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When the local administrative council (referring to the optimistic forecast of the Eastern District Commission and developments from the Ministry of Railways) decided to lay a railway branch northeast from the Mountain Hub, no one foresaw either terrible events or particular difficulties.
Such a decision had long been supported by the pace of our country's development, as well as very favorable geological exploration data. The rare settlements of this region, mostly formed in the last century, were essentially livestock industrial factories, which only in some places turned into small towns. In these towns, since ancient
times, an unusual and paradoxically diverse society had been forming. Industrialists, ethnographers, inspectors, anthropologists, descendants of political exiles, accidental visitors—educated people in general—peacefully coexisted and even intermarried with the indigenous peoples, whose customs were not far removed from tribal traditions.
Imagine the administration's indignation when news reached the regional center, one after another, about the mysterious disappearance of three trains at once! But the local rulers (more accurately, the factory owners who, taking advantage of their remoteness from the metropolis, held almost unlimited power) completely denied any involvement. They maliciously explained the disappearance of the trains as the evil will of the Steppe, which some local peoples worshipped as their ancient great-mother. What could be done about it?
… Yes, the Northeast branch now deservedly enjoys a bad reputation. Once a month, a regular train thunders along it, led by a frightened engineer. After unloading mail, construction materials, and factory-produced goods in the towns, he takes livestock and meat plant products. Then a half-human climbs aboard the train—a deaf-mute sorcerer, a toothy nomarch trained in mechanical arts. He moves the train through the nocturnal Steppe, stretches his long fingers over it, invokes spirits, mars, and own gods so that the earth does not anger at him who carries away the skins, hooves, and meat of her slain children.
And the Steppe responds with a groan. It breathes red-hot underground steam toward the train, and huge black beasts creep close to the convoy, emerge from the gloom, move alongside the locomotive, step over it, and bow their horned heads toward the roofs of the cars. And they escort the train until the misty outlines of the capital's suburbs appear on the horizon.
Before us is a tragic story about the fate of a city that seems nothing can save. The Sandy Ulcer—an incurable disease that arises from nowhere and vanishes into nowhere—walks through the emptying streets, leaving mountains of corpses behind. Everywhere there is fire, infection, rats... By a twist of fate (or perhaps by divine command?), the destinies of unusual people will intersect here, who are capable of influencing the outcome of events and saving the city.
City:

Bachelor, Daniil Dankovsky
Bachelor of Medical Sciences, a well-known capital scholar. Founder of "Thanatics"—an experimental laboratory researching immortality. Having received a letter about a unique long-liver, he comes to the city to study this man, but upon arriving on site, discovers that he died of an unknown disease. He receives instructions from the authorities to find a way to defeat the disease and prevent an epidemic.
Traits:
Medical education - protection from first infection.
Abilities:
- Doctor's help. Heals target. Can heal himself, but only if infected.
- Rounds. Checks first status. The newspaper displays the target's state (infected or not).
Ult. Antibiotics - gives the player protection from infection for 2 nights; if already infected, this counts as healing (also for 2 nights, but does not save from attack). Can be used with other abilities. Can be used on self.
Status: outsider, non-aggressive.

Haruspex, Artemiy Burakh
Heir to the Menhu—the Servant, he who knows the lines of the body, who has the right to make incisions and knows how to separate the joints of the body so that it is pleasing to the Earth, according to steppe traditions and rituals. At sixteen, he left town to study as a surgeon, only to return ten years later and find that he was no longer a welcome guest, but a dangerous criminal, a ripper, accused of murdering seventeen citizens. His goal is to restore his good name and take the place destined for him.
Traits:
Menhu - has the right to open corpses and extract organs for study. After every three opened corpses of epidemic victims, he can create a panacea—a medicine capable of curing the disease. Creating a panacea consumes one infusion.
Herbalist - knows how to brew special extracts that protect against infection.
Persecuted - if he opens corpses two nights in a row, he loses his voice. If three nights in a row, the next night he will be forced to hide (automatic self-isolation. Does not provide protection from infection, but allows using an infusion on himself).
Tough guy - survives first attack.
Abilities:
- Reveal all lines. Dissects a corpse.
- Father's recipes. Brews infusions based on the number of opened corpses. If three corpses were opened: two infusions and a panacea. Can brew tvirin extract (protection from infection effect) and dead porridge (healing effect, works only against disease, i.e., will not save from attack).
- Use infusion. Consumes one unit. Initial: 0. Can be used on self or given to target. Can be used with other abilities.
- Panacea. Heals the player. Initial: 0. Usage conditions are same as infusions.
Status: local, aggressive.

