Grand Idea Mafia

This forum is for discussion related to the game.
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Post Post #10609 (isolation #0) » Fri Jul 23, 2021 1:56 am

Post by MegAzumarill »

Bulletproof Solo Dragoon


Dragoons are solo 3rd party roles that win whenever there are 3 or less players remaining, winning solo. They must make one anonymous mod post each night, labeled as a dragoon message. Failure to submit a message will result in “No message submitted” message. This ability is not affected by roleblocks or other manipulative roles.

(edited)
Last edited by MegAzumarill on Wed Sep 01, 2021 10:39 am, edited 1 time in total.
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Post Post #10610 (isolation #1) » Fri Jul 23, 2021 2:10 am

Post by MegAzumarill »

UniversalTraitor Miller One-Shot Disloyal Dayvig


Wins the game if town loses. (edit. must also survive until the end of the game- forgot to put in initial post but realized later)
Once per game may privately Dayvig one player, if that player is aligned with the Town, they will be shot. If they are not town, the charge will not be refunded and the shot will fail.
Appears unfavorably to all investigations.
Last edited by MegAzumarill on Sun Aug 01, 2021 5:07 pm, edited 1 time in total.
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Post Post #10616 (isolation #2) » Tue Aug 03, 2021 3:20 pm

Post by MegAzumarill »

Informed Two-Shot Psychic


Informed: Knows at the start of the game how many different alignments there are to start the game. (3rd party roles that are aligned with themselves count as a single collective alignment)
Twice per game, they may choose to receive the name of a random other player in the game. This player has an equal chance to be from any alignment.*

You win with the Town.

Mod Note*: (Roll dX, where X is equal to the number of alignments in the game: then roll another dX, where X is the number of living players of that alignment)
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Post Post #10618 (isolation #3) » Wed Aug 04, 2021 10:09 am

Post by MegAzumarill »

Vanilla Townie
In post 10617, Radical Rat wrote:
Mafia Doctor

In post 10616, MegAzumarill wrote:
Informed Two-Shot Psychic


Twice per game, they may choose to receive the name of a random other player in the game. This player has an equal chance to be from any alignment.*
)
What does this mean exactly? Doesn't everyone already know the names of ALL the players in the game?
Because of the way the name is generated, the smaller a faction is, the more likely any given player's name in that faction is chosen.
Because Town is (presumably) the largest faction, the name you receive has a decently high chance of being scum. The informed part lets you figure out just what the chance is.
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Post Post #10646 (isolation #4) » Tue Aug 31, 2021 12:02 pm

Post by MegAzumarill »

Town Secret Service


you may target a player at night, during the next day phase, any actions taken against them will have no effect, and you will learn what role triggered it, but not who has the role.
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Post Post #10647 (isolation #5) » Tue Aug 31, 2021 1:46 pm

Post by MegAzumarill »

Vote Count Ruiner

once a day you may PM the mod, and the mod will intentionally mess up the next vote count by 1 vote
If 12 hours pass after that vote count without anyone saying something about the mistake, OR the day ending, you will leave and win the game. The game continues afterward.


Otherwise wins as a Survivor
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Post Post #10653 (isolation #6) » Tue Sep 07, 2021 12:37 pm

Post by MegAzumarill »

Vanilla Town
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Post Post #10657 (isolation #7) » Sun Sep 19, 2021 3:09 pm

Post by MegAzumarill »

Town PGO-Finder
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Post Post #10702 (isolation #8) » Fri Dec 03, 2021 11:56 am

Post by MegAzumarill »

Town Brainwasher


Each night, you may target a player. Assuming no interference to your action, you will neighborize that player and vanilaise them.

That player will be told that they were recruited to the cult and is now a cultist. Their win condition is not actually changed.
Your neighborizer PT is labeled as a Cult PT.
Both you and anyone recruited by you are investigated as cult aligned. Targets will flip as vanilla members of their faction, and you will flip as a Town Brainwasher.

If you use this ability on a non-town player, they will be told this ability was used on them (and what it means), but will still be added to your neighborhood and vanilaised.
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Post Post #10716 (isolation #9) » Mon Dec 06, 2021 9:50 am

Post by MegAzumarill »

Town Dualhydra


You are in a Private Topic with 2 players outside the game (mod's discretion). This PT shows your alignment to those players.

One of the players will be told to try to trick you into losing the game.
The other will be told to try and help you win.
They are under no obligation to adhere to these rules, but it is recommended to play along.

The queue's listmod must be notified if this card rolls.
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Post Post #10736 (isolation #10) » Sat Dec 25, 2021 8:42 am

Post by MegAzumarill »

Vote Reflexive Aligner


You are aligned with the first person to vote you.
You are not told what alignment this is but you will be told you win with this player.

Note: In the case a third party player such as a survivor votes you, you will win if they win regardless of your survival.
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Post Post #10791 (isolation #11) » Wed Jan 19, 2022 2:07 pm

Post by MegAzumarill »

Solo Multitasking 2-Shot Bonfire Arsonist


Each Night you may may douse a player in a flammible liquid.

Additionally each night you may light a bonfire at a player's house. This will kill that player if they are doused in a flammible liquid. It will also kill all visitors to that player that are doused in a flammible liquid. You may only use this ability twice.

If a player is first doused on the same night you use the bonfire ability, they will not die from the bonfire ability on that night.

You win if all other players are dead at the end of the game, or nothing can prevent this from occuring.
Last edited by MegAzumarill on Wed Jan 19, 2022 2:10 pm, edited 1 time in total.
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Post Post #10792 (isolation #12) » Wed Jan 19, 2022 2:09 pm

Post by MegAzumarill »

Mod Choice Multitasking One-Shot Bonfire Arsonist


Each Night you may may douse a player in a flammible liquid.

Additionally each night you may light a bonfire at a player's house. This will kill that player if they are doused in a flammible liquid. It will also kill all visitors to that player that are doused in a flammible liquid. You may only use this ability once.

If a player is first doused on the same night you use the bonfire ability, they will not die from the bonfire ability on that night.

The mod chooses the alignment of this card.
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Post Post #10798 (isolation #13) » Thu Jan 20, 2022 10:34 am

Post by MegAzumarill »

Underdog


You become a Vanilla member of the alignment of the first player to die.

