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10 years ago
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Mafia 100. Forest Kingdom: The Tree of Life



Prologue.
After the events related to the attack by outsiders on the forest dwellers, a general council was convened. It turned out that most of them came to the forest because of rumors about an "artifact," which turned out to be the Tree of Life – the source of the healing power of the forest, in particular, its guardian. When this information left the borders of the forest, many treasure hunters calmed down, including orcs and dwarves, who hoped to find something more valuable from a material point of view. But this is only one side of the coin, because value is not measured in monetary terms for everyone. Now, instead of those seeking easy money, individuals craving power, knowledge, and even immortality have arrived. The inhabitants of the forest understood that a new threat would soon loom over them, and it would turn out to be more dangerous than the previous one. Many proposals were put forward regarding how to solve this problem. Some suggested leaving this part of the forest; more warlike peoples argued that they should repel the invaders using the same weapons as they use. The dryads, fairies, and other residents, who are spiritually connected to the forest, strongly opposed this. Someone even accused the defenders of causing just as much harm to the forest as the foreigners. This mostly concerned centaurs and minotaurs, and to a lesser extent, lizardmen, elves, and even satyrs, cluttering the forest with oddities from the outside world. There was some truth to this, since all these creatures live in communities, build dwellings, and create weapons, using wood and other materials. Another proposal was to use the special power of nature contained in the so-called heart of the forest, which nourishes all flora, including some creatures and the forest spirit itself. The essence of the idea was to release part of the energy to accelerate and enhance the growth of all vegetation, especially at the borders. In this way, the initiators of the proposal intended to create a living, impassable hedge of plants. But not everyone agreed with this plan, as it was dangerous due to the difficulty of controlling the energy held back by the protective shell of the heart. Moreover, the spirit needed time to recover after resurrecting the guardian, and now he was weak and vulnerable.
As a result of all the disputes and discussions, no final decision was made, although most were inclined towards the latter. But the minotaurs and centaurs did not wait for the spirit's verdict and left this part of the forest, heading east. The forest there was less dense, and part of the territory consisted entirely of plains. Most of the elves, lizardmen, and other creatures went with them.
Meanwhile, in the northern part of the forest, which is considered one of the darkest and most dangerous, another threat lurked. It was represented by the local inhabitants of the forest, who differed from others not only externally but also in their views on the forest hierarchy. Some of them plotted to get rid of the forest spirit in order to gain access to the heart of the forest and use its power as they saw fit.


Game Rules

1. The rules are the same as in all previous games.
2. The main thing is not to miss game days, send NDs on time, do not reveal your role, play without obvious hints, do not communicate outside the topic, and so on. Any violation will be severely punished.
3. *A rule that the GM may come up with during the game*

Forest Kingdom
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10 years ago
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Forest Dwellers:


Forest Spirit
Due to recent events, it has lost some of its power, partly because of the Guardian's resurrection, but it remains very powerful and dangerous for uninvited guests.
Status: peaceful
Traits:
Cannot be executed
Hard Bark - two consecutive attacks are required to kill
Reincarnation - can take human form, losing protection but gaining the ability to use ults. Can be used multiple times.
ND: -
ult. Justice - executes a player, closing the day
ult. Rage - kills a player, ignoring protections and blocks


Guardian
Returning from the afterlife did not pass without a trace; it's not just about her hair color—she has literally changed, absorbing some of the forest's life energy and becoming part of the spirit world.
Status: peaceful
Traits:
Spirit - cannot be killed by ordinary weapons
Voice of the Forest - double vote
Kind Heart - if she visits a Resurrected player while the Warlock is dead, she wins them over to the city's side, fully reviving them. The Resurrected becomes a simple human again and loses their traits but retains their ND.
ND: Healing
ult. Resurrection (does not work on the Forest Spirit)


Dryad
They were the main instigators of the dispute over forest defense methods, which caused the local inhabitants to split into two camps.
Status: aggressive
Traits:
ND: Camouflage - tracks a player and finds out who they visited


