "Informed Townie" and the information, without information on how it was generated.
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Post Post #6590 (isolation #819) » Tue Jul 09, 2019 2:46 pm

Post by callforjudgement »

Bulletproof Reflexive Cult Leader


Whenever a player targets you, they become a Bulletproof Reflexive Cult Leader in the same cult as you. (You don't have an active night ability.)
As an exception, players who are a) not town, and b) not alone in their faction, will be vanillaised rather than converted.

You win when your cult can outvote all other factions.
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Post Post #6592 (isolation #820) » Tue Jul 09, 2019 3:00 pm

Post by callforjudgement »

Town Randomly Targeting Cop


You'll be told the alignment of your target, but not who you targeted (which is chosen randomly by the mod). Your ability does target (even though you can't target it), so, e.g., a Tracker ability aimed at you will see who you target.
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Post Post #6593 (isolation #821) » Tue Jul 09, 2019 3:01 pm

Post by callforjudgement »

Self-Aware Paranoid Cop
(alignment chosen by moderator)

Each night, you may target a player. The moderator will tell you that that player is Mafia-aligned, regardless of their actual alignment.

Mod notes: there are no mod notes, that's the actual text of the role PM.
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Post Post #6600 (isolation #822) » Wed Jul 10, 2019 3:24 am

Post by callforjudgement »

Werewolf Compulsive Ordered Repeating Motivator


On Night 1, you target the first player in the playerlist. On Night 2, you target the second player, and so on.
The effective behaviour of this power role is to add a additional Night phase immediately after each regular Night phase, on which only the targeted player can act. However, instead of actually running through both Night phases, the targeted player is informed that there might be an additional Night phase in which only they can act, and asked to send in their actions at the same time as their actions for the regular Night phase. If the action succeeds, the additional Night phase will be simulated as Instant Night.
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Post Post #6604 (isolation #823) » Wed Jul 10, 2019 10:37 am

Post by callforjudgement »

Number Randomization


Reroll this role. When the setup is finished, randomize all numbers in all roles, rolling 1d6 for each and replacing that number with the number rolled. (For example, a Night 3 Cop might become a Night 1 Cop, a Night 2 Cop, …, a Night 6 Cop.) If the same number is used multiple times in a role PM, replace all instances of that number simultaneously, don't roll separately for each of them.
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Post Post #6607 (isolation #824) » Wed Jul 10, 2019 12:34 pm

Post by callforjudgement »

Named Werewolf Goon


You're just a Werewolf Goon, but give the same result as a Named Townie named "Named Townie" would on Rolecop reports.
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Post Post #6608 (isolation #825) » Wed Jul 10, 2019 12:34 pm

Post by callforjudgement »

Reroll, alignment reversed
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Post Post #6609 (isolation #826) » Wed Jul 10, 2019 12:35 pm

Post by callforjudgement »

Flying Town Tracker


You have
flying
(you can only be targeted by players with
flying
). Apart from that, you're a regular Town Tracker.
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Post Post #6610 (isolation #827) » Wed Jul 10, 2019 12:40 pm

Post by callforjudgement »

Town 1-shot Coalitioner


Once per game, you may submit a list of players whose size is equal to half the number of living players (rounded up). If all those players have a town-compatible win condition (i.e. in the absence of interference from alignment/wincon-changing roles, it's possible for that player to win and Town to also win, most likely because the player is Town), then the game ends, with Town winning and any non-Town players on the list also winning (any player off the list wins or loses depending on whether they've achieved their stated win condition). Exception: this role will always fail to no effect unless at least two players without town-compatible win conditions are alive.
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Post Post #6611 (isolation #828) » Wed Jul 10, 2019 12:44 pm

Post by callforjudgement »

Town Combined Alarmist FBI Agent


Each night, choose a player. That player's alignment and win condition will be protected against changes that night (i.e. abilities that would change that player's win condition or alignment have no effect on the player, even if they succeed); additionally, you will learn whether or not that player has a third-party alignment (you won't learn which third-party/non-third-party alignment they have).
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Post Post #6629 (isolation #829) » Fri Jul 12, 2019 10:26 am

Post by callforjudgement »

Werewolf Rolecop

In post 6628, Irrelephant11 wrote:
Town Open Setup


Named townie, except also because of you the entire list of roles being used in the game is posted in the thread D1 (though not who they belong to).
This is completely broken; the vast majority of Grand Idea-generated setups are broken by D1 massclaim if it's known which roles exist (some may be broken like that even if it's not known which roles exist!), and in addition to causing the setup to be broken, the posted roles list will allow the players to determine whether the setup is broken and therefore whether they should massclaim.
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Post Post #6646 (isolation #830) » Sun Jul 14, 2019 1:33 pm

Post by callforjudgement »

Werewolf Roleblocker

In post 6642, Korina wrote:Does my role fix that?
Not really, if the roles don't generate together there's no fix at all, and if they do generate together the setup's still broken, just for a different team.
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Post Post #6655 (isolation #831) » Sun Jul 14, 2019 1:47 pm

Post by callforjudgement »

Mafia Rolecop

In post 6648, Korina wrote:I mean, it mitigates mass-claims, because anyone saying claim gets shot.
It's actually more likely to
cause
claims than prevent them. The word "claim" is easily used by mistake, so the player with the role would have to be careful to
actually
claim (with different wording) in order to let players know not to use the word in question.
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Post Post #6664 (isolation #832) » Sun Jul 14, 2019 3:58 pm

Post by callforjudgement »

Town 1-shot Self-Reviver


The first time you die, you remain dead for a phase, then revive and rejoin the game. (You don't have access to the dead thread or the like.)
The first time you die, you flip as "Vanilla Townie", not as your actual role.
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Post Post #6666 (isolation #833) » Sun Jul 14, 2019 4:00 pm

Post by callforjudgement »

Town Death-Disguised Weak Hider


Almost just a Normal Weak Hider, but flips as "Vanilla Townie". The player with the role is aware of this.
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Post Post #6694 (isolation #834) » Fri Jul 19, 2019 8:19 am

Post by callforjudgement »

Reroll, alignment reversed


Seriously, though, mods need to stop playing Grand Idea without any filters on. There are
way
too many junk or unbalanced roles in the thread at this point; pretty much the only way to use the thread is as a starting point for a setup. (Not to mention that many of the roles don't function correctly because hidden aspects of them, ranging from alignment to mod noted, are easily figured out by checking the thread; this is something that most mods are likely to miss.)
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Post Post #6695 (isolation #835) » Fri Jul 19, 2019 8:20 am

Post by callforjudgement »

Town Jack of All Trades (Sane Cop, Naive Cop, Paranoid Cop)


You don't know which of your three Cop actions is which (they appear as "Cop A", "Cop B", "Cop C" with the correspondence with sanities randomized). All you know is that one of your investigations is Sane (a normal Cop returning Town-compatible or anti-Town), one is Naive (always returns Town-compatible), one is Paranoid (always returns anti-Town).
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Post Post #6699 (isolation #836) » Fri Jul 19, 2019 8:32 am

Post by callforjudgement »

Town 1-shot Conditional Governor


Once in the game, in twilight, you can choose a player other than yourself and the lynched player. If the chosen player is town, the lynch is cancelled and the vote count reset. Otherwise, nothing happens.
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Post Post #6700 (isolation #837) » Fri Jul 19, 2019 8:33 am

Post by callforjudgement »

Werewolf, reroll twice for role and combine the resulting roles into a single role
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Post Post #6751 (isolation #838) » Fri Jul 19, 2019 6:57 pm

Post by callforjudgement »

A random role from the most recently completed Mini Theme
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Post Post #6781 (isolation #839) » Tue Jul 23, 2019 4:29 am

Post by callforjudgement »

Town Cultmagnet


While you are Town-aligned any Cult Recruiter actions used by anyone get automatically redirected onto you. (Your alignment does not change naturally, only if someone recruits you.)
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Post Post #6790 (isolation #840) » Thu Jul 25, 2019 11:05 am

Post by callforjudgement »

Town 1-shot Combined Vigilante Janitor Coroner


Once in the game at night, you can kill a player. If the kill succeeds, that player's flip will be hidden from players in general, but you will be able to see it (i.e. if the kill succeeds, you learn what your target's role and alignment was). When you learn a player's flip privately via this means, the flip cannot be tampered with (e.g. by roles like Death Miller).
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Post Post #6827 (isolation #841) » Fri Jul 26, 2019 9:25 pm

