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Which side would you find most interesting to play as?
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I've been wanting to create a Mass Effect-themed game for a while now. You already have plenty of good ideas, and I'm probably an even worse GM than I am a player. But I love the Mass Effect universe. So, you have three options:
1. Kosha, refine it and get in line.
2. Kosha, give it to me, I'll refine it and run it.
3. Kosha, go away.
Yes, it's simple, silly, and quite absurd. There may be various factual and other errors, so I apologize in advance.

Omega is a space station built on the remains of an asteroid. It is a hub of chaos and crime, located in the Terminus Systems. At every turn, you encounter thugs, mercenaries, swindlers, and other criminal elements. Hundreds of people flock to Omega, seeking a better life or fleeing from justice. There is no government, no order, no law here, and power is transferred through brutal and bloody struggle. Currently, a power struggle is underway between the Queen of Omega and the three most powerful mercenary gangs.

Aria T'Loak.
A cold and determined Asari. She is the main figure on the station. She is respected, feared, and no one dares openly oppose her.
Queen of Omega: double vote.
Awareness: learns whether the player belongs to any group. Does not learn the name of the group.
Status: humanoid.
Mordin Solus.
A typical Salarian scientist. He was once a Cerberus agent, now he runs a clinic on Omega, trying to atone for his participation in unethical experiments.
Scientist: heals the selected player. Can heal a Tough Guy even on the second night.
Former Special Forces: once per game, he plants a bomb that kills the player and everyone who comes to him. Can target himself.
Status: not humanoid.
Archangel.
An unknown Turian who arrived at the station with the goal of restoring justice.
Sniper: kills, with a certain probability, leaving no trace.
Noble: if he kills a peaceful player, he skips the next night.
Status: not humanoid.
Bouncer-Elcor.
A phlegmatic giant, reliably blocking all entrances and exits.
Bouncer: protects the selected player, taking the hit.
Tough Guy: in any case, he will only die on the next night with a probability of 50%.
Status: not humanoid.
Patriarch.
The former leader of Omega, an old Krogan, who lost to Aria and was left alive by her as a warning to those who would challenge this Asari's power.
Old Connections: learns the player's status.
Tough Guy: in any case, he will only die on the next night with a probability of 50%.
Status: not humanoid.
Asari Dancer.
A blue-skinned beauty in a tight-fitting suit with cutouts in seductive places. Who can resist her?
Charming Dancer: blocks the selected player.
Innocent Beauty: a certain percentage of votes are removed when attempting to hang. Displayed if it is critical.
Status: humanoid.
Justicar Samara.
An ancient mystical warrior-monk, embodying law and order. She is searching for her daughter in order to kill her.
Just Retribution: learns whether the player has killed anyone. If she receives a positive result, she can kill that player the next night or whenever she wants.
Following the Code: if Samara is hanged during the day, she kills one of the hangmen of her choice. Protection and "death match" do not work.
Death Match: when meeting Morinth, she kills her or dies herself, 50/50.
Status: humanoid.
Kenne.
A young Quarian who sells spare parts in order to earn enough money to leave here and complete the Pilgrimage.
Observant: watches the player and learns the target of his nightly action. Receives the result, even if the target was blocked.
Untrustworthy: zero vote.
Status: not humanoid.


Leader of the Blue Suns.
The head of the organization, a human.
Boss: can form an alliance.
Kills with a pistol.
Status: humanoid.
Blue Suns Fighter.
A Batarian.
Bandit: blocks the selected player.
Kills with a pistol.
Status: humanoid.
Blue Suns Sniper.
A Turian.
Sniper: kills, with a certain probability, leaving no trace.
Kills with a sniper rifle.
Status: not humanoid.


Leader of the Eclipse.
The head of the organization, an Asari.
Boss: can form an alliance.
Bluff: at the player's request, the vote is counted not for the person he indicated in the topic, but for the person he indicated to the GM. Displayed if it is critical. The final vote is not displayed if it is the only one. The nickname of the Eclipse leader is written next to the player for whom he voted in the topic.
Kills with biotics.
Status: humanoid.
Eclipse Enforcer.
A human.
Assault: with a certain probability, kills not only the victim but also one of those who came to her.
Kills with an assault rifle.
Status: humanoid.
Eclipse Engineer.
A Salarian.
Kills with an electric shock.
Status: not humanoid.


