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Which side would you find most interesting to play as?
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It seemed to me that the set is quite well-thought-out, although in a couple of places it is a bit too complicated.
It is not allowed to issue a death sentence without explanation - the vote will not be counted.
In fact, this is a very amusing rule and will most likely lead to posts of this kind:
Ah yes, I forgot to ARGUE.
1) I have a bad feeling.
2) I always wanted to execute Hossi.
3) I really like the arguments of the majority.
4) I calculated it using psychology.
5) I calculated it using mathematics.
6) I calculated it using analytics.
7) I calculated it using literature.
8) I calculated it using oololology.
9) I have a premonition, I have intuition.
10) My role allows me to identify the murderer if he is Hossi.
11) I have access to the GM panel, WH, AimBot, SH, JH, Fly, multi-window and much more.
12) I am bloodthirsty.
13) I want to execute him, I can't stand it.
14) He broke down my door, I want revenge.
 

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Well, at least it gets fun towards the end ;) :D

Added 3 minutes later
I ran several conditional test games. To identify, so to speak, the main problems. Then I made changes. It's really easy to get confused. Twice, with a minimal lead (no room for error), I won as the city, and once as the mafia.

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Wow, that’s great! So, the balance is actually maintained.
 

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Reveals the player's status to the city. Naturally, the player dies in the process. After such an action, do not write in the chat.
Adeptus Mechanicus is legal.
In which chat?
It's just a city, meow?
At the same time, it leaves no clues.
Could it at least have a 50% chance of not leaving clues?
A player who receives the most votes during the voting is considered executed. The most accurate vote count is performed and published by the GM, after which the execution takes place, and the night begins.
Is it a majority or the standard half of the players + 1?
There is immunity for the first night. It is given to players who are playing on the Heroes of Might and Magic server for the first time, as well as those who were killed first in the previous Mafia game. This means that all direct attacks on them will be doomed to fail. The exception is the maniac. That's why he's a maniac.
By tradition, no one goes to kill the immune players on the first night, so the maniac doesn't need to make exceptions.

The set seems interesting, but also quite strange. We usually have a slightly different arrangement of non-disclosure agreements. I think it could be very interesting.
А, вот почему.

??+⛓️♿=?
In reply to Драккошка
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Drakkoska
Adeptus Mechanicus is legal.
Which chat? It's a city, meow?

Well, I would kill)))
In general, she submits a request to the GM to use her special ability, after which she is given the right to make the last post. And then she's done - she leaves the game.
The last post in the general chat, something like "I'm a citizen, I'm leaving the game. I checked him - he's a Mafia member!!!"
Whether to believe her words or not will, of course, be unclear. Since reveals are allowed. But in the evening newspaper, everything will be confirmed, as this reveal, as well as the reveal of the businessman, cop, and agent, are considered official. At the same time, if the last two players use their special abilities, the target dies immediately, i.e., she receives a message about her death and cannot write in the chat. I will try to publish the reveal of the agent/cop immediately so as not to confuse the city.
Drakkoska
Maybe leave at least a 50% chance of not leaving clues?

Manics rarely win, you have to agree) Although, in general, this is a very good option; then there will be a point to the Cleaner's special ability - Liquidator. I will most likely do that)
Drakkoska
Majority or standard half of the players + 1?

A standard player's vote counts as 1. A double vote can be given to a deputy, mayor, or mafia boss. At the same time, this will be visible in the evening newspaper with the total vote count. Moreover, if, for example, two players voted, one of whom is a revealed citizen with a revealed role, and the second has a double vote, then, after reading the evening newspaper and seeing the number of votes = 3, it will become clear what role the second player has. (Because there are only 3 of them)
Drakkoska
Traditionally, immune players are not killed in the first night, so you can not make exceptions for the manic.

But this is a manic! He is not familiar with the concepts of honor; he is inadequate and does not listen to anyone or anything, including the rules of the game) (Maybe I'll think about it, after all, there are traditions and all that)
Drakkoska
The set seems interesting, but at the same time, it's quite strange. We usually have a slightly different arrangement of special abilities. I think it might be very interesting.

Is it a different arrangement? There don't seem to be any new ones. And if the question was about the order of special abilities, then yes, there may be some discrepancies, although I tried to make everything more or less logical.

Thank you.

