Grand Idea Thread - Moderated

75

Dispensation: Vending Machines in Hong Kong

Town Social

The world is being taken over by vending machines (Night) - Quote a post in the thread by you referencing Dr. Doofenshmirtz. An inator (item) will be given to a player of the hosts choice based on what you said, if applicable.

1 Like

76

vanity, vanity, vanity.

Town Social
It’s simple. Elementary, even. If you open your heart, your mind, nay - your very soul, the truth will come to you. Philosophers debated this question in the great forums of Athens, but even they were too closed-minded to understand the truth. The greatest thinkers of the modern era have grappled with this question. Hobbes, Locke, Descartes, Nietzche, Einstein, Watterson - all have buckled under the weight of the intellectual burden, because they too did not understand the truth.

My villager alignment is not something you learn - it’s something you already know. (Day): Reveal yourself as a member of the Town.
Town win condition

1 Like

Extreme Irkage

No Alignment / No Class Type

irk (passive) – This role has no number. This is intentional. It cannot rand. After all, it has no alignment, no win-condition? What’s the point of even including this role in your game? Why bother? You can try to force-rand it, but what’s the point? All it will grant is an eternal void in your soul that will never be filled up. Live your happy life and let dead things die in peace.

You just lost the game.

2 Likes

77

I lost the game

neutral social
You win if at least half the players have said “I lost the game” at some point during the game

1 Like

@ Chloe

Town Social

Ping Pong (Passive) - Any time you say someone’s name or a variation of their name, you must ping them. For example, “I think chloe would like the above post” becomes “I think @Chloe would like the above post”

Town wincon

4 Likes

79

Claim Vigilantes are fun and balanced :)

Mafia Killer
claim vig (Night): Target a player and name a class number in the Grande Idea thread. If that player currently has the corresponding role, they die.
Mafia win condition

1 Like

80

):<

Mafia Social
i am no longer moderating this thread (Passive): ur a mafia goon.

Mafia win condition

7 Likes

81

3 Likes

82

1 Like

83

Untrusted, as explained to me by Amelia

Mafia Special
kill someone (Night): Kill someone (infinite uses)
why would you ever use this (Night): Target a player. This will have one of the following effects, at random: (infinite uses)

  • Learn who that player visits
  • Learn that player’s current logs. Their logs will not flip upon death.
  • Redirect every player targeting you to that player.
    Mafia win condition
2 Likes

84

Mysterious Electrician Architect :shield: :crossed_swords:

Neutral [Mysterious Electrician] Special

Electrician’s Pledge (Factional Passive) - You are informed of what Mysterious Energy does, as well as who is charged with it. Additionally, you are unconvertable.
Top of the Chain (Passive) - Immune to redirection, occupation, and death.
Current Flow (Day) - Transfer Mysterious Energy from target charged player to target uncharged player. 3 uses
Enlighten (Day) - You and Target Mysterious Electrician will be occupied tonight, bypassing immunity. Tomorrow they will become an Electrician Student.
Charge Up (Factional Night) - Charge target player with Mysterious Energy. Inf uses
Overclock (Night) - Kill 2 players charged with Mysterious Energy. Their logs will not flip. 3 uses
You win when you both gain parity with the Uninformed Majority, defeat all members of the Informed Minority, and defeat any neutrals that directly oppose your win condition.

(Mysterious Energy is a status effect. What it does is either decided by the moderator, or decided by one of the roles present in-game. A player who is inflicted is considered to be charged with Mysterious Energy)

85

Electrician Student :shield: :crossed_swords:

Neutral [Mysterious Electrician] Support

Electrician’s Pledge (Factional Passive) - You are informed of what Mysterious Energy does, as well as who is charged with it. Additionally, you are unconvertable.
Student of the Arts (Passive) - Should the Mysterious Electrician Architect not exist, you will become the new Mysterious Electrician Architect.
Change Voltage (Day) - Mysterious Energy’s effect will now do something different. Inf uses, cannot be used on consecutive days
Charge Up (Factional Night) - Charge target player with Mysterious Energy. Inf uses
Faraday Caging (Night) - Target charged player cannot be occupied or redirected tonight. Inf uses, cannot be used on consecutive players
You win when you both gain parity with the Uninformed Majority, defeat all members of the Informed Minority, and defeat any neutrals that directly oppose your win condition.

