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Which side would you find most interesting to play as?
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10 years ago
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What if we added this "pair of villains" as a separate game mode instead of having them built-in?
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10 years ago
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Nikanon. They are random, invented on a whim by the scriptwriter of the cartoon, and have nothing to do with Black Moon. The twins are more boring, but at least they fit the theme.
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10 years ago
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Draccoshka
I'm not going to mold 18 roles anymore, that's way too many for HeroesWorld.
Mold 24 roles. We'll gather 12 people and give each two roles. That will work. :D
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10 years ago
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Yes, you can even right now gather three people, give one a city, another the Mafia, and the third the pink thing.
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10 years ago
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At first glance, there seem to be too many intricate nuances and special features. It would be good to simplify things a bit. And perhaps there are too many ways to kill, although I'm not entirely sure.

Added 3 minutes later
protection from the first attack, unable to execute
This combination seems questionable to me. It would be better to have either one or the other, but not both together.

Added 5 minutes later
UD2: Silver Crystal Power – 1(-). Gains control over the target until the end of the game. When used on the Black Lady, it transforms her into a Little Lady.
UD(-): Hypnosis – learns the target's role and gains control over it for 24 hours. 2 charges.
What if both abilities are used on the same target?

Added 4 minutes later
PS2: Coordinator – receives all information about the actions of the sisters and their results.
He'll get a lot of information with this.
ND(-): Tornado – block. ND1(+): Telepathy – learns the target's status. ND2(+-): Summon Spirits – can use any non-ultimate ability of a target killed in the previous night. Once every 3 nights.
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10 years ago
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Okay, here’s my constructive opinion about the setting.
Prince Diamond
don't know
Sapphire
don't know
Emerald
The modern one is better. Damn, babe, you're hot.
Although the old one is also drawn well, what can you do.
Kiral and Akiral
The old ones are 100% better. Just look at these gazes...
Ruby
The new one is better.
Petz
don't know, both are scary.
Calaveras
the old one is better.
Bertie
the old one is better.
Koan
the old one is better.
Tsukino Usagi
don't know, both are so-so.
Mizuno Ami
the new one is better.
Hino Rei
the old one is better.
Kino Makoto
don't know, both are so-so.
Aino Minako
don't know, at first glance, the new one seems better, but it's hard to tell because you can't see the face.
Rabbit
the old one is significantly better, especially the last one.
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10 years ago
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This combination seems questionable to me. It's better to have either one or the other, but not both together.
You yourself have experienced this. Defense against both attacks and executions. I agree that it's overpowered and excessive; I confirm it.

Added 2 minutes later
I agree that Necromancer is quite strong. It's fine for me, but the discussion about "interaction of effects" will not be limited to just fifty questions.
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10 years ago
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Protection against both attacks and executions.
I had a one-time defense, but here it seems to be infinite.
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10 years ago
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10 years ago
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Yes, Jupiter is like that.
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10 years ago
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This combination seems questionable to me. It's better to have one or the other, but not both together.
He's the main one, so it's fine for him. Okay, I'll think about it.
What if both use their ultimate ability on the same target?
The ultimate ability that comes later in the queue will override the previous one.
He's getting a lot of information.
That's the point. He sits there like a weak unit without Native Defense and accumulates all the information.
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10 years ago
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My first set, based on the domestic game Mor.Utopia. Please evaluate the playability. I tried to make every role interesting and used many different ideas; it seems like it doesn't all blend into complete trash, but I might have overcomplicated things, so I need an experienced person's opinion. Also, just suggest something that could challenge a GM's laurels)

When the local administrative council (referring to the optimistic forecast of the Eastern District Commission and developments from the Ministry of Railways) decided to lay a railway line northeast from the Mountain Hub, no one foresaw either the terrible events or the particular difficulties.

