Logical Idea Mafia

This forum is for discussion related to the game.
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Post Post #25 (ISO) » Fri Mar 22, 2024 12:35 pm

Post by TemporalLich »

Town Inner Sanctum Keeper


You are in a PT with other Inner Sanctum Keepers, who are confirmed to be aligned with the
Town
.

Mod Note: Mason Feasibility Clause applies to this role - Add "Inner Sanctum Keeper" to another random Town-aligned player's role if any Inner Sanctum Keeper was generated.




Should the Mason Feasibility Clause apply to Logical Idea Mafia games?
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Post Post #26 (ISO) » Sat Mar 23, 2024 6:04 pm

Post by SmileyDude1 »

Town Avenger


Each night, you may target a player. Assuming no interference with your action, you will shoot that player, killing them if they were not protected. Should you successfully kill a member of the
town
, you will die alongside them.



I think mason feasibilty clause would be a good idea given we're including mason type roles yeah. I'd argue it'd be kind of misleading to not do so since it could lead to players who draw mason-type roles inadvertently being equivalent to a named townie while their role PM suggests otherwise.
Last edited by SmileyDude1 on Tue Apr 02, 2024 3:58 pm, edited 1 time in total.
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Post Post #27 (ISO) » Sat Mar 23, 2024 6:29 pm

Post by SmileyDude1 »

Town JOAT (Follower, Loyal Vigilante, Watcher, Complex Fruit Vendor)


You have access to the following 1-shot abilities that you may use over the course of the game. You may only use a maximum of 1 of these per night.

Follower
- Once a game at night, you may target a player. Assuming no interference with your action, you will learn what type of action your target performed that night if any. Results will come in the form of NAR normal categories (can be found here) with anything not falling within those bounds being considered miscellaneous. Should your action be blocked you will receive no result

Loyal Vigilante
- Once a game at night, you may target a player. Assuming no interference with your action, you will shoot your target, killing them if they were not protected. This ability will fail if used on those who are not aligned with you.

Watcher
- Once a game at night, you may target a player. Assuming no interference with your action, you will learn who visited your target if anyone. Should your action be blocked you will receive no result.

Complex Fruit Vendor
- Once a game at night, you may target a player. Assuming no interference with your action, you will give your target fruit. Recipients will be informed that they received fruit, this fruit has no effect. This ability will fail if used on someone who is vanilla.
Last edited by SmileyDude1 on Sat Mar 23, 2024 6:42 pm, edited 1 time in total.
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Post Post #28 (ISO) » Sat Mar 23, 2024 6:29 pm

Post by SmileyDude1 »

Vanilla Townie
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Post Post #29 (ISO) » Sat Mar 23, 2024 6:33 pm

Post by TemporalLich »

Town Neapolitan


Each night, you may learn if a player is a
Vanilla Townie
or
not a Vanilla Townie
.



In post 26, SmileyDude1 wrote:I think mason feasibilty clause would be a good idea given we're including mason type roles yeah. I'd argue it'd be kind of misleading to not do so since it could lead to players who draw mason-type roles inadvertently being equivalent to a named townie while their role PM suggests otherwise.
yeah I agree

the mason feasibilty clause also means generating more masons is always a good thing as you always get one extra mason
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Post Post #30 (ISO) » Sun Mar 24, 2024 5:30 am

Post by SmileyDude1 »

Alpha Werewolf


You are resilient, you will passively survive the first killing action that successfully targets you.

As long as you are alive, all werewolves, including yourself, are immune to direct blocking actions. Should such an action target you or your fellow wolves, it will fail and have no effect. Actions can still be blocked if your target has some protection against them (e.g, a roleblocker targeting you would have no effect, but a rolestopper targeting your target would still block your action. Same goes for targeting an ascetic with a non-killing ability, etc.).

