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Lady Mallowen's Last Caprice

Lady Mallowen is the last of the noble and wealthy Mallowen line, which once flourished in southern England. The Mallowen family included scholars, bishops, poets, and simply wealthy idlers. Nowadays, great families are out of fashion, and for a long time now, few noble ladies have had five or six children. So it is no surprise that the Mallowen line withered, and the only living representative of the lineage now is Lady Beatrice Mallowen, an old maid in her sixties. All the Mallowen fortunes belong to her: five castles with adjacent lands, two silver mines, and deposits in Swiss banks amounting to several million pounds.
Lady Beatrice is spending her final years in solitude in the old ancestral Mallowen castle, surrounded by loyal servants. She divides her leisure time between her beloved cats and a few old friends who occasionally visit her to inquire about her health and patiently listen to her stories about how Great Britain is no longer what it used to be, that the servants lack their former skill, and, of course, about how she was once presented at court and spoke with the future queen. "Imagine, she asked me where I order my shoes—she liked them so much!" - at this point, the listener is expected to raise their eyebrows, recoil in astonishment, and shake their head, expressing admiration...
But one day everything changed. A young guest appeared in the house, Sir Charles Burnell. Who was he, where did he come from? No one knew. And few wished to find out more when Charles smiled so penetratingly and tenderly, revealing snow-white teeth in his smile, and caressed his interlocutor with a radiant and kind gaze. This young man of no rank or lineage literally enchanted all the female half of Mallowen Hall, including the mistress herself. Every morning he brought the old lady a huge fragrant bouquet of flowers, brewed chocolate for her in the kitchen himself, brought newspapers to her dressing table, and allowed no one else to draw back the heavy velvet curtains in her bedroom. Every morning he would sit on the edge of her bed and, dipping vanilla toast into the chocolate, ask how her night had been. He delicately placed each piece of toast into her mouth himself, listening to her complaints about arthritis, bad dreams, and ill omens.
Soon, noticeable changes occurred in Lady Beatrice's life: she began to take an interest in cosmetics and fashion, ordered several pairs of expensive silk lingerie from London, dyed her hair to hide the gray, and also secretly visited a cosmetologist for several injections in hopes of restoring youth to her face.
But not everyone was delighted by the changes taking place. The servants whispered that Sir Charles was waiting for the moment when the will would be rewritten in his favor, and some had seen him rummaging through the lady's diamond jewelry box while she visited beauty salons. But really, what are a couple of diamond necklaces compared to the safe in Lady Beatrice's bedroom, hiding securities worth millions of pounds! To become the legal heir to this wealth—that is Sir Charles's secret dream!
"How wonderful that the old hag trusts me so much... She has no one she loves more than me. The will will be drawn up in my favor! Only... the old woman is sturdy; she'll live another ten years, maybe even more. Carnal pleasures prolong life, heh-heh... But I don't intend to carry fragrant bouquets and fasten shoes on her swollen feet for another ten years! I'll have to accelerate her meeting with the Almighty..."
Lady Beatrice's friends became seriously alarmed upon discovering that she had placed her complete trust in an unknown young rogue. But what can they do when her mind is clouded by love?
Will Charles manage to sink his tender white hands into the old lady's millions, or will she be able to avoid the monstrous trap? It seems the atmosphere in the castle has reached a breaking point...


Rules:


