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Twilight Dances
The Reverend Apprentice of the Master wandered for a long time through the desert, searching for answers to his questions. Walking across the sand in the terrible heat exhausted people very quickly; even the guide he hired was utterly spent. Finally, between the dunes appeared those same ruins that had been so clearly transcribed onto parchment from the church's main library by someone. A new trial awaited them: the ruins were almost completely buried in sand. After several days of hard work, the apprentice finally managed to get inside. What he saw made him freeze in delight. With his mouth open, he stood and stared, unable to believe..
Early in the morning, a pigeon arrived with a message in Steimgard, a border town. Following this, within an hour, the entire council, the guard, and the combat garrison were called to action. The letter contained an order to meet a high-ranking guest and ensure his further journey to the capital; only two seals graced the sheet of paper: that of the King and the High Senior Apprentice of the Master.
In the evening, the sentry on the tower hurried to hand over his post and go to sleep.
On the edge of the forest, amidst the rustle of leaves and the howling wind, the long-awaited "Let's go" was heard.
Six emerged from the forest and headed toward a field overgrown with wild grass; after a few minutes, they vanished from sight.
The sentry threw a plate of roasted mutton on the table, squeezed himself behind the small desk, and, propping up his chin with a fleshy hand, prepared for several hours of observation.
Rules.
1. Nights last about 24 hours. The sooner all night actions reach the Mage Guild-master, the faster dawn will come. At night, players send NAs according to their role (if you decide not to use an NA – notify the GM).
The GM must confirm receipt of the NAs. The sooner the GM receives all NAs, the earlier day will arrive. The night limit is 24 hours; after this, NAs are not accepted.
At night, no one has the right to write anything in the game thread, even via "deleted posts".
2. Day lasts exactly 24 hours. In some cases, an earlier or later conclusion of the day is possible.
3. During the game, it is forbidden to change your nickname, avatar, signature, and personal information. If it is vital for you to change information, discuss the changes with the GM beforehand. If you were killed but wish to edit your profile, you must take a screenshot of your profile before the change and leave it in the thread.
4. Execution requires only a majority of votes. The vote must be formatted in bold as "Execute " (creativity is allowed – within reason), otherwise the vote will not be counted. If you wish to cancel your vote, write "Do not execute ", also in bold. If a player reaches the required number of votes, they will be hanged only after the end of the day and only if the votes do not change.
All "double votes" and "changed votes" are not displayed.
The compilation of vote lists by players is encouraged.
5. Hints about killers in summaries are given based on the user's profile (nickname, avatar, signature, etc.). If a kill was unsuccessful, the killer will find out, but not why it failed. No hints are given for unsuccessful kills, except those declared by the killer themselves. Also, summaries contain a hint about 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 considerable freedom, but the GM still reserves the right not to accept a specific clue, with or without explanation.
6. Discussing the game outside this thread (i.e., in PMs, ICQ, etc.) is allowed only if you have a role that permits it.
In groups, decisions are made collectively; the final word remains with the group leader. If any member of the group is offline, the group leader may make a decision without them.
7. Do not edit your messages. Try to write without errors from the start.
8. Eliminated players and those not participating in the game are forbidden from writing in the game thread, discussing the game with participants, or posting information about their own/others' roles. All comments – after the end of the game, or in the "General Discussions" thread.
9. It is forbidden to reveal your / others' role or its elements in any way, as well as information obtained through them, in public places or among players not in your group. The same applies to information about other players. Phrases like "well, I also know something about him that I can't say" are a violation, regardless of whether you actually know something or are lying. Statements such as "I checked," "according to my information, which I cannot disclose," "I know for sure" – etc., are forbidden. Unargued shouts like "he's MAFIA!" or "I'm Town!" are allowed; however, one must not hint at the details of their role in any form.
To avoid violating this rule, try to frame your thoughts as assumptions or as your own opinion based, for example, on hints or behavior. It is permitted to refer to the rules, the GM, your own posts, or other players' posts, as well as any external sources where you dug up some info via hints.
10. Modkill (in rare cases - replacement) is performed:
- In case of a gross violation of the rules or a repeated minor violation.
- If for two consecutive days, nights, or a day and night, a player shows no activity without warning the GM about possible offline status.
- May be performed at the player's request in the event of circumstances that prevent the player from taking active part in the game.
11. 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 moderator of the previous game;
- newcomers (players playing "Mafia" on our forum for the first time);
- players who missed three or more previous games.
12. Announcements can be submitted to the newspaper (mention the text of the announcement in the NA). Announcements can be submitted in any volume, and may contain any information, including false or out-of-game info. Any signature is allowed (whichever you specify). There are no limits on the total number per game. No more than one note per player per day; mafia may plant two notes. The only restriction: checkers are forbidden from writing who they are visiting the next night.
Defenders of Steimgard