Naiad
While they were once mere observers, the naiads are now extremely hostile toward any manifestations from the outside world and are ready to act decisively.
Status: aggressive
Traits:
ND: Seduction - steals a player's vote and ignores their ND if it was directed at her. (does not work on the Resurrected)


Snow Fairy
When the fairy queens were gone, many wanted to take their place, including the snow fairy.
Status: aggressive
Traits: Cold Blood - protection from poisoning
ND: Hoarfrost - blocks a player
ND2: Ice Prison - places a player in a cage they cannot escape on their own. The prisoner cannot perform actions at night, and their vote does not count during the day, but they can participate in discussions. If the fairy dies, all prisoners are freed, or she may release them herself. Any targeted ND on a prisoner also frees them from the cage, but the ND effect itself is nullified.


Lizardman
One of the few who decided not to follow his kin, wishing to stay in the place he considers his only home.
Status: aggressive
Traits: Strong Scales - 50% protection
ND: Reliable Shield - protects a player from kills


Elf
As among the lizardmen, there were those in the elven camp who refused to leave their native lands, no matter what.
Status: peaceful
Traits: Fast Reaction - 50% protection
ND: Accurate Shot - kill
ND2: Crippling Shot - deprives a player of their ND for the next night


Forest Warden
Some forest inhabitants are more attached to animals than others, loving them and trying every way to protect them; in turn, the animals are ready to repay the wardens in kind.
Status: peaceful
Traits: Living Shield - animals save the warden from death if an attempt is made to kill him, but he loses all ND for the rest of the game.
ND: Bear - scares away players with negative ND who visit the target
ND2: Snake - prevents a player from performing their ND
ND3: Falcon - helps a player bypass various obstacles on the way to their ND target


Healer
Sometimes animals and plants are subjected to negative energy of a magical nature; in such cases, special charms are needed for their healing.
Status: peaceful
Traits: Holiness - immunity to dark magic
ND: Amulet - protects a player from negative effects of magical origin on the next night
ND2: Dispel - removes all negative effects from a player


Sylph
They are called guardians of trees and flowers; these spirits are literally bound to their plants and will protect them at the cost of their own lives.
Status: peaceful
Traits:
ND: Status Check
ND2: Hide-and-Seek - hides from all ND, learns the nicknames of those who visited (once every two nights)


Renegades:


Leader
Deciding that now was the time to take initiative into his own hands, he gathered like-minded people around him and led them, getting embroiled in a struggle for power over the forces of nature.
Status: aggressive
Traits:
Steel Hide - 50% protection
Castling - finds out if an assassination attempt was made on him at night. In this case, he can put another mafia member in the line of fire instead of himself. Cannot substitute a Dark one.
Heart of the Forest - after the spirit's death, gains the ability to ignore protections and blocks when killing.
ND: Kill
ND2: Manipulation - swaps the targets of two players (available if only two players remain in the team)


Night Hunter
One of the most dangerous predators, ready to kill just for fun.
Status: aggressive
Traits:
ND: Bloodlust - kill. If the target was guarded by a protector, he attempts to kill the protector instead.
ult. Wolf's Feast - kills the target and everyone who visited them. If a protector was among the visitors, it kills the protector and other guests, while the attack target remains alive.


Gargantua
One of the strangest and strongest creatures inhabiting the Arellian Forest. Taming it is quite difficult, but apparently possible using special methods.
Status: aggressive
Traits:
Stone Heart - 50% protection, immunity to petrification
Frenzy - cannot be placed in a cage
ND: Kill, pierces natural protection
ND2: Boulder - blocks a player


