Grand Idea Mafia

This forum is for discussion related to the game.
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Post Post #11025 (ISO) » Tue Feb 08, 2022 4:03 pm

Post by Ircher »

Town Gunblade Smith

Each night, you may attempt to target a player. If their role would carry a gun or a blade (including knives, swords, etc.) as deemed by the mod, a guilty will be returned.
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Post Post #11026 (ISO) » Tue Feb 08, 2022 4:14 pm

Post by Ircher »

Townie with Electrical Magic

You begin the game with three mana. Each night while you have mana, you may attempt to cast one of the following spells (provided you have enough mana):

Shock (1 mana): Sends a painful electrical shock to the target. They are roleblocked and lose 2 HP.
Lightning (2 mana): Zaps the target with a bolt of lightning. They gain the "paralyzed" status and lose 3 HP. This status automatically roleblocks them each night until cured by a doctor or an effect that specifically names the status. Paralysis applies on the night this spell is used as well.
Lightning 2 (3 mana): This is the same as lightning but deals 5 HP damage instead of 3.
Energize (2 mana): Revives a target healing them. They gain 2 HP.

Mod Notes: If no other role introduces an HP system, every player starts with 8 HP. A player dies if they reach 0 HP or less.
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Post Post #11027 (ISO) » Tue Feb 08, 2022 4:19 pm

Post by schadd_ »

vt
free darius mccollum
todays featured user: tired person

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Post Post #11028 (ISO) » Tue Feb 08, 2022 4:23 pm

Post by Ircher »

Townie with Fire Magic

You begin the game with three mana. Each night while you have mana, you may attempt to cast one of the following spells (provided you have enough mana):

Fireball (1 mana): Hurls a flaming ball of energy at a group of targets. You choose a single target; the players directly above and below them in the player list are also affected. Everyone affected loses 1 HP.
Flame Column (3 mana): Engulfs a target in flames. They immediately lose 4 HP and gain the "burned" status. For each night that the status is active, they lose an additional 2 HP. The status expires after 3 nights or if cured by a doctor, fire fighter, or effect that specifically names the status.
Fireball 2 (2 mana): Hurls an even bigger flaming ball at a group of targets. Choose a single target. Anyone within two spots of them (which includes the target themselves) on the player list lose 2 HP each.
Fire Ward (1 mana): Creates a barrier made of fire. Fire spells and fire-related effects (like arsonist priming) are nullified for the rest of the game or until a dispel spell is cast on the player

Mod Notes: If no other role introduces an HP system, every player starts with 8 HP. A player dies if they reach 0 HP or less.
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Post Post #11029 (ISO) » Tue Feb 08, 2022 4:32 pm

Post by Ircher »

Werewolf with Shadow Magic

You begin the game with three mana. Each night while you have mana, you may attempt to cast one of the following spells (provided you have enough mana):

Veil (2 mana): Uses magic to hide a target. They become untargetable on the night the spell is cast.
Blind (2 mana): Renders a target in total darkness. They gain the "blind" status and have a 75% chance of their non-factional active abilities failing each night. This status is cured by doctors and effects that explicitly name the status.
Fear (1 mana): Sends ghastly visions to a target. They will become scared and unable to take any actions the following day.
Fear 2 (3 mana): Has the same effect as fear except the target also loses 3 HP.

Mod Notes: If no other role introduces an HP system, every player starts with 8 HP. A player dies if they reach 0 HP or less.
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Post Post #11030 (ISO) » Tue Feb 08, 2022 4:40 pm

Post by Ircher »

Mafia Goon with Wind Magic

You begin the game with three mana. Each night while you have mana, you may attempt to cast one of the following spells (provided you have enough mana):

Wind Blast (1 mana): Hurls a target into the air with a strong gust of wind. They lose 3 HP from the subsequent fall.
Wind Blast 2 (3 mana): Like wind blast but stronger. The target loses 5 HP and gains the "confused status". While confused, the player's target with non-factional active abilities is randomized each night. This status expires after 3 nights or when cured by a doctor or effect that explicitly mentions the status.
White Wind (3 mana): Sends a refreshing breeze to a target. They gain 5 HP and receive the same effect as a doctor would provide.

Mod Notes: If no other role introduces an HP system, every player starts with 8 HP. A player dies if they reach 0 HP or less.
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Post Post #11031 (ISO) » Tue Feb 08, 2022 4:41 pm

Post by Cook »

Serial Killer With Really Good Hit Dice


If the game introduces an HP system, you have x2.5 the amount of HP a Vanilla Townie would. Each 100% of the HP also counts as a Bulletproof for you, so being shot will simply reduce your health by 100% the max HP of a Vanilla Townie.

