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Which side would you find most interesting to play as?
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Arandor
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I was thinking, but haven't decided yet. It's easier to simply encourage these people to be more active than to find replacements). So, I'll try to keep everything under control.
Added 2 minutes later
Although, it's a shame that I won't be able to play myself, because I like the setting.
Be strong. Believe
Вова Вист
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I wanted to ask what you think about mafia-style scenarios like *Trolleybus*? That is, scenarios with a similar level of difficulty, but with a more entertaining setting? Who is FOR, who is AGAINST such scenarios? To add a little variety to the atmosphere.
Freud
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I personally support this with all my might.
Любовь и атомное оружие, братья, любовь и атомное оружие.
Magnus
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I decided to publish the setting I mentioned earlier)
I. A. O
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Âme-stram-gram Pique et pique et colégram, Bourre et bourre et ratatam, Âme-stram-gram, Pique dame, Âme-stram-gram pique, pique-moi dans l'âme,
Setting
The world of I.A.O is an embodiment of order and chaos simultaneously, where the tranquility and equinox of Isis are interrupted by the destructive forces of Apophis, followed only then by the redemption of Osiris. Each cult is orthodox in its own right and strives to increase its power, but besides them, there is another mysterious order intending to use the powers of IAO in the embodiment of the Messiah; all this takes place against the backdrop of an Egyptian settlement where several mysterious sages have arrived, who will inevitably interfere in the unfolding events
Role List
I Guardian Undine Ice Witch A Efreet Pyromancer Fire Guard O Storm Lord Djinn Vortex Innamoramento Magister Mage Messiah Temple Ruler Priestess Seer Neutrals Warlock Blood Mage
[/font] Every member of the IAO and Innamoramento factions knows the members of their own faction. The society provides 2 ND, while others: the Temple represents a sort of city, and the Blood Mage and Warlock are typical maniacs. I plan to add a couple more townswomen; overall, this is what I've got so far)
I
Guardian
The embodiment of tranquility and prosperity, the Guardian tries by all means to protect and preserve what is dear to the heart. Abilities: ND: Guardian's Hand – grants protection to a chosen player (the attacker dies) Element: water
Undine
A sea sorceress known to all for her enchanting songs that make one forget, if not everything, then at least a great deal. Abilities:
ND:
Song of Peace – strips the chosen player of their ND for 2 days (ability can be used once every 2 days)
Element: water
Ice Sorceress
Once she was a priestess of Isis, but betrayal reforged her character, making her cruel, cold, and above all, devoted to water magic, which completely consumed her mind and soul Abilities: ND:
Turning to Ice – kills a player
Element: water
A
Efreet
A spirit of rage and vengeance, longing to pour out all hatred with an incinerating fireball Abilities: ND:
Vengeful Fire – 50% chance that 2 victims will be killed (the second is chosen by the player)
Element: fire
Pyromancer
A great fire mage whose spells are deadly; few can survive his charms that destroy everything and everyone Abilities:
ND:
Destructive Magic – kill, ignores protection
Element: fire
Fire Guard
A lost soul completely subordinated to the will of fire: only the spells falling from her lips and a drive for destruction guide her Abilities: ND: Fireball - kill Element: fire
O
Vortex
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]
A restless, unstable vortex capable of developing into either a tornado or a quiet breeze playing the blues of fragile leaves Abilities:
ND: Reincarnation: use the role of an executed player until the next execution Element: air
Djinn
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The embodiment of dreams, illusions, and hopes; the Djinn lures anyone by opening a door to his secret world Abilities: ND:
Soul Expert: ND block
Element: air
Storm Lord
Somewhat angry but reasonably prudent, partially kind but partially evil; however, one thing can be said for certain: whoever angers the Storm Lord will pay dearly, turning into a pile of ash. Abilities: ND:
Ball Lightning - kill
Element: air
Innamoramento
Magister
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Head of the order, a mystic dreaming of bringing the prophecy of the "innamoramento" embodiment into action as soon as possible. Abilities: Clan Leader: double vote ND:
Element: water
Messiah
A mysterious embodiment of one of the IAO powers, known more through prophecy as the child of goddess Isis. Abilities: IAO Embodiment: initially absent; appears only when 1 member remains in one of the IAO factions, moving to the Innamoramento faction. Power of IAO: 50% protection from attacks ND:
Element: depending on the power of IAO
Mage
Astrologer, diviner, predicting the arrival of IAO. Abilities: ND:
Heavenly Will: restricts one player to three candidates during voting
Prophecy Executor: upon the death of remaining order members, gains the ability to kill
Element: air
Temple
Patron
A noble official who found refuge within the walls of the temple and swore to protect them. Abilities:
ND:
Guardian: protects a chosen player, killing the attacker
Element: earth
Priestess
A priestess skilled in herbs, rituals, embalming, and healing Abilities: ND: Resurrection: brings back to life a player killed this night Element: earth
Oracle
A conduit of the will of higher powers, possessing the gift to determine fate Abilities: ND:
Conduit of Fate: determines element
Element: earth
Wanderers
Warlock
A great mage who spent many years studying secret knowledge and considers it necessary to intervene in the battle for the powers of IAO, acting by the method: divide and conquer Abilities:
ND:
Invocations of Power – changes the ND of one IAO faction at his discretion
Element: air
Blood Mage
An expert in dark rituals who made a deal with dark forces in exchange for blood magic; it was this contract that forced the sorcerer to intervene in the unfolding events Abilities: ND:
Blood Harvest: resurrects a deceased player (killed previously), but must kill someone else to do so
Element: fire
kcfgogbfalgfl
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Every member of the IAO faction and innamoramento knows the members of their faction. From the society, there are 2 Necromancers, the rest are: the temple represents a kind of city, a Blood Mage, and a Warlock - typical maniacs. The plan is to add a couple more female citizens; in general, that's what we have so far.
