Grand Idea Mafia

This forum is for discussion related to the game.
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Post Post #7575 (ISO) » Thu Nov 07, 2019 9:40 am

Post by Gamma Emerald »

Town Elementalizer

All killing actions in the game are randomized at their inception within the game to be Fire or Ice while you are alive. Ninjas and Pirates must be opposite.
To give it a baseline function when not Pirate or Ninja. All Elementalizers that are not of those factions should be this by default.
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Post Post #7576 (ISO) » Thu Nov 07, 2019 9:49 am

Post by Gamma Emerald »

Town Light-Speed Elementalizer

If this role is rolled during the middle of the game rather than at initial role generation, it must be rerolled after the effect happens. When the role is rolled all kills currently in the game are randomized to be Fire or Ice. Any killing actions that are introduced or re-introduced outside of this moment are not affected. If only one of Pirates or Ninjas is present at the moment the effect happens, and the other faction appears later, they do not immediately get their kill turned to the opposite element, but if both sides is given an element while the other is present, the newer one will be given the element opposite the older one’s current element, and if the newer one only gets an element and it is the same as the older one’s, the older one’s is changed to counter the newer one’s.
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Post Post #7577 (ISO) » Thu Nov 07, 2019 10:17 am

Post by Gamma Emerald »

Healing Crystal

All players charged with mysterious energy have a Healer Action.


One thing I might want to see is something I would called “Plan’d Idea Mafia”. It’s a game with exclusively role in the Grand Idea thread, with little cheating of this rule allowed, but the setup is predetermined and is built to play with word or unexpected role interactions. Thing is I don’t want to clutter up my modding schedule too much so rather than hold this to run myself I’m sharing it to everyone.
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Post Post #7578 (ISO) » Thu Nov 07, 2019 10:18 am

Post by Gamma Emerald »

Town Lobbyist Mason

While you are alive the Masons count as a faction. You are a mason.
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Post Post #7579 (ISO) » Thu Nov 07, 2019 10:19 am

Post by Gamma Emerald »

Town Lobbyist

While you are alive Masons count as a faction. You are not a Mason.
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Post Post #7580 (ISO) » Thu Nov 07, 2019 10:20 am

Post by Gamma Emerald »

Town Preacher Monk

While you are alive the Monks count as a faction. You are a Monk.
Last edited by Gamma Emerald on Thu Nov 07, 2019 10:21 am, edited 1 time in total.
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Post Post #7581 (ISO) » Thu Nov 07, 2019 10:21 am

Post by Gamma Emerald »

Town Preacher

While you are alive Monks count as a faction. You are not a Monk.
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Post Post #7582 (ISO) » Thu Nov 07, 2019 10:26 am

Post by Gamma Emerald »

Town Perry Mason

If you quote a player first-hand 100 times you automatically hit them with a Desperado shot.
The quoting equates to badgering the suspect. I might have used Disloyal Day Vigilante but that get mired in technical problems when given to scum.
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Post Post #7583 (ISO) » Thu Nov 07, 2019 10:29 am

Post by Gamma Emerald »

Town Adrian Monk

You have a list of arbitrary and minorly inconveniencing rules you have to follow. You start as Deathproof, but breaking your rules 100 times loses you that modifier.
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Post Post #7584 (ISO) » Thu Nov 07, 2019 10:54 am

Post by TemporalLich »

Town Mason Monk


You are in a PT with other Masons, who are confirmed to not be Mafia-aligned.

You are in a PT with other Monks, who are confirmed to not be Werewolf-aligned.

Mod Note: Add "Mason" to a random non-Mafia-aligned player's role when rolling this role.

Add "Monk" to a random non-Werewolf-aligned player's role when rolling this role.
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Post Post #7585 (ISO) » Thu Nov 07, 2019 10:56 am

Post by TemporalLich »

Town Inner Sanctum Keeper Mason


You are in a PT with other Inner Sanctum Keepers, who are confirmed to be aligned with the
Town
.

You are in a PT with other Masons, who are confirmed to not be Mafia-aligned.

Mod Note: Add "Inner Sanctum Keeper" to a random Town-aligned player's role when rolling this role

Add "Mason" to a random non-Mafia-aligned player's role when rolling this role.
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Post Post #7586 (ISO) » Thu Nov 07, 2019 10:57 am

Post by TemporalLich »

Town Inner Sanctum Keeper Monk


You are in a PT with other Inner Sanctum Keepers, who are confirmed to be aligned with the
Town
.

You are in a PT with other Monks, who are confirmed to not be Werewolf-aligned.