(You are otherwise a 2-Shot Bulletproof if no HP system exists.)
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Post Post #11032 (ISO) » Tue Feb 08, 2022 4:44 pm

Post by Farren »

Townie with Banned Magic


You begin the game with three mana. Each night while you have mana, you may attempt to cast one of the following spells (provided you have enough mana):

Out-of-game Influence (1 mana) - immediately converts your role to Neutral Survivor. You leave the game and lose the game.
Toxic Behavior (2 mana) - immediately converts your role to Neutral Survivor. You leave the game and lose the game.
Posting Private Communication (3 mana) - immediately converts your role to Neutral Survivor. You leave the game and lose the game.
Spelling Error (1 mana) - send the moderator a music video. The moderator must post this video at the start of the next day. This video must have been published before the game's signups began. If the video contains anything that would violate site rules or the game's rules, your ability fails.

You cannot be compelled to use any of these abilities.
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Post Post #11033 (ISO) » Tue Feb 08, 2022 4:47 pm

Post by TemporalLich »

Townie with Aether Magic


You begin the game with three mana. Each night while you have mana, you may attempt to cast one of the following spells (provided you have enough mana):

Starlight (1 mana): Shines the pure light of the stars at a target. The target loses 3 HP, but becomes strong-willed that Night.
Starlight 2 (2 mana): Has the same effect as Starlight except you gain an invention of your target's active abilities.
Aethervision (3 mana): Gives someone the visions of Aether and the ability to act as a Force. The target's abilities become unavoidable and treated as untargeted for all purposes for the rest of the game or until a dispel spell is cast on the player.
Aethereal Gleam (1 mana): Emits a soft gleam of the universe. This dispels the target (which clears all lingering effects), then allows them to act the next night as if they were ungated even if gated without using a shot or mana. The target will be notified that they saw a soft gleam of the universe, that they were dispelled, and that they may act as if they were ungated without using a shot or mana next night.

Mod Note: If no other role introduces an HP system, every player starts with 8 HP. A player dies if they reach 0 HP or less.

Anything that recharges X-shot roles recharges mana at a 1:1 ratio.
Last edited by TemporalLich on Tue Feb 08, 2022 5:58 pm, edited 2 times in total.
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Post Post #11034 (ISO) » Tue Feb 08, 2022 4:52 pm

Post by Ircher »

Self-Aligned Final Boss with Light Magic

You begin the game with 22 HP or 3x the starting HP of other players (depending on if another role introduces an HP system). If another role does not, then all other players begin with 8 HP.

You also start the game with five mana. Each night while you have mana, you may attempt to cast one of the following spells (provided you have enough mana):

Blind (1 mana): Shines a bright light at a target, blinding them. They gain the "blind" status and have a 75% chance of their non-factional active abilities failing each night. This status is cured by doctors and effects that explicitly name the status. They also lose 1 HP.
Cure (2 mana): Heals a target with healing magic. Equivalent to the effect of a doctor. This spell can self-target.
Cure 2 (3 mana): Like cure but the target also gains 2 HP.
Energy Blast (2 mana): Blasts a target with a burst of light energy. They lose 3 HP.
Auto-Revive (5 mana): Grants a target special blessing. They will automatically come back to life the next time they would otherwise die. This spell can be self-targeted.

As the final boss, you don't play by the same rules as others and gain an additional two mana every night you survive.

You win when you are the last player alive or when nothing can prevent the same.
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Post Post #11035 (ISO) » Tue Feb 08, 2022 5:28 pm

Post by TemporalLich »

Townie with Demonic Magic


Anyone investigating you will receive a message saying that you are a frightening and evil Demonic Magic user.

You begin the game with three mana. Each night while you have mana, you may attempt to cast one of the following spells (provided you have enough mana):

Demon Hound (1 mana): Target becomes "demon-hounded", losing 1 HP each Night after this one and becoming unable to be targeted by protective roles (as if they were Commuting). This status can only be removed by something that clears all lingering effects.
Devilflare (2 mana): Hurls a highly refined form of hellfire known as Devilflare at a target. They lose 3 HP and gain the "charmed" status. This status prevents a player from investigating players not of their alignment, using killing abilities, using HP loss abilities, or using role blocking abilities. This status is cured by a Jailkeeper or something that explicitly names the "charmed" status.
Form of Dark Demon (2 mana): Transforms a target into a demonic being of darkness. Target player's role is changed to Dark Demon (Anyone investigating you will receive a message saying that you are a frightening and evil Dark Demon. Each night, you may cloak someone in darkness. They will be roleblocked, and will receive frightening visions of a random night action targeting them the next Night (if they weren't targeted the next Night, they will receive frightening visions of demons).), removing any role they used to have.
Mass Devilflare (3 mana): Hurls a highly refined form of hellfire known as Devilflare at two random targets. They both lose 3 HP and gain the "charmed" status. This status prevents a player from investigating players not of their alignment, using killing abilities, using HP loss abilities, or using role blocking abilities. This status is cured by a Jailkeeper or something that explicitly names the "charmed" status.

