Grand Idea Mafia

This forum is for discussion related to the game.
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Post Post #1280 (isolation #0) » Mon Jun 29, 2015 9:32 am

Post by callforjudgement »

You are a
Gullible Town Jailkeeper


Each night, you may select a player. If that player is town, they will be protected from one kill that night and also unable to use any night action that night. If that player is not town, your night action has no effect. (You won't be told whether it succeeded or failed; this isn't an investigative role.)

You win with the town.
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Post Post #1298 (isolation #1) » Sun Sep 20, 2015 11:02 am

Post by callforjudgement »

Mafia Goon


We need lots of these too!
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Post Post #1308 (isolation #2) » Sun Oct 04, 2015 4:04 pm

Post by callforjudgement »

Town Macho Doctor
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Post Post #1324 (isolation #3) » Wed Oct 07, 2015 4:43 pm

Post by callforjudgement »

Town Milller Rolecop
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Post Post #1325 (isolation #4) » Wed Oct 07, 2015 4:44 pm

Post by callforjudgement »

Town Rolemiller Cop
(shows as "Godfather" to rolecop-style investigations, but otherwise investigates as normal)
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Post Post #1334 (isolation #5) » Sat Oct 10, 2015 7:18 pm

Post by callforjudgement »

Town Treestump


(The usual treestump rules: have a voice, have no vote, don't block anyone's wincon, win with the town, immune to all kills.)
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Post Post #1336 (isolation #6) » Wed Oct 14, 2015 10:38 pm

Post by callforjudgement »

Town 1-shot Vigliante Death Millerizer


Once in the game at night, you can choose a player to kill. That player will die, and (regardless of their alignment) flip as Mafia Goon.
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Post Post #1337 (isolation #7) » Wed Oct 14, 2015 10:43 pm

Post by callforjudgement »

Town Psychiatrist and Coastguard Rescue


Each night, choose a player. If they started the game in a faction of size 1, they become town, and lose any nightkill (but keep any other abilities).

Psychiatrist townifies SKs. Coastguard Rescue is my name for the equivalent with Survivors. Added because so many roles have been spammed as "1 of each alignment", thus throwing off the alignment balance.
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Post Post #1339 (isolation #8) » Wed Oct 14, 2015 11:37 pm

Post by callforjudgement »

Vanilla Townie


My recommendation is to reroll non-Town alignments once for each player, in an attempt to get the alignment balance closer to where it should be. (That is, if the first roll's townie, keep it; otherwise use the result of the second roll regardless of alignment.)
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Post Post #1345 (isolation #9) » Mon Oct 19, 2015 10:14 am

Post by callforjudgement »

Town 1-shot Silencer


Once in the game, you can target a player to stop them talking (or changing their vote; any current vote stands) for the rest of the day.

It's an anti-town thing to do, but hey, you're going to use it anyway, aren't you?
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Post Post #1346 (isolation #10) » Mon Oct 19, 2015 7:59 pm

Post by callforjudgement »

Mafia Backup Cop
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Post Post #1351 (isolation #11) » Tue Oct 20, 2015 3:54 pm

Post by callforjudgement »

Town Recursive Vanillaizer


Each night, target a player. Their role (but not alignment) changes to match yours.

(If rolling this role in a Large, give it limited shots.)
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Post Post #1377 (isolation #12) » Fri Jan 29, 2016 1:47 pm

Post by callforjudgement »

Town Hero


If you would be lynched, and the lynch happens for any reason other than normal voting (i.e. there was a Doublevoter voting for you, or someone used an ability to force the day's lynch, or someone stole a vote, etc.), you survive, and any players whose roles interfered with normal voting that day die.

You win with the town.
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Post Post #1427 (isolation #13) » Tue Feb 09, 2016 6:03 pm

Post by callforjudgement »

Anti-Ballot Stuffer


You're basically a Serial Killer, but with a targeting condition: you can only kill someone with your nightkill if they've made two posts in a row in the Grand Idea Mafia thread that are either identical, or identical except for alignment.

To make up for it, you have investigation immunity and are 1-shot Bulletproof.
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Post Post #1537 (isolation #14) » Thu Feb 18, 2016 8:30 am

Post by callforjudgement »

Anonymous Townie


You're basically just a vanilla townie, but your flip is automatically janitored (i.e. when you die, nobody is told what your role or alignment were).
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Post Post #1538 (isolation #15) » Fri Feb 19, 2016 11:17 pm

Post by callforjudgement »

In post 0, BBmolla wrote:In this topic: The role list for Grand Idea Mafia. Post a role to be included at the top of your post. This can be anything, a normal thing like a Cop or a weird thing like a Compulsive Firebreathing Serial Killer Jester.

Why has nobody posted this yet?

You are a
Compulsive Firebreathing Serial Killer Jester
.

Each night, you must breathe fire at someone. If you fail to, your night action will be randomized. The target of your firebreathing will be secretly "primed". If you are lynched, all primed players die along with you. (If you die in the night, priming has no effect.) In order to make things a bit easier, you can also prime someone pre-game (i.e. night 0, during confirmations).

You block everyone else's win condition (i.e. nobody can win until you die), and you win if
everyone
dies. (Should you somehow end up as the last remaining player, you can fulfil your win condition via lynching yourself.) Dying early will not prevent you winning, but will prevent you from doing anything further to further your win condition.
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Post Post #1539 (isolation #16) » Fri Feb 19, 2016 11:23 pm

Post by callforjudgement »

Town Ability Reroller


Each night, you can choose a player. Their role will be rerolled by the mod, repeating until a role of the same alignment is chosen (i.e. their new role is chosen at random from among roles of the same alignment).
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Post Post #1540 (isolation #17) » Fri Feb 19, 2016 11:37 pm

Post by callforjudgement »

Mafia Role Renamer


If this role is in the name, a random other player will have their role renamed "Vanilla Townie". This doesn't change what the role does, alignment win conditions, etc.; just the name.
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Post Post #1541 (isolation #18) » Fri Feb 19, 2016 11:41 pm

Post by callforjudgement »

1-Shot Town Vigilante Modified Janitor


Once during the game, you can shoot another player at night, causing them to die. Regardless of their actual role, they will (most likely incorrectly) flip as a neutral survivor.
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Post Post #1542 (isolation #19) » Fri Feb 19, 2016 11:43 pm

Post by callforjudgement »

Werewolf Reflavourer


The "Mafia" and "Werewolf" factions are combined into a single "Werewolf" faction. All other roles are likewise reflavoured into Werewolf-specific equivalents, if they exist (e.g. "Seer" rather than "Cop").
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Post Post #1547 (isolation #20) » Sun Feb 28, 2016 8:00 am

Post by callforjudgement »

In post 1545, Ircher wrote:so the game isn't bastard


Vanilla Townie


It's far too late at that point, I suspect.
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Post Post #1558 (isolation #21) » Tue Mar 01, 2016 7:04 pm

Post by callforjudgement »

In post 1552, Sméagol wrote:
Vanilla enabler

When you die, all vanillas turn into vanilla cops.

Vanilla Townie


I love how beautifully useless that role is (the cops won't be able to find anything, because there will be no vanillas left).
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Post Post #1564 (isolation #22) » Sat Mar 05, 2016 11:27 pm

Post by callforjudgement »

Scum Merger


You initially start in a faction of one. However, you can recruit more members over time

Pregame, and each night thereafter, you can target a player. If that player is town, nothing happens. If that player is anti-town, your faction and their faction merge; you and everyone else in your faction gain any private topic access that players in their faction have, and vice versa, factional abilities are combined or merged if similar (i.e. if you currently have a 1-shot factional nightkill and the other faction has an unlimited-shot factional nightkill, the result is an (unlimited+1) (i.e. unlimited)-shot factional nightkill, you can't kill two people on the same night). The players in question keep their win condition, but any mention of the player's own faction or its complement is adjusted (e.g. if the Mafia and Aliens merge, then "You win once every non-Mafia is dead or nothing can prevent the same" becomes "You win once every non-Mafia non-Alien is dead or nothing can prevent the same, etc.".

In order to win, you must merge yourself into one or more anti-town factions and have at least one other player in your newly merged faction fulfil their win condition.