Mod Note: Add "Inner Sanctum Keeper" to a random Town-aligned player's role when rolling this role

Add "Monk" to a random non-Werewolf-aligned player's role when rolling this role.
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Post Post #7587 (ISO) » Thu Nov 07, 2019 11:00 am

Post by Gamma Emerald »

Major Rand

Reroll to a role/alignment combination that only exists once in the thread.
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Post Post #7588 (ISO) » Thu Nov 07, 2019 11:02 am

Post by Gamma Emerald »

Minor Rand

Reroll to a role/alignment combination that appears more than once in the thread.
This and the previous role are based on, of all things, logic for the Super Metroid Randomizer.
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Post Post #7589 (ISO) » Thu Nov 07, 2019 11:11 am

Post by TemporalLich »

Cult Ice Leader


You have a Cult Leader action that is treated like an Ice Kill for cancelling out Fire Kills and boosting Ice Kills.
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Post Post #7590 (ISO) » Thu Nov 07, 2019 11:12 am

Post by TemporalLich »

Cult Fire Leader


You have a Cult Leader action that is treated like a Fire Kill for cancelling out Ice Kills and boosting Fire Kills.
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Post Post #7591 (ISO) » Thu Nov 07, 2019 11:16 am

Post by Gamma Emerald »

Town Fire Sage

You have access to a Fire Kill that counts as two for canceling Ice Kills and boosting Fire Kills.
A single Healer would only be able to cancel one of these.
Last edited by Gamma Emerald on Thu Nov 07, 2019 11:22 am, edited 1 time in total.
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Post Post #7592 (ISO) » Thu Nov 07, 2019 11:16 am

Post by Gamma Emerald »

Town Ice Sage

You have access to an Ice Kill that counts as two for canceling Fire Kills and boosting Ice Kills.
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Post Post #7593 (ISO) » Thu Nov 07, 2019 11:20 am

Post by Gamma Emerald »

Town Deconductorifier

Can target a player to keep them from being affected by electricity-based abilities that night (so Lightning Breather and Lightning Rod would have no effect on the target). This role cannot be affected by a Lightning Rod ever.
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Post Post #7594 (ISO) » Thu Nov 07, 2019 11:32 am

Post by TemporalLich »

Town Electrifier


Each night, you may electrically charge a player.

If an electrically charged player ever targets another electrically charged player, both players will die from a bolt of electricity.

Mostly a Mafia Universe role known as Electromaniac

A death from electricity can only be prevented by a role that specifically prevents death from electricity
Last edited by TemporalLich on Sun Apr 30, 2023 10:34 am, edited 1 time in total.
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Post Post #7595 (ISO) » Thu Nov 07, 2019 11:32 am

Post by TemporalLich »

Mafia Electrifier


Each night, you may electrically charge a player.

If an electrically charged player ever targets another electrically charged player, both players will die from a bolt of electricity.

Mostly a Mafia Universe role known as Electromaniac

A death from electricity can only be prevented by a role that specifically prevents death from electricity
Last edited by TemporalLich on Sun Apr 30, 2023 10:33 am, edited 1 time in total.
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Post Post #7596 (ISO) » Thu Nov 07, 2019 11:33 am

Post by Gamma Emerald »

Alien Thunder Mage

Has access to an Electrocution power. Electrocution takes two nights to kill generally. When a player is Electrocuted, and nothing happens the same night to remove the Electrocution, they gain an Electrocution Level. A player must be at Electrocution Level 2 at the end of the night to die by Electrocution. Electrocution Level can be lowered by being targeted by an action that can reduce it. Or, if targeted by an action that would Electrocute the target, being targeted by another action that would cause Electrocution. Doctors will not reduce the Electrocution level of their target if it would end at Level 1 the night that night, but they will save their target if they would end at Level 2 that night, and in the process reduce the Electrocution Level to 0.
This role is super intricate but I like what I created. This essentially uses the damage mechanic from Make Me Regret This UPick.


Well now we have quite a few electrical roles. Btw CPR Doctor is one too!
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Post Post #7597 (ISO) » Thu Nov 07, 2019 11:37 am

Post by TemporalLich »

Town Strong-Willed Purifier


Each night, you may clear a target player of any lingering effects. This action can't be blocked, redirected or interfered with in any way.

Lingering effects include but are not limited to being primed, poisoned, seraph knighted, , , , and .
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Post Post #7598 (ISO) » Thu Nov 07, 2019 11:38 am

Post by Gamma Emerald »

Town CPR Doctor
(version 2)
Protects a player from normal deaths, but adds 1 to their Electrocution Level, unless countered. Does not save a target it would put to Electrocution Level 2. If it triggers the “multiple Electrocution attempts on a player in a night” counter on a player that would be put at Level 2 without that happening, the counter effect sets the Level back to 0.
pretty much the same thing but kinda gimped if you’re using it to kill.
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Post Post #7599 (ISO) » Thu Nov 07, 2019 11:43 am

Post by Gamma Emerald »

Town Potion Vendor

May give a player a Potion each night. Potions protect from all normal kill attempts (this excludes poisoning, ignition, freezing, Fire Kills, Ice Kills, Electrocution, and electrical charge).
Pretty much a Blacksmith but I believe Blacksmith vests only stop one kill.
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