In principle, I'm thinking of making the "Temple" also a kind of mafia, but to make their non-damage ability more useful, I'll make resurrection work like this: if they are killed, they are resurrected; otherwise, they gain a block.
Arandor
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Bloody Harvest: revives a fallen player (killed earlier), but to do so, someone must be killed.
Hmm...
and if the Temple is also controlled by the Dungeon faction, who will it revive? Its own units?
Be strong. Believe
Magnus
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Regarding Blood Harvest: it also applies to the Blood Mage; he has his own intentions, and everything revolves around him. Regarding the Temple: it's not a certainty; there's a limit of two Neutral Buildings, so it depends on them what to choose: defense, status, or resurrection. Moreover, if they also heal their own units, they won't use their Neutral Buildings (in an unfavorable situation). However, they can also turn them against enemies as a block.
I have a few questions about the new faction: 1) If the assassination of a Blood Mage fails, will there be no resurrection either? 2) Invocation of Power is a very interesting non-deterministic event. I would like to know more about how it works. First, as I understand it, this is a one-time change to the non-deterministic event to any of the available ones in this game. So, can I change the non-deterministic event to Invocation? And, since this is a change to the non-deterministic event of one of the factions, how does the Warlock specify: does he target a player, or does he name the faction, and they decide among themselves?
Added after 1 minute 3) Do the Blood Mage and the Warlock communicate with each other?
В тихой однообразной жизни всегда так бывает: каждый отдельный день бесконечно долог, но месяцы и годы мчатся с непостижимой быстротой.
I wanted to offer you some flowers, but a crown would suit a princess like you much better
Смысл жизни в том, что жизнь на тебе не заканчивается
Вегтам
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2) Invocation of Power is a very interesting non-deterministic event (NDE). I would like to know more about how it works. First, as I understand it, it is a one-time change of the NDE to any of the available ones in this game. So, can you change the NDE to Invocation? And, since this is a change of the NDE of one of the factions, how does the Warlock specify: the player or the name of the faction, and they decide among themselves?
I think it meant changing the target of the NDE.
Наше оружие - неожиданность! Неожиданность и страх, страх и неожиданность - это два наших оружия! Плюс безжалостность - три наших оружия: страх, неожиданность и безжалостность! И ещё фанатичная преданность Папе - четвёртое! Наше оружие включает в себя... наше оружие включает в себя... страх, неожиданность... я сейчас!
Magnus
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Well, as Vegtam correctly pointed out regarding the Warlock: it was meant to allow the Warlock of one of the Necropolis factions to change the target at will: i.e., he can choose to do it early, late, or randomly during the Necropolis Duel. For the Blood Mage: there is no killing, and therefore no resurrection either.
Вегтам
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Nightmare Vendor's Shop
Setting based on the songs of Korol i Shut.
Townsfolk Victory condition: no ghouls, warlocks, maniac, or jesters remain.
King – an old, wise king who arrived in the town incognito. PS1 “King’s Voice” – during daytime voting, a vote counts as two. PS2 “Blue Blood” – cannot be executed. Status – Human, believer. Group - King and retinue. Recruitment - Yes.
Musketeer – a young soldier in velvet clothes. A fencing master, a ladies' man. Chosen by the king as his personal guard. ND “Royal Musketeer” – protects the chosen player, kills attackers with a 50% chance. Status – Human, believer. Group - King and retinue. Recruitment - Yes.
Inquisitor – a taciturn, gray-haired monk with a cross and in black robes, living in torture dungeons. ND1 “Torture” – blocks the player’s ND, DD, and daytime voting. ND2 “Burning of Heretics” – kills. Can only kill players with the “heretic” status who have been verified by a priest. Status – Human, believer. Group - Church. Recruitment - Deadly.
Holy Father – a priest of the local church, regularly holding sermons. ND “Sermon” – checks status (believer/heretic). Status – Human, believer. Group - Church. Recruitment - No.