Governor
Head of the city, its defender and judge. Appointed by the king for outstanding combat merit, strict obedience, and an iron will. His motto: "I am the Law". Stern and stubborn, he has a passion for firearms; his personal revolver was made by the church forge itself at His Majesty's court.
NA
1) Martial Law - throws a chosen player into prison; a random prisoner escapes from prison, the Avenger hides from capture. Used once every 3 nights, starting from the second. On the second use, it loses all its advantages. If he imprisons a townsperson, he also loses all abilities.
2) Vigilant Guards - check human/non-human status.
Features
1) Silver Weapon - kills half-bloods.
2) Double Vote.
3) Cannot be locked in prison. Upon attempt, reveals himself.
Status
Human, Believer.

Advisor
Second-in-command of the city, head of the church, university, and secret department.
NA
1) Sends an Observer - observation of a player. General information about the action is revealed, for example: "Waited, then moved after Arandor with unclear intentions".
Features
1) If the governor dies, receives a double vote.
2) Silver Weapon - kills half-bloods.
3) Secret Guard - 50% protection from attacks.
4) Cannot be locked in prison. Upon attempt, reveals herself.
Status
Human, Believer.

Viscount
A cruel, power-hungry, narcissistic type. To him, people are just big toys that can be humiliated, caused suffering, and even killed. All he is interested in is entertainment, luxurious balls, drunken evenings in pubs with high-ranking friends, and hunting—hunting on the city streets...
NA
1) Night Hunt - kills a player. If it hits protection - dies. If it hits the Duke, Chief of Guard, Knight, Angel, Mistress, Assassin, Dancer, or Avenger - dies.
2) Hosts a Ball - all NAs this night do not trigger. 1 time per game.
Features
1) Gains the ability to use NAs only after the death of the Governor and Advisor.
2) 100% chance to kill a golem.
Status
Human, Heretic.

Duke
A noble knight in the service of the king; for his faithful service, he was granted extensive lands and a title.
NA
1) Captain of Knights - gives orders to the knight. Assigns only the target to the knight.
Features
1) Heavy Armor - 50% chance to survive a physical weapon attack.
2) Standard-Bearer - if the Governor, Advisor, and Viscount are dead, receives a double vote.
Status
Human, Believer.

Chief of Guard
An old experienced captain who has stepped away from battles on the fields and taken the place at the head of Steimgard's guard. Not a single mouse will run unnoticed past the security posts as long as he lives.
NA
1) Guard Squad - protects a player; the killer's target remains alive.
2) Reinforced Patrols - all roles with "non-human" status cannot use NAs. Once per game.
Features
1) In the absence of an NA, protects himself, receiving 50% protection from attack.
Status
Human, Believer.

Knight
Elite of the Empire's troops, an excellent marksman and a superior fighter. Mobility allows him to easily control almost any point in the city; heavy armor and deadly weapons allow him to disperse any skirmishes or bandit raids. Secretly in love with the Witch, he cannot bring himself to confess it to her.
NA
1) Guard Duty - protects a player; the target cannot use NAs (except when the target is another knight). Dies instead of the target and kills the attacker.
2) Assault - kills a player; if it hits protection (golem, guard, mistress) - dies.
Features
1) Obeys the Duke's orders; the Duke chooses the target. After the Duke's death, the Knight chooses the target himself.
2) When receiving no order, watches the Witch's house and sees who comes to her at night (role only).
3) If he receives an order to visit the Witch, he loses his NA and dies instead of her (blessing and protection do not work, does not kill the attacker).
4) If the Witch dies - status changes to "heretic".
5) Heavy Armor - 50% chance to survive a physical weapon attack.
Status
Human, Believer.

Abbot
Head of the church and the city's first mechanic. Having lost limbs and most organs during experiments and replacing them with mechanisms, he long ceased to be human.
NA
1) Check believer/heretic status.
2) Blessing - grants 50% protection from attacks, once every two nights.
3) Can repair a golem (in which case the golem loses its protection), 1 time per game.
Features
1) Mechanisms - 50% chance that healing will work.
Status
Non-human, Believer.

Witch
A young witch who has just finished her training under the senior herbalist; having learned everything and wishing to move to another city less overwhelmed by technical progress, she encountered a serious obstacle in the church. To avoid ending up on a pyre, she had to become the city healer.
NA
1) Healing - heals a chosen player.
2) Poisoning - the player loses the ability to use NAs for the next night.
Features
1) Does not burn in the Avenger's fire.
Status
Human, Heretic.