Imposter, Clara
Regarded by citizens as both a thief and a miracle worker, as a plague and a saint. A girl who appeared from a freshly dug grave simultaneously with the start of the epidemic, drawing suspicion from the superstitious people. Her distinguishing feature is the ability to perform miracles. Her hands possess the gift of healing, but a sinner she touches will lose all strength or even die. She knows how to use hypnosis to force someone to tell the truth.
Traits:
Spawn of Earth - cannot be infected.
Faith in miracle - from the third day forms a link with the General.
Abilities:
- Laying on of hands. Heals or deprives of ability to act depending on second status. If she deprives one player of actions twice, the target dies. Cannot be used twice in a row on one player.
Ult. Hypnotic word - learns both statuses of the target.
Ult. Expelling the plague - heals an infected person.
Ult. Performing a miracle - resurrects a player for one day and one night. Works only with a target who died the previous night.
Status: outsider, non-aggressive.

General, Alexander Blok
Author of a military reform that increases army efficiency at the expense of the military elite's profit. Some describe him as an honest and noble man, a knight; others emphasize his cruelty and ruthlessness. The authorities brought his units into town after successfully completed maneuvers, quickly equipping them with a company of flamethrowers.
Once in town, Blok demonstrates a desire to understand what is happening and not make decisions without figuring things out or listening to specialists' opinions.
Traits:
Reliable guard - cannot be killed.
Territory clearing - cannot be infected until the third night.
Faith in miracle - from the third day forms a link with the Imposter.
Abilities:
- Deploy soldiers. Protects target.
- Take into custody. Isolates target.
Status: outsider, non-aggressive.

Inquisitor, Aglaya Lilich
Sent from the capital to eliminate the epidemic. Has authority to punish those who stand in her way. Aglaya Lilich calls herself a servant of the Law of the universe and considers the main goal of her activity to be the preservation of the city and the triumph of the Law. In Aglaya's opinion, the primary reason the Law was broken were the miracles occurring in the city. Sentenced to death by a tribunal, this assignment is her last chance for rehabilitation.
Traits: -
Abilities:
- Receiving a report. Checks second status.
- Punish the guilty. Kills target.
Ult. DD Accuser - executes player, closes the day.
Status: outsider, aggressive.

Maria Kaina
After her mother's death, she is the one claiming the role of the new Mistress of the city. Although she is still young and has not yet reached full power, she already possesses considerable, vivid, and simultaneously somewhat dark mystical power. Possesses a prophetic gift.
Traits:
Mistress of the city - protection from first execution.
Abilities:
- Clairvoyance. Enters a trance and isolates herself from any abilities. Learns nicknames of her visitors (once every 2 nights).
Ult. Clear sky - all actions of mafia and maniac are unsuccessful on the night of application. Not before the 5th night.
Status: local, non-aggressive.

Vladislav Olgimsky
The eldest member of the Olgimsky clan and its head. He is an intelligent but hot-tempered and unrestrained man, terrifying in anger due to his huge size and power, as well as his immense authority. He is willful and biased in judgment. Power over city industry is concentrated in his hands—the Bykov Project, which includes a meat processing plant, the Termite Mound (workers' barracks), and to some extent the Slaughterhouses.
Traits:
Entrepreneur - has a reserve of money that can be spent on various abilities. Initial: 1000 u.e.
Abilities:
- Lock oneself in house. Redirects visitors to a specified player (200 u.e.).
- Bribery. Appropriates a player's vote (100 u.e.). Does not work on Saburov.
- Stock up on medicine. Heals self (300 u.e.).
- Hire guards. Protects self (300 u.e.).
Status: local, non-aggressive.

