Grand Idea Thread - Moderated

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

153

3 Likes

154

Amelia, who steals ideas

Neutral Special

Stolen Identity (Passive) - You begin the game as another class in the GIM Moderated thread in addition to this class, chosen at random. This class cannot be created by Amelia.
Unoriginal (Passive) - If you would gain an ability that comes from a class card created by Amelia, instead gain an appropriate ability at random from the GIM Moderated thread.
Plagerism (Passive) - Once per phase, you may replace one of your passives with a passive from a target player. Additionally, you may use Daygerism and Nightgerism in addition to any other abilities that you have during the appropriate phase.

Daygerism (Day) - Replace one of your day abilities with a day ability from target player. Inf use

Nightgerism (Night) - Replace one of your night abilities with a night ability from target player. Inf use

Fulfill the wincon of your given class

3 Likes

155

The Unbidden

Mafia Special

Extradimensional Invaders (Passive) - You are trying to eat the entire galaxy. As such, you are immune to death at night, unless it is from somebody with flavor that involves being really ancient, because the Fallen Empires can destroy you easily, for some reason. You are also not immune to attacks from this class.
Arrives Really Early (Passive) - You may speak on Night 0
Dumb Counter-Crisis (Passive) - Should 1/3 of the Town members die, 2 random Town members will be converted into this class, but their win condition is to kill you. If they do this, they leave the game victorious. They also know each other and share a chat.

Hom nom nom (Night) - Kill somebody. - 1 use

1 Like

156

The Balancekeep

Neutral Special

Balance in the Universe (Passive) - The game begins with exactly as many town players as there are mafia players. The Mafia are all on one team.
Disruption Protocol (Passive) - If one team ever has more members than the other, they cannot take any actions, and their votes are silently negated. If the difference is more than 3 players, the bigger team wins. This passive is active even if you are dead, or if your role changes.

Judicial Force (Day) - Target player will be the target of execution at the end of this day instead. 2 uses
Onslaughting Tides (Day) - For the rest of this phase and the next phase, the game cannot end due to Disruption Protocol, and you cannot win the game. 1 use

Restore Balance (Night) - Kill target alive player, or revive target dead player. Inf use, 1 day cooldown
Supreme Judgement (Night) - Kill up to 3 target players. Target player killed this way cannot be protected. You may only use this if you have no uses of Onslaughting Tides. 1 use

Ensure that the game does not end due to Disruption Protocol.

157

2 Likes