Grand Idea Mafia

This forum is for discussion related to the game.
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Post Post #4100 (ISO) » Sun Aug 20, 2017 11:43 am

Post by Ircher »

Werewolf Modified Vanilla Cop

Each night, you may target a player to learn if they are a vanilla role/a named variant of a vanilla role or not.
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Post Post #4101 (ISO) » Sun Aug 20, 2017 11:45 am

Post by callforjudgement »

Bulletproof Absorber
(alignment chosen by moderator, defaulting to town)

Whenever a non-factional night ability is used on you, you learn what it is and will gain a copy of that ability. You can only use one active ability per night.
scum
· scam · seam · team · term · tern · torn ·
town
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Post Post #4102 (ISO) » Sun Aug 20, 2017 11:45 am

Post by Ircher »

Town White Doublevoter

Named variant of doublevoter.
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Post Post #4103 (ISO) » Sun Aug 20, 2017 11:48 am

Post by callforjudgement »

Town Escalating Reroller


Each night, the moderator will pick a random role from the Grand Idea Mafia thread. You will gain all abilities of that role for the rest of the game, except a) factional abilities; b) win conditions; c) anything that inherently requires you to have a specific alignment (e.g. a Cult Recruiter or Innocent Child action), even if you actually have that alignment; and d) any role that requires modification of the rest of the setup when rolled (e.g. Mason). Note that this includes drawbacks in addition to advantages.
Additionally, you are restricted to using only one active ability per night.
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Post Post #4104 (ISO) » Sun Aug 20, 2017 11:52 am

Post by callforjudgement »

Reroll, with the win condition reversed


For example, if the reroll picks a Town role, the win condition will become "You win if Town loses", i.e. a Universal Traitor win condition; a Serial Killer ("you win if you're the last player alive") would get a win condition of "you win if you aren't alive at endgame"). As usual for my reroll rules, don't tell the player how the role they created was picked (assuming that this is a typical game that uses a moderator to pick the roles), and choose an appropriate name for it based on what it does now. Additionally, the player is not a member of their previous faction, so won't have any factional abilities; and if the player's new win condition is not a threat to Town (e.g. the reversed Serial Killer win condition is compatible with town's win condition), the player's presence does not prevent the game ending (i.e. they have the same lack of influence on other players' wins and losses as if they were a Survivor).
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Post Post #4105 (ISO) » Sun Aug 20, 2017 11:53 am

Post by callforjudgement »

Town One-Shot Realtime-Delayed Vigilante


At any time during the game, day or night, you may choose a player to kill by PMing the mod. They will die 72 hours later.
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· scam · seam · team · term · tern · torn ·
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Post Post #4106 (ISO) » Sun Aug 20, 2017 11:54 am

Post by Ircher »

Town Traitor

This player wins with the town; however, this player has the following characteristics:

1) Has access to the mafia PT
2) Cannot post in the main thread
3) Mafia are informed that a traitor talks among them but not the identity of this traitor
4) Can perform the mafia factional kill
5) Is automatically endgamed if all other town players are dead
6) Exits the game when only 1 scum player remains.
Last edited by Ircher on Sun Aug 20, 2017 11:59 am, edited 1 time in total.
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Post Post #4107 (ISO) » Sun Aug 20, 2017 11:55 am

Post by callforjudgement »

Distributionist
(alignment chosen by moderator, defaulting to town)

At the start of each Day other than Day 1, the moderator will let you know the number of living players in each faction, but not the identities of each faction (e.g. the result might look something like "10:3" or "7:3:2:1"). Two players are in the same faction if a win for one player would (barring mid-game alignment changes) inevitably lead to a win for the other player, and vice versa.
scum
· scam · seam · team · term · tern · torn ·
town
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Post Post #4108 (ISO) » Sun Aug 20, 2017 11:55 am

Post by Ircher »

Mafia 2-Shot Vigilante

In addition to the normal night kill, you may, twice per game, shoot a player of your choosing.
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Post Post #4109 (ISO) » Sun Aug 20, 2017 11:56 am

Post by callforjudgement »

Werewolf Goon

In post 4106, Ircher wrote:
Town Traitor

This player wins with the town; however, this player has the following characteristics:

1) Has access to the mafia PT
2) Cannot post in the main thread
3) Mafia are informed that a traitor talks among them but not the identity of this traitor
4) Can perform the mafia factional kill
5) Is automatically endgamed if all other town players are dead
What's to prevent the player sending in a nightkill on their last remaining scumbuddy at the last moment of the night? In order to make a role like this work, you normally need to give the last remaining scum a chance to vengekill them, winning the game if they're right, but then the setup has to be based around it so that things make sense if they die for an unrelated reason.
scum
· scam · seam · team · term · tern · torn ·
town
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Post Post #4110 (ISO) » Sun Aug 20, 2017 11:58 am

Post by Ircher »

X-Shot Reroll


Roll a 1d5 to determine the number of shots the roll possesses. Then reroll; the player now possesses that role with the X-Shot limitation.

If the role makes no sense with the X-Shot limitation, nothing changes to that role but the role still flips with the X-Shot modifier. (Eg: VT --> Flips something like 2-Shot Vanilla Townie). (In essence, the role is a named variant.)

If the role already possesses an X-Shot modifier, then the rolled value replaces the pre-existing x-shot value.
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Post Post #4111 (ISO) » Sun Aug 20, 2017 11:59 am

Post by callforjudgement »

Town Killswitch


Each night, choose the name of a faction. If that faction is in the game and has a factional nightkill, then any kills by non-Town players who are not a member of that faction will fail. If that faction is not in the game, or does not have a factional nightkill, your night action does nothing.

Additionally, once in the game during the day, you may choose a player to become a Backup Killswitch. This ability does not recurse, i.e. the Backup Killswitch cannot nominate an additional Backup of their own.
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Post Post #4112 (ISO) » Sun Aug 20, 2017 12:00 pm

Post by callforjudgement »

Town Compellor


Each night, choose a player. That player will gain the Compulsive modifier for the rest of the game (starting from the following day, i.e. this ability does not affect the night it's used on). They will be informed of this.
scum
· scam · seam · team · term · tern · torn ·
town
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Post Post #4113 (ISO) » Sun Aug 20, 2017 12:00 pm

Post by Ircher »

Town Tracker

Each night, you may track a player to learn who they target.
In post 4109, callforjudgement wrote:
Werewolf Goon
In post 4106, Ircher wrote:
Town Traitor

This player wins with the town; however, this player has the following characteristics:

1) Has access to the mafia PT
2) Cannot post in the main thread
3) Mafia are informed that a traitor talks among them but not the identity of this traitor
4) Can perform the mafia factional kill
5) Is automatically endgamed if all other town players are dead
What's to prevent the player sending in a nightkill on their last remaining scumbuddy at the last moment of the night? In order to make a role like this work, you normally need to give the last remaining scum a chance to vengekill them, winning the game if they're right, but then the setup has to be based around it so that things make sense if they die for an unrelated reason.
I added a rule that if there is only 1 scum remaining, the traitor automatically exits the game.
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Post Post #4114 (ISO) » Sun Aug 20, 2017 12:01 pm

Post by callforjudgement »

Town Unaware Universal Backup


Receives a Vanilla Townie PM. Actually, they're a Town Universal Backup, and will learn this status when the first town-aligned power role dies (gaining that role).
scum
· scam · seam · team · term · tern · torn ·
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Post Post #4115 (ISO) » Sun Aug 20, 2017 12:01 pm

Post by Ircher »

Mafia Universal Backup

Automatically backs up the first role of the same alignment to die in the game. If multiple roles die, then the method of determining which role is backed up is moderator-defined.
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Post Post #4116 (ISO) » Sun Aug 20, 2017 12:03 pm

Post by Ircher »

Werewolf Self-Watcher

Each night, learns the names of any player who targets them.
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Post Post #4117 (ISO) » Sun Aug 20, 2017 12:04 pm

Post by Ircher »

Town Vengeful

If you are lynched, you may take another player down with you. You are not required to vengekill anyone.
Last edited by Ircher on Sat Jun 22, 2019 6:27 am, edited 1 time in total.
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Post Post #4118 (ISO) » Sun Aug 20, 2017 12:05 pm

Post by callforjudgement »

Assimilator


Third-party with a Janitor-style nightkill (that hides the flip). If it succeeds in killing someone, becomes an exact copy of that player, complete with win condition, night abilities, PT membership, any confirmations other players have of them (in the sense of Masons knowing each other are town or Mafia knowing the membership of their own faction), and any previous night actions that were taken and their results. Sort-of like replacing someone without any public announcement being made of the replacement.

Loses if it dies before successfully assimilating someone.
scum
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town
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Post Post #4119 (ISO) » Sun Aug 20, 2017 12:06 pm

Post by Ircher »

Town Self-Motivated Motion Detector

Each night, you may target two players and learn if you detected any motion or not. (Mod Notes: If the player is roleblocked, both investigations fail. Results should specify the name of the player motion-detected -- results should not be combined in any manner; they essentially count as two separate actions performed by the same player at the same time.)
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Post Post #4120 (ISO) » Sun Aug 20, 2017 12:06 pm

Post by callforjudgement »

Day-Immune Townie


Day abilities always fail when aimed at you (i.e. you're effectively Bulletproof and Ascetic, but only during the day). Voting-interfering abilities will likewise fail to affect votes on you or by you (assuming, as usual, that the vote is taking place during the Day). This protection is absolute, in the same style as Commuter; it couldn't be bypassed by, say, a Day Strongman.
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Post Post #4121 (ISO) » Sun Aug 20, 2017 12:07 pm

Post by callforjudgement »

Mafia Commuter


Cannot kill and commute in the same night. Otherwise, the commute is unrestricted.
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Post Post #4122 (ISO) » Sun Aug 20, 2017 12:08 pm

Post by Ircher »

Town 5-Shot Bulletproof

You will survive the first 5 kills performed on you. Kill is defined as being anything except modkills and lynches. (This may be changed dependent on the setup, but the bulletproof SHOULD protect against vigilante, mafia, werewolf, and serial killer kills minimum.)
Last edited by Ircher on Mon Aug 21, 2017 8:10 am, edited 2 times in total.
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Post Post #4123 (ISO) » Sun Aug 20, 2017 12:09 pm

Post by Ircher »

Town Compulsive Commuter

You are required to leave town each night rendering you completely untargetable by all actions.
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Post Post #4124 (ISO) » Sun Aug 20, 2017 12:09 pm

Post by callforjudgement »

Mafia Temporarily Chargeable 0-Shot Day Vigilante


Every night that your team chooses not to kill anyone, you will gain a Day Vigilante shot. However, it will be lost if it is unused at the end of the following Day phase. Killing someone with it will reset the vote count.
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