Alexander Saburov
An honest and incorruptible ruler. At the start of the epidemic, Alexander is appointed commandant with absolute powers. He views this appointment as a cursed role, a burden, and believes that a person in this position is doomed to make mistakes. To prevent unrest, he begins tightening the screws.
Traits:-
Abilities:
- Arrest. Blocks target.
- Interrogation. Asks 3 questions. Answers to 2 are truth, 1 is a lie. No more than 1 question about side affiliation, no more than 1 question about status, no more than 1 question about abilities, no more than one question about traits. Asking other questions is forbidden.
Ult. Raid - blocks three players. Does not get infected if he thwarts Shabnak's infection and does not lose ability to act the next night if he blocks Albino.
Status: local, aggressive.
Unclean:

Shabnak-adyr
A punishing or simply evil spawn of the steppe, non-living but pretending to be alive, fashioned—according to various versions—from bones, clay, blood, or saliva. Shabnak has no will of its own but behaves purposefully as it is an instrument of the Earth for executing the original design. Has a female appearance. Among steppers, there is a belief that Shabnak is the carrier of the Sandy Ulcer. She can be recognized by her legs, which end in sharp bone shards.
Traits:
Spawn of Earth - cannot be infected.
Abilities:
- Uninvited guest. Infects; if Shabnak was blocked—infects the blocker. Does not work if the Plague is defeated.
- Twin sister. Steals Imposter's vote.
Ult. One whole - controls Imposter's actions for one night. Changes her second status until end of game. If she uses Clara for hypnosis, she loses ability to steal her voice for two nights; meanwhile, she also receives status information, but only after the next night.
Status: local, aggressive.

Albino
A mysterious steppe creature fashioned from bones, clay, and rags, most often mistaken by citizens for Shabnak-adyr.
Traits:
Thing coming from the steppe - cannot be redirected.
Evil presence - deprives visitor of ability to act the next night.
Spawn of Earth - cannot be infected.
Abilities:
- Retribution of the steppe. Kills target.
- Kill with a glance. Kills, ignoring external protection. Leaves no clues (once every three nights).
Status: outsider, aggressive.

Rat Prophet
A strange creature appearing in the underground passages beneath the Theater or in the Theater itself. Looks like a dwarf in a rat mask... or with a rat's head. This is an illusion cast by some being, and all to whom it appeared fell victim to hypnosis.
Traits:
Illusion - immunity to negative effects except isolation and killing.
Abilities:
- Penetrate dream. Checks second status.
- Distort truth. Changes target's second status. Can be used on self.
- Hypnotic deception - redirects target to a specified player and deprives them of their vote. Cannot redirect the same target twice in a row. Does not work on Clara if she is healing or resurrecting.
- Rat in pocket. Target infects whoever they visit this night. If they visit no one, they become infected themselves. Does not work if the Plague is defeated.
- Set rats upon. Kills target.
Status: outsider, non-aggressive.
Plague:

Sandy Ulcer
A disease that struck the city with a 100% mortality rate. Science is powerless in the fight against it. Causes of appearance are unknown; various rumors circulate on this matter, mostly based on steppe superstitions. Spreads via airborne droplets and contact. But most terrifyingly, according to citizens, is its sentience—it affects the psyche, sows terror, chooses a target in its black striving...
Traits:
Incorporeal evil - immunity to any negative effects. Cannot be executed until the third day. From the 3rd night becomes vulnerable to killing. Has one natural protection from attack.
Fate-weavers - increases own chances of victory with the death of each key character. Upon death of Bachelor or Haruspex, receives protection from killing; upon death of Imposter or General, receives protection from execution.
Abilities:
- Plague cloud. Infects target.
- Cursed house. Infects target and their visitors (once every three nights, starting from the second).
- Active microbe. Infects target. Disease progresses increasingly. Target has a 50% chance to infect whoever they visit (once every three nights, starting from the third).
Ult. Sandy angel - infects target. Ignores immunity. Disease progresses twice as fast.
Ult. Corrupted quarter - infects three players (not before the 4th night).
Status: outsider, aggressive.
Victory Conditions:
City - mafia and maniac destroyed.
Mafia - maniac destroyed and numerical majority of votes over city held.
Maniac - all who do not have immunity to infection destroyed.
Ability Order:
Clear sky
Maria's Clairvoyance (not displayed)
Shabnak controls (not displayed)
Prophet penetrates dream/distorts truth (not displayed)
Ulcer curses house (displayed as fact)
Active microbe/Rat in pocket (not displayed)
Olgimsky locks in house/bribes (not displayed)
Prophet hypnotizes (not displayed)
Clara hypnotizes
Inquisitor receives report (not displayed)
Bachelor or recipient gives/receives antibiotics (not displayed)
Haruspex or recipient gives/receives tvirin extract (not displayed)
General takes into custody/deploys soldiers (displayed as fact)
Saburov arrests/conducts raid
Clara's laying on of hands (displayed as fact)
Haruspex opens corpse
Haruspex brews infusions (not displayed)
Olgimsky hires guards (displayed as fact)
Shabnak steals vote (not displayed)
Other infections (displayed as fact)
Haruspex or recipient gives/receives dead porridge/panacea (not displayed)
Clara expels plague (displayed as fact)
Bachelor makes rounds
Olgimsky stocks up on medicine (displayed as fact)
Inquisitor kills
Albino/Prophet kill
Saburov interrogates
Bachelor heals (displayed only if saves from attack)
Burnout of abilities and traits (displayed as fact)
Clara performs miracle
Explanations on Traits and Abilities:
1. Disease burns one ability and one trait of the player's choice. If a character has no traits but has abilities—two abilities burn. Upon re-infection, disease progresses twice as fast. A role left without abilities and traits dies.
2. Isolation saves from infection and attack; protection—only from attack.
3. Healing saves after an attack, but does not protect from infection, only weakens its effect for one night (only one ability or trait burns). Does not save Ulcer and Albino.
4. Upon healing, all burned abilities and traits are restored, except spent natural protections.
5. Negative effects refer to block, isolation, redirection, killing, infection, hypnosis.
6. Corpses opened by Haruspex are not related to the death of roles; he can do this regardless of whether murders occurred or not.
7. Haruspex chooses what to brew himself.
8. Having taken Clara under control, Shabnak cannot heal or resurrect; laying on of hands deprives of ability to act regardless of target status.
9. Clara's laying on of hands is not considered a block, i.e., it can deprive unblockable roles of their turn. Clara cannot destroy Ulcer with laying on of hands.
10. Entrepreneur, Faith in miracle, Illusion traits do not burn from disease. A role is considered dead if nothing else remains.
11. Haruspex does not spend infusion or panacea if visiting negatives or those immune to infection. Consequently, they receive nothing from him. The same applies to Bachelor's antibiotics.
12. A player who received an infusion or panacea from Haruspex can use it the next night as an additional action or whenever they wish. The same applies to Bachelor's antibiotics.
13. An action cannot be used on self unless stated otherwise.
14. Unsuccessful infections and kills are not displayed. Ulcer's Ult is displayed as a fact even if it managed to infect no one. Block is displayed in any case.
15. Prophet's hypnosis deprives the target of their vote even if redirection is unsuccessful.
16. Olgimsky does not lose abilities upon infection; same applies to Haruspex using panacea. Nevertheless, they are considered "burnable."
17. Haruspex's skills and abilities are linked, i.e., if the player chooses to burn the Herbalist trait, the ability responsible for brewing also burns with it. Same for the first skill; the corresponding action burns with it. If Haruspex was healed or healed himself, then upon choosing a linked passive or ability to burn, he loses nothing that night, but the next night he loses this link and one other unrelated thing. If he is treated again, he only loses the chosen link.
Game Rules:
1. Day and night last 24 hours each. With player consent, the day may be ended early. Writing in the game thread at night is not permitted.
2. Mafia has 2 abilities per night, one of which is killing.
3. First-night immunities are not provided.
4. Autopsies are forbidden.
5. If you cannot continue the game for any reason, notify the GM about the need for a replacement; otherwise, a modkill for offline awaits (complete absence of game activity for 2 days and 2 nights).
6. Eliminated players may not write in the game thread or post game information outside of it.
7. A clue is given for each kill, linked to a Wikipedia article chosen by the player.
8. More than half of the votes are required for execution.
9. It is forbidden to explicitly reveal your role and information obtained through your role.
10. It is forbidden to pressure a player using non-game methods.
11. Skipping a turn is permitted, but the GM must be notified.
12. The number of votes in voting results is written by the number of voters; vote manipulations are taken into account but not displayed.
Participants:
1. Andrey Pervozvanny - Drakkoshka
2. Pyotr - Zlobny Yashchur
3. Ioann Bogoslov - Gur
4. Iakov Zevedeev - Uranium235
5. Filipp - RiMpel2
6. Vartolomei - Neyra Drake
7. Leviy Matfei - KindShaman
8. Foma - Ment
9. Iakov Alfeev - Heroist
10. Faddei - WishmasteR
11. Simon Kananit - Sesame
12. Iuda Iskariot - Nebo
Look into my eyes
Project Submission
Loneliness
Weather Forecast
Finale
Log
Such a decision had long been supported by the pace of our country's development, as well as very favorable geological exploration data. The rare settlements of this region, mostly formed in the last century, were essentially livestock industrial factories, which only in some places turned into small towns. In these towns, since ancient
times, an unusual and paradoxically diverse society had been forming. Industrialists, ethnographers, inspectors, anthropologists, descendants of political exiles, accidental visitors—educated people in general—peacefully coexisted and even intermarried with the indigenous peoples, whose customs were not far removed from tribal traditions.
Imagine the administration's indignation when news reached the regional center, one after another, about the mysterious disappearance of three trains at once! But the local rulers (more accurately, the factory owners who, taking advantage of their remoteness from the metropolis, held almost unlimited power) completely denied any involvement. They maliciously explained the disappearance of the trains as the evil will of the Steppe, which some local peoples worshipped as their ancient great-mother. What could be done about it?
… Yes, the Northeast branch now deservedly enjoys a bad reputation. Once a month, a regular train thunders along it, led by a frightened engineer. After unloading mail, construction materials, and factory-produced goods in the towns, he takes livestock and meat plant products. Then a half-human climbs aboard the train—a deaf-mute sorcerer, a toothy nomarch trained in mechanical arts. He moves the train through the nocturnal Steppe, stretches his long fingers over it, invokes spirits, mars, and own gods so that the earth does not anger at him who carries away the skins, hooves, and meat of her slain children.
And the Steppe responds with a groan. It breathes red-hot underground steam toward the train, and huge black beasts creep close to the convoy, emerge from the gloom, move alongside the locomotive, step over it, and bow their horned heads toward the roofs of the cars. And they escort the train until the misty outlines of the capital's suburbs appear on the horizon.
Before us is a tragic story about the fate of a city that seems nothing can save. The Sandy Ulcer—an incurable disease that arises from nowhere and vanishes into nowhere—walks through the emptying streets, leaving mountains of corpses behind. Everywhere there is fire, infection, rats... By a twist of fate (or perhaps by divine command?), the destinies of unusual people will intersect here, who are capable of influencing the outcome of events and saving the city.
City:

Bachelor, Daniil Dankovsky
Bachelor of Medical Sciences, a well-known capital scholar. Founder of "Thanatics"—an experimental laboratory researching immortality. Having received a letter about a unique long-liver, he comes to the city to study this man, but upon arriving on site, discovers that he died of an unknown disease. He receives instructions from the authorities to find a way to defeat the disease and prevent an epidemic.
Traits:
Medical education - protection from first infection.
Abilities:
- Doctor's help. Heals target. Can heal himself, but only if infected.
- Rounds. Checks first status. The newspaper displays the target's state (infected or not).
Ult. Antibiotics - gives the player protection from infection for 2 nights; if already infected, this counts as healing (also for 2 nights, but does not save from attack). Can be used with other abilities. Can be used on self.
Status: outsider, non-aggressive.

Haruspex, Artemiy Burakh
Heir to the Menhu—the Servant, he who knows the lines of the body, who has the right to make incisions and knows how to separate the joints of the body so that it is pleasing to the Earth, according to steppe traditions and rituals. At sixteen, he left town to study as a surgeon, only to return ten years later and find that he was no longer a welcome guest, but a dangerous criminal, a ripper, accused of murdering seventeen citizens. His goal is to restore his good name and take the place destined for him.
Traits:
Menhu - has the right to open corpses and extract organs for study. After every three opened corpses of epidemic victims, he can create a panacea—a medicine capable of curing the disease. Creating a panacea consumes one infusion.
Herbalist - knows how to brew special extracts that protect against infection.
Persecuted - if he opens corpses two nights in a row, he loses his voice. If three nights in a row, the next night he will be forced to hide (automatic self-isolation. Does not provide protection from infection, but allows using an infusion on himself).
Tough guy - survives first attack.
Abilities:
- Reveal all lines. Dissects a corpse.
- Father's recipes. Brews infusions based on the number of opened corpses. If three corpses were opened: two infusions and a panacea. Can brew tvirin extract (protection from infection effect) and dead porridge (healing effect, works only against disease, i.e., will not save from attack).
- Use infusion. Consumes one unit. Initial: 0. Can be used on self or given to target. Can be used with other abilities.
- Panacea. Heals the player. Initial: 0. Usage conditions are same as infusions.
Status: local, aggressive.

