Grand Idea Thread - Moderated

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add uses to your roles descriptions

also your first role is killer type and your second is social type
mafia offensive
how the hell do i use an ability (night) - roleblock target player. they will be notified that their action failedeven if they aren’t an investigative. - infinite uses

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Lieutenant (Double-Yfreitor) Harrier Du Bois

“The furies are at home in the mirror; it is their address.
Even the clearest water, if deep enogh can drown.”

Town Investigative


Passive: Cleaning Out The Rooms
I’ll wake up in a new life, down by the seaside.

At the start of the game, you will recieve up to 5 charges in each of 4 categories: Intellect, Psyche, Physique, and Motorics. You must recieve at least 1 in each category. The hosts decide exactly how much of each you recieve.

Day: Cop of the Apocalypse
A throat into which the world will vanish.

You may spend all but 1 Psyche charge and all but 1 Physique charge to activate this ability. If you do, gain charges in Intellect and Motorics equal to the amount of charges expended this way, divided between them as you wish.

Night: The Precarious World
The only way to load the dice is to keep on fighting.

Spend any number of charges in 1 of Intellect, Psyche, Physique, or Motorics, in order to ask a question of one of the following spectators/hosts, decided during the game’s setup:

  • Intellect will be played by @[placeholder], and will be cold and arrogant.
  • Psyche will be played by @[placeholder], and will be bizarre and reassuring.
  • Physique will be played by @[placeholder], and will be direct and aggressive.
  • Motorics will be played by @[placeholder], and will be cunning and brief.

Each charge you spend adds a 20% chance that person will give a Sincere answer, which must reflect their honest answer (it may still be incomplete!); otherwise, they give an Insincere answer and may be honest or dishonest at their liberty. Hosts will always be insincere when directly asked about a player’s alignment.


FIND OUT WHAT KIND OF COP YOU REALLY ARE! A good step in that direction would be fulfilling the Town Win Condition.

this is the standard level of effort for a gim post right

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I did attempt to reach out for this one, but they’ve yet to respond, so…

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image
neat

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Partially just here so that future Jokers can function properly.

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Retrigger definition:
If a player’s action is retriggered, the exact same ability will be used on the exact same target(s), but the retriggered action is considered to originate from the player of whom is the source of the retrigger.

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THE HALFWAY
MARK HAS
BEEN ATTAINED.

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You are...

Argalia, Conductor of the Orchestra

Town Support


Passive: E.G.O Weapon Da Capo

The conductor not only corrects musical errors, but is also responsible for creating the best ensemble and taking command of the music.

Your E.G.O weapon has began to slowly modify your psyche, having an effect on your motives to be similar to that of the Abnormality from which the E.G.O weapon was forged.

Your power reverberates much like a crescendo, with an angelic descent of a diminuendo. But there’s always room for an encore. You have four movements: one, two, three, four. At the end of every night, progress a movement. When your movement changes, you will be notified.

Day Ability: Tacet (2 Uses)

“A conductor’s skill can be determined within 5 minutes at the podium.”

Immediately progress to a specific movement.

Day Ability: Attaca

“The moment the conductor opens the score, the performers read the conductor’s eyes, actions, and aura to see if the person is worthy to lead them.”

Your movement tonight applies both effects.

Night Ability: Conduct

“Without the understanding and harmony between them, the macroscopic significance contained in the score cannot be expressed.”

Target a player and conduct your current movement.

Night Ability: 1st Movement: Calm / Slow

The conductor begins to direct the apocalypse.

Choose either that any attempt to roleblock OR any attempt to kill them is guaranteed to succeed tonight.
Gain a Hesitant chord.

Night Ability: 2nd Movement: Cheerful / Fast

Employees start to forget everything and show fervent adoration toward the symphony.

Choose either that any attempt to they make to roleblock OR any attempt they make to kill is guaranteed to succeed tonight.
Gain a Hasteful chord.

Night Ability: 3rd Movement: Angelic / Graceful

The orchestra gives impetus to the music, bringing the entire department to its demise.

Choose either that any attempt to heal OR any attempt to investigate them is guaranteed to succeed tonight.
Gain a Merciful chord.

Night Ability: 4th Movement: Solemn / Mournful

When all the performers have gathered, the music that no one can hear but everyone can listen to begins.

Choose either that any attempt they make to heal OR any attempt they make to investigate is guaranteed to succeed tonight.
Gain a Suspicious chord.

Night Ability: Final Movement: The Finale

The music shall perforate your entire being.

Spend one of each Suspicious, Hesitant, Hasteful & Merciful chords to use this ability.

Choose either up to four players or the entire town.

If you choose up to four players and assign them unique movements each to use on them tonight.
If you choose to target the entire town, select a movement. Apply that movement to the entire town except yourself tonight.

This ability does not generate chords and is not affected by Attaca.
Gain a usage of Encore.
Return to the 1st Movement.

Night Ability: Encore (1 use)

“This performance will be my final enlightenment, and I’ll share it with everyone at the same time.”

Target an additional player with Conduct. This may be used alongside Conduct.


Defeat all threats to the Town.

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125 out of 150 done.

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