654
655
656
657
658
659
660
661
Too Many Real People in Mafia
Mafia Killing
Draw the Boundary (Night, 2-Shot): Target a player. If their role references a person from real-life (alive or dead), you will attack them.
Mafia win condition
662
663
664
do these people know they’re being made into mafia roles in a very niche community?
Town Support
@ImaginaryNeon genuinely just curious (Night) - Target a player, if they die by any means tonight, they are publicly revived the next day.
also we’re close to 666 this post helps it (Passive) - Players revived by you can’t be targeted or affected by town roles, they also don’t count for the purposes of mafia majority if they were town.
Town wincon.
665
Anyways, I feel like this is incorrectly worded, given that it implies that the game just stops functioning in any capacity. As written, the wording implies that the factional kill stops existing and that noone is allowed to use any targeted abilities on anyone but the exiled player(s), which would leave the elimination vote as the only functional part of the game.
It should probably be closer to
670
671
672
673
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
674
675
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
677
The role where I try to turn the game into a rougelike just because I can.
Town Special
https://www.youtube.com/watch?v=tRPrh5C8pdoGame Mechanics (Passive): ITAs are enabled on days 2 and beyond. By default, every player has 1 ITA with 5% accuracy.
Payout (Triggered): Whenever a player is voted out, every player will recieve $100 (100 Credits), plus $15 for each player on the leading wagon. However, if the player does not share an alignment with the player voted out, they will instead recieve $150, plus $20 for each player on the wagon. If no players were voted out, a flat $100 is paid out to all players. Additionally, players with this role or role #678 are paid out twice as many Credits as their peers.
Shop (Passive):
At Night, each player may spend their money to purchase various upgrades and items from the list below. This shop will persist beyond death, and members of the Mafia or any other non-Town alignment may pool together their Credits. Additionally, members of any non-Town alignment may purchase items and upgrades within the shop’s exclusive Black Market.General Upgrades:
+0.5 Vote Weight Modifier - $200, stacks infinitely.
+5% ITA Hit Rate - $250, stacks up to 9 times, for a maximum of a 50% hit rate.General Items:
+1 ITA Shot - $200, stacks up to 2 times, for a maximum of 3 ITAs. Gain additional ITAs during the next Day Cycle.
+1 ITA Vest - $500, maximum of 2 active at a time. Protects against an ITA that would otherwise hit.
Last Will - $100, costs $25 to edit. Allows the user to prepare a message to be sent upon their death.
Commute - $200, may be purchased indefinitely. Protects against all actions on the Night that the item is purchased, at the cost of not receiving any bonus Credits for the winning wagon’s size at the end of the next Day cycle and being unable to use any other actions that Night.Black Market:
Suppressor - $250, 1 use per purchase. Allows a player to prevent one of their actions from appearing in any player’s results. May be used on assigned factional abilities.
Piercing Rounds - $400, 1 use per purchase. Allows a player to prevent one of their actions this Night from being blocked by any means. May be used on assigned factional abilities, at the cost of an additional $50.Shop Rotation (Passive) Each Night cycle, regardless of whether or not you are alive, a 1-Shot version of a random non-Passive ability will be available for sale (for that Night only) under General Items, with its price in Credits being equal to the number of the role that it originates from. If the role that the action originates from has a Passive ability named Item Price, then its price uses the value listed there instead.
Taking Inventory (Night, $75): See how many copies of each item (including those within the Black Market) have been purchased. Sales of 1-shot Night actions that have been cycled through the shop will be lumped together.
Price Change (Night, $100): You may increase or decrease the price of any one item or upgrade by up to $75 for the next Night cycle. However, if the price was decreased, then, on the Night after the price decrease takes effect, the item’s price will permanently increase by one third of the discount, rounded to the nearest multiple of 5.
Town wincon.
678
The role where I try to turn the game into a rougelike just because I can.
Mafia Special
https://www.youtube.com/watch?v=s-3QJxcurlYGame Mechanics (Passive): ITAs are enabled on days 2 and beyond. By default, every player has 1 ITA with 5% accuracy.
Payout (Triggered): Whenever a player is voted out, every player will recieve $100 (100 Credits), plus $15 for each player on the leading wagon. However, if the player does not share an alignment with the player voted out, they will instead recieve $150, plus $20 for each player on the wagon. If no players were voted out, a flat $100 is paid out to all players. Additionally, players with this role or role #677 are paid out twice as many Credits as their peers.
