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Mafia 105. Raid of the Damned

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Raid Composition.

Mealgor the Unwavering


Raid leader, tank, human, member of the warriors' guild. In fact, it was at the guild that he received the assignment to assemble a raid to clear the cathedral of heretics. He has a good reputation in the nearby regions, renowned as a reliable tactician, a mighty warrior, and a leader who rarely loses men in battle. He lost control over himself after the kidnapping of his girlfriend, Anna the archer, and insists that the raid must see it through to the end and defeat the final boss.
Traits.
1. Double vote.
2. Two protections against attacks.
ND.
1. Taunt. Provokes the target to use their ND on Mealgor.
2. Cover. Protects the target if they are being targeted for death, taking the hit themselves.

Jarman Ainsworth

Damage dealer, melee fighter, human, member of the warriors' guild. Mealgor's childhood friend. When they were teenagers, raiders attacked their village while the boys were walking in the forest. Upon returning, they found only corpses and plundered, half-burned ruins. To get revenge, the boys enlisted as recruits in the fighters' guild. Many years have passed since then, and there has not been a single mission where Jarman did not cover Mealgor's back.
Traits.
1. Receives a double vote after Mealgor's death.
2. Cannot be redirected.
ND.
1. Stunning Blow. Block.
2. Instant Retribution. Watches the target; if they are killed, he kills their killer.

Alex Firetongue

Damage dealer, elemental mage, human, member of the mages' guild. A pyromancer who met Mealgor two years ago on a mission and has since joined their company. They say he got his nickname for his charisma and gift of gab. In general, he is a pleasant person, but it is better not to irritate him because, as befits a pyromancer, he throws fireballs without warning.
Traits.
1. Cannot be silenced.
2. Kills their killer. This is considered natural protection and does not work against kills that pierce it.
ND.
1. Sweet Talk. Steals the target's vote. Does not work on Mealgor and Jarman.
Ult. Ultra-Giga-Fireball. Kills the target. Healing and protection do not save them. Cannot be blocked. Leaves no evidence.

Taniel, Wind-Speaker

Damage dealer, melee fighter, elf. No one knows where she is from or what her true goals are. Taniel wanders the world and periodically takes on various assignments, offering her services. Besides being a talented warrior, she is also a good psychologist. She has become a close friend to many raid members, and who knows what would have happened to the heroes' morale if not for her silent, soothing presence…
Traits.
1. Agility. Survives the first non-magical attack. Not considered natural protection.
ND.
1. Conversation. Finds out which side the player is on.

Little Witch Ruby!

Damage dealer, Sorceress, human(?), true age unknown. A witch from the wild forests. She says she looks so young because she uses potions, but in reality, she is quite an adult. Well, let's believe her. Possesses a spirited and unpredictable character.
Traits.
1. Too cute to die! Cannot be executed if playing for the town.
2. Recruited by the mafia.
ND.
1. Chaos Surge. Redirects the target randomly.
2. Corruption. Turns the target into a toad; they lose natural protections and ND for this night.

Magzargaz Stonehead


Second tank, orc. Joined the raid for loot and experience. A man of few words but a reliable fighter. He got his nickname because he took so many hits to the head from clubs and fists that anyone else would have had a shattered skull rather than be mistaken for stupid. Why is it that if someone is an orc, they are immediately considered a fool? Where do these racial prejudices come from?
Traits.
1. One protection against attacks.
2. Recruited by the mafia.
ND.
1. Inspiring Cry. Moves the target's ND to the top of the list.
2. Kill Protection.
Ult. Battle Rage. If he or his ND target is attacked this night, he kills the attacker without evidence and by piercing all possible blocks, redirections, and protections.

Valentin


Damage dealer, assassin, human. It is obvious to many in the raid that Valentin is not his real name. Slightly fewer realize he is connected to a criminal syndicate. But no one cares, as the main thing is his usefulness to the group. A master of stealth, disguise, and poisons, he has never let the heroes down, so everyone respects his right to his secrets.
Traits.
1. Cannot be redirected.
2. Recruited by the mafia.
ND.
1. Sleeping Potion. Block.
2. Go Stealth. Cannot be an ND target this night. Once every two nights. If playing for the mafia, does not count toward the team's ND limit.

Fenaram, Third-Circle Mage

Support, Wizard, elf, member of the Academy of Magic. Students and graduates of the Royal Academy are required as part of their practice to periodically travel the world and perform tasks for local authorities. Fenaram happened to choose this specific raid for her internship. Now she deeply regrets it and wants to get out as soon as possible.
Traits.
1. Recruited by the mafia.
ND.
1. Magic Shield. Protects target from attacks. Equivalent to natural protection.
2. Rune Trap. Places a rune on the target. The first person to visit them will be blocked and silenced the next day. The rune lasts 24 hours.

