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Dance of Life and Death
There is a kind of sacred Forest in this world where no human foot has stepped since time immemorial. Here, Nature reigns supreme, and the four seasons intertwine in an intricate dance of life. A slow winter waltz gives way to an elegant spring minuet, which transitions into a stormy summer samba, and then – into a colorful autumn flamenco. The entire Forest willingly participates in the dance – trees, shrubs, herbs, mushrooms, animals, and birds – while Nature's loyal helpers, the graceful forest fairies and nimble little dragons, lead the ball. It is they who maintain the harmony of life in the Forest and ensure compliance with the laws of Nature, which are strict but few. In a forest glade by the very oldest oak, the joy of an endless dance reigns year-round.
But one quiet moonless night, the inhabitants of an old abandoned cemetery decided that humans had left them too little space. Their gaze turned beyond the fence, toward the Forest. The music of life had long been distasteful to them, and after a brief council, the grim fairies and dark dragons of the cemetery decided to diversify the forest ball with their deadly tarantella. The Elder

The very first trees of the Forest remember him already as an old oak. He was always here; he remembers the history of the Forest from the first sprout of the first tree, and it seems he will live forever.
Feature 1: double vote.
Feature 2: cannot be executed, frozen, or killed by a town role.
Feature 3: protection against the first attack or first poisoning.
Feature 4: after death, gains the ability to write notes in the newspaper and a single vote cast via the GM.
Ultimate Action: instantly executes a chosen player, reveals own role. Pierces Black Widow's protection.
Status: life
Berry

The healing power of plants is known to all, but this little dragon has perfectly mastered the secrets of flowers and fruits, and he has a remedy for any disease.
Feature: impenetrable protection against the first attack and first poisoning.
Night Action (NA): heals a chosen player; poisons are healed on both nights.
Ultimate Action: saves the first poisoned person, counting poisonings from the previous night.
Status: life
Leaf-fall

Autumn is the evening of nature. And as we know, the main fun begins in the evening. Trees put on their brightest outfits, leaves whirl in an endless carnival until winter itself, and a small curious fairy is happy to see everyone at the magical ball.
Feature: cannot apply her NA more than once per player.
NA: asks a chosen player three questions via the GM, which they must answer. Two answers are truthful, one is false. It is forbidden to ask directly about the role and all features associated with it, but questions related to images and role descriptions may be asked. The questioned person must come up with a pseudonym under which their answers will be published in the newspaper.
Status: life
Clover

She prefers sunny clearings to the gloom of the Forest and grass thickets to tree crowns. Day and night, her loyal animals guard the Forest. Unfortunately, due to living far from home, this fairy reacts worse to poisons than others.
Feature: kills her killer; upon poisoning, dies immediately and kills the killer. Considered natural protection.
NA: protects a chosen player.
Status: life
Toadstool

The Forest is just but harsh. There is room for joy and the miracle of life, but some inhabitants from the darkest corners may take this life away in the name of the common good and harmony.
Feature: if they kill a player from their own team, they lose their vote for one day on the day the victim dies.
NA: poisons a chosen player.
Ultimate Action: kills a chosen player.
Status: death
Ivy

A small nimble little dragon, spending most of his time frolicking in the forest litter. He knows all the secret paths and is happy to show them.
NA1: protects a chosen player from a block or blocking isolation effect, moves their NA immediately after his own.
NA2: gives a chosen player the ability to use their NA twice per night. Once every three nights, starting with the first.
Status: lifeSnowflake

Winter is not death, but merely a fairy-tale sleep. Trees slumber under a white blanket, little fairies and nimble little dragons sleep in secluded hollows or among autumn leaves, while wonderful ice butterflies soar in the air and dance beneath the wings of the white fairy.
Feature: ice creature. Cannot be poisoned; if one ice creature applies its NA to another, it unilaterally learns their affiliation with the ice creatures, but not their role.
NA: blocks a chosen player.
Status: life
Mistletoe

Even in winter, forest plants find a path to the sun and delight the eye with fresh greenery. This little dragon can fly through the forest for days, caring for snow-covered leaves and berries, and nothing will escape his attentive gaze.
Feature 1: ice creature. Cannot be poisoned; if one ice creature applies its NA to another, it unilaterally learns their affiliation with the ice creatures, but not their role.
Feature 2: if a town or ice player visits him on the night of death, all check results are published in the newspaper.
NA: checks the status of a chosen player.
Status: life
Ice

