Grand Idea Mafia

This forum is for discussion related to the game.
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Post Post #4225 (ISO) » Sun Aug 20, 2017 4:10 pm

Post by callforjudgement »

Killer Killer
(alignment chosen by moderator, defaulting to Mafia)

Each night, choose a player. If that player has a killing ability, they will die.
You cannot use this ability and another ability (e.g. a factional nightkill) on the same Night.
scum
· scam · seam · team · term · tern · torn ·
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Post Post #4226 (ISO) » Sun Aug 20, 2017 4:10 pm

Post by callforjudgement »

Watcher Watcher
(alignment chosen by moderator, defaulting to Mafia)

At the start of each Day, you will be given a list of players who targeted Watchers on the previous Night.
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Post Post #4227 (ISO) » Sun Aug 20, 2017 4:50 pm

Post by Gamma Emerald »

One-Shot Vanilla Town
In post 4110, Ircher wrote:
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.
Actually X-shot vanilla town becomes a survivor after X cycles.
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Post Post #4228 (ISO) » Sun Aug 20, 2017 4:54 pm

Post by Gamma Emerald »

Werewolf Day-Bulletproof
In post 4122, Ircher wrote:
Town 5-Shot Bulletproof

You will survive the first 5 kills performed on you at night. Kill is defined as being anything except modkills and lynches. (This may be changed dependent on the setup, but the bulletproof SHOULD protect against mafia, werewolf, and serial killer kills minimum.)
This role contradicts, does it protect against dayvigs or not?
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Post Post #4229 (ISO) » Sun Aug 20, 2017 4:56 pm

Post by Gamma Emerald »

Mafia Roleblocker
In post 4125, callforjudgement wrote:
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).
I'd reroll this if I found this in my game, it has no town utility at all.
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Post Post #4230 (ISO) » Sun Aug 20, 2017 5:08 pm

Post by Gamma Emerald »

Vanilla Townie
In post 4180, callforjudgement wrote:
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.
Been playing advance wars dual strike have we?
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Post Post #4231 (ISO) » Sun Aug 20, 2017 6:41 pm

Post by callforjudgement »

Town Bodyguard

In post 4229, Gamma Emerald wrote:
Mafia Roleblocker
In post 4125, callforjudgement wrote:
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).
I'd reroll this if I found this in my game, it has no town utility at all.
I think it has quite a lot of town utility.

If the nightkills worked like that every night, it'd give a notably large boost to town EV; you all vote for the same person, and if they don't die, they must have been scum. So you're basically getting a free investigation on Night 2, as long as you organise the town in advance.

Also, would you reroll Vanilla Townie? That has even less town utility. There are a ton of roles in this thread which have been designed as "basically VT, with an ability that might potentially become relevant with small probability"; I've been adding them intentionally because they're more interesting than VT for the player who gets them, and I think other people have too. So I'm surprised to see you object to a role that is actually somewhat useful.

(On another note, the Black Boat isn't the only Advance Wars-inspired role in that section, although I was thinking about the series as a whole, rather than AWDS in particular.)
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Post Post #4232 (ISO) » Sun Aug 20, 2017 7:15 pm

Post by Gamma Emerald »

Mafia Compulsive Bodyguard
In post 4231, callforjudgement wrote:
Town Bodyguard

In post 4229, Gamma Emerald wrote:
Mafia Roleblocker
In post 4125, callforjudgement wrote:
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).
I'd reroll this if I found this in my game, it has no town utility at all.
I think it has quite a lot of town utility.

If the nightkills worked like that every night, it'd give a notably large boost to town EV; you all vote for the same person, and if they don't die, they must have been scum. So you're basically getting a free investigation on Night 2, as long as you organise the town in advance.

Also, would you reroll Vanilla Townie? That has even less town utility. There are a ton of roles in this thread which have been designed as "basically VT, with an ability that might potentially become relevant with small probability"; I've been adding them intentionally because they're more interesting than VT for the player who gets them, and I think other people have too. So I'm surprised to see you object to a role that is actually somewhat useful.

