Skip to content

Posts from Mafia 37. Haven of Evil.

Mafia Closed Topic
No ratings yet — be the first to rate!
User Avatar
14 years ago
Auto-translated
Haven of Evil.


Setting: "The Hive" — a secret laboratory of the Umbrella Corporation located beneath Raccoon City, where virus research is conducted. Due to chemical leaks and genetic code alterations, corpses have come back to life and several bodies have vanished from the morgue. The primary research subject, upon whom all experiments were performed, has also disappeared. Therefore, an elite special ops group of trained fighters has been dispatched to retrieve formulas and antidotes, and if necessary, liquidate everything that may threaten humanity on Earth.

About the game:
The action takes place in the laboratory. Zombies and a monster have broken loose. A SWAT team has been sent to eliminate them. The experimental nature of the game consists of certain role mechanics + a small number of killers. In general, there are not 4 factions, but 2: that is, the city wins with the squad if there are no zombies or monsters, just as the zombies and monster win when all living flesh has perished.

Game Rules:
• My Skype for communication is "dubinal2010" or write in PMs.
• Nights last about 24 hours. The sooner all night actions reach the Mage Guild, the faster dawn will come. At night, no one has the right to write anything in the game thread, at all, even in "deleted posts".
• Day lasts exactly 24 hours. In extremely rare cases, an earlier or later end of the day is possible.
• To vote for someone's condemnation, you must write in your message: "**condemn %username%**" — bold font is mandatory. If a player wants to change their vote, they must perform a vote cancellation procedure ("**Do not condemn %username%**"), and only after the cancellation can they vote for another player (In 1 message, you can vote once and cancel a vote once, or cancel a vote once and vote once). This is for the Mage Guild to make tracking votes easier. If you do not vote in bold font, the vote will not be counted. Also, a vote will not be counted without minimal justification. If a player does not vote during the day, after the limit expires, they are considered to have voted against themselves (this rule does not apply if the player voted and then removed their vote). If a player fails to vote 2 times in a row — a modkill or replacement is possible. If a player warns of their absence in advance — the situation is coordinated with the Mage Guild individually.
• Condemnation requires only a majority of votes. If a player reaches the "required" number of votes, they will still be executed only after the end of the day and only if the votes do not change. Earlier condemnation can occur only if the decision is unanimous.
• If the majority vote "**Do not condemn anyone**", then the day ends without any players being condemned.
• A double vote is displayed in the voting results only if it pertains to the majority.
• For the Mafia, decisions on who to kill and who to send on a mission are made collectively. If one of the mafia members is not Online, the other participants may make a decision without them, but they do not have the right to send that member on a mission or use any of their night actions.
• The killer can plant 1 additional clue at the crime scene. It must point to them and be original (i.e., no clues like "for the super-observant"). Regarding the complexity of these clues, there is quite a lot of freedom, but the Mage Guild reserves the right not to accept a specific clue, with or without explanation.
• Clues about killers in reports are given based on the user profile (nick, avatar, signature, etc.). If a murder was unsuccessful, the killer will know, but will not know why it failed. No clues are given for unsuccessful murders, except those declared by the killer themselves. Also, reports contain a hint about the role of the deceased. Hints about the killer's role are given in any case.
• Character abilities that can replace their night action are considered in the order of night actions at the very beginning.
• During the game, changing your nick, avatar, signature, and personal information is strictly forbidden. Therefore, update your profile in advance.
• Discussing the game outside this thread (i.e., in PMs, ICQ, etc.) is allowed only if you have a role that permits it.
• As soon as the news of your death/condemnation has been written, you are gone. You no longer participate in the game. Stop writing. However, nothing prevents you from watching what happens.
• Do not edit your messages. Try to write without mistakes from the start.
• If you have the right to perform a night action — do it before the end of the night phase and the start of the day phase (send night actions to me in PM). I will not wait. If you didn't make it — alas...
• If you have questions regarding the rules, or if something is unclear, please contact me on Skype.
• It is forbidden to directly reveal your role and the role of another player (if you know another player's role, don't shout about it everywhere... Be smarter, craftier...). This action will lead to immediate disqualification.
• Rule violations and being offline will be punished with a colorful modkill. If you signed up — play by the rules and be active.
• Those not participating in the Mafia are forbidden from commenting on events until the end of the game.
• And most importantly: this is a game, after all. The main thing is that you have fun.