Mod note: it's hideously unlikely the dice would roll that way, but do not let more than one player get this role, as it causes the win condition to become circularly defined.
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Post Post #1580 (isolation #23) » Wed Mar 09, 2016 1:57 pm

Post by callforjudgement »

Town Tracker
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Post Post #1581 (isolation #24) » Wed Mar 09, 2016 1:57 pm

Post by callforjudgement »

Town Rolestopper
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Post Post #1582 (isolation #25) » Wed Mar 09, 2016 1:58 pm

Post by callforjudgement »

Mafia Nexus


If a player targets you with a night action, that action will be deflected (i.e. retargeted) onto a random player (including yourself, in which case nothing happens).
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Post Post #1583 (isolation #26) » Wed Mar 09, 2016 1:59 pm

Post by callforjudgement »

Town Strong Deflector


Each night, you can choose two players. Any night actions aimed at the first will be deflected (i.e. retargeted) onto the second. This action cannot be prevented or redirected.
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Post Post #1584 (isolation #27) » Wed Mar 09, 2016 2:00 pm

Post by callforjudgement »

Town Strong Redirector


Each night, you can choose two players. If the first player attempts to use a night action, it will be redirected (i.e. retargeted) to aim at the second. This action (i.e. your redirection action, not the action being redirected) cannot be prevented or redirected.
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Post Post #1585 (isolation #28) » Wed Mar 09, 2016 2:02 pm

Post by callforjudgement »

Town Weak Strong Jailkeeper


Each night, you can choose a player. Any night action used by that player will be blocked, and that player will be protected from one kill. If you target a non-town player with this action, you will die, but your action will nonetheless still happen. This action cannot be prevented or redirected.
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Post Post #1591 (isolation #29) » Wed Mar 09, 2016 9:29 pm

Post by callforjudgement »

Mafia Seer
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Post Post #1617 (isolation #30) » Thu Mar 10, 2016 9:42 am

Post by callforjudgement »

Mafia Treestump
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Post Post #1630 (isolation #31) » Fri Mar 11, 2016 12:02 pm

Post by callforjudgement »

Werewolf Confuser
- (
mod note: becomes Mafia if there are no other Werewolves in the setup
)

Once per game, during the day, you may PM the mod with a request to confuse the game. This causes the game thread to be locked and the game to go to night, with no explanation except a "Night
x
" indication in the thread title. There's an unpierceable global roleblock in effect during that specific night; no attempted night actions will do anything. Then the thread unlocks again and the mod continues like nothing had happened.
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Post Post #1640 (isolation #32) » Mon Mar 14, 2016 4:35 pm

Post by callforjudgement »

The Flying Pumpkin That Shoots Laser Beams Out Of Its Ass


Nightkills made against you have a 25% chance of failing with no effect.

Additionally, you have two night actions,
Aim
and
Fire
. You may use each action any number of times, but only one action per night.
Aim
ing does nothing by itself, but changes the result of
Fire
ing on the following night. It is self-targeted (i.e. does not aim at another player).
Fire
ing is targeted at another player. It has a 75% chance of killing the target. If you
Aim
ed on the previous night, it instead has a 100% chance of killing an anti-town target, and a 25% chance of killing a pro-town target.

You win with the town.
Last edited by callforjudgement on Tue Aug 16, 2016 6:47 am, edited 2 times in total.
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Post Post #1641 (isolation #33) » Mon Mar 14, 2016 4:37 pm

Post by callforjudgement »

Universal Traitor


You win if any groupscum team wins, or if you are left alive in a game with 2 or fewer living players. You have no powers to help bring this state of affairs about other than your voice and your vote.
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Post Post #1642 (isolation #34) » Mon Mar 14, 2016 4:37 pm

Post by callforjudgement »

Bulletproof Universal Traitor
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Post Post #1643 (isolation #35) » Mon Mar 14, 2016 4:37 pm

Post by callforjudgement »

Lynchproof Universal Traitor


Unlike other Universal Traitors, you are endgamed by the townies if no other anti-town players are left in the game.
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Post Post #1644 (isolation #36) » Mon Mar 14, 2016 4:38 pm

Post by callforjudgement »

Werewolf Miller


You investigate as a Mafia member, rather than as a Werewolf. (So you look guilty to Cops and not guilty to Seers.)
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Post Post #1645 (isolation #37) » Mon Mar 14, 2016 4:39 pm

Post by callforjudgement »

Lynchproof Townie
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Post Post #1646 (isolation #38) » Mon Mar 14, 2016 4:41 pm

Post by callforjudgement »

Deathproof Ascetic Commuter Self-Reviver


For when you
really, really
want to make sure you don't die.


You win with the town. You lose if all other living players are anti-town, or nothing can prevent this.
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Post Post #1647 (isolation #39) » Mon Mar 14, 2016 4:44 pm

Post by callforjudgement »

Town Cop, not necessarily sane


Your investigation results might be: Sane, Insane, Paranoid, or Naive. The mod will choose one of these sanities for you at random before the game starts, and you will have a constant sanity throughout the game.
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Post Post #1648 (isolation #40) » Mon Mar 14, 2016 4:45 pm

Post by callforjudgement »

Town 1-shot Friendly Neighbourizer


Once in the game, you may choose a player. The mod will open a PT for you with that player, and confirm you as town to that player. That player's alignment will not be confirmed to you.
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Post Post #1651 (isolation #41) » Fri Mar 18, 2016 5:07 am

Post by callforjudgement »

The Role With No Name


This role is a copy of a random other role from the thread, except that it doesn't have a name.
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Post Post #1652 (isolation #42) » Fri Mar 18, 2016 4:31 pm

Post by callforjudgement »

Town Unrestrictable


You cannot be given a post restriction; any attempts to give you a post restriction will fail. (However, you must still abide by rules against posting your role PM, discussing ongoing games, etc..)
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Post Post #1653 (isolation #43) » Fri Mar 18, 2016 4:36 pm

Post by callforjudgement »

Mafia Whitewasher


If this role exists in the setup, then after the roles have been determined, first reroll every role that is Town-aligned (thus reducing the number of townies present), then convert a random half of the resulting roles to becomes Town-aligned without changing the other details of the role. (So for example, if this role gets originally rolled, there's a 50% chance the player ends up as a Town Whitewasher.) The role only affects the initial setup, and does nothing unusual during play.

I see a lot of reasoning of the form "role X doesn't exist as town, lynch it" and the reverse in Grand Idea Mafia threads. The existence of roles like this is good to reduce metagaming. Ideally, we should have quite a few of them.
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Post Post #1655 (isolation #44) » Fri Mar 18, 2016 6:30 pm

Post by callforjudgement »

Mafia
X
Godfather


Take a random roll from this thread to determine the identity of
X
.
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Post Post #1656 (isolation #45) » Fri Mar 18, 2016 6:54 pm

Post by callforjudgement »

Town Modifier Cop


Each night, you may scan a player, and learn their role modifiers (One-Shot, Ascetic, etc.), but not the rest of their role or their alignment.
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Post Post #1657 (isolation #46) » Fri Mar 18, 2016 7:43 pm

Post by callforjudgement »

Recursive Inventor
(determine alignment at random or via mod discretion)

Each night, you can give out an invention to one other player. The invention allows them to give out an invention to one other player each night, and those inventions do the same thing as yours (i.e. the cycle repeats indefinitely, or until the game ends.
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Post Post #1658 (isolation #47) » Fri Mar 18, 2016 7:54 pm

Post by callforjudgement »

The Unpopular
(determine alignment at random or via mod discretion)

After a while on day 1, extra votes for you will start appearing in vote counts, with no obvious source. Despite appearing on the vote count, the votes aren't real, and you can end up at L-0, L+1, or even L+10 (according to the vote count) with no real trouble.

On day 2, the same thing happens, but the extra votes have a different format.

On day 3, you are Loved (despite being unpopular; people love to hate you, and being lynched would spoil that), but this is impossible to tell due to all the extra votes that are being shoveled on. Also, this time, the extra votes on you appear to be from random other players who are playing the game.

On day 4, you're omitted from the votecount entirely. You can still be lynched as normal.

On day 5 (if the game's large enough to still be going), everyone else is omitted from the votecount (but can still be lynched as normal). The number of apparent votes on you goes down over time rather than up, and will get very negative, very quickly.

On day 6, the votecount becomes utterly surreal and only has a vague relation to the game, maths, English, or anything that makes sense within the context of the game.

On day 7, the votecount doesn't even

This progression happens even if you are lynched. If necessary, you will be reintroduced into it. Of course, once dead, you can't be lynched again (unless revived, I guess).
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Post Post #1663 (isolation #48) » Sat Mar 19, 2016 9:53 am

Post by callforjudgement »

Lyncherizer


Each night, you can make a player a Lyncher, in addition to their existing role, and can specify the target. If the newly made Lyncher is town, they can win either with town or via getting their target lynched (if they achieve a win, they leave the game). If the newly made Lyncher is not town, they do not win by lynching their target; rather, their faction is roleblocked at Night until the target in question is lynched.

You win if one of your Lyncherizees wins. (If you Lyncherize one member of each faction, you are mathematically guaranteed to win eventually, and thus are given the win immediately and will leave the game at that point.)
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Post Post #1666 (isolation #49) » Sun Mar 20, 2016 6:51 am

Post by callforjudgement »

Werewolf Surrenderer


If every member of your faction agrees (in your QT), you can convert the entire Werewolf faction to have the Town win condition. If you do, the faction loses its factional abilities, including the nightkill and communication. You can only perform this action at night, and any factional abilities your faction uses this night will be cancelled and not resolve.

