Grand Idea Mafia

This forum is for discussion related to the game.
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Post Post #10518 (isolation #1000) » Wed Jun 09, 2021 3:44 pm

Post by Ircher »

Town Dolphin

Whenever an elimination occurs, the moderator will post alongside the elimination something along the lines of "{Player} has performed a flip."
Mod Notes: Note that this requires a successful elimination. No elimination by choice as well as no elimination by other means (e.g.: prince, governor) do not count.
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Post Post #10531 (isolation #1001) » Thu Jun 10, 2021 4:48 am

Post by Ircher »

Mafia Dolphin

Whenever an elimination occurs, the moderator will post alongside the elimination something along the lines of "{Player} has performed a flip."
Mod Notes: Note that this requires a successful elimination. No elimination by choice as well as no elimination by other means (e.g.: prince, governor) do not count.
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Post Post #10533 (isolation #1002) » Thu Jun 10, 2021 4:50 am

Post by Ircher »

Mafia Multitasking Goon

You may use any number of abilities each night. You possess no other special abilities.
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Post Post #10564 (isolation #1003) » Tue Jun 22, 2021 3:49 pm

Post by Ircher »

Town Credentials Auditor

Each night, you may target a player. You will attempt to delay their action by three nights by forcing them to complete an audit.

Mod Notes: That is, the action is resolved three nights from now rather than on the current night. The action can be blocked on either the night the player attempted to use it or on the night it is actually resolved. This ability should resolve before redirects and roleblocks but after hiders.
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Post Post #10565 (isolation #1004) » Tue Jun 22, 2021 4:18 pm

Post by Ircher »

Mafia Extortionist

Each night, you may target a player. You will attempt to force them to give you half (rounded down) of their current money.
Mod Notes: See below for notes regarding money.

If the game does not currently have a shop/currency system, add the following one (otherwise, use the pre-existing one): town starts with $100 and mafia starts with $125. Players may spend money on the following items in the shop during night. Players cannot shop and use their action at the same time unless they are multitasking (or multitasking is innate). Players gain $20 at the end of each night if they were not roleblocked. If a player submits no action (or does not have a night action), they make $30 instead.

Ring of Life ($250): Revives you and makes you immune to dying if you are otherwise killed during the night. This is a passive ability, and when its effect activates, it is destroyed.

Weak Communication Link ($30): On the night you buy this, you may send a short (maximum of 999 characters including BBCode) message to a player of your choosing.

Bond Strengthener ($55): Once bought, the character cap on Weak Communication Link is increased by 500 characters for all players.
Each player may only purchase this once.


Strong Communication Link ($110): On the night you buy this, target a player. You will attempt to establish a neighborhood with them. It is open at the same times that the mafia private thread is open.
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Post Post #11025 (isolation #1005) » 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 (isolation #1006) » 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 #11028 (isolation #1007) » 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 (isolation #1008) » 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 (isolation #1009) » 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 #11034 (isolation #1010) » 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 #11036 (isolation #1011) » 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 #11039 (isolation #1012) » 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 #11049 (isolation #1013) » 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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Post Post #11051 (isolation #1014) » Wed Feb 09, 2022 4:50 pm

Post by Ircher »

Vanilla Townie

You have no special abilities.

Mod Notes: The actual role is as follows.

Mafia Parity Cop

Each night, you may target a pair of players. You will attempt to learn whether they are of the same alignment and a linked win condition (meaning that they win and lose together).
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Post Post #11072 (isolation #1015) » Fri Feb 11, 2022 6:02 am

Post by Ircher »

Mafia Recursive Watcher

Each night, you may target a player. You will perform a watcher action on them and anyone that targeted them and anyone that targeted someone that targeted them and so forth indefinitely. The results should be combined into a single list.
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Post Post #11232 (isolation #1016) » Wed Jul 06, 2022 2:29 pm

Post by Ircher »

Mumps-Infected Townie

You are infected with mumps. Anyone who visits you will become infected with mumps. This does not have any other effect by itself.
Last edited by Ircher on Tue Aug 08, 2023 3:29 pm, edited 3 times in total.
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Post Post #11245 (isolation #1017) » Wed Jul 27, 2022 4:09 pm

Post by Ircher »

Werewolf with Holy 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):
Prayer (1 mana): Asks the heavens for help. Increases the user's luck.*
Cure (2 mana): Heals a target with healing magic. Equivalent to the effect of a doctor. This spell can self-target.
Cleanse (2 mana): Channels energy to renew a living target. The target's status is reset back to its state at the beginning of Day 1. A player's status excludes role and alignment changes but includes any other mutable attribute of a player.
Divine Bolt (3 mana): Zaps a target with a divine bolt of lightning. They gain the "cursed" status and lose 2 HP. This status lasts until cured by a doctor or an effect that specifically names the status. Cursed players take one fewer vote to eliminate and lose an additional 1 HP from all damaging spells.

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.

* - Whether this has any effect depends on the other roles in the setup. Moderator discretion applies for the specifics if there is a luck mechanic in the game.
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Post Post #11342 (isolation #1018) » Wed Oct 19, 2022 1:46 pm

Post by Ircher »

Town 3-Multishot Doctor

Three times per game, you may target a player and attempt to protect them from a single kill. You may use multiple doctor actions in a night.
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Post Post #11364 (isolation #1019) » Sun Feb 19, 2023 3:55 pm

Post by Ircher »

Town Seer

Each night, you may target a player and attempt to learn whether that player is aligned with the Werewolves.

Mod Notes: Paranoid.
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Post Post #11369 (isolation #1020) » Fri Mar 03, 2023 1:34 pm

Post by Ircher »

Mafia Beloved Vengeful

If you die, the next day phase is skipped.

If you are eliminated, you may choose to kill someone during the Twilight following your elimination.

Mod Notes: Twilight here refers to a phase between Day and Night. Other roles may be able to act during this time and save the vengeful's target or roleblock the vengeful.
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Post Post #11371 (isolation #1021) » Sun Mar 05, 2023 4:33 pm

Post by Ircher »

Town Best Friend

You are confirmed town to everyone who is a Best Friend.

Mod Notes: If there are other Best Friends in the setup, you are automatically friends with them. Otherwise, the moderator randomly chooses another townie to add this role to.
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Post Post #11372 (isolation #1022) » Mon Mar 06, 2023 1:26 pm

Post by Ircher »

Town 1-Shot Quality Auditor

Once per game at night, you may inspect a player's goods. During the following day phase, you may choose to place the inspectee in "quality hold". The inspectee will be informed on the following night that they are in quality hold and will be unable to act that night.