Leader of the Blood Pack.
The head of the organization, a Krogan.
Boss: can form an alliance.
Tough Guy: in any case, he will only die on the next night with a probability of 50%.
Kills with a shotgun.
Status: not humanoid.
Blood Pack Flamethrower.
A Vorcha.
Aggressive creature: deprives the person who came to him of his vote for the day.
Kills with a flamethrower.
Status: not humanoid.
Blood Pack Beast.
A pet Varren.
Cute dog: a certain percentage of votes are removed when attempting to hang. Displayed if it is critical.
Kills with its own fangs and claws.
Status: not humanoid.


Morinth.
A charming and deadly Asari with a rare genetic mutation, who finds pleasure in endless killings.
Ardat-Yakshi: kills a player, draining life. With a certain probability, she leaves no trace. With a certain probability, she can kill someone who came to her, skipping her turn.
Fatal Beauty: a certain percentage of votes are removed when attempting to hang. Displayed if it is critical.
Death Match: when meeting Samara, she kills her or dies herself, 50/50.
Status: humanoid.


The mercenary gangs form alliances. They send the GM a private message with the name of one of the other two gangs with which they want to ally. If their interests coincide (for example, the Blue Suns indicate Eclipse, and Eclipse indicates Blue Suns), then the alliance is considered concluded. For the next few nights of game time, all negative nightly actions aimed at allies will be unsuccessful and will not be displayed in the newspaper. If an attempt is made to hang an ally, the vote will not be counted. The absence of a vote is displayed if it is critical.
No more than one nightly action per mafia per night. If all three mafias go to kill, one of them will have the kill randomly fail. Even if one of the kills would fail anyway. Attempting to form an alliance and bluffing do not count as a nightly action.
А, вот почему.

??+⛓️♿=?
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Omega is a space station built on the remains of an asteroid.
You shouldn't have changed your nickname, Omega.
Kosh, that's quite interesting. I think option 1 is the better choice.
 

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I like the colors.
My sword, my trusted ally, unphased by my aspect.
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This is the only thing you like here, I suppose?

Mentor, thank you. I'm ready to listen to any comments or suggestions you may have.
А, вот почему.

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No, I haven't read the text yet. I just glanced at it and saw MORINT.
My sword, my trusted ally, unphased by my aspect.
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Okay, fine, if there are any comments, I'll listen. Yes, Morinth, she's quite striking.
А, вот почему.

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No, I have no questions. Regarding suggestions: I think it would be better to remove the negative damage effect from the Mafia, although I'm not sure what would be best for balance. Overall, the setting, due to the alliances and resilience, turned out to be very unconventional.
 

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Should we remove the disruption if all the Mafia members are working together to kill? Or should we remove the failed assassination attempt on an ally? In the first scenario, we would have between four and seven potential kills in one night (three Mafia, a Serial Killer, a Marksman, a Scientist with a Bomb, and a Vigilante). Fearing a massacre, I want to introduce the disruption. Combined with the possibility of blocking and a discount on caution, this could provide a perfectly optimal result, as in any normal Mafia game. Another factor is that there is only one non-killing role for three Mafia members, besides the kills themselves. Although, I'm not sure. In the second scenario, the alliance simply wouldn't make sense. But there is a concern that the ally might be revealed and then simply killed after the alliance expires.
It's an unconventional idea, but I'm afraid it will be difficult to balance.
А, вот почему.

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Hardcore guys, lol)))

City?

Gordon Freeman
Special Abilities:
- 75% chance to survive an attack/explosion
- double vote
Night Action 1: Kills the selected player; any healing does not work (Does not kill Shepherd, Vance, Rosenberg, Kleiner, Xonxt. If he tries to kill Calhoun, he loses his Night Action for two nights)
Night Action 2: Checks the status of the selected player (positive/negative)
Status: human/positive


Adrian Shepherd
Special Abilities:
- 75% chance to survive an attack/explosion
Night Action 1: Kills the selected player, ignores protection/healing, exception - G-Man. (Does not kill Calhoun, HECU, Xonxt. If he tries to kill Freeman, he loses his Night Action for two nights)
Night Action 2: Blocks the Night Action of the selected player.
Status: human/positive
Special win conditions: can win with the City or with HECU.


