Connection ErrorBad RequestSession ExpiredSign in requiredForbiddenNot FoundToo Many RequestsServer ErrorBad GatewayService UnavailableGateway TimeoutHTTP Version Not Supported
Session Expired
Your session has expired. Please log in to continue.
Sign in required
You need an account to do that. Sign in or create one — it only takes a minute.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
Which side would you find most interesting to play as?
60
voters
Single choice
Sign in to participate in this poll.
Poll results will be visible after you vote or when the poll closes.
Happy LifeStatistics
Registered:
Posts:14,622
Auto-translated
These pre-release guys.
My sword, my trusted ally, unphased by my aspect.
ВульфгарStatistics
Registered:
Posts:487
Auto-translated
I admit, I'm a noob and a total idiot, but I don't understand. O_o
Где этот раб? Чужеземцы достали!(с) Морроувинд. Сердце Хаоса - Морроувинд, каким он мог быть.
Ple-SenStatistics
Registered:
Posts:24,200
Auto-translated
Loken associated your setting with the realities of the Warhammer universe.
ВульфгарStatistics
Registered:
Posts:487
Auto-translated
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.
Где этот раб? Чужеземцы достали!(с) Морроувинд. Сердце Хаоса - Морроувинд, каким он мог быть.
MentStatistics
Registered:
Posts:31,055
Auto-translated
Whip strike (b) - 2 HP, 1 member of the House.
Is it hitting its own members? And what about the triple whip strike, does it work the same way? And what about the whip strike for the daughter? In general, if the mafia is so unconventional, I think it would be better to start with a simpler set, with fewer unique abilities and non-default roles. And only then, if it's successful, can you make it more complex.
It doesn't deal 2 HP of damage with its attack, but only 1.
The Triple and its daughter don't have this. They deal the same damage to everyone.
This is actually a fairly simple set; there are much more complex ones. It can be made easier if necessary.
Где этот раб? Чужеземцы достали!(с) Морроувинд. Сердце Хаоса - Морроувинд, каким он мог быть.
ДраккошкаStatistics
Registered:
Posts:17,425
Auto-translated
It’s better to make it easier; you can’t do it without a good dose of something strong. Toxo- and Revnemafia combined were easier.
А, вот почему.
??+⛓️♿=?
MentStatistics
Registered:
Posts:31,055
Auto-translated
Since this is an experiment, simplification is necessary.
Hmm... Warhammer-themed mafia was more challenging, and that was my first experience with this type of game. But I figured it out. =) There are no clues here, so there's no need to try and solve them. Here, you need to stalk people on their personal messaging apps/ICQ/Skype and come up with clever and cute plans. :3 In the end, some people in Warhammer-themed games only focus on their own role and play well.
Added 1 minute ago Should this be considered an experiment? If so many have been held on another forum... Well, I'll think about what to remove...
Где этот раб? Чужеземцы достали!(с) Морроувинд. Сердце Хаоса - Морроувинд, каким он мог быть.
ДраккошкаStatistics
Registered:
Posts:17,425
Auto-translated
We're not on another forum. Keep it concise. We'll see if you like it, and then you can run full-fledged ones.
А, вот почему.
??+⛓️♿=?
ВульфгарStatistics
Registered:
Posts:487
Auto-translated
For now, I can remove all ranged skills, passives, and roles (2). Would such a reduction be acceptable?
Где этот раб? Чужеземцы достали!(с) Морроувинд. Сердце Хаоса - Морроувинд, каким он мог быть.
ArandorStatistics
Registered:
Posts:23,676
Auto-translated
If they decide to organize it (and if someone wants to play), I think it would be better to do it in the general games section, rather than in the Mafia section.
Be strong. Believe
ВульфгарStatistics
Registered:
Posts:487
Auto-translated
I'll do it when I have time. Why "General"? It's just another type of game. I'll put it in the psychology section; it's more relevant there.