The rest of the time, you win with the Werewolves.

Possibly OP, but I doubt we'll get all that many Werewolves in a game, and losing the kill is a pretty big incentive not to use it until late, at least. If the Surrenderer gets lynched or NKed, the ability can't be used at all; being usable only at night means that you can't just activate it when you're about to be lynched. Affects dead Wolves too to not be bastard; note that the Wolf win condition doesn't change (getting the only living players to be Wolves or where nothing can prevent the same is still a win), it just has extra possibilities.
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Post Post #1667 (isolation #50) » Sun Mar 20, 2016 6:52 am

Post by callforjudgement »

Bulletproof Mafioso
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Post Post #1683 (isolation #51) » Mon Mar 21, 2016 2:15 pm

Post by callforjudgement »

Vanilla Townie


What's the closest matching Normal role to a Setup Normalizer?
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Post Post #1685 (isolation #52) » Mon Mar 21, 2016 2:23 pm

Post by callforjudgement »

Vanilla Townie


Clearly the alignment is Werewolf, but I was thinking about the role. For example, Roleblocker seems to fit slightly better than Vanilla, in that it's better at reducing the number of bizarre night actions (not very much better, though).
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Post Post #1688 (isolation #53) » Mon Mar 21, 2016 5:17 pm

Post by callforjudgement »

Town Horserider


You have
horsemanship
. You cannot be targeted except by players with
horsemanship
.

Basically just a Bulletproof Ascetic, but worded so as to troll Sméagol.
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Post Post #1691 (isolation #54) » Mon Mar 21, 2016 8:51 pm

Post by callforjudgement »

You are
Benalish Hero
, Town Roleblocker with
banding
.

In addition to standard Town Roleblocker properties:
If you and another Roleblocker-like role both block the same player, only one of the blocks is treated as having happened (for the purposes of tracking, watching, PGOs, etc.). You may choose whether it's you or someone else whose block counts. This also nullifies
trample
on the blocked player.
When you target another player, you may choose any number of other players with
banding
, and up to one without, to also target that player. If they have a night ability, this forcibly changes its target. Otherwise, they target that player but to no effect, as though they were a Visitor.

It's an awful combination of direct mechanical translations and puns, but this is the closest I can come to the original.
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Post Post #1692 (isolation #55) » Mon Mar 21, 2016 8:55 pm

Post by callforjudgement »

You are a
Mafia Trampler
, Mafia Goon with
trample
.

If you are roleblocked, any night action you attempted to use is redirected onto the roleblocker rather than being blocked. If the roleblocker dies as a result, the action also goes through on its original target.
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Post Post #1714 (isolation #56) » Tue Mar 22, 2016 10:36 am

Post by callforjudgement »

Captain
(alignment randomized)

A random player with an active night ability becomes an
Ensign
in addition to other properties of their role. You will learn that player's identity and role, but not alignment. During each day, you may PM the moderator with a night action for the Ensign; if you do, the following night, the Ensign will be informed of the action you suggested. In the morning, you will be told whether or not the Ensign took the action you suggested.

I still don't really like this mechanic, but this is the most balanceable and mod-friendly version of it I can come up with.
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Post Post #1725 (isolation #57) » Tue Mar 22, 2016 12:29 pm

Post by callforjudgement »

Omnipotent Serial Killer


Each night, you can use any night action that exists in this setup:
list of night actions
. (Note that passive effects, including communicative passives that happen at night such as private topic access, are not night actions.) You may not use two killing actions on the same night, but other than that, you may use multiple different actions at the same time.

You win when everyone else is dead, or nothing can prevent the same.
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Post Post #1729 (isolation #58) » Tue Mar 22, 2016 4:33 pm

Post by callforjudgement »

Vanilla Townie

In post 1726, Sméagol wrote:
Plus one
(neutral survivor until ability is succesfully used)
At any point after someone has died, you may have the mod PM a person from outside the game to invite into the game. If that person accepts, the mod will roll 2 roles for both of you. You will be neighbours in addition.
No one accepts your invite? Well that's a shame.

Sadly, this violates mini/micro queue rules in a 13p and 9p respectively, so might have to be banned on that basis. (In a Large, go wild.)
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Post Post #1731 (isolation #59) » Tue Mar 22, 2016 5:21 pm

Post by callforjudgement »

Town Hated Supersaint
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Post Post #1732 (isolation #60) » Tue Mar 22, 2016 5:22 pm

Post by callforjudgement »

Town Shepherd


You win if all Werewolves are dead and at least one Townie is alive. The survival of other factions is irrelevant.
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Post Post #1734 (isolation #61) » Tue Mar 22, 2016 5:43 pm

Post by callforjudgement »

Town Shopkeeper


You win if all Mafia are dead and at least one Townie is alive. The survival of other factions is irrelevant.
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Post Post #1735 (isolation #62) » Tue Mar 22, 2016 5:51 pm

Post by callforjudgement »

Alien 1-shot Deathproof


The first time you would die for any reason, instead you don't. If this happens when your faction still has its nightkill shot remaining, that shot is lost.

Saulus is completely broken (a little less so if you don't let them know who their original scumpartners are, and it's not clear from just the rolename itself). Let's add a scum role that looks indistinguishable so that at least if they "claim partners" you have to trust that they aren't scum any more. Alien because this is way too powerful in a full-kill setup (and Alien was invented as a scum faction with powerful power roles). Keyword for people searching the thread: Lynchproof.
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Post Post #1736 (isolation #63) » Tue Mar 22, 2016 5:51 pm

Post by callforjudgement »

Alien Alien


You are a member of the Alien faction. You can talk to the other Aliens
here
. Your faction shares a 1-shot factional kill; once during the game, one of you can kill another player overnight.

Each night, you can choose one player. That player will be fully roleblocked and rolestopped (i.e. cannot use, nor be afffected by, any other night actions, including kills).

You win when Aliens make up half the player list.
Last edited by callforjudgement on Tue Mar 22, 2016 5:53 pm, edited 1 time in total.
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Post Post #1739 (isolation #64) » Tue Mar 22, 2016 5:54 pm

Post by callforjudgement »

Mafia Goon

In post 1737, Zulfy wrote:gun each night you target a player and that player gains an nk ability if they use it you take one less lynch to kill

Most players only take one lynch to kill, so wouldn't this mean you'd just die?
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Post Post #1741 (isolation #65) » Tue Mar 22, 2016 5:58 pm

Post by callforjudgement »

Town Forcefield


As long as you are alive, all players have 1-shot Deathproof (i.e. the first time each player would die, if you are alive at the time, that player stays alive). If a player would die but is saved by your ability, this is announced publicly.

We need the public announcement here otherwise there's a lot of wasted time as every day happens twice. With it available, the scum have to decide between not shooting, shooting a previously lynched player, shooting a townie who still has their lynchproof available, or shooting a buddy for the WIFOM; in any case, the scum nightkill being visible will give town something to think about on the even-numbered days.
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Post Post #1742 (isolation #66) » Tue Mar 22, 2016 6:00 pm

Post by callforjudgement »

Town 2-Shot Star Voter


Twice during the game, you can change another player's vote so that it matches yours. You cannot use this to place the hammering vote, unless the lynch threshold is 2 or lower. A vote changed in this manner is frozen in place for the rest of the game day.
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Post Post #1744 (isolation #67) » Tue Mar 22, 2016 6:04 pm

Post by callforjudgement »

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. (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.)

Let's not just randomize the alignments, but hide the evidence.
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Post Post #1745 (isolation #68) » Tue Mar 22, 2016 6:08 pm

Post by callforjudgement »

Town PGO Miller
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Post Post #1746 (isolation #69) » Tue Mar 22, 2016 6:11 pm

Post by callforjudgement »

Town Bulletproof Weak Doctor
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Post Post #1747 (isolation #70) » Tue Mar 22, 2016 7:59 pm

Post by callforjudgement »

Vengeful Mafia Traitor
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Post Post #1748 (isolation #71) » Tue Mar 22, 2016 8:17 pm

Post by callforjudgement »

Role-Informed Townie


The mod will let you know of one other (random) role that exists in the game, but not who has it.
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Post Post #1752 (isolation #72) » Wed Mar 23, 2016 9:10 am

Post by callforjudgement »

The Decider


If any anti-town player dies at any point, you cause all members of their faction to die too; the rule of "if an anti-town player dies, so does their faction" will be publicly announced at the start of the game.
At the start of day 2, each anti-town faction with more than one member gains a 1-shot factional day self-treestump ability (the player who uses it becomes permanently deathproof, voteless, alignment-confirmed, immune to prodding/activity requirements, and ceases to block other player's win conditions); and you and each townie gain an (unlimited shot, but only one use per day) All-In Desperado day action (basically a dayvig, but if it hits a townie it backfires and kills the person using it
and that person becomes a Survivor automatically loses
; so it's a pretty big risk!). At the start of night 2, each anti-town faction gains a factional kill (or an additional factional kill if they already had one, allowing them to kill twice in a night), which persists throughout the rest of the game.

