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Posts from Mafia 75. The Mystery of the Ancient Ruins.

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12 years ago
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Synopsis.

In the depths of a dense forest in the county of Dokelia, within the kingdom of Alamantia, lie ancient ruins that have survived since the time of a civilization that existed approximately one and a half thousand years before the events described. For a long time, archaeologists puzzled over the mystery of the semi-destroyed temple, but no matter how glorious heroes, skilled thieves, or powerful mages tried, they could not penetrate it. On the door leading into the ruins, into the secret dungeons, were carved unknown symbols that no one has ever been able to decipher.

Over time, the researchers' curiosity waned, and the ancient temple was left undisturbed, preserved as an architectural monument and attraction for rare tourists.

But now everything has changed. Sir Markelius, a loyal servant of the king and a beloved hero among the common people, discovered the ruins of a tower during a noble mission in foreign lands. The tower bore all the hallmarks of being from the same era as the forest temple. Inside, the knight found a dusty scroll. Judging by its remarkably well-preserved condition despite the passage of centuries, it was clearly protected by magic. Unfurling it, the knight immediately recognized the symbols depicted on it. These were the very symbols that guarded the doors to the temple in the forests of Dokelia.

Upon returning to the king, Markelius presented the scroll to the Supreme Archivist. He gathered a small council of the greatest minds at the royal court and immediately set off for the forest, towards the ruins. The scroll held the key to the greatest mystery of all time, and it was time to unravel it.

Unfortunately, rumors travel faster than the wind. Soon, the entire kingdom knew about the Archivist's expedition to the ruins. Of course, no one intended to interfere with him, because he was the only one capable of unlocking the secrets of the temple and opening the door. Open, but not enter – this is what many who craved glory and treasure thought. Not far from the ruins lay the village of Myrod, a peaceful and quiet place whose gates were open to all who wished to rest after their travels or get closer to the mystery of the ancient ruins. It will become the center of our story, as it was an ideal stopping point for all sorts of extraordinary individuals, the greatest adventurers, who intended to discover what the ancient temple holds within.

Game Rules.

1. The game master (GM) is Tox. You can contact him through forum PMs, but preferably via Skype (toxinushka).

2. During the game, changing your nickname, avatar, signature, or personal information is prohibited. If you are killed but wish to edit your profile, you must take a screenshot of your profile before making changes and post it in the thread.

3. The game begins at night. At night, players send their night actions (NA). If you decide not to use NA, warn the GM; otherwise, it will be considered offline and may result in a modkill. The GM must confirm receipt of NAs. The sooner the GM receives all NAs, the sooner day will arrive. The time limit for night is 24 hours; after that, NAs will not be accepted. No one is allowed to write anything in the game thread during the night, even in "deleted posts."

4. Day lasts 24 hours. With the consent of most players, the day can end early.

5. During the day, voting takes place for execution. To vote, type "Execute Name" in the game thread, highlighting it in bold. An alternative option is "NNV," which means "No One Votes." If you want to cancel the execution of a player, you must type "Cancel Execution Name" in bold. A player's execution occurs at the end of the day, with the results of the vote being summarized. A majority of votes are required to execute a player. Double votes, as well as stealing/depriving someone of a vote, are displayed only in the summary and only if they were decisive for the outcome of the vote.

6. Clues are given for killings. A clue indicates a detail from the killer's profile. A clue cannot indicate dynamic profile indicators such as the number of posts, registration date, or number of violations, etc.

7. The mafia makes decisions on night actions collectively. If any member of the mafia is offline, the remaining members may make a decision without him, but they do not have the right to send him on a kill mission.

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

9. Eliminated players and those not participating in the game are forbidden to write in the game thread, discuss the game with participants, or post information about their role or anyone else's anywhere.

10. It is forbidden to directly reveal your roles 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 anything or are lying.

11. There are no notes in the game.

12. Modkill (in rare cases – replacement) occurs:
- In case of violation of any rule.
- In case of a player being absent from the game for two nights, two days, or one day and one night.
- At the request of the player.