You are a respected member of the wolf pack, during the first night after you die, all non-factional
werewolf
abilities will be disabled. They will be reenabled for preceding night phases.
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Post Post #31 (ISO) » Sun Mar 24, 2024 5:31 am

Post by SmileyDude1 »

Town Roleblocker


Each night, you may target a player. Assuming no interference with your action, you will roleblock your target causing all actions they perform to fail.
Last edited by SmileyDude1 on Wed Mar 27, 2024 4:39 pm, edited 1 time in total.
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Post Post #32 (ISO) » Mon Mar 25, 2024 1:04 pm

Post by SmileyDude1 »

Town Power Broker


Each night, you may target a player. Assuming no interference with your action, your target will gain an extra vote for the next two day phases, use HURT: tags to utilize your extra vote and HEAL: tags if you wish to unvote your extra vote. You may not stack extra votes onto a single player. If you target a player that has an active extra vote already, it will fail.

All extra votes will disable should the number of extra votes in the game + the number of scum remaining be more than the number of town remaining.
(If Ex + S > T, disable all extra votes. Ex= extra votes, S=Anti-town players, T=Town)
Last edited by SmileyDude1 on Tue Mar 26, 2024 2:33 pm, edited 1 time in total.
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Post Post #33 (ISO) » Mon Mar 25, 2024 1:05 pm

Post by SmileyDude1 »

Mafia Power Broker


Each night, you may target a player. Assuming no interference with your action, your target will gain an extra vote for the next two day phases, use HURT: tags to utilize your extra vote and HEAL: tags if you wish to unvote your extra vote. You may not stack extra votes onto a single player. If you target a player that has an active extra vote already, it will fail.

All extra votes will disable should the number of extra votes in the game + the number of scum remaining be more than the number of town remaining.
(If Ex + S > T, disable all extra votes. Ex= extra votes, S=Anti-town players, T=Town)
Last edited by SmileyDude1 on Tue Mar 26, 2024 2:34 pm, edited 1 time in total.
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Post Post #34 (ISO) » Mon Mar 25, 2024 1:22 pm

Post by SmileyDude1 »

Town Odd-Night Gunsmith Even-Night Role Watcher


During odd-numbered night phases, you may target a player. Assuming no interference with your action, you will learn whether or not your target possesses a gun. Refer to here to see what roles will register as having a gun. By default a gunsmith will work on
Mafia
,
Shadow Assassins
and
Werewolves
unless their role indicates or states otherwise. Should this action be blocked, you will receive no result.

During even-numbered night phases, you may target a player. Assuming no interference with your action, you will learn what other roles targeted your target that night. Should your action be blocked, you will receive no result.
Last edited by SmileyDude1 on Fri Mar 29, 2024 12:17 pm, edited 1 time in total.
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Post Post #35 (ISO) » Mon Mar 25, 2024 1:23 pm

Post by SmileyDude1 »

Werewolf Neighborizer


Each night, you may target a player. Assuming no interference with your action, they will be added to a neighborhood PT that you control, where they may speak with you and other members during the specified times (by default all times unless another role states or indicates otherwise) as long as they are alive.
Last edited by SmileyDude1 on Wed Mar 27, 2024 4:45 pm, edited 1 time in total.
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Post Post #36 (ISO) » Mon Mar 25, 2024 1:23 pm

Post by SmileyDude1 »

Mafia Roleblocker


Each night, you may target a player. Assuming no interference with your action, you will roleblock your target causing all actions they perform to fail.
Last edited by SmileyDude1 on Wed Mar 27, 2024 4:40 pm, edited 1 time in total.
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Post Post #37 (ISO) » Mon Mar 25, 2024 1:34 pm

Post by SmileyDude1 »

Town Roaming Sword Vendor


Each night, you may target a player. Assuming no interference with your action, your target will be informed that they received a sword. They will be informed that this sword has the following effect "Once per day you may type HURT WITH A BLADE: playername during the day to slash your target with a sword. They will bleed out 2 night phases from now and die unless visited by a "healing role".

Each player in the game may only be targeted by this ability once during the course of the game. This is true even if your action is blocked.
Last edited by SmileyDude1 on Mon Apr 22, 2024 1:22 pm, edited 2 times in total.
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Post Post #38 (ISO) » Mon Mar 25, 2024 1:35 pm

Post by SmileyDude1 »

Ascetic Townie


You are passively immune to all non-killing actions that target you. Such actions that target you will fail as if they were roleblocked.
Last edited by SmileyDude1 on Wed Mar 27, 2024 4:41 pm, edited 1 time in total.
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Post Post #39 (ISO) » Mon Mar 25, 2024 2:06 pm

Post by SmileyDude1 »

Inconspicuous Even-Night Double Killing Serial Killer


You are a Serial Killer aligned with yourself. You win when you are the last player alive or when everyone is dead.

