Grand Idea Thread - Moderated

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.

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 Evolution

mafia

1 Like

99

The Feudal Lord :shield:

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 use

Offer 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 uses

You 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 uses

Restructuring 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 use

Gain 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

1 Like

102

katze picked dare in truth or dare and was told to make a GI class so here is said GI class @Arete you nerd

“why are we still here? just to suffer?”

Town Investigative

katze (Passive) - You cannot receive additional uses of any of your abilities from any means other than your own abilities. You may not use more than one ability per night, regardless of any effects that may occur.

nerd above (Day) - Target a player who you have used all three of your night abilities on. You may call them a nerd in the thread, even if you are dead, or unable to post for any other reason. (if you cannot post by normal means, your message may only contain “@(target) nerd”) - infinite uses

hands you a maid outfit (Night) - Give a player a maid outfit. They will appear as a Town Social to all alignment and class typing checks as long as they have the maid outfit. The player will know they were given a maid outfit. Using this ability will give you a use of “rings your cat bell”. - 2 uses

rings your cat bell (Night) - Target a player who you’ve previously targeted with “hands you a maid outfit”, but not with “fuck you takes your maid outfit”. Their bell will make noise. At the start of the next day, the host will publicly say where the bell made noise. Using this ability will give you a use of “fuck you takes your maid outfit”. - 0 uses

example formatting

A cat bell was heard near katze last night.

fuck you takes your maid outfit (Night) - Target a player who you’ve previously targeted with “hands you a maid outfit”. You will take back your maid outfit. Using this ability will give you a use of “hands you a maid outfit”. - 1 use

town wincon

2 Likes

103

Untrusted, except it only has things that the community considers “balanced” and not underpowered

Town Special
Lynches every phase (Passive): Town may talk and lynch during the night (but mafia can also kill during the day which takes affect at the start of the night (the mafia getting a kill isn’t actually in Untrusted (but the lynch every phase is), obviously, but this role would be broken without it which really says something))
Person of interest (Passive): The journalist can get a scoop on you. (We don’t actually know why the dev decided to add this passive to every single role except a few instead of just tie it to the journalist he just did)
Angleshootable night order (Passive): The host must tell players if another player succeeded in an action another player was trying to do. (This is because Untrusted’s night order is done in real time and everyone knows when it lags behind and if there was a player before them that succeeded in the action they were trying to do.) Also, the host must give a number between 1 and 20 depending on the amount of different feedback a player received. (This is because Untrusted’s night timer extends the more feedback a singular player has, as there is intervals between being given a single piece of feedback rather than being given all feedback at once. Everyone can see the extension of the night time timer.)
Disorganised Murder (Night): Target a player. Has a chance to kill them. The chance is undisclosed because the game developer can’t actually balance the game and has to keep chances behind closed doors so nobody angleshoots, creates a meta or know when it’s actually useful to use an ability. The host decides the chance. (Infinite uses from night 4 onwards). The host can edit this chance without telling you, because the edits to chances are also never revealed in the patch notes (presumably)
Murder Journalist (Night): Target a player. Kill them. This only works on players of the neutral faction with “Journalist” in their name, even if strongmanned. (One use)
CCTV (Night): Target a player. Permenantly place a camera on them that tells you all of their visitors every night. Anyone else with this ability also learns your feedback. (2 uses)
Town win condition

10 Likes

104

The Underground Merchant

Town Social

Illegal Goods (Passive) - If you are targeted by an investigative who does not have Illegal Goods, you will be permanently exiled.

Bribery (Day) - If you would be executed today, you will instead be exiled. You return the following day. 1 use

Offshore Dealings (Night) - Gain 1 use of Sell Goods. - Inf use

Sell Goods (Night) - Target player gains 1 use of a limited use ability and gains Illegal Goods. If they have no limited use abilities, this does nothing. 1 use

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

Converts into…

105

The Corrupt Merchant

Mafia Social

Illegal Goods (Passive) - If you are targeted by an investigative who does not have Illegal Goods, you will be permanently exiled.

Bribery (Day) - If any member of the mafia would be executed today, they will instead be exiled. They return the following day. 1 use

Sell Goods (Night) - Target player falsely gains 1 use of a limited use ability and gains Illegal Goods. Inf use

Expose Dealings (Night) - Exile target player if they have Illegal Goods. 2 uses

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

106

3 Likes

107

such a great tactic

Mafia Killer


lol (Night): Kill target player. They must have self-voted or appealed to emotion in the previous day. (Infinite uses)
Mafia Wincon

8 Likes

108

Emotion, Collector of Appeals

Neutral Social

Final Appeal (Passive) - The first time a player would die, if they were accused of using Appeal to Emotion in any form, you may choose to prevent their death.
Self-Siphoning Power (Passive) - If you accuse a player of using Appeal to Emotion in any form, you are temporarily vanillaized until the next cycle.
All-Known (Passive) - Your presence is announced at the beginning of the game.

Evaluate Appeal (Day) - Target player requires one less or one more vote to execute if they were accused of Appeal to Emotion. You may choose which. Inf uses

Demand Appeal (Night) - Target player must be accused of Appeal to Emotion tomorrow. If they are not, you choose the exexution instead. 3 uses

You win if at least 6 players are accused of Appeal to Emotion throughout the game.

So fair and balanced, it should be in CoD.

109

Another role that is really heavy on the theming with little thought put into Balancing

Town Social

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

Converts into…

110

The same role as above, but evil (and also you can’t see the text because it’s purple)

Mafia Social

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