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BATTLE FOR MYTHRILL HALL
Notation:
Poison(c8) - deals 1 unit of damage, lasts 2 turns, starts from the night it is received. Is not an ND.
Fright(c1) - 50% chance to skip ND on the following night.
* - Passive
^ - Team (racial) ND.
# Entry into MH. NDs available if the character entered.
## Host - similar.
Lord of Slowpokes - 10hp.
* Slowpoke - 50% chance to skip ND, 25% chance to slow-poke a hit(b, s, m) and take no damage.
* Slow-reaction - poison and fear start acting one night later.
# Slow - only NDs.
Hit(b, c8) - 3 hp.
Infect(z1, c11) - gives the player the "slowpoke" trait for 2 turns and one charge of this ND.
# Spray slowpokaine. (z2, p2, c7) - block 2x targets.
# Slow-effect(z1, c1) - miss chance - 0%. Everything that should have happened to the Lord on this night(nd, poison, fright etc.) will happen in c5 of the next.
Illithid - 4 hp.
* Mental control - 50% chance to disrupt a harmful ND against oneself.
* Psi-energy - 10 units.
# +25% to Mental control. + 2 units to psi-energy.
Mental hit (m, c8) - 2 units of damage.
Distortion (p1, c6) - redirection.
Concentration(c5) - restores 2(#3) Psi-energy.
Accelerator(p1, c1, together) - minus 2 to the priority of the ND applied this night.(was c8>>c6). Minus 2 psi-energy.
Piercer(p2, c1, together) - ND pierces Illithid's block, target's defense and passives(but a counter-hit may come). Minus 4 psi-energy.
control(z1, c1, together) - learns role, current state and possible NDs for the next night. Minus 6 psi-energy. Gains Full control.
Full control(z1, c1, instead) - chooses the ND instead of the target.
Interference(p3, c1, instead) - 25% chance to disrupt all NDs (separately for each). Minus 5 psi-energy.
ND:
Active ND type:
Name (z x, p u, n, c a, l) - description.
x - charges, u - cooldown. (p0 - none, p1 - cannot be applied on the next night etc.), n - damage type (s - ranged, b - melee, m - magic, a - absolute), a - cycle number of this ND, l - together or instead of nd. Unnecessary elements may be omitted.
ND Order in cycles:
1) Special cycle.
2) Team (racial) NDs.
3) Affecting execution.
4) Execution.
5) Special cycle.
6) Redirections.
7) Blocks.
8) Damage.
9) Healing.
10) Checks.
11) Special cycle.
Mythrill Hall
Has a host team. Every player can enter MH. The team that becomes the host enters in full, automatically into cycle 1, together with NDs.
1) Host bonuses:
>>> Reduces damage per turn by one for each team member. (x+u+n)-1
>>> Players deal + 1 hp(any damage type) to those who did not enter MH.
2) Entry bonuses:
>>> Special NDs and changes for some.
All except those already entered:
Entry (c11, instead) - player enters MH.
Transfer of "hosts"
Original host - dragon. Transferred to the killer and their team. If killers > 1 - random.
Company - transferred upon death of the entire team or if they are found outside MH.
Orcs - upon killing the chief.
Drow - similar to company.
Grey Dwarves - cannot be hosts without the dragon.
Neutrals - cannot be.
GREY DWARVES
* Cowardice - if only one grey dwarf remains, he may defect to the Drow.
* Unexpellable - always in MH, impossible to expel.
* Service - they know each other.
* Thousands of them - the first dead dwarf is reborn the next day in c11.
Dragon - 15 hp.
* Scales. Reduces damage by 1(per effect - ND, passives, poison... (x-1)+(u-1)+(z-1)), but not to zero(b, s, m). Cannot be poisoned or frightened.
* Huge - 50% chance for the dragon's nick to be published in the newspaper.
Wall of fire(p1, c5) - prevents two targets from entering MH this turn. If already entered - no effect.
Stream of fire (p1, m, c8) - 3 damage, 25% chance to deal 1 damage to one person who entered the target's location(not displayed).
Paw strike(b, c8) - 2 hp.
Roar(p3, c5) - frightens all who entered his location(cycle does not matter) and disrupts their NDs(if the entrants' ND cycle >= 5)
Grey dwarf (2x) - 6 hp.
* Cowardice - upon fright, 100% ND disruption.
## - cannot be frightened.
Hit(b, c8) - 1 hp(##2)
Kick in the rear (p2, b, c8) - kicks player out of MH. If they hadn't entered, deals 1 damage.(described identically in the newspaper)
^Sabotage(z1, b) - requires two dwarves (simultaneous application) - deals 2hp damage to 2 targets, prevents them from entering MH this and next turn, kicks them out of MH.
