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Which side would you find most interesting to play as?
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#798
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The approximate time frame is mid-to-late November. If we're lucky, maybe even early November.

Added 2 minutes later
And yes, the hints regarding Ed's role as a target will be approximately 50-70% as difficult as the clues for Thorius. Figurative descriptions of the non-player characters for Grumman will be approximately as complex as those for Slonysh in Mafia 26.
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#799
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I'll play in any set because they're all interesting. But I don't really understand why Tox thinks he'll be running them before me? I've had everything ready for a long time.
ВАГИАНТ!Отчасти вампир, отчасти гигант.
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#800
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Come on, they've already added the Mafia without a set, and they kicked me out – everyone is doing great.
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#801
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This is a unique situation, as there is a real possibility of not having enough players.
Let's stick to using the resources that have already been created. Everything is clearly outlined in the section, and there is no need to create additional topics. If it has become difficult to navigate the Workshop, then we should thank those who are excessively flooding it.
If necessary, the "Workshop" can be moderated more strictly, leaving only the most important posts – the rest can be deleted or moved to general discussions. I suggest using that section to discuss mafia-related and near-mafia-related topics.

Please maintain order and avoid creating chaos.

P.s. ToX, you'll gather the players;) Good luck.


Барон
"Vampires"

Отдай свои прошлые сны,
В сомненьях себя обрети,
В бешеном танце душа кружится!
Не думай, что будет потом,
Здесь и сейчас мы живем,
Стань хоть на миг сам собой, слышишь!



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#802
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A rough draft of a Mafia game description that I'll run someday. Though I don't even want to think about when right now. In any case, not before next year. What do you think?
Mafia ??? Time of Troubles
Mother Russia has long since emerged from the era of fragmentation, but one small principality, called Mythograd, was forgotten by all. In its time, even Poland and Lithuania disdained to capture it. However, the situation has now changed: Tsar Ivan the Terrible has died in neighboring Russia without leaving an heir, and any day now the country will weaken so much that military actions can be openly launched against it without much fear of defeat—which is exactly what Poland and Lithuania are counting on.
The better one prepares for war, the better the war will go. Mythograd, standing right on a vital trade route, turned in an instant from an object of ridicule into a desired prize: cutting off oxygen to the Russians almost means defeating them. Openly declaring war is impossible for political reasons, but there are other ways to seize power...
This chronicle, written by the hand of a venerable monk, will serve as a reliable source for those ancient events.

Game Features:
The game implements an experience accumulation system based on roles. Each time a Special Ability (SA) is successfully used (for example, a doctor heals someone who was targeted for assassination tonight and saves them), the role receives +3 exp. Upon unsuccessful use of an SA (a musketeer protects a player whom no one intended to attack tonight; in other words, the SA was used but brought no benefit according to its purpose), the role receives +1 exp. If an SA is not used or the role is blocked, the role receives no experience.
Mythograd

Prince

The Grand Prince of all Mythograd; his ambitions do not match his holdings. However, he is clever and influential, so he should not be treated with contempt.
SA1: Give Order -- the player targeted by the SA loses their vote in the daytime voting in favor of the prince. The SA does not appear in the newspaper.
SA2: Immunity -- once every three nights, he can assign reinforced guards to himself, giving a 100% chance of survival during an attack. The SA does not appear in the newspaper.
Features: Literate -- can write notes in the newspaper.
Religion: Orthodox.
Face: Russian.
Next level -- 12.

Musketeer Ivan

In the small town, there was room for only one elite soldier, and that became Ivan. Like any serviceman, in his free time he loves to have a mug or two of mead with a comrade. Moreover, as long as he is around, it's better not to bother his friends.
Despite his roots, his past service influenced his views, so he became a Catholic, but that will not make him betray the Fatherland and the prince.