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The last post in the general chat
Um... so, in the forum thread? The chat is only for Mafia games.
Manics rarely win
In our games, Manics win often enough that we don't need to make them killing machines just for variety.
The standard player's vote counts as 1. A double vote can be given to a deputy, mayor, or Mafia boss. This will be visible in the evening newspaper with the total vote count. Moreover, if, for example, two players voted, one of whom is an open role with their role revealed, and the second has a double vote, then, after reading the evening newspaper and seeing the number of votes = 3, it will become clear what role the second player has. (Because there are only 3 of those)
I'm not talking about that at all. As a rule, in Mafia, you need to get half plus one of the votes to execute someone. But in some Mafia games, there's a rule that to execute a player, they just need to get more votes than the other candidates, even if only two people vote for them. How will it be here?
He is unfamiliar with the concept of honor, he is inadequate, and he doesn't listen to anyone or anything, including the rules of the game.
Cool.
Isn't it a different setup?
I don't remember having so much evidence for different actions and attention to statuses. It's not bad, it's just different. Maybe even better.
А, вот почему.

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I'm tired of making quotes, so I'll just write it like this))))

1) Yes, on the forum. I didn't write it correctly. I apologize.
2) Okay, that would indeed be more logical.
3) I made a mistake, I didn't have time to finish, and it turned out that "most" = "half + 1," although that's not the case. I wrote it wrong again, I'll fix it. I completely forgot about the No Night Vote in case of a lack of votes. Thank you.
4) Well, yeah, it's fun.
5) Well, there are just a lot of clues pointing to different Neutral roles. Corruption, and all that. And as for ordinary murders, I tried to follow the standard.

The only difference is that it will be closer to reality if, after executing a player, the town doesn't learn their role. This is more logical and makes the game more difficult. Then there won't be a situation where you can more or less determine the list of participants, from which several mafia members drowned the town. Since almost everyone has newspaper Neutral roles, it won't be that difficult to figure out who died. Although, of course, it will be much more difficult.

Thanks again, I'll start editing the post now.

Added 7 minutes later
I've made the corrections in the post. Now, the serial killer leaves a clue on the killed player only with a 50% probability. Also, I fixed the mistake with executing a player. The first-night immunity now protects even against an evil serial killer.

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The only difference would be that it would be more realistic if, after executing a player, the town doesn't learn their role. This is more logical and makes the game more challenging. Then there wouldn't be a situation where you can more or less determine the list of participants, from which a few mafia members have eliminated the town. Since almost everyone has newspaper NDs, it won't be that difficult to determine who died. Although, of course, it would be much more difficult.
The reverse option would be better. If the emphasis is on the night, then it becomes a mix of a shootout and solving crosswords, rather than Mafia.


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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That makes sense. I won't argue. So be it.

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The idea for this setting emerged last winter, but due to unknown circumstances, it was abandoned and forgotten. I recently remembered it and decided to implement it after all. In theory, the version is unfinished; there will likely be adjustments.
Capital


New York, late 19th century. The acceleration of economic growth in the USA allowed it to take its place as the leading industrial state of the capitalist world. Monopolistic associations in industry are a characteristic feature of American capitalism. The power of trust monopolists grows with every new barrel, with every new ton. Their capabilities become practically limitless. The US public considers the monopolization of entire industrial sectors an unacceptable violation of the principle of individual economic freedom and is ready to take decisive action. At the same time, the first large mafia families began to appear. The Sicilian Mafia is gradually expanding its criminal activities in New York.
Robber Barons


"Deacon". He who works all day has no time to earn money.
Special abilities:
- cannot be sent to prison
- survives the first assassination attempt; the attacker is sent to prison
- is not sent to the army
Night actions:
- blocks the Physician (once every two nights)
- kills a chosen player, ignoring the Commissioner's protection (the victim's first visitor also dies. Once every two nights)
Status: positive/bourgeois


"Shark". You are rich if you buy what you want, do what you want, and don't think about how much it costs.
Special abilities:
- double vote during voting
- kills their own killer
Night actions:
- deprives a player of Night Actions (NA) for two nights (once every two nights)
- deprives all "Cosa Nostra" players of NA (once per game)
- checks the status of a chosen player
- kills a chosen player
Status: negative/bourgeois


