Grand Idea Mafia

This forum is for discussion related to the game.
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Post Post #13575 (ISO) » Thu Mar 13, 2025 4:25 pm

Post by camelCasedSnivy »

Fickle (55%) Townie


Conversions targetting you will always work.

You will always show up as a
Mafia-Turned Indecisive (50%) Replacer
.

If a
Mafia
member is the first player to die, you will convert to a
Mafia-Turned Fickle (55%) Townie
. Your win condition is adjusted to change with the Mafia's as well.
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Post Post #13576 (ISO) » Thu Mar 13, 2025 4:26 pm

Post by SmileyDude1 »

Mafia 2-Shot Activated Covert Pariah


Twice a game at night, you may activate your ability. Upon doing so, you will make your vote
poisonous
for the following dayphase A wagon cannot be hammered if a player with a
poisonous
vote is currently on it. They must be off the elimination wagon or it will be unable to go through no matter how many votes it attains. As you are covert, the fact your vote is
poisonous
will not be announced by the moderator.

This ability will have no effect should the game be in an ELO gamestate.
-Rolls with the Punches-

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Post Post #13577 (ISO) » Thu Mar 13, 2025 4:45 pm

Post by SmileyDude1 »

Town Nights 1 and 2 Bulletproof Sloppy Mod-Favored Pariah-Cop


Each night, you may target a player. Assuming no interference with your action, you will learn if your target is
town
or
not town
.

You will passively survive most killing actions that target you during nights 1 and 2

You are sloppy and tend to often lose track of your reports. Be careful lest they end up in the wrong hands. There is a 50% chance that you will reveal your target's role to a scum faction/ third party upon each successful use of your cop action*.

You don't have the best tact when it comes to your investigations and your methods are often decried by others around you. Each time you successfully use your cop ability you will become a pariah for the following dayphase making your vote
poisonous
. A wagon cannot be hammered if a player with a
poisonous
vote is currently on it. They must be off the elimination wagon or it will be unable to go through no matter how many votes it attains. The mod will publicly announce if a player's vote has been made
poisonous
. As you are mod-favored you may twice a game request that the mod not reveal your poisoned vote and they will hide it for you. Poisoned votes do not take effect in ELO gamestates.

*Should results get leaked to evils by this ability the recipient will be chosen at random among non-town players in the game, preference given to those who do not share an alignment with the cop's target
-Rolls with the Punches-

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Post Post #13578 (ISO) » Fri Mar 14, 2025 12:36 am

Post by camelCasedSnivy »

Indecisive (50%) Replacer


You will become a
Town-Turned Indecisive (50%) Replacer
or a
Mafia-Turned Indecisive (50%) Replacer
, depending on which alignment died first. They are both effectively vanilla versions of Town and Mafia respectively.
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Post Post #13579 (ISO) » Fri Mar 14, 2025 11:12 pm

Post by Jake The Wolfie »

Stick in the mud Townie


As long as you aren't voting, no one can be executed.
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Post Post #13580 (ISO) » Mon Mar 17, 2025 10:16 pm

Post by Jake The Wolfie »

Hot Cardato


Each night, you may target a player. You and that player swap role cards and alignments.

You have no ability to win while holding this card.
Last edited by Jake The Wolfie on Thu Mar 20, 2025 1:57 pm, edited 1 time in total.
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Post Post #13581 (ISO) » Tue Mar 18, 2025 9:49 pm

Post by Jake The Wolfie »

Alien tooth collector


Each night, you may target a player. You steal one of their wisdom teeth, roleblocking them for three days. That player knows that their tooth was stolen.
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Post Post #13582 (ISO) » Wed Mar 19, 2025 1:20 pm

Post by biancospino »

Vindictive Jester


During pregame or during any Night, you may choose a player. You may only do this once. You cannot hammer the player you've chosen, nor kill them if you've somehow aquired a killing ability.

You win if you are executed after the player you've chosen has died or left the game in a loss
(if you haven't chosen a player, you can't win)
. If the player you've chosen leaves the game in a win while alive, you leave the game in a loss.