SA: Protection -- protects the target, kills the attacker with a 50% probability. The SA appears in the newspaper.
Features: When attacked, there is a 50% chance of survival. If he survives, he kills the attacker.
Musketeer status does not affect the victory of the Lithuanians.
Religion: Catholic.
Face: Russian.
Next level -- 5.

Monk Zosima

In the Mythograd principality, there wasn't even room for a monastery, but Zosima, who came here from near Novgorod, wants to correct this and build a Lavra here. In connection with this, he looks for those who could help him in this difficult task, conducting soulful conversations with them.
SA1: Confession -- learns the religion of the target. The SA appears in the newspaper.
SA2: Sermon -- changes the religion of the target to "Orthodox". The SA does not appear in the newspaper.
Features:
If he tries to preach to a Crusader, the latter kills him. In this case, two clues about the Crusader appear in the newspaper instead of one.
An attempt to preach to an Inquisitor does not end in success.
Literate: can write notes in the newspaper.
Religion: Orthodox.
Face: Russian.
Next level -- 10.

Cossack

This dashing warrior obeys no one, so he is used to acting alone, killing suspicious individuals and delivering their rowdy heads to the prince.
SA: Attack -- kills the target, ignoring all protection. However, death by protectors is still possible. The SA appears in the newspaper in case of success, as do all killings.
Religion: Orthodox.
Face: not one of ours.
Next level -- 6.

Innkeeper

Owner of the only inn in town, he always knows the latest news, which he usually hears from his tipsy guests.
SA1: Scrutinize Face -- determines the "face" of the role targeted by the SA. Appears in the newspaper.
SA2: Spread Rumor -- a note appears in the newspaper that the innkeeper sends along with the SA.
Features: Latest Rumors -- learns everything about the faces of killed roles.
Religion: Orthodox.
Face: Russian.
Next level -- 12.

Blacksmith

Local blacksmith who forges weapons for the prince's small army.
SA1: Block -- the target loses the ability to perform actions; all actions directed against the target are annulled.
SA2: Search for Beloved -- searches for the Princess.
Features: Secretly in love with the Princess. If he visits her with any SA, a link is formed, allowing them to communicate outside the game thread.
Religion: Orthodox.
Face: Russian.
Next level -- 9.

Princess

The beautiful daughter of the prince, who is used to the world revolving around her; a very spoiled person. However, after she fell in love with the blacksmith, she became ready to run away with him even to the ends of the earth and spend the rest of her life in poverty.
SA1: Errands -- the target loses the ability to act at night, fulfilling the princess's whims.
SA2: Search for Beloved -- searches for the blacksmith.
Features:
Secretly in love with the blacksmith. If she visits him using any SA, a link is formed, allowing them to communicate outside the game thread.
Her beauty is too great to determine nationality by face, so the innkeeper receives correct information only with a 50% probability.
Literate.
Religion: Orthodox.
Face: Russian.
Next level -- 9.

Witch

A witch in Russia is a woman who, over her long years, has acquired vast experience in various herbs and healing potions. She knows them so well that she can sometimes save a person even in a case that seems completely hopeless at first glance.
SA: Healing -- heals a player. Can be applied to dead players, but then the probability of success is 50%.
Features: none.
Religion: Pagan.
Face: Russian.
Next level -- 6.

Drunkard

His idle wandering through the city may one day come back to haunt him: he gets into trouble too often.
SA: Surveillance -- follows a chosen player and, in case of an attack, dies instead of them.
Features: Not on his feet -- in case of an attack on him or his surveillance target, he survives in 50% of cases, but appears dead in the newspaper and does not participate in daytime voting. Due to this feature, other players' SAs can be applied to "dead" people.
Religion: Orthodox.
Face: not one of ours.
Next level -- 5.

Leshy

A forest spirit who did not like the potential presence of invaders in his domain, so he decided to help ordinary people. Despite his nature, he is not malicious, although his humor is specific.
SA: Prank -- redirects a player's SA to a chosen target. There is a 50% probability that instead of the chosen target, a random survivor will "suffer". The SA appears in the newspaper as a fact, i.e., without specifying roles and nicknames.
Religion: Pagan.
Face: not one of ours.
Next level -- 7.

