Mafia ??? Time of Troubles
Mother Russia has long since emerged from the era of fragmentation, but one small principality, called Mythograd, was forgotten by all. In its time, even Poland and Lithuania disdained to capture it. However, the situation has now changed: Tsar Ivan the Terrible has died in neighboring Russia without leaving an heir, and any day now the country will weaken so much that military actions can be openly launched against it without much fear of defeat—which is exactly what Poland and Lithuania are counting on.The better one prepares for war, the better the war will go. Mythograd, standing right on a vital trade route, turned in an instant from an object of ridicule into a desired prize: cutting off oxygen to the Russians almost means defeating them. Openly declaring war is impossible for political reasons, but there are other ways to seize power...
This chronicle, written by the hand of a venerable monk, will serve as a reliable source for those ancient events.
Game Features: The game implements an experience accumulation system based on roles. Each time a Special Ability (SA) is successfully used (for example, a doctor heals someone who was targeted for assassination tonight and saves them), the role receives +3 exp. Upon unsuccessful use of an SA (a musketeer protects a player whom no one intended to attack tonight; in other words, the SA was used but brought no benefit according to its purpose), the role receives +1 exp. If an SA is not used or the role is blocked, the role receives no experience.
Mythograd
Prince
The Grand Prince of all Mythograd; his ambitions do not match his holdings. However, he is clever and influential, so he should not be treated with contempt.
SA1: Give Order -- the player targeted by the SA loses their vote in the daytime voting in favor of the prince. The SA does not appear in the newspaper.
SA2: Immunity -- once every three nights, he can assign reinforced guards to himself, giving a 100% chance of survival during an attack. The SA does not appear in the newspaper.
Features: Literate -- can write notes in the newspaper.
Religion: Orthodox.
Face: Russian.
Next level -- 12.
Musketeer Ivan
In the small town, there was room for only one elite soldier, and that became Ivan. Like any serviceman, in his free time he loves to have a mug or two of mead with a comrade. Moreover, as long as he is around, it's better not to bother his friends.
Despite his roots, his past service influenced his views, so he became a Catholic, but that will not make him betray the Fatherland and the prince.
SA: Protection -- protects the target, kills the attacker with a 50% probability. The SA appears in the newspaper.
Features: When attacked, there is a 50% chance of survival. If he survives, he kills the attacker.
Musketeer status does not affect the victory of the Lithuanians.
Religion: Catholic.
Face: Russian.
Next level -- 5.
Monk Zosima
In the Mythograd principality, there wasn't even room for a monastery, but Zosima, who came here from near Novgorod, wants to correct this and build a Lavra here. In connection with this, he looks for those who could help him in this difficult task, conducting soulful conversations with them.
SA1: Confession -- learns the religion of the target. The SA appears in the newspaper.
SA2: Sermon -- changes the religion of the target to "Orthodox". The SA does not appear in the newspaper.
Features:
If he tries to preach to a Crusader, the latter kills him. In this case, two clues about the Crusader appear in the newspaper instead of one.
An attempt to preach to an Inquisitor does not end in success.
Literate: can write notes in the newspaper.
Religion: Orthodox.
Face: Russian.
Next level -- 10.
Cossack
This dashing warrior obeys no one, so he is used to acting alone, killing suspicious individuals and delivering their rowdy heads to the prince.
SA: Attack -- kills the target, ignoring all protection. However, death by protectors is still possible. The SA appears in the newspaper in case of success, as do all killings.
Religion: Orthodox.
Face: not one of ours.
Next level -- 6.
Innkeeper
Owner of the only inn in town, he always knows the latest news, which he usually hears from his tipsy guests.
SA1: Scrutinize Face -- determines the "face" of the role targeted by the SA. Appears in the newspaper.
SA2: Spread Rumor -- a note appears in the newspaper that the innkeeper sends along with the SA.
Features: Latest Rumors -- learns everything about the faces of killed roles.