13. Immunity for the first night is given to the following players:
- Those killed in the first night in the previous game.
- The host of the previous game.
- Players playing Mafia on this portal for the first time.
- Players who have missed three or more games consecutively on this portal.

14. This is just a game. Play to win, but don't be discouraged by defeat.

Let's assign numbers!

1. Soledad (immune)
2. Heroist (immune)
3. Drakkoska (immune)
4. Arandor
5. Nefela
6. Gur
7. Morning
8. Ment
9. VesperLindt
10. WishmasteR
11. 0xFF
12. Naver Leengard (immune)
13. Alexeagle
14. Neyra Drake
15. Zlobny Yashchur
16. Freud (immune)
17. WisTrit (immune)
18. Nebo

Chronicle of Events:
Chapter One. We do not weep for what is spilled.
Chapter Two. Paying the price for sins.
Chapter Three. Fortune favors no one.
Chapter Four. Among cruelty, the muse dies.
Chapter Five. The fall of authorities.
Chapter Six. Lightning, silence, and broken hearts.
Chapter Seven. The sorceress, the mage, and the champion.
The last chapter, epilogue.
Game log.
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12 years ago
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Town

Elder Vilii

An elderly but wise and strong-willed man, once a very powerful mage whose authority is openly unchallenged even by the most reckless and daring traveler. If only because there are enough mature men in the village who possess weapons and are ready to stand in defense of Vilii. The Elder is troubled by the whole crowd of curious wanderers gathered in the village; therefore, from everyone arriving in Mirod, he takes an oath, sealed by an ancient spell, that they will cause no open conflicts in the village.
Traits.
1. People's Choice. Double vote.
2. Old Magic Trick. If an assassination attempt is made on Vilii, regardless of whether it was successful or not, an additional clue is left behind for the attacker.
3. Respected Person. If Vilii dies at night, his killer will be killed by angry residents at the end of the night. Natural and ND protections save from this trait.
4. Village Leader. Cannot be executed.
DD.
Veto Power. Once per game, he can stop an execution.
Status.
Peaceful.
Specialization.
Magic.

Nicholas Gregor

Few know that this free wanderer, known in Dokelia and the surrounding counties, secretly works as a "privateer" for the Count of Dokelia. The Count believes that since the ruins are on territory under his control, he should own the treasures. Since the Count cannot go against his sovereign, Nicholas was hired into his service to secretly deliver whatever the ruins hide to the Count's personal treasury. Gregor is a prudent and calculating researcher who prefers to check the situation and ensure the correctness of his plan of action rather than rushing headlong into a monsters' den.
Traits.
1. Plan Preparation. If he skips a turn at night, the ND of the next night will have an additional effect.
2. Caution. 50% chance to survive an attack.
ND.
1. Investigation. Learns a player's status. When using the trait – receives the status of the player with whom the target contacted at night (randomly, or the one the target visited with ND, or one of those who visited the target with ND).
2. Trap. Chooses a target; the first player to arrive at the target this night becomes blocked. When using the trait – learns the specialization of the person caught in the trap.
3. Surveillance. Chooses a target and learns the number of people who visited them at night. When using the trait – also learns whether the target used any ND or not.
Status.
Aggressive.
Specialization.
Stealth.

Robin the Seducer

This young mage is as hated by men as he is admired by women. To many, it seems that instead of performing his assigned tasks, he only seeks entertainment and new mistresses. Most warriors in taverns, after meeting him, swear over a mug of beer to smash his face and knock out his teeth, but what angers them most is that this doesn't work with Robin. Even if he has no particular talent for combat spells and elemental magic, he is a born master of illusion magic. Rumors say that he once stole a countess's emerald necklace from a troll's cave in such a way that the troll, while awake, didn't even notice it. Who knows, perhaps no one will notice him when he seizes the treasures hidden in the ruins.
Traits.
Now you see me, now you don't. Cannot be blocked; 50% chance to survive attacks from players with "Weapon" specialization.
ND.
1. Mind Games. Redirects a target to a chosen player.
2. "Wrong House". Chooses a target; the first player arriving at them is randomly redirected to another target. Cannot be redirected to himself or Robin. Considered a trap.
Status.
Peaceful.
Specialization.
Magic.