Hardundr, Son of Brangundr

Support, geomancer, dwarf. Representative of a rare but proud people. Gloomy and unsociable, but actually kind-hearted. The raid is lucky to have a geomancer in their ranks, as it is the dwarf who helps them not get lost, fills rooms with fresh air and light, and searches for edible mushrooms in caves…
Traits.
1. Without him, everyone is doomed. If he is eliminated from the game, a crisis occurs the next night, and all ND have a 65% chance of failing to work. (Ults, if they fail, are not spent.)
2. Recruited by the mafia.
ND.
1. Establishing Geo-energetic Link. Chooses a target; if the target dies, he receives an additional clue about them in private.
Ult. Summons a golem that takes the first kill occurring this night. Does not work on kills that cannot be redirected.

Miranda Spalding

Damage dealer, elemental mage, human, member of the mages' guild. Another raid participant who joined solely for gold and loot. A girl who is withdrawn, unfriendly, and sharp-tongued. Many of the guys believe she is afraid of men and suggest she had some kind of trauma, but naturally, they don't dare ask directly because getting a lightning bolt to the face hurts.
Traits.
1. Cannot be blocked.
2. Recruited by the mafia.
ND.
1. Shock Discharge. Silences the target for the next two days.
2. Deadly Charge. Kills the target, pierces natural protections. Once every two nights, starting from the second.

Beleara, Angel of Zaltain

Healer, elf. In a world like this, healers are in high demand. If not for those wielding restoration magic, it is quite possible that all sentient races would have long been exterminated by monsters and undead. Beleara prefers to help peaceful citizens and ordinary soldiers, but sometimes joins raids to improve her skills and obtain more powerful artifacts. She earned her nickname when she saved an entire town, Zaltain, from a plague created by Necromancers.
Traits.
1. Blessed. If killed, automatically heals herself. Works once every three nights.
ND.
1. Resurrection. If the target is killed, brings them back to life.
Ult. Healing Wave. All players receive one additional natural protection for this night.

Priestess Marianna

Healer, human. Given to a monastery as a novice while still a young girl. She has dedicated her entire life to divine service. As soon as she became a skilled mage, she began regularly going on raids against the undead and heresy. She knows more about demons than anyone else, which is why she is firmly convinced they cannot be defeated. To survive, she intends to kill those who disagree and then accept Kenkael's offer, for she knows that deals with a demon are unequal and painful, but honest. Only the Lord knows for what purposes He needed Anna, but if the raid leaves her to Kenkael, they will be free.
Traits.
1. Blessed. If killed, automatically heals herself. Works once every three nights.
ND.
1. Resurrection. If the target is killed, brings them back to life.
2. Purification. Removes all ND effects applied to the target this night.
3. Persuasion. Redirects the target to a chosen player.
4. Kill. Only if she is the last one left in the team.

Bryce, Scourge of Monsters

Damage dealer, melee fighter, human. The most experienced and dangerous member of the raid. He earned his fame long before arriving in these lands. Despite his reputation, he remains a pragmatic man and is primarily concerned with his own wallet. He joined the raid out of boredom and for profit. He completely agrees with Marianna that true demons cannot be defeated, so he has set himself the goal of getting out of here at any cost, and if the priestess proves useful in this, he will cooperate.
Traits.
1. One protection against attacks.
2. Cannot be silenced or have their vote stolen.
ND.
1. Kill, pierces natural protections.
Ult. Kills the target and everyone who visited them. Cannot be blocked.

Essence of Kenkael

Of course, the demon could not resist the temptation to intervene in the situation. He chose one of the heroes and infected them with his vile unholy energy. Now this character's will obeys him.
Traits.
1. At the end of the night, he names a player and spreads demonic essence upon them. This is not considered an ND. The more living hosts there are, the more ND and traits he possesses. He himself is considered a host.
2. One protection against attacks; kills the attacker. With 1+ hosts. With 3+ hosts, receives another one.
3. Cannot be blocked. With 5+ hosts.
4. Cannot be redirected. With 4+ hosts.
5. Survives the first execution. With 6+ hosts.
6. Wins if he is the last one left or if all living players are hosts.
ND.
1. Kill. With 2+ hosts.
2. Kill, leaves no evidence. Once every two nights. With 3+ hosts.
3. Kill, pierces natural protections. With 5+ hosts.
Ult. Kills two players. With 4+ hosts.
Do you hear the people sing,
Singing a song of angry men?
It is the music of the people
Who will not be slaves again!