Grand Idea Mafia

This forum is for discussion related to the game.
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Ircher
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Post Post #13600 (ISO) » Fri Mar 21, 2025 3:49 pm

Post by Ircher »

Town Reformist

You appear to be a member of the Protestant Cult to investigative checks.

Mod Notes: Taken from .
Links: User Page
Do you have questions, ideas, or feedback for the Scummies? Please pm me!
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SmileyDude1
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Post Post #13601 (ISO) » Sun Mar 23, 2025 3:41 am

Post by SmileyDude1 »

Town Upgradeable Negative Utility


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-Death-Triggered Day Skipper

-Should you die while at level 0, whether it be from elimination or night-kill, the next day phase will be skipped

Level 1-Universal-Delinquent Loyal Role-Disabler

-You are seen as being
not town
to any cop roles that happen to check you. Should you die while in level 1, all investigative roles (roles that gather results in order to obtain new information on someone) will be permanently disabled.

You also passively disable another
town-aligned
player's role while alive and in level 1 (the disabled player will be chosen at random by the mod out of
town-aligned
players during pregame. You know that the role you are disabling is *
Place Role Name Here
*, and that the holder of this role is not aware of the fact that it's currently disabled. Any disabled active role action will compulsively fail regardless of other properties of said role, while any disabled passive properties of a role will have no effect. The disabled role will be reenabled upon your death (even if you die in level 1).

Level 2-Hated Miller

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

You show as
Mafia
to any alignment-checking investigatives.

Level 3- Reflexive Delayed Loyal Roleblocker

-Should anyone successfully target you during the night, you will passively attempt to roleblock them during the following night phase. This action will fail if the target is not aligned with you.

Level 4- Vanilla Townie

-Congratulations, you are no longer a negative utility!. You possess no special abilities.



This is more of a downgradable negative utility than an upgradeable one I think, but for consistency sake sticking with the convention anyways :P .
-Rolls with the Punches-

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Currently have a Mini Normal in signups (10/13), you should join :wink:
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Post Post #13602 (ISO) » Sun Mar 23, 2025 3:58 am

Post by SmileyDude1 »

Town Upgradeable Friend


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-Public Lover

At level 0, you will become loverized to another player who is aligned with you chosen at random by the mod. From then on you will be life-linked to said player (even if you exit this level afterwards), should either of you die the other will immediately die as well to heartbreak. The mod will make your love-link public during daystart (e.g "x and y have professed their love to each other and are now lovers!", or some other message to that effect).

Level 1-Neighborizer

-Each night, you may target a player. Assuming no interference with your action, you will add your target to a neighborhood PT where members may speak at all times as long as they are alive. The Neighborhood PT can be found here *
Place Link
*

Level 2-Friendly Neighbor

-Each night, you may target a player. Assuming no interference with your action, your target will receive a message from the moderator that confirms you as being aligned with the town.

Level 3- Advocator

-Each night, you may target two players. Assuming no interference with your action, your second target will receive a message from the moderator confirming your first target's alignment.
-Rolls with the Punches-

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Post Post #13603 (ISO) » Sun Mar 23, 2025 4:02 am

Post by TemporalLich »

Town Companion 1-shot Divine Protector


You are informed that a player is aligned with the Town.

Once in the game during night, you may protect a player from abilities coming from players not aligned with the Town.
time will end
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Post Post #13604 (ISO) » Sun Mar 23, 2025 4:19 am

Post by SmileyDude1 »

Town Upgradeable Healer


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-Compulsive Loyal CPR Doctor

-Each night, you must target a player. Should you fail to target someone with this action your target will be randomized. Assuming no interference with your action, you will protect them from a single killing action that successfully targets them that night. If your protection was not needed (i.e they weren't attacked) you will attack your target instead, killing them if they were not protected. This ability will fail if used on someone who is not aligned with you.

Level 1-In-House Doctor

-Each night, you may target a player. Assuming no interference with your action, you will protect them from a single killing action that successfully targets them that night. You visit people inside their homes to heal them and will not intrude if no one is home. This ability will fail if used on someone who is using an active night action on the night of your visit.