Dark
Sometimes nature presents surprises, changing the forms of seemingly established things, whether it be a weather phenomenon, plants, or even a living creature. In such cases, forest dwellers say that the heart of the forest malfunctioned at the moment of creating its latest work, for it is capable of changing everything on earth, including the most ordinary trifles everyone is used to. The Dark one is considered one of these surprises of nature due to his unusual coloring for his species, but he is sure this misunderstanding can be corrected if he seizes the source of power of the forest realm. Realizing that doing this alone would be difficult, the Dark one joined other forest inhabitants who thirsted for power.
Status: peaceful
Traits: Special - a killer loses all ND and traits for one night, and their status changes to "aggressive" until the end of the game.
ND: Blood Ritual - kills a player, gaining their traits for two days.
ND2: Evil Eye - deprives a player of traits for one night (once every two nights; does not work on the Forest Spirit, Medusa, Resurrected, Healer, or Warlock)
ND3: Suggestion - steals a player's vote


Foreigners:


Medusa
Hearing about the Tree of Life, she left her native lands and went into the forest in search of it. It is unknown exactly why she needed the tree, but her companions believe it is a desire to become immortal or somehow related to her unique abilities.
Status: aggressive
Traits: Deadly Gaze - inflicts petrification on her killer.
ND: Kill
ND2: Petrification - turns a player into stone, which is equivalent to death, except that the Medusa can remove the petrification herself, or the Healer can do it. Ignores natural protection. Leaves no clues. (once every three nights; once every two nights if the Guardian is dead)
ND3: Paralysis - blocks a player
ND4: Domination - takes control of a player for one night (available if she is the last one left in the team; once every two nights)


Poisoner
A servant of Medusa, he follows her everywhere and carries out her will. He partially possesses dark magic.
Status: aggressive
Traits:
ND: Toxic Fumes - poisons a player; they die the next night. Ignores natural protection
ND2: Weakness - removes a player's natural protection
ND3: Prohibition - deprives a player of their vote for one day
ult. Poison Bomb - plants a mine on a player that triggers the next day and poisons everyone who visits them. Does not poison the player themselves.


Orc
Left without his tribesmen in the dangerous forest, the standard-bearer decided to temporarily unite with the scout to get out of here. But they were found before they could find a way out of the green labyrinth. Now they must serve a new mistress, otherwise their fate is to become stone statues.
Status: aggressive
Traits:
ND: Kill
ND2: Orc Banner - scares killers away from a player

Dwarf
The scout suffered the same fate as his unfortunate colleague. He only regrets that he did not save his friend, who died in battle with an ogre they encountered on their way home. For better or worse, both perished, but unlike their companions, the scout and standard-bearer were smart enough to talk first, which eventually led to their temporary alliance.
Status: peaceful
Traits:
ND: Kill
ND2: Scout - checks a player's status

General ND: Pair Kill - the orc and dwarf go to kill together; it is a normal kill, but blocks are ignored and both receive protection from death for that night. (once every three nights)


Servants of Evil:


Warlock
Like Medusa, she is more concerned with the Tree of Life, which she intends to use to increase her magical power.
Status: aggressive
Traits:
Deal with Death - returns to the game three nights/days after death/execution. (once per game)
Master of Dark Magic - immunity to dark charms, poisoning, and petrification.
ND: Hand of Death - kills a player, ignores natural protection.
ND2: Curse - reduces the success rate of a player's ND to 50% for the rest of the game (once every three nights)
ND3: Blight - deprives a player of one of their NDs for two nights (once every two nights)
ND4: Raise Dead - returns a player to the game for one day; can use their vote. The player cannot write messages or do anything else during this time.