Technomage
Magister of magic in Steimgard. The ability to disable any technology, control artificial light, make metal tools take on a life of their own, and move through space are the foundations of technomagic; the magister possesses much greater powers.
NA
1) Flash - puts out street lanterns, shrouding the skies in a black haze. All who come to the target lose the ability to use NAs. Once every two nights (starting from the second); does not work on the Sorceress.
2) Static Field - applies a feature to the target (random from GM:
delay - NA order is moved to the end
short circuit - NA doesn't trigger as intended
overload - if an NA is applied to the target, the target is inactive the next night).
Does not work on the Sorceress.
3) Crackle - only the Technomage can write a note this night; once every three nights, starting from the second.
Features
1) Senses the Sorceress; after her second NA use, learns who she is.
2) If he applies an NA to the Abbot, Golem, or Angel, he finds out.
Status
Human, Believer.

Thief
An unscrupulous master of theft and lockpicking; he scoffs at the church, elves, and other own-kind from above—if there is something to steal, there will be action. However, given current circumstances, supporting the city seems the only correct decision. Who will supply new lockpicking devices if the mechanics are hanged on the main street's lanterns?
NA
1) Theft - deprives a player of a random NA for two nights.
2) Audacity - steals a vote.
3) Cover - hides in a secluded place for the night, gaining immunity to any NAs. The killer can find the thief. Used no more than once every two nights.
Features
1) If the Governor, Advisor, Viscount, and Duke are dead: can forge orders for the knight, orders for spies, orders for the guard (check), send invitations to a ball (if not already used).
2) Knows the City - 50% chance to evade unwanted NAs (kills, checks, guard duty, martial law).
3) Random heretic/believer status each night.
Status
Human, Heretic.

Alchemist
Test tubes and strange liquids, knives of various metals, hundreds of types of stones, powders and infusions—the Alchemist uses them in his arduous work; his laboratory is his life. Capable of determining the owner from a drop of blood or a piece of matter. Rumors say that he was the one who created the Golem.
NA
1) Drop of Blood - check human/non-human status. Finds the Avenger and Golem. Can visit prisoners or the dead.
Features
1) Not susceptible to poisoning and whispering.
2) If "fire" is applied to him, he dies with 100% probability, and cannot be healed.
Status
Human, Believer.

Golem
A bandit who received a second life. Killed in yet another pub brawl, he was brought to the Alchemist's laboratory. A soul filled the cold metal; some feelings returned, memory blurred and seemed as if it were somewhere beyond the veil, but he is still grateful to his old friend for the second life.
NA
1) Protection - protects a player from attack. Takes the hit himself.
Features
1) 75% protection from attacks.
2) Impossible to heal.
Status
Non-human, Heretic.

Angel
A beautiful creature appeared in the skies above the city; who sent it here and why? No one knows. But it seems to be a creation of the Master himself. Your flight is wondrous, your facial features are like a goddess's, your voice is soft and sweet, but black oil flows in your veins, and a steam engine beats in your chest.
NA
1) Angel's Palm - releases a player from prison. 1 time per game.
2) Angel's Step - learns the full status of the target.
3) Angel's Wings - dies instead of the target. Chooses the victim (i.e., first/second) rather than the target, meaning they protect any player who is killed. Impossible to block, impossible to protect; blessings and healing do not work, dies in any case.
Features
1) Impossible to kill on the first night.
2) Cannot write notes.
Status
Non-human, Believer.
Order

Mistress
Leader of the Order, ruler of the elves. She cares for every elf devoted to her and is always ready to provide help. She does not doubt any member of the squad and fully entrusts them with her life and the success of their mission. However, something simply won't leave her mind, making her curse herself over and over for her decision.
NA
1) Power - can force a player to use their NA on her. Random.
2) Protection - protects a member of her team.
3) Fury - kills a player.
Features
1) Silver Weapon - kills half-bloods.
2) Kills the golem with 100% probability.
3) 50% protection from attacks.
4) Learns the Archer's killer.
Status
Human, Believer.

Moon Dancer
Dancing under the moon—what could be more romantic? The rhythmic click of heels delights all who observe this wondrous act; nimble movements hold attention, and combat discs flashing with sharpness fascinate with a play of lunar glints.
NA
1) Moon Dance - deprives a player of the right to vote the next day.
2) Blood Moon Dance - kills a player.
3) Silver Crescent Dance - half of the city's votes are not counted in the daytime voting; used once per game.
4) Eclipse - no clues are given for the mafia killer. 1 time per game.
Features
1) Blinding Light - shooters have a 50% chance to miss. i.e., protection from the Knight and Governor (when using his NA).
2) Glare - 50% chance not to leave clues.
Status
Non-human, Heretic.