Level 2- Loud Superdoctor

-Each night, you may target a player. Assuming no interference with your action, you will protect them from up to 2 killing actions that successfully targets them that night. Your target will be informed that you targeted them, but not what you targeted them with.

Level 3- Holy Protector

-Each night, you may target a player. Assuming no interference with your action, you will bless your target. The first time you bless each player, they will be rendered deathproof and strongwilled for that night. Any future blessings a player receives after their first one will protect from a single killing action that successfully targets them that night. This action can't be redirected or blocked.
-Rolls with the Punches-

ADHD
Currently have a Mini Normal in signups (10/13), you should join :wink:
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Post Post #13605 (ISO) » Sun Mar 23, 2025 4:48 am

Post by SmileyDude1 »

Mafia 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-StickyFruit Vendor

-Each night, you may target a player. Assuming no interference with your action, your target will be informed that they received a StickyFruit. StickyFruit makes it's holder ascetic causing all non-killing actions that target them to fail. Stickyfruit can be passed to another player should it's recipient successfully target someone else.

Level 2-Negative Modifier Inventor

-Each night, you may target a player. Assuming no interference with your action you will add a harmful modifier to your target's role of your choosing. You have access to the following harmful modifiers that you can use once per game.

Hammerer- Causes you to automatically hammer wagons if they are in range to be hammered and you're not already voting said wagon. Disables in ELO
Vain- Causes you to unavoidably die if you successfully target a
town-aligned
player.
Obsessive- Causes you to be locked into targeting the last player you successfully targeted until their death.
Guilty- Causes you to unavoidably die of guilt at the beginning of the next day phase should you be on an elimination wagon of someone aligned with you. Doesn't disable in ELO.
Universal Miller- Roles targeting you will turn up an
incriminating
result where possible.

Players will be informed that a negative modifier was added onto their role, but will not be told which one it was.

Level 3- Ascetic Bulletproof 2-Shot Disloyal Magnetizer

-You are passively immune to non-killing actions. Such actions that target you will fail as if roleblocked.

You will passively survive killing actions that successfully target you in most instances.

Twice a game, you may activate your ability. Assuming no interference with your action, all actions taken that night will be redirected into you. This ability will have no effect on players who share your alignment.
-Rolls with the Punches-

ADHD
Currently have a Mini Normal in signups (10/13), you should join :wink:
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Post Post #13606 (ISO) » Sun Mar 23, 2025 5:15 am

Post by SmileyDude1 »

Werewolf 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 0-Frenzied Werewolf

-You can't hold back your primal urges at level 0. The moderator will publicly state that "Player has gone into a frenzied state, confirming them as a
werewolf
. They are dangerous!". For the first day you enter your "frenzied" state, should you be eliminated, you may attempt to vengekill another player on your way out, taking them with you if they were not protected. At the beginning of your second day phase in "frenzied" state the mod will announce that "player has calmed down, they are no longer dangerous." causing you to lose access to your vengekill if eliminated, allowing the town to eliminate you safely.

Level 1-Werewolf Goon

-You have no special abilities while at level 1.

Level 2-Loved Werewolf

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

Level 3- Werewolf Claw-Using Godfather

-At level 3, you have successfully tricked everyone into believing you are a normal guy instead of something else. Alignment-investigative roles will gather results on you as if you are
town
.

As you use your razor sharp claws to kill and not guns, you will show as "not having a gun" to gunsmiths and your kills will pierce any "bulletproof" abilities.

*Kill piercing applies only to abilities that specifically use the term "bulletproof" as a descriptor for their means of protection, reflavored self-protective abilities will still be able to block kills made by this role, as will conventional protective abilities like doctor heals and rolestops.
-Rolls with the Punches-

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biancospino
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compulsive complex Inventor
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Post Post #13607 (ISO) » Sun Mar 23, 2025 6:59 pm

Post by biancospino »

Town sacrificial combined Reviver delayed Vigilante


Each Night, you may target a dead player; if you do, you will unavoidably die. You target will come back to life, but will be killed during the Night after the next.
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Post Post #13608 (ISO) » Sun Mar 23, 2025 7:15 pm

Post by biancospino »

Mafia one-shot Wraithmaker


Each Twilight, but only once during the game, you may activate this ability. If you do, and one player unaligned with you would be executed this twilight, they become a Wraith aligned with the Mafia.

