Grand Idea Mafia

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Post Post #3100 (ISO) » Mon Oct 03, 2016 6:38 am

Post by Sméagol »

Town role cop & bodyguard

(bodyguards an role cops simultaneously)
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Post Post #3101 (ISO) » Mon Oct 03, 2016 6:45 am

Post by callforjudgement »

Town Confuser

Each night, you may choose a player. If that player is Mafia-aligned and submits a nightkill on a town-aligned player, the nightkill will be redirected onto a random town-aligned player (and can still be prevented as normal). Once this ability has successfully redirected a kill, all future uses of it will automatically fail.
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Post Post #3102 (ISO) » Mon Oct 03, 2016 6:51 am

Post by callforjudgement »

Serial Killer Nexus
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Post Post #3103 (ISO) » Mon Oct 03, 2016 6:52 am

Post by callforjudgement »

Mafia Odd-Night Lightning Rod


If it redirects an investigative role, they don't see the name of the player they were redirected onto (just "Your target was Mafia", etc.).

Yes, this is probably more likely to be negative utility than it is to benefit the scum, but it's interesting anyway. We don't have enough scum-aligned negative utility roles anyway.
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Post Post #3104 (ISO) » Mon Oct 03, 2016 6:59 am

Post by Sméagol »

1-shot Self-tetherer
(alignment up to mod's discretion) (variant of tetherer)
Choose a player. You form a permanent bond with that player. Any players targeting you will automatically target that player as well, and vice-versa. Lynching is unaffected.
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Post Post #3105 (ISO) » Mon Oct 03, 2016 7:02 am

Post by callforjudgement »

Post Restricted Mafia Goon


You can negotiate the details of the post restriction with the moderator, although the moderator will have the final say on what the restriction is.
If you violate it and the moderator notices, you lose your vote for the day. A second violation in a day will lead to you being modkilled.
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Post Post #3106 (ISO) » Mon Oct 03, 2016 7:11 am

Post by Sméagol »

1-shot mist summoner
(alignment up to mod's discretion)
When you perform this ability, all other actions sent in that night have:
33% chance of being roleblocked.
33% chance of being randomly redirected (if applicable).
34% chance of not being affected.
Last edited by Sméagol on Mon Oct 03, 2016 7:23 am, edited 1 time in total.
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Post Post #3107 (ISO) » Mon Oct 03, 2016 7:18 am

Post by callforjudgement »

Strengthener
(alignment chosen by moderator)

Each night, choose a player. That player's night actions cannot be blocked (Roleblocker, Rolestopper, etc.), redirected (Redirector, Deflector, etc.), or protected against (Doctor, Bulletproof, Alarmist, etc.) tonight.
Last edited by callforjudgement on Mon Oct 03, 2016 7:21 am, edited 1 time in total.
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Post Post #3108 (ISO) » Mon Oct 03, 2016 7:19 am

Post by callforjudgement »

Town Ascetic Roleblocker
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Post Post #3109 (ISO) » Mon Oct 03, 2016 7:20 am

Post by callforjudgement »

Town Compulsive Action Magnet


Each night, choose a player.
All night actions used on that player will be deflected onto you.
All night actions used by that player will be redirected onto you.
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Post Post #3110 (ISO) » Mon Oct 03, 2016 8:50 pm

Post by The MM »

Survivor Black Hole Star Dragon


Abilities
  • Star Dragon's Presence:
    • [Passive]
      At the start of the game, the mod must announce that there is a Star Dragon in this game.
    • [Passive]
      Additionally, your alignment and abilities cannot be changed.
  • Critical Mass:
    [Passive]
    If any other player alive in the game becomes the target of a non-killing action, the target is changed to you. If you are the target of a non-killing action, it instead effects everybody in the game but you (and doesn't count as specifically targeted).
  • Flying:
    [Passive]
    You may only be targeted by players with Flying.
  • Massive Stunner:
    [Passive]
    When you die, choose 5 players. They cannot vote the next day and cannot perform actions or target anybody the next night.
  • Self-preservation:
    [Win Condition]
    You win if you are alive when the game ends.
  1. Rulings:
  2. Critical Mass can redirect abilities with several targets, in which case all targets will be changed to you if they all were anybody else.
  3. Critical Mass does not redirect abilities that can kill in any way. Thus, it will not redirect roles such as the CPR Doctor.
  4. Massive Stunner blocks even Compulsive Night Actions, but people do not incur penalties for not performing them since they were blocked.
Last edited by The MM on Sat Dec 02, 2017 5:43 am, edited 4 times in total.
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Post Post #3111 (ISO) » Tue Oct 04, 2016 6:31 am

Post by BrainpanSonata »

Alien Even-Night Commuter
Video games can be educational. The Oregon Trail taught me that Manifest Destiny is fatal.