(For Grand Idea Semi it's probably best to pick an arbitrary post number to start at and then use the next set of posts for the number of cards you are going to use as possible. This is because of many related roles are grouped up)
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Post Post #10865 (isolation #14) » Thu Jan 27, 2022 6:54 am

Post by MegAzumarill »

Role Swapper

This card's alignment is a non-town alignment up to the moderator.

Each night you may target two other players. Those players will use the role of the other on their original target. This effect resolves first in action resolution and cannot be stopped or redirected by any means except by its own effect.
If a player you selected originally targeted more than one player the same night you used your ability, your ability will fail.
This ability treats activating passive effects such as paranoid gun owner as targeting themself. If this is swapped with a player targeting another player they will cause their target to have that passive ability.
Abilities like IC or mason will fail if they were used on a player unable to have them.

Example 1: Swapping a Cop and a Doctor. The Cop targets player A, a member of the mafia. The doctor targets the cop, player B, a member of the town. The doctor receives "Your target (Player B) is Not Mafia." The Cop would receive no result, and would attempt to heal player A.
Example 2: Swapping a Vanilla Townie and a Cop. The vanilla Townie would not target anyone and therefore not receive any night result. The Cop would try to use no ability, so they would not visit anyone and would receive no result.
Example 3: Swapping a Doctor and a Mafia Goon commiting a kill. The Doctor would kill their target, and the mafia goon would heal their target.
Example 4: Swapping an Activated Mason and a Doctor. The Doctor would cause whoever they targeted to join the mason chat, but their ability would fail if used on a member of the mafia. The Activated mason would doctor themself, effectively becoming one-shot bulletproof that night. The Activated Mason would still be able to use their ability the next night.
Example 5: Swapping a Activated Paranoid Gun Owner and a Vigilante. The Vigilante would make their target a PGO, killing themself and any other visitors. The PGO would attempt to vigilante kill themself, so they would also die. The Role swapper would survive as long as the vigilante was not attempting to shoot the PGO.
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Post Post #10892 (isolation #15) » Sat Jan 29, 2022 5:02 am

Post by MegAzumarill »

One Shot Cultafia Leader



Each night you or any member of your faction can kill a player. This can be done with any other action that Cultafia member may have

Once per game, during the night, you may recruit a player to your faction, this will fail on groupscum members with living allies.

If your recruit fails for any reason you will instead be bulletproof.
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Post Post #10963 (isolation #16) » Mon Jan 31, 2022 10:19 am

Post by MegAzumarill »

Mafia Ghost Strongman


You are a Vanilla Goon.
After your death, any teammate performing the Factional kill will treat it as a strongman kill.
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Post Post #11012 (isolation #17) » Mon Feb 07, 2022 4:03 pm

Post by MegAzumarill »

Town Redirection Stopper

You will passively roleblock all players who attempt to use their ability on a player that was not their intended target.
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Post Post #11177 (isolation #18) » Fri Mar 18, 2022 12:25 pm

Post by MegAzumarill »

Nightmare Carnival Greeter



Spoiler: Nightmare Carnival:
All members of the
Nightmare Carnival
know each other and have access to a PT open both day and night.
During the game, the
Nightmare Carnival
will accumulate
Nightmare Charges
which can be spent to perform the faction’s factional actions. It is announced in the
Nightmare Carnival
PT whenever a Nightmare charge is gained or lost, as well as how many they have remaining. Nightmare charges are not lost when the player who obtained them dies, unless directly stated otherwise.

During the day, as many times as possible, any member of the
Nightmare Carnival
may choose to spend 1
Nightmare Charge
in order to trap a non-
Nightmare Carnival
player or themself in a nightmare. That player will be announced as trapped in a nightmare, and will be unable to speak, vote or perform day actions for the rest of the day. They may still be voted for and eliminated as normal. When someone is trapped in a nightmare, votes are reset. This action will fail and refund the charge if it would cause a majority (or 50%) of remaining votes to be controlled by
Nightmare Carnival
aligned players.

During any day after day 1, at most once per day, a single member of the
Nightmare Carnival
may use one but not both of the following actions :
1: Choose a player currently trapped in a nightmare, and cause that player to die at the end of the day at the same time of the elimination.(This fails on kill-immune players)
2: The next time you activate a factional (not personal) ability that costs Nightmare Charges, you may pay 1 less charge.

The
Nightmare Carnival
wins when, at the beginning of the night phase, they are the only-non town faction remaining and make up at least 1 less than half of the living players.

The
Nightmare Carnival
has an additional win condition, that any time, if unanimously agreed among living members, the
Nightmare Carnival
may choose to spend an amount of Nightmare Charges equal to 1 more than 3 times the number of
Nightmare Carnival
aligned players, both living and dead, in order to win and exit the game. This cost cannot be manipulated in any way. This win condition does not end the game.



If a player visits a member of your faction during the night, gain a nightmare charge. You may only gain one nightmare charge each night from your ability.

If you are the only original Nightmare Carnival Player you may choose a player not in your faction each night. If a player visits that player, they will visit you as well. (they do not perform an additional action and just visit for no effect)

At any time you may spend 1 Nightmare Charge in order to gain one of the following abilities:

-Three Shot Fruit Vendor
-Two Shot Mailman
-One Shot Neighborizer
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Post Post #11178 (isolation #19) » Fri Mar 18, 2022 12:27 pm

Post by MegAzumarill »

Nightmare Carnival Fortune Teller


Each night you may select any number of players that you predict will die, this effect isn’t seen by trackers or watchers and cannot be roleblocked or redirected. At the end of the night, you gain Nightmare Charges equal to the number of correct predictions that night minus the number of incorrect predictions. Players that die to Nightmare Carnival sources do not count as correct predictions for this, unless they were also killed by a non-nightmare carnival source.

During the night, you may spend 1 Nightmare Charge. If you do, the players you select for prediction tonight will be roleblocked if they attempt to target you or up to 1 other player you may choose.