Knight of the Scarlet Raven

Some chuckle that he is not even a human, but some magical embodiment of a hero from ancient legends, so canonical his story looks. The Knight never reveals his true identity, but everyone knows he is a representative of a very famous house, deprived of inheritance rights and set out on his own. Whether he is a bastard, a son who committed a serious offense, or simply the youngest in the family who had no serious claims to the inheritance, nobody knows. This knight chose the scarlet raven as his new coat of arms, which is how his nickname stuck. He would have been a nobody and drowned himself in the nearest tavern if not for his talent for warfare. Tales of the Knight travel throughout the kingdom; he has performed many good deeds, and people are drawn to his nobility combined with the mystery surrounding his person. True, no one knows exactly why he arrived in Mirod, but everyone finds it natural for such a hero as him to be present in the vortex of such events.
Traits.
Combat Master. 75% chance to survive an attack; if he survives, he kills the attacker, piercing all defenses.
ND.
Protector. If an assassination attempt is made on a target, the Knight redirects it to himself.
Status.
Aggressive.
Specialization.
Weapon.

Papa Horatius

Despite having no children, Horatius is called nothing other than Papa. He is a veteran of the thief's trade, an authority in circles of those individuals who gather at port warehouses to divide the loot. And although he himself has retired from business, deciding that his time has passed, he could not resist the temptation to arrive in Mirod. The thing is, Horatius became known not only as a master burglar but also as one of the sharpest minds in the entire kingdom, including among high society. Rumors say that once, under the guise of a scholar from another country, he even beat the Archivist at chess. The only wall his intellect did not break through was the riddle of the ruins in Dokelia. Horatius does not so much strive to possess what the ancient Temple hides as simply to find out exactly what the secret of the symbols carved on the door was. Only then will the soul of the experienced thief be at peace. It should be said that Horatius is a man of the old school and dislikes "bloody" business. Not that he is an especially noble person, but he possesses his own moral code, which, however, is also the code of most self-respecting thieves.
Traits.
1. Soulful Conversationalist. Provokes anyone who visits him at night into a conversation, from which he learns the visitor's status.
2. Old Dog. Cannot be deprived of his vote; 25% chance to survive an attack.
DD.
Authority. Once per game, he can pressure the town; then the player against whom Horatius cast his vote will be executed, regardless of the voting result. Such an execution cannot be stopped by Vilii's DD.
Status.
Peaceful.
Specialization.
Stealth.

Leon of Allisen

The sole heir of the old count. And while Leon's father was quite satisfied with his position in the kingdom, Leon himself did not wish to be the ruler of perhaps the most shabby and smallest county in Alamantia. He understood that he could not improve his position through a dynastic marriage, as no one would want him as a son-in-law with such a dowry. Therefore, Leon chose the path of adventure. In search of glory and rewards, he traveled throughout Alamantia, and his unique bow, made by overseas masters from red wood, struck many monsters, bandits, and enemies of the king. And although maidens from noble houses are already longing to marry the hero of the entire kingdom, the stately archer from Allisen, this is not enough for Leon. Perhaps a passion for adventure plays a part in him, but he does not stop, and finally his road led him to the forests of Dokelia. Who knows, maybe if he seizes the treasures hidden in the Temple, it won't just be a representative of a noble house who marries him, but the princess herself?
ND.
Murder. Leaves no clues; pierces natural defense.
Status.
Aggressive.
Specialization.
Weapon.