Post by callforjudgement »

Town Converse-Loyal Miller


You investigate as scum to other townies, but as town to scum.
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Post Post #6828 (isolation #842) » Fri Jul 26, 2019 9:31 pm

Post by callforjudgement »

Werewolf Firefighter
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Post Post #6829 (isolation #843) » Fri Jul 26, 2019 9:31 pm

Post by callforjudgement »

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Post Post #6830 (isolation #844) » Fri Jul 26, 2019 9:34 pm

Post by callforjudgement »

The most complex role from the last three completed Mini Themes
(in cases where it isn't obvious, go by the number of words in the Role PM)
scum
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Post Post #6831 (isolation #845) » Fri Jul 26, 2019 9:38 pm

Post by callforjudgement »

Amber-Flagged Goon


You are apparently a member of the Mafia (with PT access, a say in the nightkill, etc., and the other Mafia think you have the normal Mafia win condition), but have a different win condition: "You win if at least half the players in the Mafia PT are still alive on Night [4 for a Micro, 5 for a Mini, 6 for a Large], and lose if more than half of those players die by that point". If you win or lose while alive and the game is still ongoing, you leave the game and a randomly chosen Mafia member becomes a secret doublevoter (i.e. able to cast an anonymous second vote by PM).
scum
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town
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Post Post #6832 (isolation #846) » Fri Jul 26, 2019 10:16 pm

Post by callforjudgement »

Town Singer


If and when you die during the Night, a random townie will be chosen, and their identity and role PM will be posted to every anti-town player.
scum
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town
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Post Post #6833 (isolation #847) » Fri Jul 26, 2019 10:18 pm

Post by callforjudgement »

(alignment chosen by moderator)

When you are lynched, you may choose a player during the following night; a Rolecop result on that player will be posted publicly on the morning of the following Day.
scum
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town
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Post Post #6834 (isolation #848) » Fri Jul 26, 2019 10:21 pm

Post by callforjudgement »

Town Inventor (Doctor, Doctor, Doctor)
scum
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Post Post #6835 (isolation #849) » Fri Jul 26, 2019 10:23 pm

Post by callforjudgement »

Town Loyal Sidekick


Each night, choose a player and specify a role. If the chosen player has the chosen role
and
is town-aligned, you will learn the fact. In any other case (target is scum, target doesn't have the specified role, your action gets blocked), your action will fail and you will learn nothing as a result (you cannot distinguish between the three failure cases).
scum
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town
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callforjudgement
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Post Post #6836 (isolation #850) » Fri Jul 26, 2019 10:24 pm

Post by callforjudgement »

Mafia Semi-Priest


You cannot hammer any player on
randomly chosen list of ¼ of the players, rounded down
. If you attempt to do so, you will be modkilled.
scum
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Post Post #6837 (isolation #851) » Fri Jul 26, 2019 10:26 pm

Post by callforjudgement »

Bulletproof Reflexive Quitter
(alignment chosen by moderator).

You cannot be killed by other players overnight. However, if any non-killing action succeeds on you overnight, that causes you to leave the game (the equivalent of dying).

Something quite similar to this got posted in the Worst Roles thread a while ago, but it really isn't as Worst as most of them are.
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town
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Post Post #6838 (isolation #852) » Fri Jul 26, 2019 10:30 pm

Post by callforjudgement »

Werewolf Banker


Each night, you may target a player. That player will appear, on Tracker-like investigations, to have targeted you (even though the actual target of their ability, if any, won't have changed). If that player has an investigative role, it will return the result that is as favourable as possible to its actual target, regardless of whether that result is correct or not.
scum
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town
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Post Post #6839 (isolation #853) » Fri Jul 26, 2019 10:31 pm

Post by callforjudgement »

(alignment chosen by moderator)

Each night, you may PM the moderator a prediction as to the following day's lynch (or a prediction that the following day will not have a lynch).
Each night, if you made a correct prediction the previous night, you may kill a player. This kill is independent of any other killing abilities you might have access to, and can multitask with other abilities.
scum
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town
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callforjudgement
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Post Post #6840 (isolation #854) » Fri Jul 26, 2019 10:33 pm

Post by callforjudgement »

Mafia with a factional ability


Reroll until you find a role with an active, targeted night ability. That ability becomes a factional ability for your entire faction, rather than something belonging to you personally (i.e. it causes the Mafia to have additional abilities this game above what they would normally have). Just like the factional kill, only one Mafia member can activate it each Night.
scum
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town
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callforjudgement
callforjudgement
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Post Post #6841 (isolation #855) » Fri Jul 26, 2019 10:34 pm

Post by callforjudgement »

Serial Killer with Groupscum Envy


Starts the game as a normal Serial Killer. However, if it's still alive at the start of Night 3, it joins the largest remaining groupscum faction, becoming a permanent member of that faction and losing its Serial Killer abilities. (The player with this role is aware of this.)
scum
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town
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callforjudgement
callforjudgement
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Post Post #6842 (isolation #856) » Fri Jul 26, 2019 10:37 pm

Post by callforjudgement »

One-shot Werewolves


You're a Werewolf, but if this role is rolled, it changes the normal kill rules for the Werewolf faction:
every
member gets a kill Night 1, but from then on they can never kill again.
scum
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town
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callforjudgement
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Post Post #6843 (isolation #857) » Fri Jul 26, 2019 10:40 pm

Post by callforjudgement »

Town Switchable (Supersaint, Vigilante)


Another player in the setup (chosen randomly) gets the ability to choose, each Night and pregame, whether you will be a Supersaint the following Day, or a Vigilante the following Night. If they die, the choice becomes locked in place. You will always be aware of which of the two roles you have.
scum
· scam · seam · team · term · tern · torn ·
town
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callforjudgement
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Post Post #6844 (isolation #858) » Fri Jul 26, 2019 10:40 pm

Post by callforjudgement »

Town Claustrophobic Cop


Your Cop ability fails, returning no result, if anyone else targets the same player that you do.
scum
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town
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callforjudgement
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Post Post #6845 (isolation #859) » Fri Jul 26, 2019 10:44 pm

Post by callforjudgement »



Like an Inventor, but you give out modifiers/passives rather than active abilities. As usual, only one modifier/passive can be given per night, and each modifier/passive can only be given once.
Last edited by callforjudgement on Fri Jul 26, 2019 10:50 pm, edited 1 time in total.
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town
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Post Post #6846 (isolation #860) » Fri Jul 26, 2019 10:45 pm

Post by callforjudgement »

Combined Alarmist Voyeur
(alignment chosen by moderator, except not Cult because that's ridiculous)
scum
· scam · seam · team · term · tern · torn ·
town
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callforjudgement
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Posts: 3972
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Post Post #6847 (isolation #861) » Fri Jul 26, 2019 10:47 pm

Post by callforjudgement »

Compulsive Anti-Neighbouriser
(alignment chosen by moderator)

At the start of the game, every player except you is in a neighbourhood together. You have a compulsive night action that removes players from the neighbourhood (cutting off their read and write access). You can't target the same player twice.
scum
· scam · seam · team · term · tern · torn ·
town
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callforjudgement
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Post Post #6848 (isolation #862) » Fri Jul 26, 2019 10:47 pm

Post by callforjudgement »

Reroll twice, take the role from the first roll and alignment from the second roll
scum
· scam · seam · team · term · tern · torn ·
town
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callforjudgement
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Microprocessor
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Post Post #6850 (isolation #863) » Fri Jul 26, 2019 10:49 pm

Post by callforjudgement »

Town Explosive Fruit Vendor


Your night action gives players fruit (they're informed of this, as normal, and are not informed of any difference between the gifted fruit and regular fruit). However, if a player who was gifted fruit by you becomes the target of a night action on a subsequent Night, they die.
scum
· scam · seam · team · term · tern · torn ·
town
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callforjudgement
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Microprocessor
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Post Post #6851 (isolation #864) » Fri Jul 26, 2019 10:52 pm

Post by callforjudgement »

Faction combination


When this role is rolled, the rest of the setup is adjusted to combine the two smallest anti-town factions (merging together their factional abilities, although removing duplication of things like kills). Then reroll this role.
scum
· scam · seam · team · term · tern · torn ·
town
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callforjudgement
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Post Post #6852 (isolation #865) » Fri Jul 26, 2019 10:53 pm

