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Mafia 9 – Mage Valley
In the beautiful Mage Valley, a sanctuary for mages of all directions and schools, life proceeded calmly and steadily. The mages were led by a powerful archmage—a venerable elder who had perfected magic of all sorts. But no one is eternal, and after a brief unknown illness, the archmage died. The mages, who previously lived in peace and trusted each other, began to quarrel over the position of archmage. Eventually, they managed to reach an agreement and establish the Council of Sixteen, which included the most powerful mage from each school. However, not all council members were satisfied with this situation.
Two militant factions appeared within the council, calling themselves Warlocks and Demon Worshipers; furthermore, the alchemist became absorbed in experiments and began testing his potions on the council members. Strife broke out in the newly constructed forum building. The fate of the entire Valley depends on sixteen mages…
About the game: The action takes place within a single mage state in a huge forum building, where the council members live and work. Among the ordinary council members satisfied with the current situation are Warlocks, Demon Worshipers, and an Alchemist.
Warlocks want to destroy all other council members, including the demon worshipers.
Demon Worshipers want to destroy all other council members, including the warlocks.
The goal of the Alchemist is to find the perfect potion, one of the components of the philosopher's stone. Council members serve as guinea pigs.
Game Rules:
• Nights last about 24 hours. The sooner all night actions reach the Mage Guild, the faster dawn will come. At night, no one has the right to write anything in the game thread at all, even in "deleted posts".
• Day lasts exactly 24 hours. In extremely rare cases, an earlier or later end of the day is possible.
• To vote for someone's execution, you must write in your message: "**execute %username%**". (the method of execution can be invented by yourself—within reasonable limits) - bold font is mandatory. If a player wants to change their vote, they must perform a vote cancellation procedure ("**Do not execute %username%**"), and only after the cancellation vote for another player (In 1 message, you can vote once and cancel a vote once, or cancel a vote once and vote once). This is for the Mage Guild to make tracking votes easier. If you do not vote in bold font, the vote will not be counted. Also, a vote will not be protected without minimal justification. If a player does not vote during the day, after the limit expires, they are considered to have voted against themselves (this rule does not apply if the player voted and then removed their vote). If a player fails to vote 2 times in a row—a modkill or replacement is possible. If a player warns of their absence in advance—the situation is coordinated with the Mage Guild individually.
• Execution requires only a majority of votes. If a player reaches the "required" number of votes, they will still be hanged only after the end of the day and only if the votes do not change. An earlier execution can occur only if the decision is unanimous.
• If the majority vote "**Do not execute anyone**", then the day ends without executing players.
• All "double votes" are displayed only in the voting results and only if they belong to the majority.
• For the Mafia, decisions on who to kill and who to send on a mission are made collectively. If one of the mafia members is not Online, the other participants may make a decision without them, but they do not have the right to send that member on a mission.
• The killer can plant 1 additional clue at the crime scene. It must point to them and be original (i.e., no clues of the "for the super-observant" variety). As for the complexity of these clues, there is quite a lot of freedom, but the Mage Guild still reserves the right not to accept a specific clue, with or without explanation.
• Hints about killers in reports are given based on the user profile (nick, avatar, signature, etc.). If the murder was unsuccessful, the killer will find out, but will not know why it was unsuccessful. No hints are given for unsuccessful murders, except those declared by the killer themselves. Also, there is a hint about the role of the deceased in the reports.
• During the game, changing your nick, avatar, signature, and personal information is strictly forbidden. Therefore, update your profile in advance.
• Discussing the game outside this thread (i.e., in PMs, ICQ, etc.) is allowed only if you have a role that permits it.
• As soon as the news of your death/execution has been written, you are gone. You no longer participate in the game. Stop writing. However, nothing forbids watching what happens.
• Do not edit your messages. Try to write without mistakes from the start.
• If you have the right to perform a night action—do it before the end of the night phase and the beginning of the day phase (send NAs to me via ICQ). I will not wait. If you didn't make it—alas...
• From time to time, I will post the count of all votes for the current game day. Of course, this is important. For me and for you. Players are also allowed to keep a count.
• If you have questions regarding the rules or if something is unclear, please contact me via ICQ.
• It is forbidden to directly reveal your own role or another player's role (if you know another player's role, do not shout it everywhere... You need to be smarter, craftier...). This action will lead to immediate disqualification.
• Violation of rules and being offline will be punished by a colorful modkill. If you signed up—play by the rules and stay active.
• Those not participating in Mafia are forbidden from commenting on what is happening until the end of the game. Well... at least do not comment in this thread.
• Experimental rule proposed by Arandor—on the first night, NAs cannot be applied to players who were eliminated on the first night in the previous game.
• The "Mafia" have one opportunity to commit a murder per night.
• And most importantly... it's a game, after all. The main thing is that you have fun.
These are not rules, but suggestions. But please read these too:
1) Whenever possible, send your NAs to me via ICQ (including offline) to avoid some confusions.
2) Behave with restraint and follow the game rules. Do not leave a bunch of ordinary/deleted posts with comments, especially those who have died.
3) Do not constantly ask me in ICQ "where is the newspaper?" or "when will it be?". Besides being terribly annoying at times, it also interferes with writing and inventing clues, which sometimes affects the quality of the game.
