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The most remote and gloomy corners of big cities are always restless. Authorities prefer not to venture there, and on the half-empty dark streets, their own laws prevail—laws that are ruthless to the weak and the too honest.
Such was the case in the place where "The Little Green Man" was located. This terrestrial colony, one of the oldest and most established, had certainly seen better days; once, a small cozy bar with the best drinks and a corner for gambling enthusiasts was much more popular and, let's be honest, safer. But now few dare to turn into the twilight of the half-abandoned quarters, and it is only by a miracle that the bar still operates, delighting its few regulars and accidental guests with excellent drinks, as it did long ago.
Unfortunately, "The Little Man" attracted the unwanted attention of one of the strongest local gangs. The bandits want nothing more than money—payment for the bar being on their territory—and very large sums of money. The previous owner tried to negotiate with them amicably but was killed. Perhaps the villains thought that the new owner, a nineteen-year-old girl, would be easier to intimidate, but she does not intend to simply abandon the family business and is determined to fight back against the bandits.
But trouble never comes alone. A young policeman appeared in the bar, convinced that some dangerous monster—the result of secret experiments—is lurking somewhere in the utility rooms. There was no reason to trust him until a mutilated corpse was found in the restroom.
Very hard times have come for "The Little Green Man."
Proprietress

Daughter of the previous owner, killed by bandits some couple of months ago. Thanks to her efforts, the establishment is still staying afloat, but how long this will last, no one knows.
Trait 1: double vote.
Trait 2: protection from the first attack, cannot be executed (if an execution is attempted, the role is revealed).
Ultimate action: instantly executes any player of choice, ending the day. Suppresses all other traits and ultimate actions affecting execution. Reveals her role.
Status: regular.
Bouncer

Has long been calming down particularly rowdy visitors to the bar. Rumor has it, he left professional sports.
NA: isolates a chosen player.
Status: regular.
Bar-bot

Old but still functional robot. Unique of its kind—long ago, a full intelligence was installed in it, so it understands everything perfectly, but does not speak, expressing itself exclusively through gestures. No one leaves him offended, bored, or sober.
NA: heals a chosen player.
Ultimate action: heals the first person killed this night. Cannot heal itself.
Status: regular.
Suspicious Person

A strange type who has taken a liking to the darkest corner. What he wants here is unknown, but it seems he knows more than he says.
Trait 1: cannot direct both NAs at the same player.
Trait 2: if they die at night by the hands of the mafia or as a result of an execution where at least two mafia members voted for them, all check results are published in the newspaper.
NA1: learns the status of a chosen player.
NA2: compares the statuses of two chosen players.
Status: regular.
Cheater

She always wins. How she does it—no one wants to know.
Trait: if someone other than the killer visits her, the kill is foiled. This is considered natural protection.
NA: steals a chosen player's vote.
Ultimate action: steals the votes of two chosen players.
Status: regular.
Musician

A cheerful, sociable guy. Usually entertains the proprietress and guests with songs of his own composition—quite good ones, it must be said.
NA: protects the target from a block or the blocking effect of isolation.
Status: regular.
Artist

Often comes here for inspiration. Recognizable and loved by the regulars.
Trait: after her death, an additional clue is given about the killer.
NA: blocks a chosen player.
Status: regular.
Guardian

An incorporeal spirit who got lost and ended up in this Haven of vice and depravity. Tries to make the world even a little bit better.
Trait 1: zero vote.
Trait 2: does not die from poison, protection from the first attack.
Trait 3: cannot be copied by the mutant.
NA: protects a chosen player.
Status: outsider.
Policeman

Law enforcement are not very welcome here, but they are tolerated as long as they do nothing wrong. Moreover, this guy is looking for an escaped mutant, and the proprietress and bar regulars have other problems.
Trait 1: if he kills a player from his own team, he is automatically executed at the end of the day. Suppresses the leader's execution foil; if the proprietress executes someone else, the automatic execution is postponed to the next day.
Trait 2: if he kills or participates in a successful execution of the mutant, the first trait does not apply until the end of the game.
Trait 3: kills his own killer, ignores one-on-one protection.
NA1: searches for the mutant.
NA2: kills a chosen player. If he kills the mutant, he ignores one-on-one protection.
Status: outsider.
Gang Leader

The previous owner of the bar owed his gang a large sum, for which he was punished. Now it's time to shake down the girl for the debt. And what happens to this little place afterward is not their problem.
NA: kills a chosen player, ignores protection.
Ultimate action 1: foils an execution, leaves a clue pointing to himself.
Ultimate action 2: kills a chosen player and everyone who visited them, ignores the original target's protection. One clue per corpse.
Status: regular.
Twins


Wild girls from a distant planet. They do all the gang's dirty work for food and beads.
Trait: if one of the sisters dies, the other applies an ultimate action on the killer the next night (automatically, not displayed) or one of those who executed her (by choice, displayed as usual), even if it was previously spent.
NA1: block a chosen player.
NA2: kill a chosen player.
Joint Ultimate Action: block a chosen player. On the day after performing the action, each sister receives a double vote, and their victim loses their vote.
Status: outsiders.
Scientist

The state never has enough money for research. Especially for those forbidden by law. Fortunately, those who aren't friends with the law always have sufficient funds.
Trait: protection from the first attack.
NA1: poisons a chosen player, ignores one-on-one protection.
NA2: poisons the first player to visit the target, ignores one-on-one protection. Cooldown—three nights, starting from the second.
Status: outsider.
Mutant

A dangerous creature that escaped from a secret laboratory. It intended to simply lie low, but while searching for shelter, it ended up in the bar, and this ruined all its plans.
Trait 1: at the start of each night, may choose to copy all traits, NAs, ultimate actions, and status of any game role, replacing its own data with them. Native traits are preserved. Cannot copy one role more than once (twins count as two identical roles). When applying a nightly ultimate action, one clue is given for each original target for the mere fact of using the action; this sums with clues from results.
Trait 2: upon crossing paths with the policeman (one visited the other or both targeted the same person), it receives "outsider" status, which persists until the end of the game regardless of who it copies.
NA: kills a chosen target, ignores either protection or one-on-one protection by choice.
Status: outsider.
Order of Actions
- Twins – ultimate action (displayed as a normal block).
- Musician – protection from block (fact is displayed).
- Bouncer – isolation.
- Twins – block.
- Artist – block.
- Cheater – ultimate action (not displayed); cheater – vote theft (not displayed).
- Suspicious Person – checks (not displayed); policeman – search (not displayed).
- Guardian – protection.
- Scientist – poisonings (not displayed).
- Mutant – kill.
- Policeman – kill.
- Gang Leader – kill; gang leader – ultimate action; twins – kill.
- Bar-bot – heal.
Player List
- Neyra Drake
- Heroist
- Zlobny Yashchur
- Arandor
- Gur
- VesperLindt
- Alexeagle
- Ment (immune)
- RiMpel2
- Thorium (immune)
- OUGHT
- Wolfstet (immune)
- Neo777
- Nebo