Caroline Winter

Leader of the Mages' Academy, master of ice and cold magic, she arrived secretly in Mirod, pursuing not only her own goals but in some ways the goals of the entire kingdom. The thing is, the King of Alamantia is a man whose actions and prudence often leave doubts in the minds of courtiers. In certain circles, rumors even circulate that the king has gone mad and that it is time to remove him from the throne. And although Caroline does not belong to such people, she, together with the High Council of the Academy, decided that the contents of the Temple in Dokelia would be more reliably preserved and used in the hands of the Academy than in royal ones. Therefore, under the guise of an ordinary and unremarkable adventurer, Caroline rented a room in the Mirod tavern, where she makes no particular noise to remain unnoticed until the door to the Temple is opened.
Traits.
Wisdom and Experience. Does not fall into traps; cannot be redirected.
ND.
1. Freeze. Blocks a player.
2. Ice Shield. Protects a player. If the protection is successful, the attacker loses the ability to use ND on the next night.
Status.
Peaceful.
Specialization.
Magic.

Brother Samuel

Samuel is a member of the religious order of the Keepers of Light. His goal is to hunt necromancers and destroy artifacts and scrolls with necromantic spells. Ideally, the order dreams that one day necromancy will be erased from the face of Alamantia as a phenomenon. In addition to warfare, novices are taught book wisdom and medicine. Anyone can become a member of the Keepers, regardless of status, lineage, or past crimes. It does not matter who Samuel was before joining the order; what matters is that he earned respect within it, being considered one of the best warrior-novices. That is exactly why the Keepers sent him to Mirod. It is quite possible that the Temple hides not treasures, but an ancient dark art of necromancers. And then it must be immediately destroyed, which is why Samuel was summoned.
ND.
1. Patronage. Protects a target from attacks by players with "weapon" or "magic" specialization. In the first case, it kills the attacker.
2. Gift of God. Heals the target.
Status.
Peaceful.
Specialization.
Weapon.

Artist Sharon

This young mage was once rejected by the Mages' Academy, citing her impulsive nature and the excessively destructive nature of her spells. They overlooked one thing: Sharon's nature is not only impulsive but also resentful. Since then, she has become a real thorn in the side of the Academy, as she stuck her nose into every skirmish across the kingdom and often beat the members of the Academy to solving problems. Stories travel throughout Alamantia about the lightning-throwing girl who leaves behind charred stones, burnt trees, the smell of ozone, and a caricature of the Academy mages drawn in ink on parchment wherever she goes, which is why she was nicknamed "the Artist." Despite her feats, common folk fear her and guards in most cities of Alamantia are searching for her, but Sharon remains at large. Hearing about the uncovering of the secret of the Dokelia ruins, the Artist immediately set off for Mirod, as the Academy would also reach out there. And there could be no better chance to rub their noses in it than to snatch the contents of the Temple from right under them.
Traits.
1. No Worse Than an Academic. Cannot be blocked by Caroline.
2. Environmental Electrification. If she skips a turn at night, anyone who goes to her that night will be blocked for that night and deprived of their vote on the following day.
ND.
Unpredictable Magic. Uses a spell on a player. Depending on the target's specialization, three outcomes are possible:
- Weapon. Kills the player.
- Stealth. Stuns the player, depriving them of all traits for the next day and night.
- Magic. Learns the status and specialization of the player; steals their vote until the end of the game.
Status.
Aggressive.
Specialization.
Magic.

Drake Silver-Tongued

At any time and under any circumstances, bards were valued by all. They are the ones who sustained people's spirits, those who preserved history in their songs, brought glory to heroes and contempt to villains. Drake was not called Silver-Tongued for nothing; his singing and playing are admired not only in Alamantia but also abroad. And, of course, no one was surprised that he arrived in Mirod to compose a new song about the secret of the ancient ruins and the heroes who gathered to witness its revelation. Only if not only heroes arrived in Mirod?
Traits.
The Bard is always in the thick of things. Drake hears everything. At the end of the night, he randomly receives information about a player's status or specialization and an additional clue for one of the murders that occurred during the night.
ND.
Serenade. Sings a song to a player; if an assassination attempt is made on the target, he dies instead of them. An additional clue is left for such a death.
Status.
Peaceful.
Specialization.
Stealth.
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12 years ago
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Royal Guard