Resurrected
A former paladin who died while cleansing the forest of own filth. Unfortunately, his remains were discovered by a dark sorceress. Using a special spell, she raised him from the dead, preserving his mind and memories but completely stripping him of his own will. Now he is forced to serve her, fully aware of everything that is happening.
Status: peaceful
Traits:
Dead Flesh - cannot be killed
Determination - if the victim's natural protection triggers, the Resurrected attempts to pierce it once more.
Will-less - cannot win if the Warlock is killed.
ND: Kill
ND2: Loyal Sword - protects a player (once every two nights)
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10 years ago
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Night Action (NA) Order:
Raising the Dead
Resurrection
Sylph hides (not displayed)
Manipulation (not displayed)
Domination (not displayed)
Dryad surveillance (not displayed)
Naiad seduction
Forest Guardian moves
Snow block
Gargantua block
Medusa block
Crippling shot (fact is displayed)
Warlock NA (curse and blight) (not displayed)
Dark One NA (evil eye and suggestion) (not displayed)
Poisoner NA (all NAs) (poisoning fact is displayed upon first NA)
Sylph checks (not displayed)
Dwarf checks (not displayed)
Resurrected protection (displayed as a fact, without nickname, regardless of whether the protection was useful or not)
Lizardman protection
Orc protection (displayed as a fact, without nickname, regardless of whether the protection was useful or not)
Healer's spell removal
Petrification
Killing ults (forest spirit rage, hunter's wolf feast)
Elf kill
Warlock kill
Leader kill
Medusa kill
Dark One kill
Resurrected kill
Orc/Dwarf kill
Gargantua/Night Hunter kill
Double kill
Keeper's healing (displayed if NA was needed)
Healer's amulet (not displayed)
Ice Prison

Explanations on features and NAs:
1. The Guardian's bear protects against kills, blocks, and other negative NAs (dark magic and such).
2. The Guardian's snake blocks the player.
3. The Guardian's falcon grants the player protection from blocking and pierces all protections (protectors and percentage-based, but not the ability of the spirit, keeper, etc.)
4. Scaring away = player protection.
5. Features of the spirit, keeper, healer, guardian, and resurrected are not protections. They cannot be pierced or bypassed. Naiad NA also cannot, nor can the Leader's swap. The double kill effect is also not piercable, except with help from the guardian.
6. Weakness removes only percentage protection. Evil eye removes all features, except those specified in the NA as an exception. The effect of the Naiad NA is not considered a feature.
7. Dark magic - NAs of the dark one, medusa, warlock, poisoner.
8. The Keeper can only be killed by: dark one, medusa, warlock, poisoner.
9. The Healer can be killed by everyone except the aforementioned casters.
10. The Healer protects against all dark spells, including petrification and kills via dark magic. Also removes all dark magic effects (and petrification/poisoning), but does not save from a kill.
11. The Leader learns of an assassination attempt only after the mafia NA is sent. Consequently, their team can no longer change it.
12. Petrification is removed after the medusa's death. Medusa's protective petrification remains forever; only the healer can remove it. Players under the effect of petrification cannot post in the thread or use NAs.
13. All possible protections/failed kills are described in three ways:
a) If a mafia protector or maniac protected, a hint about the protector's role is given without nicknames
b) If a town protector protected, the nickname of the person who was protected is indicated
c) All natural protections are displayed as a fact of attack, without hints regarding the roles of victims and attackers
14. The poison bomb is displayed only on the following night when it explodes, without nicknames. On the night of placement, no hints about NAs are given.
15. Petrification is displayed only if it worked. If it was targeted at the healer, gargantua, or warlock, nothing happens. This is a half-kill in the sense that it removes the player from the game and is used instead of a kill. Otherwise, it is more of a debuff.
16. The resurrected's determination acts as a double attack in the case of the forest spirit.
17. If the victim of voice theft dies, the thief does not receive their vote.

Mafia can use 3 NAs per night, maniacs two. One is killing/poisoning/petrification and two others are ordinary. One role cannot use two or more NAs at once.

Victory Conditions:
The Town wins if all negatives are killed (except the resurrected, if they switched to the town's side)
Mafia and maniacs win if all other teams are defeated. Mafia do not necessarily have to kill the resurrected; they can win with them, IF they haven't switched to the town's side; otherwise, they must be killed.

