Grand Idea Thread - Moderated

277

The Organ Harvester

Town Support

Bag o’ Bodies (Passive) - You start the game out with 2 organs. If you have no organs left, the next use of your abilities that consume organs will kill you.
Self-Mending Surgeon (Passive) - If you would die at night, instead you survive, are occupied, and consume an organ.

Emergency Surgery (Dawn) - Heal and occupy target player that was attacked. This consumes an organ. Inf use

Organ Harvest (Night) - Target a player. If they are dead and you haven’t targeted them before with this ability, gain 1 organ. If they are alive, they may choose to donate an organ to you. If they do, they will die in the next two days. Inf use
Replacement Parts (Night) - Cure target player. If they were bleeding, this consumes an organ. Inf use

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

Dawn is a timeframe before the start of the day but after night where any players with Dawn abilities may act, usually on a known limited pool of players. In this instance, this role knows who was attacked and may choose one of them to heal, though this role does not know whether they were healed during the night or what role or faction they belong to.

Converts into…

278

The Manic Surgeon

Mafia Offensive

Bag o’ Flesh (Passive) - You start the game out with 2 organs. If you are converted, instead carry over how many organs you previously had.

Unnecessary Surgery (Dawn) - Occupy target non-attacked player. They will believe that they were healed. 1 use

Organ Harvest (Night) - Target a player. If they are dead and you haven’t targeted them before with this ability, gain 1 organ. If they are alive, they may choose to donate an organ to you. If they do, they will die in the next two days. Inf use
Infected Parts (Night) - Target player is occupied until they are healed. Additionally, if they are ever bled, they will die that night unless healed. This consumes an organ. Inf use

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

1 Like

279

Converts Into:

280:

1 Like

281

Serial Killer (from Monster Seeking Monster)

Town Killer

Merial Skiller (Night) - Target a player. If they visit you tonight, you will kill them. - Infinite uses

2 Likes

282

Achilles

Town Support

Achilles’ Heel (Passive) - You are immune to death at night, unless you are attacked twice in one night. If a player fails to kill you due to this passive, then they bypass it from then on.

283

Beowulf

Mafia Support

Grendal Buster (Passive) - If a player fails to die to any kills by the Mafia for any reason, then any further kills on them are strongman.

1 Like

284

Ninja

Town Support
Shadow Clone (Day) - If you are executed today, reveal yourself as either the Ninja or the Assassin (seen below). You will survive. - 1 use

285

Assassin

Mafia Support
Shadow Clone (Day) - If you are executed today, reveal yourself as either the Ninja (seen above) or the Assassin . You will survive. - 1 use

2 Likes

286

King of Purgatory

Neutral Support

Send to Purgatory (Night) - Choose a player. Their flip will be cleaned if they die tonight or tommorow night. - Infinite uses
Send back to Earth (Night) - Choose a player whose flip was cleaned. You will revive them. - 1 use

Ensure that the player you revived wins the game.

1 Like

This might be too OP, but eh let’s see

287

3 Likes

288

Hostel Host

Neutral Support

Spirit of Shelter (Passive) - Your existence is announced at the start of the game. Should you die by means other than execution, the player or players that killed you exit the game in a loss.
Hostel Residency (Passive) - You may only have 3 residents at a time. If you attempt to host more than 3 players, you must choose an existing resident to kick out. Residents cannot be killed except via execution.

Room Service (Day) - Give target resident an additional vote to use and forfeit your vote. Today, you cannot be executed. 3 uses
Exe-cutive Residency (Day) - If target player would be executed, they instead become a resident and will be independently executed tomorrow. 1 use

House (Night) - Target player becomes a resident. inf uses
Sleep (Night) - Gain 1 use of all limited use abilities. Tonight, your residents will be vulnerable to death. inf uses

Have at least 1 living resident by the end of the game.

1 Like

289

Hostile Host

Neutral Killing

Hostile Hotel (Passive) - You are immune to death at night. The first time that you would die, your attacker dies instead.
Hostile Residency (Passive) - You may only have 3 residents at a time. If you attempt to host more than 3 players, you must choose an existing resident to kick out. Residents cannot be killed except via execution or via your action.

Dubious Plea (Day) - Today, votes on you by your residents quietly count as 0 votes. 1 use, inf use if all other players are your residents.

House (Night) - Target player becomes a resident. inf uses
Room-Sized Coffins (Night) - Kill all of your residents. They cannot be the target of other abilities and their class will not be revealed to anyone except you. inf use

Ensure that all other living players cease to be living players.

1 Like

290

Wayfarer Skull

Equipment Support

Equipment (Passive) - The player who begins with this rolls another card, except they have this card in addition to that one. If this player dies, a vote is held to see who gets this equipment next.
Rite of Passage (Passive) - All players who have died with the Elder Skull are the only players who may vote for who may get it next. Additionally, living players will not know that you have this Equipment, even when you die.