Such a decision had long been supported by the pace of our country's development, as well as very favorable geological exploration data. The rare settlements of this region, mostly formed in the last century, were essentially livestock industrial factories, which only in some places had turned into small towns. In these towns, since ancient times, an unusual and paradoxically diverse society had been forming. Industrialists, ethnographers, inspectors, anthropologists, descendants of political exiles, accidental visitors—educated people in general—peacefully coexisted and even intermarried with the indigenous peoples, whose customs were not far removed from tribal traditions.

How great was the administration's indignation when news arrived at the regional center, one after another, about the mysterious disappearance of three trains at once! But the local rulers (more accurately, the factory owners who, taking advantage of their remoteness from the metropolis, held almost unlimited power) completely denied any involvement. They maliciously explained the disappearance of the trains as the evil will of the Steppe, which some local peoples worshipped as their ancient great-mother. What could be done about it?

… Yes, the Northeastern line now deservedly enjoys a bad reputation. Once a month, a regular train thunders along it, led by a frightened engineer. After unloading mail, building materials, and factory goods in the towns, he takes livestock and products from meat plants. Then a half-human climbs aboard the train—a deaf-mute sorcerer, a toothy nomarch trained in mechanical arts. He moves the train through the night Steppe, stretches his long fingers over it, invokes spirits, mars, and ancient gods so that the earth does not be angry with him who carries away the skins, hooves, and meat of her slain children.

And the Steppe responds with a groan. It breathes red-hot underground steam toward the train, and huge black beasts creep close to the convoy, emerge from the darkness, move alongside the locomotive, step over it, and bow their horned heads toward the roofs of the cars. And they escort the train until the misty outlines of the capital's suburbs appear on the horizon.

Before us is a tragic story about the fate of a city that nothing seems capable of saving. The Sandy Ulcer—an incurable disease that arises from nowhere and vanishes into nowhere—walks through the emptying streets, leaving mountains of corpses behind. Everywhere there is fire, infection, rats... By a twist of fate (or perhaps by divine will?), the destinies of unusual people will intersect here, who are capable of influencing the outcome of events and saving the city.


City:


Bachelor, Daniil Dankovsky
Bachelor of Medical Sciences, a well-known capital scientist. Founder of "Thanatics"—an experimental laboratory where questions of immortality are researched. Having received a letter about a unique long-liver, he comes to the city to study this person, but upon arriving on site, discovers that he died of an unknown disease. He receives instructions from the authorities to find a way to defeat the disease and prevent an epidemic.
Traits:
Medical education - protection against first infection.
ND:
- Doctor's help. Heals target. Can heal himself, but only if infected.
- Patrol. Checks first status. The state of the target (infected or not) is displayed in the newspaper.
Ult. Antibiotics - gives the player protection from infection for 2 nights; if already infected, this counts as healing. Can be used with other NDs. Can be used on self.
Status: outsider, non-aggressive.


Haruspex, Artemiy Burakh
Heir to the Menhu—the Servant, he who knows the lines of the body, who has the right to make incisions and knows how to separate the joints of the body so that it is pleasing to the Earth, according to steppe traditions and rituals. At sixteen, he left town to study as a surgeon, only to return ten years later and find that he was no longer a welcome guest, but a dangerous criminal, a ripper, accused of murdering seventeen citizens. His goal is to restore his good name and take the place destined for him.
Traits:
Menhu - has the right to open corpses and extract organs for study. After every three opened corpses of epidemic victims, he can create a panacea—a medicine capable of curing the disease. Creating a panacea consumes one infusion.
Herbalist - knows how to brew special extracts that protect against infection.
Persecuted - if he opens corpses two nights in a row, he loses his voice. If three nights in a row, then on the following night he will be forced to hide (automatic self-isolation. Does not provide protection from infection but allows the use of an infusion on himself).
Tough guy - survives the first attack.
ND:
- Open all lines. Dissects a corpse.
- Father's recipes. Brews infusions based on the number of opened corpses. If three corpses were opened, then two infusions and a panacea. Can brew twirine extract (protection from infection effect) and dead porridge (healing effect, works only against disease, i.e., will not save from an attack).
- Use infusion. Consumes one unit. Initial: 0. Can be used on self or given to target. Can be used with other NDs.
- Panacea. Heals the player. Initial: 0. Usage conditions are the same as for infusions.
Status: local, aggressive.