Spoiler: Nightmare Carnival:
All members of the
Nightmare Carnival
know each other and have access to a PT open both day and night.
During the game, the
Nightmare Carnival
will accumulate
Nightmare Charges
which can be spent to perform the faction’s factional actions. It is announced in the
Nightmare Carnival
PT whenever a Nightmare charge is gained or lost, as well as how many they have remaining. Nightmare charges are not lost when the player who obtained them dies, unless directly stated otherwise.

During the day, as many times as possible, any member of the
Nightmare Carnival
may choose to spend 1
Nightmare Charge
in order to trap a non-
Nightmare Carnival
player or themself in a nightmare. That player will be announced as trapped in a nightmare, and will be unable to speak, vote or perform day actions for the rest of the day. They may still be voted for and eliminated as normal. When someone is trapped in a nightmare, votes are reset. This action will fail and refund the charge if it would cause a majority (or 50%) of remaining votes to be controlled by
Nightmare Carnival
aligned players.

During any day after day 1, at most once per day, a single member of the
Nightmare Carnival
may use one but not both of the following actions :
1: Choose a player currently trapped in a nightmare, and cause that player to die at the end of the day at the same time of the elimination.(This fails on kill-immune players)
2: The next time you activate a factional (not personal) ability that costs Nightmare Charges, you may pay 1 less charge.

The
Nightmare Carnival
wins when, at the beginning of the night phase, they are the only-non town faction remaining and make up at least 1 less than half of the living players.

The
Nightmare Carnival
has an additional win condition, that any time, if unanimously agreed among living members, the
Nightmare Carnival
may choose to spend an amount of Nightmare Charges equal to 1 more than 3 times the number of
Nightmare Carnival
aligned players, both living and dead, in order to win and exit the game. This cost cannot be manipulated in any way. This win condition does not end the game.
Imprefection is the spice of life.
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Post Post #11179 (isolation #20) » Fri Mar 18, 2022 12:28 pm

Post by MegAzumarill »

Nightmare Carnival Maestro

At the end of each day you are either not voting for a player or if you hammered a player, you gain a nightmare charge.

During the night, spend 1 Nightmare Charge: select 2 players; those players become lifelinked to each other. Players that are lifelinked will die if any player they were lifelinked to is eliminated or dies from lifelink. If both of those players die you will gain a nightmare charge. They do not know they are lifelinked.


Spoiler: Nightmare Carnival:
All members of the
Nightmare Carnival
know each other and have access to a PT open both day and night.
During the game, the
Nightmare Carnival
will accumulate
Nightmare Charges
which can be spent to perform the faction’s factional actions. It is announced in the
Nightmare Carnival
PT whenever a Nightmare charge is gained or lost, as well as how many they have remaining. Nightmare charges are not lost when the player who obtained them dies, unless directly stated otherwise.

During the day, as many times as possible, any member of the
Nightmare Carnival
may choose to spend 1
Nightmare Charge
in order to trap a non-
Nightmare Carnival
player or themself in a nightmare. That player will be announced as trapped in a nightmare, and will be unable to speak, vote or perform day actions for the rest of the day. They may still be voted for and eliminated as normal. When someone is trapped in a nightmare, votes are reset. This action will fail and refund the charge if it would cause a majority (or 50%) of remaining votes to be controlled by
Nightmare Carnival
aligned players.

During any day after day 1, at most once per day, a single member of the
Nightmare Carnival
may use one but not both of the following actions :
1: Choose a player currently trapped in a nightmare, and cause that player to die at the end of the day at the same time of the elimination.(This fails on kill-immune players)
2: The next time you activate a factional (not personal) ability that costs Nightmare Charges, you may pay 1 less charge.

The
Nightmare Carnival
wins when, at the beginning of the night phase, they are the only-non town faction remaining and make up at least 1 less than half of the living players.

The
Nightmare Carnival
has an additional win condition, that any time, if unanimously agreed among living members, the
Nightmare Carnival
may choose to spend an amount of Nightmare Charges equal to 1 more than 3 times the number of
Nightmare Carnival
aligned players, both living and dead, in order to win and exit the game. This cost cannot be manipulated in any way. This win condition does not end the game.
Imprefection is the spice of life.
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Post Post #11180 (isolation #21) » Fri Mar 18, 2022 12:29 pm

Post by MegAzumarill »

Nightmare Carnival Leader


You are treated to other roles as being aligned with the town.
Whenever you are targeted by an investigative action or a protective action from a player not aligned with you, gain a nightmare charge.
If you are the last member of your faction remaining, you cannot die from means other than elimination.
Once per night, You may spend 2 Nightmare Charges: Choose a player, you will attempt to kill that player tonight.



Spoiler: Nightmare Carnival:
All members of the
Nightmare Carnival
know each other and have access to a PT open both day and night.
During the game, the
Nightmare Carnival
will accumulate
Nightmare Charges
which can be spent to perform the faction’s factional actions. It is announced in the
Nightmare Carnival
PT whenever a Nightmare charge is gained or lost, as well as how many they have remaining. Nightmare charges are not lost when the player who obtained them dies, unless directly stated otherwise.

During the day, as many times as possible, any member of the
Nightmare Carnival
may choose to spend 1
Nightmare Charge
in order to trap a non-
Nightmare Carnival
player or themself in a nightmare. That player will be announced as trapped in a nightmare, and will be unable to speak, vote or perform day actions for the rest of the day. They may still be voted for and eliminated as normal. When someone is trapped in a nightmare, votes are reset. This action will fail and refund the charge if it would cause a majority (or 50%) of remaining votes to be controlled by
Nightmare Carnival
aligned players.

During any day after day 1, at most once per day, a single member of the
Nightmare Carnival
may use one but not both of the following actions :
1: Choose a player currently trapped in a nightmare, and cause that player to die at the end of the day at the same time of the elimination.(This fails on kill-immune players)
2: The next time you activate a factional (not personal) ability that costs Nightmare Charges, you may pay 1 less charge.

The
Nightmare Carnival
wins when, at the beginning of the night phase, they are the only-non town faction remaining and make up at least 1 less than half of the living players.