With his frosty breath, he binds rivers and lakes until spring, and also carefully watches everyone who suffers from winter insomnia.
Feature 1: ice creature. Cannot be poisoned; if one ice creature applies its NA to another, it unilaterally learns their affiliation with the ice creatures, but not their role.
Feature 2: protection against the first attack.
NA: freezes or unfreezes a chosen player. Frozen players participate in discussions but have zero vote and cannot perform NAs. Only informational NAs can be applied to frozen players; they can also be executed during the day.
Status: deathBramble

Cold-blooded and merciless, she strikes dead with her prickly thorns anyone who dares to oppose her.
NA: kills a chosen player, ignoring protection.
Ultimate Action: kills two chosen players, ignoring protection and healing.
Status: death
Rose

Life exists even in the cemetery. A sad and lonely fairy grows blood-red flowers with treacherous deadly thorns.
NA1: kills a chosen player, ignoring natural protection.
NA2: deprives a chosen player of their vote for one day.
Ultimate Action: steals a chosen player's vote until the end of the game. The Elder's double vote is stolen as a double, but after death, he still has one vote.
Status: life
Crypt

He prefers the musty gloom of old graves to fresh air and leaves them with great reluctance.
Feature: protection against the first attack.
NA1: changes a player's status to "death". Once every three nights, starting with the first.
NA2: kills a chosen player. Available if he is left alone or with another dragon in the team.
Status: death
Cobweb

Patroness of the cemetery weavers, who spend days and nights weaving shrouds for the dead and future dead.
Feature: cannot be poisoned.
NA1: poisons a chosen player.
NA2: isolates a chosen player.
Status: death
Night

This dragon cannot stand sunlight, but when there is a full moon in the sky, he silently glides through the shadows of the old cemetery and is not afraid to fly into the very heart of the Forest.
NA1: checks the status of a chosen player.
NA2: kills a chosen player. Available if he is left alone or with another dragon in the team.
Status: deathBlack Widow

A dazzlingly beautiful and mercilessly deadly creature. She despises both the inhabitants of the Forest and other inhabitants of the cemetery, preparing a painful demise for them through the bites of her charges.
Feature 1: cannot be poisoned, protection against the first attack and execution.
Feature 2: ignores protection.
NA1: poisons two chosen players, once every two nights, starting with the first.
NA2: poisons everyone who visits a chosen player, once every three nights, starting with the first.
NA3: redirects a player to a chosen target.
Ultimate Action: kills three chosen players, starting from the third night, ignores protection and healing.
Status: deathForest Fire

Fire is a powerful destructive force that destroys everything in its path, but ashes are quickly overgrown by young trees, and soon a new, young, and sunny forest stands in place of the old one.
Feature 1: impenetrable protection against the first attack and first poisoning.
Feature 2: killing ice creatures is successful in any case.
NA1: kills a chosen player, ignores natural protection or protection/healing (choice).
NA2: blocks two chosen players, once every two nights.
Ultimate Action: kills a chosen player and all who visit them, ignores natural protection or protection/healing (choice).
Status: chooses for themselves on the first nightYes, I crammed in all that lyrical nonsense about dancing just to have an excuse to insert a cool song that no one will listen to anyway. Yes, I'll keep cranking out sets until I run out of cool Maiden songs, and there are plenty of them.Victory Conditions:
Town - no mafia and both maniacs remain.
Mafia - no town, ice residents, and both maniacs remain.
Maniacs - three players remain, including the man, at least one player is not mafia and the second maniac is dead.
Ice Residents - together with the town or when the number of forest residents equals the number of other players, the other players belong to at least two different factions and no victory condition for either maniac is met.
That is, the blue ice ones are considered part of the green town, but under certain conditions they can win on their own.
Questions.
1. Standard balance check. There seem to be a bit too many mafia players. Who should I buff?
2. I strongly do not want to give the ice residents the ability to communicate. Or maybe it's worth it under the condition of mutual recognition (night 1 - player A visited player B and found out they were ice, night 2 - player B visited player A and found out they were ice, they added each other to a chat and started making cunning plans)? I don't know, I want them to feel like part of the town, not a second mafia team. I think the current version is more or less okay.
And yes, if such a layout is viable and playable, then I'm next in line!