Imposter, Clara
Regarded by citizens as both a thief and a miracle worker, as a plague and as a saint. A girl who appeared from a freshly dug grave simultaneously with the start of the epidemic, drawing suspicion from the superstitious people. Her distinguishing feature is the ability to perform miracles. Her hands possess the gift of healing, but a sinner she touches will lose all strength or even die. She knows how to use hypnosis to force someone to tell the truth.
Traits:
Spawn of Earth - cannot be infected.
Faith in miracle - from the third day, forms a city-link with the Commander.
ND:
- Laying on of hands. Heals or deprives of ability to act depending on the second status. If she deprives one player of actions twice—the target dies. Cannot be used twice in a row on one player.
Ult. Hypnotic word - learns both statuses of the target.
Ult. Expelling the plague - heals an infected person.
Ult. Performing a miracle - resurrects a player for one day and one night. Works only with a target who died the previous night.
Status: outsider, non-aggressive.


Commander, Alexander Blok
Author of a military reform that increases army efficiency at the expense of the benefit to the military elite. Some describe him as an honest and noble man, a knight; others emphasize his cruelty and ruthlessness. The authorities brought his units into town after successfully completed maneuvers, hastily equipping them with a company of flamethrowers.
Once in town, Blok demonstrates a desire to understand what is happening and not make decisions without figuring things out or listening to the opinions of specialists.
Traits:
Reliable guard - cannot be killed.
Clearing territory - cannot be infected until the third night.
Faith in miracle - from the third day, forms a city-link with the Imposter.
ND:
- Deploy soldiers. Protection of target.
- Take into custody. Isolation of target.
Status: outsider, non-aggressive.


Inquisitor, Aglaya Lilich
Sent from the capital to eliminate the epidemic. Has the authority to punish those who stand in her way. Aglaya Lilich calls herself a servant of the Law of the universe and considers the main goal of her activity to be the preservation of the city and the triumph of the Law. In Aglaya's opinion, the main reason the Law was broken was the miracles occurring in the city. Sentenced to death by a tribunal, this assignment is her last chance for rehabilitation.
Traits: -
ND:
- Receiving a denunciation. Check of second status.
- Punish the guilty. Kills target.
Ult. DD Accuser - executes a player, closes the day.
Status: outsider, aggressive.


Maria Kaina
After her mother's death, she is the one claiming the role of the new Mistress of the city. Although she is still young and has not yet reached full power, she already possesses considerable, vivid, and at the same time somewhat gloomy mystical power. Possesses a prophetic gift.
Traits:
Mistress of the city - protection from first execution.
ND:
- Clairvoyance. Enters a trance and isolates herself from any NDs. Learns nicknames of her visitors. (once every 2 nights)
Ult. Clear sky - all actions of mafia and maniac are unsuccessful on the night of application. Not before the 5th night.
Status: local, non-aggressive.


Vladislav Olgimsky
The eldest member of the Olgimsky clan and its head. He is an intelligent but hot-tempered and unrestrained man, terrifying in anger due to his own enormous size and power, as well as his vast authority. He is willful and biased in judgment. In his hands is concentrated power over city industry—the Bykov Project, which includes a meat processing plant, the Termite Mound (workers' barracks), and to some extent the Slaughterhouses.
Traits:
Entrepreneur - has a reserve of money that can be spent on various NDs. Initial: 1000 u.e.
ND:
- Lock oneself in house. Redirects visitors to a specified player (200 u.e.)
- Bribe. Appropriates the vote of a player (100 u.e.). Does not work on Saburov.
- Stock up on medicines. Healing self (300 u.e.)
- Hire guards. Protection of self (300 u.e.)
Status: local, non-aggressive.


