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Chaosland is a place where the laws of logic and common sense do not apply. Order never exists here. The Kingdom of Screw-ups spans across the lands of Chaosland. The inhabitants of the kingdom lived in stable and peaceful chaos until they were attacked by invaders. Alien cyborgs killed everything living in their path. The threat of total annihilation loomed over the kingdom. But the rise to power of King Pinkaday I changed the course of the war. Once at the helm, he was able to quickly motivate his subjects to actively fight the invaders, forcing them to retreat for a short time. Peace temporarily reigned in Chaosland. But the opponents had no intention of surrendering so easily. They planned a new attack on the Kingdom of Screw-ups, which this time will be impossible to hold back…
Kingdom of Screw-ups
King Pinkaday I
The 146th king of the Screw-ups. Since chaos always reigns in the kingdom, he will most likely not stay on the throne for long, just like his predecessors. Although his new methodology is bearing fruit.
Special abilities:
- Cannot be turned into a Slowpoke.
- Double vote.
- Cannot be executed.
- Before his death, he points to the player he wants to see as his successor. The chosen player will receive all of King Pinkaday's special abilities and actions but will lose their own special abilities and actions. If one of the Invaders or the Jedi is appointed as successor, anarchy reigns in the Kingdom of Screw-ups.
- If he uses his action on one of the Invaders for two nights in a row, he is overthrown the next day.
Night actions:
- Magic Kick. Gives the target a magic kick in the rear, forcing them to use their action if they are inactive. If the target is not inactive, it gives them the opportunity to use their action twice per night. Increases the target's initiative by 2 units permanently.
Day actions:
- Capricious own-will. Specifies a target. All votes of players who did not vote, or those who voted for NNW, are cast for them (once per game for each king).
Initiative: 40.
morale: 0.
Status: Evil.
Triton
Commander of the ground forces of the Kingdom of Screw-ups. With his stories about sea adventures and mermaids, he can put any listener to sleep.
Night actions:
- Dreary Tale. Puts their target to sleep; they cannot perform actions during the current night. Temporarily reduces their initiative by 3 units and morale by 1 unit.
- Kill. Kills the target with his trident, leaving no clues (once every 2 nights).
Initiative: 17.
morale: 0.
Status: Good.
Pegasus
Commanded the kingdom's air forces until he was removed from office for professional incompetence. Now commands the navy.
Special abilities:
- Every second night, he conducts a raid, remaining unreachable for enemies.
- Reconnaissance. Learns the status of the player on whom he applies his action.
Night actions:
- Bombardment. Bombards the target from the air. Temporarily reduces the target's initiative by 30% and morale by 2 units. The foul smell of shells deters assassins who come to the target (counts as external protection).
Ultimate actions:
- Inspiration. The morale of all good creatures increases by 3 units during the current night.
Initiative: 13.
morale: 0.
Status: Good.
Killer Hedgehog
Air Force Commander. In childhood, he was harmless, and everyone made fun of him. But then the Hedgehog grew up and began to take revenge.
Special abilities:
- Immunity to any effects except killing.
- Possesses protection from the first attack, with a 50% chance to survive the second.
- Kills his killer. Natural protection does not save them, but healing can.
Night actions:
- Cover. All actions directed at the target will be redirected to the Hedgehog, even if the attacker has immunity to redirection.
Ultimate actions:
- Defensive Position. Kills everyone who came to him during the current night after applying an action.
Initiative: 14.
morale: 0.
Status: Evil.
Alchemist
Possesses a huge stock of potions. Some can increase strength, others luck, and some sexuality. But everyone comes to the alchemist to get drunk.
Special abilities:
- Everyone who comes to the alchemist gets intoxicated. On the next night, the actions of the intoxicated person may be redirected to a random target with a 50% probability.
Night actions:
- Healing Potion. Heals the target.
- Potion of Kindness. Temporarily increases the target's initiative by 50% and morale by 3 units if the target is good, or reduces initiative by 50% and morale by 3 units if the target is evil.
Ultimate actions:
- Promotional Campaign. Distributes healing potions to all good characters, which work only during the current night.
Initiative: 7.
morale: 0.
Status: Good.
Snezhana
Just Snezhana.
Special abilities:
- Arranges a night of love for every visitor. If the visitor's initiative is higher than Snezhana's, they satisfy her and temporarily receive +5 units to morale. If the initiative is equal or lower, they do not satisfy her and receive -5 units to morale, and are also blocked on the next night.
