Grand Idea Mafia

This forum is for discussion related to the game.
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Post Post #2825 (ISO) » Sun Sep 04, 2016 12:41 pm

Post by Ircher »

Town Vigilante


Usage:
Choose a player to target. You will attempt to kill them that night.
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Post Post #2826 (ISO) » Sun Sep 04, 2016 12:42 pm

Post by Ircher »

Town Friendly Neighbor


Usage:
Choose a player to target. They will be told you are "Town".
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Post Post #2827 (ISO) » Sun Sep 04, 2016 12:44 pm

Post by Ircher »

Mafia Encryptor


Usage:
You may or may not enable daytalk for the mafia faction. In the former case, your death will cause daytalk to no longer be allowed barring other factors.
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Post Post #2828 (ISO) » Sun Sep 04, 2016 12:47 pm

Post by Ircher »

Town 1-Shot Strong-Willed Redirector


Restrictions:
Once per game, cannot self-target for person to redirect, can redirect onto self.
Usage:
Choose 2 players to target. The first's actions will be redirected to be performed on the second.
Modifiers:
Strong-Willed: You cannot be RV'd or redirected.
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Post Post #2829 (ISO) » Sun Sep 04, 2016 1:00 pm

Post by callforjudgement »

Town Encryptor


While you're alive, all anti-town factions have daytalk. When you die, all anti-town factions lose daytalk. This overrides any daytalk settings in the rules.
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Post Post #2830 (ISO) » Sun Sep 04, 2016 1:57 pm

Post by Lycanfire »

Day 1 Fakeclaim Jester Townie


Day 1, you must fakeclaim Jester. You have your voice and your vote. You win with the town.
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Post Post #2831 (ISO) » Sun Sep 04, 2016 11:26 pm

Post by The MM »

Mafia 1-Shot Global Machofier


Abilities
Night Action - 1-Shot
100% MACHO:
This night, all living players are Macho.
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Post Post #2832 (ISO) » Sun Sep 04, 2016 11:36 pm

Post by The MM »

Mafia Cultkiller


Abilities
Passive
Kill the motherf*ckers:
If you use the factional nightkill on a Cult member, you shoot all the Cult's members.
Last edited by The MM on Thu Dec 08, 2016 11:16 am, edited 1 time in total.
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Post Post #2833 (ISO) » Mon Sep 05, 2016 12:14 am

Post by Satel »

Mafia Non-Loyal Hacker


  • Abilities:
  • HACKED!:
    [Night Action] You may target 2 players and switch their targets.
    • Non-Loyal:
      You may not target a member of your faction with this ability.
    • Rulings:
    • If the targets have different targeting paradigms (the first targets one person and the second targets several, for example), this ability fails.
Last edited by Satel on Tue Dec 06, 2016 9:29 am, edited 4 times in total.
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Post Post #2834 (ISO) » Mon Sep 05, 2016 12:46 am

Post by The MM »

Town Ability Detector


Abilities
Night Action - 1-Shot
Overseeing:
This night, you get returned a list of all abilities used this night, in the order they were processed.
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Post Post #2835 (ISO) » Mon Sep 05, 2016 12:50 am

Post by The MM »

Modbot Lyncher


Abilities
Mechanic
Mod-bot:
You cannot vote, be voted for, or be targeted in any way.

Win Condition
Target Marked:
At the beginning of the game, the mod gives you a target
(preferably a Cult or another non-Jester third-party)
that serves as your Lynchee. You win when they are lynched.
Last edited by The MM on Thu Dec 08, 2016 11:17 am, edited 2 times in total.
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Post Post #2836 (ISO) » Mon Sep 05, 2016 1:41 am

Post by Cheery Dog »

Mafia Cop


May be useful if there's millers or a traitor that exists but is not know.
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*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #2837 (ISO) » Mon Sep 05, 2016 1:43 am

Post by Cheery Dog »

Town Godfather


Will always return innocent when investigated regardless of cop sanities or other result changing abilities that may be present.
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*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #2838 (ISO) » Mon Sep 05, 2016 1:55 am

Post by Cheery Dog »

Werewolf Fabricator


Targets another player, who will appear as though they are a werewolf to any seers.