Orcs
* Orcs - do not know each other.
^Wild rage(z1, together) - Orc gains for one turn: +1 unit to damage, immunity to fear, takes 2 units less damage (a+x)-2.
# Looting - every orc, every turn has a 12.5% chance(##25%) to receive a bonus from the list. (restore 1 hp, + 1 damage, + 1 vote, + poison to hit)
Chief - 9 hp.
* Dull - 25% chance of voice disruption.
* Rage - cannot be blocked.
#+ 1 charge of shout.
Shout(z1, p1, c5) - all orcs get -1 to ND priority(c8>>c7), looting chance doubles.
Axe(b, c8) - 2 hp.
Head-on (z1, c1, together) - damage to chief is doubled, priority of all NDs becomes - c5, allows applying 2 NDs.
Circular strike(b, p3, c8) - 2hp(#3) target, 1 hp(##2) entrants(cycle value does not matter).
Shaman - 5 hp.
* Healer - poison lasts one turn.
* Mage - 50% chance to avoid ND (m), 25% chance of doubled damage to shaman(b).
#+1hp.
##Heals by 1 hp every turn.
Herb(c9) - heals 2 hp.
Talking with spirits(c 10) - learns target's role.
Energy of madness(m, p2, c8) - 1-4 damage.(#Frightens)(##m>>a)
Spirit prison(p1, c7) - block.
Berserker - 7 hp.
* Even duller - 50% chance of voice disruption.
* Wrath - deals 2 hp damage(b) to one of the attackers with a 50% probability(#100).
Furious strike(b, p3, c8) - 3 hp.
Hit(b, c8) - 2 hp.
## Frenzy(z1, c5) - Defense on self. Wrath affects all attackers.
Brute - 8 hp.
* Fearless - not frightened.
* Revenge - upon death deals 1 unit of damage(b) to one of the killers.
## Cannot be redirected.
Defense(p2, c7) - protects target from all damage. (#p1)
Hit(b, c8) - 2 hp.
Brute(p3, c1) - applies all damage dealt to target to himself.
Goblin - 4 hp.
* Cowardice - fear acts 100%
* Small - deals no damage to other orcs.
* Cunning - looting chance doubles.
Dart(s, c8) - 1 damage.(#2)
Poison dart(s, p1, c8) - 1 damage.(#2), poison.
Drow
* Spirit of Lolth - Do not know each other.
^Levitation(z1, together) - evades all (b) attacks, including counter-hits.
^Sphere of darkness(z1, together) - target's ND is disrupted with a 25% probability.
## Build an altar to Lolth; on the third turn, not counting capture, they finish it.
High Priestess - 7 hp.
* Magic field - 3hp. Restores 1hp every turn(c8) if not destroyed.
* Power of Lolth - 0% Accumulates via damage(3%(#4%) per unit), damage to Drizzt(6% per unit.), damage to own allies(4% per unit.)(#5), building the altar(20%), participating in a kill(5%), killing Drizzt(20%):
(10%) - restores 1 hp for every five units of damage dealt. From the moment it is received.
(30%) - Dark Might.(z1) - All drow: 1 less damage taken by them((x+u)-1), + 1 damage to attacks, 50% chance to frighten enemy upon attack.
(50%) - priestess's attacks frighten.
(60%) - Drauk(double-role)
(70%) - Field is recreated(or regens) (c5) again with full health. If already full - + 1 to maximum.
(100%) - Yochlol(c1, z1, instead) - ultimate kill.
Whip strike(b, p1, c8) - 1 hp to three targets.
Torture(b, p2, c8) - 1 damage, learns target's role.
priestess hit(m, c8) - 2 damage(##3)
Armorer - 7 hp.
* Nimble - 25% dodge chance(s, b, m) (altar - 50%)
#+25% dodge.
##25% voice disruption, 50% doubling.
Acceleration(p2, c1, together,) - allows applying 2 NDs. Failure chance for each is 25%.
Scimitar(b, c8) - 3 hp.
Defense(c5) - defense against (b, m, s)
Vortex (p1, c1) - deals 1 hp to all who entered the armorer's location.
#Supplies(z1, c8, instead) (##z+1) - restores 2 hp.
Spy - 6 hp.
* Spy - checked by a living member of the checker's team.
* Camouflage - Not considered as having entered the target's location when applying an ND to them.