Post by callforjudgement »

Rerollable role


Reroll to find out what role and alignment you have. You may, once during the game, reroll your role, but will then be stuck with the new role. (Your alignment doesn't change.)
scum
· scam · seam · team · term · tern · torn ·
town
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callforjudgement
Microprocessor
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Post Post #6853 (isolation #866) » Fri Jul 26, 2019 10:55 pm

Post by callforjudgement »

Monty Hall rerollable role


Reroll to find out what role and alignment you have. The moderator then rerolls twice more secretly, decides which of the resulting roles is more powerful, and lets you know what the less powerful role was. You may at any point in the game choose to change to the (unknown) more powerful resulting role (without changing alignment), but that change will be permanent and you won't know what the role is until you change.
scum
· scam · seam · team · term · tern · torn ·
town
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callforjudgement
callforjudgement
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Post Post #6854 (isolation #867) » Fri Jul 26, 2019 10:56 pm

Post by callforjudgement »

Town Night 2 (Bulletproof Lightning Rod)
scum
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town
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callforjudgement
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Post Post #6855 (isolation #868) » Fri Jul 26, 2019 10:57 pm

Post by callforjudgement »

Serial Killer Nexus


All actions targeted at you will have their targets randomized. (This isn't recursive, so if you get randomly chosen as the target for the retargeted action, it will affect you rather than being retargeted again.)
scum
· scam · seam · team · term · tern · torn ·
town
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callforjudgement
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Microprocessor
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Post Post #6856 (isolation #869) » Fri Jul 26, 2019 10:58 pm

Post by callforjudgement »

(alignment chosen by moderator)
scum
· scam · seam · team · term · tern · torn ·
town
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callforjudgement
Microprocessor
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Microprocessor
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Post Post #6857 (isolation #870) » Fri Jul 26, 2019 10:58 pm

Post by callforjudgement »

scum
· scam · seam · team · term · tern · torn ·
town
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callforjudgement
callforjudgement
Microprocessor
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Microprocessor
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Post Post #6858 (isolation #871) » Fri Jul 26, 2019 10:58 pm

Post by callforjudgement »

Town Night 4 Vigilante
scum
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town
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callforjudgement
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Post Post #6859 (isolation #872) » Fri Jul 26, 2019 11:00 pm

Post by callforjudgement »

Town Bulletproof Postrange Self-Watcher


Whenever a player targets you, the moderator will let you know the approximate post count of the player who targeted you: bottom quarter, second-bottom quarter, second-top quarter, or top quarter of the activity overview.
scum
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town
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callforjudgement
callforjudgement
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Post Post #6861 (isolation #873) » Fri Jul 26, 2019 11:03 pm

Post by callforjudgement »

Town Night 2 Imprecise Cop


On Night 2 only, you may choose three players. The moderator will pick two of them at random, and let you know their alignments. However, you won't know which of the players were chosen, nor which alignment corresponds to which player.
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town
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callforjudgement
callforjudgement
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Post Post #6862 (isolation #874) » Fri Jul 26, 2019 11:04 pm

Post by callforjudgement »

Town Loyal Bodyguard
scum
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town
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Post Post #6863 (isolation #875) » Fri Jul 26, 2019 11:05 pm

Post by callforjudgement »

Mafia Rolecop
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callforjudgement
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Post Post #6864 (isolation #876) » Fri Jul 26, 2019 11:05 pm

Post by callforjudgement »

Roledoctor
(alignment chosen by moderator)

Each night, you may choose a player. That player will be protected from abilities that negatively impact their role (such as Vanillaisers, unless they happen to have a negative-utility role and thus vanillaisation is positive for them).
scum
· scam · seam · team · term · tern · torn ·
town
User avatar
callforjudgement
callforjudgement
Microprocessor
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Microprocessor
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Post Post #6865 (isolation #877) » Fri Jul 26, 2019 11:07 pm

Post by callforjudgement »

Neighbouriser
(alignment chosen by moderator)
scum
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town
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callforjudgement
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Post Post #6866 (isolation #878) » Fri Jul 26, 2019 11:07 pm

Post by callforjudgement »

Decryptor
(alignment chosen by moderator)

While you are alive, no private topics have daytalk.
scum
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town
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Post Post #6867 (isolation #879) » Fri Jul 26, 2019 11:08 pm

Post by callforjudgement »

Deadline Disabler
(alignment chosen by moderator)

While you are alive, game Days have no deadline.
scum
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town
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Post Post #6868 (isolation #880) » Fri Jul 26, 2019 11:10 pm

Post by callforjudgement »

Overt Vote Count Disabler
(alignment chosen by moderator)

While you are alive, the moderator will not produce vote counts.
At the start of Day 1, your role (but not alignment) will be publicly confirmed.
scum
· scam · seam · team · term · tern · torn ·
town
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Microprocessor
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Post Post #6869 (isolation #881) » Fri Jul 26, 2019 11:10 pm

Post by callforjudgement »

Orange Townie


Named Townie.
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town
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Post Post #6870 (isolation #882) » Fri Jul 26, 2019 11:11 pm

Post by callforjudgement »

Town Flying Motion Detector


In addition to being a motion detector, you have
flying
(you can only be targeted by other players with
flying
).
scum
· scam · seam · team · term · tern · torn ·
town
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callforjudgement
callforjudgement
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Post Post #6872 (isolation #883) » Fri Jul 26, 2019 11:14 pm

Post by callforjudgement »

Pacifist Mafia Goon


Cannot perform kills (neither the factional kill nor, e.g., kills from Inventions). Otherwise identical to a regular Mafia Goon.
scum
· scam · seam · team · term · tern · torn ·
town
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callforjudgement
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Post Post #6873 (isolation #884) » Fri Jul 26, 2019 11:15 pm

Post by callforjudgement »

Mafia Double Day Enabler


As long as you are alive, the game is Double Day (i.e. there are two lynches each day, not one).
scum
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town
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callforjudgement
callforjudgement
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Post Post #6874 (isolation #885) » Fri Jul 26, 2019 11:15 pm

Post by callforjudgement »

Werewolf Flagbearer
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Post Post #6875 (isolation #886) » Fri Jul 26, 2019 11:16 pm

Post by callforjudgement »

1-shot Governor
(alignment chosen by moderator)
scum
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town
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callforjudgement
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Post Post #6876 (isolation #887) » Fri Jul 26, 2019 11:17 pm

Post by callforjudgement »

Reroll until you get a power role, change the alignment of the resulting role to Mafia, it's now Odd Night (or Odd Day if applicable)
scum
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callforjudgement
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Post Post #6877 (isolation #888) » Fri Jul 26, 2019 11:18 pm

Post by callforjudgement »

JOAT whose shots are the other power roles that exist in the setup
(alignment chosen by moderator)
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Post Post #6879 (isolation #889) » Fri Jul 26, 2019 11:20 pm

Post by callforjudgement »

Absorber Extractor
(alignment chosen by moderator)

Absorbs abilities used on them (and not abilities of people they kill), regardless of alignment.
Each night, may choose a player; gains all of that player's passive abilities and modifiers (but not their active or factional abilities).
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callforjudgement
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Post Post #6880 (isolation #890) » Fri Jul 26, 2019 11:21 pm

Post by callforjudgement »

Cult Leader Insane Flagbearer


When you die, all Cultists (alive and dead) become Werewolves.
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callforjudgement
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Post Post #6881 (isolation #891) » Fri Jul 26, 2019 11:22 pm

Post by callforjudgement »

Nullifier
(alignment chosen by moderator)

Each night, choose a player; you will roleblock them, and any passive abilities and modifiers they may have will be suppressed for the duration of the Night. This ability can affect Ascetic players, but not players who are commuting.
scum
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Microprocessor
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Post Post #6882 (isolation #892) » Fri Jul 26, 2019 11:23 pm

Post by callforjudgement »

Copying Redirector
(alignment chosen by moderator)

Each night, choose two players. Any abilities used by the first chosen player will be redirected onto the second, but will
also
be used on their original target as well.
scum
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town
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callforjudgement
callforjudgement
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Post Post #6883 (isolation #893) » Fri Jul 26, 2019 11:25 pm

Post by callforjudgement »

Control Freak Neighbouriser
(alignment chosen by moderator)