Laboratory (8 people)

1. Chief Physician


Night Action - monitors a player.
Features: Learns only the nick of the person who killed the target or whom the target was killing. Protected from traps.
Status - human

2. HR Manager


Night Action - status check (human, zombie)
Status - human

3. Cleaner


Night Action - blocks a target
Features: Protected from traps (doors)
Status - human

4. Guard (2 people)


Night Action - protects a target
Features: When protecting an object, they have a 50% chance to kill the attacker. When guards themselves are attacked, they have a 50% chance to survive if they were inactive (The Monster kills both).
They know each other. They cannot protect each other. If one dies, the second's chances drop to 25%.
Status - human

5. Scientist (2 people)


Night Action - search for each other. Once found, they can experiment.
Features: Both have 25% of the formula. By uniting, they get a 50% chance to save from infection.
If they try to cure the main zombies — one of the scientists dies randomly. If they haven't found each other, they continue searching. They can even examine corpses in search of the formula.
Status - human

6. Maze-runner (or Keyholder)


Night Action - activates one of 3 traps for the night
Traps:
- block all doors (all attempts by a player to use a night action are blocked)
- surveillance cameras for the night (receives information about the player who came to the object, down to the nick)
- laser room (laser kills one person per night)
Features: The Nimble-one dodges lasers. The Monster loses 50% health but continues its night action.
Traps work on a three-night cycle. A trap must be used every night. After three nights (once all traps are exhausted), they reset.
Action scheme: specifies the nick of the player around whom the trap is placed, and the first person to go to the object falls into it.
Status - human

SWAT (4 people)

1. Analyst


Night Action - status check (human, zombie)
Status - human

2. Muscle


Night Action - block or protect
Features: When protecting, kills the attacker.
Status - human

3. Nimble-one


Night Action - search for formula (searches for scientists; finding one gives 25% of the formula, both give 50%)
Features: In a fight with zombie status, 50% chance to kill/survive, same as with the monster. Protected from traps (laser room)
Status - human

4. Doctor


Night Action - cure from death
Night Action - cure from infection
Features: 50% chance to save an infected person. If they encounter main zombies or the monster — they perish.
Curing a scientist — receives the existing formula. With 100% of the formula, kills main zombies and the monster.
SWAT has 3 night actions per night.
Status - human

Zombies (3 main)


Zombie Carcass-eater, Zombie Brain-eater, Zombie Gut-eater
Night Action - kill
Night Action - infect (Status change. The actions of the infected at night do not affect zombies. Nor do votes for hanging)
Features: At the start of the game, each is randomly assigned a status (human, zombie) and every night it changes to the opposite.
Raid (once per game)
Three main zombies go on a raid: they hide and wait in ambush. They attack a player and kill them. If even one zombie is blocked — failure.
If all three attack the monster, it loses 75% health and cannot move.
During a raid (if only 2 zombies remain), the success chance is 50%. Acts as an additional night action. Upon failure, the night action disappears.
Infection will target humans, but zombies have 2 types of night actions — kill or infect. Therefore, everyone can be infected except for the SWAT doctor and scientists who found each other.

Monster (1 pc., status-human)


Night Action - kill
Night Action - heal (restores 15% health)
Features: If it goes to a target, it kills everyone who was at that target. For every kill, it loses 15% health. At 25% health or less, it cannot kill or move. If blocked, it kills the blocker and stops its night action.
If health level becomes 25% or less during a night action, it remains in place and cannot leave (everyone learns its nick)
To leave, it needs at least one night to heal wounds.
Armored Titan — in fights, kills anyone (except the Nimble-one)
If attacking the Nimble-one, someone protected by guards or Muscle, it loses 50%. It kills the protection.
When targeted for an attack, it loses 50% health. At 0%, it dies. When targeting a player who was inactive and stayed behind a door (or was blocked by a trap), it loses 15% for overcoming each door.

Night Action Order:

1. Maze-runner activates trap (player nick is not displayed)
2. Cleaner Blocks
3. Muscle blocks/protects
4. Guards protect
5. Chief Physician monitors a player
6. Manager checks status
7. Scientists search for each other / once found, try to cure the virus
8. Analyst checks status
9. Nimble-one searches for formula
10. Zombies kill/infect (infection is not displayed)
11. Monster kills/heals (healing is not displayed)
12. Doctor cures


Player List:

1.Morning
2.Reinhard
3.Amko
4.Zubr (immun)
5.Arandor
6.Hermit (immun)
7.Lynx
8.Tox (immun)
9.Nebo
10.Wishmaster
11.Neira
12.Spear
13.Kitz
14.Deliries
15.Vistrit
16.Toriy