i don't know if that's the best name for it, but I figured it needed something not framer to work for the werewolf faction
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #2839 (ISO) » Mon Sep 05, 2016 3:39 am

Post by Ircher »

Town 1-Shot Weak Doctor


Restrictions:
Once per game
Usage:
Choose a player to target. They will be protected from a single night kill.
Modifiers:
Weak: Dies if targets an anti-town role.
---

13p Test Roll:
Set 1: 300, 514, 832, 925, 1069, 1335, 1602, 1750, 1871, 2164, 2312, 2392, 2620

1. Town Knifesmith
2. Mafia Goon
3. (Neutral) Compulsive Serial Reviver
4. Mafia Jailkeeper
5. Town Supersaint Vengeful
6. Werewolf Treestump
7. (Town) Vanilla (Alignment chosen by Mod)
8. Swing (Town then Mafia then Werewolf then Town, etc.)
9. Cult D1 N2 D3 N4 D5 Cop (Sanity Changes)
10. Werewolf Miller
11. Town Penta-Voted Penta-Voter
12. (Alien) Fornic Queen (Invites alien players to the game)
13. Vanilla Townie

Wpuld reroll 8 definitely and possibly 12. 2 town roles would make this setup possible, but this is severely scum-sided.
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Post Post #2840 (ISO) » Mon Sep 05, 2016 4:31 am

Post by The MM »

Town Werewolf Hound

Abilities
Passive - Win ConditionYou can win either with the town or the werewolves.

Night Action
Hounding:
You brutalize your target, making them unable to perform night actions this night, and rendering them voteless.



Well, with 2 werewolves (technically one because treestump) and 2 scum, this is multiball, so crosskills could change things up, especially on the one Werewolf that isn't a Treestump. Plus one scum is a Jailkeeper, so scum is definitely overpowering the werewolves.

This "would reroll" Swing role reminds me I didn't replace one of my roles that is just as bad as this.
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Post Post #2841 (ISO) » Mon Sep 05, 2016 5:04 am

Post by Ircher »

Rerollable Random Alignment Treestump


Usage:
May choose at any time to lose their vote and become untargetable. You will count as dead for win condition purposes after activating this ability, and your full role will flip.

Moderator Notes:
Usage:
During Setup/Design phase, roll a 1d10 as many times as necessary to get an alignment that renders the setup possible.

1 - Town
2 - Mafia
3 - Werewolf
4 - Neutral Survivor
5 - Self-Aligned Survivor
6 - Serial Killer
7 - Alien
8 - Jester
9 - Town
10 - Town

---
We also have the cult.
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Post Post #2842 (ISO) » Mon Sep 05, 2016 5:49 am

Post by Felissan »

Ikaruga Survivor

You can be of Town polarity or Scum polarity: you choose one in pregame, and you may change at night.
If you're of Town polarity, you're lynchproof and protected from any town actions, and you appear to be the Vanilla Townie from to investigative roles, but all anti-town actions (even non-killing ones) instantly kill you.
If you're of Scum polarity, you're protected from anti-town actions, and you appear to be the Mafia Goon from to investigative roles, but you're Hated and all town actions (even non-killing ones) instantly kill you.
You win if you survive to endgame.
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Post Post #2843 (ISO) » Mon Sep 05, 2016 2:13 pm

Post by Ircher »

Neutral Survivor One-and-a-half Voter


Win:
You win if you manage to survive to the end of the game.
Usage:
You possess 2 votes. One of them is worth a full vote while the other counts as half a vote. You canNOT hammer multiple wagons with this ability; if you try, the wagon with your larger vote on it will be lynched. You must cast the vote tag twice in every post with the first counting as the full vote.

Moderator Notes:
Usage:
Counts as possessing 1 vote when determining lynch thresholds.
Last edited by Ircher on Sat Jun 15, 2019 9:04 am, edited 1 time in total.
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Post Post #2844 (ISO) » Mon Sep 05, 2016 2:37 pm

Post by callforjudgement »

Town Emergency Triplevoter


If town would otherwise lose the game, you become a Triplevoter. Hopefully that'll be enough to let your faction win. (If town's voting power isn't what caused you to lose, or if three votes aren't enough to save the game, you just lose again immediately.)