A normal Neighbouriser, except that you have mod powers in the Neighbourhood and are allowed to edit, delete, etc. posts at will, also to remove players from it. (You may not add additional people to the Neighbourhood, nor remove the game moderator's access.) Your role (but not alignment) will be public knowledge to everyone in your neighbourhood.
scum
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callforjudgement
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Post Post #6884 (isolation #894) » Fri Jul 26, 2019 11:27 pm

Post by callforjudgement »

Town Insane Global Watcher


At the end of each night, for each player, you will be given the name of a random player who did
not
target that player that night.
scum
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callforjudgement
callforjudgement
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Microprocessor
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Post Post #6899 (isolation #895) » Tue Aug 06, 2019 2:00 pm

Post by callforjudgement »

Confuser
(alignment chosen by moderator)

Each night, choose a player. If that player attempts to use a night action that night, its target will be randomized among all viable targets. (Viable targets are targets that the player could plausibly have targeted, e.g. scum aren't viable targets for their own nightkill.)
scum
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Post Post #6900 (isolation #896) » Tue Aug 06, 2019 2:01 pm

Post by callforjudgement »

Reroll, except opposite alignment and self aware


Reroll, and reverse the alignment of the resulting role. If the role has any "mod notes" or other hidden features, the player receiving the role learns about those too.
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Post Post #6904 (isolation #897) » Tue Aug 06, 2019 4:17 pm

Post by callforjudgement »

Town Random Action


Each night, choose a target. Then the moderator will roll at random on the Grand Idea Mafia list until they find a role with a single active ability; you use that ability on the chosen target. You won't be told what ability you used (although in some cases it may be possible to guess), and each use of the ability is a separate roll (i.e. you're using a random action each time, not a single random action every time).
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Post Post #6921 (isolation #898) » Mon Aug 12, 2019 1:30 pm

Post by callforjudgement »

Anonymous Townie


Named Townie with a misleading name.
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Post Post #6990 (isolation #899) » Wed Aug 14, 2019 12:57 pm

Post by callforjudgement »

Hidden Bulletproof Townie


Bulletproof Townie that gets a VT PM. (They show as "Hidden Bulletproof" on Rolecop results and the like, and "Hidden Bulletproof Townie" in flips.)
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Post Post #6991 (isolation #900) » Wed Aug 14, 2019 1:00 pm

Post by callforjudgement »

Town Restless Spirit


Even after you are eliminated, you still have a vote. However, you may only make one post per game Day, and it must be a naked vote post with no additional text.
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Post Post #6992 (isolation #901) » Wed Aug 14, 2019 1:03 pm

Post by callforjudgement »

Behated Princess
(alignment chosen by moderator)

If and when you are lynched, the following Night phase is skipped.
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Post Post #7004 (isolation #902) » Thu Aug 15, 2019 5:03 pm

Post by callforjudgement »

Town Modified Psychiatrist


Each night, you may choose a player. If that player's win condition is not Town, Mafia, Werewolf, or Alien, that player's entire faction has its win condition changed by adding "You also win if town wins." at the end; players whose win condition is modified this way no longer count as "threats to the town" and thus do not prevent a town victory. Every player whose win condition is changed this way is informed of the fact.
Last edited by callforjudgement on Thu Aug 15, 2019 5:10 pm, edited 1 time in total.
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Post Post #7005 (isolation #903) » Thu Aug 15, 2019 5:10 pm

Post by callforjudgement »

Outliver


At the start of the game, the moderator will send you the name of two players (other than yourself). You win if you outlive both those players (i.e. they die before you do). If you win, you immediately leave the game (your win does not prevent other players also winning).
Endgame rules: the game continues as long as there is still doubt about whether or not you will outlive both players. For example, if the setup consists of you, a Townie you have to outlive, and 3 Mafia you don't have to outlive, the game continues even though it will almost certainly be an inevitable Mafia win, because whether or not you win depends on what order the Mafia decide to endgame players.

Designed as a less broken Lyncher. That said, it probably still doesn't work that well? At least it's less broken than many of the roles in this thread, where a regular Lyncher wouldn't be out of place.
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Post Post #7006 (isolation #904) » Thu Aug 15, 2019 5:12 pm

Post by callforjudgement »

Townie In Motion


Motion Detectors, and similar roles that check for whether or not a player has used any action, will see you as performing an action every night. You don't actually have an action, though.
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Post Post #7007 (isolation #905) » Thu Aug 15, 2019 5:13 pm

Post by callforjudgement »

Werewolf Non-Consecutive-Night Commuter


Not Multitasking (unless some other role modifies it to be Multitasking), e.g. cannot perform the factional kill while commuting.
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Post Post #7008 (isolation #906) » Thu Aug 15, 2019 5:15 pm

Post by callforjudgement »

Alien Rolegodfather


Pregame, choose a post in the Grand Idea Mafia thread. Rolecop-style investigations on you will return results as though your role were the chosen role, but your role does not actually change.

As an Alien, you're part of a group-scum faction that may only kill once.

(Mod note: if, at the end of setup construction, there are no other Aliens, change the alignment to a random groupscum faction that is present in the game.)
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Post Post #7009 (isolation #907) » Thu Aug 15, 2019 5:18 pm

Post by callforjudgement »

Town Odd-Night Flying Vigilante


Each odd-numbered night, you may choose a player; this will eliminate them.

You have flying; only other players with flying can successfully target you.
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Post Post #7010 (isolation #908) » Thu Aug 15, 2019 5:21 pm

Post by callforjudgement »

Town Improved Tooth Fairy


Whenever anyone else makes a kill attempt, other than a lynch or a factional kill, you will be informed by PM of who the target was, and the kill will be prevented; note that a Serial Killer's kill is factional, and thus cannot be stopped by this role. You may subsequently, by PM, dayvig the player on which the kill attempt was made (but do not have to).

A Tooth Fairy chooses whether Vigilantes work or not. This role has a much better power to choose which kill attempts will work.
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Post Post #7011 (isolation #909) » Thu Aug 15, 2019 5:22 pm

Post by callforjudgement »

Town Poisoner


Each night, you may choose a player. That player will be eliminated at the end of the following Day, at the same time as the lynch.
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Post Post #7012 (isolation #910) » Thu Aug 15, 2019 5:24 pm

Post by callforjudgement »

Mass Indecision


Reroll this role. At the end of setup construction, add the Indecisive modifier to every role with a targeted action.
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Post Post #7013 (isolation #911) » Thu Aug 15, 2019 5:25 pm

Post by callforjudgement »

Cow Goon


The Cows are an anti-town faction that works identically to the Mafia or Werewolves (but are separate).

When this role is rolled, change the alignment of another random player to Cow.
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Post Post #7014 (isolation #912) » Thu Aug 15, 2019 5:27 pm

Post by callforjudgement »

Mafia Investigation Blocker


Each night, choose a player. If that player would receive information from the moderator that night (e.g. a Cop result), that information is not sent. (If the player was expecting to receive information, they will get a "no result" PM to let them know that no information was available.)
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Post Post #7015 (isolation #913) » Thu Aug 15, 2019 5:28 pm

Post by callforjudgement »

Excited Townie


You must place a vote within the first 48 hours of every Day phase.
You cannot unvote, but can change a vote by replacing it with a vote for a different player.
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Post Post #7016 (isolation #914) » Thu Aug 15, 2019 5:30 pm

Post by callforjudgement »

Mafia Goon, possibly plus a setup mechanic


If the most recently concluded Open and/or Micro had any global mechanics that affect the setup as a whole (e.g. White Flag, Double Day, an alternate way to do lynches, etc.), this setup also has that mechanic.
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Post Post #7017 (isolation #915) » Thu Aug 15, 2019 5:32 pm

Post by callforjudgement »

Cult Flagbearer


When this role is rolled, some
other
(randomly chosen) player becomes an Even-Night Cult Leader, unless the setup happens to include a Cult Leader already.
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Post Post #7018 (isolation #916) » Thu Aug 15, 2019 5:33 pm

Post by callforjudgement »

Reroll, except N2


Reroll. Any power roles (active or passive) in the rerolled role are active only on Night 2.
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Post Post #7020 (isolation #917) » Thu Aug 15, 2019 5:35 pm

Post by callforjudgement »

Neighbour
(alignment chosen randomly)

Randomize the alignment by rerolling and taking only the alignment from the rerolled role.
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Post Post #7021 (isolation #918) » Thu Aug 15, 2019 5:37 pm

Post by callforjudgement »

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Post Post #7022 (isolation #919) » Thu Aug 15, 2019 5:38 pm

Post by callforjudgement »

Town Wikicop


Each night, choose a player. You will learn whether or not every component in that player's role, modifiers, and alignment exists on the mafiascum.net wiki. (The combination does not have to exist on the wiki, just each component individually.)
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Post Post #7023 (isolation #920) » Thu Aug 15, 2019 5:42 pm

Post by callforjudgement »

Ass-kicking Name-taker


At the start of the game, you will be given a list of all Named roles in the setup, with alignment-related information removed. (So for example, a Chocolate Townie and Chocolate Mafioso would look the same on the list.) You will not be told which players the names belong to.