Religion: Orthodox.
Face: Russian.
Next level -- 12.
Blacksmith
Local blacksmith who forges weapons for the prince's small army.
SA1: Block -- the target loses the ability to perform actions; all actions directed against the target are annulled.
SA2: Search for Beloved -- searches for the Princess.
Features: Secretly in love with the Princess. If he visits her with any SA, a link is formed, allowing them to communicate outside the game thread.
Religion: Orthodox.
Face: Russian.
Next level -- 9.
Princess
The beautiful daughter of the prince, who is used to the world revolving around her; a very spoiled person. However, after she fell in love with the blacksmith, she became ready to run away with him even to the ends of the earth and spend the rest of her life in poverty.
SA1: Errands -- the target loses the ability to act at night, fulfilling the princess's whims.
SA2: Search for Beloved -- searches for the blacksmith.
Features:
Secretly in love with the blacksmith. If she visits him using any SA, a link is formed, allowing them to communicate outside the game thread.
Her beauty is too great to determine nationality by face, so the innkeeper receives correct information only with a 50% probability.
Literate.
Religion: Orthodox.
Face: Russian.
Next level -- 9.
Witch
A witch in Russia is a woman who, over her long years, has acquired vast experience in various herbs and healing potions. She knows them so well that she can sometimes save a person even in a case that seems completely hopeless at first glance.
SA: Healing -- heals a player. Can be applied to dead players, but then the probability of success is 50%.
Features: none.
Religion: Pagan.
Face: Russian.
Next level -- 6.
Drunkard
His idle wandering through the city may one day come back to haunt him: he gets into trouble too often.
SA: Surveillance -- follows a chosen player and, in case of an attack, dies instead of them.
Features: Not on his feet -- in case of an attack on him or his surveillance target, he survives in 50% of cases, but appears dead in the newspaper and does not participate in daytime voting. Due to this feature, other players' SAs can be applied to "dead" people.
Religion: Orthodox.
Face: not one of ours.
Next level -- 5.
Leshy
A forest spirit who did not like the potential presence of invaders in his domain, so he decided to help ordinary people. Despite his nature, he is not malicious, although his humor is specific.
SA: Prank -- redirects a player's SA to a chosen target. There is a 50% probability that instead of the chosen target, a random survivor will "suffer". The SA appears in the newspaper as a fact, i.e., without specifying roles and nicknames.
Religion: Pagan.
Face: not one of ours.
Next level -- 7.
Peasant
A simple Russian man who came to town for the fair and accidentally ended up in the very center of events.
SA: none.
Features: Hard Work -- receives +1 exp at the end of each day.
Religion: Orthodox.
Face: Russian.
Next level -- 3.
Poles
The Poles approached the matter thoroughly: their plan is to remove the real prince and those who know him by face, and put "their own" man in his place.Victory Condition: no town roles, maniac, or Lithuanians remain.
False Prince
Unlike the real prince, this man is quite stupid and limited, though no less ambitious. And most importantly, he does not look like the real prince at all, but that doesn't stop some people from believing him.
SA1: Brainwashing -- deprives a player of their daytime vote in his favor if they do not possess the "Literate" feature. The SA does not appear in the newspaper.
SA2 (active if he is alone and there is no Polish girl): killing.
Features: literate.
Religion: Orthodox.
Face: Russian.
Next level -- 6.
Angel
Dressed in shining armor with wings, he inspires fear in the Russians and awe in his brothers in faith.
SA: Killing.
Features: if a Catholic attacks him, there is a 50% probability that the attempt will fail.
"Angel of Death" -- reduces the success probability of any target's protection by half. This feature does not affect killing by a protector.
Religion: Catholic.
Face: not one of ours.
Next level -- 6.
Pan
In his Poland, he is the owner of
SA: Killing.
Features: Cowardice -- avoids his own killing with a 50% probability.
Literate.
Religion: Catholic.
Face: not one of ours.
Next level -- 6.