Mod Notes: Only the inspection action may be roleblocked. The day action (to place an inspectee in quality hold) is unstoppable, invisible (i.e.: cannot be seen by tracking investigatives), and does not activate reflexive actions.
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Post Post #11373 (isolation #1023) » Mon Mar 06, 2023 1:29 pm

Post by Ircher »

Town 25-Multishot Voyeur

You may, up to 25 times a game, use your ability each night to determine what type of actions successfully targeted your target that night. You may use your ability multiple times each night.
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Post Post #11374 (isolation #1024) » Mon Mar 06, 2023 1:34 pm

Post by Ircher »

Town Teacher

Each day, you may teach a player a new skill. The ability you teach is pre-determined by the moderator during the setup/design phase.

Mod Notes: This role is essentially a Day Inventor. If there are multiple teachers in the game, they do not all have to teach the same ability.
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Post Post #11523 (isolation #1025) » Tue Jul 11, 2023 9:12 am

Post by Ircher »

Town 1-Shot Double-Powered Doctor

Once per game at night, you may target a player. You will attempt to protect them from two kill attempts.

Mod Notes: A single roleblock action only negates one of the kill protections.
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Post Post #11543 (isolation #1026) » Tue Aug 01, 2023 2:31 pm

Post by Ircher »

Town 1-Shot Double-Powered Vigilante

Once per game at night, you may target a player. You will attempt to kill them. Your target must be saved from at least two kill attempts to survive.

Mod Notes: A single roleblock action only negates one of the required kill protections.
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Post Post #11544 (isolation #1027) » Tue Aug 01, 2023 2:42 pm

Post by Ircher »

Werewolf Standing Order

While you are alive, a certain gameplay mechanic is in place. This mechanic is public knowledge.

Mod Notes: During the setup/design phase, the moderator will choose a mechanic to associate with this role. Here are some examples of mechanics that can be applied:

Example #1: While this player is alive, no more than four abilities (excluding factional abilities) may be used during a night. If more powers are used, they will silently fail in order of when the action was submitted. Changing an action puts your new action at the back of the queue.

Example #2: While this player is alive, twilight is automatically extended 72 hours.

Example #3: While this player is alive, players may talk at night.

Example #4: While this player is alive, all other standing orders are inactive.

Example #5: While this player is alive, the game is nightless.
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Post Post #11566 (isolation #1028) » Sun Aug 06, 2023 2:07 pm

Post by Ircher »

Mafia Hostile Roleblocker

Each night, you may attempt to prevent a player from acting. Your target will be informed that you are not aligned with the town.
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Post Post #11569 (isolation #1029) » Sun Aug 06, 2023 3:34 pm

Post by Ircher »

Town Mentor 1-Shot Voice of Moderator

As long as you do not have a living mentee, you may recruit a player at night to become your mentee. You and your mentee will share a neighborhood; however, if you die, your mentee dies as well.

If you have a living mentee, you or your mentee may attempt to kill a player at night.

Once per game during the day, you may send the moderator a message. The moderator will post the message publicly as soon as able using the mod tags.

Mod Notes: Recruited players keep their abilities and alignment.

The message should be formatted like this with no indication of whom it came from:

VOICE OF MOD: Message goes here.
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Post Post #11575 (isolation #1030) » Tue Aug 08, 2023 3:11 pm

Post by Ircher »

Town Overworked Doctor

Each night, you may attempt to protect a player from a single kill. However, there's a chance you accidentally kill your target due to your tiredness.

Mod Notes: The player who receives this role should see a normal doctor role pm without the line about accidentally killing the target. They must also be informed that their reliability is not guaranteed.

At the beginning of the game, this player's weariness (or W) value starts at 20. Every 20 posts made by this player increases the W value by 1. Every vote made by this player increases the W value by 3. Each time this player acts at night, the W value increases by 10; however, if the player explicitly chooses not to act during a night and is not visited by anyone (including failed visits), the W value decreases by 25. The W value cannot drop below 0 or above 95.

Whenever this ability is used, the moderator will role 1d100. If the outcome exceeds the W value at the start of the night, the target is killed. Otherwise, the target is protected from a single kill.
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Post Post #11577 (isolation #1031) » Tue Aug 08, 2023 3:22 pm

Post by Ircher »

Town 1-Shot Activated Ascetic Multitasking 1-Shot (Jailkeeper) 2-Shot (Combined Tracker Voyeur) 4-Multishot (Fruit Vendor) Odd Night (Strong-Willed Firefighter) Vengeful Supersaint
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Post Post #11578 (isolation #1032) » Tue Aug 08, 2023 3:27 pm

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Mafia Traitor Traitor

You know the identities of all mafia traitors, but they do not know your identity. They do however know that a mafia traitor traitor exists.
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Post Post #11579 (isolation #1033) » Tue Aug 08, 2023 3:27 pm

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Werewolf Alarmist

Each night, you may attempt to protect a player from having their alignment changed.
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Post Post #11581 (isolation #1034) » Tue Aug 08, 2023 3:35 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 #11582 (isolation #1035) » Tue Aug 08, 2023 3:43 pm

Post by Ircher »

Town Ring Offerer

Each night, you may offer a player a ring. They will receive the following message:
Someone offers a ring to you. It boasts great power. Do you accept it.
The player has the following day phase to accept or deny the ring. Failure to choose defaults to denying the offer.

Mod Notes: The ring grants the Loved modifier.
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Post Post #11583 (isolation #1036) » Tue Aug 08, 2023 3:48 pm

Post by Ircher »

Town Edit Cop

Each night, you may target a player. You will attempt to learn how many times the post that generated their role was editted in the Grand Idea Mafia thread.
Mod Notes: For Grandest Idea Mafia and variants, you should consider giving two numbers, one for the alignment role and one for the role role. In the case of rerolled roles, use the original number and not the number of edits made to the rerolled role.
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Post Post #11585 (isolation #1037) » Tue Aug 08, 2023 4:00 pm

Post by Ircher »

Town N1 Activated Traitor


During Night 1, you may choose to defect from the town and become a mafia traitor instead. The mafia will be informed of your defecting (but not your exact identity as is typical of mafia traitors); however, you will not be told who the mafia are.

If the game ends day 1, or if you choose not to defect, then you are simply a named townie.
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Post Post #11586 (isolation #1038) » Tue Aug 08, 2023 4:14 pm

Post by Ircher »

Town 1-Shot Dawn Vigilante

Once per game during pre-game or the phase preceding Day 1, you may attempt to kill a player.
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Post Post #11596 (isolation #1039) » Wed Aug 09, 2023 3:37 pm

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Town Vigilante

Each night, you may attempt to kill a player.