Где этот раб? Чужеземцы достали!(с) Морроувинд. Сердце Хаоса - Морроувинд, каким он мог быть.
ArandorStatistics
Registered:
Posts:23,676
Auto-translated
I doubt you’ll be able to gather enough people. It’s already difficult to get 14 people for a psychology course, and here…
Be strong. Believe
ВульфгарStatistics
Registered:
Posts:487
Auto-translated
It's all about psychology... And no one forbade eliminating roles:3
Added 1 minute ago There are only 18 roles here; if we eliminate the ranged roles, there will be 16. I hope enough people will join.
Added 29 minutes ago House Do'Urden - Light 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 close-range attacks once.
Mother Malice - 5 hp. *Mother Do'Urden - as long as she is alive, poison affects the members of the House for 1 turn. She can create a Zin-Karla. Whip Strike (b) - 2 hp to 1 member of the House. Interrogation (p2) - learns the role of the target. Triple Whip Strike (b) - 1 hp to three targets. Briza - 5 hp. *Eldest Daughter - after Malice's death, she gains the Mother Do'Urden ability. Whip Strike (b) - 2 hp. Die for Me (z2, p2) - avoids a fatal blow, remains at 1 hp. Pain Strike (m, z1) - 3 hp, fear. Dainin - 6 hp. *Agile - 25% chance to avoid damage. No Defense. Strike (b) - 1 hp, poison. Backstab (b, p3) - 3 hp Defense (p1) - protects the target. Surveillance (p1) - learns who the target has visited. Rider - 4 hp. *Lizard - 1 hp, after being killed, he gains No Defense - dashing attack. Strike (b) - 1 hp, avoids retaliation. Dashing Attack (b, p1) - 2 hp, stun. Hide in the Shadows (z1) - avoids all No Defense attacks. Mage - 3 hp. *Magic Field - 2 hp, while it exists, he retaliates with 1 hp. *Mage - 50% chance to avoid magic damage. Flash - blocks the target. Lightning (m) - 1 hp, 50% chance of stun. Magic Strike (m, p1) - 2 hp. Concentration - restores 1 hp to the field. Healer - 4 hp. Poison (b) - poisons the target. Healing - restores 2 hp. ++ Zin-Karla - 7 hp. *Zaknafein - when attacking Dzirta, he does not deal damage to him, but dies himself. *Puppet - knows Mother Malice. Kill (b, p1) - 3 hp. Strike (b) - 2 hp.
Added 5 minutes ago House Gan'ett - Light Conspiracy - they don't know each other. *Drauk - the first one to die 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. Magic Strike (m) - 1 hp to 2 targets. Whip Strike (b) - 2 hp to 1 member of the house. Banishment (z1) - executes the chosen player. Alton De'Vir - 6 hp *Enemy - +1 damage to Dzirta. *Disfigured - 50% chance that during a check, he will be checked as another role. Fireball (m, z2, p1) - 2 hp, block. Dark Shield (m, p3) - 2 hp to all who visit the target. Mazoi - 4 hp *Enemy *Gwenviwar - grants No Defense Gwenviwar. After death, it is passed to the killer. When attacking Dzirta, it is passed to him. Dzirta has p2, not p3. Dark Orb (b) - 1 hp, fear. Gwenviwar (p3) - +2 hp for the turn, strike (b) - 2 hp. Warrior - 6 hp *Revenge - one of the attackers with close-range attacks takes 2 hp. Strike (b) - 2 hp. Double Strike (b, p1) - 2 hp to one, 1 to another. Breach in Defense (p2) - all deal double damage to the target. Mage-Universal - 3 hp. Healing - 1 hp. Magic Strike (m) - 1 hp. Transformation (z2, p2) - converts all damage into healing. ++ Drauk - 4 hp. Strike (b) - 2 hp.
Где этот раб? Чужеземцы достали!(с) Морроувинд. Сердце Хаоса - Морроувинд, каким он мог быть.