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Mafia 48. Club of the Almighty

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The Almighty Club


Those who believe in parallel worlds are right. Dimensions are countless. And it does not matter what kind of life existed in them (if any at all), how widespread it was, or what laws of the universe prevailed there—one simple rule existed: dimensions cannot penetrate one another. But spatial storms are capable of shattering the boundary between worlds. The liquidation of these storms and their consequences, as well as the capturing of 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 a unique world that is an exception to the rule. The Almighty Club is a place where the most powerful beings from different dimensions gather for pleasant leisure, rest, and entertainment. Furthermore, several dozen mortals (or nearly so) work as staff at the same own. There is no violence or discrimination here. Everything is gentlemanly and decent: a wide variety of recreation, pleasant company for conversation, no infringement on workers' rights, and the free right to arrive in and leave the world. A utopia—what more could one wish for? Additionally, the Club is a kind of compromise between sliders and Spirits. One of the Club's founders, Estrello, who himself is a retired observer, concluded an agreement with his former colleagues. The Spirits do not touch the Club, and in return, it becomes a sanctuary for sliders. Did you somehow end up in another world? Then rest assured, you will move between dimensions once more. By the will of the Spirits, you will enter the Club, where you will be offered a job. If you refuse—it is your choice, travel further... 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 allow them 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 legally serve the Spirits, 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 beings: from Gods and dragons to ordinary schoolgirls or janitors.

However, the Almighty failed to consider that the desert 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—revolted against the uninvited guests. And one fine day, at a time when not many inhabitants remained in the Club, the apocalypse arrived. Nature rose up. Blooming plains and forests turned into habitats for monsters; various cataclysms began everywhere: from volcanic eruptions and earthquakes to tsunamis and hurricanes. The Almighty themselves received a powerful magical strike that stripped them of all their strength and abilities, except for one. For each person, the remaining power was individual—innate and most characteristic of them specifically. However, the staff retained all their powers, and it was upon their shoulders that the responsibility for saving the world fell. The creator of the Club, Turings, discovered the source of the cataclysms, and all mortals who were part of the staff at that time were sent deep into the planet's interior to liquidate it, while the Almighty tried their utmost to maintain the stability of at least the Club building itself.

But the apocalypse was not the main problem. After the start of the cataclysms, the world ceased to be isolated, and some powerful beings arrived at the newly discovered Club. And not all came with good intentions... An alliance of personalities formed among the Almighty who decided to take advantage of these difficult times to eliminate a large number of great beings at once and begin using this magical place—full of magical and other diverse powers—for their own selfish goals. Furthermore, no one else but the embodiment of universal Chaos has set its sights on this world... Certainly, better times have not come for the Club, and who knows if this corner can remain the utopia it once was.

Game Rules.

1. The game GM is Tox. You may contact them via forum PMs, but preferably via Skype (toxinushka) or ICQ (402107715).

2. Changing your nickname, avatar, signature, or personal information during the game is prohibited. If you were killed but wish to edit your profile, you must take a screenshot of your profile before the change and leave it in the thread.

3. The game begins with the night. At night, players send their Night Actions (NA). If you decide not to use an NA, notify the GM; otherwise, this will be considered offline status and may lead to a modkill. The GM must confirm receipt of the NA. The sooner the GM receives all NAs, the sooner day will arrive. The night limit is 24 hours, after which NAs are not accepted. No one has the right to write anything in the game thread at night, even in "deleted posts."

4. Day lasts 24 hours. Early termination of the day is possible by the wish of the majority of players.

5. During the day, a vote for execution is held. To vote, you must write "Execute [Name]" in the game thread, highlighting it in bold. The option "NNV" (No One Hang) is also possible. If you want to cancel a player's execution, you must write "**Cancel execution of [Name]**" in bold. The execution of a player occurs at the end of the day, at which point the voting results are tallied. In the results, double votes are always displayed. A majority of votes is required to execute a player (if there is an even number of living players, then half+one vote; if odd, then half of the total rounded up). If the execution fails, the reasons are not disclosed.

6. Clues are given for kills. A clue points to a detail of the killer's profile. A clue cannot point to dynamic profile indicators such as post count, join date, number of violations, etc. The killer may plant an additional clue, which must also point to their profile. In case of a failed kill (activation of Eliot/FVR protection or healing), clues are not given, only additional ones. In the event that a role's natural protection or an ability like "the killer's NA does not work on a certain role" is triggered, there will be no mention of the same attempt in the newspaper.

7. For the mafia, the choice of NA for the night is made collectively. If one of the mafia members is offline, the other participants may make a decision without them, but they do not have the right to send that member on a kill.

8. Discussing the game outside this thread (i.e., in PMs, ICQ, etc.) is strictly prohibited for everyone. Only the mafia has their own collective chat where they are allowed to discuss the game.

9. Eliminated players and those not participating in the game are prohibited from writing in the game thread, discussing the game with participants, or posting information about their own/others' roles anywhere.

10. It is forbidden to directly reveal your own or others' roles, disclose details of your role, or information obtained through your actions. Phrases like "well, I also know something about him that I can't say" are also considered a violation, regardless of whether you actually know something or are lying.

11. Each player may write a note at night, which will be posted at the end of the newspaper. Signing with your nicknames, names, or aliases is prohibited. Only one note per player. This also applies to the mafia. As long as 4 of their players are alive, they can plant 4 notes. Writing planned targets for the current and upcoming nights is prohibited.

12. Modkill (in rare cases - replacement) is performed:
- In case of violation of any rule point.
- In case a player fails to appear in the game for two nights, two days, or one day and one night.
- At the personal request of the player.

13. First-night immunity is given to the following players:
- Those killed on the first night in the previous game.
- The moderator of the previous game.
- Players playing mafia on this portal for the first time.
- Players who missed three or more consecutive games on this portal.

14. This is just a game. Play to win, but do not grieve over defeat.
Show me that you are truly Almighty!