Peasant

A simple Russian man who came to town for the fair and accidentally ended up in the very center of events.
SA: none.
Features: Hard Work -- receives +1 exp at the end of each day.
Religion: Orthodox.
Face: Russian.
Next level -- 3.
Poles
The Poles approached the matter thoroughly: their plan is to remove the real prince and those who know him by face, and put "their own" man in his place.
Victory Condition: no town roles, maniac, or Lithuanians remain.

False Prince

Unlike the real prince, this man is quite stupid and limited, though no less ambitious. And most importantly, he does not look like the real prince at all, but that doesn't stop some people from believing him.
SA1: Brainwashing -- deprives a player of their daytime vote in his favor if they do not possess the "Literate" feature. The SA does not appear in the newspaper.
SA2 (active if he is alone and there is no Polish girl): killing.
Features: literate.
Religion: Orthodox.
Face: Russian.
Next level -- 6.

Angel

Dressed in shining armor with wings, he inspires fear in the Russians and awe in his brothers in faith.
SA: Killing.
Features: if a Catholic attacks him, there is a 50% probability that the attempt will fail.
"Angel of Death" -- reduces the success probability of any target's protection by half. This feature does not affect killing by a protector.
Religion: Catholic.
Face: not one of ours.
Next level -- 6.

Pan

In his Poland, he is the owner of factories and steamboats large lands, and he wouldn't mind increasing his holdings at the expense of the Mythograd principality. For this, he doesn't mind getting his hands dirty.
SA: Killing.
Features: Cowardice -- avoids his own killing with a 50% probability.
Literate.
Religion: Catholic.
Face: not one of ours.
Next level -- 6.

Polish Girl

A beautiful girl, the daughter of the pan, who decided to help her father in whatever way she can.
SA1: Beautiful Stranger -- blocks the target. Cannot block roles belonging to the female gender.
SA2 (after the death of the pan, once per game): Revenge -- mixes poison into the target's food, so that they and everyone who visited them will die. Probability of target's death is 100%, probability of visitors' death is 50%. Ignores all SAs (except witch's healing) and features.
SA3 (if she remains alone or with the false prince): Killing.
Features: literate.
Religion: Catholic
Face: not one of ours.
Next level -- 6.

Guardsman

By order of the Polish king, he was assigned to the false prince.
SA: Killing.
Features: none.
Religion: Catholic.
Face: not one of ours.
Next level -- 6.

Lithuanians

The Lithuanians decided to follow the path of propagating democracy their faith, so that the residents of Mythograd would want to join their banners themselves. Or simply destroy the infidels and get their oil.
Victory Condition: no Poles remain, and all others have the Catholic faith.

Inquisitor

The leader of the entire operation; he would be happy to simply burn all his enemies at the stake. But in this case, one must act more subtly...
SA1: Conversion -- changes the target's faith to Catholic. The SA does not appear in the newspaper.
SA2: Order Command -- redirects the SA of a target who has the Catholic faith. The SA does not appear in the newspaper.
SA3 (active if he remains alone or with the merchant): Killing.
Features: Cannot convert the monk.
Literate.
Religion: Catholic.
Face: not one of ours.
Next level -- 6.

Crusader

Long ago, his ancestor miraculously survived at Lake Peipus, so the Crusader considers his lineage chosen. When he speaks of this, the nature of being "chosen" is not specified, but apparently, it means he will punish infidels as long as they still exist on the earthly disk. His zeal in achieving this goal is simply boundless.
SA: Killing.
Features: Cannot be blocked.
Religion: Catholic.
Face: not one of ours.
Next level -- 6.