FIRST BLOOD
Attempt-Torture
Reconnaissance by fire
The ranks have grown
Action, gentlemen; or GO PVP!
Final fight
Log
User Avatar
14 years ago
Auto-translated
Ulli?
User Avatar
14 years ago
Auto-translated
Well done. No pictures?
User Avatar
14 years ago
Auto-translated
Well, they exist, but I don't know how to place them near the roles. I can put them in the miniatures section at the bottom.
User Avatar
14 years ago
Auto-translated
When will the roles, the order of the non-disclosure agreements, and the list of players be announced?
User Avatar
14 years ago
Auto-translated
For now, this gives us something to think about. The game will start with a set of players, and if there are no major concerns regarding the balance of the setup, we will proceed. I look forward to hearing your thoughts on the proposed changes.
User Avatar
14 years ago
Auto-translated
Jack, give me immunity. :)
User Avatar
14 years ago
Auto-translated
Okay, I'll do it now. I just don't know who else has immunities. And Zubr helped me with the set, and he immediately assigned an immunity to it.
User Avatar
14 years ago
Auto-translated
ND - kill
ND - heal (restores 15% health)
If it's moving towards a target, it kills everyone near that target. It loses 15% health for each kill. At 25% health or less, it can no longer kill or move.
If its health drops to 25% or less while using ND, it remains in that spot and cannot leave (everyone will see its nickname).
To leave, it needs to heal for at least one night.

From what point can THIS be killed?
User Avatar
14 years ago
Auto-translated
Balance questions: 1.
- surveillance cameras at night
Is this player tracking, like a chief physician? Will it learn the player's nickname? 2.
Action scheme: 1 to 3. That is, the chance of falling into a trap will be calculated for each player.
So, the probability of the keymaster's special ability triggering is 25%? 3.
when guarding, it kills the attacker.
100% probability? 4.
Special ability - search for formulas (searches for scientists, finding one gives 25% of the formula, both - 50%).
If it finds both formulas, can it protect against infection? 5.
Heals the scientist - receives the available formula. With 100% formula, it kills the main zombies and the monster.
Is the killing considered another option for the special ability? 6.
Special ability - infect.
Does infection equal a status change? Or is it recruitment? 7.
Three main zombies go on a raid: they hide and wait in ambush. They attack the player and kill him. If at least one zombie is blocked, it's a failure.
What is the point of this raid? How is it different from a regular kill? 8.
If it goes to the target, it kills everyone who was at the target.
Isn't that a bit too much?
User Avatar
14 years ago
Auto-translated
Is it possible to somehow separate the roles? They merge together.
And why "Zombie 1" and "Zombie 2"? I would have named one "Bloodthirsty Corpse Eater" and so on.
User Avatar
14 years ago
Auto-translated
1. It would be better to add spaces between the roles in general. 2. Describe the abilities in more detail so that people don't ask the same questions over and over again.
User Avatar
14 years ago
Auto-translated
I don't know who helped write the setting, but at the very least, it needs some cosmetic editing. I'll give a plus to whoever can read and understand the roles at first glance.
Haven of Evil
I warned you. I think that the setting in its current form isn't very playable. But if the players agree to play it, I might even sign up myself. Maybe it would even be fun.
User Avatar
14 years ago
Auto-translated
How many times does it take to kill THIS?
Essentially, there are only two factions that can kill. So, I'll let the "maniac" live a little longer and shred everyone. But in reality, he'll stumble upon a laser room, get hit by zombies with a simple attack or ambush, and that's it – he's dead.
Does it track the player like a chief physician? Does it learn the nickname?
If the camera focuses on the player, the Labyrinth Guard will know about the action that night without knowing the nickname. As with everything else, this can be further refined.
So, the probability of the Keymaster's random event triggering is 25%?
No. Maybe I didn't express it correctly. 33%, that is, 1 out of 3. Sorry.
100% probability?
Yes, if it's not a Monster.
If it finds both formulas, can it protect against infection?
No. It's essentially a messenger. It delivers the findings to the Doctor. And he then provides the cure. 50-75-100% with the formulas.
Is the kill counted as another random event?
Healed the scientist – made it easier for the Rogue to search. And then, with a 100% formula, when encountering the main zombie, he kills it.
Does infection equal a status change? Or is it recruitment?
Status change. And the actions of the infected at night do not affect the zombies.
And what's the point of this ambush? How is it different from a regular kill?
An extra kill? That is, 2 kills per night, or kill and infect? I think it's a good option.
Isn't that a bit too much?
Well, only 2 factions are killing. Plus, he loses percentages for each corpse. Block, heal, and you'll be happy.

Added 7 minutes ago
Describe the abilities in more detail so that people don't ask the same questions a hundred times.
I will gradually add the main questions to the first post.
User Avatar
14 years ago
Auto-translated
I'll give a thumbs up to whoever can read and understand the roles at first glance.

I don't want to brag, but I did.
Healed the scholar, making it easier for the Rogue to find things. And then, with a 100% success rate, he encounters the main zombie and kills it.
You didn't understand. Does the kill action replace the healing action?
If the camera focuses on the player, the Labyrinth Guard will know about the action that night without any clues. There's always room for improvement here.
Like the Postman for Slonysh and Grumman for me?

Statistics

Welcome our newest member: recijeb