In post 13581, Jake The Wolfie wrote:
Alien tooth collector


Each night, you may target a player. You steal one of their wisdom teeth, roleblocking them for three days. That player knows that their tooth was stolen.

Is this ability supposed to only be able to target the same player four times?
[Btw, fun fact, I actually have an extra fifth wisdom tooth (albeit mostly not erupted).]
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Post Post #13583 (ISO) » Wed Mar 19, 2025 4:19 pm

Post by SmileyDude1 »

Town Upgradeable Voter


You have access to special abilities that can increase or decrease in potency depending on your power level. You inherently start the game at level 1

Level 0-Timid Voter

-At level 0 you tend to get spooked at the idea of joining large bandwagons. If you vote for someone who had/has more than 3 votes at the time you switched over, your vote power will be weighted down to (.01). This penalty will not apply should a wagon you were previously voting go above the threshold, it will only apply should you join the wagon after the threshold has passed. This ability will apply even in ELO states

Level 1-Unstackable Double Voter

-At level 1 you gain access to an additional separate vote that you may use at your leisure. You may not use both of your votes on the same player, should you do so only one of them will be registered. Alongside normal VOTE: tags, type HURT: PLAYERNAME to use your extra vote, and HEAL: PLAYERNAME to unvote your extra vote. Your extra vote will be disabled should the game enter an ELO state

Level 2- Hyper Voter

-At level 2 your vote becomes a single vote with 2 hyperactive properties. Upon voting someone you may at any point in time use HURT: or HEAL: tags to change the property of your vote. Using HURT: Triple will make your vote have a weight of 3 until canceled, while using HEAL: Protect will make it so whoever your voting for can't be eliminated while you are still on them no matter how many votes they attain until canceled. Generic HURT: and HEAL: tags are valid as well for this purpose, though the above is preferred for sake of clarity. Post a bolded and italicized
Cancel Effect
message to cancel the hyperactive property of your votes. You may not use both the triple vote and the protective vote at the same time, activating one of the effects will always cancel out the other one if it was active. Both of these abilities will have no effect should the game enter an ELO state (or if the mod determines the game is at a point where the elo state could be bypassed using the triple vote should it be active) and you will be informed should this be the case.

Level 3- Rechargeable Prosecutor


-At level 3 you've attained enough influence to unilaterally make decisions for the town if deemed necessary. At any point in time, you may type
Prosecute: PLAYERNAME
to unilaterally eliminate a player, ending the day in the process. The mod should indicate your prosecution in the final VC of the day should the day end due to using this ability. Upon use, you must wait for a day phase to pass before using it again. This ability can't be used if the game is in an ELO state
Last edited by SmileyDude1 on Thu Mar 20, 2025 12:26 pm, edited 1 time in total.
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Post Post #13584 (ISO) » Wed Mar 19, 2025 4:27 pm

Post by camelCasedSnivy »

Fickle (45%) Goon


You start off not knowing your partners. Your partners are aware of your identity and that you may not be trusted for now.

If a
Town
member is the first player to die, you will convert to a
Town-Turned Fickle (45%) Goon
. Your win condition will be adjusted to match the Town's as well. If a player of another alignment dies, you retain your alignment and join your fellow Mafia in their PT.
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Post Post #13585 (ISO) » Wed Mar 19, 2025 4:29 pm

Post by SmileyDude1 »

Town Upgradeable Investigator


You have access to special abilities that can increase or decrease in potency depending on your power level. You inherently start the game at level 1

Level 0-Cynical Cop

Each night, you may target a player. Assuming no interference with your action, you will check to see if your target is
town
or
not town
. Should your action be blocked, you will receive no result. Due to being cynical, you will always see your target as
not town
should this ability be used successfully.

Level 1-Weak Cop

-Each night, you may target a player. Assuming no interference with your action, you will check to see if your target is
town
or
not town
. Should your action be blocked, you will receive no result. If you ever successfully target
groupscum
or
killing third parties
with this ability, you will unavoidably die.