Mod Notes: Actually a doctor.
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Post Post #11598 (isolation #1040) » Fri Aug 11, 2023 3:43 pm

Post by Ircher »

Vanilla Townie

You have no special abilities.
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Post Post #11599 (isolation #1041) » Fri Aug 11, 2023 3:43 pm

Post by Ircher »

Vanilla Townie

You have no special abilities.
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Post Post #11601 (isolation #1042) » Fri Aug 11, 2023 4:01 pm

Post by Ircher »

Town Self-Targetable Faith Healer

Each night, you may target a player (including possibly yourself). If no one else successfully attempts to protect that player, you will protect them from a single kill that night. Otherwise, any protection on that target fails.
Last edited by Ircher on Fri Aug 11, 2023 4:04 pm, edited 1 time in total.
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Post Post #11604 (isolation #1043) » Fri Aug 11, 2023 4:08 pm

Post by Ircher »

Town 1-Shot Global Faith Healer

Once per game, you may attempt to activate your ability. You will attempt to protect all players from a single kill. However, if someone else successfully attempts to protect a player, all protections on that player will fail.
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Post Post #11605 (isolation #1044) » Fri Aug 11, 2023 4:20 pm

Post by Ircher »

Town Overworked Backup Nurse

After a nurse has died, you will become a nurse. After a doctor has died and provided that you are a nurse, you will become a doctor. As a doctor, you may attempt to protect a player from a single kill. However, there's a chance you accidentally kill your target due to your tiredness.

Mod Notes: The player who receives this role should see a normal backup nurse role pm without the line about accidentally killing the target. They must also be informed that their reliability is not guaranteed.

At the beginning of the game, this player's weariness (or W) value starts at 20. Every 20 posts made by this player increases the W value by 1. Every vote made by this player increases the W value by 3. Each time this player acts at night, the W value increases by 10; however, if the player explicitly chooses not to act during a night and is not visited by anyone (including failed visits), the W value decreases by 25. The W value cannot drop below 0 or above 95.

Whenever this ability is used, the moderator will role 1d100. If the outcome exceeds the W value at the start of the night, the target is killed. Otherwise, the target is protected from a single kill.
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Post Post #11607 (isolation #1045) » Fri Aug 11, 2023 4:30 pm

Post by Ircher »

Town Strong-Willed Combined Faith Healer Seraph Knight

Each night, you may target a player. If no one else successfully attempts to protect that player, you will protect them from all kills that night. Otherwise, any protection on that target fails.

Once you choose a target, you may not change it on subsequent nights and will automatically perform your action each night.

Your action cannot be blocked or redirected.
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Post Post #11611 (isolation #1046) » Sat Aug 12, 2023 3:41 pm

Post by Ircher »

Town Whisperer


You share a PT with each player in the game.

Mod Notes: To be clear, if a game had nine players, then the whisperer would be a part of eight separate PTs.
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Post Post #11612 (isolation #1047) » Sat Aug 12, 2023 3:49 pm

Post by Ircher »

Town Alignment Randomizer


If this role exists in a setup, reshuffle the correspondences between alignments and roles (including this one) before sending out the setup, then replace this role with a vanilla role.

Mod Notes: For example, if the setup contains the Town Alignment Randomizer, a Town Cop, 5 VTs, and 2 Mafia Goons, the resulting setup would be a 7:2 with a Cop included somewhere; a 7/9 chance of being Town and a 2/9 chance of being Mafia.
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Post Post #11613 (isolation #1048) » Sat Aug 12, 2023 4:10 pm

Post by Ircher »

Town Circuit Builder

Each night, you may attempt to use your action to form a loop between you and two other players. Actions targeting you are redirected to target one. Actions targeting target one are redirected to target two. Actions targeting target two are redirected to you.
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Post Post #11629 (isolation #1049) » Sun Aug 13, 2023 3:10 pm

Post by Ircher »

Town Locked Vote-carry

You have an extra vote for each day that has already passed. However, that vote is locked to the person you were voting at the end of that day. If the vote is locked on a dead player, it becomes functionally useless.

Mod Notes: This ability should not affect elimination thresholds.
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Post Post #11630 (isolation #1050) » Sun Aug 13, 2023 3:32 pm

Post by Ircher »

Town Author Cop

Each night, you may attempt to investigate a player. You will learn the user who posted their role in the Grand Idea Mafia thread.

Mod Notes: For Grandest Idea, provide two names: one for the alignment part and one for the role part. If a setup wide effect makes it impossible to tell, the user should be given a no result pm.
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Post Post #11633 (isolation #1051) » Sun Aug 13, 2023 3:49 pm

Post by Ircher »

Town Quadruplet Voter


You possess 4 votes, each worth 1/4 a vote each. It may be possible to hammer multiple wagons with this ability.

Mod Notes: Elimination thresholds should not be rounded, and for threshold purposes, a quadruplet voter possesses only a single vote.
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Post Post #11634 (isolation #1052) » Sun Aug 13, 2023 4:00 pm

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Mafia Archangel

Each night, you may attempt to protect a player from the Mafia's factional kill.
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Post Post #11653 (isolation #1053) » Thu Aug 17, 2023 3:39 pm

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Invasive Townie

At any time, you can send messages to the moderator that will be posted to all scum factions' private topics.
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Post Post #11654 (isolation #1054) » Thu Aug 17, 2023 3:50 pm

Post by Ircher »

Mafia VT Exterminator


At the beginning of the game, this player learns the names of all vanilla townies (VTs) in the game. While this player is alive, mafia must successfully use their factional kill on a vanilla townie each night. If no vanilla townies remain (or if the mafia attempt to kill someone else or their kill is blocked/saved against), then the entire Mafia faction commits suicide. Obviously, it is within the mafia faction's best interests to get rid of the VT Exterminator before all the VTs are gone.