Wraiths are dead players who:
  1. do not have access to the Dead PT;
  2. have access to, and can post in, their (the Mafia's) factional PT;
  3. retain access to any PT they had access to, but cannot post in those PTs;
  4. cannot post in the game-thread (except for 5.);
  5. once during the game, can post a single naked vote (which counts as a vote);
  6. once during the game, can activate whatever activated abilities they had while alive, if they had any;
  7. once they have done the things in 5. and 6., cease to be a Wraith (but remain aligned with the Mafia).
(Your ability will fail if you would lose the game at the same time that it is triggered (which is rather unlikely, but may happen e.g. if the executee is a Vengeful or Supersaint) or if the executee leaves the game in a win at the same time (which may happen if, e.g., they are a Jester).)
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Post Post #13609 (ISO) » Mon Mar 24, 2025 11:59 am

Post by Jake The Wolfie »

Canary in the Coal Mine


Everyone knows you exist.
There might not be any anti-town players.
The first time an anti-town player targets you or attacks another player, you will die. If there are no anti-town players, you could die at any time.

At any time, a player may vote to end the game. The game ends when either all town players vote to end the game or there is only one player left.
If there are any Anti-town players alive when the game ends, all of them win and all town players lose. If there were no Anti-town players, all living players win and all dead players lose.
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Post Post #13610 (ISO) » Wed Mar 26, 2025 1:16 pm

Post by Jake The Wolfie »

Reality Unmaker


Each night, you may target a player. That player never existed, and any actions they took retroactively didn't take place.

You win when all town players, as well as any other anti-town faction and neutral players, are dead or never existed.
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Post Post #13611 (ISO) » Wed Mar 26, 2025 2:36 pm

Post by SmileyDude1 »

Town 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-Roleblocker

-Each night, you may target a player. Assuming no interference with your action, you will roleblock your target causing all actions they performed that night to fail.

Level 2-Jailkeeper

-Each night, you may target a player. Assuming no interference with your action, you will jail your target, protecting them during the night while causing all actions they perform to fail.

Level 3- Divine Protector

-Each night, you may target a player. Assuming no interference with your action, your target will be immune to actions from
non-town
players that night. Any
non-town
actions that target your target will fail as if roleblocked (including factional ones).
-Rolls with the Punches-

ADHD
Currently have a Mini Normal in signups (10/13), you should join :wink:
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Post Post #13612 (ISO) » Wed Mar 26, 2025 2:52 pm

Post by SmileyDude1 »

Town Upgradeable Supporter


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-Hastener

-Each night, you may target a player. Assuming no interference with your action, you will cause your target's next night action to be given increased priority over most other actions in regards to action resolution.

Level 2- Loyal Indecisive Strengthener

-Each night, you may target a player. Assuming no interference with your action, you will cause your target's action to be strongwilled for that night phase (meaning their action can't be redirected or blocked). You may not target the same player with this ability twice in a row. This ability will fail if used on a player who is not aligned with you.

Level 3-Combined Energy Refiller Permanent Personal Supercharger

-Each night, you may target a player. Assuming no interference with your action, you will fully restore any X-shot/JOAT abilities that your target has already used up and permanently supercharge them, allowing them to perform an additional action during the night (as the supercharger is personal, this will not allow you to use multiple instances of factional abilities).

Players will be informed should they become supercharged by this ability.

Players will be informed should their X-shot//JOAT-esque abilities get replenished by this ability.
-Rolls with the Punches-

ADHD
Currently have a Mini Normal in signups (10/13), you should join :wink:
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Post Post #13613 (ISO) » Wed Mar 26, 2025 3:36 pm

Post by SmileyDude1 »

Unionizer of 3rd Parties


Due to your presence, all 3rd parties have agreed to join together to help each other achieve their goals. You and any other 3rd parties that happen to be in the game will be given access to a 3rd party union PT where you may converse at all times as long as you are alive. All 3rd parties with access to this PT will have "unionist" added onto their role name and will gain the following alternate win condition on top of their regular one:
You also win, if more than 1/2 the players with access to the 3rd Party Union PT achieve their win condition
. The 3rd party union is treated as a faction meaning 3rd parties with parity win conditions (e.g
serial killers
,
arsonists
,etc.) can win without eliminating each other if 3rd party unionists are the last players alive. Should the 3rd Party Union Members win via achieving their alternate wincon, all members will leave in victory with the game continuing afterwards (even roles that normally win by themselves like
serial killers
, such roles would only endgame everyone else if they achieved their regular win condition).