Re: the previous post, a 2p game needs 2 votes to lynch via normal thresholds, so 1½ wouldn't be enough. Or would you use a lynch threshold of "half the players + ½" in a game where half-votes existed?
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Post Post #2845 (ISO) » Mon Sep 05, 2016 3:01 pm

Post by Cheery Dog »

Vanilla Townie


people hate all variants of survivors.
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Post Post #2846 (ISO) » Mon Sep 05, 2016 3:15 pm

Post by callforjudgement »

Independence Checker
(alignment chosen by moderator)

Each night, choose a player. You will be told whether-or-not they are a third party (i.e. not part of a faction that originally started with 2 or more members).



I'm not sure it's possible to create a Survivor variant that's fun to play and/or fun to play against. Probably best is if you make them win only if they survive and a specific faction wins (to at least avoid the issues you have with kingmakers / multi-faction endgame snarlups), but then it's just negative utility that's no fun for the person who gets it and no more fun for anyone else. Perhaps you could make them win and leave the game some time before lylo so that they don't screw the lylo up.
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Post Post #2847 (ISO) » Tue Sep 06, 2016 1:12 am

Post by The MM »

Town Drop Pod

Abilities
Passive
Message Carrier:
You share a PT with the Aliens, and are aligned with both the Aliens and the Town.

Passive
Pre-Arrival:
You start the game being unable to talk, vote, be voted for or be targeted in any way, shape or form.

Day Action
Deep Impact:
You may kill target living player to change your role into the following.
  • Town Alien Emissary

    Abilities
    Passive
    We Come In Peace:
    All Aliens are aligned with the Town.
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Post Post #2848 (ISO) » Wed Sep 07, 2016 12:39 pm

Post by Ircher »

Town 1-Shot Vigilante


Restrictions:
Once per game
Usage:
Choose a player to target. You will attempt to kill them causing them to die.
---
In post 2844, callforjudgement wrote:
Town Emergency Triplevoter


If town would otherwise lose the game, you become a Triplevoter. Hopefully that'll be enough to let your faction win. (If town's voting power isn't what caused you to lose, or if three votes aren't enough to save the game, you just lose again immediately.)


Re: the previous post, a 2p game needs 2 votes to lynch via normal thresholds, so 1½ wouldn't be enough. Or would you use a lynch threshold of "half the players + ½" in a game where half-votes existed?
I'm gonna put that at moderator discretion and setup dependent.

My basic rules would be:

1. If there are no special voting abilities (aka, all single voters), then lynch = floor( 50% of Players ) + 1.
2. If there are no partial votes (aka, all votes are in increments of 1) and no special voting threshold rules, then lynch = floor( 50% of Total Vote Weight ) + 1.
3. If there are special voting thresholds (which all of my split-voters have (unless I haven't editted them yet)), and those special thresholds involve fractions (over 1 doesn't count!) when calculating thresholds, then lynch = 50% of Total Vote Weight. (Ex: A doublet voter only counts as possessing 1/2 a vote for the voting threshold. In a 5p game with 1 doublet voter and 4 single voters, the lynch threshold is 1/2 * (1/2 + 4) or 9/4 (2.25). This is to allow split voters to be able to hammer multiple wagons without lowering the lynch threshold for everyone else.)
4. If none of the above apply (as in your question with the 1 and a half voter), then it is up to moderator discretion. (Although in that case, it may be better to endgame the One-and-a-half voter.)

A fifth option is to do blind weights and simply set the HAMMER threshold at floor( 50% Players ) + 1. The player lynched is the player with the highest voting weight at the time of the hammer (or maybe you'll use different rules!)
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Post Post #2849 (ISO) » Wed Sep 07, 2016 1:18 pm

Post by Gamma Emerald »

Town One-Shot Bulletproof
callforjudgement wrote:
Town Emergency Triplevoter


If town would otherwise lose the game, you become a Triplevoter. Hopefully that'll be enough to let your faction win. (If town's voting power isn't what caused you to lose, or if three votes aren't enough to save the game, you just lose again immediately.)


Re: the previous post, a 2p game needs 2 votes to lynch via normal thresholds, so 1½ wouldn't be enough. Or would you use a lynch threshold of "half the players + ½" in a game where half-votes existed?
This would be a game breaker in Mafia hands, which Grandest Idea can do.
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