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Posts from Mafia 87. At the Dawn of War

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11 years ago
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Kingdom of Manticore, Maldina, spring, 18th day of the 5th month, evening. Beginning of report. I, Claudius, Archivist in service to the Guild. Using my skills of disguise, mental magic, and mind control, I shall perform my sole task. To observe. No matter what happens in this city, I will provide the Guild with full information on the proceedings and remain undetected.
The rumors proved true: here in Maldina, a cult of demon worshippers is operating, gaining a dangerous strength that may soon spiral out of control. As expected, more and more important persons from the Kingdom of Manticore are arriving in Maldina. Border skirmishes on the province's edge have led the neighboring republic of Gorecia to declare war. Due to suspicions that the governor of Maldina intends to use third-level magical weapons, the Guild has dispatched a squad of liquidators to the city. I did not join them. There are opinions that the Seer's squad has goals different from those assigned by the Guild. In such a case, my task will be to ensure that the organization's secrets do not fall into same wrong hands.


Maldina

Ronald Eisen, by the King's will, Governor of Maldina

The current king allows his vassals wide autonomy. Ronald is an elderly but ambitious man. By tasking his subjects to provoke border conflicts in the mountains where the boundary runs, he achieved a declaration of war by Gorecia—a proud country, but alas, not so militarily powerful. Having personally gathered and led the troops, Ronald intends to annex the small republic into his holdings, presenting it as a victory over aggressors in the name of the King. To this end, he is ready to use even methods forbidden by the Guild—the international organization that preserves the integrity of the human race and the magical-military parity between states.
Traits.
1. Double vote. Cannot be stripped or stolen.
NA.
1. Status check.
2. Status comparison.
Status.
Bad.

General Malcolm Eisen

The governor's younger brother. Maldina is a large province, rich in various resources and valuable goods, which allows it to maintain its own army. The local general is Malcolm. And although he initially complained about the fate that made his older brother the governor, the position he received as a result of his successes allows him to live lavishly enough to forget childhood grudges.
Traits.
1. Seasoned warrior. An additional clue is given upon his killing.
NA.
1. Order. Redirects the player to a chosen target.
2. Training. The target receives an additional NA on the following night.
Status.
Good.

Captain of the City Guard Jacob Bobrowski


A simple, but strong and reliable guy. He has kept the peace in Maldina for 5 years. By the governor's decree, he must first and foremost care for the protection of the nobility.
Traits.
1. 75% defense.
2. If an assassination attempt is made on either of the Eisen brothers, he takes the hit himself, losing 50% defense in the process. This ability works only once per night.
NA.
1. Block+defense. Defense works as a redirection of an assassination attempt to himself. When using NA, he loses 25% defense.
Status.
Good.

Rienna of Maldina

The activities of powerful mages are limited, often by the states themselves and, of course, by the Guild. Nevertheless, the existing policy of checks and balances assumes the presence of these very high-level mages in every self-respecting country. Rienna is the court mage of Maldina, having lived for several years in comfortable conditions and enjoying the privileges of nobility, but... still sometimes feeling like a bird locked in a cage.
Traits.
1. Has a mana pool spent on using NA. No limit on the number of NAs per night. Starting and maximum amount of mana is 10.
NA.
1. Kill, pierces healing, leaves no clues. 5 mana.
2. Block. 4 mana.
3. Trap, which redirects the first person arriving at the target randomly. 3 mana.
4. Defense. 3 mana.
5. Status check. 2 mana.
6. Mana restoration of 2 points. Cannot be used with other NAs.
Status.
Good.

The Great and Terrible Bobby Kramandorsky


A young magician who came to Maldina on tour, unfortunately arriving just before the declaration of war. However, he quickly adapted, concluded that agitated people are easier to fool during wartime, and opened the second act of his performance. Most consider him a mere charlatan, although in reality Bobby possesses decent magical abilities, even if he does not fully control them.
Traits.
1. At the end of each day during Bobby's performance, some mysterious magical thing happens to him, which randomly reveals the status of one of the players to all honest folk present.
NA.
1. Swaps the NA targets of two players.
2. Steals a vote.
Status.
Bad.