Marcellius, the King's Champion

A famous knight and hero of the entire kingdom, he suffers from perhaps only one flaw: he is too loyal to the king. Thus, having received an order from him to ensure that the contents of the Temple were preserved and delivered to the king, Marcellius was given carte blanche—the right to eliminate any suspicious person who might reach for the treasures. And without hesitation, he accepted this mission. Many seekers have set out for Mirod; among them are villains and heroes alike, but all shall fall before the Guard. For such is the will of the king.
Traits.
1. Sturdy Armor. 75% chance to survive an attack.
2. Hero of Alamantia. As long as Marcellius has not defiled himself with murder, he cannot be executed. Exception – Horace's Dimension Door.
NA.
1. Murder. Ignores natural protection.
2. Protection. Protects a chosen player and kills the attacker.
Status.
Aggressive.
Specialization.
Weaponry.

Jonathan Russell

One of the leaders of the Royal Guard and chief of the capital's city watch, Jonathan has generally never been a cruel man. However, he believes sacredly in the inviolability of the law and fights crime and enemies of the crown with fanatical dedication. Upon receiving an assignment from Marcellius to accompany him to Mirod, Jonathan did not argue. He will try to avoid unnecessary bloodshed, but if it is necessary to protect the royal word, then so be it.
Traits.
Hardened Guard. 50% chance to survive an attack.
NA.
1. Murder.
2. Block a chosen target.
Status.
Peaceful.
Specialization.
Weaponry.

Archibald Redwolf

Once he was one of the highest ranks in the Mages' Academy, but he was recruited personally by the king into the Guard. And although rumors reach Archibald that many desire a new ruler for Alamantia, he believes that the current king—if only by Murphy's Law—will live for quite a few more years and will be able to curb all ill-wishers, as he has already done repeatedly and demonstratively. Therefore, he does not regret leaving the Academy, for if it turns against the crown, it will be crushed. And then the wise one will be he who stood on the right side.
Traits.
Magic Master. Immunity to NA of players with "Magic" specialization, exception - traps.
NA.
1. Murder.
2. Magic Eye. Learns the target's specialization and finds out who they visited at night.
3. Sorcerous Bindings. If the target's specialization is not "Magic", it deprives them of NA for the next night.
Status.
Aggressive.
Specialization.
Magic.

Team NA. The Guard gains immunity to murders at night and executions during the day. Furthermore, if their murder is successfully carried out, they gain a chance to attempt an assassination on another target.
By using this NA, the Guard can use only 2 NA instead of the usual 3.

Black Heart Cartel

Damien

Leader of the Black Heart cartel, one of the most influential criminal groups in modern Alamantia. Even bandits mostly dislike them because "Black Heart" is a cartel that unites people devoid of any moral code whatsoever. In pursuit of their goals, they will commit absolutely any act; all means are good for them. Killing a person is like crushing a fly. Despite its cruelty, the cartel attracts more and more people who have chosen the slippery road. The ideas of "Black Heart" preached by Damien himself are ideas of absolute freedom and permissiveness, which in times of harsh laws and guard interference even in everyday affairs truly attract desperate people. No one knows what drove Damien to found "Black Heart", what made him so cruel and cold-blooded that he once even killed an infant, but the fact remains that he is a superb swordsman, a charismatic man, and an intelligent person who skillfully leads his followers. When rumors of the discovery of the key to the ruins reached him, he announced that the cartel was heading to Mirod. The contents of the Temple could not only solidify Black Heart's position as the most influential criminal group in Alamantia but also give them the opportunity to fundamentally overturn the country.
Traits.
1. Secure Shelter. 50% chance to survive an attack.
2. Information Gathering Network. Randomly learns the status or specialization of one of the players who visited his team members at night.
3. Leader. While he is alive, the cartel has 3 NA per night; after his death – 2.
NA.
1. Murder. Cannot be redirected.
2. Intimidation. Deprives the target of their vote.
Status.
Peaceful.
Specialization.
Weaponry.

