Grand Idea Mafia

This forum is for discussion related to the game.
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Post Post #4175 (ISO) » Sun Aug 20, 2017 2:23 pm

Post by callforjudgement »

Alien Rolestopper
, but…

The next role to be generated (if there is one) will become an Alien-aligned version of itself, rather than keeping the alignment which was rolled.

(When used as an alignment, the Alien faction is a groupscum faction which can only factionally nightkill once in the game, and is otherwise a standard groupscum faction.)
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Post Post #4176 (ISO) » Sun Aug 20, 2017 2:26 pm

Post by callforjudgement »

Suppressive Naive Serial Killer


Whenever you successfully kill a player at night, no other kills will succeed that night.
Whenever you target a non-Town player with your nightkill, it will fail.
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Post Post #4177 (ISO) » Sun Aug 20, 2017 2:28 pm

Post by callforjudgement »

Panicky Townie


If at any point your vote isn't the most recently placed vote on its wagon, it's automatically removed. (This also means that any attempt to hammer a wagon you're on will fail.) You can immediately replace it if you wish.

If you can somehow keep this secret all game, you can probably use it to catch out quickhammering scum.
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Post Post #4178 (ISO) » Sun Aug 20, 2017 2:30 pm

Post by callforjudgement »

Town Lonely Neighbour


Gets a "Town Neighbour" role PM, with the name of a random other player stated as the Neighbour. Is not actually a Neighbour, though; will get access to a Private Topic that's ostensibly with the other player, but no other player actually has access to it.
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Post Post #4179 (ISO) » Sun Aug 20, 2017 2:36 pm

Post by callforjudgement »

Town Artillery


Each Day, you may perform one of the following actions (you may only perform one of the actions per Day, and may only perform one action per Day):
  • Retarget: Choose a player.
  • Direct hit: If the player you most recently chose with
    Retarget
    has at least 2 more votes on them than you do, that player dies. If you kill a player this way, the votecount is reset.
  • Suppressing fire: The player you most recently chose with
    Retarget
    becomes voteless toDay. This may change the lynch threshold.
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Post Post #4180 (ISO) » Sun Aug 20, 2017 2:40 pm

Post by callforjudgement »

Town Black Boat


Each night, choose one of the following two effects:
  • Repair: Choose a player. If that player would die toNight, they automatically revive 24 hours into the following Day. If a player is scheduled to revive this way, their flip will be no-reveal.
  • Transport: Choose two players. If a player belonging to your faction would target the first chosen player, their action is deflected onto the second chosen player instead. If the deflected action would be detrimental to your faction (moderator's judgement), it is instead roleblocked. In either case, the original action doesn't go through.
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Post Post #4181 (ISO) » Sun Aug 20, 2017 2:43 pm

Post by callforjudgement »

Town Mobile Workshop


Each night, choose one of the following two effects:
  • Supply: Choose a player, other than yourself. If that player has a limited-shot ability, they regain all used shots of that ability. (This applies to both passive and activated X-shot roles.)
  • Construct Temporary Airport: Choose a player, other than yourself. Anyone who targets that player, either tonight or any time later in the game, permanently gains flying (and can be targeted only by players with flying).
Last edited by callforjudgement on Sun Aug 20, 2017 2:45 pm, edited 1 time in total.
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Post Post #4182 (ISO) » Sun Aug 20, 2017 2:44 pm

Post by Ircher »

Town Rolecop

Each night, you may target a player to receive their full role pm with names, alignments, and links redacted.
Links: User Page | GTKAS
Do you have questions, ideas, or feedback for the Scummies? Please pm me!
Hosting: The Grand Neighborhood [Ongoing]
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Post Post #4183 (ISO) » Sun Aug 20, 2017 2:47 pm

Post by callforjudgement »

Town 6-Shot Submarine


You start with 6 supply units. Each night, you lose 1 supply unit. If you cannot do so, you die.
You may expend additional supply units during a Night to gain additional abilities:
  • Fire (1 additional supply unit): Choose a player. That player will die. This ability can only be used once per Night.
  • Dive (1 additional supply unit): You become immune to all Night actions toNight, Commuter-style. (This nonetheless does not prevent you from using other abilities at the same time.)
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Post Post #4184 (ISO) » Sun Aug 20, 2017 2:49 pm

Post by Ircher »

Mafia Even Odd Cop

Mod Notes: Sane on even nights, insane on odd nights.
Links: User Page | GTKAS
Do you have questions, ideas, or feedback for the Scummies? Please pm me!
Hosting: The Grand Neighborhood [Ongoing]
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Post Post #4185 (ISO) » Sun Aug 20, 2017 2:58 pm

Post by callforjudgement »

Vanilla Townie
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Post Post #4186 (ISO) » Sun Aug 20, 2017 2:59 pm

Post by callforjudgement »

What's the point in giving players investigatives that tell them things they already know, then varying the sanity so that they're sometimes instead told lies about things they already know?