As the leader of the 3rd Party Union, it is of utmost importance that you do right to the 3rd parties under your banner. You win if all other 3rd parties are able to win through either their regular win conditions or the alternate 3rd Party Union win condition. Should no other third parties spawn in the game with you, the mod will pick a town-aligned player at random and change their alignment (but not their role) to one of
Jester
,
Survivor
, or
Condemner
providing you with a unionist to work with.

Should this role be drawn in the game all 3rd parties will be informed of the 3rd party union's existence as well as it's other members in their role PMs. The role PM should also mention the alternate win condition attached to the 3rd Party Union. This information is considered factional info and should be redacted upon flip.
Last edited by SmileyDude1 on Wed Mar 26, 2025 3:57 pm, edited 2 times in total.
-Rolls with the Punches-

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Post Post #13614 (ISO) » Wed Mar 26, 2025 3:39 pm

Post by SmileyDude1 »

Town Beholder


Each night, you may target a player. Assuming no interference with your action, you will learn all information your target learns that night.
-Rolls with the Punches-

ADHD
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Ircher
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Post Post #13615 (ISO) » Fri Mar 28, 2025 3:15 pm

Post by Ircher »

Town Wishful Bulletproof

You will survive all kill attempts made against you at night unless the player targeting you includes a wish in their night action PM to bypass bulletproof protection.

Mod Notes: Taken from .
Links: User Page
Do you have questions, ideas, or feedback for the Scummies? Please pm me!
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Post Post #13616 (ISO) » Fri Mar 28, 2025 3:25 pm

Post by Ircher »

Town Lattice Ninja

Any effect that affects lattice players also affects you.

While you are alive, lattice players possess the ninja modifier and cannot be seen by tracking investigative roles.

Mod Notes: Taken from .
Links: User Page
Do you have questions, ideas, or feedback for the Scummies? Please pm me!
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Post Post #13617 (ISO) » Fri Mar 28, 2025 3:31 pm

Post by TemporalLich »

Town Wishful Rolestopper


Each night, you may protect a player from all abilities except for abilities coming from players that wish to ignore Rolestopper protection in their night action PM.
time will end
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Post Post #13618 (ISO) » Fri Mar 28, 2025 3:34 pm

Post by Ircher »

Town Singing Role Cop

Each night, you may attempt to investigate a player and learn their role. If successful, your target's role will also be posted in all factional PTs.

Mod Notes: Taken from .
Links: User Page
Do you have questions, ideas, or feedback for the Scummies? Please pm me!
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Post Post #13619 (ISO) » Sat Mar 29, 2025 4:03 pm

Post by Ircher »

Town Traffic Analyst

Each night, you may attempt to investigate a player to learn whether or not that player can communicate privately with another player.

Mod Notes: Taken from .
Links: User Page
Do you have questions, ideas, or feedback for the Scummies? Please pm me!
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Post Post #13620 (ISO) » Sat Mar 29, 2025 4:21 pm

Post by Ircher »

Town True Neapolitan

Each night, you may attempt to investigate a player to learn whether a player is vanilla, chocolate, or strawberry. If they are, you will learn the target's precise role flavor.

Mod Notes: Taken from .
Links: User Page
Do you have questions, ideas, or feedback for the Scummies? Please pm me!
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Post Post #13621 (ISO) » Sun Mar 30, 2025 1:16 pm

Post by SmileyDude1 »

Alien Upgradeable Faction Improver


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-Factional Roleblock Provider

-Your presence on the
Alien
faction grants it access to additional factional abilities. At level 1, the
aliens
gain a factional roleblock that they may use on a target of their choice each night, causing all abilities the target performs to fail.

Level 2- Factional Poison Provider

-At level 2,
Aliens
gain access to a factional poison that they may use on a target of their choice each night. If successful, this poison will cause it's target to die at the end of the following night unless cured.

