Ugh, Waha – it’s just a reference to Warhammer, nothing more. The first similar mafias appeared there, based on Warhammer. Since then, such types of mafias have been called “Wahas” there.
Added 18 hours and 3 minutes ago
Tunnels of Menzoberranzan
Final rules:
House Do'Urden
Difficult times – they don’t know each other.
Zin-karla – on the 4th turn, the Mother can sacrifice any member of the House and create a Zin-karla.
^Levitation – all members of the house can avoid melee attacks once.
Mother Malice – 5 HP.
*Old intriguer – cannot be blocked.
*Mother Do'Urden – as long as she is alive, poisoning on members of the House lasts for 1 turn. Can create a Zin-Karla.
Whip Strike (melee) – 2 HP, 1 member of the House.
Priestess Power (magic, cooldown 1) – 1 HP to the target and all who came.
Interrogation (cooldown 2) – learns the target's role.
Triple Whip Strike (melee) – 1 HP to three targets.
Breeze – 5 HP.
*Cruelty – 25% chance to scare the target.
*Eldest daughter – after Malice's death, she gains the Mother Do'Urden trait.
Whip Strike (melee) – 2 HP.
Die for Me (cooldown 2) – avoids fatal damage, remains with 2 HP.
Pain Strike (magic, cooldown 1, cooldown 2) – 3 HP, 50% chance of fear.
Dinin – 6 HP.
*Agile – 25% chance to avoid damage. No cooldown.
*Poison – poisons enemies.
Strike (melee) – 1 HP.
Backstab (melee, cooldown 3) – 3 HP
Defense (cooldown 1) – protects the target.
Surveillance (cooldown 1) – learns who the target visited.
Rider – 4 HP.
*Lizard – 1 HP, after being killed, gains No Cooldown – charge attack.
Strike (melee) – 1 HP, avoids retaliation.
Charge Attack (melee, cooldown 1) – 2 HP, stun.
Hide in the Shadows (cooldown 1) – avoids all No Cooldown.
Archer – 3 HP.
*Agile.
*Distance – additional 25% chance to avoid ranged No Cooldown.
Arrow (ranged) – 2 HP.
Poisoned Arrow (ranged, cooldown 2) – 2 HP, poison.
Piercing Gaze (cooldown 2, cooldown 1) – if the target comes to the archer, avoids its No Cooldown and deals 2 HP to it.
Mage – 3 HP.
*Magic Field – 2 HP, while it exists, retaliates with 1 HP on attacks.
*Mage – 50% chance to avoid magic damage.
Flash – blocks the target.
Lightning (magic) – 1 HP, 50% chance of stun.
Magic Strike (magic, cooldown 1) – 2 HP.
Concentration – restores 1 HP of the field.
Healer – 4 HP.
Poison – poisons the target.
Healing – restores 2 HP.
Herb (cooldown 2) – learns the target's side. 25% chance of failure.
++Zin-Karla – 7 HP.
*Zaknafein – when attacking Drizzt, does not deal damage to him, but dies itself.
*Puppet – knows Mother Malice.
Kill (melee, cooldown 1) – 3 HP.
Strike (melee) – 2 HP.
Neutrals
Drizzt Do'Urden – 7 HP.
*Whirlwind of Blades – deals 1 HP to all who come.
*Upon execution – wins.
*Perfect Defense – ignores one attack, 25% chance to dodge others (for each attack – separately).
Scimitar (melee) – 2 HP
^Levitation (cooldown 2) – avoids all melee No Cooldown.
Furious Attack (melee, cooldown 2, cooldown 2) – 3 HP, 1 HP to those who came.
Hunter (melee, cooldown 3) – 2 HP to three targets.
Earth Elemental – 8 HP
*Stone – reduces damage by 1, even to zero, cannot be poisoned, scared, or stunned.
Stone Prison – blocks the target.
Strike (melee) – 2 HP, stuns.
Notes
Racial abilities, Gwendyvar are used together with No Cooldown. Zin-karla and Yochlol – instead.
Curse of Lolth
Those who execute Drizzt receive 1 HP damage and lose No Cooldown for the next night.
Blessing of Lolth
Those who participate in the killing of Drizzt are healed by 1 HP. The Mother or Jarlax, whose team dealt the most damage, receive Yochlol (cooldown 1) – absolute kill. Jarlax does not receive it, but all D'erth are healed by 2 HP.
(ranged) – the same as (s)
Added 9 minutes ago
House Gan'ett
Conspiracy – they don’t know each other.
*Drauk – the first one who dies turns into a Drauk.