Shop (Passive):
At Night, each player may spend their money to purchase various upgrades and items from the list below. This shop will persist beyond death, and members of the Mafia or any other non-Town alignment may pool together their Credits. Additionally, members of any non-Town alignment may purchase items and upgrades within the shop’s exclusive Black Market.General Upgrades:
+0.5 Vote Weight Modifier - $200, stacks infinitely.
+5% ITA Hit Rate - $250, stacks up to 9 times, for a maximum of a 50% hit rate.General Items:
+1 ITA Shot - $200, stacks up to 2 times, for a maximum of 3 ITAs. Gain additional ITAs during the next Day Cycle.
+1 ITA Vest - $500, maximum of 2 active at a time. Protects against an ITA that would otherwise hit.
Last Will - $100, costs $25 to edit. Allows the user to prepare a message to be sent upon their death.
Commute - $200, may be purchased indefinitely. Protects against all actions on the Night that the item is purchased, at the cost of not receiving any bonus Credits for the winning wagon’s size at the end of the next Day cycle and being unable to use any other actions that Night.Black Market:
Suppressor - $250, 1 use per purchase. Allows a player to prevent one of their actions from appearing in any player’s results. May be used on assigned factional abilities.
Piercing Rounds - $400, 1 use per purchase. Allows a player to prevent one of their actions this Night from being blocked by any means. May be used on assigned factional abilities, at the cost of an additional $50.Shop Rotation (Passive) Each Night cycle, regardless of whether or not you are alive, a 1-Shot version of a random non-Passive ability will be available for sale (for that Night only) under General Items, with its price in Credits being equal to the number of the role that it originates from. If the role that the action originates from has a Passive ability named Item Price, then its price uses the value listed there instead.
Taking Inventory (Night, $50): See how many copies of each item (including those within the Black Market) have been purchased over the course of the game. Sales of 1-shot Night actions that have been cycled through the shop will be lumped together.
Price Change (Night, $75): You may increase or decrease the price of any one item or upgrade by up to $75 for the next Night cycle. However, if the price was decreased, then, on the Night after the price decrease takes effect, the item’s price will permanently increase by one third of the discount, rounded to the nearest multiple of 5.
Mafia wincon.

neat
679
Nine Fucking Coins
Town Special
Holy Shit This is so Ideal (Passive) - Each night you will receive a Prescript telling you who to use a Night action on, and what Night action. Following it successfully gives you Grace, whereas not attempting to follow it at all gives you Karmic Consequence. At 2 Karmic Consequence, disable Furioso-Replica.
A Certain Someone’s Scythe (Night) - Conduct a song about target player - if they die tonight the Mafia learn this, and must choose 2 players with their next factional kill, only 1 of which will die. Infinite uses
Stiletto (Night) - Tomorrow, the targeted player begins bleeding and dies 2 nights later. 1 use
Whip (Night) - Roleblock target player. Infinite uses
Fpoon (Night) - Heal target player, hide their visits & make them appear as Town to investigations tonight. Infinite uses
Furioso-Replica (Night, Requires 4 Grace) - Kill 9 players. Yes you heard me right. 1 useTown wincon
680
Ideal
Town Killing
“No, this is ideal.”Holy Shit This is a Mathematical Structure (Passive) - During Night 0, you must choose to be Prime, Maximal, or neither. If you are Maximal, you must also be Prime.
Why is This What Prime Means (Passive, Prime) - If you contain any product ab, you must contain either a or b. Since you are “Not Mafia,” you must be Not. Accordingly, any attempts to investigate you will fail, but anyone who tries will still be absorbed into you. Also this is what prime means because this is an important property of prime numbers that’s also important when generalized.
Well Obviously This is What Maximal Means (Passive, Maximal) - You cannot be a subset of any other proper ideal. Accordingly, attempts to add you to a neighborhood fail, but anyone who tries will still be absorbed into you. If you are successfully added to a neighborhood in spite of this passive, all other alive players join the neighborhood as well, bypassing everything.
So What is an Ideal Anyway (Passive) - You are a subset of a ring that is closed under addition (by elements of you) and multiplication by any element of the ring; you’re often said to “absorb” the rest of the ring through multiplication. If anyone visits you, they “become” part of you; the only immediate effect of this is that you learn who they are.