The
Nightmare Carnival
has an additional win condition, that any time, if unanimously agreed among living members, the
Nightmare Carnival
may choose to spend an amount of Nightmare Charges equal to 1 more than 3 times the number of
Nightmare Carnival
aligned players, both living and dead, in order to win and exit the game. This cost cannot be manipulated in any way. This win condition does not end the game.
Imprefection is the spice of life.
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Post Post #11181 (isolation #22) » Fri Mar 18, 2022 12:30 pm

Post by MegAzumarill »

Nightmare Carnival Trickster


Each night you may choose 2 players. If one of those players attempts to target the other, they will be roleblocked. If you roleblock a Non-Nightmare Carnival player with this action, you gain a nightmare charge for each action you stopped.

Your faction gains the factional action, “During the night, a member of this faction may spend 1 Nightmare Charge and choose a player. They will attempt to roleblock that player. This action can only be performed once by each player but can be performed by any number of players.“




Spoiler: Nightmare Carnival:
All members of the
Nightmare Carnival
know each other and have access to a PT open both day and night.
During the game, the
Nightmare Carnival
will accumulate
Nightmare Charges
which can be spent to perform the faction’s factional actions. It is announced in the
Nightmare Carnival
PT whenever a Nightmare charge is gained or lost, as well as how many they have remaining. Nightmare charges are not lost when the player who obtained them dies, unless directly stated otherwise.

During the day, as many times as possible, any member of the
Nightmare Carnival
may choose to spend 1
Nightmare Charge
in order to trap a non-
Nightmare Carnival
player or themself in a nightmare. That player will be announced as trapped in a nightmare, and will be unable to speak, vote or perform day actions for the rest of the day. They may still be voted for and eliminated as normal. When someone is trapped in a nightmare, votes are reset. This action will fail and refund the charge if it would cause a majority (or 50%) of remaining votes to be controlled by
Nightmare Carnival
aligned players.

During any day after day 1, at most once per day, a single member of the
Nightmare Carnival
may use one but not both of the following actions :
1: Choose a player currently trapped in a nightmare, and cause that player to die at the end of the day at the same time of the elimination.(This fails on kill-immune players)
2: The next time you activate a factional (not personal) ability that costs Nightmare Charges, you may pay 1 less charge.

The
Nightmare Carnival
wins when, at the beginning of the night phase, they are the only-non town faction remaining and make up at least 1 less than half of the living players.

The
Nightmare Carnival
has an additional win condition, that any time, if unanimously agreed among living members, the
Nightmare Carnival
may choose to spend an amount of Nightmare Charges equal to 1 more than 3 times the number of
Nightmare Carnival
aligned players, both living and dead, in order to win and exit the game. This cost cannot be manipulated in any way. This win condition does not end the game.
Imprefection is the spice of life.
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Post Post #11182 (isolation #23) » Fri Mar 18, 2022 12:31 pm

Post by MegAzumarill »

Nightmare Carnival Magician


At the start of each even numbered day phase, gain a nightmare charge.

During the day, spend 1 Nightmare Charge: Swap the Night Abilities of 2 Non-Nightmare Carnival Players. They will receive the message their role was changed during twilight, and be given their new role PM with their new abilities. Their alignment does not change.



Spoiler: Nightmare Carnival:
All members of the
Nightmare Carnival
know each other and have access to a PT open both day and night.
During the game, the
Nightmare Carnival
will accumulate
Nightmare Charges
which can be spent to perform the faction’s factional actions. It is announced in the
Nightmare Carnival
PT whenever a Nightmare charge is gained or lost, as well as how many they have remaining. Nightmare charges are not lost when the player who obtained them dies, unless directly stated otherwise.

During the day, as many times as possible, any member of the
Nightmare Carnival
may choose to spend 1
Nightmare Charge
in order to trap a non-
Nightmare Carnival
player or themself in a nightmare. That player will be announced as trapped in a nightmare, and will be unable to speak, vote or perform day actions for the rest of the day. They may still be voted for and eliminated as normal. When someone is trapped in a nightmare, votes are reset. This action will fail and refund the charge if it would cause a majority (or 50%) of remaining votes to be controlled by
Nightmare Carnival
aligned players.

During any day after day 1, at most once per day, a single member of the
Nightmare Carnival
may use one but not both of the following actions :
1: Choose a player currently trapped in a nightmare, and cause that player to die at the end of the day at the same time of the elimination.(This fails on kill-immune players)
2: The next time you activate a factional (not personal) ability that costs Nightmare Charges, you may pay 1 less charge.

The
Nightmare Carnival
wins when, at the beginning of the night phase, they are the only-non town faction remaining and make up at least 1 less than half of the living players.

The
Nightmare Carnival
has an additional win condition, that any time, if unanimously agreed among living members, the
Nightmare Carnival
may choose to spend an amount of Nightmare Charges equal to 1 more than 3 times the number of
Nightmare Carnival
aligned players, both living and dead, in order to win and exit the game. This cost cannot be manipulated in any way. This win condition does not end the game.
Imprefection is the spice of life.
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Post Post #11183 (isolation #24) » Fri Mar 18, 2022 12:33 pm

Post by MegAzumarill »

Nightmare Carnival Hypnotist

If this card rolls 2 random non-nightmare carnival players gain the role of Sandman (All Sandmen know each other and share a PT. Sandmen know each other are not aligned with the Nightmare Carnival)

Whenever a non-Nightmare Carnival player who is in a non-factional PT dies, gain a Nightmare Charge.
During the day you may spend 2 nightmare charges. If you do, choose a player to vanilaise. That player loses all abilities. You gain the abilities the chosen player lost. If you would gain an ability a Nightmare Carnival player cannot have (Innocent Child, Friendly Neighbor, Sandman, etc) you will not gain that ability but will be told what it was.


Spoiler: Nightmare Carnival:
All members of the
Nightmare Carnival
know each other and have access to a PT open both day and night.
During the game, the
Nightmare Carnival
will accumulate
Nightmare Charges
which can be spent to perform the faction’s factional actions. It is announced in the
Nightmare Carnival
PT whenever a Nightmare charge is gained or lost, as well as how many they have remaining. Nightmare charges are not lost when the player who obtained them dies, unless directly stated otherwise.

