Logical Idea Mafia

This forum is for discussion related to the game.
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Post Post #150 (ISO) » Tue Apr 02, 2024 5:38 pm

Post by TemporalLich »

Town Mediator


Each night, you may target two players to prevent them from targeting each other the next Night.

The targets are informed that they were mediated and who they can't target.




I'd like if more players post roles here ideally, so there is more actual collaboration in a collaborative deck
time will end
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Post Post #151 (ISO) » Tue Apr 02, 2024 5:42 pm

Post by SmileyDude1 »

Public Vengeful Townie


Should you die due to being elimination, you may elect to target a player. If you choose to do so, you will shoot your target, killing them if they were not protected. Additionally if your target doesn't die from your vengeful shot, the mod will publicly reveal who you tried to shoot.



Noted, I'll probs stop for the next 3-4 days at least. Will try to limit the volume from here on as well (1-2 per day at most as well).

My apologies :oops:
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Post Post #152 (ISO) » Tue Apr 09, 2024 8:21 am

Post by Radical Rat »

Town Author Cop


Each night, you may target one other living player. You will learn the name of the user who posted the target's role in the Logical Idea Mafia thread.

You are aligned with the Town, and will win when all threats to the Town have been eliminated, or nothing could prevent this.
Maybe the real Mafia was the friends we made along the way

Shiny and new GTKAS thread!
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Post Post #153 (ISO) » Tue Apr 09, 2024 1:54 pm

Post by ketchup777 »

Mafia Messenger

———————————————————————-
In post 152, Radical Rat wrote:
Town Author Cop


Each night, you may target one other living player. You will learn the name of the user who posted the target's role in the Logical Idea Mafia thread.

You are aligned with the Town, and will win when all threats to the Town have been eliminated, or nothing could prevent this.
"Your targets role was posted by SmileyDude1"

…AAAAAH
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Post Post #154 (ISO) » Sat Apr 13, 2024 8:33 am

Post by SmileyDude1 »

Shadow Assassin Entrancer


Each night, you may target two players. Assuming no interference with your action, you will entrance your first target causing any action they take to be redirected to your second target. Players will be informed should they be redirected by this ability.

glossary of terms:



lol :lol:
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Post Post #155 (ISO) » Sat Apr 13, 2024 8:39 am

Post by SmileyDude1 »

Mafia Informed Indecisive Day Blocker


You are informed at the start of the game of all players who have access to day abilities. Once each day-night cycle, during the day (via PM to the mod) or at night, you may target a player. Assuming no interference with your action, you will block your target from using day abilities. You may not target the same player with this ability twice in a row.
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Post Post #156 (ISO) » Sun Apr 14, 2024 2:39 pm

Post by SmileyDude1 »

Werewolf 1-Shot Dayvig


Once per game during the day, you may type
Shoot: Playername
in main thread. Assuming no interference with your action, your target will be killed if they were not protected with the day continuing afterwards.
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Post Post #157 (ISO) » Sun Apr 14, 2024 2:39 pm

Post by SmileyDude1 »

Lurking Assassin Serial Killer Rolecop


Each night, you may target a player. Assuming no interference with your action, you will learn your target's role. This may be done alongside your factional kill ability.

When performing the factional kill ability, you may elect to use your "lurking assassin" ability to enhance your factional kill. Upon doing so, you will become ascetic for the night and your factional kill will be given the stealthy modifier for that night, causing it to be invisible to action-investigative roles. Upon using this ability you must wait two night phases before you are able to use it again.

You win when you are the last player alive or when everyone is dead.
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Post Post #158 (ISO) » Tue Apr 16, 2024 3:28 pm

Post by SmileyDude1 »

Shadow Assassin Ringleader


You are the leader of the Shadow Assassins. You have the following special abilities.