Mercenary Merchant

The Lithuanians promised a lot of money to one merchant from Mythograd who traded with them, if he accepted their faith and betrayed his own. And the merchant did not hesitate to sell out the Homeland.
SA1: Bribe -- removes a player with Catholic faith from the game for one day and one night. The SA appears in the newspaper.
SA2 (active if he remains alone and there is no inquisitor): Killing.
Features: when checked by the monk, the latter is given information that the merchant is Orthodox.
Literate.
Religion: Catholic.
Face: Russian.
Next level -- 6.

Crossbowman

A loaded crossbow is always ready. His favorite method is to hide and commit a killing from cover.
SA: Killing.
Features: leaves no clues with a 50% probability.
Literate.
Religion: Catholic.
Face: Russian.
Next level -- 7.

Loners


Volkhv

He and his ancestors lived in these forests and have long practiced witchcraft using knowledge of herbs and their pagan rituals. Recently, he had a prophetic dream: Perun told him that it was time to return the Slavs to the faith of their forefathers, for now is the best time: soon a great war will break out between them.
Victory Condition: no Orthodox, mafia, or other maniac remain.
SA: Black Magic -- steals all SAs from the chosen target. The target cannot use an SA on the night of the theft. The Volkhv can use the stolen SA twice. Appears in the newspaper; the Volkhv learns the type of stolen SAs.
Religion: Pagan.
Face: Russian.
Next level -- 9.

Werewolf

An insatiable half-man, half-wolf. Unlike most other werewolves, this one has the rare gift of transforming not only into a wolf but also into any person at will, making him an even more dangerous opponent.
Victory Condition: no one remains except himself.
Features: Transformation -- each turn he adopts all features (the only exception is the link feature between the blacksmith and princess), as well as statuses of a random role (including killed ones). Statuses apply to checkers; real statuses remain unchanged. The Werewolf learns about his appearance for the night immediately after the GM closes the day.
SA: killing.
Religion: Pagan.
Face: Russian.
Next level -- 7.

I'll be changing some things as I go.
Thanks to ToH for useful remarks regarding balance.
 

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#804
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Old Russian style is awesome.
I liked the setting.
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#805
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Thanks, ToX. I was thinking, maybe we could add a city for the Sylvan faction (replacing a Neutral Dwelling) and another unique hero? I just don't have much experience, so I'm not very good at balancing. Also, this would diversify the list of heroes for the Sylvan faction.
 

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#806
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ToX
I don't like horror movies, just like Morning doesn't like anime.
And how do you even imagine that?
Kramer is a man, his students are mafiosi, and people are the city.
And from there, you can come up with something to make it even more interesting:smile51:
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#807
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I wouldn't play Mafia based on Saw. Just in case.
Tomorrow holds no promises
Except the ones we've made
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#808
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Since no one wants to go the way of simplification, I'll probably post another one of my unfinished settings. I'll describe what's happening if I ever actually run a game.

City.
Countess.

A beautiful woman with a strong character, ruler of these lands, and has remained so for more than a few hundred years.
NA: none
Trait: vampire - 50% chance to survive if someone tries to kill her.
Status: bad.
Healer Mage.

A court mage who knows all the Countess's secrets.
NA: Healing - resurrects a chosen player.
NA2: restoration - resurrects the previously killed Countess, thereby revealing her role. Once per game.
Status: good.
Squad Captain.

One of the few elves to achieve officer rank in the Order of the Flaming Shield. Distinguished by a sharp mind and a cold-blooded approach to business.
NA: analysis - receives an allegorical description of a player's NA from the previous night.
Trait: insight - 50% chance to avoid death.
Status: good.
Rock.

A brave elf, member of the Order of the Flaming Shield. He earned his nickname when he single-handedly defended a small village in the west from an attack by an entire gang of bandits.
NA: protects a chosen player; the attacker is not killed.
Trait: heavy armor - 50% chance to avoid death.
Status: good.
Avenger.