During the day, as many times as possible, any member of the
Nightmare Carnival
may choose to spend 1
Nightmare Charge
in order to trap a non-
Nightmare Carnival
player or themself in a nightmare. That player will be announced as trapped in a nightmare, and will be unable to speak, vote or perform day actions for the rest of the day. They may still be voted for and eliminated as normal. When someone is trapped in a nightmare, votes are reset. This action will fail and refund the charge if it would cause a majority (or 50%) of remaining votes to be controlled by
Nightmare Carnival
aligned players.

During any day after day 1, at most once per day, a single member of the
Nightmare Carnival
may use one but not both of the following actions :
1: Choose a player currently trapped in a nightmare, and cause that player to die at the end of the day at the same time of the elimination.(This fails on kill-immune players)
2: The next time you activate a factional (not personal) ability that costs Nightmare Charges, you may pay 1 less charge.

The
Nightmare Carnival
wins when, at the beginning of the night phase, they are the only-non town faction remaining and make up at least 1 less than half of the living players.

The
Nightmare Carnival
has an additional win condition, that any time, if unanimously agreed among living members, the
Nightmare Carnival
may choose to spend an amount of Nightmare Charges equal to 1 more than 3 times the number of
Nightmare Carnival
aligned players, both living and dead, in order to win and exit the game. This cost cannot be manipulated in any way. This win condition does not end the game.
Imprefection is the spice of life.
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Post Post #11184 (isolation #25) » Fri Mar 18, 2022 12:33 pm

Post by MegAzumarill »

Nightmare Carnival Actor


During the night you may choose to gain 1 nightmare charge. If you do you cannot use any other abilities the same night, even if you gain multitasking. This ability cannot be used on consecutive nights.

You may spend 1 Nightmare Charge during the day. Your role changes to a random role from the Grand Idea thread. You gain the abilities of this role.
(The moderator may reroll any role obtained from this the same way as they can in setup generation. )

When you reroll your role you do not lose the abilities in your original role PM. Your alignment doesn’t change.

Spoiler: Nightmare Carnival:
All members of the
Nightmare Carnival
know each other and have access to a PT open both day and night.
During the game, the
Nightmare Carnival
will accumulate
Nightmare Charges
which can be spent to perform the faction’s factional actions. It is announced in the
Nightmare Carnival
PT whenever a Nightmare charge is gained or lost, as well as how many they have remaining. Nightmare charges are not lost when the player who obtained them dies, unless directly stated otherwise.

During the day, as many times as possible, any member of the
Nightmare Carnival
may choose to spend 1
Nightmare Charge
in order to trap a non-
Nightmare Carnival
player or themself in a nightmare. That player will be announced as trapped in a nightmare, and will be unable to speak, vote or perform day actions for the rest of the day. They may still be voted for and eliminated as normal. When someone is trapped in a nightmare, votes are reset. This action will fail and refund the charge if it would cause a majority (or 50%) of remaining votes to be controlled by
Nightmare Carnival
aligned players.

During any day after day 1, at most once per day, a single member of the
Nightmare Carnival
may use one but not both of the following actions :
1: Choose a player currently trapped in a nightmare, and cause that player to die at the end of the day at the same time of the elimination.(This fails on kill-immune players)
2: The next time you activate a factional (not personal) ability that costs Nightmare Charges, you may pay 1 less charge.

The
Nightmare Carnival
wins when, at the beginning of the night phase, they are the only-non town faction remaining and make up at least 1 less than half of the living players.

The
Nightmare Carnival
has an additional win condition, that any time, if unanimously agreed among living members, the
Nightmare Carnival
may choose to spend an amount of Nightmare Charges equal to 1 more than 3 times the number of
Nightmare Carnival
aligned players, both living and dead, in order to win and exit the game. This cost cannot be manipulated in any way. This win condition does not end the game.
Imprefection is the spice of life.
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Post Post #11185 (isolation #26) » Fri Mar 18, 2022 12:34 pm

Post by MegAzumarill »

Nightmare Carnival Musician

If you are eliminated via vote, your faction gains 2 nightmare counters. Additionally members of your faction cannot die the night after your elimination.

If you are the only original Nightmare Carnival member, you cannot die by any means other than elimination, and start the game with 2 Nightmare Charges.

Spoiler: Nightmare Carnival:
All members of the
Nightmare Carnival
know each other and have access to a PT open both day and night.
During the game, the
Nightmare Carnival
will accumulate
Nightmare Charges
which can be spent to perform the faction’s factional actions. It is announced in the
Nightmare Carnival
PT whenever a Nightmare charge is gained or lost, as well as how many they have remaining. Nightmare charges are not lost when the player who obtained them dies, unless directly stated otherwise.

During the day, as many times as possible, any member of the
Nightmare Carnival
may choose to spend 1
Nightmare Charge
in order to trap a non-
Nightmare Carnival
player or themself in a nightmare. That player will be announced as trapped in a nightmare, and will be unable to speak, vote or perform day actions for the rest of the day. They may still be voted for and eliminated as normal. When someone is trapped in a nightmare, votes are reset. This action will fail and refund the charge if it would cause a majority (or 50%) of remaining votes to be controlled by
Nightmare Carnival
aligned players.

During any day after day 1, at most once per day, a single member of the
Nightmare Carnival
may use one but not both of the following actions :
1: Choose a player currently trapped in a nightmare, and cause that player to die at the end of the day at the same time of the elimination.(This fails on kill-immune players)
2: The next time you activate a factional (not personal) ability that costs Nightmare Charges, you may pay 1 less charge.

The
Nightmare Carnival
wins when, at the beginning of the night phase, they are the only-non town faction remaining and make up at least 1 less than half of the living players.

The
Nightmare Carnival
has an additional win condition, that any time, if unanimously agreed among living members, the
Nightmare Carnival
may choose to spend an amount of Nightmare Charges equal to 1 more than 3 times the number of
Nightmare Carnival
aligned players, both living and dead, in order to win and exit the game. This cost cannot be manipulated in any way. This win condition does not end the game.
Imprefection is the spice of life.
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Post Post #11186 (isolation #27) » Fri Mar 18, 2022 12:35 pm

Post by MegAzumarill »

One Shot- Bulletproof Nightmare Carnival Executioner


While you are alive, the elimination each day is treated as a vigilante action (Would cause diplomats to die, jesters to lose, and bulletproof players will live.) Whenever a town or third party aligned player dies from this effect, you gain a nightmare charge.
If this vigilante-elimination fails for any reason (the hammered player doesn’t die) the elimination will return to normal for the rest of the game.