Your night kill is disabled during odd-numbered night phases, should you attempt to use it during those nights it will fail.

During even-numbered night phases you may target two players at once with your night kill, killing them if they were not protected. You may also elect to stack both kills onto the same target if you so choose.

You are inconspicuous, you will be seen as
innocent
to all alignment-investigative roles until the first successful kill you make.
Last edited by SmileyDude1 on Mon Mar 25, 2024 2:33 pm, edited 2 times in total.
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Post Post #40 (ISO) » Mon Mar 25, 2024 2:12 pm

Post by SmileyDude1 »

Mafia Godfather


You passively investigate as
Town
to cop roles

Any role that checks for alignment will see this role as town(whether it's checking for town vs not town, or checking for a specific alignment).
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Post Post #41 (ISO) » Tue Mar 26, 2024 2:05 pm

Post by SmileyDude1 »

Town Encryptor Mason


You enable daytalk for all PTs you are in. Upon your death, all PTs you were in will lose access to daytalk.

You are in a Mason PT with other players who are confirmed to not be
mafia
aligned. You may speak with them during the specified times (by default all times unless another role says otherwise) as long as you are alive.

Mod Note: Mason Feasibility Clause applies to this role - Add "Mason" to another random Non-Mafia aligned player's role if any Mason was generated.
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Post Post #42 (ISO) » Tue Mar 26, 2024 2:54 pm

Post by SmileyDude1 »

Town 3-Shot Reporter Monk


Three times a game at night, you may target a player. Assuming no interference with your action, you will learn whether your target acted during that night. Should your action be blocked you will receive no result.

You are in a Monk PT with other players who are confirmed to not be
werewolf
aligned. You may speak with them during the specified times (by default all times unless another role says otherwise) as long as you are alive.

Mod Note: Mason Feasibility Clause applies to this role - Add "Monk" to another random Non-Werewolf aligned player's role if any Monk was generated.
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Post Post #43 (ISO) » Tue Mar 26, 2024 4:23 pm

Post by SmileyDude1 »

Shadow Assassin Shrouder


You are a member of the
Shadow Assassins
, you have access to the following factional abilities.

Assassinate
- The
Shadow Assassin's
factional kill. Each night, if no other
Shadow Assassin
is performing this action, you may commit the factional kill on the
Shadow Assassin's
behalf. When beginning the game, by default this action has the stealthy modifier meaning it will not show to action investigative roles, but the properties of the factional kill change with the faction's stealth level.

Stealth Level
- As the
Shadow Assassins
kill, they gain more infamy causing their stealth level to lower. By default the
Shadow Assassins
start the game at Stealth Level 3. For each successful kill made by an assassin, the faction's Stealth Level will lower by one. If the Shadow Assassins elect to not submit a factional kill it will cause their Stealth Level to increase by one, this will not apply should their kill be blocked, only if they elect to not commit the kill at all. Any changes to the Stealth Level during the nighttime will register at the end of the night after all other actions were processed. Changes to the Stealth Level during the day will register after the killing action was processed. The
Shadow Assassins
will be informed when their stealth level changes.

The properties of the factional kill change with Stealth Level. Effects can be seen as below.

Stealth Level 3
-The factional kill is given the stealthy modifier, causing the assailant to be undetectable to action-investigative roles. Such roles will receive results as if that action did not occur.

Stealth Level 2
- The factional kill will be revealing. The victim of the factional kill will be publicly announced to have been "killed by a
Shadow Assassin
"

Stealth Level 1
- The factional kill loses the stealthy modifier. The factional kill will reveal the role of the player who performed it alongside the fact they are a
Shadow Assassin
(e.g if this role performed the factional kill while at stealth level 1, it would be publicly revealed that the victim was killed by a
Shadow Assassin Shrouder
)

Stealth Level 0
- The member who performed the factional kill will be outted as being a
Shadow Assassin

(e.g, if I performed the factional kill at Stealth Level 0, it would be publicly revealed that the victim was killed by SmileyDude1, a
Shadow Assassin
)

Your faction wins when all threats to the
Shadow Assassins
have been eliminated and at least one member is left alive, or when nothing can prevent the same
---------

You have the following personal ability.

