Grand Idea Thread - Moderated

128

Zalga, Sweet Dreamer

Town Special

Eternal Slumber (Passive) - You cannot know what your abilities do, even if you receive them from an outside source. In lieu of knowing what your abilities are, the moderator will provide flavortext describing what they might do.

Daydream (Day) - Choose one of your day abilities. Each of them only has 1 use. Inf use

  • [List of abilities]

Deep Sleep (Night) - Choose one of your Night abilities. Each of them only has 1 use. Inf use

  • [List of abilities]

Defeat all members of the Informed Minority and any neutrals that directly oppose your win condition.

(The moderator must create at least 2 abilities for each Phase, but may create any number of abilities above 2)

Converts into…

129

Zalga, Stranded in Nightmares

Mafia Special

Disturbed Slumber (Passive) - You cannot know what your abilities do, even if you receive them from an outside source. In lieu of knowing what your abilities are, the moderator will provide flavortext describing what they might do.
If you were converted, regain all uses of abilities used before. Otherwise, you learn what the ability you used does upon use.
Nightmare Retreat (Passive) - If you take no action during a phase, you gain 1 use of a random ability.

Daydream (Day) - Choose one of your day abilities. Each of them only has 1 use. Inf use

  • [List of abilities]

Deep Sleep (Night) - Choose one of your Night abilities. Each of them only has 1 use. Inf use

  • [List of abilities]

Gain parity with the Uninformed Majority and defeat any neutrals that directly oppose your win condition.

(The moderator must create at least 2 abilities for each Phase, but may create any number of abilities above 2. If this was converted, instead use the abilities of the previous rolecard.)

130

Magnus

Neutral Special
Psychogenic Turmoil (Passive) - Your inner demons haunt you during the late hours. You may communicate with the dead during the night.
Headspace (Passive) - You are oblivious to the real world and escape into your own dreams. You will believe you are another visiting role from the Moderated Grand Idea Thread. If you figure out you’re this role at any time, this passive will end.
Lethe (Night) - You ache to dream under the stars and forget your inner turmoil. Redirect a living player’s action into another player. You will not be told if this succeeded, or receive any feedback.
Mnemosyne (Night) - You stare into the abyss, and see the truth laid bare. Resurrect a dead player and use their nightly ability to your own ends. You may only control each dead player once before their corpse rots.
Survive until the end of the game.

2 Likes

131

Jake, Euphoria and Dysphoria entwined

Neutral Special

Wandering Mind (Passive) - You cannot use the same ability twice in a row, or target the same player.
Introversion (Passive) - If you are visited at night by more than 2 players, you cannot act.

Apathetic Stabilization (Day) - Forfeit your vote today. You require 1 more vote to execute. Inf use
Hyperfixate (Day) - Two target players cannot take any day actions today. You cannot take any night actions tonight. Inf use

Drown in Depression (Night) - Make yourself Death Immune tonight. You will appear framed. Inf use
Anger over Nothing (Night) - Occupy target player. If they are attacked, you cannot take any actions for the next cycle.

You win if you survive the game after using all of your abilities thrice.

This one… this one hurt to make.

1 Like

132

Archon and Dreamwrither, Entangled

Mafia Special

Duo (Passive) - If the game is Multiball, you are a member of two scumfactions, and win with either and both. Additionally, you may use two actions per phase. If you don’t, the one action you take is unstoppable. The first time you’d die, instead choose either Archon, Architect of Mind or The Dreamwrither. You will become that role and leave one of the scum factions.
Leader of the Damned (Passive) - You will be the factional converter for each faction you are a part of. If you die in Multiball, the faction that you leave will gain a factional convert.

Deep Slumber (Day) - Target player loses their vote and cannot use abilities for the rest of the day. - 2 uses
Nightmare Warp (Day) - Make target player believe they were bled. They will be roleblocked tonight and learn that they were not bled. 2 uses

Mindweb (Night) - Convert target player into one of your scum factions. You may choose which. 2 uses, 1 day cooldown
Mental Consumption (Night) - Kill target allied scum player. If they die, gain 1 use of Mindweb. Inf use

Gain parity with the Uninformed Majority and defeat any neutrals that directly oppose your win condition.