"Jay". I can hire half the working class to kill the other half.
Special abilities:
- cannot be redirected
- when checking him, the Assistant Commissioner is redirected to a random player
- does not die from Uncle Sam's NA, is not sent to the army
- can write notes
Night actions:
- limits the daytime vote of a chosen player to three candidates selected by the Barons and an "No One Voted" option. The Mage Guild sends the list to the player (exception – Commissioner and Senator)
- corrects the text of all notes sent to the newspaper by players (once per game)
- kills a chosen player; the clue points not to "Jay", but to one of the city players (once per game)
- kills a chosen player (ignores Farmer's protection)
Status: negative/proletarian


"Little Boss". No abilities or opportunities matter if a person is well-off.
Special abilities:
- does not die from Caporegime's NA
- is not blocked by the Tailor
Night actions:
- kills a chosen player; everyone who visited them dies (once per game)
- kills a chosen player, leaves no clues (once every three nights)
- kills a chosen player
Status: positive/proletarian

The Public



Senator. A prominent politician capable of influencing the situation not only in the city, but in the entire country.
Special abilities:
- double vote during voting
- the nickname of the Senator's killer is revealed in the newspaper (exception – Deacon)
- does not die from Uncle Sam's NA, is not sent to the army
- can write notes
- vote does not work if voting against the city (once per game)
Night actions:
- none
Status: positive/bourgeois


Congressman. A successful politician with the potential to become a high-ranking official in the future.
Special abilities:
- receives a double vote after the Senator's death
- receives the ability to write notes after the Senator's death
Night actions:
- monitors a chosen player; if that player commits a murder, they learn their role
Status: positive/bourgeois


Commissioner. An ambitious young man determined to fight crime. Dreams of a serious political career.
Special abilities:
- survives the first assassination attempt
- is not sent to prison (excluding Deacon's ability)
- can communicate with their assistant
Night actions:
- kills a chosen player
- blocks a chosen player
- protects a chosen player, deprives the attacker of NA for the next night
Day actions:
- releases a chosen player from prison (once per game)
Status: positive/bourgeois


Assistant Commissioner. A police officer just doing their job.
Special abilities:
- can communicate with the Commissioner
Night actions:
- checks one of the statuses of a chosen player
- compares one of the statuses of two players
- receives "kill" NA after the Commissioner's death (once per game)
Status: negative/proletarian


Farmer. A wealthy man. Managed to make a lot of money producing barbed wire.
Special abilities:
- 50% chance to survive an assassination attempt
Night actions:
- protects a chosen player
Status: positive/bourgeois


Telegraphist. A large amount of information passes through him, and he sometimes takes advantage of this.
Special abilities:
- receives the results of Assistant Commissioner's checks
Night actions:
- none
Status: negative/proletarian


Newsboy. A poor black boy forced to earn money for his family by selling newspapers.
Special abilities:
- after his death, everyone loses the ability to write notes
- can write notes
- if he visits a player who is being assassinated, he dies instead of them
Night actions:
- provides an opportunity for a player to write a note
Status: negative/proletarian


Tailor. Will sew anything for you.
Special abilities:
- none
Night actions:
- blocks a chosen player
Status: positive/proletarian


Physician. Ready to quickly provide medical assistance to anyone who needs it.
Special abilities:
- is not blocked by the Tailor
- cannot be redirected
- can heal themselves (once every two nights)
Night actions:
- heals a chosen player (cannot heal the same player two nights in a row)
Status: positive /proletarian


Locomotive Engineer. Loves their job; railroads are their thing.
Special abilities:
- none
Night actions:
- releases a chosen player from all blocks
Status: positive/proletarian


Driller. A simple worker extracting black gold at "Deacon's" oil rigs.
Special abilities:
- can write notes
Night actions:
- none
Status: negative/proletarian


Metallurgist. A simple worker dealing with metals at "Little Boss's" factories.
Special abilities:
- can write notes
Night actions:
- none
Status: positive/proletarian
Cosa Nostra


Godfather. Head of the family, its foundation and support.
Special abilities:
- double vote during voting
- if left alone, joins the city
- is not sent to prison after an assassination attempt on Deacon
- is not sent to the army
- 50% chance to survive an assassination attempt
- can write notes
Night actions:
- kills a chosen player (Cannot be blocked. After joining the city, loses the ability to perform NA and the double vote)
- checks the status of a chosen player
Status: positive/bourgeois


Consigliere. Advisor to the family, a person whom the Godfather can trust and whose advice he listens to.
Special abilities:
- is not sent to the army
- cannot be blocked
- if left alone, joins the city (After joining the city, loses the ability to perform NA)
Night actions:
- blocks a chosen player
- kills a chosen player; Physician's healing does not save them
- deprives all "Robber Barons" of NA (once per game)
Status: positive/bourgeois