Quotient Ring (Night, 1-Shot) - One reason ideals are important is that you can quotient them out to form a new ring called a quotient ring; this is done by identifying all elements of the ring that are the same modulo any element of the ideal under addition. The ideal itself collapses to the zero element of the quotient ring in the process; obviously, you are going to be the representative of yourself here. Once per game at night, you may choose to form a quotient ring; all of your other members (from So What is an Ideal Anyway) are “quotiented out” and die.
- If you are Prime, the quotient ring is an integral domain, which means it has no zero divisors. This means other players can’t be “zeroed out,” (unfortunately, you are the zero element here), so any actions taken by players other than you cannot fail after you use this ability.
- If you are Maximal, the quotient ring is a field, which means every nonzero element has a multiplicative inverse. Each night after using this ability, you may choose a player to “invert” their action, causing it to have the opposite effect it otherwise would (up to host interpretation).
Town wincon
681
Joker
Neutral Social
Item Price (Passive) - If an ability from this role is listed in the Shop, its price is $100.
+4 Mult (Triggered) - At the end of each Day cycle, if you are voting for another player, add 4 more votes to that player’s wagon. However, ties caused this way will always favor the other candidate.
You win if any player is voted out with 10 or more votes on their wagon.
682
Greedy Joker
Town/Mafia Social (Alignment determined on rand, considered both alignments for the purposes of any roles that call effects from roles outside of the game)
Item Price (Passive) - If an ability from this role is listed in the Shop, its price is $300.
Played cards with Diamond suit give +3 Mult when scored (Night) - Target a player. If their role is of the Social or Special types, their vote weight is increased by 3 for the next Day Cycle. 5 uses.
Town/Mafia wincon.
683
Lusty Joker
Town/Mafia Social (Alignment determined on rand, considered both alignments for the purposes of any roles that call effects from roles outside of the game)
Item Price (Passive) - If an ability from this role is listed in the Shop, its price is $300.
Played cards with Heart suit give +3 Mult when scored (Night) - Target a player. If their role is of the Support or Special types, their vote weight is increased by 3 for the next Day Cycle. 5 uses.
Town/Mafia wincon.
684
Wrathful Joker
Town/Mafia Social (Alignment determined on rand, considered both alignments for the purposes of any roles that call effects from roles outside of the game)
Item Price (Passive) - If an ability from this role is listed in the Shop, its price is $300.
Played cards with Spade suit give +3 Mult when scored (Night) - Target a player. If their role is of the Offensive or Special types, their vote weight is increased by 3 for the next Day Cycle. 5 uses.
Town/Mafia wincon.
685
Gluttonous Joker
Town/Mafia Social (Alignment determined on rand, considered both alignments for the purposes of any roles that call effects from roles outside of the game)
Item Price (Passive) - If an ability from this role is listed in the Shop, its price is $300.
Played cards with Club suit give +3 Mult when scored (Night) - Target a player. If their role is of the Investigative or Special types, their vote weight is increased by 3 for the next Day Cycle. 5 uses.
Town/Mafia wincon.
686
Jolly Joker
Town/Mafia Investigative (Alignment determined on rand, considered both alignments for the purposes of any roles that call effects from roles outside of the game)
Item Price (Passive) - If an ability from this role is listed in the Shop, its price is $300.
+8 Mult if played hand contains a Pair (Night) - Target two players to learn if their roles are of the same alignment. 2 uses.
Town/Mafia wincon.
687
Zany Joker
Town/Mafia Investigative (Alignment determined on rand, considered both alignments for the purposes of any roles that call effects from roles outside of the game)
Item Price (Passive) - If an ability from this role is listed in the Shop, its price is $400.
+12 Mult if played hand contains a Three of a Kind (Night) - Target three players to learn if their roles are all of the same alignment. 3 uses.
Town/Mafia wincon.
688
Mad Joker
Town/Mafia Investigative (Alignment determined on rand, considered both alignments for the purposes of any roles that call effects from roles outside of the game)
Item Price (Passive) - If an ability from this role is listed in the Shop, its price is $400.
+10 Mult if played hand contains a Two Pair (Night) - Target two sets of two players to learn if both roles within either pair are of the same alignment. 4 uses.
Town/Mafia wincon.
689
Crazy Joker
Town/Mafia Investigative (Alignment determined on rand, considered both alignments for the purposes of any roles that call effects from roles outside of the game)
Item Price (Passive) - If an ability from this role is listed in the Shop, its price is $400.