Imposter, Clara
Regarded by citizens as both a thief and a miracle worker, as a plague and a saint. A girl who appeared from a freshly dug grave simultaneously with the start of the epidemic, drawing suspicion from the superstitious people. Her distinguishing feature is the ability to perform miracles. Her hands possess the gift of healing, but a sinner she touches will lose all strength or even die. She knows how to use hypnosis to force someone to tell the truth.
Traits:
Spawn of Earth - cannot be infected.
Faith in miracle - from the third day forms a link with the General.
Abilities:
- Laying on of hands. Heals or deprives of ability to act depending on second status. If she deprives one player of actions twice, the target dies. Cannot be used twice in a row on one player.
Ult. Hypnotic word - learns both statuses of the target.
Ult. Expelling the plague - heals an infected person.
Ult. Performing a miracle - resurrects a player for one day and one night. Works only with a target who died the previous night.
Status: outsider, non-aggressive.

General, Alexander Blok
Author of a military reform that increases army efficiency at the expense of the military elite's profit. Some describe him as an honest and noble man, a knight; others emphasize his cruelty and ruthlessness. The authorities brought his units into town after successfully completed maneuvers, quickly equipping them with a company of flamethrowers.
Once in town, Blok demonstrates a desire to understand what is happening and not make decisions without figuring things out or listening to specialists' opinions.
Traits:
Reliable guard - cannot be killed.
Territory clearing - cannot be infected until the third night.
Faith in miracle - from the third day forms a link with the Imposter.
Abilities:
- Deploy soldiers. Protects target.
- Take into custody. Isolates target.
Status: outsider, non-aggressive.

Inquisitor, Aglaya Lilich
Sent from the capital to eliminate the epidemic. Has authority to punish those who stand in her way. Aglaya Lilich calls herself a servant of the Law of the universe and considers the main goal of her activity to be the preservation of the city and the triumph of the Law. In Aglaya's opinion, the primary reason the Law was broken were the miracles occurring in the city. Sentenced to death by a tribunal, this assignment is her last chance for rehabilitation.
Traits: -
Abilities:
- Receiving a report. Checks second status.
- Punish the guilty. Kills target.
Ult. DD Accuser - executes player, closes the day.
Status: outsider, aggressive.

Maria Kaina
After her mother's death, she is the one claiming the role of the new Mistress of the city. Although she is still young and has not yet reached full power, she already possesses considerable, vivid, and simultaneously somewhat dark mystical power. Possesses a prophetic gift.
Traits:
Mistress of the city - protection from first execution.
Abilities:
- Clairvoyance. Enters a trance and isolates herself from any abilities. Learns nicknames of her visitors (once every 2 nights).
Ult. Clear sky - all actions of mafia and maniac are unsuccessful on the night of application. Not before the 5th night.
Status: local, non-aggressive.

Vladislav Olgimsky
The eldest member of the Olgimsky clan and its head. He is an intelligent but hot-tempered and unrestrained man, terrifying in anger due to his huge size and power, as well as his immense authority. He is willful and biased in judgment. Power over city industry is concentrated in his hands—the Bykov Project, which includes a meat processing plant, the Termite Mound (workers' barracks), and to some extent the Slaughterhouses.
Traits:
Entrepreneur - has a reserve of money that can be spent on various abilities. Initial: 1000 u.e.
Abilities:
- Lock oneself in house. Redirects visitors to a specified player (200 u.e.).
- Bribery. Appropriates a player's vote (100 u.e.). Does not work on Saburov.
- Stock up on medicine. Heals self (300 u.e.).
- Hire guards. Protects self (300 u.e.).
Status: local, non-aggressive.