133

Kathrin and Jakob, Partnered

Mafia Special

Heirs of the Fallen (Passive) - Appear as a member of the Town to investigative checks. Whenever you act, you may choose to be occupy or redirect immune.
Additionally, if the game is Multiball, you are a member of two scum factions. The first time you’d die, instead choose either Kathrin, The Resistance or Jakob, Everlasting Spirit You will become that role and leave one of your scumfactions.
Shameful Return (Passive) - At any time while exiled, you may return to the game. This triggers Heirs of the Fallen as if you had died.

Laceration Tongue (Day) - Bleed target player. They cannot use day actions for the rest of the day. 2 uses
Self-Exile (Day) - When they day ends, instead of a player being executed, you are exiled. 1 use

De-Educate (Night) - Convert target player into one of your scum factions. You may choose which. 2 uses, 1 day cooldown
Blasphemous Murder (Night) - Kill target player. This attack bypasses healing and Death Immunity, and counts as the factional kill. 1 use

Gain parity with the Uninformed Majority and defeat any neutrals that directly oppose your win condition.

FOOTNOTE

Exile: Exiled players are removed from the game as if they were dead, however they join an Exile chat instead of a dead chat, are not considered dead for the purpose of non-factional winning conditions, do not have their role card flip, and may return to the game via a majority vote after spending 1 cycle in exile.
A non-exiled player may only use night abilities on an exiled player, however exiled players may not use any abilities on non-exiled players. Additionally, scum players cannot use factional abilities.

134

Kathrin and Archon, Old Rivals

Mafia Special

Eternal Rivalry (Passive) - If the game is Multiball, you are a member of two scumfactions, however you cannot with with both. The first time you’d die, instead choose either Kathrin, The Resisance or Archon, Architect of Mind. You win become that role and leave one of your scum factions.
If the game is not Multiball, reroll between Kathrin and Archon.
Backstab (Passive) - If you have yet to die by Night 3, you will commit suicide.

Siren’s Song (Day) - Target player may only target you with day abilities, and cannot vote you for the rest of they day. 2 uses
Internal Debacle (Day) - End the day immediately in your exile and suicide. You will return the next day. 1 use

Unconventional Education (Night) - Convert target player into one of your scum factions. You may choose which. 2 uses, 1 day cooldown.
Traitorous Act (Night) - Kill target allied scum player. You must do this if you take no other actions at night. Inf use

Gain parity with the Uninformed Majority and defeat any neutrals that directly oppose your win condition.

135

The Traveller

Town/Mafia Social

No Citizenship (Passive) - You are not counted as a player when determining winning conditions.

Travel Away (Day) - If you would be executed today, you are instead exiled. You return the next day. 2 Uses

Night Caravan (Night) - You are an invalid target for all non-killing actions tonight. Inf use, 1 day cooldown
Quick Escape (Night) - You are an invalid target for all actions tonight. You lose access to Night Caravan. 1 use

(The moderator may choose whether this role is Mafia or Town.)

136

Extractor

Ghoul Killing

Ghoulish
This passive is past on when someone becomes Ghoulish. If your not originally a Ghoul you lose all your abilities and are unaware you became Ghoulish.

Recollection (Passive)
Anyone who targets you with a day ability becomes Ghoulish

Extraction (Day)
Choose someone to extract during the night.
Unlimited Uses

Decompress (Night)
Make them Ghoulish and if they voted for a Ghoul to be executed at the end of the following day, they will die.
Unlimited Uses.

Decompose (Night)
Force your target to visit themselves then they will die uncontrollably the following night.
2 Uses

Transplant (Night)
They cannot be killed tonight and if they targeted you, you will die and transfer your role to them upon death.
1 Use

Have the amount of Ghoulish players equal double of the alive players and defeat any other faction win condition that needs to remove another faction to win…

137

Confider

Town Special

Purely Mortal (Passive) You cannot become Ghoulish or Converted

Direct Focus (Day) You will target a player and if they are Ghoulish you will be aware of it.
2 Uses

Mortal Instinct (Night)
Choose a player to kill at night. If they are Ghoulish or they didn’t vote last day you will kill them.
Unlimited Uses.

