Grand Idea Mafia Abilities and Assumptions

This page details both common definitions for abilities and what the host will assume parts of rolecards mean in **Grand Idea Mafia**.

## **Abilities**

All abilities listed below are common abilities that you can use without having to elaborate on what they specifically do.

* **Blackmail:** The player will be unable to speak in daychat the next day. They can usually still vote.
* **Charm:** Pick someone, they will use their action on you.
* **Clean:** If someone is cleaned during the phase that they die, they will show up as cleaned in the graveyard and not flip their role.
* **Control:** *a.k.a. Witch, Witching*. This is typically a Neutral or Coven ability. Force a target to use their action on someone else. You will learn their role.
* **Dayshot:** *a.k.a. Dayvig*. Typically a one time use ability that lets the player send **/shoot [player]** in the voting chat during the day and attack them with a basic attack.
* **Heal:** Grants a target powerful defense for the night and removes all effects such as poison or bleeding.
* **Interrogate:** Find out whether a role is suspicious or not. Mafia/Coven/Some NKs will show up as suspicious. Any roles with detection immunity will always show up as not suspicious.
* **Jail:** Target must be chosen during the previous day. The target will either get to send a 1000 word defense to the jailor, or they will get to have a chat opened with the jailor, not learning the jailor's identity. The target is roleblocked and giving defense. The jailor may choose to execute the target, dealing a powerful attack.
* **Lookout:** See everyone who visited your target. If a player has follow immunity they will be unseen visiting a player the lookout is watching.
	+ **Lookout (Limited)**: See everyone who visited your target. If more than 3 people visited, you will see 3 of them, randomly chosen.
* **Missing:** The player will be unable to speak in daychat, vote, and possibly not talk in factional chats. They will usually be announced as missing at the start of the day and will not count towards majority in voting. If the player is missing for multiple nights, they are unable to perform actions too. The player has to have a way to become not missing during the game.
* **Poison/Bleed:** A player that is poisoned or bleeding will die after 2 phases. Poison is more commonly used for Coven while Bleeding is used for Mafia.
* **Protect:** Give powerful defense and stop someone from dying. Sometimes can end with the attacker being killed, sometimes not. Will not remove poison or bleeding.
* **Purge:** A much stronger version of healing. Removes all effects such as douses, hexes, poisons (even when incurable), or any negative status effects, as well as giving powerful defense for the night. Typically only neutral roles have this and it will have limited charges.
* **Redirect:** Pick someone, pick a second person. The first person will visit the second person.
* **Revive:** Brings a player back from the dead.
* **Roleblock:** Stop someone from using their action tonight. If a player has roleblock immunity they will be unaffected by this.
* **Shoot:** Usually Town ability. Will let the user attack someone with a basic attack. Usually, if the player shoots a townie, they will either lose their ability to shoot or die.
* **Stone:** If someone is stoned, they will die and show up as stoned in the graveyard, not flipping their role.
* **Track:** See everyone your target visited. If a player has follow immunity they will be unseen visiting.
* **Transport:** Pick two people. Everyone that chose to visit player A will visit player B and vice versa.

## **Attributes**

All attributes that can be added to a role are listed here.

* **Detection Immunity:** The player will seem innocent to roles who interrogate.
* **Roleblock Immunity:** The player will be unable to be roleblocked.
* **Follow Immunity:** The player will not be seen by roles with the lookout or track abilities.
* **Redirection Immunity:** The player cannot be redirected by an ability that redirects, controls, charms etc.
* **Charm Immunity:** You are immune to someone charming you, which would usually make you visit them.
* **Metalless:** Custom attribute against Allomancer roles from the Mistborn series. If a player is Metalless, they wont be seen by a player burning Steel or Iron.

## **Assumptions**

These assumptions are for the host based on if a player hasn't given enough details in their role.

* If a role says to attack but there is no attack power specified, it is basic.
* If a role has defense but there is no defense level specified, it is basic.
* If a role has no attack value and/or no defense value listed, and one or either is not mentioned in the RC then it is assumed that they do not have a value and the value is therefor none.
* If a role can give temporary defense but there is no defense level specified, it is powerful.
* Unless specified otherwise, a role can only use 1 action per night.
* Unless specified otherwise, all actions listed are night only.
* Unless specified otherwise, a role cannot use actions on themselves.
* If a role has no listed alignment, it is probably town. This one should be up to you
* If a role can roleblock, it must have roleblock immunity on the night it roleblocks in order to avoid a paradox (two rbers rbing eachother).

Regarding Mafia Espionage roles:

* If there is only one Mafia Espionage, then they will not take up a mafia faction slot, additional Mafia Espionage will take up a slot.
* The Mafia is informed that there is a Mafia Espionage if not specified otherwise.
* The Mafia is not informed what role the Mafia Espionage has if not specified otherwise.
* Mafia Espionage will not know who the Mafia are and will also not know if there are other Mafia Espionage unless specified otherwise.
* Mafia Espionage will be allowed to perform the factional kill as their action if they are the last Mafia alive, if there are multiple Mafia Espionage in this Situation, then a random one of the Espionage is chosen every night.