+12 Mult if played hand contains a Straight (Night) - Target 5 players to learn their role numbers. The numbers will be shown in a randomized order.
Town/Mafia wincon.
690
Droll Joker
Mafia Investigative
Item Price (Passive) - If an ability from this role is listed in the Shop, its price is $400.
+10 Mult if played hand contains a Flush (Night) - Target 5 players to learn if they all share an Action type (Night, Triggered, Passive, or any others that may or may not exist).
Mafia wincon.
691
Sly Joker
Town/Mafia Investigative (Alignment determined on rand, considered both alignments for the purposes of any roles that call effects from roles outside of the game)
Item Price (Passive) - If an ability from this role is listed in the Shop, its price is $200.
+50 Chips if played hand contains a Pair (Night) - Target 2 players to learn if they all share a role type. (Killing, Offensive, Social, Support, Investigative, or Special)
Town/Mafia wincon.
692
Wily Joker
Town/Mafia Investigative (Alignment determined on rand, considered both alignments for the purposes of any roles that call effects from roles outside of the game)
Item Price (Passive) - If an ability from this role is listed in the Shop, its price is $300.
+100 Chips if played hand contains a Three of a Kind (Night) - Target 3 players to learn if they all share a role type. (Killing, Offensive, Social, Support, Investigative, or Special)
Town/Mafia wincon.
693
Clever Joker
Town/Mafia Investigative (Alignment determined on rand, considered both alignments for the purposes of any roles that call effects from roles outside of the game)
Item Price (Passive) - If an ability from this role is listed in the Shop, its price is $300.
+80 Chips if played hand contains a Two Pair (Night) - Target two sets of two players to learn if both roles within either pair share a role type. (Killing, Offensive, Social, Support, Investigative, or Special)
Town/Mafia wincon.
694
Devious Joker
Town/Mafia Investigative (Alignment determined on rand, considered both alignments for the purposes of any roles that call effects from roles outside of the game)
Item Price (Passive) - If an ability from this role is listed in the Shop, its price is $300.
+100 Chips if played hand contains a Straight (Night) - Target 5 players to learn the numerical order of their role numbers, from least to greatest.
Town/Mafia wincon.
695
Crafty Joker
Town Investigative
Item Price (Passive) - If an ability from this role is listed in the Shop, its price is $300.
+80 Chips if played hand contains a Flush (Night) - Target 5 players to learn if they all share an Action type (Night, Triggered, Passive, or any others that may or may not exist).
Town wincon.
696
Half Joker
Town/Mafia Social
(Alignment determined on rand, considered both alignments for the purposes of any roles that call effects from roles outside of the game)Item Price (Passive) - If an ability from this role is listed in the Shop, its price is $250.
+20 Mult if played hand 3 or fewer cards (Triggered) - At the end of each Day cycle, if you are voting for another player who has 3 or fewer players voting them, add 2 more votes to that player’s wagon. These extra votes break ties in your wagon’s favor.
Town/Mafia wincon.
697
Joker Stencil
Town Social
Item Price (Passive) - If an ability from this role is listed in the Shop, its price is $400.
X1 Mult for each empty Joker slot (Joker Stencil Included) [Currently X1] (Triggered) - At the end of each Day cycle, if you are voting for another player, add X more votes to that player’s wagon, where X is equal to 2.5 minus 0.5 times the number of Town players who have been eliminated, with a minimum of 0.5. Ties caused by these votes are broken in favor of the other wagon.
Town wincon.
698
Four Fingers
Town/Mafia Support (Alignment determined on rand, considered both alignments for the purposes of any roles that call effects from roles outside of the game)
Item Price (Passive) - If an ability from this role is listed in the Shop, its price is $350.
All Flushes and Straights can be made with 4 cards (Night) - Target a player to remove any active restrictions upon their role given by their Passive abilities for 4 days. 4 uses
Town/Mafia wincon.
699
Mime
Town/Mafia Support (Alignment determined on rand, considered both alignments for the purposes of any roles that call effects from roles outside of the game)
Item Price (Passive) - If an ability from this role is listed in the Shop, its price is $250.
Retrigger all card held in hand abilities (Night) - Target a player to add an additional use to any limited use/X-Shot abilities they have.
Town/Mafia wincon.
700
Credit Card
Town/Mafia Social (Alignment determined on rand, considered both alignments for the purposes of any roles that call effects from roles outside of the game)
Item Price (Passive) - If an ability from this role is listed in the Shop, its price is $100.