• Nights last about 24 hours. The sooner all night actions reach the Mage Guild, the faster dawn will come. No one has the right to write anything in the game thread during the night.
• Days last as long as necessary until a decision is made regarding the execution of a certain player; maximum duration: 24 hours.
• To vote for someone's execution, you must post execute %username% in the game thread (you can come up with the method of execution yourself—within reasonable limits); bold font is mandatory. If a player wants to change their vote, they must first perform the same procedure to cancel the vote ("Do not execute %username%"), and only after cancellation vote for another player (In 1 message, you can vote once and cancel once, or cancel once and then vote). This is for the Mage Guild's convenience in tracking votes. If you do not vote in bold font, the vote will not be counted. Likewise, a vote will not be counted 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—modkill or replacement. 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 (for example, with ten players, the majority is six).
• Lady Beatrice's double vote is displayed in the voting results only if it changes the outcome.
• If the majority vote "Execute no one," then the day ends without any player executions.
• In Mafia, decisions on who to kill and who to send on a mission are made collectively. If someone from the Mafia is not online, their comrades may send an ND on their behalf, but they do not have the right to send them on a mission or use any of their other NDs.
• The Mafia is allowed to perform a maximum of 3 actions per night: 1 kill, and blocking/distracting target/removing protection/recruiting (by choice). If the mafiosi are plagued by bouts of pacifism, you may not perform any kills at all, of course!
• Clues about killers in the newspaper are given by nickname, avatar, signature, etc. If a kill was unsuccessful, the killer will find out, but will not know why it failed. No clues are given for unsuccessful kills. There is also a hint in the newspaper regarding the role of the deceased.
• The killer may plant 1 additional clue at the crime scene. It must point to them and be original. As for the complexity of these clues, there is quite a bit of freedom, but the Mage Guild still reserves the right not to accept a specific clue, with or without explanation.
• During the game, changing your nickname, avatar, signature, and personal information is strictly forbidden. Therefore, update your profile in advance.
• Discussing the game outside this thread (i.e., in DMs, ICQ, etc.) is only permitted if you have a role that allows it. In this game, such an opportunity exists only for the Mafia.
• As soon as the news of your death/execution has been written, you are gone. You no longer participate in the game. Do not write anything. However, nothing prevents you from watching what happens.
• Do not edit your messages. Try to write without errors from the start.
• If you have the right to perform a night action—do so before the end of the night phase and the beginning of the day phase (send ND to me via ICQ or DM, but then it will overflow during the first game night, so better not). Those who are late miss out. When knocking on ICQ, try to state your name in the authorization request so I don't have to guess who has come to see me. :)
• From time to time, I will post a tally 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 tally.
• 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 the role of another player (if you know another player's role, do not shout it everywhere. The Mafia hears you too). This action will lead to immediate disqualification.
• Violation of rules and being offline for more than two days will be punished by a colorful modkill. If you signed up—play by the rules and stay active.
• The game log with roles and other details will be posted for public viewing after the end of the game.
• Those not participating in the Mafia are forbidden from commenting on events until the end of the game. Well... at least comment outside this thread.
• Anyone who has not voted after 12 hours of the game day is considered to have voted against themselves. You may appear after this and change your vote; this is not forbidden.
• First-night immunity (the impossibility of killing a person possessing it on the first night of the game) is given to the following participants:
- Those killed on the first night in the previous game.
- The host of the previous game.
- Newcomers (players playing "Mafia" on our forum for the first time).
- Players who missed three or more previous games.
Announcements can be submitted to the newspaper (mention the text of the announcement in the ND). A player may submit no more than one announcement per night and write any information, including false or non-game info. Any signature (whichever you specify). Limit—5 announcements per player during the game. The number of announcements in one newspaper is unlimited. It is preferable to keep the text in the style of the setting, and if it's also in the style of your role—that would be absolutely wonderful.
• And most importantly—it's a game, after all. Good luck, have fuck fun!
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Role List.


Town:
1) Lady Beatrice
2) Butler
3) Housekeeper
4) Doctor Lancer
5) Head Chef
6) Head Maid
7) Sir Tracy Tapman
8) Postman
9) Sir Arthur Hastings
10) Tramp
Mafia:
1) Sir Charles
2) Lawyer
3) Enamored Maid
4) Opium Smoker
5) Red Jane
Maniac:
The Ex

Role Descriptions:

TOWN

Lady Beatrice – an old noble lady of great wealth who, in her twilight years, became infatuated with a handsome young man. Kind-hearted, not very perceptive, and dreamy... however, who knows what demons may awaken in a woman's soul if she discovers she is being used ruthlessly and cynically?
Role Features:
Old Maid's Caution – can only be killed by Sir Charles; any other killer can only wound her (death will occur the following night).
Mistress of the House: double vote.
DD:
Disgrace: once per game, she can nullify the vote of any player in the daytime voting (reported privately to the GM).
Status: good.
Butler – the old lady's right hand, he knows exactly where everything is and who is standing where. Including at night, gentlemen!
Role Features:
Loyal Servant: if the "Patrol" ND was directed at Lady Beatrice, protection is 100%, and there is a 50% chance the butler kills the attacker with a heavy bronze candlestick.
ND:
- Observance: every morning he can receive information about a chosen player – whether they left their room that night (for this, he sends an information request to the GM at night).
- Night Patrol - provides 75% protection to any inhabitant of the Castle (of course, the old man might doze off during his nightly vigil...).
- First Aid Kit Keeper: once per game, he can act as a doctor.
Status: good.
Housekeeper – an old suspicious hag, eternally monitoring order and checking if someone has stolen liqueur from the master's cellar.
Role Features:
Soaked in Alcohol – "I just always taste to see if the wine delivered is good!" (50% chance to avoid poisoning by the Opium Smoker).
ND:
- Thoroughness – "Who do you belong to?" (compares statuses of two players; cannot compare with themselves).
- Suspicion – "No wandering around the Castle at night!" (Locks a player in their room for the night – block. Alas, the old fool leaves the key in the lock on the outside...).
Status: bad.
Doctor Lancer – a long-time friend of Lady Beatrice; he even treated her late father. He remembers the lady as very young and harbors warm brotherly feelings for her.
ND:
- Treatment – heals any inhabitant of the Castle by choice.
Status: good.
Head Chef – traveled a long road from a shaggy apprentice to a dignified keeper of culinary secrets. He knows exactly where each herb is and how to turn an ordinary cupcake into the King of Pies!
Role Features:
Refined Taste – immunity to poisoning; in case of an attempt to poison him, he identifies the Opium Smoker for himself.
ND:
Special Dish for Immunity Maintenance – can send a medicinal pie to any inhabitant's room, providing 25% protection from attack (he does not leave his own room while doing so, which will be reflected in location checks). If the inhabitant is away at night, they do not receive the pie. If someone else enters the room at that time, the visitor eats the pie instead of the owner!
Status: good.
Head Maid – patrols the rooms early in the morning to check sheets, carpets, and baths.
ND:
Morning Check – if she visits the room of a killed person, she identifies the killer. If she visits the room of someone who performed an ND, she receives the message: "room is empty." The check is ordered from the GM at night.
Status: good.
Sir Tracy Tapman – courted Lady Beatrice in his youth, but she rejected him for reasons of social standing. Forever wounded in heart, he constantly visited the lady at her Castle, although for the last ten years he paid more attention to liver pies and homemade liqueur than to the lady's faded beauty. Nevertheless, he is kind, loyal, and dim-witted. He sometimes falls asleep in one of the rooms after another portion of liqueur.
Role Features:
Old Love Never Rusts – if he sleeps in Lady Beatrice's room, she dies along with the arriving killer (regardless of whether it is poisoning or direct murder).
ND:
Old Drunkard – location-based protection. He can fall asleep in one of the rooms and hinder a killer if it happens to be the intended victim's room (the killer is not revealed, no clues are left).
Status: good.
Postman – delivering bills and bank receipts is such a bore! The young man craves intrigue. Therefore, he sometimes opens others' letters or, at the very least, hides a fresh newspaper for himself.
ND:
- Opened Letter – can order an "opening of a letter" for any player during the day and receive an allegorical description of that player's ND at night (e.g., if the doctor went to heal the head maid - "the old man became concerned with the cleaner's health"). Deciphering is left to the long-nosed postman's discretion. :)
- Reading News – instead of opening a letter, he can order "fresh news" and receive information before daybreak on how many townies and how many bad guys remain (Mafia and Maniac will not be separated in the "news").
Status: bad.
Sir Arthur Hastings – a strange fellow who passes himself off as English but speaks with a French accent... He appeared at the estate after Lady Beatrice wrote several large checks – for a white cabriolet for Sir Charles, an Arabian steed for Sir Charles, and a small cozy villa on the Mediterranean coast. He convincingly explained his visit as distant kinship with the Mallowens, but who actually summoned him and why remains unknown.
Role Features:
Perceptiveness – after a murder, he personally receives an additional clue about the killer (from the GM). If there was more than one death during the night, the clue is randomly assigned to one of the murders.
Document Check – learns the role of each killed person (for himself).
ND:
- Detective – checks the status of a Castle inhabitant.
- Gun Permit – once per game, he can kill an inhabitant at night. Weapon – revolver. If it was a townie, the overzealous detective is taken away by police in the morning (player is eliminated).
- Work Report – once per game, he can send all information obtained from "perceptiveness" and "document check" to a chosen player. The GM transmits the info and informs the recipient who sent the report. If Hastings is killed that same night after sending the report, it still reaches the recipient.
Status: good.
Tramp - just a pauper boy living secretly in the Castle. He sneaks around everywhere and sees much. He constantly steals food, as one must live. However, he should not try what is kept in the Opium Smoker's room...
Role Features:
"And no one will know where my grave lies..." - no clues are given for the murder of the Tramp. Who would even look for the body of a rootless ragamuffin?
ND:
Theft – can steal a piece of food from someone's room. Food strengthens the Tramp and gives him 25% protection from attack. Food from the Opium Smoker's room or from his poisoned victim poisons the Tramp, and he dies that same night at the door of the room where he ate.
Status: bad.

