Grand Idea Thread - Moderated

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

Flags

302

White Flag

Mafia Special

(Passive) - if you’re the first mafia member executed, mafia loses.

303

Grey Flag

Mafia Special

(Passive) - if you’re the first mafia member to die, as soon as another mafia member dies, all mafia loses.

304

Black Flag

Mafia Social

(Passive) - if you’re the first mafia member executed, the mafia win condition remains the same for the rest of the game.

305

Green Flag

Mafia Social

(Passive) - if you’re the last mafia member alive you become a member of the town.

306

Silver Flag

Mafia Support

(Passive) - if you’re the first mafia member executed, you can redirect any player every night while mafia is alive.

307

Brown Flag

Mafia Investigative

(Passive) - if you’re the first mafia member to die, mafia will receive all your voters Rolecards.

308

Pokadot Flag

Mafia Social

(Passive) - if you’re the first mafia member executed, all votes for the remainder of the game remain hidden and players can only vote in their Rolecard.

309

Red Flag

Mafia Social

(Passive) - if you are the first mafia member to die, mafia and town switch alignments.

1 Like

310

Literally just throw

Town Social

throw to win (Passive) - If you are most responsible for Town losing and you lose, you win instead, even if you are dead. Does not apply if modkilled.

3 Likes

311

1 Like

312

4 Likes

313

Pride Flag

Mafia Social

(Passive) - if you are the last mafia member alive, the host will dm you “trans rights”

10 Likes

314

Lattice Deciever

Lattice Mafia Social

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.

Hidden Agenda (Passive) - During the pre-game, choose a Mafia Social role from the thread. You will initially appear as that role to your informed minority members.

Restructure Truth (Night) - Choose a role from the thread. If the next person executed is a Lattice member or sits next to a live Lattice member, they will appear as that role. 3 uses

Decieving Refractions (Night) - Tonight, all non-Lattice members and players not next to a Lattice member will not recieve true information 1 use, cannot be refilled

Gain parity with the Uninformed Majority and defeat 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

All starting Lattice players who are in Mafia-chat like places (where everyone knows everyone else’s roles) will have something similar to Hidden Agenda. Players who are converted will be given a chance to choose a fake role that they “were” previously.
This safety net does NOT apply if you are inveatigated or if someone otherwise finds out your true role.

315

Lattice Electrifier

Lattice Town Support

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.

Charged (Passive) - Lattice members cannot be roleblocked.

Electric Fence (Night) - Target player cannot be attacked tonight. If they are a Lattice member, they cannot be visited tonight. You may not target the same player twice in a row. Inf use

Overclock (Night) - Tonight, players who visit Lattice members will die. If a Lattice member is not visited, they die. 1 use

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.

Changing things a bit, Lattice players know eachother. They will be given each other’s true roles.

Compiling every wolflord role before it shuts down

316

Maiden

Town Social

Town Crowd (Passive) - At rand, there can never be exactly 1 Town Crowd (a role with this passive or a Vanilla role); there must be 2 or more or 0. You count as Vanilla.
Voice of a Village (Passive) - If you are killed, choose a neighbor (player above or below you on the playerlist) before entering dead chat. They recieve a bonus vote for the rest of the game, meaning that your vote is henceforth treated as being permanently on that player.

317

Orphan

Town Social

Town Crowd (Passive) - At rand, there can never be exactly 1 Town Crowd (a role with this passive or a Vanilla role); there must be 2 or more or 0. You count as Vanilla.
Orphan’s Tear (Passive) - If you are executed, the player who was first on your wagon gets two bonus votes, meaning that your vote is henceforth treated as being permanently on that player, twice.

318

Villager

Town Social

Town Crowd (Passive) - At rand, there can never be exactly 1 Town Crowd (a role with this passive or a Vanilla role); there must be 2 or more or 0. You count as Vanilla.
Orphan’s Tear (Passive) - If you are executed, choose a player before entering dead chat. They recieve a bonus vote for the rest of the game, meaning that your vote is henceforth treated as being permanently on that player.

319

Bodyguard

Town Support

Sworn to protect (Night) - Choose a player to grant death immunity tonight. You may self target, but you cannot select the same player twice in a row. - Infinite uses

320

Captain :shield:

Town Support

Secure quarters (Passive) - Both of your neighbors (players above or below you in the playerlist) are death immune at night, but they also always appear as a random Town Crowd role.

321

Guardian :shield:

Town Support

Divine Intervention (Night) - Target player cannot be executed nor targeted the entire next cycle, and their vote counts twice the next day. Once you have chosen a player, you may never choose them again. - Infinite uses

322

Knight

Town Support

Skilled defense (Night) - Target two players. They are death immune tonight. If they are attacked, it is announced. - Infinite uses, only usable on even nights

323

Shaman :shield:

Town Support

Ancestral Winds (Night) - Visit every player; everyone is death immune tonight. If anyone would have died, it is announced that they were attacked. - One use

324

Shieldmaiden :shield:

Town Support

Defensive camp (Night) - Choose another player to grant death immunity tonight. Everyone knows that the Shieldmaiden targeted them. - Infinite uses

325

Valkyrie

Town Support

Winged defense (Passive) - When a player is executed, grant death immunity to their neighbors tonight. Counts as a visit.

326

Warden :shield:

Town Support

Skilled defense (Night) - Target a player. Both you and them are death immune tonight. - One use, gains a use if the player you previously targetted dies.

327

Watchman

Town Support

Nights Guard (Night) - Target two players. If one or more of them is Vanilla, they are both protected. - Infinite uses

328

Witch of Light

Town Support

Coven’s Bond (Passive) - If a Witch (a role with this passive) is executed, every other Witch becomes a Vanilla Mafia.
Cantrip of Light (Day/Night) - Target a player. Their next death by any means is prevented, and it is announced that the Witch of Light’s cantrip protected them. - 1 use

329

Politician

Neutral Social

Government Procedural (Passive) - The first time you would die at night, you survive and lose your abilities. Your alignment stays as it is.

Easily Swayed Population (Passive) - You possess a hidden second vote. This ability is locked at XELO.

Political Strategy Game (Passive) - At the beginning of the game, your alignment is randomly decided as either Town or Mafia. You will then switch alignments at the start of every day.

Town/Mafia wincon.

2 Likes