The first killing action that would kill you instead does not. You will not be informed if this occurs.

You may spend a Nightmare Charge during the day. If you do, your bulletproof charge will be restored if it was previously used. If your bulletproof charge wasn’t used, this action will instead have no effect, and the charge will not be refunded. You are informed if this action is successful or not.

Spoiler: Nightmare Carnival:
All members of the
Nightmare Carnival
know each other and have access to a PT open both day and night.
During the game, the
Nightmare Carnival
will accumulate
Nightmare Charges
which can be spent to perform the faction’s factional actions. It is announced in the
Nightmare Carnival
PT whenever a Nightmare charge is gained or lost, as well as how many they have remaining. Nightmare charges are not lost when the player who obtained them dies, unless directly stated otherwise.

During the day, as many times as possible, any member of the
Nightmare Carnival
may choose to spend 1
Nightmare Charge
in order to trap a non-
Nightmare Carnival
player or themself in a nightmare. That player will be announced as trapped in a nightmare, and will be unable to speak, vote or perform day actions for the rest of the day. They may still be voted for and eliminated as normal. When someone is trapped in a nightmare, votes are reset. This action will fail and refund the charge if it would cause a majority (or 50%) of remaining votes to be controlled by
Nightmare Carnival
aligned players.

During any day after day 1, at most once per day, a single member of the
Nightmare Carnival
may use one but not both of the following actions :
1: Choose a player currently trapped in a nightmare, and cause that player to die at the end of the day at the same time of the elimination.(This fails on kill-immune players)
2: The next time you activate a factional (not personal) ability that costs Nightmare Charges, you may pay 1 less charge.

The
Nightmare Carnival
wins when, at the beginning of the night phase, they are the only-non town faction remaining and make up at least 1 less than half of the living players.

The
Nightmare Carnival
has an additional win condition, that any time, if unanimously agreed among living members, the
Nightmare Carnival
may choose to spend an amount of Nightmare Charges equal to 1 more than 3 times the number of
Nightmare Carnival
aligned players, both living and dead, in order to win and exit the game. This cost cannot be manipulated in any way. This win condition does not end the game.
Imprefection is the spice of life.
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Post Post #11187 (isolation #28) » Fri Mar 18, 2022 12:36 pm

Post by MegAzumarill »

Nightmare Carnival Firebreather

During the night you may choose to require one less vote to be eliminated the next day. This effect is private and is not revealed until you are eliminated. If you do, you gain 1 Nightmare Charge. These Charges are lost if you die by elimination.

Once per game, during the day you may spend all of your faction’s Nightmare Charges by saying
IGNITE [PLAYER NAMES]
to Publicly reveal your alignment, and kill the players listed. The listed players must be currently voting for you. This action will cause all players currently trapped in a nightmare to return to the game not in a nightmare, and no more players may be trapped in a nightmare on that day. This will fail if you didn’t spend as many Nightmare Counters as the number of listed players. If you target 1 or 2 players with this ability, you must spend at least 3 Nightmare Counters or it will fail.

Spoiler: Nightmare Carnival:
All members of the
Nightmare Carnival
know each other and have access to a PT open both day and night.
During the game, the
Nightmare Carnival
will accumulate
Nightmare Charges
which can be spent to perform the faction’s factional actions. It is announced in the
Nightmare Carnival
PT whenever a Nightmare charge is gained or lost, as well as how many they have remaining. Nightmare charges are not lost when the player who obtained them dies, unless directly stated otherwise.

During the day, as many times as possible, any member of the
Nightmare Carnival
may choose to spend 1
Nightmare Charge
in order to trap a non-
Nightmare Carnival
player or themself in a nightmare. That player will be announced as trapped in a nightmare, and will be unable to speak, vote or perform day actions for the rest of the day. They may still be voted for and eliminated as normal. When someone is trapped in a nightmare, votes are reset. This action will fail and refund the charge if it would cause a majority (or 50%) of remaining votes to be controlled by
Nightmare Carnival
aligned players.

During any day after day 1, at most once per day, a single member of the
Nightmare Carnival
may use one but not both of the following actions :
1: Choose a player currently trapped in a nightmare, and cause that player to die at the end of the day at the same time of the elimination.(This fails on kill-immune players)
2: The next time you activate a factional (not personal) ability that costs Nightmare Charges, you may pay 1 less charge.

The
Nightmare Carnival
wins when, at the beginning of the night phase, they are the only-non town faction remaining and make up at least 1 less than half of the living players.

The
Nightmare Carnival
has an additional win condition, that any time, if unanimously agreed among living members, the
Nightmare Carnival
may choose to spend an amount of Nightmare Charges equal to 1 more than 3 times the number of
Nightmare Carnival
aligned players, both living and dead, in order to win and exit the game. This cost cannot be manipulated in any way. This win condition does not end the game.
Imprefection is the spice of life.
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Post Post #11188 (isolation #29) » Fri Mar 18, 2022 12:38 pm

Post by MegAzumarill »

Town Dreamcop


Each night you may target a player. Assuming no interference to your action you will learn if that player is aligned with the Nightmare Carnival, or not aligned with the Nightmare Carnival.

(Notes for design of the Nightmare Carnival Roles)
1. Make sure the role has some way to gain Nightmare Charges. Usually by either: slowly over time, trying to get players to act a certain way, correctly reading something such as who a player is going to target.
2. Make sure it isn’t completely trivial to get to the 4 required to exit with a win solo. Part of playing for the benign win is having to give up the kill per cycle to save.
3. Give the role some way to utilize the nightmare charges, adding an incentive to potentially skipping a kill or attempting to gain a large number of charges when playing for parity. (As well as being useful in Grandest Idea)
4. If the role is useless as the only member of its faction at the start of the game give it a clause like bulletproof to help give it a shot.
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Post Post #11189 (isolation #30) » Fri Mar 18, 2022 12:38 pm

Post by MegAzumarill »

Mafia Dreamcop


Each night you may target a player. Assuming no interference to your action you will learn if that player is aligned with the Nightmare Carnival, or not aligned with the Nightmare Carnival.
Imprefection is the spice of life.
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Post Post #11190 (isolation #31) » Fri Mar 18, 2022 12:39 pm

Post by MegAzumarill »

Sweet Dreamed Townie

You are immune to actions performed by consuming Nightmare Charges (even if 0 charges are consumed).