Town Criminal Records Keeper


Whenever a player is investigated, you'll be sent a copy of the investigation result (including the player it was used on).
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Post Post #4187 (ISO) » Sun Aug 20, 2017 3:00 pm

Post by callforjudgement »

Reroll from the same 25-post page as the previous role to be generated


Or just reroll normally if this is the first role to be generated. There's an additional 50% chance that the role after this is also generated from the same page.
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Post Post #4188 (ISO) » Sun Aug 20, 2017 3:01 pm

Post by callforjudgement »

A random role from the most recently concluded Mini Theme game
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Post Post #4189 (ISO) » Sun Aug 20, 2017 3:07 pm

Post by callforjudgement »

Modified Vigilante Modified Jester


Each night, can attempt to kill a player. This kill will fail on Town-aligned players.
Wins only if lynched with no scum on the wagon, or if endgamed with no scum alive. ("Scum" = players whose win condition is incompatible with that of the Town.)
Cannot self-vote or self-hammer.
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Post Post #4190 (ISO) » Sun Aug 20, 2017 3:08 pm

Post by callforjudgement »

Survivor Day 2 Day Vigilante
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Post Post #4191 (ISO) » Sun Aug 20, 2017 3:08 pm

Post by callforjudgement »

Werewolf Tracker
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Post Post #4192 (ISO) » Sun Aug 20, 2017 3:08 pm

Post by callforjudgement »

Werewolf Rolecop
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Post Post #4193 (ISO) » Sun Aug 20, 2017 3:08 pm

Post by callforjudgement »

Town Healing Water Carrier


You passively protect anyone who targets you at Night from one kill that Night.
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Post Post #4194 (ISO) » Sun Aug 20, 2017 3:10 pm

Post by callforjudgement »

Town Monk


A randomly chosen player who isn't a Werewolf becomes the other Monk in your monastery. (Monks are Mason-like roles whose alignment guarantee is modified to "you know no Monk is a Werewolf", i.e. there's no claim made about which non-Werewolf faction the Monks belong to.)
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Post Post #4195 (ISO) » Sun Aug 20, 2017 3:10 pm

Post by callforjudgement »

Two Vanilla Townies


This role is a Vanilla Townie. The next role to be generated (if there is a next role) is also a Vanilla Townie.
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Post Post #4196 (ISO) » Sun Aug 20, 2017 3:11 pm

Post by callforjudgement »

Werewolf Archangel


Each night, choose a player. That player cannot be killed by the Mafia's factional kill (specifically; other kill sources will still go through).
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Post Post #4197 (ISO) » Sun Aug 20, 2017 3:11 pm

Post by Ircher »

Vanilla Townie
In post 4186, callforjudgement wrote:What's the point in giving players investigatives that tell them things they already know, then varying the sanity so that they're sometimes instead told lies about things they already know?

Town Criminal Records Keeper


Whenever a player is investigated, you'll be sent a copy of the investigation result (including the player it was used on).
Mafia could have a traitor....
Links: User Page | GTKAS
Do you have questions, ideas, or feedback for the Scummies? Please pm me!
Hosting: The Grand Neighborhood [Ongoing]
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Post Post #4198 (ISO) » Sun Aug 20, 2017 3:13 pm

Post by callforjudgement »

Altruist


You win if and only if at least (half of the other players, rounded up, minus 1) win. (The easiest way to do this is to engineer a Town victory, but there may well be other ways.)
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Post Post #4199 (ISO) » Sun Aug 20, 2017 3:18 pm

Post by callforjudgement »

Townie Who's On Fire


You are completely immune to any fire-based kills or actions (because you're already on fire).
Anyone who targets you will become burned. These burns have no game effect, except that they will be mentioned in the day start post. Once a player is burned, they'll stay burned for the rest of the game (thus being mentioned in every day start post), and you can't be "double-burned", i.e. extra burns are redundant and have no effect.
Anyone whose role contains something that flavourwise could burn will die if they target you.
Anyone whose role contains something that flavourwise could melt (e.g. icecream-related) will have that portion of their role deleted if they target you (e.g. a "Vanilla Townie" would just become a "Townie" if they targeted you with an invention or the like).
Any role which flavourwise could extinguish fires (e.g. water-based roles, sand-based roles, Firefighters, etc.) will vanillaise you if they target you, without becoming burned in the process.
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