Defeat all members of the Informed Minority and any neutrals that directly oppose your win condition.

138

Mantel Screecher

Town Social

Shriek (Day) - Gladiate target player. - 2 uses

Noisy (Night) - Anyone who visits you tonight will see you as the Mantel Screecher. 1 use

Defeat all members of the Informed Minority and any neutrals that directly oppose your win condition.

converts into…

139

Skyclave Screecher

Mafia Social

Shriek (Day) - Gladiate target player. If you lose, one mafia player gains 1 use of all limited use abilities. - 2 uses
False Alarm (Day) - End the day early. Tomorrow, you require only 1 vote to execute. 1 use

Noisy (Night) - Anyone who visits you tonight will see you as the Mantel Screecher. 1 use

Gain parity with the Uninformed Majority and defeat any neutrals that directly oppose your win condition.

140

Mantel Tunneler

Town Support

Pathway Crawler (Passive) - You always know what pairs of players have tunnels connecting them. Additionally, during the first day you may choose up to 3 pairs of players to make a connecting tunnel. For each player connected this way, lose 1 use of Tunnel Drill. This passive is kept upon conversion.
Reimbursement (Passive) - Whenever a player who had a connecting tunnel dies, gain 1 use of Tunnel Drill for each tunnel they had.

Apply Explosives (Day) - Tonight, Tunnel Drill will remove a tunnel between two players. Inf uses

Tunnel Drill (Night) - Two target players will have a connecting tunnel between them. Whenever either player with a connecting tunnel targets their connected player, they are Occupy and Redirect immune. 5 uses

Defeat all members of the Informed Minority and any neutrals that directly oppose your win condition.

converts into..

141

Skyclave Aircarver

Mafia Support

Extended Concentration (Day) - Tonight, you are occupy immune. 1 use

Skyway Connection (Night) - Two target players will have a connecting tunnel between them, which will be removed tomorrow. 3 uses
Gain parity with the Uninformed Majority and defeat any neutrals that directly oppose your win condition.

142

The Anarchist

Neutral Social

Destroyer of Hierarchy (Passive) - Votes to become Lord count as 0 for you. If you win, all players except players with Noble Lineage, passives like Noble Lineage, and previous Lords win.
Among Allies (Passive) - Players you mark cannot kill, roleblock, or redirect you and other players you mark. Marked players have the effects of Destroyer of Hierarchy while marked.

Royal Gambit (Day) - Gladiate all current Lords. If you win, Enlighten will have the effects of Direct Action tonight. If you lose, all players who voted a Lord today will become marked. 2 uses
Viva la revolución (Day) - If more than half of living players are marked, mark all remaining players. Otherwise, end the day with no execution. 1 use

Enlighten (Night) - Mark target player. Inf uses
Direct Action (Night) - Mark target player and anyone that visits them. 2 uses

You win when all living players are marked. The game ends when you win.

143

Magnet

Neutral Support
Polarity (Passive) - You cannot be affected by magnets. Each other player may only have one magnet at a time and will be informed once they pick it up, and it cannot be removed.
Electromagnet (Day) - Activate either a red or blue electromagnet on yourself tonight, which will last until tomorrow morning - 2 uses if good, 3 uses if evil.
Red Neodymium (Night) - Target a player with a red polarised magnet, which will affect that player and any player who visits them save yourself.
Blue Neodymium (Night) - Target a player with a blue polarised magnet, which will affect that player and any player who visits them save yourself.
Uniformed Majority / Informed Minority wincon.

This role is either Uninformed Majority or Informed Minority as decided by the host at the beginning of the game. The player knows which, and if they’re Informed Minority they will be a part of their chat.

If any player visits someone with the same magnetic polarity, their visit will be unsuccessful.
If any player visits someone, they will instead target a random player with an opposing magnetic polarity who visited their target if any have done so. Otherwise there’s no effect. The player knows who they actually targeted.
If any player visits someone with opposing magnetic polarity, their target may visit the player as decided by the host.