Each night, you may choose a player. If you do, that player will be roleblocked that night, will lose their vote the next day, and your vote will count double if cast for that player (but will only be a regular vote if cast for anyone else.)
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Post Post #7025 (isolation #921) » Thu Aug 15, 2019 5:44 pm

Post by callforjudgement »

Medium
(70% chance of Town, 15% of Mafia, 15% of Werewolf)

Each night, choose a player. If that player is eliminated that Night, or is eliminated the following Day, they will be given a private topic with you, and will be allowed to post in that private topic despite being eliminated. (This means that they won't have access to the dead thread unless you also die.)
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Post Post #7026 (isolation #922) » Thu Aug 15, 2019 5:45 pm

Post by callforjudgement »

Town Renamer


Each night, choose a player. If that player is Named, their name will be changed to a different name of the moderator's choice.
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Post Post #7027 (isolation #923) » Thu Aug 15, 2019 5:47 pm

Post by callforjudgement »

Mafia Traffic Analyst
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Post Post #7028 (isolation #924) » Thu Aug 15, 2019 5:49 pm

Post by callforjudgement »

Town Utterly Pointless Investigative Role


At the end of each Night, you will be sent the name of a randomly chosen List Moderator.

Not entirely a no-op; there are roles that eavesdrop on investigation results, which are likely to get very confused. I don't see it acting any differently from a vanilla in practice, though.
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Post Post #7030 (isolation #925) » Thu Aug 15, 2019 5:55 pm

Post by callforjudgement »

The Grandest Role


Reroll three times. Pregame, you will be shown all three role cards, and gain the alignment from one role (of your choice), and the role from another (of your choice, but it must be different). The third role card will be discarded anonymously face up (i.e. the moderator publicly announces the role card in question and that it was "discarded", but not who discarded it).

The process of choosing your role can potentially continue past the start of the game, but you may not post or vote in the game thread until your role is finalized.

If this role card comes up in a game that's already Grandest, the three rerolls are not visible to the player while they're deciding on what role to take; if this role card is used as a role or alignment, the rerolls are then performed, allowing the player to construct a role, and the role or alignment from the resulting constructed role is then used as the player's role or alignment.
Last edited by callforjudgement on Thu Aug 15, 2019 5:57 pm, edited 1 time in total.
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Post Post #7031 (isolation #926) » Thu Aug 15, 2019 5:56 pm

Post by callforjudgement »

1-shot Activated Flying Werewolf


On one night in the game, you may choose to become flying for that night, meaning that only other flying players can successfully target you.
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Post Post #7032 (isolation #927) » Thu Aug 15, 2019 5:58 pm

Post by callforjudgement »

Late-Generated Townie


You are town-aligned. The other aspects of your role will be generated (by rolling in the Grand Idea thread and taking everything but the alignment from the resulting role) at the end of Day 1, and you are effectively vanilla until then. You will learn the details of your new role then.
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Post Post #7033 (isolation #928) » Thu Aug 15, 2019 5:59 pm

Post by callforjudgement »

Combined Rolecop Neighbouriser
(50% chance of Town, 20% of Mafia, 20% of Werewolf, 10% of Alien)

Each night, you may choose a player. You will both rolecop and neighbourise them.
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Post Post #7034 (isolation #929) » Thu Aug 15, 2019 6:00 pm

Post by callforjudgement »

Town Informed Backup


You are a backup to a randomly chosen role that exists in the setup (other than a Vanilla or Named role, or your own role), and informed that it exists in the setup. (The role might belong to a player of any alignment.)
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Post Post #7036 (isolation #930) » Thu Aug 15, 2019 6:03 pm

Post by callforjudgement »

Interactive Role


This role has its details chosen last. If there are any roles in the rest of the setup that interact with something that doesn't exist in the setup (e.g. a Firefighter interacts with fire-based kills, which may not exist in the setup), you will be given a role that interacts with it (e.g. Arsonist in the case of Firefighter). If the interactively determined role is not inherently tied to a particular alignment, you are Town. If there are no roles in the rest of the setup to interact with, you are a Vanilla Townie.
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Post Post #7038 (isolation #931) » Thu Aug 15, 2019 6:06 pm

Post by callforjudgement »

Town Post #512 Lie Detector


Once post #512 has been made, the moderator will let you know whether or not the game-related content in it was, to the moderator's knowledge, truthful. (A statement is assumed to be truthful unless the moderator has information that directly contradicts it, e.g. a Werewolf claiming to scumread a Townie could be telling the truth because they could believe that the townie is playing scummily, but a Werewolf claiming to be Town-aligned is not telling the truth.)
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Post Post #7039 (isolation #932) » Thu Aug 15, 2019 6:07 pm

Post by callforjudgement »

Night 1 Lightning Rod for Investigatives
(randomize alignment via rerolling and taking just the alignment of the rerolled role)

All targeted investigative roles will be redirected onto you Night 1.
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Post Post #7040 (isolation #933) » Thu Aug 15, 2019 6:08 pm

Post by callforjudgement »

Loud Announcing Roleblocker
(50% chance Town, 50% chance Mafia)
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Post Post #7042 (isolation #934) » Thu Aug 15, 2019 6:13 pm

Post by callforjudgement »

Mafia with fakeclaims provided


The moderator will generate four additional roles using the same randomization method as is used for the roles actually in the game, with the guarantee that none exists in the game already (if any would already exist, they're rerolled). They will be formatted into role PMs in the same manner as the game's actual roles, and will be posted as example roles in the Mafia factional communication thread. You don't actually have those roles, though, and they will not be assigned to players.

If the role randomization method has side effects (e.g. the public discard in Grandest Idea), the side effects still happen for the additional roles, but will be anonymized (e.g. Grandest Idea discards will be marked as discards, but not associated with any player).
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Post Post #7043 (isolation #935) » Thu Aug 15, 2019 6:14 pm

Post by callforjudgement »

Town Commotion Detector


Each night, choose a player. The moderator will add together the post counts of all players who target that player that night (including you), then send you the first digit of the resulting number.
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Post Post #7044 (isolation #936) » Thu Aug 15, 2019 6:15 pm

Post by callforjudgement »

Reroll, except Alien-aligned
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Post Post #7045 (isolation #937) » Thu Aug 15, 2019 6:16 pm

Post by callforjudgement »

Town Inverse Archangel


Each night, choose a player. That player cannot die that night by any means
except for
the Mafia's factional kill.
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Post Post #7046 (isolation #938) » Thu Aug 15, 2019 6:23 pm

Post by callforjudgement »

Town Reporter with a Voyeuristic Editor


Each night, you may PM the moderator flavour for the night-result post the following morning. The moderator will delete any sentences from it that could hypothetically have been determined to be inaccurate by a Voyeur (e.g. if you describe someone as being shot, but no killing actions are taken on them, a Voyeur would be able to see that the description was impossible and thus the sentence would be deleted). The moderator will also delete any sentences from it that are inconsistent with publicly-mod-confirmed information (e.g. if you describe someone as dying but they're alive, the sentence will be deleted because it's public information which players are alive). Otherwise, it will be posted as written, although with a disclaimer that it's just flavour.
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Post Post #7048 (isolation #939) » Thu Aug 15, 2019 6:32 pm

Post by callforjudgement »

The Flying Aubergine That Shoots Laser Beams Out Of Its Stalk


You have flying (i.e. only other flying players can successfully target you).

You have the following night actions: Vigilante, Loud Visitor, Ignite (kills players if they have been primed by an Arsonist), Vanillaiser, Motivator.

However, you cannot aim them very precisely. Instead, each night you may choose
either
an action,
or
a target. The moderator will choose a random target for the action you chose (other than yourself), or alternatively a random action on the target you chose. Each action can only be used once; once it's been used, it cannot be selected again, neither intentionally nor randomly. You can select the same target more than once.