Caporegime. Head of a combat group, responsible for carrying out criminal activities.
Special abilities:
- is sent to prison instead of the Godfather (Loses ability to perform NA, while the Godfather, being "imprisoned", can use NA)
- does not die from "Little Boss's" NA.
Night actions:
- kills a chosen player; everyone who visited them dies (once per game)
- kills a chosen player, 50% chance to leave no clues
Status: negative/proletarian


Soldier. The lowest member of the family who has proven their usefulness.
Special abilities:
- is sent to prison instead of the Consigliere (Loses ability to perform NA, while the Consigliere, being "imprisoned", can use NA)
- dies instead of the Consigliere (or Caporegime) during an assassination attempt on them
Night actions:
- kills a chosen player, ignoring Farmer's protection
Status: negative/proletarian

Democrat



Uncle Sam. Uncle Sam does the best he can, you're in the army now, oh, oh, you're in the army now…
Special abilities:
- survives the first assassination attempt
- is not sent to prison the first time (excluding Deacon's ability)
- does not lose NA from Commissioner's protection
Night actions:
- sends a chosen player to the army, leaves no clues (once every three nights)
- kills a chosen player, 50% chance to avoid block and bypass protection
- chooses three players; the NA of one of them is redirected to the chosen player
Day actions:
- shifts the vote of someone who voted to any chosen player (does not work on "Jay", "Deacon", Godfather, or Senator. Their votes are not shifted/votes cannot be shifted onto them. Once every two days)
Status: positive/bourgeois
Небо – мольбы не ждёт
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт

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Interesting. So, there are four teams.

And what does it mean to be sent to the army? I probably didn't read carefully... Or is it equivalent to death?

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Or is it equivalent to death?
Yes, it is equivalent to death.
Небо – мольбы не ждёт
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт

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Yes, it's as good as death.
Just like in real life.

Be strong. Believe
In reply to Arandor
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The most remote and gloomy corners of big cities are always restless. Law enforcement officials prefer not to venture there, and on the half-empty dark streets, their own laws prevail—ruthless to the weak and the too honest.
The same was true for the district where "The Little Green Man" was located. This terrestrial colony, one of the oldest and most established, had certainly seen better days; once, a small cozy bar with the best drinks and a corner for gambling enthusiasts was much more popular and, let's be honest, safer. But now few dare to turn into the gloom of the half-abandoned blocks, and it is only by a miracle that the bar is still operating, pleasing its few regulars and accidental guests with excellent drinks, as it did long ago.
Unfortunately, "The Little Green Man" attracted the unwanted attention of one of the strongest local gangs. The bandits only want money—payment for the fact that the bar is on their territory—and very large sums of money. The previous owner tried to negotiate with them amicably but was killed. Perhaps the villains thought that the new owner, a nineteen-year-old girl, would be easier to intimidate, but she does not intend to simply abandon the family business and intends to fight back against the gangsters.
But trouble never comes alone. A young policeman appeared in the bar who is convinced that some dangerous monster—the result of secret experiments—is lurking somewhere in the utility rooms. There was no reason to trust him until someone's mutilated corpse was found in the restroom.
Very hard times have come for "The Little Green Man."


Owner

Daughter of the previous owner, killed by bandits about a couple of months ago. Thanks to her efforts, the establishment is still staying afloat, but no one knows how long this will last.
Trait 1: double vote.
Trait 2: protection from the first attack, cannot be executed (if an execution is attempted, the role is revealed).
Ultimate action: instantly executes any chosen player, ending the day. Suppresses all other traits and ultimate actions affecting execution. Reveals her role.
Status: regular.

Bouncer

Has long been pacifying particularly rowdy visitors to the bar. Rumor has it he left professional sports.
Night Action (NA): isolates a chosen player.
Status: regular.

Bar-bot

Old but still functional robot. Unique of its kind—long ago, a full intelligence was installed in it, so it understands everything perfectly, but does not speak, expressing itself exclusively through gestures. No one leaves him offended, bored, or sober.
NA: heals a chosen player.
Ultimate action: heals the first person killed this night. Cannot heal itself.
Status: regular.

Suspicious Person

A strange type who has taken a liking to the darkest corner. What he wants here is unknown, but it seems he knows more than he says.
Trait 1: cannot direct both NAs at the same player.
Trait 2: if they die at night by the hands of the mafia or as a result of an execution where at least two mafia members voted for them, all check results are published in the newspaper.
NA1: learns the status of a chosen player.
NA2: compares the statuses of two chosen players.
Status: regular.

Cheater

She always wins. No one wants to know how she does it.
Trait: if someone other than the killer visits her, the kill is thwarted. This is considered natural protection.
NA: steals a chosen player's vote.
Ultimate action: steals the votes of two chosen players.
Status: regular.

Musician

A cheerful, sociable guy. Usually entertains the owner and guests with songs of his own composition—quite good ones, it must be said.
NA: protects the target from a block or the blocking effect of isolation.
Status: regular.

Artist

Often comes here for inspiration. Recognizable and loved by the regulars.
Trait: after her death, an additional clue is given about the killer.
NA: blocks a chosen player.
Status: regular.

Guardian

An incorporeal spirit who got lost and ended up in this haven of vice and debauchery. Tries to make the world even a little bit better.
Trait 1: zero vote.
Trait 2: does not die from poison, protection from the first attack.
Trait 3: cannot be copied by the mutant.
NA: protects a chosen player.
Status: stranger.

Policeman

Law enforcement representatives are not very welcome here, but they are willing to tolerate them as long as they do nothing wrong. Besides, this guy is looking for an escaped mutant, and the owner and bar regulars have other problems.
Trait 1: if he kills a player from his own team, he is automatically executed at the end of the day. Suppresses the same-day execution thwarting of the leader; if the owner executes someone else, the automatic execution is postponed to the next day.
Trait 2: if he kills or participates in a successful execution of the mutant, the first trait does not apply until the end of the game.
Trait 3: kills his own killer, ignores protection.
NA1: searches for the mutant.
NA2: kills a chosen player. If he kills the mutant, he ignores protection.
Status: stranger.


Gang Leader

The previous owner of the bar owed his gang a large sum, for which he was punished. Now it's time to shake down the girl for the debt. And what happens to this place afterward is not their problem.
NA: kills a chosen player, ignores protection.
Ultimate action 1: thwarts an execution, reveals his role.
Ultimate action 2: kills a chosen player and everyone who visited them, ignores the original target's protection. One clue per corpse.
Status: regular.

Twins

Wild girls from a distant planet. They do all the gang's dirty work for food and beads.
Trait: if one of the sisters dies, the other applies an ultimate action on the killer (automatically, not displayed) or one of those who executed her (by choice, displayed as usual) the following night, even if it was previously used.
NA1: block a chosen player.
NA2: kill a chosen player.
Joint ultimate action: block a chosen player. On the day after performing the action, each sister receives a double vote, and their victim loses their vote.
Status: strangers.

Scientist

The state never has enough money for research. Especially those forbidden by law. Fortunately, those who aren't friends with the law always have sufficient funds.
Trait: protection from the first attack.
NA1: poisons a chosen player, ignores protection.
NA2: poisons the first player to visit the target, ignores protection. Cooldown - three nights, starting from the second.
Status: stranger.


Mutant

A dangerous creature that escaped from a secret laboratory. It intended to simply lie low, but while searching for shelter, it ended up in the bar, and this ruined all its plans.
Trait 1: at the beginning of each night, may optionally choose to copy all traits, NAs, ultimate actions, and status of any game role, replacing its own data with them. Original traits are preserved. Cannot copy the same role more than once (twins count as two identical roles). When applying a nightly ultimate action, one clue is given for each original target.
Trait 2: when crossing paths with the policeman (one visited the other or both targeted the same person), it receives "stranger" status, which persists until the end of the game regardless of who it copies.
NA: kills a chosen target, ignores either protection or guard by choice.
Status: stranger.


Another Koshesetenk, but this time there's actually one role without an NA. And please help cut down the mafia players, because I don't want them to win in a blowout once again.

P.S. You have no idea how much it cost me to find these images!
А, вот почему.

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I like it, I saw a couple of interesting features. The picture for the mana surprised me.)
Aren't there too many Mafia members? I think the waitress could be the fourth, just... 9:3:1... There is, of course, the possibility of disrupting the execution, but even so, it might not work, and an extra person will definitely ensure greater survivability for the group.
---
Oh, wait, I didn't see that there were two roles. Okay.
 

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