144

The Parasite

Neutral Killer

Absorbent Exterior (Passive) - Death Immune. Any player who attacks you will die.
Corpse Eater (Passive) - Whenever you kill a player, they do not publicly flip, however you learn what they were, and you gain 2 shot versions of all of their abilities, as well as any passives of your choosing. Additionally, you may choose to appear to be the role of any dead player.

Parasitic Takeover (Night) - Kill target player. Inf use
Host Transfer (Night) - Commit suicide tonight. Target player becomes this role. This ability fails if the target would not survive tonight. 1 use

Ensure that all members of the Uninformed Majority and Informed Minority are dead, as well as any Neutrals that seek to do the same.

145

Arthur Pendragon, King of Camelot :crown: :shield:

Town Special

Pass the Torch (Passive) - If you die, a vote to determine the next Lord will be held at the start of the next day.
High King by Divine Providence (Passive) - You have access to the following effects:

  • Immune to roleblocking and redirection, even through means that normally bypass roleblocking and redirection immunity.
  • Your abilities will not be seen by investigative abilities.
  • You can use all day abilities in the same day.
  • In instances of a tied vote where the tie does not include no execution, the player you have voted will take priority for execution.
  • You are the High King by Divine Providence. The Lady of the Lake, her arm clad in the purest shimmering samite, held aloft Excalibur from the bosom of the water, signifying by Divine Providence, that You, Arthur, was to carry Excalibur. That is why you are King! Therefore, if you are to ever lose a of Excalibur through a means other than using it, you are no longer Lord and become a Vanilla Townie with no abilities. An election will be held to determine the next Lord should this happen.

Dub Knight (Day) - The target of tonight’s Immutable Defense will be Knighted, granting permanent conversion immunity, and a 1-shot kill. Should they be revealed to be non-Town by the host, you lose a use of Excalibur, even if you are at 0. - 1 use
Knights of the Round (Day) - Call for a meeting of the Round Table. Choose up to two players. During this night, you will have a private chat with them. You may also choose a third, who is immune to roleblocking and redirection. - 2 Uses

Immutable Defense (Night) - Target player is immune to death tonight. Cannot target self after N1. - Infinite uses.
Excalibur (Night) - Kill somebody. Bypasses everything. - 1 use, unusable until N3

1 Like

146

The Kingmaker :crown:

Neutral Special

Light the Torch (Passive) - If you or any other Lord die, a vote to determine the next Lord will be held at the start of the next day. While you are alive, there must be at least 2 living Lords.
Faux Leadership (Passive) - You have access to the following effects:

  • Immune to occupation and redirection, even through means that normally bypass occupation and redirection immunity.
  • Your abilities will not be seen by investigative abilities.
  • You can use all day abilities in the same day.
  • In instances of a tied vote where the tie does not include no execution, the player you have voted will take priority for execution.

Council of Lords (Day) - Only votes from Lords will be counted today. 1 use
Self-Preservation (Day) - Only non-lords may be executed today. 1 use

Kingmake (Night) - Tomorrow, a vote for a new Lord will be held. Target player will have the effects of Noble Lineage. Inf use
Royal Guard (Night) - Summon a Guard to protect you tonight, making you Death Immune tonight. 2 uses

Ensure that there are more living Lords than living non-lords.

1 Like

147

The Exiled

Town Special

The Prophecy of the Return (Passive) - The Mafia know you exist, but not who you are. If the Mafia are about to win off parity, the game will be put on pause, and you will be publicly asked to shoot a player. If they are Mafia, the game continues on the next Day phase. If they are not, endgame triggers as normal.

2 Likes

148

Sam “The Slippery” Sniv

Town Social

Slippery (Passive) - You may self-vote. If you self-hammer, then you survive the execution (once per game).

1 Like

Lord Rules Sheet: To be used with GI games.

There may be multiple starting Lords. Lord elections will not occur until all Lords are dead, or an ability that is not something like Pass The Torch states that a Lord election happens. What classifies as a “Lord” is anything with a :crown: in the name, plus anything that is obviously a Lord but does not include the :crown:.

If there is no starting Lord, then an election will occur on Day 2 to determine a new Lord. Lord elections work like this: Every player privately submits a name as a vote to who they want to become Lord. The player with the most votes will become the Lord at a predetermined deadline.