Go up to -$20 in debt (Night) - Target a player, during the next Day cycle, cast a vote with -2 vote weight upon them.
Town/Mafia wincon.
701
Ceremonial Dagger
Neutral Killing
Item Price (Passive) - If an ability from this role is listed in the Shop, its price is $600.
When Blind is selected, destroy Joker to the right and permanently add double its sell value to this Mult [Currently +0 Mult] (Night) - Target a player to kill them and, if they die, receive any Passive abilities that their role has.
You win when you are the last player standing, or when nothing else can prevent this from happening.
702
Banner
Town Social (Alignment determined on rand, considered both alignments for the purposes of any roles that call effects from roles outside of the game)
Item Price (Passive) - If an ability from this role is listed in the Shop, its price is $250.
+30 Chips for each remaining discard (Triggered) - Your vote weight increases by 0.5 for every living player who did not submit any actions during the previous Night cycle. This ability does not activate on Day 1.
Town wincon.
703
Mystic Summit
Town/Mafia Social (Alignment determined on rand, considered both alignments for the purposes of any roles that call effects from roles outside of the game)
Item Price (Passive) - If an ability from this role is listed in the Shop, its price is $250.
+15 Mult when 0 discards remaining (Night) - Target a player. If they end the next Day cycle with 0 of fewer votes on them, then, during the Day cycle after that, your vote weight is increased by 1.5.
Town/Mafia wincon.
704
Marble Joker
Town/Mafia Offensive (Alignment determined on rand, considered both alignments for the purposes of any roles that call effects from roles outside of the game)
Item Price (Passive) - If an ability from this role is listed in the Shop, its price is $600.
Adds one Stone card to the deck when Blind is selected (Night) - Target a player to prevent all effects of their role until the end of the next Day cycle. You may not target the same player twice in a row.
Town/Mafia wincon.
705
Loyalty Card
Town/Mafia Killing (Alignment determined on rand, considered both alignments for the purposes of any roles that call effects from roles outside of the game)
Item Price (Passive) - If an ability from this role is listed in the Shop, its price is $500.
X4 Mult every 6 hands played (Night) - Target a player to attempt to kill them. 0 uses.
5 remaining (Passive) - At the beginning of every third Night cycle, gain 1 use for X4 Mult every 6 hands played.
Town/Mafia wincon.
706
8 Ball
Town/Mafia Investigative (Alignment determined on rand, considered both alignments for the purposes of any roles that call effects from roles outside of the game)
Item Price (Passive) - If an ability from this role is listed in the Shop, its price is $250.
1 in 4 chance for each played 8 to create a Tarot card when scored [Must have room] (Night) - Target a player. If their role number contains an 8 or is divisible by 8, you learn their full role.
Town/Mafia wincon.
707
Misprint
Town/Mafia Special (Alignment determined on rand, considered both alignments for the purposes of any roles that call effects from roles outside of the game)
Item Price (Passive) - If an ability from this role is listed in the Shop, its price is $200.
+0-23 Mult (Triggered) - When a player attempts to target you with an action, randomly increase or decrease their vote weight for the next Day cycle by up to 2.
Town/Mafia wincon.
708
Dusk
Town Support?
Item Price (Passive) - If an ability from this role is listed in the Shop, its price is $250.
Retrigger all played cards in final hand of the round (Night) - Target a player. All actions performed on them this Night cycle are performed twice, with the copied actions being treated as if you had performed them.
Town wincon.
709
Raised Fist
Town/Mafia Investigative (Alignment determined on rand, considered both alignments for the purposes of any roles that call effects from roles outside of the game)
Item Price (Passive) - If an ability from this role is listed in the Shop, its price is $250.
Adds double the rank of lowest ranked card held in hand to Mult (Night) - Target a player to learn the lowest ability in their rolecard.
Town/Mafia wincon.
710
Chaos the Clown
Town/Mafia Special (Alignment determined on rand, considered both alignments for the purposes of any roles that call effects from roles outside of the game)
Item Price (Passive) - If an ability from this role is listed in the Shop, its price is $400.
1 free Reroll per shop (Night) - You may reroll this role and, if you are aligned with the Mafia, the role of up to 1 of your teammates. The new role(s) that you recieve will be of the same alignment as your current role(s).
Town/Mafia wincon.






