Player List:
1. David's Deer - Pepp (immune)
2. Irbis - Heroist
3. Pink Pigeon - Dagr (immune)
4. Loggerhead - MyHighness (immune)
5. California Condor - Nebo (immune)
6. Kalan - KindShaman
7. Brazilian Tapir - Morning
8. Okapi - Master
9. Red Wolf - Ment
10. Hawaiian Duck - Fragment (immune)
11. Mountain Tapir - Vishmaster
12. Goliath Frog - Ple-Sen
13. Indri - Vall d'Emeroll (immune)
14. Ethiopian Jackal - Drakkoshka
15. Addax - Gur
16. Spotted Kangaroo Mouse - Nephela
17. Okinawan Salamander - Alexeagle
18. Giant Panda - Mona (immune)
19. Proboscis Monkey - Siverfale (immune)
20. Blue Whale - Neyra Drake

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10 years ago
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Dark
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10 years ago
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Sylph, I think it would be good if he knew the nickname, and then he could draw the appropriate conclusions about the role. Gargantua could be given more defense, or perhaps one ability that makes him invulnerable to everything; I'm not sure. He is a powerful unit after all. The Paladin definitely needs an ability to ignore temptations and petrification effects, if I understand correctly how the latter works. Regarding the Warlock, the crippling effect that reduces damage could be implemented without a cooldown in three turns. The curse could be replaced with an analogue of poisoning, but without leaving traces, and the purpose of the resurrection is unclear, especially since the resurrected unit can't even post in the thread.
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10 years ago
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Resurrection for vote gathering should be clean and limited to prevent excessive chatter.
I was also considering a defense-killing ability for the city, but I'm not sure if it should be a neutral defense or a unique ability, and whether it's even necessary.
The Paladin is already strong, although I might change the temptation ability. I might also remove some of his votes.
Regarding petrification, the main question was whether it wears off after the Medusa dies or not.
I was also thinking about limiting the Orc's defense or making it visible only when it successfully defends, making it obvious, otherwise it could endlessly defend the Medusa, which would kill without leaving any clues. Initially, I was thinking of making all mafia defenses visible without nicknames in all cases.
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10 years ago
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A character with low willpower cannot win if the Sorceress is killed.
This is an insult to the player. Either kill him along with the Sorceress (I've seen scenarios where, after their boss dies, they commit suicide), or give the player a chance to win on their own or with someone else.

I'll read the set on Sunday. Then I might have more to say.
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10 years ago
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We have a workshop for unfinished sets; it would be better to post them there instead of just throwing them together to secure the hundredth spot. I skimmed through the set; I'll provide more detailed feedback in the evening. For now, just one thing: don't be lazy and list the exact types of non-damage effects, physical, magical, positive, negative, etc., even if it seems obvious and only idiots wouldn't figure it out. It's not obvious. Idiots. It's better this way; it will help avoid controversial issues later, because suddenly some nuance emerges, and different players may interpret everything differently, and we've been through this a hundred times.
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10 years ago
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Okay, everything is fine. Just need to fix a couple of things, and it will be perfect. If the petrification effect wears off after the medusa dies, then it can be safely allowed to be used more often, and the lack of evidence can be replaced with ignoring protection/natural protection, but then the meaning of the special ability "deadly gaze" is lost. So, let it continue to work even after death. But in general, I still don't quite understand how it works, considering the easy removal of charms by the healer... Yes, dark warlocks should be marked separately, as well as the division into magical and ordinary neutral creatures; everything Kosh wrote is correct.
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10 years ago
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This is an insult to the player.
No, you probably didn't read the entire set. And if they're unlucky, they'll feel the full sorrow of being a puppet. Although, I don't think this will cause problems, considering that the fanatics often help the city anyway. and it's also needed for roleplaying
As for magic and other things, I will naturally explain everything, including the non-damage skills of the Guardian.
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10 years ago
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I got tired of choosing animals, so I'm starting the selection process. I might change some later, I don't know, I've never created clues based on articles before. If you have any suggestions about this, feel free to write them.
I could have made it so that everyone could choose one of the endangered animals for themselves, but unfortunately, there are quite a few of them in the world, but oh well, use the random list of 20.
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10 years ago
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Could you please include Red Wolf?
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10 years ago
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wrap it up.
it's because of people like you that they disappear.
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10 years ago
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Ethiopian jackal.
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10 years ago
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Of course, the Irbis. The best animal for the best paladin!

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