White Mage – a blind old mage who has perfectly mastered healing and alchemy. ND “Healing” – revives a player killed that night, cures curses. Status – Human, believer. Group - None. Recruitment - Yes.
Townsman (x3) – an ordinary town resident. Status – Human, believer. Group - None. Recruitment - Yes.
Possible roles (not described in the newspaper): Liberator - frees from all blocks, removes curses. Analyst - compares statuses. Seer – determines affiliation with humans/non-humans.
Forest Fiends Victory condition: no ghouls, warlocks, maniac, or jesters remain.
Vodyanoy – lord of the pond, master of fish, leeches, and frogs. ND “Power of Neptune” – checks the status of the eliminated player. Status – Non-human, heretic. Group - None. Recruitment - No.
Leshy – a forest spirit, usually appearing as an old man with a club and a smoking pipe. ND “Guardian of the Forest” – protects the chosen player, dies himself with a 50% chance. Status – Non-human, heretic. Group - None. Recruitment - Yes.
Rusalka – half-girl, half-fish, living in the pond, charms travelers who come too close. ND “Love Charms” – blocks the chosen player’s nighttime action. Status – Non-human, heretic. Group - None. Recruitment - No.
Fairy – a forest fiend, queen of flies. ND1 “Reconciliation” – reconciles three players, blocking negative NDs (recruitment, block, kill) directed at each other. ND2 “Queen of Flies” – reconciles all players for one night. Once per game. Status – Non-human, heretic. Group - None. Recruitment - Yes.
Chort – a forest rogue with horns and a tail, good at making things up. ND “Pranks” – redirects a random ND. Status – Non-human, heretic. Group - None. Recruitment - No.
Ghouls Victory condition: no churchmen, warlocks, maniac, ghouls have half the votes.
Vampire – a nocturnal hunter, forced to hunt humans and drink their blood. ND “Conversion” – turns the chosen player into a ghoul. PS “Moonlight” – the Vampire’s first kill fails. Status – Non-human, heretic. Group - Ghouls.
Ghoul (x0) – bitten against his will, he turns into a ghoul, a loyal slave to the vampire. Retains his role, but changes the victory conditions, group, and status. PS “Eternal Curse” – with a 50% chance, his ND does not work. Status – Non-human, heretic. Group - Ghouls.
Warlocks Victory condition: no churchmen, maniac, ghouls, warlocks have half the votes. One kill per night.
Warlock – a powerful warlock, obsessed with evil. He possesses a rich magical arsenal, and the elements obey him. ND “Dark Magic” – kills the chosen player. DD “Warlock’s Doll” – the chosen player’s vote in the day’s results counts as 0, the warlock’s vote increases by the number of votes the target received (3 in the case of stealing from the king, 2 in all other cases). PS “Death Wind” – when the warlock is executed, he can kill one of those who voted for his execution. Status – Human, heretic. Group - Warlocks. Recruitment - No.
Witch – a simple village girl, in whom a fortune teller saw the ability to cast spells and took her as an apprentice. ND “Magic Potion” – poisons the chosen player, ignores protection and blocks. Status – Human, heretic. Group - Warlocks. Recruitment - Yes.
Necromancer – a young mage who has read many books on maleficium and mastered the magic of death. Called a “demon” by people, he seeks revenge. ND1 “Lord of the Undead” – kills the chosen player. ND2 “Curse” – curses the chosen player for three nights, this player’s NDs work with a 50% chance. Status – Human, heretic. Group - Warlocks. Recruitment - Yes.
Maniac Victory condition: to remain the only resident of the town (the survival of jesters is possible).
Maniac – an oppressed madman who hates all living things. He will not stop until he is alone. ND1 “Arson” – with a 75% chance, kills the target and everyone who came to the target that night. Cannot be blocked. ND2 “Cannibalism” – kills the chosen player. Status – Human, believer. Group - None. Recruitment - Yes.
Jesters Victory condition: to remain the only residents of the town, possible victory together with ghouls, warlocks, or the maniac.
Jester – a dwarf in a cap with bells, whose calling is to make people laugh. A master of tricks and cunning. ND “Set-up” – plants clues about the chosen player in the newspaper (clues are chosen by the GM). Status – Non-human, believer. Group - Jesters. Recruitment - Yes.
Joker – a mysterious master of chance, the main trump card in any game. Applies the role of any of the executed characters of his choice. Does not know the role until it is applied. Status – Non-human, believer. Group - Jesters. Recruitment - Yes.
This is a rough draft, sketched out in three days. Changes are possible.
Criticism is welcome.
Наше оружие - неожиданность! Неожиданность и страх, страх и неожиданность - это два наших оружия! Плюс безжалостность - три наших оружия: страх, неожиданность и безжалостность! И ещё фанатичная преданность Папе - четвёртое! Наше оружие включает в себя... наше оружие включает в себя... страх, неожиданность... я сейчас!