Snake


Damien's right hand, he is a match for his leader: just as cold, calm, and cold-bloodedly cruel. However, if he surpasses Damien in something, it is in the knowledge of natural sciences. Snake got his nickname for his ability to create potent poisons even from seemingly completely innocent ingredients. Once, he managed to poison an entire count's family right at his banquet and vanish unnoticed. Of course, Damien could not do without his right hand on the mission to Mirod.
Traits.
Ring with a Poisoned Spike. If a successful attack is made on Snake, before death he will manage to prick the killer, and the latter will die the next night. Protections do not save from this trait, but healing may.
NA.
1. Murder.
2. Weakening Poison. The target loses 25% of natural protection for the night, if they had any.
3. Deadly Poison. Poisons a chosen player. They die the next night. Cannot be blocked. Ignores protectors but not natural protection and is cured by healing. Leaves no clues.
Status.
Peaceful.
Specialization.
Stealth.

Red

A talented mage, this girl could have been one of the best students at the Academy if not for her antisocial character. She is obsessed with her fire spells. She has a mania for destruction bordering on mental illness. Her origin is unknown, but rumors say she is from a noble house and perhaps her fascination with dangerous magic led to tragedy. It's not that she particularly loves Damien or shares the idea of brotherhood among cartel members; simply "Black Heart" is the place where she can realize her talents and express her passion for fire and explosions. She cannot stand other mages; they drive her crazy. Perhaps because Red is an energy vampire, she possesses the ability to absorb others' magical energy. And although her rebelliousness and volatility make Damien worry, she was deemed useful and therefore taken to Mirod.
Traits.
Magical Vampirism. If she kills a character with "Magic" specialization, on the next night she gains 50% protection from attacks and immunity to redirections and traps.
NA.
1. Murder.
2. Seal of Flame. Chooses a player; the first person to visit them perishes. A clue is given for the target on whom the seal was placed. Considered a trap.
3. Big Bang. Once every three nights, kills a target and everyone who visited them. Cannot be blocked.
Status.
Aggressive.
Specialization.
Magic.

Silent

The last of the cartel members chosen by Damien for the mission to Mirod. He is considered one of Black Heart's best executors. There are two reasons for this: first, masterful skill with a crossbow; second, extensive knowledge of engineering, which is used to create all kinds of traps. And although this man is unpleasant in communication, his value to the cartel cannot be underestimated.
Traits.
Expert in His Field. Does not fall into traps.
NA.
1. Murder. Ignores protectors.
2. Snare. Chooses a target. The first player to visit them is blocked, and the cartel learns their specialization. Considered a trap.
Status.
Aggressive.
Specialization.
Stealth.

Team NA. The Cartel prepares a mass ambush on a player. The target cannot be saved by any means; the murder cannot be redirected or blocked. Furthermore, the crime scene is carefully surrounded by traps, and anyone who uses their NA on the victim loses their vote the next day, and the cartel learns their specialization.
By using this NA, the Cartel skips its night turn and makes no other moves.

Loner

Count Patrick of Veridian


It is difficult to be the ruler of one of the largest and most prosperous counties of Alamantia while leading a second life. Few know that Count Veridian possesses magic; only a few know he possesses it at a very high level, and no one knows that the count is fond of Necromancer arts. His secret obsession is solving the mystery of life and death. And, of course, for this purpose, he conducts his experiments. Under a secret guise and in dark circles, Patrick has destroyed many lives and created many monsters, but he has never succeeded in fully resurrecting the dead. Learning about the ruins in Dokelia, the count arrived in Mirod with maximum secrecy and caution under the guise of another person. No one must know who he is, and even more so, no one must prevent him from seizing what the Temple hides. Thank God, the residents are already used to the number of various extraordinary personalities arriving in the village, so Patrick managed not to attract attention. Now all that remains is to eliminate all possible obstacles and seize the knowledge hidden by the ruins.
Traits.
1. Magic Shield. 75% chance to survive an attack. Does not fall into traps and cannot be redirected.
2. Rich Magical Potential. Can use 3 NA per night.
NA.
1. Murder. Ignores protectors, once every two nights.
2. Curse. Target loses natural protection, if they had any.
3. Sorcerous Check. Learns the status and specialization of the target.
4. Paralysis. Blocks the target.
5. Rune of Death. Chooses a target. The first person to visit them perishes. Leaves no clues. Considered a trap.
6. Silence. Deprives the target of their vote for two days.
7. Clouding of Mind. Target is redirected randomly.
Status.
Peaceful.
Specialization.
Magic.
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12 years ago
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Order of Night Actions.