Alexander Saburov
An honest and incorruptible ruler. At the start of the epidemic, Alexander is appointed commandant with absolute powers. He regards this appointment as a cursed role, as a burden, and believes that a person in this position is doomed to make mistakes. To prevent unrest, he begins tightening the screws.
Traits: -
ND:
- Arrest. Blocks target.
- Interrogation. Asks 3 questions. Answers to 2 of them are truth, 1 is a lie. No more than 1 question about side affiliation, no more than 1 question about status, no more than 1 question about ND, no more than one question about traits. Asking other questions is forbidden.
Ult. Raid - blocks three players. Does not get infected if he disrupts Shabnak's infection and does not lose the ability to act on the following night if he blocks Albino.
Status: local, aggressive.

Unclean:


Shabnak-adyr
A punishing or simply evil spawn of the steppe, non-living but pretending to be alive, fashioned—according to different versions—from bones, clay, blood, or saliva. Shabnak has no will of its own but behaves purposefully as it is Earth's tool for executing an original design. Has a female appearance. Among the steppes, there is a belief that Shabnak is the spreader of the Sandy Ulcer. She can be recognized by her feet, which end in sharp bone shards.
Traits:
Spawn of Earth - cannot be infected.
ND:
- Uninvited guest. Infects; if Shabnak was blocked—infects the blocker. Does not work if Mor is defeated.
- Twin sister. Steals Imposter's vote.
Ult. One whole - controls Imposter's actions for one night. Changes her second status until the end of the game. If she uses Clara for hypnosis, she loses the ability to steal her voice for two nights; meanwhile, she also receives information on statuses, but only after the following night.
Status: local, aggressive.


Albino
A mysterious steppe creature fashioned from bones, clay, and rags, most often mistaken by citizens for Shabnak-adyr.
Traits:
Thing coming from the steppe - cannot be redirected.
Evil presence - deprives visitor of ability to act on the following night.
Spawn of Earth - cannot be infected.
ND:
- Retribution of the steppe. Kills target.
- Kill with a glance. Kills, ignoring external protection. Leaves no clues. (once every three nights)
Status: outsider, aggressive.


Rat Prophet
A strange creature appearing in the underground passages beneath the Theater or in the Theater itself. Looks like a dwarf in a rat mask... or with a rat's head. This is a mirage cast by some entity, and all to whom it appeared fell victim to hypnosis.
Traits:
Mirage - immunity to negative effects except isolation and killing.
ND:
- Penetrate dream. Checks second status.
- Distort truth. Changes target's second status. Can be used on self.
- Hypnotic deception - redirects target to a specified player and deprives them of their vote. Cannot redirect the same target twice in a row. Does not work on Clara if she is healing or resurrecting.
- Rat in pocket. Target infects whoever they visit this night. If they visit no one, they become infected themselves. Does not work if Mor is defeated.
- Set rats upon. Kills target.
Status: outsider, non-aggressive.

Mor:


Sandy Ulcer
A disease that struck the city with a one hundred percent mortality rate. Science is powerless in the fight against it. The reasons for its appearance are unknown; various rumors circulate on this matter, mostly based on steppe superstitions. Spreads via airborne droplets and contact. But most terrifyingly, according to citizens, is its sentience—it affects the psyche, sows terror, chooses a target in its black striving...
Traits:
Incorporeal evil - immunity to any negative effects. Cannot be executed until the third day. From the 3rd night, becomes vulnerable to killing. Has one natural protection from attack.
Fate-makers - increases its chances of victory with the death of each key character. Upon the death of the Bachelor or Haruspex, receives protection from killing; upon the death of the Imposter or Commander, receives protection from execution.
ND:
- Plague cloud. Infects target.
- Cursed house. Infects target and their visitors. (once every three nights, starting from the second)
- Active microbe. Infects target. The disease progresses increasingly. Target has a 50% chance to infect whoever they visit. (once every three nights, starting from the third)
Ult. Sandy angel - infects target. Ignores immunity. Disease progresses twice as fast.
Ult. Corrupted quarter - infects three players. (not before the 4th night)
Status: outsider, aggressive.