Level 2-Cop

-Each night, you may target a player. Assuming no interference with your action, you will check to see if your target is
town
or
not town
. Should your action be blocked, you will receive no result.

Level 3- Parity Cop

-Each night, you may target two players. Assuming no interference with your action, you will learn whether both of your targets share the same alignment or not. Should your action be blocked, you will receive no result.
Last edited by SmileyDude1 on Thu Mar 20, 2025 12:25 pm, edited 1 time in total.
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Post Post #13586 (ISO) » Wed Mar 19, 2025 4:50 pm

Post by SmileyDude1 »

Mafia Upgradeable Killer


You have access to special abilities that can increase or decrease in potency depending on your power level. You inherently start the game at level 1.


Level 1-Sloppy Ambusher

-Each night, you may target a player. Assuming no interference with your action, you will stake out around your targets house. If anyone attempts to visit your target, you will attack them. You may only attack a maximum of one player with this ability. All visitors to your target will be notified that "player, an
ambusher
, was seen lurking around (otherplayers) house". Should multiple people visit an ambush target, the person highest on the playerlist will be the one who is attacked. This ability can attack teammates should they be the only person to visit, though you will always defer to attacking those not aligned with you, before attacking a teammate when possible.

Due to your work being sloppy, you must wait 2 days after using this ability before being able to safely use it again, if used before the proper time passes there will be a 70% chance that your target will be notified of your presence outing you to them in the process.

Level 2-Juggernaut Ninja

-Should you be the player performing the factional kill at level 2, the factional kill will gain juggernaut and ninja properties that night. That means the factional kill will passively bypass all protective and blocking abilities killing the target unless deathproof or untargetable
and
it will be passively invisible to action-investigative roles (such roles will gather results as if your action had not occurred).

Level 3- Vigilante

-Each night, you may target a player. Assuming no interference with your action you will shoot your target, killing them if they were not protected. This can be used in conjunction with factional abilities.
Last edited by SmileyDude1 on Thu Mar 20, 2025 12:25 pm, edited 1 time in total.
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Post Post #13587 (ISO) » Wed Mar 19, 2025 4:56 pm

Post by SmileyDude1 »

Town Upgrader


Each night, you may target a player. Assuming no interference with your action, you will upgrade your target causing their upgradeable abilities to advance to the next level should they possess any. Alternatively if your target doesn't have any upgradeable abilities, this will instead make their action tonight unblockable and costless (x-shot/joat abilities won't be used up that night).

Players will be informed should they be upgraded.
-Rolls with the Punches-

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Post Post #13588 (ISO) » Wed Mar 19, 2025 4:57 pm

Post by SmileyDude1 »

Mafia Indecisive Upgrader


Each night, you may target a player. Assuming no interference with your action, you will upgrade your target causing their upgradeable abilities to advance to the next level should they possess any. Alternatively if your target doesn't have any upgradeable abilities, this will instead make their action tonight unblockable and costless (x-shot/joat abilities won't be used up that night). You may not target the same player with this ability two nights in a row.

Players will be informed should they be upgraded.
-Rolls with the Punches-

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Post Post #13589 (ISO) » Wed Mar 19, 2025 5:03 pm

Post by SmileyDude1 »

Mafia Downgrader


Each night, you may target a player. Assuming no interference with your action you will downgrade your target, causing their upgradeable abilities to regress to the previous level should they possess any. Alternatively if your target doesn't have any upgradeable abilities you will jam them, causing all abilities they have to be disabled until the end of the following night phase (effectively vanillaizing them until then).

Players will be informed should they be downgraded.
-Rolls with the Punches-

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Post Post #13590 (ISO) » Wed Mar 19, 2025 5:04 pm

Post by SmileyDude1 »

Town Downgrader


Each night, you may target a player. Assuming no interference with your action you will downgrade your target, causing their upgradeable abilities to regress to the previous level should they possess any. Alternatively if your target doesn't have any upgradeable abilities you will jam them, causing all abilities they have to be disabled until the end of the following night phase (effectively vanillaizing them until then).