You win when all anti-town players are dead.

Based on a mechanic by zoraster, modified for non-Mountainous setups (which a Grand Idea probably will be).
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Post Post #1753 (isolation #73) » Wed Mar 23, 2016 9:12 am

Post by callforjudgement »

Town All-In Desperado


Once per day, you may shoot another player via posting that you do so as a bolded action in-thread. If that player is non-town, they will die. Unfortunately, if that player is town, you will die, be converted to a Survivor, and auto-lossed (not a modkill; just an automatic loss). So you'd better be sure if you're going to use it.

You win with the town.

May as well break this out into a role of its own; it's an interesting one. I suspect taking the shot is a bad idea, but I know people are going to do it anyway. Not Bastard, IMO, because the alignment change is entirely under the control of the player using it.
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Post Post #1754 (isolation #74) » Wed Mar 23, 2016 9:20 am

Post by callforjudgement »

Role Maddener


If this role exists in the setup, reroll
every
player's role. Each player gains their role from before the reroll, and their role and alignment from afterwards.
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Post Post #1755 (isolation #75) » Wed Mar 23, 2016 9:22 am

Post by callforjudgement »

Werewolf Visitor
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Post Post #1756 (isolation #76) » Wed Mar 23, 2016 9:22 am

Post by callforjudgement »

Town Vanilla Cop
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Post Post #1757 (isolation #77) » Wed Mar 23, 2016 9:25 am

Post by callforjudgement »

Town RAF Gunman


(In case you don't know what this does: each night you have a choice of no action, performing a kill, or a combined activated PGO + self-CPR Doc action. I call the last one "shooting yourself in the foot".)
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Post Post #1759 (isolation #78) » Wed Mar 23, 2016 9:31 am

Post by callforjudgement »

Mafia Post Restrictor
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Post Post #1760 (isolation #79) » Wed Mar 23, 2016 9:32 am

Post by callforjudgement »

Town Indirect Doctor


Each night, you may choose a target. That player's targeted night actions (if any) will protect the player they target in addition to their normal effect.
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Post Post #1761 (isolation #80) » Wed Mar 23, 2016 9:32 am

Post by callforjudgement »

Town Indirect Cop


Each night, you may choose a target. If that player targets anyone with a night action that night, that player will learn their target's alignment.
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Post Post #1762 (isolation #81) » Wed Mar 23, 2016 9:33 am

Post by callforjudgement »

Mafia Indirect Vanillaizer


Each night, you may choose a target. If that player targets anyone with a night action that night, their target will lose all non-factional abilities.
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Post Post #1763 (isolation #82) » Wed Mar 23, 2016 9:34 am

Post by callforjudgement »

Town Cop


Each night, you may choose a player. That player will be roleblocked and also protected from one kill.
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Post Post #1765 (isolation #83) » Wed Mar 23, 2016 9:36 am

Post by callforjudgement »

The Unknown Role


Pregame and at the end of each night, you get a different role chosen at random from the thread, except that you always keep this role and the win condition of the role you were given pregame. (When gaining a new role, you lose the old one.)
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Post Post #1766 (isolation #84) » Wed Mar 23, 2016 9:36 am

Post by callforjudgement »

Werewolf Cop
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Post Post #1767 (isolation #85) » Wed Mar 23, 2016 9:37 am

Post by callforjudgement »

Town Neighbour


If there isn't another unconfirmed-alignment QT in the game to place the player into, make a random other player into a Neighbour too so that the role has some meaning.
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Post Post #1768 (isolation #86) » Wed Mar 23, 2016 9:39 am

Post by callforjudgement »

Setup Rebalancer


At the start of day 2, the moderator will give you a win condition (and QT if necessary) based on how the balance of the game seems to be going so far from the moderator's point of view (if town are winning, you'll become antitown, if town are losing, you'll become town). Try to stay alive until then.
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Post Post #1770 (isolation #87) » Wed Mar 23, 2016 9:39 am

Post by callforjudgement »

Trend Follower


Your alignment and role are chosen by the moderator as a copy of a random non-vanilla role from the most recently completed Large Normal game.
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Post Post #1771 (isolation #88) » Wed Mar 23, 2016 9:41 am

Post by callforjudgement »

(alignment chosen by the moderator)
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Post Post #1772 (isolation #89) » Wed Mar 23, 2016 9:42 am

Post by callforjudgement »

Vanilla
(alignment chosen by the backup moderator)
scum
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Post Post #1773 (isolation #90) » Wed Mar 23, 2016 9:43 am

Post by callforjudgement »

Town 3-Shot Extra Voter


You have 3 extra votes, each of which can only be used once. You can use them all on the same day and even the same player if you wish, or spread them out among separate days.
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Post Post #1774 (isolation #91) » Wed Mar 23, 2016 9:45 am

Post by callforjudgement »

Town Queue-Monitoring Loved/Hated


Regardless of the number of players in the game, the number of votes required to lynch you is equal to the number of moderators currently waiting in the Micro queue.
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Post Post #1775 (isolation #92) » Wed Mar 23, 2016 9:46 am

Post by callforjudgement »

1-Shot Global Roleblocker
(alignment chosen by the moderator)
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Post Post #1776 (isolation #93) » Wed Mar 23, 2016 9:47 am

Post by callforjudgement »

Town Sounding Board


You may speak about this game in PM and in other threads (note: not in other
game
threads without approval from their moderator). Not people in the game; just you. You're special!

You may have the moderator reveal your role (but not alignment) in order to prove that this is legal.
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Post Post #1777 (isolation #94) » Wed Mar 23, 2016 9:48 am

Post by callforjudgement »

Town Cryptographer


Regardless of the game's rules, you are allowed to use strong cryptography.
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Post Post #1778 (isolation #95) » Wed Mar 23, 2016 9:48 am

Post by callforjudgement »

Town Neighbourizer
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Post Post #1779 (isolation #96) » Wed Mar 23, 2016 9:48 am

Post by callforjudgement »

1-Shot Werewolf Strongman
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Post Post #1780 (isolation #97) » Wed Mar 23, 2016 9:49 am

Post by callforjudgement »

Werewolf Fruit Vendor


You cannot give someone fruit and kill in the same night.
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Post Post #1781 (isolation #98) » Wed Mar 23, 2016 9:51 am

Post by callforjudgement »

Alien Karmic


Each night, you may choose a player. That player's night actions (if any) will be redirected onto themself.
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Post Post #1782 (isolation #99) » Wed Mar 23, 2016 9:51 am

Post by callforjudgement »

Mafia FBI Agent
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Post Post #1783 (isolation #100) » Wed Mar 23, 2016 9:51 am

Post by callforjudgement »

Town Universal Backup
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Post Post #1784 (isolation #101) » Wed Mar 23, 2016 9:54 am

Post by callforjudgement »

Post-Restricted (unlimited-shot) Day Neighbourizer


You can't post the same word twice during a game day. If you break this restriction, you will lose your vote for the rest of the day.
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Post Post #1785 (isolation #102) » Wed Mar 23, 2016 9:56 am

Post by callforjudgement »

Town Lyncher Lurker


If you hammer the player with the fewest posts, everyone will be roleblocked during the following Night phase.
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Post Post #1786 (isolation #103) » Wed Mar 23, 2016 9:56 am

Post by callforjudgement »

Town Sustainer


If, in 5p or 7p lylo, you hammer a townie, the votecount will be reset rather than the lynch vote going through.
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Post Post #1787 (isolation #104) » Wed Mar 23, 2016 9:57 am

Post by callforjudgement »

Vote Count Resetter
(alignment chosen by moderator)

Once per game day, you may reset the vote count via a PM to the mod, causing all players to effectively unvote at that moment.
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Post Post #1788 (isolation #105) » Wed Mar 23, 2016 9:58 am

Post by callforjudgement »

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town
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Post Post #1789 (isolation #106) » Wed Mar 23, 2016 9:59 am

Post by callforjudgement »

Town Vigilante
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Post Post #1790 (isolation #107) » Wed Mar 23, 2016 9:59 am

Post by callforjudgement »

Mafia Rolecop
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Post Post #1791 (isolation #108) » Wed Mar 23, 2016 9:59 am

Post by callforjudgement »

Mafia Follower
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Post Post #1792 (isolation #109) » Wed Mar 23, 2016 9:59 am

Post by callforjudgement »

Werewolf Watcher
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Post Post #1793 (isolation #110) » Wed Mar 23, 2016 10:00 am

Post by callforjudgement »

Town Werewolf-Watcher


At the end of each night, the mod will PM you with a list of all players who targeted Werewolves that night.
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Post Post #1794 (isolation #111) » Wed Mar 23, 2016 10:00 am

Post by callforjudgement »

