Setting: Sicily, mid-20th century.
Cosa Nostra
The Mafia has one murder per night.
Don – the "Godfather" of the mafia group, engaged in illegal business. When left alone in the family, he gains the ability to kill.
Special Ability: "Drug Trafficking" - blocks the Special Ability of the chosen character.
Status +
Weapon – a collectible 13th-century crossbow (melee)
Consigliere – the Don's personal advisor, has his own law firm. When there are no Caporegimes left in the family, he gains the ability to kill.
Special Ability: "Bribery" - limits the daytime voting of the chosen player to three candidates selected by the Mafia. The Game Master sends the list to the player.
Status +
Weapon – a letter opener (melee)
Caporegime (x2) – a captain, commanding a combat unit of the family. From the beginning of the game, he has the ability to kill.
Status –
Weapon – "Tommy Gun" (Thompson submachine gun) (ranged)
Manic
Pyromaniac – a dangerous individual with a special passion for fire and suffers from severe paranoia.
Special Ability: "Arson" - with a 75% probability, he burns the victim and everyone who came to the victim that night. Protection has priority over "Arson."
Passive Ability: "Paranoia" - hides from one chosen player each night. All actions of this player directed at the Pyromaniac have no effect.
Status –
Weapon - none
Town
Judge – a well-known and respected person in the city, the townspeople listen to his words.
Passive Ability: "Justice" - double vote.
Status +
Weapon - none
Doctor – a worker at the local hospital, ready to come to any call at any time.
Special Ability: "Resuscitation" - returns a player eliminated that night to the game, but only if only one murder was used against him.
Status +
Weapon – scalpel (melee)
Police Chief – the head of the city police station, dreams of eradicating all crime in the city. Knows the Sergeant, can communicate with him.
Special Ability: "Information Gathering" - checks the status of the chosen player.
Status +
Weapon – Beretta pistol (ranged)
Sergeant – a young police officer working at the city police station. Knows the Police Chief, can communicate with him. After the death of the Police Chief, he receives his Special Ability and the results of the checks.
Special Ability: "Summon to the Station" - blocks the Special Ability of the chosen player for one night.
Status +
Weapon – Walther pistol (ranged)
Vagrant – a homeless person in the city, walking around the city at night and observing the residents.
Special Ability: "Night Walk" - observes the chosen player; if a murder is directed at him, he dies instead. Has priority over arson.
Status –
Weapon - none
Thief – a city burglar, earning a living by stealing.
Special Ability: "Theft" - learns the type of Special Ability used by the target and can use it on the next night; on the night the stolen Special Ability is used, the person from whom it was stolen cannot use it. Each resident can have their Special Ability stolen only once.
Status –
Weapon – knife (melee)
Padre (Madre) – a local priest, opposed to all violence.
Special Ability: "Blessing" - protects one of the town's residents. Protection has priority over arson.
Status +
Weapon - none
Townsman (x4) – an ordinary city resident.
Status +
Weapon - none
Abilities for townspeople (not displayed in the newspaper, except for successful liberation; cannot become an additional target for the Pyromaniac)
Firearms Collector – check for firearms (yes/no).
Melee Weapons Collector – check for melee weapons (yes/no).
Analyst – comparison of statuses (same/different), cannot compare with oneself.
Liberator – frees from all blocks.
Order of Special Abilities:
1) Blocking
2) Checks
3) Protection
4) Murders
5) Healing
In case of controversial situations, the order of Special Abilities of the same type is determined randomly; the exception is that arson always occurs before other murders.
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