## Receives results of past checks, will receive future ones.
Poisoned knife (s, p1, c8) - 1 hp(altar - 2), poison.
Net(p2, c7) - block.
Poison cloud (z1, c8) - poisons target and all entrants. (cycle does not matter(Everywhere with the wording "entrants" - it doesn't)) 25% chance that an entrant will poison those who entered their location.
Dagger(b, c8) - 1 hp.
Mage - 5 hp.
* Mage - 50% chance to avoid ND (m), 25% chance of doubled damage to mage(b).
## Cannot be blocked.
Siphoning(p1, m, c8) - 1 damage, restores 1 hp.(altar - 2 and 2)
Magic sphere (m, c5) - 50% - 1 damage, 25% - block, 25% - miss.
#Summon Demon(double-role)
##Collapse the vaults(z1, a, c8) - 2 damage to target and entrants.
Double-roles - roles that are under the control of primary roles. They take damage first, player chooses ND. Effectively - a second role that takes damage before the first one.
++Demon - 2 hp.
Hit(b, c8) - 1 damage.
Fright(c8) - fright.
++Drauk - 3 hp.
Hit(b, c8) - 1 damage.
Web(p2, c7) - block.
COMPANY
* Slacker friends. Do not know each other; when applying negative NDs to one another, there is no effect, but it's described in the newspaper as usual, charges are spent, and cooldown occurs.
# Artifact search - while in MH, they can ^Search for Artifacts(instead) - 50%(##100) chance to find an artifact from the list. Each artifact is found no more than once.
Bruenor - 8 hp.
* Armor - reduces damage from hostile NDs and passives by 1(b, s, m), but not to 0.
* Old Home - applies Entry into MH together with ND. Chance to find artifact is always 100%.
Artifacts: enchanted armor(+a, can go down to 0), ring of life(+ 2 to min/max hp).
Strong hit(b, p1, c8) - 3hp.
Defense(c5, p1) - protects target(b, m, s(ench.armor +a))
Hit(b, c8) - 2 hp.
# Native Tunnels(p1, c6) - redirects target's ND to himself.
Drizzt - 6 hp.
* Perfect defense - 25%(##50) dodge from enemy ND, passives.(m, b, s, a).
* Radiant - when attacking drow, illithids or grey dwarves - 25% chance of block on the next night.
* Freezing - + 2 damage to demon, 12.5%(##) freeze(+ 2 to ND priority on the next night).
* Avenger - upon killing a Company member, a Mark is placed on the killer(if killers > 1 - random). On the next night Drizzt can send an ND not to a player, but to the "marked" one, (+ 1 round, - 2 to ND priority)
# Vortex - deals 1 hp to entrants.
Artifacts: bracers of speed(immune to blocks and redirections), amulet (immune to poison and fright)
Double hit (b, p2, c8) - 2 hp, two targets.
Hit (b, c8) - 2hp.
Concentration (z2, p2, c8) - dodge chance + 25%(#50), deals 1hp(b) to entrants.
Gwenivivar (b, p2, c5, together) - +1hp per turn, 2 damage, no counter-hit comes.
Wulfgar - 8hp.
* Brave heart - immunity to fright.
# Reduces damage per turn by 1.
Artifacts: ring of strength(+1 damage).
Hit(b, c8) - 2hp.(##3)
Throw hammer(s, p5, c8) - 4 hp.
Hammer to the wall(p2, c7) - block.
Strength (b, p2, c8) - 1 damage, kicks out of MH.
# Battle rage(z2, p1, c8, together)- takes 1 more damage from all NDs, deals target 4hp, entrants -1.
Catti-brie - 4 hp.
* Accuracy - hit cannot be dodged.
* Nimble - 25% dodge from (b, m) and 50% from s.
#+ 1hp.
## Defense does not save, recognizes Bruenor.
Artifacts: Heartseeker (all damage>>a, + 1 damage), chainmail + 1 hp.
Shot(s, c8) - 2hp.
Sniper shot (z1, c8) - 4hp. Nimbleness does not act this turn.
Hail of arrows(s, p3, c8) - 1hp to 4 targets.
Regis - 5 hp.
* Small - 25%(#50) dodge from (b).
* Ruby - 2x vote.
## All NDs have no cooldown.
Artifacts - diplomat's sign (+ 1 vote)
Potion (p1, c8) - heals 3 hp.
Mace(b, c8) - 1 hp.
Ruby(c3, z1) - chooses execution results.
# Hide in shadows (p3, c5) - Halfling 100%, + 25% from (m, s)
EXECUTION
Players vote for a player and one of the available events. Execution result - Player with most votes and event with most votes among those who voted for that player.