Town Mafia-Tracker


At the end of each night, the mod will PM you with a list of all players who the Mafia targeted (with any ability) that night.
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Post Post #1795 (isolation #112) » Wed Mar 23, 2016 10:01 am

Post by callforjudgement »

Town Kill Flavour Encyclopedia


Whenever a player dies (other than via the lynch), the mod will PM you with the name of the role that was responsible for that player's death (i.e. you get a faction Cop + Rolecop investigation on the killer, but don't necessarily know who it was).
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Post Post #1796 (isolation #113) » Wed Mar 23, 2016 10:03 am

Post by callforjudgement »

Reporter, Variant 3
(alignment chosen by moderator, although it may be more interesting as scum)
Each night, you may PM the moderator with some flavour text or suggestions. The moderator will work that flavour into their start-of-day post.
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Post Post #1797 (isolation #114) » Wed Mar 23, 2016 10:03 am

Post by callforjudgement »

Mafia Motion Detector
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Post Post #1798 (isolation #115) » Wed Mar 23, 2016 10:04 am

Post by callforjudgement »

Hyperactive Townie


During the Day, you have an extra vote.
At Night, you have a Motivator ability: target a player and they will be able to use the same night action twice on the following night.
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Post Post #1799 (isolation #116) » Wed Mar 23, 2016 10:05 am

Post by callforjudgement »

Wall Demolishing Serial Killer


If you use your "factional" (serial) kill on a player who posted a post containing at least 1000 words, you are bulletproof and investigation-immune that night. Otherwise, you're just a vanilla Serial Killer.
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Post Post #1800 (isolation #117) » Wed Mar 23, 2016 10:07 am

Post by callforjudgement »

Post Streamer


You can win with the town. You also win if you make every post on an entire page, and there are at least 15 minutes between the first and last posts on that page. You die immediately if anyone accuses you of spamming the thread.
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Post Post #1801 (isolation #118) » Wed Mar 23, 2016 10:08 am

Post by callforjudgement »

Vote Counter
(alignment chosen by moderator)

Each day, if you post three or more correct vote counts, and there is a vote count by the game's actual moderator between the first and second and between the second and third, you will be bulletproof and have a Rolecop ability overnight.
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Post Post #1802 (isolation #119) » Wed Mar 23, 2016 10:09 am

Post by callforjudgement »

Where did everybody go?


You win if the game reaches night 2 without anybody replacing out. Otherwise, you lose.
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Post Post #1814 (isolation #120) » Thu Mar 24, 2016 9:02 am

Post by callforjudgement »

1-Shot Strong Mass Strengthener
(alignment chosen by moderator)

One night in the game, you may (via PM to the mod) prevent any nigh actions that night being blocked, redirected, or protected against (e.g. with a Doctor protection against a kill). This action itself is likewise immune to blocking.
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Post Post #1816 (isolation #121) » Fri Mar 25, 2016 11:26 am

Post by callforjudgement »

Vanilla Townie


I don't see how Flying is any more unusual than half the other things we post in the thread. It's basically just a Bulletproof Ascetic modifier with some marginal downside that is unlikely to ever come up. (I wouldn't consider it a mechanic in its own right unless a game were based around it, and especially not here, where it's impossible to base a game around anything really.)
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Post Post #1818 (isolation #122) » Fri Mar 25, 2016 11:37 am

Post by callforjudgement »

Vanilla Townie


I'm assuming that Pud shows up on the vote count but never actually posts or votes, right?
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Post Post #1819 (isolation #123) » Fri Mar 25, 2016 11:46 am

Post by callforjudgement »

Mafia 1-Shot Briber


Once during the game, at night, you may choose a player who is not a member of your faction. That player immediately wins and is removed from the game.

When the number of town players minus the number of anti-town players reaches 3 or less, the existence of this role will be made public, but not who has it.
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Post Post #1820 (isolation #124) » Fri Mar 25, 2016 11:47 am

Post by callforjudgement »

The Obviously Present Role
(alignment chosen by moderator)

At the start of the game, the moderator will announce that this role exists in the game, but not who has it.
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Post Post #1821 (isolation #125) » Fri Mar 25, 2016 11:49 am

Post by callforjudgement »

Colourful Poster
(80% chance of town, otherwise a member of a random scum faction that already has members)

Each of your posts must contain at least one color you haven't used in any previous post this game. You may not post any uncolored text.
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Post Post #1824 (isolation #126) » Fri Mar 25, 2016 3:26 pm

Post by callforjudgement »

Unjester


You win if you are nightkilled or endgamed. You lose if you are lynched.
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Post Post #1825 (isolation #127) » Fri Mar 25, 2016 5:29 pm

Post by callforjudgement »

Town Psychologist


Each night, you may scan a player. The mod will tell you whether or not that player has an ability to kill (either through their own role or as a factional kill), but has not personally used that ability. (If you get an answer of "does not have an unused killing ability", you will not be able to determine whether this is because the player has no killing ability, or whether the player has a killing ability but has already used it at least once.)
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Post Post #1826 (isolation #128) » Fri Mar 25, 2016 5:30 pm

Post by callforjudgement »

Night 2 Town Join Year Cop


At the end of night 2, the moderator will select a random Mafia member, and PM you the year in which that player joined the site (as seen in that player's profile).
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Post Post #1836 (isolation #129) » Sat Mar 26, 2016 7:44 am

Post by callforjudgement »

Mafia Seer


Re: #, how about "Surgeon"? The target is vulnerable while having an operation performed on them, but are much stronger once it ends.
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Post Post #1841 (isolation #130) » Sat Mar 26, 2016 8:40 pm

Post by callforjudgement »

Mafia Ascetic
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Post Post #1844 (isolation #131) » Sun Mar 27, 2016 8:02 am

Post by callforjudgement »

Mafia Venge-Vanillaizer
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Post Post #1865 (isolation #132) » Sun Mar 27, 2016 2:44 pm

Post by callforjudgement »

Town Self Rolecop


At night, you may target yourself. The moderator will reassure you that your role hasn't changed.
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Post Post #1867 (isolation #133) » Sun Mar 27, 2016 3:58 pm

Post by callforjudgement »

vanilla townie


Then they aren't a Self Rolecop any more, they're something else :-P

If the mod doesn't tell them their role has changed, they'll find out when they try to use the self rolecop ability and discover they don't have it.
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Post Post #1868 (isolation #134) » Sun Mar 27, 2016 4:09 pm

Post by callforjudgement »

Town Complexity Counter


At the start of night 1, the moderator will tell you the number of dice rolls (or the equivalent, if some method other than dice were used to randomize) that were used during the construction of the setup.
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Post Post #1911 (isolation #135) » Tue Mar 29, 2016 4:00 pm

Post by callforjudgement »

Vanilla Townie


We already have a fallback for that (no role = VT), but yes, you should be posting a role in every post, and "vanilla townie" is the recommendation for a post that's just a comment because otherwise there wouldn't be enough of them in the thread.
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Post Post #1915 (isolation #136) » Sun Apr 03, 2016 5:29 am

Post by callforjudgement »

Town Vigilante Janitor


Vig and Janitor shots are linked; you have to use both together and they target the same player.
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Post Post #1925 (isolation #137) » Mon Apr 04, 2016 6:49 am

Post by callforjudgement »

Modlyncher


You win the game if and only if the moderator is lynched.
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Post Post #1934 (isolation #138) » Mon Apr 04, 2016 5:39 pm

Post by callforjudgement »

Town Attention Rebalancer


Each night, you can kill one player, but only if they're currently alive in 3 or more games on mafiascum.net.
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Post Post #1937 (isolation #139) » Tue Apr 05, 2016 11:02 am

Post by callforjudgement »

Dolphin
(alignment randomized 66% Town / 34% Mafia)

At the start of Night 1, the moderator will publicly reveal your role, but not your alignment.
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Post Post #1938 (isolation #140) » Tue Apr 05, 2016 11:03 am

Post by callforjudgement »

Town Rolestopper
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Post Post #1939 (isolation #141) » Tue Apr 05, 2016 11:03 am

Post by callforjudgement »

Mafia Roleblocker
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Post Post #1940 (isolation #142) » Tue Apr 05, 2016 11:03 am

Post by callforjudgement »

Town 2-Shot Tracker
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Post Post #1959 (isolation #143) » Tue Apr 05, 2016 7:41 pm

Post by callforjudgement »

Jack of All Trades


Construct this role by picking five roles at random from the thread. If any of them have active Night abilities, the player with the role gets one shot of each of those abilities, and can only use one shot per night. The player's alignment is whatever the most common alignment was among the roles that provided abilities, breaking ties at random.
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Post Post #1960 (isolation #144) » Tue Apr 05, 2016 7:41 pm

Post by callforjudgement »

Reversed alignment version of a random role from the thread
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Post Post #1961 (isolation #145) » Tue Apr 05, 2016 7:45 pm

Post by callforjudgement »