MAFIA

Sir Charles – a charming rogue, young, handsome, polite and ruthless. He would kill his own mother and bite off her fingers if rings couldn't be taken from them – so what about old Lady Beatrice?..
Role Features:
Caution – there is a 50% chance that no clue is given by the GM for a murder, only by the killer himself. Thus, an additional clue from Sir Charles is mandatory!
Everyone's Favorite – if Sir Charles is executed, one of those who voted against him receives a block for the next night (chosen randomly, but not from Mafia).
ND:
- Killer – kills a chosen inhabitant of the Castle. Weapon – strangulation by hand.
- Heartbreaker – if no more than two people remain in the Mafia, he can use the "heartbreaker" ability once on any inhabitant. If the target has a female role (except Lady Beatrice), he lures the player to the side of the Mafia (they lose their role features and gain one ND – killing). Lady Beatrice and male roles are immune; the ND is simply nullified.
Status: good.
Lawyer – no one knows if this suspicious man in a greasy jacket has a license or what cases he has handled, but this companion of Sir Charles is constantly digging through papers and writing something. If someone approaches him at that time, he swiftly covers what he wrote with his elbow.
ND:
- Killer - a well-sharpened fountain pen helps get rid of unnecessary witnesses, believe me!
- Forged Will – diverts the target of a chosen player. The Lawyer specifies who the target is redirected to; if it matches the original target, the Lawyer is not informed.
Status: bad.
Enamored Maid – this pretty girl is ready for anything for Sir Charles. She will help him stitch up the old bitch, and then they will go to the sea together and live happily ever after! Of course...
ND:
- Killing – yes, that's why Sir Charles brought her into his team. Weapon – nylon stocking.
- Inside Person – the little one has keys to all doors; she is definitely useful! Removes protection from a chosen player.
Status: bad.
Opium Smoker – it's unknown how or where such a respectable young man as Sir Charles could have met this person. Red eyes, a swollen face, and a complete absence of thought in the gaze. The inhabitants of the Castle rarely see him; he almost never leaves his room, citing ill health. What would such a man do for a ball of opium? Anything.
ND:
- Killing – he was picked up from an opium den for this dirty work. He knows much about poisons and readily applies his knowledge in practice. Poisons the target; the victim dies the following night.
- Induce Vice – can offer to "smoke a pipe," after which the inhabitant of the Castle will only come to their senses late in the morning, vaguely recalling how dragons from tapestries writhed and danced around the room (block).
Status: bad.
Red Jane – Sir Charles brought her under the guise of a cousin, and Lady Beatrice warmly welcomed the beauty with fiery curls. However, the Enamored Maid is not so blind; more than once it seemed to her that she saw this girl slipping out of Sir Charles's room at night, and a couple of times she was ready to swear she heard sounds of passionate kissing when the sir visited his cousin...
Role Features:
Seductress – when attacking a male role, bypasses their protection or immunity with a 25% probability. If there are multiple protections, the probability is calculated for each separately (e.g., "bypassed this protection," "did not bypass this one," etc.).
ND:
Killing – this girl is as cold-blooded and ruthless as she is beautiful. It's unknown if she loves her "brother," but she definitely loves money. Weapon – stiletto, stocking, hat pin.
Status: bad.
MANIAC:

The Ex – she was once Lady Beatrice's maid. A meek and quiet girl with a pretty face caught Sir Charles's eye – could she have resisted his charms? When the consequences of their liaison began to bulge from under her apron, Sir Charles thought it necessary to hint to Lady Beatrice that the girl was making eyes at him and pressing her firm breast against him in the darkness of the corridors. This baseless accusation was enough for the lady, in a rage, to throw the poor thing out of the house without letting her say a word.
After wandering homeless and hungry for a couple of months, the girl fell ill with fever. After lying in delirium in a homeless shelter hospital for two weeks, she woke up to find that she no longer carried under her heart the only reminder of her unfortunate love.
The poor thing's mind could not withstand this final blow. Outwardly she was quiet and thoughtful, so she was soon released from the hospital. But no one saw the fire that lit up her eyes when she stepped beyond the fence and paused for a moment to choose her path. To Mallowen Hall! Let them all die – from the old ruthless hag to the last servant, for no one stood up for her, even though everyone knew the truth!
As for Sir Charles, she will carve out his heart herself and throw it into the fire – let him feel as much pain as she did when his betrayal burned her heart!
She has no name anymore, no job, no lover, nothing.
She is simply The Ex.
Role Features:
Power of Madness – a madwoman is hard to hold even for a strong man! In the presence of a protector, she does not die; instead of the victim, she wounds the protector (who dies the next day if not treated by a doctor).
Insanity - cannot be lured by Sir Charles.
ND:
Killing – kills someone from among the Castle inhabitants every night. Weapon – knife, always multiple wounds.
Status: bad.

