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Haunted Village
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The Haunted Village is a supernatural-themed setup that uses undead as the scum faction and a point system for role distribution. It contains several unique roles and mechanics, all of which are explained on this page.
Setup
Village (10) | Undead (3) |
---|---|
Villager (townie) |
Ghoul (goon) |
Priest (3) (cop) |
Vampire (2) (roleblocker) |
Witch Hunter (2) (JOAT: cop, vig, track) |
Death Knight (2) (avenger*) |
Sorcerer (3) (vigilante) |
Ghost (2) (framer) |
Enchanter (1) (rolestopper*) |
Zombie (3) (delayed lynchproof*) |
Healer (2) (doctor) |
Banshee (2) (non-consecutive strongman*) |
Angel (2) (day/night vengeful*) |
Immortal (2) (godfather) |
Trickster (1) (non-consecutive commuter*) |
Witch (1) (rolecop) |
numbers show the role's weight in ascension points (see below)
Setup generation
- The village start with 5-9 ascension points. The undead start with the same number minus three.
- The village are then randomly assigned roles whose combined worth equals their ascension points. The chance for each role to appear is the following:
- Priest - 25% (1-25)
- Witch Hunter - 20% (26-45)
- Wizard - 15% (46-60)
- Enchanter - 10% (61-70)
- Healer - 10% (71-80)
- Angel - 10% (81-90)
- Trickster - 10% (91-100)
- The undead are told which village roles are in the game and have 24 hours to pick their own powers from their pool (no duplicates allowed).
- The game begins when all roles are distributed and confirmed.
Sample setup
- Village points = rand(5-9) = 8. Undead points = 8-3 = 5.
- Village roles: {3} -> priest (3/8); {18} -> priest (6/8); {99} -> trickster (7/8); {68*} -> enchanter (8/8)
*repeat random until a 1-point role is drawn - The undead are told there are priests, tricksters and enchanters. They pick immortal, ghost and witch.
- final setup: 2 priests, enchanter, trickster, 6 villagers, immortal, ghost, witch
Unique role abilities and interactions
Priest, Witch Hunter
- Holy Water: immortals return favourable (innocent) result; a ghost's possessed target returns unfavourable (guilty) result
Witch Hunter
- can only use one skill per night
- if roleblocked or targeting an invisible target, the abilities are not wasted
Sorcerer
- Lightning Bolt: will not kill a healed or shielded target
Enchanter
- Spell Shield: protects the target from harmful magical abilities, but will not stop normal kills
- vampires, ghosts, and death knights won't affect shielded targets
- banshee wails and wizard fireballs won't kill shielded targets
- shielded zombies won't reanimate for the night
- witch divinations on shielded targets return "no result" as if roleblocked
Angel
- Smite (reactive): when an angel dies, it can choose to smite someone
- if the angel's target is undead or possessed (but not an immortal), it will instantly die
Trickster
- Invisibility: the trickster can turn invisible and become immune to all direct night actions except strong kills
- after turning invisible, a trickster must wait one full night before it can become invisible again
Death Knight
- Dark Ward: wards a target to kill its killers if it dies
- since this kill is reactive, it bypasses invisibility but not spell shield
Zombie
- Reanimation (reactive): if lynched, the zombie will rise from the dead on the next dawn, but only if another undead exists
- will be slain for good if killed in any way other than lynching
- if dead and awaiting reanimation, the zombie cannot be put to rest by normal means
- will not reanimate if doing so will endgame the remaining players
Banshee
- Death Wail: if the banshee performs the undead kill, it can instead choose to use its wail
- the wail kills through invisibility and healing, but is blocked by an enchanter's spell shield
- after wailing, the banshee must wait one full night before it can wail again
Other mechanics
- the undead have daytalk
- the undead who performs the kill can also use their other powers on the same night