Barney Calhoun
Special Abilities:
- 75% chance to survive an attack/explosion
Night Action 1: Kills the selected player. (Does not kill Shepherd, Vance, Rosenberg, Kleiner, Xonxt. If he tries to kill Freeman, he loses his Night Action for two nights)
Night Action 2: Protects the selected player, kills the attacker (Exception - Freeman, Shepherd)
Status: human/positive


Eli Vance
Night Action: Checks the status of the selected player (human/alien)
Status: human/positive


Dr. Rosenberg
Night Action: Checks the status of the selected player (positive/negative)
Status: human/positive


Scientist (2x)
Special Abilities:
- they know each other, can communicate
Night Action: Compare one of the statuses (of your choice) of two players (different/same).
Status: human/positive
Win conditions: there are no Controllers, Grants, Race X, Black Ops, HECU left.

Zen



Vortigaunt – Xonxt
Special Abilities:
- does not die from Calhoun's protection and Walker's explosion
- 75% chance to survive an attack
Night Action: Kills the selected player.
Status: alien/positive
Special win conditions: can win with Zen or with the City.


Controller
Night Action 1: Blocks the selected player
Night Action 2: Heals his comrade.
Status: human/negative


Grant
Night Action: Kills the selected player.
Status: alien/negative
Win conditions: there are no scientists, Rosenberg, Vance, Race X, Black Ops, HECU left.
Race X



Shock Trooper
Night Action 1: Deprives the selected player of his Night Action for the next night.
Night Action 2: Heals his comrade.
Night Action 3: Kills the selected player.
Status: human/negative


Cave Grunt
Night Action: Wounds the selected player, he dies in two nights, leaves no clues. (For Freeman, Shepherd, Calhoun, Xonxt, the chance of surviving an attack decreases by 5% each night)
Status: alien/negative


Voltigor
Night Action: Kills the selected player, 50% chance to kill another one.
Status: alien/negative
Win conditions: there are no City, Zen, Black Ops, HECU left.

Black Ops

Special Abilities: skip turn – self-healing of all group members.


Declan Walker
Night Action 1: kills the selected player, leaves no clues.
Night Action 2: sets off an explosion, everyone who comes to the player – dies (once every two nights)
Status: alien/positive

Assassins (2x)
Night Action: kills the selected player, ignores block (exception - Shepherd)
Status: human/negative
Win conditions: there are no City, Zen, Race X, HECU left.

HECU

Special Abilities: they know Shepherd, they can heal him. They cannot communicate with him!


Machine Gunner
Special Abilities: 50% chance to survive an attack.
Night Action: kills the selected player and everyone who comes to him.
Status: human/negative

Field Medic
Night Action: heals his comrade.
Status: human/positive

Foot Soldier
Night Action: kills the selected player.
Status: human/negative
Win conditions: there are no City (except Shepherd), Zen, Race X, Black Ops left.

Manic



G-Man
Special Abilities:
- cannot be killed, Night Action blocked
- double vote
- immunity to one vote
Night Action 1: Redirects the player's Night Action. Exception – Zen creatures.
Night Action 2: Protects the selected player.
Night Action 3: Searches for Freeman/Shepherd, puts them in stasis (Removes them from the game, can return them at any time. Being put in stasis is described as a normal kill)
Status: chooses every night.
Win conditions: one person left or with Freeman/Shepherd. If he is left with one person from any group, he wins, with two from one group, he loses.
Небо – мольбы не ждёт
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт

По вопросам модерации: nebov24@gmail.com
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Well, that’s just ridiculous.
My sword, my trusted ally, unphased by my aspect.
In reply to Happy Life
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Let’s drink to the third! Let’s fight!
Tomorrow holds no promises
Except the ones we've made
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No. It won't be released soon. I think sometime in late January, early February.
Небо – мольбы не ждёт
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт

По вопросам модерации: nebov24@gmail.com
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So, before the topic gets closed/stolen: I abandoned the development of the idea for a set based on Hammers of Fate.
Ты страшился тысячи вещей... Но все это были лишь маски, лишь видимости. На самом деле страшило тебя только одно решиться сделать шаг в неизвестное, маленький шаг через все существующие предосторожности. И кто хоть один раз оказывал великое доверие, полагался на судьбу, тот обретал свободу.
Мы не свободные, вольно танцующие автобусы. Мы – привязанные троллейбусы и трамваи
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What is a CTF?
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Great idea. Combine it with Dom-2 and let everyone kill.
А, вот почему.

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