Images were randomly scavenged from the internet; some were taken from this http://www.retroatelier.com/ru/ gorgeous place. Deeply apologize for cropping the photos – they had to be reduced and brought to a uniform look, alas.

Order of Actions
(don't be frightened by the number; most are alternatives and cannot be used simultaneously).

1. Housekeeper blocks
2. Opium smoker blocks
3. Detective sends report
4. Lawyer diverts target
5. Postman opens letter
6. Chef sends protection
7. Detective checks player
8. Butler checks room
9. Tramp steals
10. Housekeeper compares
11. Butler protects
12. Sir Tapman protects
13. Sir Charles lures
14. Enamored maid removes protection
15. Detective kills
16. The Ex kills
17. Sir Charles kills
18. Lawyer kills
19. Enamored maid kills
20. Opium smoker poisons
21. Jane kills
22. Head maid checks room
23. Doctor heals
24. Butler heals
25. Postman reads news

Registration open!

Step forward, ladies and gentlemen, take a cup of tea and make yourselves comfortable.

1. Registr (immune)
2. Hermit
3. Gur
4. Flandre
5. Ta Kotoraya...
6. Zedzi
7. Leang
8. Ple-Sen
9. Nebo
10. Pandora
11. Vegtam
12. WhiteLizard
13. Xostor
14. Arandor (immune)
15. Gil4 (immune)
16. Neyra Drake

Role breakdown by number is in the attached password-protected archive.

I want to say a special thank you to Registr, Zubr and Arandor for their help in balancing the roles. I didn't listen to them in many ways, of course, but without their advice it would have been much worse!

1. Blacks start
2. Sandalwood Ash
3. Valentine's Night
4. The Will
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I'll take Number 1.
Если эта надпись уменьшается - Ваш монитор уносят. :D
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I'll take number 2
Всё не так плохо как Вы думаете. Всё намного хуже!
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Taking number 3. Sincerely, Gur
"Пришел, увидел и пропил..."

Хай Гурий Слесарь
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Number 15, please.



Even if we fight, even if there’s such thing
I will not give up
Just like this, I won't let go
Strongly grasping your right hand’s warmth
I’ll be here
In reply to Gil4
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Gil4
Number 15, please.
You have immunity for the first night, just in case. :)
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Heh, I was two minutes late. =[br][/br]
So, my favorite Nitekin is number 14
and Nire's is number 16

Added after 4 minutes
The postman is hilarious, and the vagrant is cute.

Be strong. Believe
In reply to Слоныш
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Slonysh
You have immunity for the first night, just so you know. :)
I know, thanks. :)
Arandor, did you want number 15?



Even if we fight, even if there’s such thing
I will not give up
Just like this, I won't let go
Strongly grasping your right hand’s warmth
I’ll be here
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Yes, I did.

Be strong. Believe
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Hmm... How long ago did you plan it?



Even if we fight, even if there’s such thing
I will not give up
Just like this, I won't let go
Strongly grasping your right hand’s warmth
I’ll be here
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A few days ago) I would have taken the 16th, but as you can see, it's occupied. I just need a number at the end because I want a role... although I don't want a role in this mafia, because there are more interesting roles.

Be strong. Believe
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Ah, well, then I'll go earlier. The third night of the pirate mafia. If you had planned it earlier, I would have given up my spot. Sorry. :)



Even if we fight, even if there’s such thing
I will not give up
Just like this, I won't let go
Strongly grasping your right hand’s warmth
I’ll be here
In reply to Arandor
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Arandor
Neykin's favorite number 14
As far as I remember from the previous Mafia, her favorite number is 2 (I also like it, though).
Всё не так плохо как Вы думаете. Всё намного хуже!
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Yeah, everything's fine. Situations like these are resolved with nighttime killings, if the role allows it, of course)).
As far as I remember from the previous Mafia game, her favorite number is 2.
But she only started doing that in the latest ones; before that, it was always 14 :P.

Be strong. Believe

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