Execution has four packs - good, evil, neutral, special. In the first and second turn random ones are available: 1 event from good, 1 from evil, 1 from neutral pack and one random(from good/evil/neutral pack). From 3rd to 5th - 1 each from good, evil, neutral, special packs. From 6th - special and 2 from (good/evil/neutral(no more than 1 event per pack)).
Good pack
1. Resurrection or healing to maximum. (c11)
2. Acceleration. - 3 to ND priority for the night. (c1)
3. Endowing. Restores charges to max and cooldown. Priestess + 7% power, illithid + 2 psi-energy.
4. Defense(c1). Protects from EVERYTHING.
5. Light of healing. Everyone heals by 1 hp.
6. Luck - 50% dodge from (b, m, s, a) for 2 turns.
Evil pack
1. Yochlol(similar to priestess, c1) - ultimate kill.
2. Curse - fright, poison, 2 damage (m), Priestess minus 7% power, illithid - 2 energy.
3. Maim - takes away random NDs and trait.
4. Hit(b) - 5hp.
5. Poison. All players are poisoned.
6. Block.
Neutral pack
1. Pig in a poke. Random event.(any event from any pack).
2. Sick fantasy.
3. Polymorph. Transformation(c1) for two nights(reverse - c11 on 3rd night, counting the polymorph night). If not killed, then hp=hp before transformation. 50% chance - Pig - 5hp, nd - oink(m, c8) - 1 damage. 50% - Cave monstrosity - 15hp, nd- hit(b, c8) - 4hp.
4. Block and defense.
5. Transformation. (c1) For this turn damage>>healing, and healing>>damage.
Special pack
1. Explosion. Everyone takes 3 damage.(m)
2. Madness(c1) - block target, entrants, those who entered the entrants... Randomly deals 3 hits of 2 hp(a).
3. Lord of probabilities - changes all chances of the target(if none, >>chance=100%>>changes) to random for each (25, 50, 75, 100).
4. Elemental. Player is given a double-role.
5. Return(c11). Returns target(even dead) to the state of c0 of the previous night.
++Elemental - 5 hp.
Stone (p1, c7) - block.
Hit(b, c8) - 2 hp.
Notes and Changes.
Double-roles are summoned in c11.
NDs affecting execution >>c0.
Chances from different abilities are calculated separately. 50%(check), 25% (check)...
Joining
Neutrals, on the fourth day and beyond can join a team. Slowpoke - to Company, orcs, dragon, illithid - to orcs, drow, dragon.
Conditions:
Neutral names three or all surviving players of the team and their roles. After expressing desire to join the leader(or whoever is first on the list), an offer comes from the moderator: "an illithid wants to join you". If yes - they join, disclosure - in the next newspaper.
First incidents
1. Wulfgar killed by Yochlol. After one night he is reborn in c1, can already use NDs. Brave heart is replaced by Night Terrors - 50% chance to apply ND to a random target instead of the specified one. Upon fright there is no disruption chance, but it's 100%.
Alcohol(c5, together) - replaces Night Terror chances with disruption.
2. The first dead person(not the first dwarf) can return to the game as a new role of their choice. (c11) Stats are published after rebirth. If they don't want it - second, then third. After 4 deaths not possible.
3. High Priestess, Armorer, Spy and Drow Mage gathered("entered") on one target during the night in one of the first two nights. Or three of them - at the fourth. The execution effect Madness is applied to all four.
A bit of mechanics(also for execution): first a normal turn is calculated(execution - without the first target's turn). Then all entrants are checked. Then on them - block in c1-drow, or 5 - execution, damage and the turn is recalculated.
4. Catti-brie was caught in Drow Mage's cave-in. The same effect as execution Maim(c11) is applied to her.
5. Slowpoke Lord slow-poked the voting - chance of skipping ND - 100%.
Stealth Mode
Every ND can be performed in stealth mode, except for the Dragon. ND gets + 2 to priority(7>>9). Upon application there is a 6.25% chance of revealing the user's role in the newspaper and ND failure. Stealth ND pierces block and is not displayed in the newspaper! Cannot be used two nights in a row.
Catti-brie, Drizzt, Goblin, Spy - chance to be exposed - 3.125%, and Brute - 12.5%.
Personal Letter
A player can once per game send an anonymous letter to a role! They send it to the moderator, who sends it to the role. The letter must not contain contact information or direct hints about the sender.
This is exactly the set I will be reworking for ХВ rules. Other question - how... :smile07: