Grand Idea Mafia

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Post Post #4125 (ISO) » Sun Aug 20, 2017 12:11 pm

Post by callforjudgement »

Town Night 2 Nightkill Diffuser


As long as you are alive at the start of Night 2, the nightkill of the largest anti-town faction with a factional nightkill will be aimed not by that faction, but by plurality vote. Each player gets a vote on who the nightkill should target. The
Town-aligned
player who receives the most votes will be nightkilled. (So you can't stop the kill hitting Town – like it probably would anyway – but may well screw up the faction's ability to kill the person they wanted.) The votes will not be made public (although it's certainly legal for people to claim who they voted for, the mod will not confirm this).
Last edited by callforjudgement on Sun Aug 20, 2017 12:12 pm, edited 1 time in total.
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Post Post #4126 (ISO) » Sun Aug 20, 2017 12:12 pm

Post by Ircher »

Werewolf Goon

Named werewolf.
Last edited by Ircher on Mon Jun 17, 2019 4:09 am, edited 1 time in total.
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Post Post #4127 (ISO) » Sun Aug 20, 2017 12:13 pm

Post by Ircher »

Vanilla Townie
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Post Post #4128 (ISO) » Sun Aug 20, 2017 12:13 pm

Post by Ircher »

Vanilla Townie
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Post Post #4129 (ISO) » Sun Aug 20, 2017 12:13 pm

Post by Ircher »

Mafia Jailkeeper

Each night, you may target a player protecting them from a single kill and roleblocking them.
Last edited by Ircher on Sun Aug 20, 2017 12:16 pm, edited 1 time in total.
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Post Post #4130 (ISO) » Sun Aug 20, 2017 12:14 pm

Post by callforjudgement »

Vanilla Antimafia
or
Vanilla Antiwolf
(depending on whether the Mafia or Werewolves have more members at the start of the game; if playing modless and you don't know, default to Mafia)

You have no special abilities. You win if the Mafia (or Werewolves, depending on which was selected) lose.
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Post Post #4131 (ISO) » Sun Aug 20, 2017 12:16 pm

Post by callforjudgement »

Supporter


Once in the game, at any time (at which you're still alive) during any Day phase, you may choose a living player. Once you have done so, your win condition permanently becomes "You win if [the chosen player] wins". If you die before getting to make your choice, you automatically lose.

From the point of view of other players' win conditions, you count as a threat to every faction until you have made your choice, then affect win conditions as though you were a member of the chosen player's faction from then on.
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Post Post #4132 (ISO) » Sun Aug 20, 2017 12:18 pm

Post by Ircher »

Mafia Cop

Each night, you may target a player to learn if they are mafia/not mafia. You are aligned with the mafia.

Mod Note: This role is paranoid.
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Post Post #4133 (ISO) » Sun Aug 20, 2017 12:19 pm

Post by Ircher »

Werewolf Seer

Each night, you may target a player to learn if they are aligned with the Werewolves or not. You are aligned with the Werewolves.

Mod Note: This role is naive.
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Post Post #4134 (ISO) » Sun Aug 20, 2017 12:20 pm

Post by Ircher »

Alien Conspiracy Theorist

Each night, you may target a player to learn if they are alien/not alien. You are aligned with the Aliens.

Mod Note: This role is insane.
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Post Post #4135 (ISO) » Sun Aug 20, 2017 12:21 pm

Post by Ircher »

Serial Killer FBI Agent

Each night, you may target a player to learn if they are a Serial Killer or not a serial killer. You are a serial killer aligned with yourself. Your sanity is not guaranteed.
Moderator Notes: Sane.
Last edited by Ircher on Mon Jun 17, 2019 4:12 am, edited 1 time in total.
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Post Post #4136 (ISO) » Sun Aug 20, 2017 12:26 pm

Post by callforjudgement »

AitP-style King


The town win condition changes to "You win if and only if some specific player, who is the same for every townie, is alive at endgame; each townie will be told the identity of this player". This fact will be publicly announced. Each townie will be told that they win if and only if you are alive at endgame.
You win with the town (i.e. if and only if you are alive at endgame).
Optional: changing the name of the Town faction to "Guard".

This slots in surprisingly well to a standard Mafia game. Instead of the Assassin's vengekill, town are prevented from massclaiming the King's identity (thus proving themselves) via the fact that scum will just nightkill the King and win if they do; they can't take out every scum first. Additionally, informed minorities will actually be present, so scumhunting won't hurt the town's win chances like it does in AitP.
Last edited by callforjudgement on Sun Aug 20, 2017 12:27 pm, edited 1 time in total.
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Post Post #4137 (ISO) » Sun Aug 20, 2017 12:27 pm

Post by callforjudgement »

Town Day 2 Kingmaker-style King


On day 2, your vote to lynch has infinite weight, and thus will automatically end the day and lynch the chosen person.
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Post Post #4138 (ISO) » Sun Aug 20, 2017 12:30 pm

Post by callforjudgement »

Town Chess-style King


Each night, you may move one position up or down on the player list. If you move into an empty position (i.e. a position occupied by a dead player), you just move into that slot (effectively swapping places with them). If you move into a living player's position, in addition to effectively swapping places with them, you "capture" them, which effectively has the same effect as a Jailkeeper ability.

Should you happen to move towards a , if neither you nor the Rook has taken a night action yet, you'll instead move two positions, and the Rook will move to the position immediately behind (from the point of view of your movement direction).
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Post Post #4139 (ISO) » Sun Aug 20, 2017 12:35 pm

Post by callforjudgement »

Desperate Townie


If a member of the Mafia (specifically) is lynched on Day 3, and you're on the wagon, the Mafia automatically lose and leave the game.
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Post Post #4140 (ISO) » Sun Aug 20, 2017 12:36 pm

Post by callforjudgement »

Antimatter Townie


If you ever use an action on a Vanilla Townie, or a Vanilla Townie uses an action on you, you both die. (Note that both these scenarios likely involve the presence of an Inventor or the like.)
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Post Post #4141 (ISO) » Sun Aug 20, 2017 12:42 pm

Post by callforjudgement »

Mafia Disloyal Inventor


Each night, choose a player who isn't a member of the Mafia (if you choose a member of the Mafia by mistake, e.g. because they have an ability preventing you knowing they're in your faction, this ability fails), and an active night ability (which can be a standard ability, or one you make up just for the game). The player will gain that ability. However:
a) The player will be 100% fully informed as to what the ability does; it can't have any
hidden
drawbacks, mod notes, sanities, or the like. You may construct an ability with drawbacks if you wish, but the recipient will be entirely aware of what those drawbacks are. You can also construct an ability with limitations (e.g. "this ability can only be used on mith"), but again, the recipient will be aware of the exact nature of the limitations.
b) The player will always have the choice not to use the granted ability if they do not wish to use it; they cannot be compelled to use it by any means whatsoever.
c) The granted ability cannot be copied, stolen, redirected, or interfered with in any similar way; if an attempt is made to use it by anyone other than the player it was granted to, or in any way other than the way the player it was granted to wants, it will fail and have no effects. Note that
blocking
the ability still works normally (unless you chose to make it unblockable).
d) An additional rule will be added to the game: if a player who has received an invention from you wins the game, at any time during the game, the Mafia will automatically lose and leave the game. This cannot be overriden by any effect whatsoever (especially not an effect of your invention).
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Post Post #4142 (ISO) » Sun Aug 20, 2017 12:52 pm

Post by callforjudgement »

Town JOAT of Modification


Each night, you may pick one of the following modifiers, and permanently give it to another player for the rest of the game (they gain the modifier in the same night, so it will affect the nights' action resolution; a modifier that prevents them using an action that night kill cause their action to fail). The granted modifier will show up in that player's flip, but they will not be informed that they gained it. You cannot pick the same modifier or player twice.
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Post Post #4143 (ISO) » Sun Aug 20, 2017 12:56 pm

Post by callforjudgement »

Town Sandwich Vigilante


If you make two posts in the game thread whose post numbers are two apart (e.g. #101 and #103), the player who posted the post in between (#102 in this example) will be daykilled (assuming that they are actually a player in the game and not, say, the moderator). If this happens twice in a day, the day will immediately end in no-lynch after the second kill (with any day actions taken after that time failing, and any votes not counting as though it were twilight).

Note that if you post three posts in a row, you'll end up vigging yourself and dying.

Inspired by what is, IIRC, an old MishMash game.
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Post Post #4144 (ISO) » Sun Aug 20, 2017 12:57 pm

Post by callforjudgement »

Town Ghostly Messenger


Once in the game, after you have died, you may send a message to another player via the moderator. The moderator will not reveal who the message came from (you can certainly claim your identity in the message if you wish, but the moderator will not confirm or deny any such claim, and will format the message to make it clear that the sender is unknown). Note that due to the nature of this role, you will not be granted access to the dead thread until after you have used it.
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Post Post #4145 (ISO) » Sun Aug 20, 2017 1:01 pm

Post by callforjudgement »

Memetic Serial Killer


You may kill one player each game day (as a replacement for your nightkill; you can't nightkill normally), and choose your target via breadcrumbing the kill in-thread. (You must use the same breadcrumb every day; you can choose the exact form of this, but must arrange it with the moderator before the first time you use this ability. The moderator has the final say as to whether the breadcrumb is an appropriate breadcrumb rather than a code, i.e. would be interpreted correctly by a player unaware of it if they were told that the post in question contained a breadcrumb.)
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Post Post #4146 (ISO) » Sun Aug 20, 2017 1:04 pm

Post by callforjudgement »

Modified FBI Agent
(50% chance of town, 50% of being a member of what would otherwise be the smallest groupscum faction)

Each night, you may choose a player. The moderator will let you know if that player has a win condition which is neither the Town win condition, nor the standard groupscum win condition for some groupscum faction.

If your target has an effect on them that causes investigations for alignment to return inaccurate results, this ability unconditionally returns "neither town nor groupscum", even if the ability is something like Miller which causes a townie to appear to be groupscum (or some other combination which normally wouldn't affect this role).
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Post Post #4147 (ISO) » Sun Aug 20, 2017 1:06 pm

Post by callforjudgement »

Town Strong Verifier


Each night, you may choose a player. The moderator will let you know if there are any effects on that player that could potentially interfere with an investigation on that player. (Note that this is broadly construed, e.g. things like Ascetic, Miller, a Lawyer or Framer effect, a Deflector effect, etc., could all interfere with an investigation from the point of view of this ability. Things like Visitor do not count as interfering with an investigation, even though their only effect is to produce results that are visible on investigations.)

This ability cannot be blocked or redirected.
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Post Post #4148 (ISO) » Sun Aug 20, 2017 1:07 pm

Post by callforjudgement »

Mafia Even-Night Lawyer
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Post Post #4149 (ISO) » Sun Aug 20, 2017 1:10 pm

Post by callforjudgement »

Odd-Night Role Swapper
(alignment chosen by moderator, defaulting to a scum faction existing elsewhere in the game with an absent or nonstandard nightkill, or town if there isn't such a faction)

Each odd-numbered night, choose two players. All non-factional aspects of those players' roles will be swapped (i.e. they'll each gain the other's roles, but win conditions and factional abilities will remain unchanged). The players will be informed of the change to their roles (and what the new role does), but not of previous actions taken by the other player or their results. If this ability fails on either player, it fails on both.
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