Night actions:
- Seduction. Redirects the target; cannot redirect to themselves. Applies action with doubled initiative.
Initiative: 9.
morale: -1.
Status: Evil.
Progressive Screw-up
Elite warrior. Spends most of his time in front of the mirror.
Special abilities:
- 100% does not satisfy Snezhana.
- Flirt. Flirts with every visitor. The visitor falls into a stupor and cannot perform one of their actions on the next night.
Night actions:
- Search for "their own". Compares the statuses of two players.
Initiative: 5.
morale: -1.
Status: Good.
Slowpoke
The fastest creature in the Kingdom of Screw-ups.
Night actions:
- Temporarily turns a chosen player into a Slowpoke. The target does not lose their special abilities. There can be no more than 3 Slowpokes in the game at one time.
Initiative: 2.
morale: 0.
Status: Not yet determined.
Invaders
Xan
Leader of the alien invaders. He has only one goal — to exterminate all living things.
Special abilities:
- Protection from the first attack or execution.
- Immunity to redirection.
- Initiative and morale are always constant. Cannot be turned into a Slowpoke.
Night actions:
- Kill. Kills the target, ignoring any protection (Available if he is the last one left in the team).
Ultimate actions:
- Sea Attack. All invaders attack the target and can no longer perform any actions during the current night. Natural protections do not save the target. Only Pegasus's actions can save them. If Pegasus is dead, the Alchemist can save them (available if all team members are alive).
- Air Attack. All invaders attack the target and can no longer perform any actions during the current night. Protections do not save the target. Only Hedgehog's actions can save them. If Hedgehog is dead, the Alchemist can save them (available if all team members are alive).
- Land Attack. All invaders attack the target and can no longer perform any actions during the current night. Protections do not save the target. Only Triton's actions can save them. If Triton is dead, the Alchemist can save them (available if all team members are alive).
Initiative: 11.
morale: 0.
Status: Evil.
Enigma
The leader's right hand. Unconditionally carries out all his orders.
Special abilities:
- Every second night, performs a status swap between 2 players of choice.
- Can use 2 actions per night if both are non-killing.
Night actions:
- Healing. Heals the chosen player.
- Surveillance. Finds out who the target visited.
- Hypnosis. Forces the target to apply an action to themselves if it was directed at one of the invaders.
- Kill. Kills the target, leaving no clues (once every 3 nights, starting from the second).
- Kill. Attacks the target.
Initiative: 8.
morale: 0.
Status: Good.
Virus
A real killing machine. Surpasses all his comrades in speed of action.
Special abilities:
- Not subject to the effect of a screw-up.
- Always zero morale.
Night actions:
- Block. Blocks the target.
- Living Shield. An attack directed at Virus will be redirected to the specified target. The attacker themselves cannot be a living shield.
- Kill. Kills the target, leaves 2 clues.
Initiative: 15.
morale: 0.
Status: Evil.
Cathode
Special abilities:
- Unknown.
- Unknown.
- Unknown.
Night actions:
- Kill. Kills the target, ignoring healing.
- Unknown.
Ultimate actions:
- Unknown.
Initiative: 11.
morale: 0.
Status: Not yet determined.
Lost in Space
Jedi
Has no idea what is happening here, and how he got here at all. But it seems only he can bring order to this place.
Special abilities:
- Possesses one protection from attacks.
- Every third night restores his protection if it was lost.
- Force. Temporarily reduces the initiative of every visiting player by 50%.
- Always positive or neutral morale. Cannot perform more than one kill per night. Not subject to the effect of a Screw-up. Cannot be turned into a Slowpoke.
Night actions:
- Kill. Kills the target, ignoring any chosen interference.
- Check. Checks the status of the target (can be used together with killing).
- Camouflage. Survives an assassination attempt and execution on the next day, but cannot perform actions for the following 2 nights.
Ultimate actions:
- Lightsaber. 100% kill of the target.
Initiative: 12.
morale: 1.
Status: Good.
A bit about the Mage Guild:
• The GM is always right and .
• Night actions are sent to the GM personally (either via forum PM, or Skype (jussxxx)).
Rules
General Rules
• Night lasts 24 hours, but under special circumstances may be shortened or extended. Day lasts 24 hours or until the GM announces the end of the day. After the day ends, votes are not counted. Night actions are accepted until 19:00 (MSK), the newspaper is published at 21-22:00 (MSK). Exceptions are possible under certain circumstances.
