Grand Idea Mafia

This forum is for discussion related to the game.
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Post Post #7550 (ISO) » Tue Nov 05, 2019 3:28 pm

Post by TemporalLich »

Town Singer-Reveal Vigilante


Each night, you may attempt to kill a player.

If you manage to kill a player, their flip will be redacted in the main thread (as if they were Janitored). Instead, their flip will be posted in every factional PT.
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Post Post #7551 (ISO) » Tue Nov 05, 2019 3:50 pm

Post by Korina »

Town Deathproof Compulsive Strongwilled Strongman Janitorial Vigilante


Can’t be killed, must take an action every night, actions cannot be protected against, prevented, nor redirected, prevents kill target’s role pm from being revealed in main thread, must kill a player.

Role loses deathproof in mylo, and role learns the role pm of whoever they kill
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The most recent one and the only one that actually matters. | ROOMS HAVE AIR ~ Who | Not_Mafia did not submit a naive cop action. big mistake there tbh ~ xyzzy
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Post Post #7552 (ISO) » Wed Nov 06, 2019 12:08 am

Post by TemporalLich »

Cult Lifelink Leader


Each night, you may recruit a player into your cult.

You have a 1-shot ability to be protected from kills that is dependent on one of your abilities succeeding.
Last edited by TemporalLich on Mon Sep 27, 2021 4:15 pm, edited 1 time in total.
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Post Post #7553 (ISO) » Wed Nov 06, 2019 12:34 am

Post by TemporalLich »

Cult Combined Cult Leader Role Cop


Each night, you may recruit a player into your cult and learn their role.
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Korina
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Post Post #7554 (ISO) » Wed Nov 06, 2019 2:44 am

Post by Korina »

Suicidal


You're just suicidal. That's it. Nothing else. Go home. Go outside. Contemplate your life choices. Idrk. Do something.

Determine when the player will suicide pre-game. Inform them as such. Win-condition is mod's choice. Preferably, something like "Live to commit suicide"
This role is considered to be self-aligned for all intents and purposes.
GTKAS:
The most recent one and the only one that actually matters. | ROOMS HAVE AIR ~ Who | Not_Mafia did not submit a naive cop action. big mistake there tbh ~ xyzzy
I dissociate, any signed posts are from my headmates. Refer to GTKAS, or DM me for more information.


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Post Post #7555 (ISO) » Wed Nov 06, 2019 3:01 pm

Post by Gamma Emerald »

Cure Magic Crystal

All players charged with mysterious energy have a Doctor ability. Alignment up to mod.
Last edited by Gamma Emerald on Wed Nov 06, 2019 10:33 pm, edited 1 time in total.
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Post Post #7556 (ISO) » Wed Nov 06, 2019 3:02 pm

Post by Gamma Emerald »

Scry Crystal

All players charged with mysterious energy have a Watcher ability. Alignment up to mod.
Last edited by Gamma Emerald on Wed Nov 06, 2019 10:32 pm, edited 1 time in total.
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Post Post #7557 (ISO) » Wed Nov 06, 2019 3:03 pm

Post by Gamma Emerald »

Magic Missile Crystal

All players charged with mysterious energy have a Vigilante ability. Alignment up to mod.
Last edited by Gamma Emerald on Wed Nov 06, 2019 10:31 pm, edited 1 time in total.
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Post Post #7558 (ISO) » Wed Nov 06, 2019 4:28 pm

Post by TemporalLich »

Mysterious Conduit
(alignment up to mod discretion)

Each night, you may target a player to charge them with a mysterious energy.

Mod Note: This role charges someone with a mysterious energy indefinitely. (Roles like Mysterious Eidolon can lose mysterious energy charge)

Still, have fun figuring out what being charged with a mysterious energy does.
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Post Post #7559 (ISO) » Wed Nov 06, 2019 7:37 pm

Post by TemporalLich »

Town Mysterious Copduit


Each night, you may target a player to charge them with a mysterious energy and learn if they are
Mafia
or
Not Mafia
.

Mod Note: This role charges someone with a mysterious energy indefinitely and cop checks them. (Roles like Mysterious Eidolon can lose mysterious energy charge)

Still, have fun figuring out what being charged with a mysterious energy does.
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Post Post #7560 (ISO) » Wed Nov 06, 2019 10:31 pm

Post by Gamma Emerald »

Locking Crystal

All players charged with mysterious energy have a Roleblocker ability. Alignment up to mod.
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Post Post #7561 (ISO) » Wed Nov 06, 2019 10:33 pm

Post by Gamma Emerald »

Magic Crystal

All players charged with mysterious energy have a Visitor action. Alignment up to mod.
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Post Post #7562 (ISO) » Wed Nov 06, 2019 10:34 pm

Post by Gamma Emerald »