Shroud
- Each night, you may target a player. Assuming no interference with your action, you will shroud your target in shadow. If your target is a
Shadow Assassin
, they will be able to perform the factional kill that night without lowering the faction's stealth level. If they are not a Shadow Assassin, they will be roleblocked causing any action they performed to fail. It will take 1 night phase for this ability to recharge before you are able to use it again.
Last edited by SmileyDude1 on Thu Mar 28, 2024 4:45 pm, edited 3 times in total.
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Post Post #44 (ISO) » Tue Mar 26, 2024 4:25 pm

Post by SmileyDude1 »

Shadow Assassin Goon


You have no special abilities.
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Post Post #45 (ISO) » Tue Mar 26, 2024 4:49 pm

Post by SmileyDude1 »

Shadow Assassin Odd-Night Samurai


During odd-numbered night phases, you may elect to go on guard. While on guard, you will compulsively parry and kill anyone who tries to attack you that night, surviving in the process. Additionally If exactly one player targets you while on guard, you will attempt to kill them even if they didn't attack you. Otherwise your guard will have no effect and lower the stealth level by 2 should multiple players target you with non-aggressive actions

Mod note: For clarification, Stealth Level should not be lowered if any of the following criteria is true while on guard,

-The guard counters an attacking action from another player
-The guard kills the lone non-aggressing visitor that targeted this role
-The guard wasn't triggered by anyone, due to no one visiting.

If none of the above is true, lower the stealth level.
Last edited by SmileyDude1 on Tue Mar 26, 2024 5:31 pm, edited 1 time in total.
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Post Post #46 (ISO) » Tue Mar 26, 2024 4:55 pm

Post by SmileyDude1 »

Shadow Assassin Tracker


Each night, you may target a player. Assuming no interference with your action you will learn who your target visited last night.
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Post Post #47 (ISO) » Tue Mar 26, 2024 4:57 pm

Post by SmileyDude1 »

Shadow Assassin Fall Guy


Upon your death, the
Shadow Assassin's
stealth level will reset to Stealth level 3
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Post Post #48 (ISO) » Tue Mar 26, 2024 5:01 pm

Post by SmileyDude1 »

Town High Advisor

You are in a High Advisor PT with other players who are guaranteed to not be
Shadow Assassin
aligned. You may speak with them during the specified times (by default all times unless another role says otherwise) as long as you are alive.

Mod Note: Mason Feasibility Clause applies to this role - Add "High Advisor" to another random Non-Shadow Assassin aligned player's role if any High Advisor was generated.
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Post Post #49 (ISO) » Tue Mar 26, 2024 5:18 pm

Post by SmileyDude1 »

Town Non-Consecutive JOAT (Alignment Cop, Disloyal Roleblocker, Combined Friendly Neighbor Neighborizer, Combined Doctor Hider)


You have an assortment of 1-shot abilities that you may use over the course of the game, of which you may use 1 per night phase. You may not use JOAT abilities two nights in a row.

Alignment Cop
- Once a game, you may target a player. Assuming no interference with your action, you will learn your target's alignment. Should this action be blocked you will receive no result.

Disloyal Roleblocker
- Once a game, you may target a player. Assuming no interference with your action, you will roleblock your target causing all actions they perform to fail. This action will not work if your target is aligned with you.

Combined Friendly Neighbor Neighborizer
- Once a game, you may target a player. Assuming no interference with your action, they will receive a message from the moderator that confirms you as town, and you will add them to a neighborhood PT where members may speak during the specified times (by default all times, unless another role states otherwise) as long as they are alive.

Combined Doctor Hider
- Once a game, you may target a player. Assuming no interference with your action, you will both protect them from a single killing action that successfully targets them and hide behind them causing any killing actions that target you directly to fail, though at the cost that a killing action that successfully targets your target will kill you as well.
Last edited by SmileyDude1 on Wed Mar 27, 2024 4:46 pm, edited 3 times in total.
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