Member of the Order of the Flaming Shield. Possesses an excessively high sense of justice and will never tolerate the oppression of the weak.
NA: Retribution - if he targets a player who has committed even one murder, he kills them.
NA2: Kills the killer of a chosen player (the target is not protected).
Status: good.
Punisher.

Like three others, he is a member of the Order of the Flaming Shield, but specifically its northeastern part, so he is not part of the northwestern team. His task is to eliminate dangerous elements. Also known as the "mage killer".
NA: Murder.
Soul Protection - the reaper's soul migration does not work on him.
Poisoned Blade - if the target somehow managed to survive his attack, they may die again the following night.
Magic Resistance - NA curse, confusion, distortion, dark word, song of peace, and healing do not work on him.
Status: bad.
Ranger.

A noble hunter and scout, a family man. A kind and caring father and husband, though fond of sticking his nose into other people's business.
NA: Checks the status of a chosen player.
Trait: "Faithful Dog" - when he is targeted for death for the first time, he survives, but his pet dies and he loses the ability to use NA.
Status: good.
Dryad.

A forest dryad once brought here by slave traders from the south. She was bought by an old man and became a free person after his death.
NA: "Song of Peace" - blocks a chosen player for two nights.
Trait: the player who kills her loses the ability to use NA until the end of the game.
Status: bad.
Lovers.
An ordinary, unremarkable guy and girl.

NA: none.
Trait: can communicate. They learn each other's killers.
Statuses: good.
Thief.

NA: theft - steals an NA, learns its type, and can use it on any night, but no more than once.
Status: good.

Mafia.
Reaper.

Previously known as Lord Siegfried de Skuld - a talented mage and alchemist of aristocratic blood. About three hundred years ago, using the resources of his influential family as well as his own knowledge and abilities, he discovered the secret of immortality. However, having achieved what was essentially impossible, he did not stop, continuing to study the forbidden.
He was not an evil man, but a greed for knowledge led him to become who or what he is now.
NA: Foresighted Eye - sees the names of players who visited a target. Once every two nights.
NA2: Sealing - the target and those who visited them are deprived of NA for the following night. Once every two nights.
NA3: Alchemical Transformation - transfers a random NA or trait from a chosen living (in this case, makes an attempt to kill) or dead player to one of the team members (by choice). Once every two nights.
NA4: Hand of Darkness - kills everyone who applies an NA to him. No exceptions. Once per game.
Trait: soul migration - takes over the body of his killer or one of those who executed him (chosen randomly). The traits and NAs of the new body (role) are preserved, but the old ones disappear (technically it happens like this: the person who killed/executed him joins the mafia side, keeping their old traits; they receive the murder NA if they didn't have one).
Strong Magic - blocking, redirecting, and other actions that prevent the use of NA do not work on him.
Status: bad.

Adept.

A follower of Skuld's teachings who believes unconditionally in her master.
NA: Corruption - forces the target to apply an NA to themselves.
NA2: Murder.
Status: bad.

Priest.

A former priest who abandoned his previous activities in search of immortality and power. After twenty years of studying under Skuld, he discovered many secrets and increased his strength manifold.
NA: Dark Word - blocks a player at night and deprives them of the ability to vote during the day.
NA2: Resurrection - resurrects one of the previously killed players. If it was not a team member, he gains all information about their role as well as control over their actions. Once per game.
Status: bad.

Sinner.

The ancestors of this man were loyal to the Skuld lineage for centuries, so he was only happy to betray the Order of the Flaming Shield and enter the service of his master as soon as he found him.
He knows many secrets of the order, which helps him better oppose them.
NA: Murder.
Trait: cannot be killed by the avenger, bypasses Rock's protection, ignores the natural defenses of Rock and the Captain.
Status: bad.

Shadow Walker.

A mercenary assassin hired by the order to eliminate unwanted guests. If anyone has seen this girl's face, it was only at the moment of their death.
NA: Murder.
NA2: Target Guard. Sets an ambush and waits for the victim - kills the first person to visit the target. In case of success, cannot be used the following night. If no one visited the target, it is not described in the newspaper.
Trait: finding a firearm anywhere is quite difficult, and such a high-quality model is practically impossible. Ignores natural protection.
Heightened Senses - 50% chance to survive if she is in danger.
Status: bad.