Mod Notes: for Grandest Idea style games, if this role is randed with town alignment or third party without kills, then the player must attempt to eliminate a VT each day or the player with this role will commit suicide. Note that in the town case, only the player with the role dies; the entire town does not die if the player in question doesn't meet the requirements of the role.
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Post Post #11660 (isolation #1055) » Fri Aug 18, 2023 2:05 pm

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Vanilla Townie
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Post Post #11661 (isolation #1056) » Fri Aug 18, 2023 3:04 pm

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Town Euthanist

While you are alive, self-votes count as hammers and eliminate the player voting themselves.
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Post Post #11663 (isolation #1057) » Mon Aug 21, 2023 3:30 pm

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Town 1-Shot Student

Once per game, you may target a player. You will attempt to become a backup of that player's role.
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Post Post #11664 (isolation #1058) » Mon Aug 21, 2023 3:44 pm

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Vanilla Townie
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Post Post #11665 (isolation #1059) » Mon Aug 21, 2023 3:45 pm

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Werewolf Neapolitan

Each night, you may attempt to learn whether a player is a vanilla townie.
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Post Post #11666 (isolation #1060) » Mon Aug 21, 2023 3:45 pm

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Vanilla Townie
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Post Post #11668 (isolation #1061) » Sat Aug 26, 2023 3:07 pm

Post by Ircher »

Werewolf Non-Consecutive Antibodyguard

You may attempt to target a player at night. If you are targeted for a kill, you will survive, and that player will die in your place. You may not use this ability on consecutive nights.
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Post Post #11669 (isolation #1062) » Sat Aug 26, 2023 3:24 pm

Post by Ircher »

Hirsute Goon

You are aligned with the Mafia. You investigate as aligned with the Werewolves.
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Post Post #11670 (isolation #1063) » Sat Aug 26, 2023 3:31 pm

Post by Ircher »

Lemon Townie

You have no special abilities.
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Post Post #11671 (isolation #1064) » Sat Aug 26, 2023 3:45 pm

Post by Ircher »

Town Sliver Faith Healer

All slivers gain the following ability:

Each night, you may target a player. If no one else successfully attempts to protect that player, you will protect them from a single kill that night. Otherwise, any protection on that target fails.

Mod Notes: After randing this role, a random third of the player list (rounded down) should become slivers and gain this ability.
Last edited by Ircher on Tue Oct 03, 2023 3:27 pm, edited 1 time in total.
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Post Post #11672 (isolation #1065) » Sat Aug 26, 2023 3:53 pm

Post by Ircher »

Town Random Number Seeder

At the beginning of the game, you must provide the moderator with a sequence of positive integers.

Mod Notes: In place of dice rolls, random effects will be resolved using these numbers. If a number exceeds the needed range, divide by the range and take the remainder (i.e.: use modulas). If there aren't enough numbers to resolve random effects, wrap around to the beginning of the sequence.
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Post Post #11673 (isolation #1066) » Sat Aug 26, 2023 4:06 pm

Post by Ircher »

Mafia Demi-God of False Victory

Each night, instead of taking their usual actions, other players may pray to you by sending a PM to the mod declaring they wish to do so.

You may pretend to make a player among those who prayed for you automatically win the game.

If 11 or more players (or another number chosen by the moderator during the setup/design phase; the suggested number is for a 13 player setup) pray to you, then you and anyone aligned with you immediately win the game. This clause does not apply if you are aligned with the town.
Mod Notes: The selected player will be notified the following, "Your prayers have been answered, and you have won the game." It has no other effect and does not cause the selected player to actually win or otherwise exit the game.
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Post Post #11674 (isolation #1067) » Sun Aug 27, 2023 3:09 pm

Post by Ircher »

Town Chain-Tracker

Each night, you may attempt to track a player. You will learn who they targeted. Then, for each player they targeted, you will also learn the list of the players their targets targeted, and so on.
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Post Post #11675 (isolation #1068) » Sun Aug 27, 2023 3:24 pm

Post by Ircher »

Town Reloading 3-Multishot Visitor

Three times per game at night, you may attempt to visit another player. This does not have any effect other than showing up to tracking investigatives. You may visit multiple people at once but doing so consumes multiple shots.

At the end of each night, you regain one use of uour ability.
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Post Post #11677 (isolation #1069) » Mon Aug 28, 2023 3:51 pm

Post by Ircher »

Town Normal Tracker

Each night, target a player to learn who (if anyone) they targeted with a normal action. To be considered normal, an action must be able to be performed by a normal role. Furthermore, all modifiers affecting the ability must be normal.
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Post Post #11678 (isolation #1070) » Mon Aug 28, 2023 4:05 pm

Post by Ircher »

Mafia PT Broadcaster

Each night, you may choose a message. The mod will post that message in every private topic that exists in the game, with a disclaimer that it was sent anonymously by another player.
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Post Post #11680 (isolation #1071) » Wed Aug 30, 2023 3:43 pm

Post by Ircher »

Town Post Range Cop

Each night, choose a player and a range of post numbers from the Grand Idea Mafia thread. You'll learn whether that player's role was originally generated from a post whose number falls within that range.

Mod Notes: For Grandest Idea, return a positive result if either role or alignment came from the given range.
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Post Post #11681 (isolation #1072) » Thu Aug 31, 2023 3:17 pm

Post by Ircher »

Cocoa Townie

You have no special abilities.
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Post Post #11685 (isolation #1073) » Fri Sep 01, 2023 3:59 pm

Post by Ircher »

Town Modifier Cop


Each night, you may attempt to investigate a player. You will learn any role modifiers that exist on that player's role (although not the role itself, nor that player's alignment).
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Post Post #11686 (isolation #1074) » Mon Sep 04, 2023 3:15 pm

Post by Ircher »

Town Backup Neighbor

If a neighbor dies, you become a neighbor and join the neighborhood thread of the player that died.

Mod Notes: If multiple neighbors die at once, this player joins all of them.
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Post Post #11688 (isolation #1075) » Mon Sep 04, 2023 3:29 pm

Post by Ircher »

Town Factional Poisoner

If you are ever recruited into a faction that possesses a factional kill and selected to perform the factional kill, you will poison the target instead of performing a normal kill. Your target will die the following night instead.

For instance, if you factionally kill AniX on night 1. AniX will die at the end of night 2 rather than night 1.
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Post Post #11689 (isolation #1076) » Mon Sep 04, 2023 3:43 pm

Post by Ircher »

Town RGB Cop

Each night, you may target a player to attempt to gain a clue about their alignment.

If they are aligned with the town, you will receive a message written in
green
from the moderator.
If they are a part of a group scum faction (cult, mafia, werewolves, aliens, etc.), the result message will be written in
red
.
Otherwise, the result message will be written in
blue
.

If your action fails, you will receive a standard, uncolored "No Result" pm.
Mod Notes: Inverse reliability. Red becomes green and vice-versa.
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Post Post #11693 (isolation #1077) » Sun Sep 10, 2023 3:05 pm

Post by Ircher »

Town Compulsive Ninja Visitor

During pregame, you must submit an ordered list consisting of all players in the game.

Each night, you must visit someone. The list will be used if you do not submit an action. You will not show up on tracking investigatives' reports.
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Post Post #11694 (isolation #1078) » Sun Sep 10, 2023 3:13 pm

Post by Ircher »

Town Escapee

During pregame, you must submit an ordered list of players.