Mother Si'nai – 5 HP
*Mother Gan'ett – as long as she is alive, a random Gan'ett warrior deals 1 additional damage.
*Conspiracy – cannot be attacked by Alton.
Magic Strike (magic) – 1 HP to 2 targets.
Whip Strike (melee) – 2 HP, 1 member of the house.
Banish (cooldown 1) – execution of the selected player.
Alton De'Vir – 6 HP
*Enemy – +1 HP to Drizzt.
*Disfigured – 50% chance that when checking, he will be checked as another role.
Shield (cooldown 1) – protects the target.
Fireball (magic, cooldown 2, cooldown 1) – 2 HP, block.
Dark Shield (magic, cooldown 3) – 2 HP to all who come to the target.
Mazoi – 4 HP
*Enemy
*Gwendyvar – gives Gwendyvar No Cooldown. After death, it is passed to the killer. When attacking Drizzt, it is passed to him. Drizzt has cooldown 2, not cooldown 3.
Dark Orb (melee) – 1 HP, fear.
Gwendyvar (cooldown 3) – +2 HP per turn, strike (melee) – 2 HP.
Warrior – 6 HP
*Revenge – one of the attackers with melee deals 2 HP to him.
Strike (melee) – 2 HP.
Double Strike (melee, cooldown 1) – 2 HP to one, 1 to another.
Poisoned Knife (ranged, cooldown 1) – 1 HP, poison.
Breach in Defense (cooldown 2) – all deal double damage to the target.
Mage-Universal – 3 HP.
*Dark Shield – 50% chance to deflect ranged attacks.
Healing – 1 HP.
Magic Strike (magic) – 1 HP.
Transformation (cooldown 2, cooldown 2) – transforms all damage into healing.
Kobold – 5 HP.
*Dull – 25% chance of No Cooldown failure.
Pickaxe – 1 HP, stun.
Defense (cooldown 1) – takes the damage dealt to the target.
++Drauk – 4 HP.
Strike (melee) – 2 HP.
Braghan D'erth
Organization – they know each other.
*Staging – when attacking each other, they do not deal damage and do not perform negative Actions. No recharge, no charge is spent. But this is reflected in the newspaper.
^Orators – once per game, each Braghan can add an additional vote to himself.
Jarlax – 6 HP.
*Agile.
*Orator – cancels his execution (cooldown 1)
Crossbow (ranged, cooldown 2) – 2 HP, poison.
Dagger (melee) – 1 HP, poison.
Demagogue (cooldown 1) – adds the votes of 3 targets to his own.
^Enchanted Clothing (cooldown 3) – avoids all No Cooldown or redirects No Cooldown of two targets to himself.
Mercenary – 5 HP.
*Armor – reduces damage by 1 per turn.
Strike (melee) – 2 HP, 50% chance of stun.
Underhand Strike (cooldown 1) – redirects the target to the selected player.
Scout – 4 HP.
*Distance – 25% chance to avoid ranged No Cooldown.
*Gaze – 50% chance to learn the role of the one who came.
Arrow (ranged) – 2 HP.
Net – block.
Reconnaissance (cooldown 3) – reduces all damage to D'erth by 1.
Traitor
Randomly selected member of House Do'Urden – warrior, mage, archer, or healer.
*Perfect Camouflage – cannot be revealed by anything except death.
*Cannot be turned into a Zin-karla, the Zin-karla charge is not lost, but a transition occurs.
Transition (cooldown 1) – reveals the role of the traitor in the newspaper and deals 1 damage to the members of House Do'Urden.
General Rules
Stun – 50% chance that the target will apply No Cooldown to a random target on the next night.
Poison – 1 HP for two turns.
Fear – 50% chance of No Cooldown failure on the next night.
(melee) – melee attack
(ranged) – ranged
(magic) – magic
(cooldown 1, cooldown 2) – one charge, recharge two turns.
* – passives and racial passives.
^ – racial abilities.
Order of No Cooldown:
1. Actions of Lolth and Yochlol.
2. Racial No Cooldown.
3. No Cooldown that affect execution.
4. Execution.
5. Redirections.
6. Blocks.
7. Checks.
8. Defenses.
9. Damage.
10. Healing.
The duration of the day is 24 hours. You can send No Cooldown for another half hour. There is no night as such.
Voting:
The one who receives the most votes will be executed. In case of a tie, it will be random. The execution is described in the newspaper. There is no No Night Vote. You can not vote in the first turn, but this will not affect the execution.
Added 8 minutes ago
Additional notes:
You can send two anonymous messages per day. They will be published throughout the day.
Total private mode.
You can communicate wherever and however you want. Revealing the role is allowed, without sending a letter with the role.
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