SFoL Grand Idea Class Thread V2

201 - A duplicate of a random role existing elsewhere in the setup, but with alignment reversed. They will be named “Mirage”. It also cannot be affected by night actions which were deflected, redirected, or otherwise not intentionally aimed at them by their user. Once they have died, they can make a Cop investigations every night, and may communicate the result to the dead thread if you like. They will also die should they receive at least ONE vote at day.

202

Surrealist

Town Special
Surrealist (Passive) - As long as this role is alive, all night action results are replaced with random animal names. Each night action result will consistently be one animal name each time that result occurs in game, so players may eventually figure out that, for example, “elephant” means “no result”.
All Defense (Passive) - A random town role with an active action will be informed that you are a Paranoid Gun Owner. (You know that this has happened, but not which player was informed). When a player uses an active night action on you, you reflexively kill them.
Cop JOAT (Day) - You can only use each action once. All actions return a positive or negative and not the actual role that returned the positive or negative.

Summary
  1. Alphabetic Cop - Check is a player does not have numbers in their role card or not. (If there are no numbers on the role card anywhere the role is positive, otherwise if there is one it is genitive. Must be a number not a word like “one”.)
  2. Bomber Cop - Check if a player is a Bomber or not.
  3. Communications Cop - Check if a player can talk in private with another person at night. (Neighbors/Masons/Mafia/Medium/etc.)
  4. Cop Cop - Check if a player is a cop or not.
  5. Cult Cop - Check if a player is a member of a cult or not.
  6. Even Cop - Check if a player’s role is an even number or not. (GIM thread)
  7. Gun Cop - Check if a player has a gun or not. (Just a gunsmith)
  8. Hidden Cop - Check if a player is a Ninja/Hider/Commuter/Ascetic or not. Ignores effects of Ascetic/Commuting.
  9. Immunity Cop - Check if a player is night immune or not.
  10. Jester Cop - Check if a player is a vengeful role/needs to die to win or not. (Jester/Phantom/Vengeful Townie/etc.)
  11. JOAT Cop - Check if a player is a JOAT or not.
  12. Killer Cop - Check if a player has killed someone this game or not. (Hammer counts as killing as does Gladiating)
  13. Liar Cop - Check if a statement someone has made is telling the truth or not.
  14. Linked Cop - Check if a player is linked to another or not. (Lover/Executioner/Neighbor/Mason/etc.)
  15. Magic Cop - Check if a player is a magical/supernatural role or not. (Witch/Sorcerer/Warlock/Retributionist/Medium/etc.)
  16. Manipulative Cop - Check if a player can manipulate votes/roleblock/redirect or not. (Roleblocker/Rolestopper/Witch/Marshal/Gladiator/No Voter/Double Voter/Silent Voter/etc.)
  17. Neutral Cop - Check if a player is Neutral or not.
  18. Odd Cop - Check if a player’s role is an odd number or not. (GIM thread)
  19. Parity Cop - Check if a player is of the same result as the last player you check or not. Cannot be used night 1. (It will assume you are just reusing the last check.)
  20. Player Cop - Check if a player is a role created by [player] or not. You can chose the player you are comparing them too in the GIM thread.
  21. Power Cop - Check if a player is a Town Power/Mafia Head or not.
  22. Serial Cop - Check if a player is a Neutral Killing or not.
  23. True Cop - Check if a player is Mafia or not.
  24. Vanilla Cop - Check if a player is a non-power role or not. (note Serial Killer will only show up as positive if their only ability is to kill once a night. Power role also does not mean Town-Power just a role that is not Citizen/Goon/Vanilla Serial Killer)
  25. VigCop - Check if a player can vig a player or not. (Mafia dayvig/Vigilante/etc.) (Is not Mafia/Serial Killer kills specifically Vigilante)
  26. Visit Cop - Check if a player can visit others at night or not.
  27. Zebra Cop - Check if a player is an even/odd night role or not.

Visitor (Night) - Each night, you may target a player. You will learn that your action succeeded (unless it failed, in which case you will learn that your action failed). - Infinite uses.
Vanillarizer Vanillarizer (Night) - You may target a person at Night to remove any abilities that remove abilities. - Infinite uses.
Defeat the mafia and all neutrals that mean you harm. Additionally, if a member of the Mafia (specifically) is lynched on Day 3, you automatically win and leave the game, regardless of whether town ends up winning or not.

203

The Pyromaniac

Neutral Killer
Hidden Button (Passive) - When you die by any means, all doused targets die with you.
Got it (Day) - Make a player immune to attacks or ITAs of any kind until EoD. - Infinite uses.
Gasoline Affiliate (Night) - Douse three targets of your choice. - Infinite Uses.
Everyone is dead at the end of the game.

204

The Inuit

Town Investigative
Orange Termometer (Day) - Each player starts out at 100 degrees. Every time a players performs an ability/action (including day actions), their temperature will go down by 10 degrees. You can ask the mod for a temperature list, and the mod will give you everybody’s temperatures after the day has ended. If it is a factional nightkill, only the player who did the nightkill will have his/her temperature dropped. Voting and talking are NOT counted as abilities or actions in this case. - Infinite Uses.
Whiteout (Day) - Each day choose 4 people to attempt to shoot. They will be randomly assigned A, B, C and D. Each have a different percentage of being shot as follows A=40% B=30% C=20%
D=10% - Infinite Uses.
Hunting Traps (Night) - Choose three players. The moderator will randomly choose two players out of the three you chose. If their alignments differ from each other, they both die. Otherwise, nothing happens. You won’t learn which two out of the three players were chosen. - Infinite uses.
Chain Tracking (Night) - Target a player. You are returned a list of the players they targeted. Then, for each player they targeted, you are returned a list of the players their targets targeted, and so on. - Infinite uses.
Defeat the mafia and all neutrals that mean you harm.

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 player’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 PM’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 you’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 someone’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 you’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 you’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 it’s in this GIM thread.
You’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:

█████

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 host’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 “The Real Omnimiller” 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

I’m on your side! (Passive) - Immune to death from any ability of “evil” or “neutral” 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.

Got’cha! (Night ability) - Toggle your Surprise Passive on or off. It starts on.
Ensure the “good” 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 “Babies Cry all the Time”
Grow up (Day Ability) - Grow up and become “The Edgy Teen”. 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 “Edgelord”
Grow the fuck up (Day Ability) - Grow up and become “The Overworked Adult”. Only usable after 2 days have passed.

"I’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 “Elderly Impolitically Correct”. 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