(On another note, the Black Boat isn't the only Advance Wars-inspired role in that section, although I was thinking about the series as a whole, rather than AWDS in particular.)
Got it, the non-public part made me feel it was bad. Sorry about that.
Also yeah I could tell they were AW inspired I just commented on the obvious one.
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Post Post #4233 (ISO) » Mon Aug 21, 2017 5:58 am

Post by acidphoenix »

Damned Townie

On Night 3, you will die and kill every player who had targeted you this game. If every player dies on Night 3, all non-Town players who were killed by your role will win, and everyone else will lose(excepting players who already achieved their win condition)
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Post Post #4234 (ISO) » Mon Aug 21, 2017 5:58 am

Post by acidphoenix »

Damned Slave
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Post Post #4235 (ISO) » Mon Aug 21, 2017 6:01 am

Post by acidphoenix »

Innocence Killer


SK, but you win when all town are dead.
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Post Post #4236 (ISO) » Mon Aug 21, 2017 6:03 am

Post by Something_Smart »

Damned Jester
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Post Post #4237 (ISO) » Mon Aug 21, 2017 6:09 am

Post by acidphoenix »

Damned Goon
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Post Post #4238 (ISO) » Mon Aug 21, 2017 6:11 am

Post by acidphoenix »

Low-Bar BPV Serial Killer


you have a bpv
also, at the start of the game, you will receive a list of one quarter of the other players in the game, rounded down. you win exclusively if everyone not on the list is dead and you are alive.
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Post Post #4239 (ISO) » Mon Aug 21, 2017 6:12 am

Post by acidphoenix »

Emissary

At the start of the game, you will learn a random Town player is Town.
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Post Post #4240 (ISO) » Mon Aug 21, 2017 6:15 am

Post by acidphoenix »

Loyally Damned Townie
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Post Post #4241 (ISO) » Mon Aug 21, 2017 6:17 am

Post by acidphoenix »

Damned Shared Slave Controlled Aggravator

shared slave - all scum factions can use you
aggravator - redirect a player to yourself
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Post Post #4242 (ISO) » Mon Aug 21, 2017 6:20 am

Post by acidphoenix »

Finale Dayvig

If it is not pMyLo when you attempt to use your dayvig, your shot will fail and you will die.
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Post Post #4243 (ISO) » Mon Aug 21, 2017 6:21 am

Post by acidphoenix »

Town Temporary Vig


Each night, you may kill a player.
When you die, all players who you killed will be revived
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Post Post #4244 (ISO) » Mon Aug 21, 2017 6:25 am

Post by acidphoenix »

Mafia Skeleton Necromancer[/V]
Each night, you may revive a player. Players received by this ability cannot post or vote and their role becomes Slave.
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Post Post #4245 (ISO) » Mon Aug 21, 2017 6:28 am

Post by acidphoenix »

Lovesick Townie

Each night, you may target a player. Their beneficial actions are redirected to you, have their effects applied twice, and cannot be bypassed.
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Post Post #4246 (ISO) » Mon Aug 21, 2017 8:06 am

Post by Ircher »

Town Reviver

Each night, you may revive a player. They are as they were pre-death.

Your role makes the game no-reveal while you are alive; when you die, all players currently dead will be flipped.
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 #4247 (ISO) » Mon Aug 21, 2017 8:10 am

Post by Ircher »

Vanilla Townie
In post 4228, Gamma Emerald wrote:
Werewolf Day-Bulletproof
In post 4122, Ircher wrote:
Town 5-Shot Bulletproof

You will survive the first 5 kills performed on you at night. Kill is defined as being anything except modkills and lynches. (This may be changed dependent on the setup, but the bulletproof SHOULD protect against mafia, werewolf, and serial killer kills minimum.)
This role contradicts, does it protect against dayvigs or not?
That was a mistake on my part; yes, it protects against day vigilantes.
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Post Post #4248 (ISO) » Mon Aug 21, 2017 8:13 am

Post by Ircher »

Town JOAT (Tracker, Watcher, Follower, Voyeur, Motion Detector)


Tracker - Target a player to learn who they targeted.
Watcher - Target a player to learn who targeted them.
Follower - Target a player to learn what types of actions they performed.
Voyeur - Target a player to learn what types of actions were performed on them.
Motion Detector - Target a player to learn if they were targeted by someone or targeted someone (binary results only: motion/no motion).
Links: User Page | GTKAS
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Post Post #4249 (ISO) » Mon Aug 21, 2017 8:18 am

Post by Ircher »

Town Even Odd Seer

Each night, you may target a player to learn if they are werewolf/not werewolf. Your sanity is not guaranteed and may be different on odd and even nights.

Mod Notes: Sane on even, insane on odd.
Links: User Page | GTKAS
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