The Healer

His little shop is not the most popular establishment in Maldina, but it provides a wide range of services. He gathers ingredients for his potions by hand, which gives them increased effectiveness. However, he does not drink his own potions, brushing it off with words that he consumes "unprocessed gifts of nature."
Traits.
1. Has a limit of three ready potions. At the start of the game, he has a ready healing potion and a speed potion.
NA.
1. Puts a potion to brew. In most cases, it will be ready by the next night. Can be used together with other NAs.
2. Healing potion. Heals the target.
3. Speed potion. Moves the target's NA up in the NA order (immediately following the speed potion).
4. Intoxicating potion. Redirects the target randomly.
5. Sleep potion. Blocks the target until they wake up after a day or an NA is performed on them. Takes two days to brew.
6. Truth serum. Learns the role of the target. Takes three days to brew.
Status.
Bad.

Helen

Sometimes faith turns into a separate kind of magic. And the stronger it is, the greater abilities open before the priestess. Here in Maldina, the Church of Moonglow operates, which allows certain carnal liberties to its parishioners. But nevertheless, their faith in the light remains unwavering, even if that light is lunar.
Traits.
1. Cannot be blocked, cannot be stripped of vote.
NA.
1. Blessing. The target cannot be killed the following night. It is considered neither defense nor healing. Once every 3 nights.
2. Healing.
Status.
Good.

The Guild

Deathbringer

The guarantee that the Guild's authority will remain inviolable is the existence of those like him.
NA.
1. Kill, cannot be redirected, pierces defenses, leaves an additional clue.
Status.
Bad.

Protector

The combination of powerful physical training, mastery of weapons, and magic results in the ideal person to ensure the security of the entire operation.
Traits.
1. 50% defense.
NA.
1. Defense, kills the attacker.
2. Block.
3. Kill (if other team members are dead).
Status.
Good.

The Seer

Operation leader, talented mental mage. Provides the squad with information, stealth, and unobstructed execution of the task. Quite willful, she believes that the Guild could do more for the good of people—adhering less to the status quo and influencing events more actively—than for itself; without knowing it, she has attracted observers from above...
Traits.
1. Can use 2 NAs per night, but they must be different.
NA.
1. Kill, leaves no clues.
2. Gives the target unblockability.
3. Learns the status of the target.
4. Redirecting trap. Lasts the night of use and the following one. Otherwise identical to Rienna's trap.
Status.
Good.

Demon Worshippers

Warlock

Few can cross the line between this dimension and the demon dimension. Even fewer are capable of controlling creatures from there. Most such people are tracked by the Guild. They are then given a choice: either use their talents for the organization's goals or be declared renegades. Few who choose the second option survive. Nevertheless, this man hides in the shadows, spreading his cult and increasing power despite the Kingdom and the Guild.
Traits.
1. Summons demons, whom he sends on missions. Summoning demons consumes souls. Each successful kill made by the team adds one soul to the reserve. Demons go on missions separately; as many demons as there are NAs. Cannot summon two of the same type. Furthermore, demons do not fall into traps and do not suffer from counter-actions. At the start of the game, he has 1 soul.
NA.
1. Imp. Requires 1 soul. Kills, cannot be blocked.
2. Succubus. Requires 2 souls. Isolates the target from all NAs except cult NAs.
3. Infernal. Requires 3 souls. Kills the target and everyone who came to them in NA order before the infernal was used. Then it self-destructs.
Status.
Bad.