Master Mentor
- Years of training in Shadow magic makes you an elite mentor. As long as you are alive, your fellow shadow assassins will gain additional boons or lessened debuffs from the stealth level system. These will be referred to as Stealth Level+. You still operate under the base Stealth level system and it's consequences, but as long as you are alive all other shadow assassins will operate under stealth level+. Stealth Level+ and how it differs from the base stealth level system is described below
  • Stealth Level 3+: The factional kill is stealthy and can't be detected by action-investigatives. The factional kill is also piercing, it will bypass passive protection such as bulletproof abilities (but not blocking or healing actions).All Shadow Assassins (except for this role) gain a
    Godfather
    effect causing them to be seen as
    town
    to cop-like roles.
  • Stealth Level 2+: Shadow Assassins lose the
    godfather
    effect. The factional kill retains it's stealthy and piercing properties from Stealth Level 3. The factional kill is no longer revealing and will not indicate that the victim was killed by a shadow assassin.
  • Stealth Level 1+: Shadow Assassins lose the piercing effect on the factional kill. The factional kill retains it's stealthy property from the previous 2 levels. The factional kill will not reveal the role of the player who committed the factional kill nor will it reveal that the victim was killed by a shadow assassin.
  • Stealth Level 0+: Shadow Assassins lose the stealthy effect on the factional kill and the kill will become revealing. The victim of the factional kill will be said to have "been killed by a
    shadow assassin
    " though the role and identity of the assailent will not be revealed
Shadow Void
- An ace up your sleeve for when times are desperate. If you are the last shadow assassin left alive at night, you may activate this ability. Upon doing so, 2 nights from the time of activation Shadow Void will absorb the town unavoidably killing all non shadow-assassins at the end of that night, winning the game for your faction if you are alive upon its detonation. The mod will inform the main thread should you elect to activate this ability and will remind the main thread of how close it is to detonating at the start of every phase onward. Using this ability will permanently lock you to stealth level 0 for the rest of the game. If you are the only Shadow Assassin in the game, this ability will take an extra 2 night phases to detonate.

Shadow Meld
- A contingency plan in case of untimely demise. Once per game, you may target another Shadow Assassin with this ability, your target must give consent before you perform this action. Upon doing so, you will create a mind link that will last until the end of the following night phase. Should you die while the link is active, your target will gain access to your abilities replacing the one's they had before. This action can't be redirected or blocked and has priority over most other actions.

glossary of terms:
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Post Post #159 (ISO) » Wed Apr 17, 2024 2:00 pm

Post by SmileyDude1 »

Town Ascetic High Advisor


You are passively immune to all non-killing actions that target you. Such actions that target you will fail as if they were roleblocked.

You are in a High Advisor PT with other players who are guaranteed to not be
Shadow Assassin
aligned. You may speak with them during the specified times (by default all times unless another role says otherwise) as long as you are alive.

Mod Note: Mason Feasibility Clause applies to this role - Add "High Advisor" to another random Non-Shadow Assassin aligned player's role if any High Advisor was generated.
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Post Post #160 (ISO) » Wed Apr 17, 2024 2:03 pm

Post by SmileyDude1 »

Town 2-Shot Watcher High Advisor


Twice a game, you may target a player. Assuming no interference with your action, you will learn who else targeted your target last night.

You are in a High Advisor PT with other players who are guaranteed to not be
Shadow Assassin
aligned. You may speak with them during the specified times (by default all times unless another role says otherwise) as long as you are alive.

Mod Note: Mason Feasibility Clause applies to this role - Add "High Advisor" to another random Non-Shadow Assassin aligned player's role if any High Advisor was generated.
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Post Post #161 (ISO) » Wed Apr 17, 2024 2:06 pm

Post by SmileyDude1 »

Mafia Rolecop High Advisor


Each night, you may target a player. Assuming no interference with your action, you will learn your target's role name.

You are in a High Advisor PT with other players who are guaranteed to not be
Shadow Assassin
aligned. You may speak with them during the specified times (by default all times unless another role says otherwise) as long as you are alive.

Mod Note: Mason Feasibility Clause applies to this role - Add "High Advisor" to another random Non-Shadow Assassin aligned player's role if any High Advisor was generated.
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Post Post #162 (ISO) » Fri Apr 19, 2024 10:51 am

Post by SmileyDude1 »

Werewolf 1-Shot Vigilante High Advisor


Once a game at night, you may target a player. Assuming no interference with your action, you will shoot your target, killing them if they were not protected. This ability may be used in conjunction with any factional abilities you may have access to.

You are in a High Advisor PT with other players who are guaranteed to not be
Shadow Assassin
aligned. You may speak with them during the specified times (by default all times unless another role says otherwise) as long as you are alive.

Mod Note: Mason Feasibility Clause applies to this role - Add "High Advisor" to another random Non-Shadow Assassin aligned player's role if any High Advisor was generated.
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Post Post #163 (ISO) » Fri Apr 19, 2024 10:55 am

Post by SmileyDude1 »

Town Traffic Analyst


Each night, you may target a player. Assuming no interference with your action, you will learn if your target is capable of private communications or not. Should your action be blocked, you will receive no result.
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Post Post #164 (ISO) » Sat Apr 20, 2024 1:54 pm

Post by Radical Rat »

Town Cereal Killer


You're a really big fan of cereal, and have been known to eat entire boxes in one sitting. This tends to unsettle your neighbors.

You will investigate as if you were a
Serial Killer
to any role that checks alignment.

