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I've written my own setting. It took up a huge amount of my time, but I'm proud of how it turned out in the end.

I thought it wouldn't be very good to have too many roles, so I ended up taking a smaller number of characters, but in return, I added a fair amount of HD and/or traits to each role.

I also tried to make the different maniacs distinct in terms of playstyle. For example, the first one is better suited for a thoughtful "defensive" game, while the second is capable of using the full potential of their abilities to shift the course of the game in their favor in the very first nights, but at the cost of having absolutely no defense against others.

ATTENTION, A LOT OF TEXT! Full-on graphomania! The descriptions of some characters reach 500 words, and the setting itself takes up a couple of posts. This is all because I tried to make the setting in such a way that players wouldn't feel like they are playing as blank slates with primitive personalities. No, every character here is an individual with their own story, their own goals, and their own personality. I hope you will connect with your heroes when you play.

Questions about mechanics and criticism of the balance are welcome.

As for the timing, again, I'm free almost every week. If, God forbid, someone is unable to run the game and the players really want to play, I can run "Mafia" myself. But that's unlikely, and I will wait my turn without complaint. However, in May and the first half of June, I likely won't be able to run the game as I'd like, so I hope my turn as GM doesn't fall during that time.

In general, welcome to...

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The Omnipotent Club

Those who believe in parallel worlds are right. There are countless dimensions. And it doesn't matter what kind of life existed in them (if any at all), how widespread it was, or what laws of the universe reigned there—one simple rule existed: dimensions cannot penetrate one another. But spatial storms are capable of destroying the boundary between worlds. Eliminating these storms and their aftermath, as well as catching sliders (beings capable of moving from dimension to dimension), is the task of the higher race of Spirits, who observe all spaces.

But there is one unique world that is an exception to the rule. The Omnipotent Club is a place where the most powerful beings from different dimensions gather for pleasant leisure, relaxation, and entertainment. Additionally, several dozen mortals (or not quite) work as staff at the Omnipotent Club. There is no violence or discrimination here. Everything is gentlemanly and decent: a wide variety of leisure activities, pleasant company for conversation, no infringement on workers' rights, and the freedom to arrive in and leave the world. A utopia—what more could one want? Furthermore, the Club is a kind of compromise between the sliders and the Spirits. One of the founders of the Club, Estrello, who is himself a retired observer, concluded an agreement with his former colleagues. The Spirits leave the Club alone, and in exchange, it becomes an Asylum for sliders. Did you somehow end up in another world? Then rest assured, you will shift between dimensions once more. By the will of the Spirits, you will end up at the Club, where you will be offered a job. If you don't agree—that's your will, travel on... until the Spirits take away your power to move between dimensions. However, there are so-called "world links," where the ability to move from space to space is legalized and the Spirits do not interfere with the actions of sliders. But these are exceptions rather than the rule. And even then, the Spirits still do not let them pass beyond the boundaries of the worlds defined by the link. Moreover, the Club is hidden from all other worlds, and even the most powerful mage-sliders, who serve the Spirits legally, cannot detect this world or enter it. Overall, for a long time, the Club served as an isolated corner of a magical Paradise for the most diverse creatures: from Gods and dragons to ordinary schoolgirls or janitors.

However, the Omnipotent ones failed to realize that the desolate world they turned into their flourishing fairytale corner had its own laws and was not ready for such global changes. Nature itself—a force against which even the Spirits could not go—rose up against the uninvited guests. And one fine day, when not many inhabitants remained in the Club, the apocalypse arrived. Nature revolted. Blooming plains and forests turned into habitats for monsters, and various cataclysms began everywhere: from volcanic eruptions and earthquakes to tsunamis and hurricanes. The Omnipotent ones themselves received a massive magical strike that stripped them of all their powers and abilities, except for one. For each, the remaining power was individual—innate and most characteristic of them specifically. However, the staff retained all their powers, and the responsibility for saving the world fell upon their shoulders. The creator of the Club, Turings, discovered the source of the cataclysms, and all the mortals who were part of the staff at that time were sent deep into the planet's depths to eliminate it, while the Omnipotent ones tried their hardest to keep at least the Club building itself stable.

But the apocalypse was not the main problem. After the cataclysms began, the world ceased to be isolated, and some powerful beings arrived at the newly discovered Club. And not all of them came with good intentions... An alliance of personalities formed among the Omnipotent, who decided to take advantage of these difficult times to liquidate a large number of great beings at once and begin using this magical place, full of magical and other various powers, for their own selfish goals. Furthermore, this world caught the eye of none other than the embodiment of universal Chaos... Definitely, these are not the best of times for the Club, and who knows if this corner will be able to remain the utopia it once was.

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