You win with the Town.
Imprefection is the spice of life.
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Post Post #11191 (isolation #32) » Fri Mar 18, 2022 12:39 pm

Post by MegAzumarill »

Sweet Dreamed Werewolf


You are immune to actions performed by consuming Nightmare Charges (even if 0 charges are consumed).

You win with the Werewolves
Imprefection is the spice of life.
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Post Post #11192 (isolation #33) » Fri Mar 18, 2022 12:40 pm

Post by MegAzumarill »

Town 3-Charge Novice Nightmare Killer

You start the game with 3 nightmare charges. You may not perform any abilities on day 1 or night 1.

Each day, once a day you may PM the moderator the name of any player (including yourself). That player will be announced as trapped in a nightmare, and will be unable to speak, vote or perform day actions for the rest of the day. They may still be voted for and eliminated as normal. When someone is trapped in a nightmare, votes are reset. This ability fails and your charge is refunded if it would cause you to control 50% or more of the remaining votes.

Additionally, once per day you may spend a nightmare charge to PM the moderator and choose a player currently trapped in a nightmare, and cause that player to die at the end of the day at the same time of the elimination. (This fails on kill-immune players)
Imprefection is the spice of life.
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Post Post #11193 (isolation #34) » Fri Mar 18, 2022 12:40 pm

Post by MegAzumarill »

Alien 3-Charge Novice Nightmare Killer


You start the game with 3 nightmare charges. You may not perform any abilities on day 1 or night 1.

Each day, once a day you may PM the moderator the name of any player (including yourself). That player will be announced as trapped in a nightmare, and will be unable to speak, vote or perform day actions for the rest of the day. They may still be voted for and eliminated as normal. When someone is trapped in a nightmare, votes are reset. This ability fails and your charge is refunded if it would cause your faction to control 50% or more of the remaining votes.

Additionally, once per day you may spend a nightmare charge to PM the moderator and choose a player currently trapped in a nightmare, and cause that player to die at the end of the day at the same time of the elimination. (This fails on kill-immune players)
Imprefection is the spice of life.
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Post Post #11194 (isolation #35) » Fri Mar 18, 2022 12:40 pm

Post by MegAzumarill »

Serial Killer Recharging Nightmare Killer


If you do not perform your factional kill at night and do not have a Nightmare Charge, you gain a Nightmare Charge at the end of the night.

Each day, once a day you may PM the moderator the name of any player (including yourself). That player will be announced as trapped in a nightmare, and will be unable to speak, vote or perform day actions for the rest of the day. They may still be voted for and eliminated as normal. When someone is trapped in a nightmare, votes are reset. This ability fails and your charge is refunded if it would cause you to control 50% or more of the remaining votes.

Additionally, once per day you may spend a nightmare charge to PM the moderator and choose a player currently trapped in a nightmare, and cause that player to die at the end of the day at the same time of the elimination. (This fails on kill-immune players)

You win when all other players are dead.
Imprefection is the spice of life.
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Post Post #11195 (isolation #36) » Fri Mar 18, 2022 12:41 pm

Post by MegAzumarill »

Non-Zero Informed Townie


You are informed of how many Pirate-aligned players are in the game.
If the above is 0, you are informed of how many Nightmare Carnival- aligned players are in the game.
If both of the above is 0, You are informed of how many Dark Creature-aligned players are in the game.
If all of the above is 0, you are informed of how many Third Party roles are in the game.
If all of those were 0, you are informed of how many players are in the game.
Imprefection is the spice of life.
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Post Post #11196 (isolation #37) » Fri Mar 18, 2022 12:41 pm

Post by MegAzumarill »

Non-No Informed Townie


You are informed if at least one player has a midgame alignment changing action.
If the answer to the above is “No” You are informed if at least one player has the ability to make a different player appear to an investigative role as an alignment that is not that player's true alignment.
If the answer to both of the above are “No” You are informed if at least one player has the ability to perform a role’s action during the day.
If the answer to all of the above is “No” You are informed if at least one player has the ability to kill another player that did not originate from alignment.
If the answer to all of those were “No” You are informed if at least one player can vote during the day.
Imprefection is the spice of life.
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Post Post #11197 (isolation #38) » Fri Mar 18, 2022 12:42 pm

Post by MegAzumarill »

Sequence

(This is an effect, not a role, reroll this if rolled in any way.)
When this is rerolled: Use the X posts after the post this rolls into as the next X rolls in setup generation. To determine X, roll a d4.
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Post Post #11198 (isolation #39) » Fri Mar 18, 2022 12:42 pm

Post by MegAzumarill »

Classic

(This is an effect, not a role, reroll this if rolled in any way)
If this effect is rolled all future card roles are rolled between post 0 and post 999.
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Post Post #11199 (isolation #40) » Fri Mar 18, 2022 12:43 pm

Post by MegAzumarill »

What are the Odds!

You always investigate as not aligned with the town, and can never be seen visiting by a tracker or watcher. You appear as “What are the Odds” to rolecops.

You have a 25% chance to be a Mafia Role Cop
You have a 30% chance to be a Night 3 Bulletproof Townie
You have a 15% chance to be a Mafia Bulletproof Traitor (That doesn’t know their allies)
You have a 10% chance to be a Jester Day 4 Super Saint
You have a 10% chance to be a Unjester Night 3 Paranoid Gun Owner
You have a 10% chance to be a Town Night 4 Winner (At the start of night 4 Town Automatically wins the game if you are alive)

You know your role was caused by this card. At the start of Night 3 it is publicly revealed that this post was used to create your role.
Imprefection is the spice of life.
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MegAzumarill
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Post Post #11210 (isolation #41) » Sun Apr 03, 2022 8:52 am

Post by MegAzumarill »

Lattice Town Mirage


You have Lattice. Any effect which affects Lattice players will affect you.