Polish Girl
A beautiful girl, the daughter of the pan, who decided to help her father in whatever way she can.
SA1: Beautiful Stranger -- blocks the target. Cannot block roles belonging to the female gender.
SA2 (after the death of the pan, once per game): Revenge -- mixes poison into the target's food, so that they and everyone who visited them will die. Probability of target's death is 100%, probability of visitors' death is 50%. Ignores all SAs (except witch's healing) and features.
SA3 (if she remains alone or with the false prince): Killing.
Features: literate.
Religion: Catholic
Face: not one of ours.
Next level -- 6.
Guardsman
By order of the Polish king, he was assigned to the false prince.
SA: Killing.
Features: none.
Religion: Catholic.
Face: not one of ours.
Next level -- 6.
Lithuanians
The Lithuanians decided to follow the path of propagating
Victory Condition: no Poles remain, and all others have the Catholic faith.
Inquisitor
The leader of the entire operation; he would be happy to simply burn all his enemies at the stake. But in this case, one must act more subtly...
SA1: Conversion -- changes the target's faith to Catholic. The SA does not appear in the newspaper.
SA2: Order Command -- redirects the SA of a target who has the Catholic faith. The SA does not appear in the newspaper.
SA3 (active if he remains alone or with the merchant): Killing.
Features: Cannot convert the monk.
Literate.
Religion: Catholic.
Face: not one of ours.
Next level -- 6.
Crusader
Long ago, his ancestor miraculously survived at Lake Peipus, so the Crusader considers his lineage chosen. When he speaks of this, the nature of being "chosen" is not specified, but apparently, it means he will punish infidels as long as they still exist on the earthly disk. His zeal in achieving this goal is simply boundless.
SA: Killing.
Features: Cannot be blocked.
Religion: Catholic.
Face: not one of ours.
Next level -- 6.
Mercenary Merchant
The Lithuanians promised a lot of money to one merchant from Mythograd who traded with them, if he accepted their faith and betrayed his own. And the merchant did not hesitate to sell out the Homeland.
SA1: Bribe -- removes a player with Catholic faith from the game for one day and one night. The SA appears in the newspaper.
SA2 (active if he remains alone and there is no inquisitor): Killing.
Features: when checked by the monk, the latter is given information that the merchant is Orthodox.
Literate.
Religion: Catholic.
Face: Russian.
Next level -- 6.
Crossbowman
A loaded crossbow is always ready. His favorite method is to hide and commit a killing from cover.
SA: Killing.
Features: leaves no clues with a 50% probability.
Literate.
Religion: Catholic.
Face: Russian.
Next level -- 7.
Loners
Volkhv
He and his ancestors lived in these forests and have long practiced witchcraft using knowledge of herbs and their pagan rituals. Recently, he had a prophetic dream: Perun told him that it was time to return the Slavs to the faith of their forefathers, for now is the best time: soon a great war will break out between them.
Victory Condition: no Orthodox, mafia, or other maniac remain.
SA: Black Magic -- steals all SAs from the chosen target. The target cannot use an SA on the night of the theft. The Volkhv can use the stolen SA twice. Appears in the newspaper; the Volkhv learns the type of stolen SAs.
Religion: Pagan.
Face: Russian.
Next level -- 9.
Werewolf
An insatiable half-man, half-wolf. Unlike most other werewolves, this one has the rare gift of transforming not only into a wolf but also into any person at will, making him an even more dangerous opponent.
Victory Condition: no one remains except himself.
Features: Transformation -- each turn he adopts all features (the only exception is the link feature between the blacksmith and princess), as well as statuses of a random role (including killed ones). Statuses apply to checkers; real statuses remain unchanged. The Werewolf learns about his appearance for the night immediately after the GM closes the day.
SA: killing.
Religion: Pagan.
Face: Russian.
Next level -- 7.
I'll be changing some things as I go.
Thanks to ToH for useful remarks regarding balance.