SFoL Grand Idea Class Thread V2

205
ELITIST
Neutral Investigative
Elitist (Passive) - If you, for any reason, are converted, you immediately kill your converter and inherit their role. You can be converted, bypassing the usual neutral immunity to converts.
Tripplice Alliance (Passive) - You start the game with 2 extra votes. Any time you would die before only having 1 vote, you lose 1 vote instead.
Forensic Scientist (Night) - Each night, you may target a player who died during a previous night. You will learn that playerā€™s true role and alignment, if the flip was tampered with, as well as who they visited the night they died and any messages they would have received (result PMā€™s, neighborizer/friendly neighbor notifications, etc) the night they died. - Infinite Uses.

Your goal is to survive. If you make it to night 4, you will instantly die, but you will kill anyone who were on your wagon during day.

206

Forumer

Blue Dragon Social
Grand Idea Helper (Passive) - When you roll this card, you must post a role in the Grand Idea thread before eod1 or you will die N1.
no u (Passive) - Anything targetting you instead targets the person who took the action. Whenever anyone targets you at night, you will reflexively Neighbourize them.
Defeat the Unseen, Cult, and any neutral that mean you harm.

207

Chess Grandmaster

Neutral Killer
You must challenge another player to a game of chess in thread before the game starts.
If this player declines, they are modkilled instantly. (They are informed of this being the case)

If the Grandmaster wins, their opponent dies, and they must challenge another player.
If the Grandmaster loses, they die, their opponent inherits this role, and must challenge a player to a game of chess.

If one of the players posts when it is their turn to move, and does not include a move, they are instantly modkilled, and their opponent is declared the winner.

Wins if they win a chess game at least once (or previous win-con if another player inherited this role)

208

4-in-a-row Grandmaster

Neutral Killer
You must challenge another player to a game of 4-in-a-row in thread before the game starts.
If this player declines, they are modkilled instantly. (They are informed of this being the case)

If the Grandmaster wins, their opponent dies, and they must challenge another player.
If the Grandmaster loses, they die, their opponent inherits this role, and must challenge a player to a game of chess.

If one of the players posts when it is their turn to move, and does not include a move, they are instantly modkilled, and their opponent is declared the winner.

Wins if they win a 4-in-a-row game at least once (or previous win-con if another player inherited this role)

209

Emo Sonic

Town Social
You have to whisper each 12 hours or youā€™re too slow and you auto die.
You may not speak in thread and can only speak via whispers.
You have a limit of 60 300-word limit whispers per day
Whispering will be shown in thread

Votes are to be sent via pm to a mod and do not count towards your whisper limit

Each night you may sacrifice a set amount of whispers permanently to do one of the following actions
5 whispers - roleblock a player
10 whispers - heal a player (can self heal)
15 whispers - protect a player and kill their attacker at the cost of your life (cannot protect yourself)
20 whispers - alignment check
25 whispers - modpeek
30 whispers - kill a player
35 whispers - strongman kill a player

At any point during the game you may turn yourself into a treestump

Defeat the mafia and all neutrals that mean you harm.

1 Like

210

Backstabber

Neutral Special
On the fourth day, all the members of the mafia will be revealed, excluding the godfather.
You are seen as a member of the mafia to the sheriff and as a framer to the investigator.
The mafia know who you are.

You also can choose to grant someoneā€™s wish, once per game.

Reveal the secrets of the mafia.

211

Neutral Killer leader

Neutral Killer
The neutral killers are all on a team with the wincon of one of the neutral killers winning and all of them will win, you are the leader all neutral killers will have a separate day and night chat, that they share with you and other neutral killers.
Only two neutral killers maximum may select a night action, none of the neutral killers will have night Immunity.
-You have night immunity.
-If all neutral killers die youā€™ll turn into a Serial Killer.
-If you die Neutral killers cannot talk during the day but will still meet up during the night.

Goal: Make sure one neutral killer wins, all neutral killers will win if one wins.

(NOTE: if no neutral killers youā€™ll be a normal Serial Killer)

212

The Weak

Mafia Support
Once per game you may retrain a Mafia member into a different Mafia role, provided that itā€™s in this GIM thread.
Youā€™ll always die in place of the first to die person including lynches ect.
Defeat the Town and all neutrals that mean you harm.

213

_ERROR
Neutral Special

Every phase, you may corrupt someone. This will convert them into the following role, retaining their original win conditions.
This will remove all of their abilities and modifiers.
Anyone who visits you will also be corrupted, suffering the same fate as above.

Rolecard:
Spoiler:

ā–ˆā–ˆā–ˆā–ˆā–ˆ

You have no abilities.
You cannot gain abilities or modifiers while in this state.
You cannot be converted into a different role while in this state.

Your win conditions are retained, even if your victory is dependent on your original role mechanics.

Once you have corrupted at least half of the living players, you may either choose to restore or to eradicate.
Choosing restore gives everyone back their old abilities, but will grant them modifiers of your own choice. The modifiers you may inflict are dependent on the hostā€™s decision.
Choosing eradicate will kill everyone corrupted.
You may alternatively choose to do nothing.

You win once you have corrupted at least half of the living players.