Loners:

Kaiser - a native of the Rosenkreuzer Kingdom who preferred the life of a daredevil, killer, and treasure hunter over life at court.
NA1: Murder.
NA2: Maim - randomly deprives a player of one of their NAs.
Trait: strength - 75% chance to survive if someone tries to kill him.
Status: bad.

Amparo - Kaiser's passionate partner who complements him perfectly. Skilled with anything that can be held in the hand.
NA1: murder.
NA2: seduction - blocks a chosen player and steals one of their NAs (they accumulate, but each can be used no more than once).
Trait: agility - 50% chance to survive if someone tries to kill her. 50% chance to kill the attacker.
Status: bad.

Once every two nights they can perform a joint murder - they kill the target, their protectors, and those who tried to kill them. In this case, clues will be given for each victim, and which member of the pair is credited will be random for each victim. However, if even one of them was blocked, the murder fails.
They learn each other's killers.

Cleaner.

An elf who considers it his calling to destroy all evil, regardless of how or in whom it manifests. A fanatic of his beliefs. And if he is not sharp-tongued, few can compare with him in the mastery of the blade. Having come here on Kaiser's trail, he didn't even expect to find so much evil...
NA: murder.
Trait: sword master - pierces natural protection.
Speed: ignores protecting NAs, cannot be redirected.
Status: bad.

Lady of the Night.

A powerful witch pursuing her own personal, unknown interests.
NA: distortion - redirects a chosen player's NA.
NA2: all-seeing orb - chooses five players; at the end of the night, she receives the results of their actions (however, she doesn't know which result belongs to whom).
NA3: transformation - turns into a crow and becomes unreachable for her enemies (cannot be killed). Once every two nights.
Status: good.

Conjurer.

A mage who wants only one thing - to learn the secret of immortality.
NA: Kills a chosen player.
NA2: "Curse" - blocks a chosen player, who dies the following night (can be healed)
NA3: "Confusion" - reflects all NAs applied to him this night (i.e., killers kill themselves, the ranger learns their own status, blockers block themselves, etc.). Once every two nights.
Status: bad.
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Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
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#809
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It reminds me of 29, only Templars are missing.
Что такое осень - это небо
Плачущее небо под ногами
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#810
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Corruption: kills the player even if they haven't committed any murders; dies along with them.
I don't quite understand this mechanic. So, it kills the murderer who hasn't killed anyone yet and dies along with them?

And yes, are there really that many maniacs?))
Lots of Necromancers and special abilities. Many blocks and defense penetration. I'd say the Necropolis faction is strong, but with this many maniacs...

Be strong. Believe
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#811
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and yes, are there really that many of them?
In this case, the "maniacs" are more like town number 2.
 

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#812
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I didn't quite understand this part. So, it kills the killer who hasn't killed anyone yet and dies along with him?
I forgot to remove this while editing. In an earlier version, the Adept's ability changed the abilities of other roles when used on something else. For example, the Ranger would learn the opposite status, the Mage wouldn't heal but would block, and so on. But in the end, I decided to remove this.
I would say that the Mafia is strong, but with so many maniacs...
That's the point. Almost all victories in games, starting with the first ones, were based on luck and randomness. That is, the more roles and features there are, the more interesting the setting, but the more the factor of randomness influences. But almost every one of our games suffers from this.
By the way, in this game, there would be strong restrictions on notes, you can understand why, due to the abilities.

A couple of maniacs – and that's the second Mafia, you could say. In essence, I could have simply introduced a second full-fledged Mafia, but I decided to do it this way. I've wanted to try something like this for a long time.
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
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#813
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Meanwhile, I've added to my setting and attached some pictures; you can take a look.
 

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