You will know which actions you have remaining (and thus, by implication, which action you used), but you will not necessarily know which targets you used actions on.

You win with the town.
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Post Post #7049 (isolation #940) » Thu Aug 15, 2019 6:35 pm

Post by callforjudgement »

Any Role You've Ever Had Before


Pregame, link the moderator to a completed game you've played on this site. You have the same role that you had in that game. (As with all roles in Grand Idea, the moderator may disallow it if it's particularly overpowered.)

If you have no previous games (what are you doing in a Grand Idea?), or dislike all your previous roles, you may instead become a Vanilla Townie.

In Grandest-style games, this role is used to generate a role card before selections are made, i.e. you choose a previous role card you've had to become a role, an alignment, or a discard.
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Post Post #7050 (isolation #941) » Thu Aug 15, 2019 6:36 pm

Post by callforjudgement »

Reroll from the same page as the previous generated role, reverse alignment


If this is the first role to be generated, reroll from the same page as the
next
generated role, instead.
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Post Post #7051 (isolation #942) » Thu Aug 15, 2019 6:39 pm

Post by callforjudgement »

Town Eavesdropper


Each night, choose a player. If that player receives investigation results from the moderator that night, you will be sent a copy of the results. If that player is newly invited into a private topic that night, and the topic in question is not alignment-confirmed, you will also gain access to the topic (the other players there will know that you're there).
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Post Post #7052 (isolation #943) » Thu Aug 15, 2019 6:41 pm

Post by callforjudgement »

Reroll among roles with the same poster as the last role to be generated, reverse alignment


This basically just means rolling on the poster's ISO rather than the thread as a whole.

If this is the first role to be generated, reroll from the same poster as the
next
generated role, instead.
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Post Post #7053 (isolation #944) » Thu Aug 15, 2019 6:41 pm

Post by callforjudgement »

Werewolf Traitor
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Post Post #7056 (isolation #945) » Thu Aug 15, 2019 6:43 pm

Post by callforjudgement »

An exact copy of another, randomly chosen role in this setup


In Grandest-alikes, this role card is treated as an exact copy of another randomly chosen
role card
that was used in the setup, even if that role card is potentially going to be discarded.
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Post Post #7057 (isolation #946) » Thu Aug 15, 2019 6:44 pm

Post by callforjudgement »

Town Vanilla Cop

In post 7055, TemporalLich wrote:
In post 7049, callforjudgement wrote:
Any Role You've Ever Had Before


Pregame, link the moderator to a completed game you've played on this site. You have the same role that you had in that game. (As with all roles in Grand Idea, the moderator may disallow it if it's particularly overpowered.)

If you have no previous games (what are you doing in a Grand Idea?), or dislike all your previous roles, you may instead become a Vanilla Townie.

In Grandest-style games, this role is used to generate a role card before selections are made, i.e. you choose a previous role card you've had to become a role, an alignment, or a discard.
what happens if you get this after pregame (e.g. from a Role Reroller)?
Logically, the mod should PM you and ask you to choose a previous role you've had to reroll into.

If that's logistically awkward for some reason, the mod picks a role that
the mod
has previously had before.
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Post Post #7058 (isolation #947) » Thu Aug 15, 2019 6:48 pm

Post by callforjudgement »

Town Mason Inventor (Ascetic, Babysitter, Coroner, Doctor, Encryptor, Follower, Gunsmith, Hider)


The other Masons are confirmed to not be Mafia-aligned. They are
not
confirmed to be specifically Town-aligned.
You can't give inventions to other Masons.

If the setup has no other masons, make a random other non-Mafia player into a Mason.
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Post Post #7059 (isolation #948) » Thu Aug 15, 2019 6:49 pm

Post by callforjudgement »

Mafia Disloyal Permanent Rolestopper


Each night, target a player. If they are not Mafia-aligned, they become Ascetic for the rest of the game (they will not be informed of this).
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Post Post #7060 (isolation #949) » Thu Aug 15, 2019 6:50 pm

Post by callforjudgement »

Werewolf Day 2 Doublevoter
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Post Post #7061 (isolation #950) » Thu Aug 15, 2019 6:53 pm

Post by callforjudgement »

Unidentified Flying Townie


You have flying (only players with flying can successfully target you).
As long as you are alive, all players with an alignment-investigation role have flying (they will not be informed of this).
You investigate to alignment investigations as though you were an Alien.
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Post Post #7063 (isolation #951) » Thu Aug 15, 2019 6:58 pm

Post by callforjudgement »

Town JOAT (Neighbouriser, Babysitter)
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Post Post #7064 (isolation #952) » Thu Aug 15, 2019 7:00 pm

Post by callforjudgement »

Replacement-Absorbing Serial Killer


Whenever another player replaces out, you gain a copy of their role (but not anything that's tied to their alignment or that's linked to another player).
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Post Post #7065 (isolation #953) » Thu Aug 15, 2019 7:03 pm

Post by callforjudgement »

Werewolf Semi-Priest


Pregame, the moderator chooses ¼ of the town-aligned players (rounded up) and tells you who you are. You can't hammer those players, and will automatically be eliminated if you attempt to do so. (You can vote for those players, as long as the vote is not a hammer.)
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Post Post #7066 (isolation #954) » Thu Aug 15, 2019 7:05 pm

Post by callforjudgement »

Antiscum Supersaint


When a player hammers you, that player is eliminated along with you.
You win if town wins. You also win if your role eliminates an anti-town player (a player whose win condition is based around killing or endgaming the town).
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Post Post #7067 (isolation #955) » Thu Aug 15, 2019 7:06 pm

Post by callforjudgement »

Antiscum 1-shot Vigilante


Once in the game at Night, you may choose a player; that player will be eliminated.
You win if town wins. You also win if your role eliminates an anti-town player (a player whose win condition is based around killing or endgaming the town).
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Post Post #7068 (isolation #956) » Thu Aug 15, 2019 7:07 pm

Post by callforjudgement »

Antiscum Paranoid Gun Owner


Whenever a player targets you at Night, that player is eliminated.
You win if town wins. You also win if your role eliminates an anti-town player (a player whose win condition is based around killing or endgaming the town).
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Post Post #7069 (isolation #957) » Thu Aug 15, 2019 7:13 pm

Post by callforjudgement »

Timid Townie


You cannot vote for a player unless there is at least one vote for that player already. Attempts to do so will be ignored.
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Post Post #7070 (isolation #958) » Thu Aug 15, 2019 7:16 pm

Post by callforjudgement »

Investigation-Immune Serial Killer Investigative Switch


Each night, you may choose whether to enable or disable investigative roles. If enabled, they work as normal. If disabled, any attempt to use an investigative role will be roleblocked.
Even when investigative roles are enabled (and even when they're disabled, if they somehow get used), you investigate as though you were a Vanilla Townie who took no night actions.
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town
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Post Post #7071 (isolation #959) » Thu Aug 15, 2019 7:18 pm

Post by callforjudgement »

Bulletproof Serial Killer Kill Switch


Each night, you may choose whether to enable or disable killing roles. If enabled, they work as normal. If disabled, any attempt to use a killing
role
will be roleblocked (this doesn't apply to factional kills, and kills that are an inherent part of their owner's alignment, such as a Serial Killer's kill).
Regardless of whether you enable or disable killing roles, you cannot be killed at Night (except by a role specifically designed to pierce protection against kills).
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Post Post #7072 (isolation #960) » Thu Aug 15, 2019 7:18 pm

Post by callforjudgement »

Town Loyal Fruit Vendor
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Post Post #7074 (isolation #961) » Thu Aug 15, 2019 7:22 pm

Post by callforjudgement »

Dark Vigiliante


Initially Town-aligned. However, upon successfully killing twice, becomes a Serial Killer for the rest of the game, losing the Vigilante aspect of the role (but gaining a Serial Killer's factional kill). The kill is not compulsive: a player who wants to stay Town-aligned can choose not to kill.
To avoid confusion about win conditions, a "successful kill" is defined as a situation in which the Dark Vigilante's intended target is eliminated overnight, regardless of the mechanism via which the elimination happened.
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Post Post #7075 (isolation #962) » Thu Aug 15, 2019 7:26 pm

Post by callforjudgement »