214

The Necromancer :shield:

Neutral Killer
Hearing Voices (Passive) - The Necromancer will hear the voices of the spirits in limbo at night.
One With Death (Passive) - The Necromancer is immune to death if he is linked to 1 or no spirit.
Respect the Dead (Day) - All spirits will be granted voting and accusation rights and their day abilities will become active for this day. - 2 uses
Relinquish (Day) - You let one of your spirits pass on removing their spirit status. - Infinite uses
Resurrection (Night) - Attack targeted player and grant the attacked player spirit status if he dies, granted that he is not immune to conversion. Spirits change their win condition to winning with the necromancer, may use their night abilities and can talk in limbo chat separate from dead chat. Maximum of 3 spirits applies. - Infinite uses
Your objective is to defeat the Blue Dragon, Unseen, Cult and any neutrals that dare stand in your way

215

The Real Omnimiller
Neutral Special

"I claim miller" (Passive) - Immune to death from everything but lynching. Any ability (investigative or not) targeting The Real Omnimiller will yield an investigative result showing The Real Omnimiller has been targeted. Cannot change class. Will always silently lose king elections.

Witch Hunt (Passive) - Day 1 it will publicly be announced ā€œThe Real Omnimillerā€ is in the game. If he survives to day 4, everyone, but the real omnimiller, wil lose.

Survive until day 4 and watch the world burn.

216

Plot Twist
Neutral Special

Iā€™m on your side! (Passive) - Immune to death from any ability of ā€œevilā€ or ā€œneutralā€ players.

Surprise (Passive) - As long as you are alive, gaining the most votes for getting lynched, gives the player the power to lynch someone instead.

Gotā€™cha! (Night ability) - Toggle your Surprise Passive on or off. It starts on.
Ensure the ā€œgoodā€ faction loses.

217

The Crybaby
Neutral Special

Everyone loves babies! (Passive) - Immune to anything except lynching.
Babies Cry all the Time (Passive) - Must ostensibly whine and imitate a 5-year old baby in each post or will get modkilled. Must have 5 posts each day or will get modkilled.

Pacifier (Day Ability) - For the next 30 minutes, you may talk normally ignoring ā€œBabies Cry all the Timeā€
Grow up (Day Ability) - Grow up and become ā€œThe Edgy Teenā€. Only usable after 2 days have passed.

Diaper Change Time! (Night ability) - Occupy Target Player bypassing immunities and preventing visits to target player. (unlimited uses)

Die of Old Age after growing up as the Elderly Impolitically Correct.

218

The Edgy Teen
Neutral Special

"Noone understands me" (Passive) - Immune to anything except lynching.
Edgelord (Passive) - Must ostensibly imitate an edgy teen in each post or will get modkilled. Must have 5 posts each day or will get modkilled.

Reality Check (Day Ability) - For the next 30 minutes, you may talk normally ignoring ā€œEdgelordā€
Grow the fuck up (Day Ability) - Grow up and become ā€œThe Overworked Adultā€. Only usable after 2 days have passed.

"Iā€™m so deep" (Night ability) - Occupy up to 2 target players bypassing immunities and preventing visits to target player. (unlimited uses)

Die of Old Age after growing up as the Elderly Impolitically Correct.


This means that the Edgy Teen can roll separately from The Crybaby.

3 Likes

219

Weird Hair Guy

There is a 1/30 chance you are Town, otherwise you are Mafia. Always Offensive.
At gamestart, you are publicly mod confirmed as the Weird Hair Guy. Nobody likes your hair.
You also cry every night, making anyone who visits you visit someone else that you select during the night.

220

The Overworked Adult
Neutral Special

"I want to speak to a manager!" (Passive) - Immune to anything except lynching.
Know-it-all (Passive) - Must ostensibly point out how pro town he is playing in each post and each post must contain a criticism of another player or will get modkilled. Must have 5 posts each day or will get modkilled.

Chill Pill (Day Ability) - For the next 30 minutes, you may talk normally ignoring Know-it-all.
Grow up (Day Ability) - Grow up and become ā€œElderly Impolitically Correctā€. Only usable after 2 days have passed.

Existential Crisis (Night ability) - Occupy up to 2 target players bypassing immunities and preventing visits to target player for 2 nights. (unlimited uses)

Die of Old Age after growing up as the Elderly Impolitically Correct.


This is me right now.

3 Likes

221

The Elderly Impolitically Correct
Neutral Special

Uncomfortable (Passive) - Immune to anything except lynching.
Times Sure Change (Passive) - Must ostensibly be impolitically correct in each post or will be modkilled. At any point a player that might be offended can contact the host after which the host will publicly declare that ā€œTimes sure have changedā€ and this post restriction will change to being ostensibly politically correct in each post. (The host will assist in players attempting to fakeclaim The Elderly Impolitically Correct) Must have 5 posts each day or will get modkilled.

Spouse is Watching (Day Ability) - For the next 30 minutes, you may talk normally ignoring Times Sure Change.
Itā€™s Time (Day Ability) - Grow up and die of old age. Only usable after 2 days have passed.

Intolerance (Night ability) - Attack Target Player (1 use)

Use Itā€™s Time to die of old age.


If deemed inappropriate by the host, swap out the political correctness angle with nostalgia for the old days.

Made sure to make this class fakeclaimable.

1 Like

222
Cheese
Neutral Killer
Goes rotten after 4 days of being alive, creating a 50% chance that any player in the game will die from the smell with each day.
Once per game during the day, you may activate ITAs for the day. Everyone gets 1 15% shot and 1 player of your choice gets 2 20% shots.
choose someone each night. If theyā€™re a citizen, they die.
you win when no more citizens are alive

1 Like

223

The Couturier

Town Social
New Suit (Passive) - On death shows up as a random Role from https://forum.imperium42.com/t/sfol-grand-idea-class-thread-v2/78691
Peasant (Passive) - This players believes they are a just a Vanilla Townie. Give them a fake rolecard!
Defeat the Mafia and all neutrals that mean you harm.

224

Last Hope

Town Special
You permanently gain the abilities of Town members that die. They will all have one use, if there were uses remaining.
You can only use up to one ability per phase.
Defeat the Mafia and all neutrals that mean you harm.

1 Like