Town Role Tester


Each night, you may choose a category of role (protective, investigative, etc.) and a player. The moderator will tell you whether or not that player's role could be used to do something in that category (regardless of whether or not it has alternative uses).
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Post Post #1962 (isolation #146) » Wed Apr 06, 2016 5:13 am

Post by callforjudgement »

PGO Serial Killer
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Post Post #1963 (isolation #147) » Wed Apr 06, 2016 5:16 am

Post by callforjudgement »

Mildly Survivalist Townie


You win with the town, so long as you aren't lynched on Day 1 or Day 2. (If you are lynched on day 1 or 2, you lose regardless of the outcome of the game.)
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Post Post #1967 (isolation #148) » Thu Apr 07, 2016 11:37 am

Post by callforjudgement »

Locked Vote-carry
(60% chance of town, 40% chance of SK)

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 (e.g. if you were voting for mith at the end of day 1, on all future days you have an extra vote that automatically targets mith). If the vote is locked on a dead player, it becomes functionally useless.
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Post Post #1968 (isolation #149) » Thu Apr 07, 2016 11:37 am

Post by callforjudgement »

Town Randomly Targeting Vanilla Cop
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Post Post #1969 (isolation #150) » Thu Apr 07, 2016 11:39 am

Post by callforjudgement »

Mafia Motion Detector
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Post Post #1970 (isolation #151) » Thu Apr 07, 2016 11:42 am

Post by callforjudgement »

Bulletproof Ascetic Serial Killer
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Post Post #1972 (isolation #152) » Thu Apr 07, 2016 11:49 am

Post by callforjudgement »

Town (Cop Inventor, Doctor Inventor, Roleblocker Inventor) Inventor
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Post Post #1973 (isolation #153) » Thu Apr 07, 2016 11:50 am

Post by callforjudgement »

Visitor
(alignment chosen by moderator)
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Post Post #1974 (isolation #154) » Thu Apr 07, 2016 11:51 am

Post by callforjudgement »

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Post Post #1976 (isolation #155) » Thu Apr 07, 2016 11:56 am

Post by callforjudgement »

Town (non-alignment-changing) Mentor


You have access to a private topic. If you are the only living player in that topic, you can recruit a player into that topic at Night (in the same sense as a Neighbourizer). If there is another living player in that topic, you have a nightkill (in the same sense as a Vigilante). You can delegate the kill to the other player in the topic to perform, if you desire (although you have no guarantee that they share your win condition). If you die, any other player in your private topic dies too.
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Post Post #1977 (isolation #156) » Thu Apr 07, 2016 11:57 am

Post by callforjudgement »

Werewolf Goon


In post 1975, Sméagol wrote:
Vanilla
(alignment up to mod's discretion)

Are you giving out inventor inventions? Invention Inception.


Too right I am. I felt like creating a recursive role, but there are a few of those around already, so I decided to make it a little less recursive than some of the others.
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Post Post #1983 (isolation #157) » Thu Apr 07, 2016 1:13 pm

Post by callforjudgement »

Town Doctor Inaccurate Vigilante


There's a 50% chance your vig shots will hit the player you aim at, and a 50% chance that they'll hit a random player other than your target or yourself. You can use the doctor and inaccurate vigilante abilities on the same night, and you can block your own vig shots (including ones with randomized targets). The doctor shot is reliable and always hits the player you're aiming at (unless interfered with by a redirector or similar).
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Post Post #1984 (isolation #158) » Thu Apr 07, 2016 1:14 pm

Post by callforjudgement »

Town Retrospective Tracker


Each night, you can choose a player. You will discover the player or players they targeted on the night before.
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Post Post #1985 (isolation #159) » Thu Apr 07, 2016 1:16 pm

Post by callforjudgement »

Town Avatar-aimed Doctor


Each night, you may protect a player from kills. However, you cannot specify a player to protect to the mod directly; rather, you must describe the player's avatar using one word of up to six letters, and the moderator will try to figure out who you mean based on your description. There is a chance that you'll end up protecting the wrong player due to the mod misinterpreting your target, if you fail to describe it well enough.
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Post Post #1986 (isolation #160) » Thu Apr 07, 2016 1:24 pm

Post by callforjudgement »

Excessively Abbreviated Reporter
(alignment chosen by moderator)

Each night, you may PM the mod a word. That word will be included in the flavour for the day's opening post (even if you die that night). This ability can be blocked, in which case the moderator will not include the word unless it would have been included "naturally" in the flavour anyway.
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Post Post #1988 (isolation #161) » Thu Apr 07, 2016 1:53 pm

Post by callforjudgement »

Town Temporary PGOifier


Each night, you may target a player. Anyone else who targets that player that night will die. (This doesn't prevent any actions on that player going through.)
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Post Post #1989 (isolation #162) » Thu Apr 07, 2016 1:54 pm

Post by callforjudgement »

SK with town role


Reroll until you get a role that's explicitly listed as town-aligned, other than Vanilla Townie. You have that role, except you're a Serial Killer rather than winning with the town. (If the role is a killing role, it's an alternative to your nightkill (you can't use both); otherwise, you can use both roles in the same night.)
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Post Post #1991 (isolation #163) » Thu Apr 07, 2016 2:01 pm

Post by callforjudgement »

Mafia Hidden Defector


Gets a normal Mafia Goon PM. However, if this player ever ends up as the last Mafia remaining, the mod sends them an offer to change their win condition to pro-Town instead. If they accept, they become a Vanilla Townie.

The least evil possible scum-to-town alignment change?
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Post Post #1992 (isolation #164) » Thu Apr 07, 2016 2:03 pm

Post by callforjudgement »

SK Messenger to Scum


In addition to normal Serial Killer abilities, you can anonymously send messages via the moderator to all anti-town players (at any time of night or day). Those players will have the ability to anonymously send replies back, again via the moderator.

Inspired by a mechanic from Marketplace Mafia.
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Post Post #1993 (isolation #165) » Thu Apr 07, 2016 2:19 pm

Post by callforjudgement »

1-Shot Bulletproof Day/Night 1-5 Lyncher/Nightkiller Survivor Absorber
(replace 5 with 3 in a Mini or 2 in a Micro)

You win and leave the game if
random player
dies (lynched or is nightkilled) by the end of night 5, and you are still alive at that time. If you die before the end of night 5, or if your target is still alive at that time, you lose (and leave the game if you haven't already). The first attempt to kill you at Night will fail. Whenever a player targets you with a night ability, you become aware of what the ability was (at the end of the night) and gain 1 shot of the ability that can be used on any future night. (Factional kills turn into vigilante kills for this purpose.)
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Post Post #1994 (isolation #166) » Thu Apr 07, 2016 2:21 pm

Post by callforjudgement »

Town Death Predictor


At the start of the game, PM the mod a list of each player (other than yourself) and a phase number for each player (e.g. Day 1, Night 1, Day 2, Night 2, etc.). The phase numbers do not have to all be different; you can have duplicates. Whenever a player dies in the corresponding phase, you gain 1 energy (you start at 0 energy). At night, you can spend 1 energy for a Doctor, Tracker, or Roleblocker shot, or 2 energy for a Cop shot, and the only limit on how many actions you can use on any given night is the amount of energy you have.
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Post Post #1995 (isolation #167) » Thu Apr 07, 2016 2:24 pm

Post by callforjudgement »

Mafia Brinksmanship Pseudojester


At the end of each day, you gain 1 energy for each vote on you (you start at 0 energy). At night, you can spend 2 energy for a Rolecop shot, 3 energy for a Ninja or Strongman shot, 4 energy for a Roleblocker shot or Ascetic passive for that night, 5 energy for a Godfather shot, or 8 energy for a Vigilante shot (this last ability is only usable if there are at least 3 more non-Mafia than Mafia). The only limit on how many actions you can use on any given night is the amount of energy you have.
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Post Post #1996 (isolation #168) » Thu Apr 07, 2016 2:34 pm

Post by callforjudgement »

Neutral Seraph Balancer


You cannot post in the game thread, vote or be voted for (you don't show in the votecount), or be killed, and you count as dead for the purpose of determining whether other players' win conditions are satisfied. (You are, however, a legal target for night actions, and the moderator will advertise this fact if asked.) You have a Neighbourizer ability that can be used at any time you don't currently have a Neighbour, day or night, and the Neighbour private topic is likewise open day and night; activity requirements can (and must) be fulfilled using the private topic because you can't post in thread. Once each day and once each night, you may give a player of your choice a role from the Mafiascum wiki, with the exceptions that you can only ever target each player once total (so if you Neighbourize someone, you can't give them another role as well), no player's alignment/win condition can change as a result of you giving out a role or the use of a role that you give out (including indirectly), and the role must have existed on the wiki prior to the start of the game. You win if the game is still ongoing when only 3 players (other than yourself) are left alive.