You may eat the Enchanted Fae Bauble to gain infinite mana.

Mod Note: If no other role introduces an HP system, every player starts with 8 HP. A player dies if they reach 0 HP or less.

Anything that recharges X-shot roles recharges mana at a 1:1 ratio.




In post 11034, Ircher wrote:
Self-Aligned Final Boss with Light Magic
This is bulletproof right?

also is dispelling anything like purification?
Last edited by TemporalLich on Tue Feb 08, 2022 5:55 pm, edited 1 time in total.
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Post Post #11036 (ISO) » Tue Feb 08, 2022 5:47 pm

Post by Ircher »

Vanilla Goon

You are a named mafia goon. You have no special abilities.
---
In post 11035, TemporalLich wrote:1) This is bulletproof right?

2) also is dispelling anything like purification?
1) No, but they can cast auto revive night 1 which is a pretty similar effect to 1-shot deathproof. Cure is self-targetable as well which is similar to 1-shot bulletproof.
2) I'll go with yes.
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Post Post #11037 (ISO) » Tue Feb 08, 2022 5:57 pm

Post by Cook »

Town Grindstone

Target someone to remove all magic, modifiers, and enchantments from them. You reflexively target anyone who visits you.

For each effect removed, gain +1 XP.

XP does nothing unless defined.
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Post Post #11038 (ISO) » Tue Feb 08, 2022 6:06 pm

Post by TemporalLich »

Town Mysterious Faerie


You start the game charged with a mysterious energy.

Each night, you may give someone the Enchanted Fae Bauble, a mysterious artifact of the fae world.

Mod Note: Mysterious energy is mysterious, it will have a subtle effect. Mysterious energy is a lingering effect that lasts indefinitely. Mod Discretion applies on mysterious energy's effect.

The Enchanted Fae Bauble is a mysterious item with a mysterious ability that may be active and single target, active and zero target, and/or passive. The Enchanted Fae Bauble may be used as a single target item even if it has no active effect, and it will only visit if it actually wants to visit.

More than one Enchanted Fae Bauble may exist.




In post 11037, Cook wrote:
Town Grindstone

Target someone to remove all magic, modifiers, and enchantments from them. You reflexively target anyone who visits you.

For each effect removed, gain +1 XP.

XP does nothing unless defined.
What counts as an enchantment? Primed status? Charmed status? Paralyzed status? Mysterious energy charge? Enchanted Fae Bauble?
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Post Post #11039 (ISO) » Tue Feb 08, 2022 6:08 pm

Post by Ircher »

Townie with Water Magic

You begin the game with three mana. Each night while you have mana, you may attempt to cast one of the following spells (provided you have enough mana):

Tsunami (2 mana): Sends a massive wave of water towards a group of targets. Select a target. They and the people directly above and below them (wrapping around) on the player list lose 2 HP.
Ice Needle (1 mana): Pokes an enemy with a sharp icicle. They lose 3 HP.
Healing Wave (3 mana): Heals 4 HP for everyone alive.
Drown (2 mana): Submerges a target under a column of water. They have a 1 in 3 chance of dying from drowning. If they do not drown, they lose 1 HP instead. Drowning bypasses jailkeepers' protection.

Mod Note: If no other role introduces an HP system, every player starts with 8 HP. A player dies if they reach 0 HP or less.
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Post Post #11040 (ISO) » Tue Feb 08, 2022 6:39 pm

Post by Farren »

Mafia Spellblocker


You start the game with 10 HP, 0 Mana, and 0 XP.
You cannot have more than 10 HP and 0 Mana at any time, unless overwritten by another effect.
You gain +3 XP at the start of each day that you are alive (including D1).
You gain +2 XP for performing the factional kill.
If anyone targets you or affects you with a spell, you gain 5 XP AND that ability will fail as if its user was roleblocked.
When you have at least 10 XP, the following things happen:
- Your HP cap increases by +5.
- Your HP is set to equal your HP cap.
- Your Mana cap increases by 0.
- Your Mana is set to equal your Mana cap.
- Your XP is set to 0.