Night actions that are not displayed in the newspaper are highlighted in color.
Setting traps is not displayed, but their activation is.
Deadly poison is displayed if it successfully activates on the following night.
Each night action is listed separately because this plays a key role in triggering traps.

1. Archibald's Surveillance.
2. Nicholas' Surveillance.
3. Robin's Trap.
4. The Silent One's Trap.
5. Patrick's Trap.
6. Nicholas' Trap.
7. Redhead's Trap.

8. Patrick's Redirection.
9. Jonathan's Block.
10. Caroline's Block.
11. Patrick's Block.
12. Archibald's Magical Shackles.
13. Snake's Debilitating Poison.
14. Patrick's Curse.

15. Damien's Intimidation.
16. Patrick's Silence.
17. Nicholas' Check.
18. Markelius' Protection.
19. Robin's Redirection.
20. Patrick's Check.

21. Caroline's Protection.
22. Knight's Protection.
23. Samuel's Protection.
24. Drake's Serenade.
25. Redhead's Big Bang.
26. Sharon's Spell.
27. Archibald's Kill.
28. The Silent One's Kill.
29. Patrick's Kill.
30. Markelius' Kill.
31. Redhead's Kill.
32. Leon's Kill.
33. Damien's Kill.
34. Jonathan's Kill.
35. Snake's Kill.
36. Snake's Deadly Poison.
37. Samuel's Healing.

Game Nuances. (Will be updated as players ask questions)

Traps are one-time use and are removed after the night ends.

You can set traps on yourself. Other night actions cannot be used on yourself, of course.

Team actions can only be used when all team members are alive. They cannot be used both in the same night. The Guard's team action takes priority; if the Cartel uses its ultimate ability on the same night, they will be informed that the Guard's nighttime activity in the village has forced them to postpone the ambush until the next night, meaning the Cartel's ultimate ability will not be wasted.

Regarding night actions that include "all those who arrived" or similar, this feature will apply to absolutely all players who arrived during the night, regardless of the order of night actions. (Example: Redhead prepares a big bang for Player A, Player B goes before Redhead, arrives at A, but despite going earlier, they are blown up.)

A block on a role that cannot be blocked will still be displayed as successful in the newspaper.

Regarding triggered natural defenses, the newspaper will indicate the role that was targeted, but without specifying the nickname.

Personally, I think the negative roles are stronger than the town roles, so the difficulty of the clues will not be very high.
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12 years ago
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P.S. I have nothing to do with organizing the game; Tox politely asked that his lengthy post not be collapsed into a single entry.
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12 years ago
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Many thanks to Koshe for helping with cross-posting. Let's get started and sign up. I also welcome questions about the setting, because I think I might have overcomplicated things again. I'm ready to explain everything simply and in detail.
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12 years ago
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I feel like playing, but I don’t feel like reading. I’ve been having to make some tough decisions lately.
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12 years ago
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number 2, please.
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12 years ago
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I feel like a serious person because of this.
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12 years ago
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Has the sky forgotten the Toxosets? x)
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12 years ago
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I choose a number that is six greater than the number of the post that will be sixth below this post. If the resulting number exceeds the maximum, then I choose a number that is six less.
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12 years ago
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I’ve gotten used to nothing.
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12 years ago
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9, please, in a gift box ))
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12 years ago
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And I was only 8 at the time!
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12 years ago
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2. Debilitating poison. The target loses 25% of its natural defense for the night, if it had any.
IMO, this is a weak negative defense. Maybe it should affect all defense instead? Or 50%?

Also, how many negative defenses does the Mafia have? Two or three? Does the ultimate ability count as a separate negative defense?

I want to play as the Mafia. This is not a Paladin. This is true power.

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