Victory Conditions:
City - mafia and maniac are destroyed.
Mafia - maniac is destroyed and there is a numerical advantage in votes over the city.
Maniac - all who do not have immunity to infection are destroyed.

ND Order:
Clear sky
Maria's Clairvoyance (not displayed)
Shabnak controls (not displayed)
Prophet penetrates dream/distorts truth (not displayed)
Ulcer curses house (displayed as fact)
Olgimsky locks in house/bribes (not displayed)
Prophet hypnotizes (not displayed)
Clara hypnotizes
Inquisitor receives denunciation (not displayed)
Bachelor or the person he gave them to gives or receives antibiotics (not displayed)
Haruspex or the person he gave it to gives or receives twirine extract (not displayed)
Commander takes into custody/deploys soldiers (displayed as fact)
Saburov arrests/conducts raid
Haruspex opens corpse
Haruspex brews infusions (not displayed)
Olgimsky hires guards (displayed as fact)
Shabnak steals vote (not displayed)
Other infections (displayed as fact)
Bachelor performs patrol
Clara's laying on of hands (displayed as fact)
Olgimsky stocks up on medicines (displayed as fact)
Clara expels plague (displayed as fact)
Inquisitor kills
Albino/Prophet kills
Saburov interrogates
Bachelor heals (not displayed)
Burning of NDs and traits (displayed as fact)
Clara performs miracle

Explanations on Traits and NDs:
1. The disease burns one ND and one trait of the player's choice. If a character has no traits but has NDs—two NDs are burned. Upon repeated infection, the disease progresses twice as fast. A role left without NDs and traits dies.
2. Isolation saves from infection and attack; protection—only from attack.
3. Healing saves after an attack but does not protect against infection, only weakens its effect for one night (only one ND or trait is burned). Does not save Ulcer and Albino.
4. Upon healing, all burned NDs and traits are restored, except spent natural protections.
5. Negative effects refer to block, isolation, redirection, killing, infection, hypnosis.
6. Corpses opened by the Haruspex are not linked to the death of roles; he can do this regardless of whether there were killings or not.
7. The Haruspex chooses what to brew himself.
8. Having taken Clara under control, Shabnak cannot heal or resurrect; laying on of hands deprives of ability to act regardless of target status.
9. Clara's laying on of hands is not considered a block, i.e., it can deprive unblockable roles of their turn. Clara cannot destroy the Ulcer with laying on of hands.
10. Entrepreneur, Faith in miracle, Mirage traits, as well as Panacea ND, do not burn from disease. A role is considered dead if nothing else remains.
11. The Haruspex does not spend an infusion or panacea if he visits negatives or those immune to infection. Consequently, they receive nothing from him. The same applies to the Bachelor's antibiotics.
12. A player who received an infusion or panacea from the Haruspex can use it on the following night as an additional action or whenever they want. The same applies to the Bachelor's antibiotics.
13. An action cannot be used on self unless stated otherwise.
14. Unsuccessful infections and killings are not displayed. Ulcer's Ult is displayed as a fact, even if it managed to infect no one. Block is displayed in any case.
15. Prophet's hypnosis deprives the target of their vote even if redirection is unsuccessful.
16. Olgimsky does not lose ND and trait upon infection; same applies to Haruspex using a panacea. Nevertheless, they are considered "burnable."
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10 years ago
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Sergeant Oyun
The current Sergeant of Battles
Lol.
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10 years ago
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Daniil Dankovsky
Oh, Sylvan, you've already entered the setting.
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10 years ago
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*BDYSHCH*

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