Alexander Saburov
An honest and incorruptible ruler. At the start of the epidemic, Alexander is appointed commandant with absolute powers. He views this appointment as a cursed role, a burden, and believes that a person in this position is doomed to make mistakes. To prevent unrest, he begins tightening the screws.
Traits:-
Abilities:
- Arrest. Blocks target.
- Interrogation. Asks 3 questions. Answers to 2 are truth, 1 is a lie. No more than 1 question about side affiliation, no more than 1 question about status, no more than 1 question about abilities, no more than one question about traits. Asking other questions is forbidden.
Ult. Raid - blocks three players. Does not get infected if he thwarts Shabnak's infection and does not lose ability to act the next night if he blocks Albino.
Status: local, aggressive.
Unclean:

Shabnak-adyr
A punishing or simply evil spawn of the steppe, non-living but pretending to be alive, fashioned—according to various versions—from bones, clay, blood, or saliva. Shabnak has no will of its own but behaves purposefully as it is an instrument of the Earth for executing the original design. Has a female appearance. Among steppers, there is a belief that Shabnak is the carrier of the Sandy Ulcer. She can be recognized by her legs, which end in sharp bone shards.
Traits:
Spawn of Earth - cannot be infected.
Abilities:
- Uninvited guest. Infects; if Shabnak was blocked—infects the blocker. Does not work if the Plague is defeated.
- Twin sister. Steals Imposter's vote.
Ult. One whole - controls Imposter's actions for one night. Changes her second status until end of game. If she uses Clara for hypnosis, she loses ability to steal her voice for two nights; meanwhile, she also receives status information, but only after the next night.
Status: local, aggressive.

Albino
A mysterious steppe creature fashioned from bones, clay, and rags, most often mistaken by citizens for Shabnak-adyr.
Traits:
Thing coming from the steppe - cannot be redirected.
Evil presence - deprives visitor of ability to act the next night.
Spawn of Earth - cannot be infected.
Abilities:
- Retribution of the steppe. Kills target.
- Kill with a glance. Kills, ignoring external protection. Leaves no clues (once every three nights).
Status: outsider, aggressive.

Rat Prophet
A strange creature appearing in the underground passages beneath the Theater or in the Theater itself. Looks like a dwarf in a rat mask... or with a rat's head. This is an illusion cast by some being, and all to whom it appeared fell victim to hypnosis.
Traits:
Illusion - immunity to negative effects except isolation and killing.
Abilities:
- Penetrate dream. Checks second status.
- Distort truth. Changes target's second status. Can be used on self.
- Hypnotic deception - redirects target to a specified player and deprives them of their vote. Cannot redirect the same target twice in a row. Does not work on Clara if she is healing or resurrecting.
- Rat in pocket. Target infects whoever they visit this night. If they visit no one, they become infected themselves. Does not work if the Plague is defeated.
- Set rats upon. Kills target.
Status: outsider, non-aggressive.
Plague:

Sandy Ulcer
A disease that struck the city with a 100% mortality rate. Science is powerless in the fight against it. Causes of appearance are unknown; various rumors circulate on this matter, mostly based on steppe superstitions. Spreads via airborne droplets and contact. But most terrifyingly, according to citizens, is its sentience—it affects the psyche, sows terror, chooses a target in its black striving...
Traits:
Incorporeal evil - immunity to any negative effects. Cannot be executed until the third day. From the 3rd night becomes vulnerable to killing. Has one natural protection from attack.
Fate-weavers - increases own chances of victory with the death of each key character. Upon death of Bachelor or Haruspex, receives protection from killing; upon death of Imposter or General, receives protection from execution.
Abilities:
- Plague cloud. Infects target.
- Cursed house. Infects target and their visitors (once every three nights, starting from the second).
- Active microbe. Infects target. Disease progresses increasingly. Target has a 50% chance to infect whoever they visit (once every three nights, starting from the third).
Ult. Sandy angel - infects target. Ignores immunity. Disease progresses twice as fast.
Ult. Corrupted quarter - infects three players (not before the 4th night).
Status: outsider, aggressive.
Victory Conditions:
City - mafia and maniac destroyed.
Mafia - maniac destroyed and numerical majority of votes over city held.
Maniac - all who do not have immunity to infection destroyed.
Ability Order:
Clear sky
Maria's Clairvoyance (not displayed)
Shabnak controls (not displayed)
Prophet penetrates dream/distorts truth (not displayed)
Ulcer curses house (displayed as fact)
Active microbe/Rat in pocket (not displayed)
Olgimsky locks in house/bribes (not displayed)
Prophet hypnotizes (not displayed)
Clara hypnotizes
Inquisitor receives report (not displayed)
Bachelor or recipient gives/receives antibiotics (not displayed)
Haruspex or recipient gives/receives tvirin extract (not displayed)
General takes into custody/deploys soldiers (displayed as fact)
Saburov arrests/conducts raid
Clara's laying on of hands (displayed as fact)
Haruspex opens corpse
Haruspex brews infusions (not displayed)
Olgimsky hires guards (displayed as fact)
Shabnak steals vote (not displayed)
Other infections (displayed as fact)
Haruspex or recipient gives/receives dead porridge/panacea (not displayed)
Clara expels plague (displayed as fact)
Bachelor makes rounds
Olgimsky stocks up on medicine (displayed as fact)
Inquisitor kills
Albino/Prophet kill
Saburov interrogates
Bachelor heals (displayed only if saves from attack)
Burnout of abilities and traits (displayed as fact)
Clara performs miracle
Explanations on Traits and Abilities:
1. Disease burns one ability and one trait of the player's choice. If a character has no traits but has abilities—two abilities burn. Upon re-infection, disease progresses twice as fast. A role left without abilities and traits dies.
2. Isolation saves from infection and attack; protection—only from attack.
3. Healing saves after an attack, but does not protect from infection, only weakens its effect for one night (only one ability or trait burns). Does not save Ulcer and Albino.
4. Upon healing, all burned abilities and traits are restored, except spent natural protections.
5. Negative effects refer to block, isolation, redirection, killing, infection, hypnosis.
6. Corpses opened by Haruspex are not related to the death of roles; he can do this regardless of whether murders occurred or not.
7. Haruspex chooses what to brew himself.
8. Having taken Clara under control, Shabnak cannot heal or resurrect; laying on of hands deprives of ability to act regardless of target status.
9. Clara's laying on of hands is not considered a block, i.e., it can deprive unblockable roles of their turn. Clara cannot destroy Ulcer with laying on of hands.
10. Entrepreneur, Faith in miracle, Illusion traits do not burn from disease. A role is considered dead if nothing else remains.
11. Haruspex does not spend infusion or panacea if visiting negatives or those immune to infection. Consequently, they receive nothing from him. The same applies to Bachelor's antibiotics.
12. A player who received an infusion or panacea from Haruspex can use it the next night as an additional action or whenever they wish. The same applies to Bachelor's antibiotics.
13. An action cannot be used on self unless stated otherwise.
14. Unsuccessful infections and kills are not displayed. Ulcer's Ult is displayed as a fact even if it managed to infect no one. Block is displayed in any case.
15. Prophet's hypnosis deprives the target of their vote even if redirection is unsuccessful.
16. Olgimsky does not lose abilities upon infection; same applies to Haruspex using panacea. Nevertheless, they are considered "burnable."
17. Haruspex's skills and abilities are linked, i.e., if the player chooses to burn the Herbalist trait, the ability responsible for brewing also burns with it. Same for the first skill; the corresponding action burns with it. If Haruspex was healed or healed himself, then upon choosing a linked passive or ability to burn, he loses nothing that night, but the next night he loses this link and one other unrelated thing. If he is treated again, he only loses the chosen link.
Game Rules:
1. Day and night last 24 hours each. With player consent, the day may be ended early. Writing in the game thread at night is not permitted.
2. Mafia has 2 abilities per night, one of which is killing.
3. First-night immunities are not provided.
4. Autopsies are forbidden.
5. If you cannot continue the game for any reason, notify the GM about the need for a replacement; otherwise, a modkill for offline awaits (complete absence of game activity for 2 days and 2 nights).
6. Eliminated players may not write in the game thread or post game information outside of it.
7. A clue is given for each kill, linked to a Wikipedia article chosen by the player.
8. More than half of the votes are required for execution.
9. It is forbidden to explicitly reveal your role and information obtained through your role.
10. It is forbidden to pressure a player using non-game methods.
11. Skipping a turn is permitted, but the GM must be notified.
12. The number of votes in voting results is written by the number of voters; vote manipulations are taken into account but not displayed.
Participants:
1. Andrey Pervozvanny - Drakkoshka
2. Pyotr - Zlobny Yashchur
3. Ioann Bogoslov - Gur
4. Iakov Zevedeev - Uranium235
5. Filipp - RiMpel2
6. Vartolomei - Neyra Drake
7. Leviy Matfei - KindShaman
8. Foma - Ment
9. Iakov Alfeev - Heroist
10. Faddei - WishmasteR
11. Simon Kananit - Sesame
12. Iuda Iskariot - Nebo
Look into my eyes
Project Submission
Loneliness
Weather Forecast
Finale
Log