Each night, you must choose a player to hide with. The list will be used if you do not submit an action. Any actions that directly target you will automatically fail; however, any actions performed on your target are also performed on you. If you are ever role investigated (such as by aa cop or role cop), you will automatically die due to being caught escaping from the law.
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Post Post #11695 (isolation #1079) » Sun Sep 10, 2023 3:39 pm

Post by Ircher »

Town Reroll Hater

All rerolls during the setup/design phase and pregame are skipped. Instead, those players become vanilla.
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Post Post #11706 (isolation #1080) » Fri Sep 15, 2023 3:33 pm

Post by Ircher »

Town Even Night Ascetic 2-shot Loud Ninja Weak Rolecop Odd Night Doctor

On even nights, you are immune to all non-killing actions.

Twice per game, you may attempt to investigate a player. You will learn their role but not their alignment; however, if your target is not town-aligned, you will die.

On odd nights, you may attempt to protect a player from a single kill.
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Post Post #11707 (isolation #1081) » Fri Sep 15, 2023 3:42 pm

Post by Ircher »

Frozen Townie

You have no special abilities.
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Post Post #11708 (isolation #1082) » Fri Sep 15, 2023 3:51 pm

Post by Ircher »

Town Attention Seeker

Each night, if no one targets you, instead, everyone is redirected onto you.
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Post Post #11712 (isolation #1083) » Sat Sep 16, 2023 3:53 pm

Post by Ircher »

Town Post Officer

While you are alive, all players may attempt to send a message at night to another players. Players may choose whether or not to make their messages anonymous.
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Post Post #11714 (isolation #1084) » Sun Sep 17, 2023 3:45 pm

Post by Ircher »

Town Eavesdropper

Once per game cycle, you may message the moderator to attempt to hack a random scum chat. The moderator will send you the last message according to the time the action was sent to the moderator. If the message contains quotes, the authors will be redacted, but the quotes will otherwise be included verbatim.
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Post Post #11743 (isolation #1085) » Thu Sep 21, 2023 3:12 pm

Post by Ircher »

Town 1-Shot Getaway Driver

Once per game at night, you may attempt to render a player untargetable that night.
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Post Post #11744 (isolation #1086) » Thu Sep 21, 2023 3:26 pm

Post by Ircher »

Town Wiki Cop

Each night, you may attempt to investigate a player and determine whether all the parts of the player's role are listed on the wiki.
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Post Post #11759 (isolation #1087) » Sun Sep 24, 2023 2:48 pm

Post by Ircher »

Town Decryptor

While you are alive, day talk is disabled. This takes precedence over the moderator's specific rules.

Mod Notes: If there is both an encryptor and decryptor in a setup, it is moderator-defined whether day talk is still enabled.
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Post Post #11760 (isolation #1088) » Sun Sep 24, 2023 2:54 pm

Post by Ircher »

Grand Idea Townie

You must post a role in the Grand Idea Mafia thread before day 1 ends. Otherwise, you will unavoidably die.
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Post Post #11820 (isolation #1089) » Wed Sep 27, 2023 2:20 pm

Post by Ircher »

Town Exam Grader

Each day, the moderator must come up with and post a rule that players must follow. At night, the exam grader must determine how well each player did at following the rule and assign them a grade of 0 (did not follow the rule), 1 (followed the rule some of the time), 2 (followed the rule most of the time), or 3 (followed the rule all the time). The moderator will review the scores and make sure they are within reason.

At the beginning of the next day, the moderator will post the exam scores. Anyone who has an average exam score above 2.75 at the end of the game automatically wins alongside the normal victors. Anyone with an average exam score of 1 or less automatically loses regardless of whether they achieved their win condition.
Mod Notes: The rule does not have to be 100% objective. In fact, it's likely more interesting if there is a subjective component to it. For example, the rule could be "All posts must be written like a poem."
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Post Post #11840 (isolation #1090) » Sun Oct 01, 2023 2:51 pm

Post by Ircher »

Town Tooth Fairy

Each night, you may choose whether to enable or disable non-factional kills that night. If you choose to disable kills, then all non-factional kills made that night automatically fail as if the player making the kill was roleblocked.
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Post Post #11841 (isolation #1091) » Sun Oct 01, 2023 2:59 pm

Post by Ircher »

Town City Planner

If you are eliminated, everyone who voted to eliminate you is added to a neighborhood thread.
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Post Post #11842 (isolation #1092) » Sun Oct 01, 2023 3:02 pm

Post by Ircher »

Mafia Mega-Deprogrammer

Each night, you may attempt to deprogram a player. If that player is cult-aligned, every member of their cult will become a Mafia Goon and lose all other abilities.
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Post Post #11843 (isolation #1093) » Sun Oct 01, 2023 3:14 pm

Post by Ircher »

Town Simple Doctor

Each night, you may attempt to protect a player from a single kill. Your action automatically fails if your target is not a vanilla role.
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Post Post #11844 (isolation #1094) » Sun Oct 01, 2023 3:23 pm

Post by Ircher »

Town Even Odd Bloodhound

Each night, you may target a player and learn if they are town or not town. Your reliability is not guaranteed and may differ on even and odd nights.

Mod Notes: Naive on even nights, reliable on odd nights.
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Post Post #11882 (isolation #1095) » Tue Oct 03, 2023 3:25 pm

Post by Ircher »

Town Self-Targetable Faith Healer

Each night, you may attempt to protect a player. You may self-target. If no one else successfully attempts to protect your target, you will protect them from a single kill that night. Otherwise, any protection on that target fails.
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Post Post #11883 (isolation #1096) » Tue Oct 03, 2023 3:52 pm

Post by Ircher »

Town Roleblocker


Each night, you may attempt to block a player. You will prevent them from performing any actions that night. Your reliability is not guaranteed.

Mod Notes: Cynical.
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Post Post #11892 (isolation #1097) » Sat Oct 07, 2023 3:16 pm

Post by Ircher »

Town Friendly Reliable FBI Agent

Each night, you may attempt to investigate a player to learn whether or not they are a Serial Killer. You are guaranteed to be reliable. Your target will also learn that you are aligned with the town.
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Post Post #11893 (isolation #1098) » Sat Oct 07, 2023 3:31 pm

Post by Ircher »

Town Even Odd Tracker

Each night, you may attempt to target a player to learn who they targeted. Your reliability is not guaranteed and may differ on odd and even nights.

Mod Notes: Cynical on even, reliable on odd.
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Post Post #11899 (isolation #1099) » Sun Oct 08, 2023 3:16 pm

Post by Ircher »

Town Reliability Inverter

Each night, you may target a player. You will attempt to invert the target's reliability for the rest of the game, starting on that night.
(Reliable -> Inverse; Naive -> Cynical; Random -> Random; Unreliable -> Unreliable; CPR -> CPR; Weak -> Weak; you get the idea.)