86

Electrician Tinkerer

Neutral [Mysterious Electrician] Offensive

Electrician’s Pledge (Factional Passive) - You are informed of what Mysterious Energy does, as well as who is charged with it. Additionally, you are unconvertable.
Spur of the Moment (Passive) - You must take action whenever you can. Additionally, you are immune to occupation and redirection.
Electric Shock (Day) - Target charged player cannot use any Day actions. Inf uses
DoubleCharge (Day) - Charge target player with Mysterious Energy Twice. 2 uses
Charge Up (Factional Night) - Charge target player with Mysterious Energy. Inf uses
Mechanical Trap (Night) - Lay a trap outside of target player’s residence. If they take a night action, they will be occupied tonight and tomorrow. If someone else targets them, they will be occupied tonight and tomorrow. 3 uses
You win when you both gain parity with the Uninformed Majority, defeat all members of the Informed Minority, and defeat any neutrals that directly oppose your win condition.

87

10,000 rats

Mafia Killer
“What the fuck?? It’s literally just 10,000 rats in a trenchcoat!?”

Diseased (Passive) - Any player who visits you will automatically be bled. You lose 1 charge of Attack! this way.
Many (Passive) - Whenever you would be killed, role blocked, redirected, bled, or in any way harmed, instead lose 4 charges of Attack!. If you are executed, you instead lose 5,000 uses of Attack!. If you have no uses of Attack! remaining, you die. In addition, you may cast X votes, where X is the amount of uses of Attack! that you have left. Each vote is equal to 1/Y, where Y is the number of votes you have cast.

Attack! (Night) - Kill target player. This has a 1/X chance of failure. You may use this ability multiple times during the night. 10,000 uses.

You win when all threats to the Mafia have been defeated

1 Like

88

The Pope :shield: :fire:

Mafia Special

Pass the Hat (Passive) - If you die, a vote to determine the next Lord will be held at start of the next day. Only players with Cardinality may vote. In the event that there are no players with Cardinality, one random player gains Cardinality.
Head of the Catholic Church (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.

Declare Infallible (Day) - Target player cannot be voted today. If a player targeted with this ability dies and was evil, lose all uses of Declare Infallible. - 4 uses
Holy Command (Day) - All Town players will be occupied tonight, bypassing immunity. - 1 use

Decree Cardinality (Night) - Target player gains Cardinality. - Inf use
Guard! (Night) - Choose a player. They will be immune to death tonight. - 3 uses :crown:

You win when all threats to the Mafia have been defeated

Cardinality (Passive) - While you are alive, if the previous Lord was Mafia, only players with Cardinality may vote for the election of a new Lord.

89

The Emperor :shield: :fire:

Town Special

Pass the Sword (Passive) - If you die, a vote to determine the next Lord will be held at start of the next day. Only players with Knighted may vote. In the event that there are no players with Knighted, one random player gains Knighted.
Head of the English Church (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.

Declare Treason (Day) - All votes on target player will be doubled until the end of the day. - 2 uses
Crusade Defense (Day) - No player can die tonight. Any player who would unavoidably die is instead revived. - 1 use

Decree Knighthood (Knight) - Target player gains Knighted. - Inf use
Guard! (Night) - Choose a player. They will be immune to death tonight. - 3 uses :crown:

You win when all threats to the Town have been defeated

Knighted (Passive) - While you are alive, if the previous Lord was Town, only players with Knighted may vote for the election of a new Lord.