You are aligned with the Town, and will win when all threats to the Town have been eliminated, or nothing could prevent this.
Maybe the real Mafia was the friends we made along the way

Shiny and new GTKAS thread!
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Post Post #165 (ISO) » Sun Apr 21, 2024 11:04 am

Post by SmileyDude1 »

Town Loud Announcing Cop


Each night, you may target a player. Assuming no interference with your action, you will learn if your target is aligned with
town
or
not town
. Your targets will be informed that they were targeted by you, and that they were targeted by an "announcing cop" ability should this action be used successfully.
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Post Post #166 (ISO) » Sun Apr 21, 2024 11:13 am

Post by SmileyDude1 »

Town Post Range Cop


Each night, you may target a player. Assuming no interference with your action, you will be given an approximate post range within which your target got their role from. Upon using this ability the mod will give you a range of 20 posts within which your target's role is included chosen at random from eligible ranges.

Example: If a player with this role targeted someone who has the role mentioned in post . They may get a range of 86-106 which would indicate that their target's role is somewhere within that post range. Targeting that same player could also give ranges like 100-120 or 95-115 or 80-100 depending on which range was generated, though the post range will always include post in this instance.
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Post Post #167 (ISO) » Mon Apr 22, 2024 1:16 pm

Post by SmileyDude1 »

Town Forewarner


You have a strong ability to see into the future. At the beginning of the game, you will be informed of the minimum number of day-night cycles it would take for town to lose majority (under a worst case scenario where everything went wrong). For example if their is a course of actions that would cause town to lose majority at the beginning of day 3, you will be informed that town could potentially lose majority after 2 cycles pass under worst case scenario.

You have a sense of when trouble is brewing. At the beginning of each day phase, you will receive alerts if town is in perilous straits. The mod will send you a
Yellow Alert!
, if there is a course of actions that could occur that would cause town to lose majority to anti-town forces by the end of the day phase (under worst case scenario). The mod will send you a
Red Alert!!!!!
, if there is a course of actions that would cause an evil party to win the game, endgaming everyone else, by the end of the day phase (under worst case scenario).
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Post Post #168 (ISO) » Mon Apr 22, 2024 1:18 pm

Post by SmileyDude1 »

Town Odd-Night Vigilante


During odd-numbered night phases, you may target a player. Assuming no interference with your action, you will shoot your target killing them if they were not protected.
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Post Post #169 (ISO) » Tue Apr 23, 2024 9:54 am

Post by SmileyDude1 »

Vanilla Townie


You have no special abilities. You are
vanilla
flavored though, so that's cool.
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Post Post #170 (ISO) » Tue Apr 23, 2024 11:44 am

Post by SmileyDude1 »

Hated Townie


You passively require one less vote than normal to eliminate. This will not apply should the game enter an ELO state.

This will also cause you to start out at -1 votes should popularity contest rules be in play due to the
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Post Post #171 (ISO) » Tue Apr 23, 2024 12:13 pm

Post by SmileyDude1 »

Town Split Neighborizer


Each night, you may target two players. Assuming no interference with your action, you will add each of your targets to separate neighborhoods during the night. Specify which neighborhood you wish to add each player to when performing this action, should you fail to do so, the neighborhood your target will be added to will be chosen at random. Those within a neighborhood may converse with all other members of said hoods during the specified times (by default all times unless another role indicates otherwise) as long as they are alive.

You must successfully target two different players when using this action. This action will fail if either neighborize fails to go through (i.e if you target player a and player b with this action, and the neighborize fails to go through on player b, the neighborize on player a will also fail even if it would go through normally).
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Post Post #172 (ISO) » Thu Apr 25, 2024 1:23 pm

Post by SmileyDude1 »

Town Novice Psychologist


Each night after night 1, you may target a player. Assuming no interference with your action, you will learn if your target possesses an unused killing ability or not. This action resolves after all killing actions during the night. Should your action be blocked, you will receive no result.
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Post Post #173 (ISO) » Thu Apr 25, 2024 1:28 pm

Post by SmileyDude1 »

Town 2-Shot Detective


Twice a game at night, you may target a player. Assuming no interference with your action, you will learn if your target has attempted to use an active killing ability or not. This action resolves after all killing actions during the night. Should your action be blocked, you will receive no result.
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Post Post #174 (ISO) » Thu Apr 25, 2024 1:57 pm

Post by biancospino »

Snowflaker


If this card is rolled, reroll the entire setup, except that, in the rerolled setup:
  • this card may not be rolled;
  • there may not be more than two cards with the same author;
  • the player who did originally roll this card will, in addition to their rerolled role, be an Informed with the folowing information: "There are not more than two players whose rolecards in the LIM thread have the same author".

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