Level 3-Factional Juggernaut Kill Provider

-At level 3,
Aliens
gain access to a factional kill that they may use on a target each night. This kill carries juggernaut properties meaning it bypasses all protection and pierces any blocking abilities, killing the target unless deathproof or untargetable.
-Rolls with the Punches-

ADHD
Currently have a Mini Normal in signups (10/13), you should join :wink:
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Post Post #13622 (ISO) » Sun Mar 30, 2025 1:24 pm

Post by SmileyDude1 »

Alien Ascetic Loyal Combined Upgrader Rolestopper


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 will also rolestop your target causing all other actions that target them to fail.

This ability will fail if used on someone who is not aligned with you. You are passively immune to non-killing actions. Such actions that target you will fail as if roleblocked.

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

ADHD
Currently have a Mini Normal in signups (10/13), you should join :wink:
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Post Post #13623 (ISO) » Sun Mar 30, 2025 1:45 pm

Post by SmileyDude1 »

Town Fiery Party Animal


Each night, you may target a player. Assuming no interference with your action, you will take them for a night out on the town. This will cause any action they performed that night to fail. Players enjoy the wild adventures you invite them to. If this action succeeds, your target's vote will be weighted as 0 should they place it on you during the next day phase and they will be unable to target you during the following night phase (as they wouldn't want to potentially interfere in your sick parties). The vote weight effect will be disabled should there be less than 5 players left alive.

You like to spice things up by hanging with different people each night. You may not successfully target the same player two nights in a row, should you do so, this action will fail

You are
f
i
e
r
y
. As such people who visit you successfully will be notified that they "sustained a light burn last night", this has no actual effect on their role. Fire and water don't mix, if you successfully target a
w
e
t
player you will be doused and lose access to all abilities until the end of the next night phase. Your fire is also attracted to prime kindling, should a
woody
player exist in the game, your action will be compulsively redirected to them. If a
woody
player is targeted by a
f
i
e
r
y
action two nights in a row or 4 times total, they will catch on fire causing them to unavoidably die.

Should multiple woody players exist in the game, fiery players will be redirected to the woody plyer nearest to them on the playerlist with ties being broken at random
Last edited by SmileyDude1 on Sun Apr 06, 2025 3:22 am, edited 4 times in total.
-Rolls with the Punches-

ADHD
Currently have a Mini Normal in signups (10/13), you should join :wink:
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SmileyDude1
SmileyDude1
He/Him
Mafia Scum
User avatar
User avatar
SmileyDude1
He/Him
Mafia Scum
Mafia Scum
Posts: 1864
Joined: June 26, 2023
Pronoun: He/Him
Location: Michigan, US

Post Post #13624 (ISO) » Sun Mar 30, 2025 2:04 pm

Post by SmileyDude1 »

Town Wet Parole Officer


Each night, you may target a player. Assuming no interference with your action, you will place your target under house arrest. They will only be able to target the two closest living players to them on the playerlist during the next night phase.

You are
w
e
t
. As such you passively douse
f
i
e
r
y
players who successfully target you during the night causing them to lose access to their ability until the end of the following night phase. Water gets absorbed by plants roots, should you successfully target a
woody
player, they will be strengthened, causing them to become passively bulletproof during the following night phase (barring fiery attacks) and will absorb a 1-shot version of your ability for their own use if applicable. Should your abilities be absorbed by a
woody
player you will be considered frail during the following night phase, any action that successfully targets you during this time will result in your death unless you were protected.

Example:
Jerry
Micheal
Megan
Lisa
Jeff
Joe

In the above example playerlist, if Lisa was targeted by this ability they would only be allowed to target Megan and Jeff (the two players closest to her). If Megan and Jeff were dead, they'd only be allowed to target Micheal and Joe (as they are the closest living players above and below them on the player list). The player list is considered to wrap around from the bottom for purposes of resolving this ability, Jerry for example would only be able to target Micheal and Joe should he be hit by this ability.
Last edited by SmileyDude1 on Sun Mar 30, 2025 3:41 pm, edited 2 times in total.
-Rolls with the Punches-

ADHD
Currently have a Mini Normal in signups (10/13), you should join :wink:
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