Ever wanted an extra head? Like making gut decisions by committee? Consider the Hydra Academy! Teachers wanted!
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Post Post #3112 (ISO) » Tue Oct 04, 2016 10:01 am

Post by vonflare »

Paradox until someone else posts


go to post #13. that is your role.
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Post Post #3113 (ISO) » Tue Oct 04, 2016 10:43 am

Post by callforjudgement »

Self Redirection Detector
(alignment chosen by moderator, defaulting to town in Grander-style games or if it doesn't need to be scum to balance the setup)

Each night, choose a player. You will be told which player you targeted. (This action is mostly only useful to find out whether someone is blocking or redirecting you.)
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Post Post #3114 (ISO) » Tue Oct 04, 2016 11:55 pm

Post by The MM »

Lying Fairy

(This role is self-aligned)


Abilities
  • Occult Overseer:
    [Passive]
    At the beginning of the game, the mod messages you the true alignment of all the players in the game.
    (as "Town", "Scum", "Cult", "Ur-Scum", "Detention", "Self-aligned" or whatever the alignment truly is.)
  • Spread Lies:
    [Night Action]
    Each night, you may target a Town-aligned player. A message saying that you are Town and request a neighbourhood will be sent to them. They have the choice to accept until the end of the next Night by PMing to the mod that they accept the neighbourhood offer, in which case they join your private neighbourhood.
    • The Awakening:
      [Passive - Win Condition]
      If your neighbourhood contains half the players in the game, you lynch other players and then sacrifice all other players in your neighbourhood, winning the game and making every other player lose.
Last edited by The MM on Thu Dec 08, 2016 10:45 am, edited 1 time in total.
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Post Post #3115 (ISO) » Wed Oct 05, 2016 11:43 am

Post by The MM »

Town Super-flying Vigilante


Abilities
  • Vigilante Justice:
    [Night Action]
    Shoot another player.
  • Super-flying:
    [Passive]
    May only target or be targeted by people with flying. Super-flying is treated as flying.
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Post Post #3116 (ISO) » Thu Oct 06, 2016 6:02 am

Post by BrainpanSonata »

Strong-Willed Neighborizer
Video games can be educational. The Oregon Trail taught me that Manifest Destiny is fatal.

Ever wanted an extra head? Like making gut decisions by committee? Consider the Hydra Academy! Teachers wanted!
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Post Post #3117 (ISO) » Thu Oct 06, 2016 8:11 am

Post by callforjudgement »

Town Loyal Concealer


Each night, choose a player. If that player is town, their night actions will be immune to watches and tracks (as though they were a Ninja). If that player is not town, your night action will have no effect on the player (you will not be informed of this).
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Post Post #3118 (ISO) » Thu Oct 06, 2016 12:37 pm

Post by The MM »

Town 1-Shot Power Analyser


At night, you may target a player. The names of all their abilities will be publicly announced as investigation results in the night-recap post.
(Example: Max targets Mandy, who is a . The night-recap, before the nightkill result, will show: "Mandy's abilities are 'Occult Overseer', 'Spread Lies', and 'The Awakening'.")
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Post Post #3119 (ISO) » Sun Oct 09, 2016 7:45 am

Post by The MM »

Town Poetic Suicidal Vigilante

Abilities
  • Roses Are Red:
    [Passive]
  • Violets Are Blue:
    [Passive]
  • I Got A Bullet In The Head:
    [Passive]
    At the end of Night 2 or after using And So Do You, you die.
  • And So Do You:
    [Night Action - 1-Shot]
    Shoot target player.

(Yes, Roses are Red and Violets are Blue have no effect at all.)
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Post Post #3120 (ISO) » Sun Oct 09, 2016 10:13 am

Post by BrainpanSonata »

Post Restricting Role Blocker
(any alignment)

Target a player to role block them for that night phase and give them a mod-chosen post restriction for the following day phase.
Video games can be educational. The Oregon Trail taught me that Manifest Destiny is fatal.

Ever wanted an extra head? Like making gut decisions by committee? Consider the Hydra Academy! Teachers wanted!
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Post Post #3121 (ISO) » Sun Oct 09, 2016 11:07 am

Post by Felissan »

Town Astrologist

Each night, you may choose a player. They're restricted to claiming or crumbing their role on their first post the next day.
"Dammit Felissan, making someone lose the game is NOT NICE"
- DeathRowKitty 2016
"Also, the me in your signature just made the me in this thread lose the game and I'm not sure how to feel about this."
- DeathRowKitty 2018
"You've made me make myself lose the game so many times that I feel like it's an entirely new game I'm losing"
- DeathRowKitty 2022
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Post Post #3122 (ISO) » Sun Oct 09, 2016 2:13 pm

Post by Sméagol »

Town 1-shot innocent time capsule

Target player will receive the message that you're town on a future night (i.e. not the current one) of your choice.
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Post Post #3123 (ISO) » Sun Oct 09, 2016 2:52 pm

Post by Sméagol »

Town postcount matching cop

Investigate the aligment of target player with (roughly) the same number of posts you have. You're allowed a difference of 5 posts.
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Post Post #3124 (ISO) » Mon Oct 10, 2016 3:16 am

Post by The MM »

Town 1-Shot Vanilla-Townie-Counter


Abilities
  • Vanilla Townie Censing:
    [Night Action - 1-Shot]
    At the end of the night, you are returned how many Vanilla Townies are alive in the game.
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