Nature Magic Crystal

All players charged with mysterious energy have a Fruit Vendor action. Alignment up to mod.
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Post Post #7563 (ISO) » Wed Nov 06, 2019 10:37 pm

Post by Gamma Emerald »

Fire Magic Crystal

All players charged with mysterious energy have a Fire Kill action. Alignment up to mod.
Fire and Ice kills cancel. If equal amounts occur on a player no kills occur. A difference of more than one in either direction makes the kill strongman. Fire and Ice kill actions cannot be given a standard Strongman modifier.
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Post Post #7564 (ISO) » Wed Nov 06, 2019 10:38 pm

Post by Gamma Emerald »

Ice Magic Crystal

All players charged with mysterious energy have a Ice Kill action. Alignment up to mod.
<Embrace The Void>


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Post Post #7565 (ISO) » Wed Nov 06, 2019 10:40 pm

Post by Gamma Emerald »

Pirate Ice Mage

Has an Ice Kill action they can use each night.
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Post Post #7566 (ISO) » Wed Nov 06, 2019 10:40 pm

Post by Gamma Emerald »

Ninja Fire Mage

Has a Fire Kill action they can use each night.
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Post Post #7567 (ISO) » Wed Nov 06, 2019 10:41 pm

Post by Gamma Emerald »

Twinrova

Serial Killer, but has the one regular kill replaced by a Fire Kill and an Ice Kill. These can (and should) be aimed at different targets.
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Post Post #7568 (ISO) » Thu Nov 07, 2019 7:09 am

Post by TemporalLich »

Town Fire Mage


Each night, you may attempt to fire kill a player.

If a player is targeted by both a Fire Kill and an Ice Kill, both the fire and ice kill fail. If multiple (at least 2) successful Fire Kills target a player, they are Strongman and thus ignore protection.

Not to be confused with a Firebreather, which kills like an Arsonist priming then immediately igniting.
Last edited by TemporalLich on Thu Nov 07, 2019 9:39 am, edited 1 time in total.
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Post Post #7569 (ISO) » Thu Nov 07, 2019 7:09 am

Post by TemporalLich »

Town Ice Mage


Each night, you may attempt to ice kill a player.

If a player is targeted by both a Fire Kill and an Ice Kill, both the fire and ice kill fail. If multiple (at least 2) successful Ice Kills target a player, they are Strongman and thus ignore protection.

Not to be confused with a Frostbreather, which freezes a player.
Last edited by TemporalLich on Thu Nov 07, 2019 9:39 am, edited 1 time in total.
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Post Post #7570 (ISO) » Thu Nov 07, 2019 9:22 am

Post by Gamma Emerald »

Town Element-Immune

Elemental abilities don’t affect you.
This means any Fire Kills, Ice Kills, and other miscellaneous element-based abilities.




TL I don’t know if you noticed but there was more to the way the kills calculate
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Post Post #7571 (ISO) » Thu Nov 07, 2019 9:25 am

Post by Gamma Emerald »

Town Healer

Stops a random kill attempt on a player.
Random means if 3 kills target a player targeted by a healer, a normal, Fire, and Ice one apiece, it has a 1/3 of actually saving the target
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Post Post #7572 (ISO) » Thu Nov 07, 2019 9:33 am

Post by TemporalLich »

Town Lightningbreather


Each night, you may shock a player.

A shocked player can't act or talk in PTs the next Night, but has their vote weight tripled the next Day.

-----
In post 7570, Gamma Emerald wrote:
Town Element-Immune

Elemental abilities don’t affect you.
This means any Fire Kills, Ice Kills, and other miscellaneous element-based abilities.




TL I don’t know if you noticed but there was more to the way the kills calculate
oh, I didn't see the part about multiple successful fire or ice kills on a target making them Strongman (in this case, tearing through protections like Doctor and BP).
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Post Post #7573 (ISO) » Thu Nov 07, 2019 9:33 am

Post by Gamma Emerald »

Pirate Elementalizer

If this role is generated, the Pirate factional kill becomes an Ice Kill and the Ninja factional kill, if relevant, becomes a Fire Kill.
More mechanics:
This role and one with the same name/effect but reversed elemental distribution (Pirate Fire and Ninja Ice) rolling in the same game results in this version taking priority.
If a player uses multiple Fire or Ice kills they must all hit the same target. However, in a case with this role and a Fire/Ice Mage rolling for one of the factions and matching their factional kill, the Fire/Ice Mage action and the factional kill don’t have to hit the same target if used by different players.
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Post Post #7574 (ISO) » Thu Nov 07, 2019 9:37 am

Post by Gamma Emerald »

Ninja Elementalizer

If this role is generated, the Ninja factional kill becomes a Fire Kill and the Pirate factional kill, if relevant, becomes an Ice Kill.
<Embrace The Void>


“A flipped coin doesn't always land heads or tails. Sometimes it may never land at all...”

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