While you are alive, all Lattice players are unaffected by non-factional actions.

You win when all threats to the Town have been defeated.
Imprefection is the spice of life.
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Post Post #11211 (isolation #42) » Sun Apr 03, 2022 8:56 am

Post by MegAzumarill »

Lattice Inventor


You have Lattice. Any effect which affects Lattice players will affect you.

Pregame, all lattice players gain a 1-shot invention of a random power role.

Pregame, roll a d6. If a 1-4 is rolled, this card is Town- aligned. If a 5 is rolled, this card is aligned with whichever groupscum in the game has the least other members, if a 6 is rolled, this is a Serial Killer.
Imprefection is the spice of life.
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Post Post #11223 (isolation #43) » Wed Apr 13, 2022 5:17 pm

Post by MegAzumarill »

Mod Discretion

This can be any role the mod wants, but only if the name/function of the role is a pun.
Imprefection is the spice of life.
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Post Post #11234 (isolation #44) » Wed Jul 06, 2022 6:00 pm

Post by MegAzumarill »

Circus Clown


Factional Ability: Each night you may target a player, assuming no interference to your action the target will receive the following message.
"You have received an additional win condition, if you are eliminated by vote today you exit the game with a win."

If the player you successfully targeted is eliminated via vote the day after you targeted them, their alignment will change to Circus Clown as they are eliminated. They flip as such. Their role is unaffected. This conversion ignores any means to prevent it. [If for some reason this conversion would still fail, don't send the night message the night before]

As a Circus Clown, you have the following win condition: You exit the game with a win if you are eliminated via vote. You also exit the game immediately with a win if 2 or more circus clowns have exited the game with a win. Neither of these win conditions end the game.
Imprefection is the spice of life.
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Post Post #11235 (isolation #45) » Wed Jul 06, 2022 6:05 pm

Post by MegAzumarill »

Hypnotiser

At the start of each day phase, the name of a random living player will be pmed to you. If that player is eliminated via vote the same day, you and the player you targeted last night with your factional ability exit the game in a win. You both have your alignments revealed as hypnotiser and your roles as your actual roles.

Factional Ability: Each night you may target a player, assuming no interference to your action the target will receive the following message.
"You have received an additional win condition, if you eliminate [PLAYER] by vote today you exit the game with a win."
This action fails if [PLAYER] is the same as the target. [PLAYER] is the player name pmed to you at the start of that day phase.
Imprefection is the spice of life.
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Post Post #11266 (isolation #46) » Sat Aug 06, 2022 4:11 pm

Post by MegAzumarill »

Town Regifter


If you receive something, such as an invention or fruit, you will not be able to use it.
At night you may visit a player and give them what you received last night.
Imprefection is the spice of life.
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Post Post #11270 (isolation #47) » Sat Aug 06, 2022 5:05 pm

Post by MegAzumarill »

Zealot

You win with the cult.
You are not in the cult PT, unless recruited by the cult's factional ability.
You are informed of the Cult leader's identity (but not any other members of the cult)

If there is no other cult members, this becomes a traitor for a random groupscum in the game, and is informed a cult does not exist.
In post 11267, Alianna wrote:
Town Compulsive Loyal Vigilante


You don't know who I am, and I don't know who you are, but I want you to suffer.

Each night phase, you must target another player and attempt to kill them.
If you do not submit an action, you will target the first living player on the playerlist.
Your action will only succeed if used on a player who shares your alignment.

You win if all threats to the town are eliminated and at least one town-aligned player is alive.
1. This is a good role, which you imply it isn't.
2. Make it roaming/strongman to troll more
Imprefection is the spice of life.
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Post Post #11280 (isolation #48) » Sat Aug 06, 2022 5:55 pm

Post by MegAzumarill »

_____ Goon


You are a mafia goon.

The moderator renames the name of the mafia faction for this game (All roles targeting them still act as if they were mafia, cops still guilty them, etc.)
Imprefection is the spice of life.
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Post Post #11701 (isolation #49) » Fri Sep 15, 2023 2:35 pm

Post by MegAzumarill »

Town Flavor Cop


Each night you may check a player. Assuming no interference to your action you will receive a flavored result based on your target's role.
Imprefection is the spice of life.
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Post Post #11702 (isolation #50) » Fri Sep 15, 2023 2:37 pm

Post by MegAzumarill »

Town Flavor Inspector


Each night you may check a player. Assuming no interference to your action you will receive a flavored result based on what happened to your target the last night.

(I.e if they were doused by an arsonist, you may receive a message that there was an uncanny smell of gasoline at your target's house)
Imprefection is the spice of life.
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MegAzumarill
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Post Post #11703 (isolation #51) » Fri Sep 15, 2023 2:39 pm

Post by MegAzumarill »

Observant Townie


Each night you will receive a flavor message of what happened to you last night. (I.e. if you were checked by a cop, you may see someone snooping around your house, or if you were visited by a doctor and an attempted night kill you may recall a loud noise followed by waking up in bandages.)
Imprefection is the spice of life.
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MegAzumarill
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Post Post #11704 (isolation #52) » Fri Sep 15, 2023 2:44 pm

Post by MegAzumarill »

Observant Groupscum Flavor Master

Each night you will receive a flavor message of what happened to you last night. (I.e. if you were checked by a cop, you may see someone snooping around your house, or if you were visited by a doctor and an attempted night kill you may recall a loud noise followed by waking up in bandages.)

Each night you may check a player. Assuming no interference to your action you will receive a flavored result based on your target's role. Additionally, you will receive a flavored result based on what happened to your target the last night.

Keep the ability messages generated by this role's active ability distinct from the passive ability.
Add this role to a random groupscum team in the game.
Imprefection is the spice of life.
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Post Post #11705 (isolation #53) » Fri Sep 15, 2023 2:46 pm

Post by MegAzumarill »

Observant Bulletproof Serial Killer

Each night you will receive a flavor message of what happened to you last night.
You cannot die to night kills by normal means.

You may kill a player each night, standard Serial Killer Win Condition.
Imprefection is the spice of life.

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