If you ever have 0 or fewer HP, you unstoppably die.
If an effect other than the above effect would kill you, instead lose HP as follows:
- Being eliminated by a majority vote: -999 HP.
- Being eliminated by any tampered vote: -20 HP.
- Being successfully targeted with a killing effect: -8 HP.
- Being affected by an untargeted killing effect: -3 HP.

Tampered vote: A vote is considered tampered with if any of its voters have non-standard vote values (including 0) or if any effect other than vote/unvote tags are used to change it.
Spell: any ability that costs Mana, or that is explicitly labeled as a spell. Moderator discretion if any other Mana-like power pools should count as Mana.
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Post Post #11041 (ISO) » Wed Feb 09, 2022 4:32 am

Post by Jake The Wolfie »

Town Mysterious Technician


You are aware of what Mysterious Energy does.

During the night, you may target a player. Assuming no interference with your action, you will learn if that player is charged with Mysterious Energy.

You win when all threats to the Town have been defeated.
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Post Post #11042 (ISO) » Wed Feb 09, 2022 4:37 am

Post by Jake The Wolfie »

Alien Mysterious Architect


During the night, you receive 3 dreaming godlike entries describing the potential effects of Mysterious Energy. You may choose one. If you do, Mysterious Energy changes to have the effect that the dreaming godlike entry referred to.

You win when all threats to the Aliens have been defeated.
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Post Post #11043 (ISO) » Wed Feb 09, 2022 4:38 am

Post by Cook »

Alien Uncanny Nikola Tesla


You appear as a member of the Town, but if someone reinvestigates you, they will see your real alignment.

While you are alive, you can target someone each phase to convert them to Alternating Current, causing any electricity or Mysterious Energy they have to change in effect.

You are Persona Non Grata for all Thomas Edisons or Voltas in-game.
Last edited by Cook on Thu Dec 28, 2023 8:50 pm, edited 1 time in total.
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Post Post #11044 (ISO) » Wed Feb 09, 2022 4:44 am

Post by Jake The Wolfie »

Ability-Doomed 3-shot Mysterious Architect Cultist

(Or: Black Magic Cultist)

During the night, you receive 3 dreaming godlike entries describing the potential effects of Mysterious Energy. Three times per game, you may choose one. If you do, Mysterious Energy changes to have the effect that the dreaming godlike entry referred to.
If you no longer have any uses of this ability, you will die.

You win when all threats to the Cult have been defeated.
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Post Post #11045 (ISO) » Wed Feb 09, 2022 4:49 am

Post by Jake The Wolfie »

Ability-Doomed 1-shot Strongman Day Vigilante Altermante Mafioso


Once per game at day, you may target a player. You will kill them. This ability cannot be prevented.
If you no longer have any uses of this ability, you will die.

You win when all threats to the Alternate Mafia have been defeated.




Tbh, this role name fits with the whole Alt. Mafia style
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Post Post #11046 (ISO) » Wed Feb 09, 2022 5:04 am

Post by Cook »

Greatest Hits


Reroll from Grand Idea: Greatest Hits. Any role that references GI:GH in a meta way will refer to their counterparts in Grand Idea.
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Post Post #11047 (ISO) » Wed Feb 09, 2022 5:33 am

Post by StrangeMatter »

Full Game Randomizer


Reroll. Every player in the game will switch roles with each other but are not informed, other than the person who rolled this.
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Post Post #11048 (ISO) » Wed Feb 09, 2022 7:01 am

Post by Frozen Angel »

Vanilla Town
False tears bring pain to those around you
False smile brings pain to one's self


"Frozen Like Your Heart." -Ginngie
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Post Post #11049 (ISO) » Wed Feb 09, 2022 10:39 am

Post by Ircher »

Alien with Biochemical Magic

You begin the game with three mana. Each night while you have mana, you may attempt to cast one of the following spells (provided you have enough mana):

Poison (1 mana): Poisons a target's food with toxic chemicals. They lose 1 HP and gain the "poisoned" status. For each night the status is active, the target loses an additional 3 HP. This status can be cured by doctors, poison doctors, and effects that specifically name the status.
Virus (2 mana): Injects a target with a nasty pathogen. They lose 2 HP and gain the "feverish" status. While the status is active, the target cannot take any actions and poison-based and biochemical-based effects are twice as effective. This status expires after five nights and can also be cured by doctors and effects that explicitly specify the status.
Life (3 mana): Revives a target. They gain 5 HP, and if they were dead, they are no longer dead.

Mod Note: If no other role introduces an HP system, every player starts with 8 HP. A player dies if they reach 0 HP or less.
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