Players will be informed should they be downgraded.
-Rolls with the Punches-

ADHD
Currently have a Mini Normal in signups (7/13), you should join :wink:
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Post Post #13591 (ISO) » Thu Mar 20, 2025 12:25 pm

Post by SmileyDude1 »

Town Upgradeable Regular Guy


You have access to special abilities that can increase or decrease in potency depending on your power level. You inherently start the game at level 1

Level 1-Vanilla Townie

-You have no special abilities while at level 1.

Level 2-Loved Townie

-You passively take 1 more vote than normal to eliminate while at level 2. This ability will disable in ELO game states.

Level 3- Town Modified-Companion

-At level 3, you will learn the identity of one player in the game that is aligned with the
town
. Upon achieving the threshold the mod will choose the companion target at random from
town-aligned
players that are still alive (meaning this ability will never inform about a townie that is already dead). Should there be no living town-aligned players besides yourself at the time of activation, you will be informed that you are the last townie left alive.

Level 4- 1-Shot Bulletproof Activated Inocent Child

-At level 4, you will passively survive the first killing action that successfully targets you. You may, at any time, PM the mod to have them confirm you as a 100%
Town
normal guy.
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Post Post #13592 (ISO) » Thu Mar 20, 2025 1:07 pm

Post by SmileyDude1 »

Town Upgradeable Neighbor


You have access to special abilities that can increase or decrease in potency depending on your power level. You inherently start the game at level 1. You are inherently a neighbor, giving you access to a neighborhood PT where you may speak with other neighbors at all times as long as you are alive. Should no other neighbor roles be generated during pregame, the mod will choose a random player to have "neighbor" added to their role causing them to join the neighborhood.

Level 0-Fading Neighbor

-At level 0, your neighborliness is fading. You will lose access to the neighborhood PT after 1 day phase has passed upon entering this level

Level 1-Shot Modified Neighborizer Neighbor

-Once a game at night, you may target a player. Assuming no interference with your action, you will add your target to the neighborhood PT you were already in.

Level 2-Macho Cop Neighbor

-Each night, you may target a player. Assuming no interference with your action, you will check to see if your target is
town
or
not town
. Should your action be blocked, you will receive no result. You cannot be protected from killing actions that successfully target you.

Level 3- Aware 2-Shot Activated Bulletproof Neighbor

-Twice a game at night, you may activate your ability. Upon doing so, you will passively survive most killing actions that target you that night. You are aware, should someone successfully target you with a killing action and you survive it, you will learn the identity of your assailent.
-Rolls with the Punches-

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Post Post #13593 (ISO) » Thu Mar 20, 2025 1:25 pm

Post by SmileyDude1 »

Mafia Upgradeable Investigator


You have access to special abilities that can increase or decrease in potency depending on your power level. You inherently start the game at level 1.

Level 1-Vanilla Cop

-Each night, you may target a player. Assuming no interference with your action, you will learn whether your target is vanilla or not. Should your action be blocked, you will receive no result.

Level 2-Profiler

-Each night, you may target a player. Assuming no interference with your action, you will dig in your targets files to narrow down what their role is. You will be given 5 posts from the Grand Idea Mafia thread of which 1 of these will feature the target's role. Should your action be blocked, you will receive no result. Each player in the game may only be targeted by this ability once.

Level 3- Snooping Rolecop

-Each night, you may target a player. Assuming no interference with your action, you will learn your targets role name. Additionally, if your target has an investigative role (any role that would get a result is considered an investigative role), all future results they attain will be leaked to you as well upon successfully targeting them with this action. Should your action be blocked, you will receive no result.

Level 4- Strongwilled Tri-Rolecop

-Each night, you may target 3 players. Assuming no interference with your action, you will learn the roles of all 3 of your targets. This action can't be redirected or blocked. Should your action somehow fail, you will receive no result.
-Rolls with the Punches-

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Post Post #13594 (ISO) » Thu Mar 20, 2025 1:44 pm

Post by SmileyDude1 »

Werewolf Upgradeable Interferer


You have access to special abilities that can increase or decrease in potency depending on your power level. You inherently start the game at level 1.