Mod Notes: For roles without established reliabilities, mod discretion applies.
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Post Post #11900 (isolation #1100) » Sun Oct 08, 2023 3:28 pm

Post by Ircher »

Chi Squared Townie

You possess no special abilities.
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Post Post #11920 (isolation #1101) » Wed Oct 11, 2023 2:28 pm

Post by Ircher »

Starfruit Townie

You possess no special abilities.
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Post Post #11921 (isolation #1102) » Wed Oct 11, 2023 2:31 pm

Post by Ircher »

Town Binary Enabler

While you are alive, days and nights will be counted in binary (1, 10, 11, 100...) instead of base 10. If you die, the current phase number is re-interpreted as base 10. (For example, if you are eliminated on Day 3 which is called Day 11, the next day will be Day 12).
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Post Post #11925 (isolation #1103) » Wed Oct 11, 2023 2:45 pm

Post by Ircher »

Town Deadline Disabler

While you are alive, day phases do not have a deadline.
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Post Post #11957 (isolation #1104) » Thu Oct 12, 2023 4:08 pm

Post by Ircher »

Town Peaceful Archon


If you die for any reason, nobody dies the next Night.
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Post Post #11969 (isolation #1105) » Fri Oct 13, 2023 2:33 pm

Post by Ircher »

Town Abnormal Tracker

Each night, you may target a player to attempt to learn who they targeted.

If you do not see anything, you will receive "No Result".
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Post Post #11977 (isolation #1106) » Sat Oct 14, 2023 2:30 pm

Post by Ircher »

Flavor Word Townie

You are a named role. You have no special abilities.
"Flavor Word" may be replaced with an actual flavor word (like Chocolate).
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Post Post #11978 (isolation #1107) » Sat Oct 14, 2023 2:33 pm

Post by Ircher »

Town Illusion

If you are successfully targeted by any action, you will unavoidably die.
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Post Post #11979 (isolation #1108) » Sat Oct 14, 2023 2:49 pm

Post by Ircher »

Town Seraph Mage


Once per game at night, you may attempt to choose a player to permanently rolestop. If successful, you will protect them from all actions until you die.
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Post Post #11980 (isolation #1109) » Sat Oct 14, 2023 3:13 pm

Post by Ircher »

Town Voteless Hurter

Everyone possesses 10 health.

The hurter may, up to 7 times a day, use the hurt tags to deal 1 damage to a player.
If a player reaches 0 health, they die.
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Post Post #11981 (isolation #1110) » Sat Oct 14, 2023 3:18 pm

Post by Ircher »

Gamma Alpha Upsilon Sigma Sigma Townie

You are a named townie. You possess no special abilities.
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Post Post #11982 (isolation #1111) » Sat Oct 14, 2023 3:20 pm

Post by Ircher »

Town Plus Minus Voter

You possess two votes. One is worth 1 vote, and the other is worth -1 vote. To use your -1 vote, use the HEAL: tag.
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Post Post #11983 (isolation #1112) » Sat Oct 14, 2023 3:21 pm

Post by Ircher »

Town Ring Offerer

Each night, you may offer a player a ring. They will receive the following message:
Someone offers a ring to you. It boasts great power. Do you accept it.
The player has the following day phase to accept or deny the ring. Failure to choose defaults to denying the offer.

Mod Notes: The ring adds the "Self-Motivated" modifier.
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Post Post #11984 (isolation #1113) » Sat Oct 14, 2023 3:27 pm

Post by Ircher »

Town Cop

Each night, you may target a player to learn whether they are aligned with the mafia. Your reliability is not guaranteed.

Mod Notes: This role is actually a seer, and thus gets guilties on werewolves.

Reliability is reliable.
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Post Post #11988 (isolation #1114) » Sun Oct 15, 2023 2:26 pm

Post by Ircher »

Town Locking Crystal

All players charged with mysterious energy have a roleblocker ability.
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Post Post #11989 (isolation #1115) » Sun Oct 15, 2023 2:34 pm

Post by Ircher »

Town Electrifier

Each night, you may attempt to electrically charge a player.

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

Mod Notes: Protecting a player from death from this role requires special electricity-based protection.
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Post Post #12017 (isolation #1116) » Wed Oct 18, 2023 4:05 pm

Post by Ircher »

Mafia Day-Day-Day-Day-Day-Day-Day-Day-1-shot Dayvig-izer-izer-izer-izer-izer-izer-izer-izer


Once per day you may post in bold Day-Day-Day-Day-Day-Day-Day-Dayvig-izer-izer-izer-izer-izer-izer-izer-ize [name]. That person will gain a 1-shot Day-Day-Day-Day-Day-Day-Day-Dayvig-izer-izer-izer-izer-izer-izer-ize ability. They may post in bold Day-Day-Day-Day-Day-Day-Dayvig-izer-izer-izer-izer-izer-izer-ize [name]. That person will gain a 1-shot Day-Day-Day-Day-Day-Day-Dayvig-izer-izer-izer-izer-izer-ize ability. They may post in bold Day-Day-Day-Day-Day-Dayvig-izer-izer-izer-izer-izer-ize[name]. That person will gain a 1-shot Day-Day-Day-Day-Day-Dayvig-izer-izer-izer-izer-ize ability. They may post in bold Day-Day-Day-Day-Dayvig-izer-izer-izer-izer-ize [name]. That person will gain a 1-shot Day-Day-Day-Day-Dayvig-izer-izer-izer-ize ability. They may post in bold Day-Day-Day-Dayvig-izer-izer-izer-izer [name]. That person will gain a 1-shot Day-Day-Day-Dayvig-izer-izer-ize ability. They may post in bold Day-Day-Dayvig-izer-izer-ize [name]. That person will gain a 1-shot Day-Day-Dayvig-izer-ize ability. They may post in bold Day-Dayvig-izer-ize [name]. That person will gain a 1-shot Day-Dayvig-ize ability. They may post in bold Dayvig-ize [name]. That person will recieve a 1-shot dayvig ability

Mod Notes: The ability transfers eight times, and the ninth time is an actual day vigilante shot. Taken from .
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Post Post #12018 (isolation #1117) » Wed Oct 18, 2023 4:16 pm

Post by Ircher »

Town Proxy Triplevoter

You may submit a proxy vote by posting
PROXY: PLAYER NAME
in the game thread. You may stop proxying by using vote or unvote tags to choose your own target.

