@ 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
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
80
):<
Mafia Social
i am no longer moderating this thread (Passive): ur a mafia goon.Mafia win condition
81
82
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
84
Mysterious Electrician Architect
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
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
88
The Pope
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 useDecree Cardinality (Night) - Target player gains Cardinality. - Inf use
Guard! (Night) - Choose a player. They will be immune to death tonight. - 3 usesYou 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
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 useDecree Knighthood (Knight) - Target player gains Knighted. - Inf use
Guard! (Night) - Choose a player. They will be immune to death tonight. - 3 usesYou 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
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.
91
Roleplayer
Unknown SpecialNo 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.)
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 usesHave no more than 3 Special or Investigative players die throughout the course of the game.
93
converts into...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 usesDefeat all members of the Informed Minority and any neutrals that directly oppose your win condition.
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 useGain parity with the Uninformed Majority and defeat any neutrals that directly oppose your win condition.
95
converts into...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 useDefeat all members of the Informed Minority and any neutrals that directly oppose your win condition.
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 useBlood 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.
97
Startech AI
Town Killer
Actually Good at the Game (Passive) - Your actions can only be stopped by direct visits to you.
Pacifist For The First 40 Years (Passive) - You may not use actions until Night 2, bypassing your other passive.Research Tech (Day) - Give target player one of the following items at the start of the night. They will be informed what item they recieved & its effects. Each item may only be used once. - 3 uses
Juggernaut (night): Kill a player. This item may be passed onto another player upon your death (before being added to dead chat), if unused. - 1 use
World Cracker (day): Kill a player. - 1 use
Citadel (passive): Once per game, activate this passive. A random player who visits you that night will die.The Flesh is Weak (Night) - Become immune to kills for this night and the next. - 1 use, uses shared with Mind over Matter
Mind over Matter (Night) - Become immune to any negative effects, except killing, for this night and the next. - 1 use, uses shared with The Flesh is Weak
town
Converts into Base Stellaris AI, class 98
98
Base Stellaris AI
Mafia Killer
Really Bad At The Game (Passive) - Your actions can be stopped, but only if you are directly visited by somebody who is trying to stop your action.
Drags Others into Pointless Wars (Passive) - You may choose who you appear to visit each night.Research Tech (Day) - Give target player one of the following items at the start of the night. They will be informed what item they recieved & its effects. Each item may only be used once. You may only give an item to a known member of your faction once. Kills caused by these items count as kills caused by you for the purposes of your passive. - 3 uses, unusable until Day 3.
Juggernaut (night): Kill a player. This item may be passed onto another player upon your death (before being added to dead chat), if unused. - 1 use
World Cracker (day): Kill a player. - 1 use
Citadel (passive): Once per game, activate this passive. A random player who visits you that night will die.Synthetic Evolution (Night) - Become permanently immune to kills. - 1 use, uses shared with Transcendence
Transcendence (Night) - Become permanently immune to visits, except for kills. - 1 use, uses shared with Synthetic Evolutionmafia
99
The Feudal Lord
Neutral Special
Tax the Torch (Passive) - If you die, a vote to determine the next lord will be held at start of the next day. Anyone who votes loses 1 use of a limited use ability of their choice. Anyone who has Serf cannot vote.
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.
Exile (Day) - Target player with Serf is removed from the game. The day continues as normal. Inf use
False Trial (Day) - Target player cannot be executed today. They gain Serf. 1 useOffer Serfdom (Night) - Target player is given the choice to have their limited use abilities to become infinite. If they accept, they gain Serf. Inf Use
Remove Serfdom (Night) - Target player with Serf loses access to all abilities and loses Serf. 2 usesYou win when more than half of the court has Serf.
Serf (Passive) - Your vote counts as 0 when voting the Lord unless 2 other players with Serf are also voting them. This passive is lost when a new Lord is elected.
100
Archon, Architect of Mind
Mafia Special
Unstoppable Will (Passive) - Occupy and Death Immune. If you would be redirected to a target that would cause your ability to fail, you are redirect immune as well.
Immortal Plan (Passive) - If you die, choose target Mafia player. They become Archon’s Apprentice.Reality Warp (Day) - Make target player believe they were bled. Cannot target the same player twice. Inf use
Mind Bend (Day) - Target player rescinds their vote and cannot vote today. Tonight, they will be told that their ability was redirected. 2 usesRestructuring Thought (Night) - Target a player. If they are not Mafia, convert them. If they are mafia, occupy them, and choose a Town class from the Grand Idea Moderated thread. Tomorrow, they become the converted version of that class. Inf use, cannot target Non-Mafia twice
Destruction of Mind (Night) - Kill target Mafia player. If they die, the next player you convert with Restructuring Thought will become their class. 1 useGain parity with the Uninformed Majority and defeat any neutrals that directly oppose your win condition.
(Archon’s Apprentice cannot roll)
Archon’s Apprentice
Mafia Special
Final Act (Passive) - Should you die, your killer will die as well. If you were executed, the player who voted you last will die.
Reality Bend (Day) - Two target players cannot vote each other for the rest of the game, unless the game is in LyLo or XLo 1 use
Restructuring Mind (Night) - Convert target player. If you cannot convert them, secretly bleed them. 2 uses
Gain parity with the Uninformed Majority and defeat any neutrals that directly oppose your win condition.
101
The Wonderful 101
mafia social
there is 101 of them (night) - make a wish. the host may choose to grant it, but it comes with a price and leaves a public hint as to its nature. the first time a wish is granted, your future wishes are automatically declined. - 101 uses
to be improved later