Level 1-Loud Roleblocker

-Each night, you may target a player. Assuming no interference with your action you will roleblock your target, causing all actions they perform to fail. Your target will be informed that you targeted them, but will not be told what you targeted them with.

Level 2-Alien

-Each night, you may target a player. Assuming no interference with your action you will abduct your target, causing all actions they perform as well as any other actions targeting them to fail as if they were roleblocked.

Level 3- Disloyal Alliance-Triggered Mass Roleblocker

-Each night, you may target as many players as you like with this ability. Assuming no interference with your action you will roleblock all targets, causing any action they perform to fail. This ability will only work on players who ended the previous day phase on the same wagon as you, it will have no effect on players who do not meet the above condition. This ability will fail if used on someone who shares your alignment.

Level 4- Split Vanillaizer

-Each night, you may target 2 players. As you are split you must target 2 players whenever you attempt to use this action, should you try to target 1 player with this ability it will fail. Assuming no interference with your action you will vanillaize both of your targets, stripping them of their abilities and making them functionally vanilla for the rest of the game (unless they attain new abilities from another source).
-Rolls with the Punches-

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Post Post #13595 (ISO) » Thu Mar 20, 2025 1:45 pm

Post by SmileyDude1 »

Werewolf Indecisive Upgrader


Each night, you may target a player. Assuming no interference with your action, you will upgrade your target causing their upgradeable abilities to advance to the next level should they possess any. Alternatively if your target doesn't have any upgradeable abilities, this will instead make their action tonight unblockable and costless (x-shot/joat abilities won't be used up that night). You may not target the same player with this ability two nights in a row.

Players will be informed should they be upgraded.
-Rolls with the Punches-

ADHD
Currently have a Mini Normal in signups (7/13), you should join :wink:
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Post Post #13596 (ISO) » Thu Mar 20, 2025 2:02 pm

Post by SmileyDude1 »

Survivor Dealmaking Hypercharger


You are informed of the identities of players that have upgradeable abilities.

During each dayphase you may send the mod the name of a player who you wish to offer a deal. At the beginning of nightfall the mod will ask your target if they wish to accept a deal from an anonymous player on the following terms: "Should you accept the deal, your upgradeable abilities will be hypercharged for the next 3 day and night phases causing you to immediately attain the benefits of your max level upgrades until then. Alternatively, should you not possess upgradeable abilities, you will instead be given the benefits of upgraded status (actions become unblockable and costless) for the next 3 day and night phases. In exchange, you may not attack the player proposing this deal to you for the duration of the attained benefits and any votes you make against them during this time will be weighted as 0". Should your target accept this deal, they will learn your identity and you will be informed that they accepted the deal during the next sunrise. Should they reject the deal or not respond, your target will not learn your identity.

You win if you are alive when the game ends.
-Rolls with the Punches-

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Post Post #13597 (ISO) » Fri Mar 21, 2025 3:09 pm

Post by Ircher »

Werewolf Connected Self-Reviver

While at least one other Werewolf is still alive, you will automatically revive and rejoin the game two day-night phases following your death. (If you die during the day, you will revive at the start of the next day.)

Mod Notes: Taken from .
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Post Post #13598 (ISO) » Fri Mar 21, 2025 3:15 pm

Post by Ircher »

Townie 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.

Taken from .
Links: User Page
Do you have questions, ideas, or feedback for the Scummies? Please pm me!
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Ircher
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What A Grand Idea
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Joined: November 9, 2015
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Location: CST/CDT

Post Post #13599 (ISO) » Fri Mar 21, 2025 3:36 pm

Post by Ircher »

Town Long Tracker

Each night, you may attempt to track a player to learn who they visited that night. If your original target (after redirection effects are resolved) visited anyone, you will instead track the player that your original target visited. (If the original target visited multiple people, then you will track all of them.) This does not extend beyond your original target.

Mod Notes: All results should be combined into a single list. Taken from .
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