A proxy vote is placed on whomever the targeted player is voting at all times. If you are placing a proxy vote, your vote counts as three votes.
Mod Notes: Taken from .
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Post Post #12019 (isolation #1118) » Wed Oct 18, 2023 4:22 pm

Post by Ircher »

Town One and a Half Doctor

Each night, you may attempt to protect a player from one and a half kill attempts. If only half a kill succeeds, the targeted player is treestumped.
Mod Notes: Taken from .
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Post Post #12037 (isolation #1119) » Thu Oct 19, 2023 3:05 pm

Post by Ircher »

Beta Townie

You are a Named Townie. You possess no special abilities.
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Post Post #12038 (isolation #1120) » Thu Oct 19, 2023 3:11 pm

Post by Ircher »

Town Anti-Mage

You are immune to all actions involving Magic or actions taken by Mages.

Mod Notes: Taken from .
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Post Post #12040 (isolation #1121) » Thu Oct 19, 2023 3:33 pm

Post by Ircher »

Town Number Rotator

Each night, you may choose to rotate the current cycle number by 90 degrees in the complex plane.

Mod Notes: You just have to multiply the current phase number by i. Roles that are odd or even do not work on complex-numbered nights. Taken from .
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Post Post #12041 (isolation #1122) » Thu Oct 19, 2023 3:45 pm

Post by Ircher »

Town 2023 Normal Cop

Each night, you may attempt to learn whether a player is Town or Not Town. You are guaranteed to be reliable.

If this result would ever be different than what it should be based on the player's true alignment, you instead get No Result.
Mod Notes: Taken from .
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Post Post #12053 (isolation #1123) » Fri Oct 20, 2023 3:17 pm

Post by Ircher »

Town Self-Awareness Coach

Each night, you may attempt to target a player.

They will learn their true role card including mod notes and other hidden information.
Mod Notes: Taken from .
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Post Post #12068 (isolation #1124) » Fri Oct 20, 2023 3:46 pm

Post by Ircher »

Informed Townie

At the start of the game, you are told the total number of Cops, Seers, Conspiracy Theorists, FBI agents, and Bloodhounds in the setup as well as the names of the players possessing those roles.

Mod Notes: To clarify, this role receives one number indicating the total across all the roles. Taken from .
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Post Post #12090 (isolation #1125) » Sat Oct 21, 2023 2:54 pm

Post by Ircher »

Town 1-shot Party Thrower

Once per game, during the day, you may attempt to send a party invitation to up to half (rounded up) of the other players in the game by PMing the mod their names.

At night, they will receive the invitation and can choose to either accept or decline. The invitation truthfully informs them that if they accept, they will be forced to visit the party thrower’s house without performing any actions. It does not mention you by name.

At the end of the night, you will be given a list of those who chose to attend.
Mod Notes: Taken from .
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Post Post #12092 (isolation #1126) » Sat Oct 21, 2023 3:03 pm

Post by Ircher »

Town Compulsive Hostile Roleblocker

When confirming your role, submit a list of players to the moderator. This will be used as a backup if you fail to submit an action. You can change this list at any time.

Each night, you must attempt to block another player. You will attempt to prevent them from taking any actions, and they will be informed that you are not aligned with the town.

Mod Notes: Yes, even though this role is aligned with the town, the message still says that the player isn't aligned with the town. Consider it a miller-esque effect. Taken from .
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Post Post #12108 (isolation #1127) » Sun Oct 22, 2023 2:21 pm

Post by Ircher »

Town Lazy Doctor

Each night, you may attempt to protect a player from a single kill

Your action automatically fails unless multiple antitown players remain at the start of the night.
Mod Notes: Taken from .
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Post Post #12109 (isolation #1128) » Sun Oct 22, 2023 2:26 pm

Post by Ircher »

Town Control-F Searcher

Once per night, you may attempt to visit another player and submit a search string. Your result will be a number indicating the number of times the search string appears in their role PM.

Mod Notes: BBCode is not searched. Taken from .
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Post Post #12110 (isolation #1129) » Sun Oct 22, 2023 2:37 pm

Post by Ircher »

Town Element Revoker

Each night, you may attempt to target someone to nullify all elemental abilities cast at them, as well as any elemental abilities they cast.

This includes anything explicitly stating to be from an element, or anything that can be reasonably conceived as an element, such as an Arsonist's douse/ignite (fire) and CPR Doctor (electric).
Mod Notes: Taken from .
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Post Post #12111 (isolation #1130) » Sun Oct 22, 2023 2:45 pm

Post by Ircher »

Town Overly Inquisitive Oracle

Each night, you may ask three questions to the moderator about the game setup. Questions may not contain the names of players, any substitution for names of players, or any means of uniquely identifying a player or players. Questions must be answerable with only one word.

The moderator must choose one of those three questions and answer it honestly. The moderator will not specify which question they answered.

If any of your questions are in any way inappropriate, violate the spirit of any rules relevant to this game, or if you do not ask exactly three questions, the moderator will send you the correct answer to the question "Am I a Town Overly Inquisitive Oracle?" The moderator will tell you if they do this.

Mod Notes: The moderator should choose the question that gives the player the least useful information. If any of the questions are against any relevant set of rules (site rules, your rules, role's rules, legal rules), invoke the "Am I a Town Overly Inquisitive Oracle?" clause. Taken from .
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Post Post #12117 (isolation #1131) » Mon Oct 23, 2023 3:34 pm

Post by Ircher »

Minimalist Townie

You cannot receive any items (such as inventions and fruit) under any circumstance. Any action that tries to give you an item fails as if you were Commuting.

Mod Notes: Taken from .
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Post Post #12134 (isolation #1132) » Thu Oct 26, 2023 3:35 pm

Post by Ircher »

Town Hyperaware Roleblocker

You may attempt to block another player each night. If your actions fails for any reason, you will be informed that your action failed.
Mod Notes: Taken from .
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Post Post #12135 (isolation #1133) » Thu Oct 26, 2023 3:46 pm

Post by Ircher »

Vanilla Townie

You possess no special abilities.

Mod Notes: Taken from .
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Post Post #12143 (isolation #1134) » Fri Oct 27, 2023 2:45 pm

Post by Ircher »

Town Food Cop

Each night, you may attempt to check a player. You will learn whether that player has anything food related either in their possession or in their role name.

Mod Notes: Taken from .
Last edited by Ircher on Fri Oct 27, 2023 3:32 pm, edited 1 time in total.
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Post Post #12144 (isolation #1135) » Fri Oct 27, 2023 2:51 pm

Post by Ircher »

Town Brain Scrambler

You may attempt to use each of the following powers once per game:

Low Power
- Either roleblocks the target or redirects the target to a random player.
Medium Power
- Vanillaizes the target player.
High Power
- Kills the target player.