90

Jake, Claimant of the Nine Hells :shield:

Neutral Special

Cloak Of Mithras (Passive) - Immune to bleeding, occupation and target changing. In addition your vote counts as two if there are more than 5 players alive.
Pass The Blackened Torch (Passive) - If you are lynched, a vote to determine the next king will be held at start of the next day. Upon receiving the crown, the new king will start bleeding and will die in two nights unless healed. If you are assassinated, there will be a new King selected randomly instantly, skipping elections entirely. If you commit suicide, the elections are held normally. If you leave the Court, there will no more have king elections.
Damn Orphan (Passive) - You ran away from home at …5? Boy, this isn’t coming without consequences. Two random players are marked as your parents (no heteronormativity, you’re cool with two dads). They won’t be notified of that, but it will flip on their deaths. If they both die, you will commit suicide.
Grand Trial (Day) - Choose a player. All votes will be reseted and only you and your target can be voted today. - 1 use
Guard! (Night) - Choose a player. They will be immune to death tonight. - 3 uses
Silk Curtain (Night) - Choose a player. You will be informed if they have royal blood or a killing ability. The feedback is “This player is a threat to you” in case they do and “This player is not a threat to you” if they don’t. - Infinite Uses.
Eliminate all players with Royal Blood and those with killing abilities - you don’t need to end the game alive. Upon suceeding, you will peacefully leave the Court if you are alive.

2 Likes

91

Roleplayer
Unknown Special

No breaking character! (Passive) - You must send a character sheet in your class card by the end of the first cycle. It must detail your personality, name, and your backstory. Your alignment is decided by the backstory that you have sent, and your abilities are decided by the host who reads it.

Your wincon is determined by your backstory.

(Sidenote, this one was originally created by Geyde. Here’s a link to the GIM page that I got it from.)

1 Like

92

Yandril, the World Sculptor

Neutral Special

From Dust (Passive) - Whenever a player dies, if they were Social or Support, gain 1 use of Hand of Creation. If they were Killing or Offensive, gain 1 use of Hand of Destruction.
To Dust (Passive) - Whenever you would die, instead lose 1 use from both Hand of Creation and Hand of Destruction.

Creativity Spiral (Day) - You may use both of your abilities tonight. 1 use

Hand of Creation (Night) - Target player becomes target Social or Support role. Their alignment stays the same. 2 uses
Hand of Destruction (Night) - Target player becomes target Killing or Offensive role. Their alignment stays the same. 2 uses

Have no more than 3 Special or Investigative players die throughout the course of the game.

1 Like

93

Alphe, Apprentice of Time

Town Support

Apprenticeship (Passive) - A random Town-Aligned player, [Name], is your mentor. If they die, you lose access to Shifting Fate.

Sand Flow (Day) - Tonight, Hour of Eternity will also grant its’ target occupation immunity. 1 use

Hour of Eternity (Night) - If target player dies tonight, instead you will die in 2 nights. Inf use
Shifting Fate (Night) - Move target player’s delayed death to second target player. You may be the first target of this ability 2 uses

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

converts into...

94

Alphe, Enforcer of Time

Mafia Offensive

Sand Blockage (Day) - Tonight, Hour of Devastation will also occupy any non-mafia player visiting them. 1 use

Hour of Devastation (Night) - Target player cannot be protected tonight. 3 uses
Lost to History (Night) - Target player loses all Infinite use abilities. 1 use

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

1 Like

95

Zhack, Blood Reaper

Town Killing

Eternal Damnation (Passive) - Should you die, you cannot be healed nor revived. You may still use you abilities while dead.
Fueled by Blood (Passive) - If you are bled by anyone other than yourself, you will reflexively bleed them back.

Red Siphon (Day) - Bleed target player. If they are already bleeding, they cannot be healed. Gain 1 use of Blood Spike - 3 uses

Blood Spike (Night) - Kill target player. If they are bleeding, this ability fails. - 0 uses
Self Sacrifice (Night) - Bleed yourself. Gain 2 uses of Blood Spike. 1 use

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

converts into...

96

Zhack, Bleeding Heart

Mafia Killing

Hellfire Spite (Passive) - Immune to occupation and redirection while bleeding. Immune to death while not bleeding.

Black Siphon (Day) - Bleed target player. If they ever die, their class and logs will not be shown. - 1 use
Liquid Ruby (Day) - Bleed yourself. Gain 1 use of Blood Trap. - Inf use

Blood Trap (Night) - Occupy target player. If they did not act, kill them instead. 1 use (If converted, add any uses of Blood Spike to this ability)

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