Normal rules regarding Lord targetting do not apply, as I’m sure that nobody is actually going to remember to include the :crown: icon next to an ability to indicate that it can target a Lord. If it does, good on you! It can always target a Lord. Instead, investigative abilities generally cannot target the Lord, as subject to host approval. Any other abilities may be blocked from targeting the Lord, as the host deems closest to standard rules; just make sure that if they try to target the Lord, you inform them that they can’t.

If a class does not state what it crowns into, the following is assumed:

If it is a Town role, or a role with a win condition identical to the Town win condition, then it crowns into The Good Lord, included below (it’s the almost same class as the Good Lord from Chair of Deception cards.) It does not retain its old abilities.
If it is a Mafia role, or a role with a win condition identical to the Mafia win condition, then it crowns into The Uncrowned Lord, included below (it’s almost the same class, again from Chair of Deception cards) and retains its old abilities.
If it is a Neutral role, or a role without the standard Mafia / Town win conditions, then it crowns into The Decadacent Lord, included below (it’s the almost same class, again from Chair of Deception cards) and retains any abilities necessary to its win condition.

Ideally this sheet is included in the OP of every GI game that uses it, with any modifications that the host may want.

149

The Good Lord :crown:

Town Special
Pass the Torch (Passive) - If you die, a vote to determine the next Lord will be held at start of the next day.
Head of State (Passive) - You have access to the following effects:

  • Immune to roleblocking and redirection.
  • Your abilities will not be seen by investigative abilities.
  • You can use both day abilities in the same day.
  • In instances of a tied vote where the tie does not include no execution, the player you have voted will take priority for execution.

Counsel (Day) - The target of tonight’s Guard (if any) will be conversion immune for the night and the following one. - 1 use
Allies (Day) - Choose up to two players. During this night, you will have a private chat with them. - 2 Uses

Guard! (Night) - Choose a player. They will be immune to death tonight. - 3 uses, can self-target.
Order Execution (Night) - Kill a player. Bypasses death immunity. - 1 use (First Lord Only.)

150

The Uncrowned Lord :crown:

Mafia Special
Pass the Torch (Passive) - If you die, a vote to determine the next Lord will be held at start of the next day.
Head of State (Passive) - You have access to the following effects:

  • Immune to roleblocking and redirection.
  • Your abilities will not be seen by investigative abilities.
  • You can use two different day abilities in the same day.
  • In instances of a tied vote where the tie does not include no execution, the player you have voted will take priority for execution.
  • If you die, you will only flip as your current class.

Veto (Day) - If the target of tonight’s Guard is attacked by a player other than you, the kill will be guaranteed to succeed. - 1 use
Allies (Day) - Choose up to two players. During this night, you will have a private chat with them. - 2 Uses

Guard! (Night) - Choose a player. They will be immune to death tonight. - 3 uses, can self-target.
Order Execution (Night) - Kill a player. Bypasses death immunity. - 1 use (First Lord Only.)

151

The Decadent Lord :crown:

Neutral Special
Pass the Torch (Passive) - If you die, a vote to determine the next lord will be held at start of the next day.
Head of State (Passive) - You have access to the following effects:

  • Immune to roleblocking and redirection.
  • Your abilities will not be seen by investigative abilities.
  • You can use both day abilities in the same day.
  • In instances of a tied vote where the tie does not include no execution, the player you have voted will take priority for execution.
  • Your wincon will denote what your previous win condition was before you were crowned.

Defenestration (Day) - You will be able to perform night abilities twice tonight. - 1 Use
Allies (Day) - Choose up to two players. During this night, you will have a private chat with them. - 2 Uses

Guard! (Night) - Choose a player. They will be immune to death tonight. - 3 uses, can self-target.
Order Execution (Night) - Kill a player. Bypasses death immunity. - 1 use (First Lord Only.)
Personal Agenda (Night) - Use a night ability from your prior class. - inherits uses from prior class.

Accomplish your win condition.

152

The Not-Crowned Lord :crown:

Neutral Special

Survive until the end of the game

1 Like