Dark Novice

If you are a young girl with magical abilities that could potentially develop from "decent" to "very strong," then you have three paths. Go under the aegis of the state and be an involuntary hostage for the rest of your life. Serve the Guild and feel the watchful eyes of the top brass controlling you behind your back. Or seek your own path and realize yourself in things... that are not entirely legal. Many are attracted to this last path.
Traits.
1. Curses her killer, stripping them of one NA for the rest of the game.
NA.
1. Kill, healing does not save the victim.
2. Sucks the life force from the target, stripping them of one random NA for the following 2 nights. As long as at least one player is under the effect of this action, the Novice receives the "Healing" NA.
Status.
Good.

Red Bill

Even if you have access to powers beyond this world, a man who can provide cover and do the dirty work for a few bags of gold never hurts.
Traits.
1. 50% defense.
NA.
1. Kill.
2. Harsh interrogation. Status check + stripping vote.
Status.
Bad.

Loner

Keeper of Balance

Mages recognized as danger number one for the Guild are those who dare to reason about the nature of good and evil. In the modern world, morale is flexible, and anyone may consider themselves entitled to impose their ideals by force. But even worse than moralists are those rare people who master karma magic. They realize that there cannot be an unambiguous advantage of good or evil in the world, that they complement each other, creating the balance of existence. For some reason, no one stopped at knowledge; everyone entered the world and actively tried to maintain this very balance with their abilities. This never ended well. And so, it happened that another born keeper of karma arrived in Maldina... This threatens the destruction of all.
Traits.
1. Has a karma indicator that depends on the NAs he performs. Ideally, it should be in equilibrium, at zero. Then he receives the following advantages: immunity to the first execution and two assassination attempts, immunity to blocks and redirections, two NAs per night. If karma deviates in either direction by the following values, he receives corresponding debuffs:
At 1 – loses immunity to execution and one assassination attempt.
At 2 – loses immunity to block and is stripped of vote.
At 3 – loses immunity to redirections and can use only one NA.
At 4 or more – dies.
Since the keeper arrived in Maldina having already caused trouble, at the start of the game his karma is one toward evil (minus one).
NA.
1. Uplift. The target performs all their NAs immediately after uplift is used. +3 to karma.
2. Restores all stolen/robbed votes for the target and gives them +1 vote. +2 to karma.
3. Clearing of Mind. The next NA the target uses will also have a check effect. +2 to karma.
4. Defense. +1 to karma.
5. Healing. + 1 to karma.
6. Check + stripping vote. -1 to karma.
7. Redirects player to a random target. -1 to karma.<
8. Block. -2 to karma.
9. Purging. Removes all natural defense (including blessing) and positive effects from the target. -2 to karma.
10. Kill. –3 to karma.
Status.
Determined by karma. Positive – good, negative – bad. If at zero, the keeper determines the status for a day.

NA Order.

1. Uplift (displayed without target nickname).
2. Speed potion.
3. Clearing of Mind (displayed without target nickname).
4. Seer's Trap (displayed upon triggering, same as Rienna's trap).
5. Rienna's Trap (displayed upon triggering, same as Seer's trap).
6. Keeper blocks.
7. Seer gives unblockability (not displayed).
8. Rienna blocks.
9. Bobby's NA swap (not displayed).
10. Malcolm redirects (not displayed).
11. Keeper redirects (displayed without target nickname).
12. Intoxicating potion (displayed without target nickname).
13. Succubus isolation.
14. Protector blocks.
15. Sleep potion.
16. Jacob's block-defense.
17. Ronald checks (not displayed).
18. Seer checks (displayed same as Rienna's check).
19. Bill's interrogation (displayed without target nickname).
20. Rienna checks (displayed same as Seer's check).
21. Keeper's check (displayed without target nickname).
22. Ronald compares (not displayed).
23. Rienna protects.
24. Protector protects (displayed if necessary).
25. Keeper protects (displayed if necessary).
26. Keeper's purging (displayed without target nickname).
27. Deathbringer kills.
28. Bill kills.
29. Keeper kills.
30. Novice kills.
31. Seer kills.
32. Imp kills.
33. Rienna kills.
34. Protector kills.
35. Bobby steals vote (not displayed).
36. Truth serum (not displayed).
37. Healing potion.
38. INFERNAL ARRIVES AND EXPLODES.
39. Blessing (displayed without target nickname).
40. Keeper's healing (displayed same as Helen and Novice's healing).
41. Helen's healing (displayed same as Keeper and Novice's healing).
42. Novice's healing (displayed if necessary, same as Helen and Keeper's healing).
43. Rienna's mana regeneration, Healer's potion brewing.
44. Keeper restores votes (displayed without target nickname).
45. Training (displayed without target nickname).
46. Novice sucks forces (displayed without target nickname).