Assimilator


Starts out as a Survivor with a nightkill (treated as factional, like the Serial Killer's kill is). When the Assimilator successfully kills for the first time, their target is eliminated but does not flip (i.e. the flip is redacted/hidden), and the Assimilator gains their role and win condition (replacing the Survivor win condition). The Assimilator has full access to any Private Topics that the assimilated player did; if any of those topics were alignment-confirmed, the Assimilator's alignment is confirmed to the other players there.
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Post Post #7076 (isolation #963) » Thu Aug 15, 2019 7:27 pm

Post by callforjudgement »

Town Day 3 Day Vigilante
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Post Post #7078 (isolation #964) » Thu Aug 15, 2019 7:32 pm

Post by callforjudgement »

Town Captain


Each Day, you may choose (by PM) a player and a target.
At the start of the Night, the chosen player will be told that a Captain directed their target, and told which target you chose for them. That night, that player may not choose anyone except the chosen target as a target for personal actions, and will be aware of this. (They can still use factional actions on other players; and can if they wish choose to no-action rather than using an action on the chosen target.)
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Post Post #7079 (isolation #965) » Thu Aug 15, 2019 7:34 pm

Post by callforjudgement »

Town Random Inventor


Each night, you may choose a player. They will be given a random invention. (The effect of the invention will be chosen by rolling on the Grand Idea Mafia thread until a role with a single active ability is found; that's the ability that the invention has. The invention recipient will normally know what the invention does, unless the role from which the invention was derived is not self-aware.)
Last edited by callforjudgement on Thu Aug 15, 2019 7:35 pm, edited 1 time in total.
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Post Post #7080 (isolation #966) » Thu Aug 15, 2019 7:35 pm

Post by callforjudgement »

2-shot Activated Bulletproof Townie
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Post Post #7081 (isolation #967) » Thu Aug 15, 2019 7:35 pm

Post by callforjudgement »

Reroll three times, combine the resulting roles into a single role


If any of the combined roles are particularly tied to a specific alignment, that determines the alignment of the combined role, otherwise take majority from the roles, or default to town if they all have different alignments.
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Post Post #7082 (isolation #968) » Thu Aug 15, 2019 7:39 pm

Post by callforjudgement »

Neutral Predictor


Each night, submit a list that specifies a target for every player.
If each player either a) targeted nobody or b) targeted the target you specified for them (even if they targeted other players as well), you win and leave the game.
If you are eliminated before winning, you get to make one more prediction the following Night; you win if it's correct, and lose if it's incorrect.
If you are alive at endgame, and have not won yet, you lose.
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Post Post #7083 (isolation #969) » Thu Aug 15, 2019 7:39 pm

Post by callforjudgement »

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Post Post #7098 (isolation #970) » Fri Aug 16, 2019 10:51 am

Post by callforjudgement »

Informed Neighbour
(90% chance of town, 10% of belonging to a groupscum faction; choose a groupscum faction that's present in the setup and as small as possible)

A random Town-aligned player becomes Neighbours with you. You are Informed that that player is town.
In post 7096, TemporalLich wrote:
Cult Announcing Roleblocker


Each night, you may prevent a player from acting and inform them they were roleblocked.

-----

If anyone disagrees with the Moderator 1-shot Factional Kill Enabler here, I'm putting it in Worst Idea Mafia.
You should put it in Worst Role Ideas regardless. It could do with more roles, but people started putting them here instead (when the two setups should logically be rather separate).
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Post Post #7107 (isolation #971) » Sat Aug 17, 2019 6:37 am

Post by callforjudgement »

Informed Townie


The information is a role PM for a random anti-town player, with names and links redacted (also any factional information and any N0 results that were included in the role PM, such as Informed information).
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Post Post #7155 (isolation #972) » Wed Aug 21, 2019 6:25 am

Post by callforjudgement »

Town Odd-Night Global Alarmist

Prevents anyone's alignment changing on odd-numbered nights.
In post 7146, Korina wrote:
Needs More Cult


If this role is rolled, any roles that are re-rolled, or rolled after this role, have their alignment changed to Cult. If a fifth or more of the playerlist is cult due to this, randomly make players Cult Traitors until there are at least three Cultists who know each other.

Traitors are informed there are other traitors, but not who they are. Groupcult is informed there are traitors, but not who they are.
Cult Traitors may be recruited by the cult by targeting them for receuitment.

The cult, (nor any other faction), cannot endgame until all traitors are recruited or dead.

Reroll this role as well, and make it cult aligned. Additionally, inform the player who got this role they did.
Why do you keep adding cults with no recruitment ability?

I assumed it was intentional, but now you're adding cults with no recruitment ability with special triggers for if they recruit specific people…
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Post Post #7228 (isolation #973) » Mon Sep 02, 2019 3:00 pm

Post by callforjudgement »

Mafia 2015 Godfather


Is a Normal role, because it was in 2015, and this specific role card hasn't been updated since then.
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Post Post #7252 (isolation #974) » Sun Sep 08, 2019 1:01 pm

Post by callforjudgement »

The Power Role That No Townie Knows About That Hardly Does Anything
(town-aligned)

Gets a VT PM. All scum are informed that this player has this role.

Roles that would normally trigger as a consequence of this player dying don't trigger upon this player dying. (For example, an Absorber that normally absorbs the roles of players it kills would fail to absorb this role, and a role which normally interferes with flips would fail to interfere with this player's flip.)
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Post Post #7253 (isolation #975) » Sun Sep 08, 2019 1:03 pm

Post by callforjudgement »

Alien Deathmillerizer


Each night, choose a player (which can be of any alignment, even someone on your own team, but you cannot target yourself). That player gains a Death Miller ability (causing them to investigate and flip as Mafia-aligned, regardless of their actual alignment). They will be informed of this.
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Post Post #7254 (isolation #976) » Sun Sep 08, 2019 1:04 pm

Post by callforjudgement »

Town Vanillaising Absorber


Whenever you become the target of a personal (i.e. non-factional) night action, its user loses the role that grants that action, and you gain it. (The action still affects you.)
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Post Post #7260 (isolation #977) » Tue Sep 10, 2019 9:56 am

Post by callforjudgement »

Basically an unlimited use Weak (or anti-weak) everything? It should be banned from moving votes for itself, otherwise it basically lets you rapid-fire confirm townies until you hit scum and die, which is a very powerful effect.

Town Sane Voter


Nothing can affect the way in which your votes operate, or the number of votes you have.
Nothing can affect the way in which votes for the player you are voting for operate, including changing the vote weight of any vote on a player you are voting for.
If a player can normally cast multiple votes, but at least one of them is cast for a player you are voting for, all that player's votes on players other than the player you are voting for are removed.
Nothing can affect the lynch threshold of a player you are voting for.
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Post Post #7265 (isolation #978) » Tue Sep 10, 2019 12:12 pm

Post by callforjudgement »

I accidentally read the role in reverse: you can rapid-fire confirm scum but you die upon confirming a townie. That's probably less useful than the reverse (although maybe not in Grand Idea).

Werewolf Tailor
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Post Post #7956 (isolation #979) » Sat Dec 14, 2019 4:15 pm

Post by callforjudgement »

Reroll until you find a role that isn't repeated anywhere on the same page (even with a different alignment)

In post 7946, Gamma Emerald wrote:
Player-selected role with a twist

The player who gets this can create whatever role they want for themselves, but they must post it in this thread before the game starts.
If Ircher is spamming full pages then I will too. Plus it creates more chance for this to be selected.
Fair warning: if I ever run Grand Idea, I will reroll any role that people have posted multiple times in a row in an apparent attempt to increase its probability, because IMO that's counter to the spirit of Grand Idea.

I will also reroll any role that I think makes the game unfun, unplayable, or so badly balanced that the gameplay is mostly irrelevant. This isn't meant to be the Worst Role Ideas thread, after all, and it's more fun when your actions in the game actually matter.

Player-selected roles are completely broken due to the "play to win" rule; if you post anything other than "this role automatically wins" or the like, you're violating the rules. Requiring them to be posted in-thread thus becomes even worse, because the resulting utterly overpowered role will have a chance to be selected in other games and ruin them too.
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Post Post #7962 (isolation #980) » Sun Dec 15, 2019 11:00 am

Post by callforjudgement »

Reroll, alignment reversed

In post 7957, Gamma Emerald wrote:I think that’s a very foolish way to view “play to win”. Tbh I think that rule is kinda weird and don’t exactly recall why it exists? Plus sure I could auto-win but that isn’t fun. I play Mafia to have fun, and winning is just meant to be something to make it more fun. “Press button to win” is exceptionally boring.
And like you say you’d reroll those things, does that mean you’d also reroll the large amounts of “reroll with opposite alignment” cards? Doesn’t seem like a sensible policy if so, and will likely result in all Grand Idea games you mod being heavily metagamed.
The play-to-win rule is important in any team game (including Mafia), because it's not fair on some of the players if their team-mates aren't trying their hardest. Perhaps it shouldn't be enforced on third parties.