If a watcher sees you visit another player, they will receive "An electric shock visited your target last night," instead of your name.

Mod Notes: Taken from .
Last edited by Ircher on Fri Oct 27, 2023 3:42 pm, edited 1 time in total.
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Post Post #12149 (isolation #1136) » Sat Oct 28, 2023 3:19 pm

Post by Ircher »

Town Book Burner

If you recieve a book, you may attempt to destroy it instead of reading it.

Mod Notes: Taken from .
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Post Post #12150 (isolation #1137) » Sat Oct 28, 2023 3:39 pm

Post by Ircher »

Town Compulsive Artist

At the beginning of the game, you must submit an ordered list of players and a list of paints (see below) for each player. You will target the first living player on the list with the corresponding paint if you fail to submit an action.

Each night, you must choose one of the following paints, and a player to paint. You will attempt to paint them the chosen color and cause all checks on them to appear as that color's alignment.

Cult

Werewolf


Mod Notes: Taken from .
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Post Post #12186 (isolation #1138) » Thu Nov 02, 2023 3:21 pm

Post by Ircher »

Town Compulsive Queue

During pre-game after the setup and design phase, you must submit an ordered list of players. Your name must be at the top of the list. You may submit a new list to the moderator at any time, except in the time between end-of-night deadline and daybreak.

As long as you are alive, when night orders are processed, night orders will be processed by player in order of your list, from top to bottom, instead of being processed via Natural Action Resolution.

Mod Notes:
Roleblocking and similar actions fail if they target someone who has already acted. Roleblocking Queue is effectively impossible.

Protective actions fail if they target someone who was killed with an earlier action.

If a player is killed before their action is processed, their action fails. If a player is killed after their action is processed, their action still goes through.

Investigative actions that report based on actions taken cannot report actions that haven't happened yet. A Tracker tracking someone acting later in the list will get a "Your target went nowhere" report.

Flip-altering actions go through regardless of timing, as the flip isn't processed until daybreak.

Taken from .
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Post Post #12187 (isolation #1139) » Thu Nov 02, 2023 3:27 pm

Post by Ircher »

Town Berserker

While you are alive, if No Elimination reaches a majority, or if the deadline expires without a majority, everyone who voted for No Elimination is eliminated.
Mod Notes: Taken from .
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Post Post #12188 (isolation #1140) » Thu Nov 02, 2023 3:34 pm

Post by Ircher »

Town Card Dealer

You have a standard 52 card deck of playing cards. At night you may attempt to visit any number of players and give each a specific playing card, removing that card from your deck permanently. Playing cards are posted publicly on death.
Mod Notes: Taken from .
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Post Post #12189 (isolation #1141) » Thu Nov 02, 2023 3:44 pm

Post by Ircher »

Town Day Kill Blocker

If a day kill happens and a flip hasn't been posted yet, you may post
BLOCK DAY KILL
in the thread. The day kill will not occur.
Mod Notes: Taken from .
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Post Post #12432 (isolation #1142) » Sun Feb 11, 2024 3:56 pm

Post by Ircher »

Town Mass Neighborizer


Before the start of the game, you must send the moderator a list of neighborhoods and the players in them. All players must be in exactly one neighborhood in your list.

Mod Notes: The moderator determines the maximum allowed size of a neighborhood and whether day talk is permitted.

Taken from .
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Post Post #12433 (isolation #1143) » Sun Feb 11, 2024 4:00 pm

Post by Ircher »

Town Bastard Cop


Each night, you may attempt to investigate a player to discover whether their role card has any features considered bastard as determined by current theme game guidelines.

Mod Notes: Taken from .
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Post Post #12434 (isolation #1144) » Sun Feb 11, 2024 4:02 pm

Post by Ircher »

Alien Reflexive Reflexifier

Anyone who targets you will become Reflexive for the night, using a copy of the same night action they target you with on anyone who targets them. (For example, if a Vigilante shoots you, they'll act as a PGO that night, additionally shooting anyone who targets them.)
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Post Post #12435 (isolation #1145) » Sun Feb 11, 2024 4:24 pm

Post by Ircher »

Tight-lipped Neutral

If at the end of a day phase, you posted less than 10 times that day
and
you are still alive, you will exit and win the game.

Mod Notes: The game does not automatically end if this player achieves their win condition.

Taken from .
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Post Post #12436 (isolation #1146) » Sun Feb 11, 2024 4:29 pm

Post by Ircher »

Town Combined Cop Unorthocop


Each night, you may target a player to learn whether they are Mafia or Not Mafia and also learn whether they are Alternate Mafia or Not Alternate Mafia. Your reliability is not guaranteed.

Mod Notes: Inverse reliability. Taken from .
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Post Post #12642 (isolation #1147) » Sat Mar 23, 2024 11:51 am

Post by Ircher »

Lone Werewolf

You do not know who your teammates are nor do you share private communication with them. They know that someone is a lone wolf. The first time a werewolf attempts to kill you, you will join the Werewolves' private chat.

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Post Post #12643 (isolation #1148) » Sat Mar 23, 2024 11:57 am

Post by Ircher »

Colorless Townie


You are considered a Named Townie. Your flip will lack any use of color.

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Post Post #12644 (isolation #1149) » Sat Mar 23, 2024 12:00 pm

Post by Ircher »

Town 2-Multishot Fruit Vendor

Twice per game, you may target a player. You will attempt to send them a piece of fruit. You may, if you like, send a specific type of fruit (but it has to be a real fruit). If successful, your target will receive a message stating that you sent them {fruit}.

You may use as many of your shots as you would like in an individual night.

Mod Notes: Taken from .
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Post Post #12645 (isolation #1150) » Sat Mar 23, 2024 12:08 pm

Post by Ircher »

Town Elevator Operator


On each night, you may attempt to offer a player a ride on your elevator. They will not be notified that you offered the ride. If they accept, they can choose to either go Up or to Idle during the following night phase. More specifically, the rider will be informed that they can either Up and be granted protection from kill attempts, or they can Idle and be granted reflection of a Cut from the Operator.

In addition to offering an elevator ride to a new player on each night, you may also choose to Cut the elevator and attempt to kill the current rider. If the rider chooses Up that night, they die. If they choose Idle, the operator dies.

Mod Notes: Taken from .
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Post Post #12646 (isolation #1151) » Sat Mar 23, 2024 12:12 pm

Post by Ircher »

Town Author Cop

Each night, you may attempt to visit a player and learn who wrote their role card.

Mod Notes: Taken from .
---
In other news, a game of Grand Idea Mafia is currently in signups in the theme queue.
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