Inspired by Vi's Mafia on Holy Orders, but modified heavily to make sense in the Grand Idea setting. It's basically impossible to balance the various roles you could give with a point-buy without knowing the other details of the setup, so instead we'll give the role a self-balancing win condition; giving out overpowered roles is not a good way to bring a 3p lylo about.
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Post Post #1997 (isolation #169) » Thu Apr 07, 2016 2:35 pm

Post by callforjudgement »

Town Defector Detector


Each night, you may choose one player. The mod will tell you if that player's alignment or role has any ability to cause a player's (that player's or another's) alignment or win condition to change.
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Post Post #1998 (isolation #170) » Thu Apr 07, 2016 2:36 pm

Post by callforjudgement »

Town Faction Counter


At the start of day 2, the moderator will tell you how many different win conditions exist among players in the game.
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Post Post #1999 (isolation #171) » Thu Apr 07, 2016 2:38 pm

Post by callforjudgement »

Power Detector
(Werewolf if any other Werewolves exist in the game, otherwise Mafia)

At the start of day 2 and each subsequent day, the moderator will send you a name of a random player who is not a member of your faction and who investigates as not vanilla (i.e. would receive a "not vanilla" result on a Vanilla Cop scan). You won't receive the same player twice unless there are no other options.
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Post Post #2001 (isolation #172) » Thu Apr 07, 2016 2:42 pm

Post by callforjudgement »

Day Numbering Reverser


If this role is rolled as part of a setup, instead of numbering the days normally, start by numbering the first day as half the number of players in the setup minus 1 (rounded down), then number subsequent days with numbers going backwards. Likewise for the nights. The numbering change appears in the thread title, in votecounts, and affects any references to day/night numbers in other player's roles. For example, in a 15-player game, the first day would be numbered as Day 6 (half of 15 is 7½, minus 1 is 6½, which rounds down to 6), the first night as Night 6, the second day as Day 5, and so on; and any Odd Night roles would work on the second night (Night 5, which has an odd number) but not the first night (Night 6, which has an even number).

Then reroll the role of the player who got this role, in order to produce an actual role and win condition for them.
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Post Post #2002 (isolation #173) » Thu Apr 07, 2016 2:48 pm

Post by callforjudgement »

Town Subgame Progress Cop


Each night, target a player. If that player's role has any mechanics (lyncher, energy, usurper, etc.) that give them a "goal" they have to reach in order to unlock extra abilities or achieve a nonstandard (i.e. not "eliminate all the other factions", "survive", or a close equivalent) win condition, you will be given a number indicating how much progress that target has made towards that goal (although you won't know what units it's in, so it might not be all that informative). Otherwise, you will be told that that player has no goal. (For example, if you targeted a Lyncher who has failed to get their target lynched, the progress would be 0 (people, but you don't know that); an Unlyncher who has to keep 3 people alive would have a progress of 3. If a player's win condition is to get every other player to post a particular word, the progress would be the number of people who have said that word. If a player's win condition is to make 1000 posts, their progress would be the number of posts they've made. Hopefully, you get the idea.)
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Post Post #2003 (isolation #174) » Thu Apr 07, 2016 2:51 pm

Post by callforjudgement »

Town 1-shot Private Topic Counter


Once in the game at night, you can target a player. In the morning, the moderator will tell you the number of private topics related to this game that that player has access to.
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Post Post #2004 (isolation #175) » Thu Apr 07, 2016 2:58 pm

Post by callforjudgement »

Congrats on post 2000, Ircher!

Town Century Poster


Each night, your role depends on the number of posts you've posted in the game thread whose number is a multiple of 100, minus the current night number:

-2 or lower
(e.g. 0 century posts on night 2, 1 century post on night 3): You die.
-1
(e.g. 0 century posts on night 1, 1 century post on night 2): You're a Miller.
0
(e.g. 1 century post on night 1, 2 century posts on night 2): You're vanilla.
1
: You're a Doctor.
2 or 3
: You're a Jailkeeper.
4, 5 or 6
: You're a Cop.
7 or higher
: You're a Watcher.


If this is not the last role to be generated, with a 50% probability, give the next player to be generated the same role and alignment rather than rolling it the normal way.
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Post Post #2014 (isolation #176) » Fri Apr 08, 2016 6:10 am

Post by callforjudgement »

Ascetic Townie


In post 2010, The MM wrote:
Not Playing This Game

You're not in the game, but still can be voted for and lynched for shits and giggles.

In post 2012, The MM wrote:
Meteor
(Third-party)

Cannot vote or talk.
If any hint to your role must be revealed to a player
(This includes the role flip when you are lynched)
, you crash into the Earth and destroy the world, killing everyone and winning the game.

(Had to do that 2012 joke.)

This is Grand Idea Mafia, not Worst Role Ideas. Please try to keep it to roles that are actually usable in a game. (In particular, those ones might have to be rerolled / interpreted as VT in order to keep the game intact.)
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Post Post #2020 (isolation #177) » Fri Apr 08, 2016 6:16 pm

Post by callforjudgement »

Mafia Diplomat


Each night, you can use one of the following actions (with no restrictions on how many times each action can be used in the game, but you can only use one action total per night):
  • Attack
    player
    : Nightkills
    player
    . This is your normal Mafia factional nightkill (thus can't be used if some other member is taking the nightkill action).
  • Hold
    : Protects you from one (or one extra, if someone is already protecting you) kill that night.
  • Support
    player
    's attack on
    player
    : If the first-named player attempts to nightkill the second-named player, the attempted kill pierces one (or one extra) level of Doctor/Bulletproof/etc. protection, or if there is no such protection, ignores one (or one extra) attempt to redirect it. If the first-named player is not attempting to nightkill, or is trying to nightkill someone other than the second-named player, nothing happens.
  • Support
    player
    's hold
    : If the player in question is using or trying to use a self-protective action (e.g. self-targeting Doctor, activated Bulletproof) or has a self-protective passive role (e.g. Bulletproof, Ascetic), then you use an additional copy of that player's self-protective effect on them (so, e.g., if the player protected themself from one kill, they'd now be protected from two kills; they'd protect themself from one, you'd protect them from another; if they were Ascetic, you would Rolestop them, except that because they're Ascetic your night action doesn't go through). If the player isn't trying to use a self-protective action and doesn't have a self-protective passive role, nothing happens.

As an exception, if you try to use either of your
Support
actions but you get targeted by another player, you will be treated as if you'd done
Hold
instead; the
Support
action will not happen.
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Post Post #2021 (isolation #178) » Fri Apr 08, 2016 6:20 pm

Post by callforjudgement »

Strengthener
(60% chance of belonging to a scumgroup that already exists in the setup, favouring the smallest if there's a choice; 40% chance of town)

Each night, if you are not performing the factional kill, you can "strengthen" a player, making their night actions immune to blocking, redirecting, or protections on their target (i.e. you give them a Strong modifier for that night).

This is basically the parts of the previous role that actually matter in practice.
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Post Post #2022 (isolation #179) » Fri Apr 08, 2016 6:22 pm

Post by callforjudgement »

Pawn
(if you roll this role, give it to the player you rolled it for as Town Pawn, and to a random other player by adding it to their role as a modifier)

You cannot vote for a player who's currently voting for you, unless that player is also a Pawn. You will be confirmed to be a Pawn (and what this means) at the start of the game, although any other aspects of your role or alignment will not be revealed.
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Post Post #2023 (isolation #180) » Fri Apr 08, 2016 6:23 pm

Post by callforjudgement »

Knight
(if you roll this role, give it to the player you rolled it for as Town Knight, and to a random other player by adding it to their role as a modifier)

Once in the game, at night, you can cause a player other than yourself to become permanently Bulletproof.
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Post Post #2024 (isolation #181) » Fri Apr 08, 2016 6:25 pm

Post by callforjudgement »

Bishop
(if you roll this role, give it to the player you rolled it for as Town Bishop, and to a random other player by adding it to their role as a modifier)

You can not target or be targeted by Bishops who belong to a different faction (because you're moving on square of opposite colours). You will be confirmed to be a Bishop (and what this means) at the start of the game, although any other aspects of your role or alignment will not be revealed.
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Post Post #2025 (isolation #182) » Fri Apr 08, 2016 6:27 pm

Post by callforjudgement »

Rook
(if you roll this role, give it to the player you rolled it for as Town Rook, and to a random other player by adding it to their role as a modifier)

You start the game trapped behind other players, but become powerful as the game opens up a while. Once half the players in the game (rounded down) have died, you become a Strong Vigilante if you don't have access to a killing role or factional kill, or gain the Strong modifier to support an existing kill that you have. Unfortunately, before that point, you don't have a vote. You will be confirmed to be a Rook (and what this means) at the start of the game, although any other aspects of your role or alignment will not be revealed.
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Post Post #2026 (isolation #183) » Fri Apr 08, 2016 6:29 pm

Post by callforjudgement »

Queen
(alignment chosen by moderator)