• The killed are forbidden from disclosing any information obtained through their role.
• It is forbidden to explicitly disclose your own role, the roles of other players known due to role abilities, as well as information obtained via the role. Execution is formatted in bold as "execute xxx". Cancellation of execution is formatted in bold as "do not execute xxx". Clues are given based on quents. A hint about the killed person's role is also provided.
• Night actions must be sent every night while you are alive. If you do not want to use a night action this night, write that to the GM so there are no unnecessary problems. Night actions cannot be directed at yourself.
• The mafia makes decisions together. If one of the mafia players is absent, their night action can be sent on their behalf.
• Modkill or player replacement occurs in case of a gross violation of rules or complete absence of signs of life for game own days (day and night). Also modkill/replacement may happen at the request of the player.
• Each character can perform only one action per night, unless other conditions are provided. 3 actions are accepted from the mafia, one of which is killing.
Game Rules
1) There is no fixed order of actions. The sequence is determined by the Initiative parameter. Whoever has higher initiative goes first. If several characters have equal initiative, the one who had it higher initially goes first.
2) Morale shows the probability that a player will be able to apply their action again at night with half initiative (if Morale is positive), or will not be able to apply any action at night (if Morale is negative). 1 unit of Morale = 10%.
3) Failed kills are not displayed, regardless of the reason for failure.
4) Blocks are displayed in any case.
5) Redirection only affects the first action of the target, or the first part of the action (e.g., status comparison).
6) Pegasus can survive a joint attack by Invaders if he is conducting a raid.
7) The player is informed that:
- They were turned into a Slowpoke.
- Their positive morale triggered.
- They received a magic kick.
The player is NOT informed that:
- Their initiative and/or morale increased/decreased.
- Their negative morale triggered.
- A Screw-up flirted with them.
- Their natural protection was removed.
8) If positive morale triggers for a mafia player or if a mafia player receives a kick, 4 actions are accepted from the mafia instead of 3, but only one killing action. 4 is the maximum in any case.
9) There are no "time jumps". i.e., if someone is accelerated and their initiative becomes higher than some players who have already moved, the effect will start acting only from the next night.
10) In the course of the game, this section may be supplemented.
First night immunity is provided to:
• The GM of the previous game.
• Those who have not played on ХВ before, or missed 3 or more games.
• Those killed on the first night in the previous game.
Victory Conditions:
Kingdoms: Invaders and Jedi are dead.
Invaders: inhabitants of the Kingdom and Jedi are dead.
Jedi: only one character other than him remains alive.
Initial sequence of Night Actions:
(40) Magic kick from the King (displayed without hints or nicknames).
(18) Seduction from Snezhana (not displayed).
(17) Dreary tale (block) from Triton / Kill from Triton.
(15) Block from Virus / Living shield from Virus (not displayed) / Kill from Virus.
(14) Cover from Hedgehog (not displayed) / Defensive position from Hedgehog (not displayed).
(13) Bombardment from Pegasus / Inspiration from Pegasus (not displayed).
(12) Kill from Jedi / Check from Jedi (not displayed) / Camouflage from Jedi (not displayed).
(11) Kill from Xan / Actions of Cathode / Joint attacks from Invaders.
(8) Healing from Enigma (not displayed) / Surveillance from Enigma (displayed without hints or nicknames) / Hypnosis from Enigma (not displayed) / Kill from Enigma.
(7) Healing potion from Alchemist / Potion of kindness from Alchemist / Promotional campaign from Alchemist.
(5) Search for their own from Screw-up (not displayed).
(2) Transformation into Slowpoke from Slowpoke.
(0) Flirt (displayed without hints to role or nicknames).
Player List:
1. Taj Mahal - MyHighness (immune)
2. Petra - SnowmanV2
3. Machu Picchu - WishmasteR
4. Egyptian Pyramids - Neyra Drake
5. Terracotta Army - KindShaman
6. Moai Statues - Nephela
7. Chichen Itza - Larisa
8. Parthenon - Nebo
9. Sistine Chapel - Ment
10. Colosseum - Drakkosha (immune)
11. Borobudur - Heroist
12. Stonehenge - Gekasan_RU
13. Angkor Wat - Alex306 (immune)
Game Progress:
Retribution
The Little Engine That Couldn't
Unjustified Hopes
Awakening