Player List.

1. Neyra Drake
2. Ursula
3. Nephela
4. TenshiCH
5. MyHighness
6. Gur
7. MasteR
8. Arandor
9. Ment
10. Sesame (immun.)
11. Morning
12. Ple-Sen
13. Larisa
14. Olam Hevel

Newspapers.

1. Knowledge brings death.
2. Close your eyes.
3. Exorcism.
4. Luck is dead.
5. Ascension.
Finale. Balance.
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11 years ago
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Alright, I’ll be the **first** one.
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11 years ago
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give me five
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11 years ago
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7
(10 characters)
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11 years ago
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8 .
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11 years ago
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12 characters.
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11 years ago
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Arko )
Could you please give me the ninth one?
Toksi, how many neutral deaths does the Night Lord commit per night? And how many deaths does the Mafia commit?
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11 years ago
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I would like number 13, please.
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11 years ago
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Six. Sincerely, Gur
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11 years ago
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11 /
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11 years ago
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The maniac has a limit of 2 actions per night, as stated, to keep their karma within plus or minus 2. The Mafia can have two roles active. The number of non-day actions available to them is a separate issue.

Added 50 seconds later
I'm not thinking clearly right now, so the order of non-day actions will be determined tomorrow. I need to consider whether some actions should be displayed or not.
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11 years ago
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1) When protecting someone, does Jacob Bobrowski permanently lose a portion of his defense, or only for one night? 2) Do demons summoned by a Warlock live and remain active as long as the Warlock is alive? 3) Does the Deathbringer provide an additional clue himself, or is it given by the Game Master? 4) What happens to a maniac's karma if their Night Deed fails for some reason (due to a block, for example) or is unsuccessful (e.g., the murder fails due to defense)? 5) If karma exceeds the permissible limits, does the maniac die immediately or at the end of the night? For example, can he commit a murder in the first night (karma becomes -4), and then perform an Uplift (karma returns to -1)?
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11 years ago
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Hoping for something good in the sequel?
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11 years ago
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1) When Jacob Bobrowski defends someone, does he lose a portion of his defense permanently, or only for one night?
2) Do demons summoned by a necromancer live and remain active as long as the necromancer is alive?
3) Does the Deathbringer provide an additional clue himself, or is it given by the GM?
4) What happens to the serial killer's karma if their Night Action fails for some reason (due to a block, for example) or is unsuccessful (e.g., the murder fails due to defense)?
5) If the karma goes beyond the permissible limits, does the serial killer die immediately or at the end of the night? For example, can they commit a murder in the first night (karma becomes -4), and then perform an Uplift (karma returns to -1)?
1) For one night.
2) As long as the Necromancer is alive.
3) By the GM. It's simply 2 clues per murder.
4) "Karma is a collective concept that includes not only actions but also thoughts. To work through one's own karma, one should not allow negative actions or negative thoughts. Any thought is as material as an action. A person who, at first glance, does not commit negative actions and does not harm others can significantly burden their karma with negative thoughts..."
In short, karma is affected by the declaration of the Night Action, regardless of its success.
5) Karma is calculated at the end of the night. Yes, they can commit a murder and then perform an Uplift, but they will remain at -1 with the corresponding debuffs.
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11 years ago
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10

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