Assassin
Master of stealth and death. Elven assassins know all the key points on the bodies of humans and animals; their blades are fast, precise, and merciless. There is no point in running with a knife in your back. Why hide if there is no blood left? Try crawling when your tendons have been cut.
NA
1) Kill - kills a player.
Features
1) Ignores natural protection (except golem).
2) If they hit another player's protection, both are killed. Kills the Knight and his target; does not die from his protection. If he kills a golem, he also kills the target; otherwise - no one. Does not kill if protected by guards.
3) Random status each night.
4) Unexpected Guest - kills at the ball.
5) Bare-handed Kill - kills despite theft.
Status
Non-human, Heretic.

Whisperer
The wind carries her quiet chants everywhere; a voice capable of making even the most seasoned warrior tremble with fear. Stories often circulate among soldiers and hunters about dead bodies found in the forest, their faces frozen in an expression of terrible fear.
NA
1) Whisper - blocks a player.
2) All-consuming Fear - kills a player.
3) Silence - cancels notes. Once every three nights, starting from the second.
Features
1) Lullaby - impossible to block.
2) Fear - the deciding vote of the player on whom "whisper" was applied is not counted.
Status
Non-human, Heretic.

Sorceress
For long years, elven sorcerers master the paths of magic. All elements obey them; by their will winds blow, rains fall, thunder rolls and lightning flashes.
NA
1) Elemental Storm - kills a player.
2) Fog - all NAs this night have a 50% chance of success. Used 1 time per game.
3) Rain - causes armor corrosion (-25% to the chance of reflecting an attack). Affects: Knight, Duke, Golem, those blessed by the Abbot. Once every three nights, starting from the second.
Features
1) Kills the Technomage regardless of any protections.
2) Senses the Technomage if he applies an NA to her.
Status
Non-human, Heretic.

Archer
A girl found by the Order in a dark forest. The Mistress replaced her mother, giving her all the affection and warmth a child could dream of; she also taught her everything. The only thing the archer regrets is that she remained an outcast among elves.
NA
1) Precise Shot - kills a player. Does not die from protection, but does not kill the protector either.
2) Crippling Arrow - the target will have only 50% chance of NA success.
Features
1) Does not burn in the Avenger's fire.
Status
Human, Heretic.
Half-blood

Avenger
Fifteen years ago, the Empire's crusade left her village in ashes; looting and killing, people destroyed everything dear to her. With a small group of survivors, she managed to escape into the forests, where they were met by a rain of the sharpest elven arrows. The only one who managed to hide from pursuers on both sides, the keeper of the secret of the half-blood people. Fifteen years of diligent practice made the survivor an excellent fighter; now it is time for revenge.
NA
1) Kill: kills a chosen player.
2) Arson: chance (50%) to kill all who come to the target this night. Used once every 3 nights, starting from the second.
Features
1) Dirty Blood - impossible to kill with ordinary weapons.
2) Snarl - 50% protection from magic.
3) Claws - if the Governor, Advisor, and Mistress are dead, receives a 50% chance to survive execution.
4) Fangs - Forced to kill at least once every two nights.
Status
Non-human, Heretic.
Player List:
1. Morning
2. WhiteLizard(immune)
3. Гур
4. Hermit
5. Luis(immune)
6. Reinhard(immune)
7. RiMpel2
8. Киц Кицунька
9. Небо
10. Gil4
11. Нэйра Дрейк
12. Слоныш
13. Arandor
14. WishmasteR
15. Amko
16. Thorium
17. Зедзи(immune)
18. Xostor
19. Ta Kotoraya...
20. Werevolka(immune)
Order of actions:
. Observers sent (Advisor)
. Technomage moves
. Whisperer blocks
. Chief of Guard moves
. Protection/Power (Mistress)
. Archer cripples
. Knight acts
. Governor moves
. Abbot moves
. Golem moves
. Angel checks
. Alchemist checks
. Viscount kills
. Order kills
. Dancer moves
. Thief moves
. Avenger acts
. Witch moves
General skills have their own order:
. Ball (Viscount)
. Reinforced Patrols (Chief of Guard)
. Crackle (Technomage), "silence" cannot be used on the same night
. Eclipse/Silence/Rain/Fog
Out-of-turn skills:
. Thief's Cover
. Angel's Protection
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