Lay to Rest (Night) - Target dead player may use any ability tomorrow, regardless of timing. If they do, they become aligned with you. Inf use
Final Passage (Night) - Each dead player may use any ability tomorrow, regardless of timing. If they do, that player becomes aligned with you. Additionally, you die tonight. Inf use

This is an Equipment, and thus does not have a winning condition.

The last one wasn’t commented on, so it must be good.

1 Like

291

Jake, Eternal Wanderer

Neutral Special

’Til Death (Passive) - You cannot lose while you’re still alive and others can’t win while you’re still alive.
Wandering Spirit (Passive) - You cannot target the same player with the same ability twice.

Return to Obscurity (Day) - You and target player are exiled. You return the next day. Inf use
Avoidance (Day) - Target player gains Avoided. 1 use

Seek Sympathy (Night) - Target player gains Infiltration. Inf use
Apathy (Night) - Anyone targeting you tonight gains Avoided and loses Infiltration. If no one visits you, you die. 2 uses

Ensure that more than 1/2 of living players gain a passive because of you.

Additional Passives

Avoided (Passive) - Your vote counts as 0 and you passively don’t act if your vote or action would target the player who gave you this passive. You lose this passive if they target you.
Infiltration (Passive) - You will become exiled if the player who gave you this passive dies.

Exile - Exiled players are considered dead for all actions and wincons, however they may use their abilities on other exiled players and may be brought back to the game. Additionally, exiled players do not join a dead chat and do not flip.

Removed it from my bio, have at it.

2 Likes

293

Arete

Town Social

Flavor (Passive) - Each day/night, write flavor for the previous cycle. You must treat it like actual flavor, but otherwise you may write whatever you want. If you do not write it, it will be forever listed as “Reserved for flavor.”

293

Arete (but evil)

Mafia Social

Flavor (Passive) - Each day/night, write flavor for the previous cycle. You must treat it like actual flavor, but otherwise you may write whatever you want. If you do not write it, it will be forever listed as “Reserved for flavor.”

4 Likes

294

Town Cycling Semi-Priest

Town Social

Oath of Protection (Passive) - At the start of each Day phase, you will learn the name of a different player that should not be eliminated today, or else you will stop learning names and will lose your ability to cast deciding votes.

Town wincon.

Explanation

I fakeclaimed being this role in Starcraft Overhaul as Town Jailkeeper, so I figured I’d write it down here. This is a -EV role, and this ability isn’t supposed to indicate the alignments of the players you see. On the other hand, this is your ability and it won’t stop you from winning the game, so if you’re losing hard you would expect it to help you with the names you see. This isn’t meant to be a confirmable role.

I think it’s a fun spin.

1 Like

295

296

Creeper

Ghoul Investigative

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.

Steady Lurking (Day)
Choose a player, Make them Ghoulish and receive their Rolecard the following night.
2 Uses.

Shackle Rush (Night)
Choose a player to make Ghoulish and then gain knowledge of all the players they have targeted with an action this game. 1 Use.

Creepy Stalking (Night)
Follow a player and if they visit someone you will make both them and their target Ghoulish and be aware of who they visited. Unlimited Uses.

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…

297

Diplomat

Town Special

In Control(Passive)
You receive a Neutral’s Rolecard that’s in the game and while you are alive you control the players actions and they have your win condition.

Technical Conditions(Passive)
The owner of the Rolecard you have cannot be killed or executed while you’re alive.

Sensible Peak(Night)
Target a player and see if they are the owner of the Rolecard. 1 Use.

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

298

299

Lattice Mystic

Lattice Town Investigative

Call of the Struct (Passive) - At the start of the game, there are guarenteed to be at least 3 players with the Lattice Alignment. You know who they are.

Preordained (Day) - Choose a player.

  • If they neighbor two or more live Lattice Players, you learn how many night abilities they have, then may choose a corrosponding number. They will use that ability tonight, and you learn what ability that is.
  • If they neighbor one live Lattice player, they choose a night ability that they will take tonight, and you learn what it is.
  • If they neighbor no live Lattive players, they choose a night ability that they will take tonight.

Divinate (Night) - Choose a player and a role number. Each Lattice player learns whether they are that role number, are lower than that number, higher than that number, or if their role does not appear as a numbered role in the GI thread.

Defeat all members of the Informed Minority and any neutrals that directly oppose your win condition.
OR Defeat all members of non-Lattice factions and any neutrals that directly oppose your win condition

Lattice is a new faction type, who are strong in large numbers, and get much weaker as their members die. The game can end if all living players are Lattices and non-evil Neutrals, even if those Lattice players are of differing alignments. The game, in that instance, would be a Lattice victory.

Lattice players do not get their own factional chat or kill, in the same way that town members don’t, though if a Lattice player is Mafia then they may utilize their factional kill for themselves.

300

1 Like

301

8 Likes