My plan for rerolling duplicated roles was to only enforce it if the same role had been posted several times in a row (rather than remembering "that's a good role, I should post it again" some time later).
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Post Post #7966 (isolation #981) » Sun Dec 15, 2019 11:03 am

Post by callforjudgement »

Mafia Lyncher


Wins if the Mafia win
and
a specific player is lynched prior to that point. Loses and leaves the game if the player in question dies via some other mechanism.
The lynchee should be chosen randomly from among all players with self-protective abilities (like Bulletproof). If there are no such players, the lynchee is chosen at random from all players. (If the Lyncher ends up as their own Lynchee, rename the role to Mafia Jester.)
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Post Post #7973 (isolation #982) » Sun Dec 15, 2019 12:29 pm

Post by callforjudgement »

In post 7960, Gamma Emerald wrote:
Shiny Clause

Find a role that only exists in the Grand Idea Thread, selected either by choice or RNG. That role is given to the player who rolls this.
Since you bring up Dupes Clause...
Sleep Clause
(to determine alignment, reroll; you have the same alignment as the reroll, but no other aspects of it)

For as long as you are alive, the following rules are (secretly) in effect:
- Whenever a player becomes roleblocked, all other members of their faction become immune to roleblocking and vanillaisation for the rest of the night.
- Whenever a player becomes vanillaised, all other members of their faction become immune to roleblocking and vanillaisation for the rest of the game.

Apart from that, you're just a normal member of your faction.
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Post Post #7974 (isolation #983) » Sun Dec 15, 2019 12:30 pm

Post by callforjudgement »

Evasion Clause
(to determine alignment, reroll; you have the same alignment as the reroll, but no other aspects of it)

For as long as you are alive, the following rule is (secretly) in effect:
- If a player's role has any random aspects to it, any actions targeting that player cannot be blocked, redirected, or otherwise prevented (as if the action was Strong-willed).

Apart from that, you're just a normal member of your faction.
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Post Post #7975 (isolation #984) » Sun Dec 15, 2019 12:34 pm

Post by callforjudgement »

OHKO Clause
(to determine alignment, reroll; you have the same alignment as the reroll, but no other aspects of it)

For as long as you are alive, the following rule is (secretly) in effect:
- Any actions/effects/roles that would normally work to prevent a killing action from being blocked/redirected/protected against work in reverse, instead blocking the action in question. (For example, a Strongman's kill would fail to go through, being blocked by their Strongman modifier; a Strengthener's action would roleblock kills made by their targets, although it would strengthen other actions as normal.)

Apart from that, you're just a normal member of your faction.
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Post Post #7978 (isolation #985) » Sun Dec 15, 2019 12:45 pm

Post by callforjudgement »

Imprecisely Informed Townie


Informed that at least one of two players is town. (To determine which players are specified in the information, pick a random townie, then a random player, then randomize the order in which those two players are shown to the imprecisely informed townie.)
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Post Post #8018 (isolation #986) » Fri Jan 03, 2020 11:20 am

Post by callforjudgement »

Mafia Doubtsower


Each night, choose a player. If that player is sent any information by the moderator as a result of night actions that night, the message conveying that information will also contain a disclamer stating that it may have been tampered with (possibly using different wording to make the Grand Idea thread harder to search for the role in question). However, the information is in fact unchanged.
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Post Post #8027 (isolation #987) » Sun Jan 19, 2020 10:11 am

Post by callforjudgement »

In post 8024, TemporalLich wrote:
Town Split Neighborizer


Each night, you may target exactly two players to add them to two separate neighborhoods.
I don't much like the Split modifier, but wouldn't it actually look like this?:

Actual Town Split Neighbourizer


Each night, choose two different players. The first chosen player will be able to send messages to you privately (but you will not be able to reply). You will be able to send messages to the second chosen player privately (but they will not be able to reply).
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Post Post #8140 (isolation #988) » Tue May 12, 2020 8:04 pm

Post by callforjudgement »

Town Tooth Fairy


Each night, you may choose to roleblock all non-factional kills, regardless of who uses them. This ability is not compulsive; you may choose not to use it if you wish (and may make a different choice each night).
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Post Post #8141 (isolation #989) » Tue May 12, 2020 8:05 pm

Post by callforjudgement »

Werewolf Personalizer


Each night, choose a player. That player gains the Personal modifier for that night and the rest of the game thereafter.
Last edited by callforjudgement on Tue May 12, 2020 8:19 pm, edited 1 time in total.
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Post Post #8142 (isolation #990) » Tue May 12, 2020 8:17 pm

Post by callforjudgement »

Town Self Bus Driver


Each night, you may choose a player. All actions (other than yours) that are aimed at that player will be deflected on to you. All actions that are aimed at you will be deflected onto that player.
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Post Post #8145 (isolation #991) » Fri May 15, 2020 7:45 pm

Post by callforjudgement »

Town Weak Vigilante
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Post Post #8147 (isolation #992) » Fri May 15, 2020 8:37 pm

Post by callforjudgement »

(50% chance of town, 50% chance of mafia)

See the wiki link for more information on what the role does.
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Post Post #8148 (isolation #993) » Fri May 15, 2020 8:44 pm

Post by callforjudgement »

Alien Supersaint
(if there are no other Aliens, make the alignment a random groupscum alignment that is in the game instead)

Alien = groupscum faction that can only kill once throughout the entire game (rather than once per night), is otherwise identical to a standard groupscum faction.
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Post Post #8211 (isolation #994) » Tue Jun 02, 2020 7:32 am

Post by callforjudgement »

Town Elite Psychiatrist


Each night, you may choose a player.

If that player is self-aligned (i.e. no other player currently shares their win condition nor has ever shared their win condition), and has a win condition that requires them to be the last player alive, their win condition will be changed to the Town win condition, and they will be informed of this. However, they keep any other abilities they may have, including factional abilities (which become personal abilities). For example, a Serial Killer would become a Town Vigilante.

Additionally, for the rest of the game, your target will be incapable of dying to their own role. For example, this effectively removes the Weak and Suicidal modifier from players. (The player can still die as a consequence of their own
actions
as long as some other role does the killing, e.g. targeting a Paranoid Gun Owner would still cause the player to die.)
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Post Post #8218 (isolation #995) » Thu Jun 04, 2020 9:56 am

Post by callforjudgement »

Town Very Beloved Princess


When you die by any means, the next day phase is skipped; during the night phase that follows the skipped day phase, active killing roles (and active kills from sources other than roles) cannot be used, and passive killing roles are suppressed and do not function.
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Post Post #8428 (isolation #996) » Tue Aug 11, 2020 1:25 pm

Post by callforjudgement »

Immovable Object
(70% chance of town, 30% chance of belonging to a random groupscum faction that otherwise exists in the setup, defaulting to Mafia if there is no moderator)

Every player with a killing action will have their role PM altered to state that you are not a legal target for that action. The same change is made to the description of any Inventions, rerolls, etc. that may introduce a killing action later in the game.

I think this gets around the paradox whilst being outright impossible to kill by a targeted action? It's still possible to get around it with untargeted kills, but apart from the Day vote, those are rare.
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Post Post #8432 (isolation #997) » Tue Aug 11, 2020 3:21 pm

Post by callforjudgement »

Werewolf Redirector





Yes, but only with the help of a redirection role. The kill will succeed if you can make it, but the Unstoppable Force isn't allowed to attempt to make it, so someone else has to intervene. Or to put it another way, with this role combination, the Immovable Object's role is not stopping the Unstoppable Force; rather, the (modified) Unstoppable Force's role is. (Note that this implies that the Immovable Object's role PM is inaccurate!) There might be some way to fix this to make a true paradox. (If you wanted a
truly
unstoppable force, I guess you could just reroll any roles that might be able to protect against it? Although I'm not sure what happens when two roles each try to reroll the other.)
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