4) Some roles may seem real to you. But it's just a role, which does not mean that the player themselves is the same kind of person.
Order of NAs:
1) Psymage reads aura
2) Animage is sent to watch
3) Wizard casts block
4) Hydromancer casts block
5) Illusion Master casts block
6) Portal Creator blocks
7) Demonologist sends spy
8) Alchemist tests potion
9) Pyromancer kills
10) Warlock kills
11) Witch poisons
12) Demonologist kills
13) Summoner kills
14) Necromancer kills and raises zombie
15) Nature Mistress resurrects
16) Necromancer raises zombie
List of roles (all—single copies):
Peaceful council members
Elemental Lord
Nature Mistress
Hydromancer
Wizard
Physiomage
Illusion Master
Portal Creator
Psymage
Animage
Warlocks
Warlock
Witch
Necromancer
Demon Worshipers
Demonologist
Pyromancer
Summoner
Neutral
Alchemist
Role Descriptions:
Peaceful:
Elemental Lord – Altur, an elderly mage, grandmaster of the air element, enjoys general respect.
Specialties – has a double vote
NA – none
Aura - positive
Nature Mistress – Kateriana, a young and charming sorceress, grandmaster of the earth element, possesses the healing power of nature.
Specialties - none
NA – resurrects a killed or heals a poisoned player
Aura - positive
Hydromancer – Vegtam, a tall and stooped young man, grandmaster of the water element, capable of opposing demon worshipers.
Specialties – Cannot be killed by demon worshipers
NA – casts a block on a player against demon worshipers
Aura - positive
Wizard – Zilfegor, an honest, kind and helpful person, grandmaster of light magic, capable of opposing warlocks.
Specialties – Cannot be killed by warlocks
NA – casts a block on a player against warlocks
Aura - positive
Physiomage – Nodlik, characterized by secrecy and suspicion toward everyone, grandmaster of physical magic.
Specialties - 50% chance to avoid death
NA – none
Aura - negative
Illusion Master – Lit, the most diligent of the archmage's students, grandmaster of illusion magic, every night tests his magic on one of the council members.
Specialties – none
NA – creates an illusory copy of a chosen player for the night, giving them a 50% chance to avoid death
Aura – positive
Portal Creator – Ilsor, a short mage, grandmaster of mysticism, every night sends one of the council members into an astral sleep.
Specialties – none
NA – blocks a player's NA for that night
Aura – negative
Psymage – Dido, a large and broad-shouldered mage, grandmaster of psionics, knows how to read auras.
Specialties – none
NA – checks a chosen player, learning their aura
Aura – positive
Animage – Ravyun, grandmaster of transformation magic; no one remembers what he actually looks like. Every night turns into a pixie and goes to watch someone from the council.
Specialties – none
NA – watches a chosen player; if watching an alchemist, warlock, or demon worshiper intending to kill someone that night—dies himself and kills the target
Aura – positive
Warlocks:
Warlock – Magrim, a cunning and dangerous mage, grandmaster of darkness magic and simultaneously the leader of the warlocks. Protected himself with a powerful charm of darkness.
Specialties – whoever kills him becomes poisoned (i.e., dies the next night unless healed by the doctor)
NA – casts a powerful curse on the target (NA of "Kill" class)
Aura - positive
Witch – Yarga, an old hag, grandmaster of blood magic.
Specialties – none
NA – infects the target's blood; the target dies the next night (NA of "Kill" class)
Aura – negative
Necromancer – Zhok, grandmaster of necromancy, immortal lord of the dead.
Specialties – none
NA1 – kills a target via necromancy (NA of "Kill" class)
NA2 – resurrects a target as a zombie. Zombies lose all their specialties and NAs; the necromancer votes for them. Zombies perish when any NA is applied to them (including the nature mistress's "resurrection") or upon the death of the necromancer.
Aura – negative
Demon Worshipers:
Demonologist – Beorg, a cruel and merciless mage, grandmaster of demonology and head of the demon worshipers.
Specialties – none
NA1 – summons a demon that destroys the target (NA of "Kill" class)
NA2 – learns the aura of the target with the help of lesser demons
Aura – negative
Pyromancer – Eomund, a hot-tempered demonologist, grandmaster of the fire element.
Specialties – none
NA – burns the target with hellfire; if he encounters an illusion, physiomage, hydromancer, or block against demon worshipers, he still kills his target and dies himself (NA of "Kill" class)
Aura - negative
Summoner – Hibash, a wise demonologist, grandmaster of summoning magic.
Specialties – whoever kills him loses their NAs
NA – summons a creature that destroys the target (NA of "Kill" class)
Aura – positive
Alchemist:
Alchemist – Shanul, a scientist occupied with finding the perfect potion, grandmaster of alchemy.
Specialties – protected from poisoning
NA – tests a potion on the target, which can have one of the effects:
-Kills the target
-Gives the target protection for that night
-Has no effect
Aura - negative
What has changed
-Balanced the mafia—each now has one member with a special kill (witch, pyromancer), one member with an additional NA (necromancer, demonologist), and one member with a protective specialty (warlock, summoner).
i.e.: For the necromancer, I separated the kill from the zombification; took away the summoner's ability to steal clues, giving them a specialty instead.
-Strengthened the protection of the Hydromancer and Wizard against mafia.
-The mafia have one opportunity to commit a murder per night.