Your ability at quickly moving around the board lets you be almost everywhere overnight! Each night, you target every other player (thus a Tracker scan will see you target every player, a Watcher scan will return you no matter who is targeted, etc.)
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Post Post #2027 (isolation #184) » Fri Apr 08, 2016 6:33 pm

Post by callforjudgement »

King
(80% chance of town, otherwise belongs to a random groupscum faction that already exists in the game)

You will be confirmed as a
King
at the start of Day 1. You effectively have infinitely many votes; no player can be lynched until you vote for them (no matter how many votes are on that player), and once you vote for a player, they will be hammered immediately. Overnight, you
must
choose another player to become the next King (this is Compulsive), and cannot choose a player who has been King before; you will lose this role, and the chosen player will get its voting-related benefits and be confirmed as a
King
. This pattern continues indefinitely (thus there is a different King for each new day); the pattern can only break, putting the lynch system back to normal, if there are no available choices for the new
King
or if the player you attempt to nominate as
King
dies overnight.
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Post Post #2028 (isolation #185) » Fri Apr 08, 2016 6:35 pm

Post by callforjudgement »

Expendable Werewolf
(change to Mafia if there are no other Werewolves in the setup)

At the end of night 2, if your faction is as large as a typical scum faction would be expected to be based on the total number of players who started the game (
moderator discretion, but e.g. size 2 for a 9p game, size 3 for a 13p game
), you die. If your faction is smaller, this role has no effect and you're just a normal Werewolf.
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Post Post #2029 (isolation #186) » Fri Apr 08, 2016 6:35 pm

Post by callforjudgement »

Town Seer


Can scan one player for Werewolf-ness per night. Can't distinguish between non-Werewolf factions.
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Post Post #2032 (isolation #187) » Fri Apr 08, 2016 10:04 pm

Post by callforjudgement »

Town Rolecop Detector


Each night, you may target a player to find out whether or not they are a Rolecop (or have some similar ability that returns the names of roles; for example, a Rolecop Detector would scan as "not a rolecop" as its result is a true/false rather than a role name).
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Post Post #2033 (isolation #188) » Fri Apr 08, 2016 10:15 pm

Post by callforjudgement »

Town Extremely Specific Role-Specific Cop


Along with your role, the mod has generated a random number from 0 to the number of posts in the Grand Idea thread (at the cutoff being used for this game), and informed you of that number. Each night, you may scan a player to see whether or not they have the role described in the corresponding post. There is no guarantee that the role in question actually exists in the setup.

If it hits Vanilla Townie, might actually be potentially useful. Otherwise, the odds of it being anything other than a Visitor are pretty low.
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Post Post #2049 (isolation #189) » Sat Apr 09, 2016 12:26 pm

Post by callforjudgement »

Vanilla Townie


In post 2038, Sméagol wrote:
E detector
(alignment up to mod's discretion)
You can find out if target player's role name contains the letter
e
.


Does "Sméagol" contain the letter
e
?
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Post Post #2055 (isolation #190) » Sat Apr 09, 2016 2:57 pm

Post by callforjudgement »

Vanilla Town


In post 2053, Sméagol wrote:
Vanilla
(alignment up to mod's discretion)

Made a quick little script to generate a 9p set-up.. I have not looked at the following result yet.











I have. It's broken, and leads to a town win on day 3 (which they can share with the Jester if they want); town have enough information to break the setup, too. (This is assuming that the role with unspecified alignment becomes Mafia in order to produce a 2-player Mafia faction.)
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Post Post #2057 (isolation #191) » Sat Apr 09, 2016 3:11 pm

Post by callforjudgement »

Cow Goon
(i.e. a "normal" anti-town faction that isn't Mafia or Werewolf, but rather a third anti-town faction; if any "unspecified alignment" roles are rolled along with this, at least one becomes a Cow, otherwise this is effectively an SK)

In post 2054, Sméagol wrote:
Vanilla
(alignment up to mod's discretion)

One more.











This one is a complete mess :-) It has four effective VTs, a Werewolf (with an ability that allows them to automatically lose, which they should use because win conditions are reversed), a Mafia (with an ability that they should probably never use, as with reversed win conditions it'll make them lose and everyone else win), a player who gets to choose their own alignment, a role from the Worst Roles thread (which is statistically probably an almost unwinnable third party; I randomly rolled 398 which fits that description quite well) and a player with no specified win condition;
and
all win conitions are reversed. I'm not sure if the reversal of win conditions is public or not; if it is, the game is actually reasonably balanced (although the Werewolf automatically wins and plays Kingmaker to some extent), because the fragmentation of anti-town factions works quite well with the Vote For Town mechanic. On the other hand, unless the choose-your-own-alignment player happens to pick Mafia, it's either Not Mafia or becomes so very quickly when the Werewolves kill each other overnight.

If the reversal of win conditions
isn't
public, it's about as bastard a setup as is possible to create.
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Post Post #2060 (isolation #192) » Sat Apr 09, 2016 3:36 pm

Post by callforjudgement »

Town Roleblocker


Whether the win condition reversal would be claimed rather depends on the Survivor Reverser's win condition, which isn't stated.

In particular, if the Survivor Reverser is Mafia, they'd be best off not claiming publicly (claiming in the PT would be reasonable), killing their buddy with the nightkill, then playing as a Jester from there; the lack of claim means that the Jester would be unexpected. If the Survivor Reverser is Town, there's more of a reason to claim, but even so I suspect that the best strategy would be to not claim, vote for someone you thought was town day 1, claim a guilty on someone you thought was town day 2, then almost inevitably get lynched day 3. This would probably win outright via letting scum outnumber town, and even if it didn't, town would be well ahead in the getting-themselves-lynched race (which would become public due to the flip). If the Survivor Reverser is a Survivor (i.e. the role is just "Reverser" and Survivor is the alignment), then they're a Jester, which is normally considered a pretty easy role to win with and
definitely
shouldn't be claimed.
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Post Post #2063 (isolation #193) » Sat Apr 09, 2016 3:57 pm

Post by callforjudgement »

Town Win Condition Normalizer


Any third-party roles in the setup have their win condition changed to SK if they have a kill and Town otherwise. Any groupscum factions in the setup have their win condition changed to the typical groupscum win condition (i.e. kill everyone not in your faction, or ensure that nothing can prevent this).


In post 2061, Sméagol wrote:By the way..
Day Numbering Reverser


What happens when you reach zero? Negative values? Game ends?

Now I'm really off to bed.

You keep going into the negatives, if the game is still going that long. (I wrote the role so that this would be unlikely to happen, although of course it isn't impossible.)
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Post Post #2067 (isolation #194) » Sat Apr 09, 2016 4:52 pm

Post by callforjudgement »

Town Unvanillaiser


Each night you may target someone, if they're a VT then their role will be rerolled (apart from any win condition / factional abilities, which remain those of a Townie). The player will be informed of their new role.
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Post Post #2074 (isolation #195) » Sat Apr 09, 2016 10:22 pm

Post by callforjudgement »

Town 1-Shot Day PGO


The first person to vote for you, or perform a day action on you if that somehow happens earlier than a vote for you, dies.
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Post Post #2075 (isolation #196) » Sat Apr 09, 2016 10:52 pm

Post by callforjudgement »

Not Very Secret Voter
(alignment chosen by moderator)

Any votes that you make will be shown on the votecount as having been made by the moderator. This is just cosmetic, and has no impact on who actually gets lynched.
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Post Post #2076 (isolation #197) » Sat Apr 09, 2016 11:02 pm

Post by callforjudgement »

Town Macho 1-Shot Self Lie Detector


You cannot be protected from nightkills. Once in the game at night, you may choose one of your own posts. The moderator will look for any statements of fact about the setup, posts in the game thread or game-related Private Topics, game-related PMs to and from the moderator, role assignment, and night actions in that post (e.g. "player x is scum" or "player y protected player z last night"), and give you a result of the form "All statements in that post are true." or "At least one statement in that post is false.". Any statements of opinion in the post, or that are not about information that would be available to a hypothetical backup moderator, are ignored.

This is very powerful, to the point that I was afraid to post it, but it isn't
so
powerful it can't be used in a balanced setup, and the most broken uses will be obvious to scum who can NK in response to prevent the result becoming public.
Last edited by callforjudgement on Sun Sep 04, 2016 10:32 am, edited 1 time in total.
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Post Post #2077 (isolation #198) » Sat Apr 09, 2016 11:55 pm

Post by callforjudgement »

Mafia Cop-Rolestopper


Each night, choose a player. Any attempt to investigate them with a Cop or Cop-like ability will be blocked and return no result.
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Post Post #2078 (isolation #199) » Sat Apr 09, 2016 11:59 pm

Post by callforjudgement »

Town 1-Shot Universal Miller


The
first
time an investigative role targets you, you investigate as though you were a Mafia Goon who performed the nightkill for the night (
on the player who the Mafia actually tried to kill
). On all future occasions, you investigate as normal.
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