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Zombieland. Threat.


Today was unusually cold, and it rained. All day. The downpour didn't let up for a minute, as if all the oceans of paradise had been unleashed upon us. Drops drummed hollowly against the glass, reminding me that this world is still alive. This strange weather during the summer drought season was taking a toll on me. Anxiety wouldn't leave me; tension floated in the air like an invisible haze, and danger lurked in every thought. I turned onto my other side. I felt uneasy. The same suspended state as during the last sabotage at the Synthetbrain plant. I got up and walked to the window. The plant. Everything seems calm there now, but why does it feel to me now as if the little people will rise from their graves again and try to leave us without a power source?
Doubts eventually overcame me. I went to the phone and picked up the receiver. I didn't immediately realize why it was wet, but the sweat on my palms clarified the situation. I hadn't even realized I'd become so damp. The agitation was becoming unpleasant. I quickly dialed the number. Cubehead's familiar snorting could be heard in the receiver, and I allowed myself to relax.
- Hello, friend. This is Captain. Glad you're on shift today... Yes, everything is fine. Maybe the boys and I will stop by your place?.. Yes, as usual. A case of unfiltered plasma and grilled brains are on us. Alright, wait for us.
I hung up and took out my notebook. My mood had noticeably improved. Only one little thing left—gather the company.
Cubehead opened the doors, and we, wet but cheerful, slowly began to enter the plant. I entered last. A strange sensation pierced me as soon as I crossed the threshold. It felt as if someone's gaze was fixed on my back. I sensed a wild bloodlust. I am used to trusting my instincts, so I quickly slammed the heavy steel door shut. Something was wrong. Confidence left me once more. And just as I, giving in to anxiety, wanted to speak with my comrades, two flashbang grenades fell at our feet. Hell began...
Rules:
1. Mage Guild – Hostor.
2. Changing your nickname, avatar, signature, or personal information during the game is prohibited. If it is vital for you to change this information, discuss the changes with the GM beforehand. If you have been killed but wish to edit your profile, you must take a screenshot of your profile before the change and leave it in the thread.
3. The game begins with night. At night, players send their Night Actions (NA) according to their role (if you decide not to use an NA – notify the GM, otherwise this will be considered offline and may lead to a modkill); the GM must confirm receipt of the NA. The sooner the GM receives all NAs, the earlier day will arrive.
Night limit is 24 hours; after that, NAs are not accepted. No one has the right to write anything in the game thread at night, even in "deleted posts."
4. Day lasts exactly 24 hours. In extremely rare cases, an earlier or later conclusion of the day is possible.
5. Votes must be formatted in bold as "Execute " (creativity is allowed—within reason), otherwise the vote will not be counted. If you do not believe anyone should be executed today, announce that you abstain from voting in the format "Hang no one." If you wish to cancel your vote, write "Do not execute ", also in bold. One vote and one cancellation are permitted per message.
Execution requires only a majority of votes. If a player reaches the "required" number of votes, they will still be hanged only after the day ends and only if the votes do not change. If the majority vote "Hang no one," then the day ends without any players being executed.
All "double votes" are displayed only in the voting results and only if they belong to the majority.
Players creating lists of votes is encouraged.
6. Clues 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 clues are given for unsuccessful kills, except those declared by the killer themselves. Also, there is a hint about the deceased's role in the summaries. The killer may plant 1 additional clue at the crime scene. It must point to them and be original (i.e., do not leave clues of the "for the super-observant" variety). Regarding the difficulty of these clues, there is quite a bit of freedom, but the GM still reserves the right to reject a specific clue, with or without explanation.
7. For the Mafia, decisions on who to kill and who to send on a mission are made collectively. If one of the Mafia members is offline, the other participants may make a decision without them, but they do not have the right to send that member on a mission or use any of their other NAs.
The Mafia has 2 NAs per night + a check by Reda Clairefield.
8. Discussing the game outside this thread (i.e., in PMs, ICQ, etc.) is allowed only if you have a role that permits it.
9. Do not edit your messages. Try to write without mistakes from the start.
10. Eliminated players and those not participating in the game are prohibited from writing in the game thread, discussing the game with participants, or posting information about their own/others' roles anywhere. In case of a violation, I will contact the section moderators to request points be assigned.
11. It is prohibited to reveal your / someone else's role, or its elements, 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 "and 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 prohibited. Unargued shouts of "he is MAFIA!", "I am Town!" etc., are allowed.
To avoid violating this rule, try to frame your thoughts as assumptions or as IMHO based, for example, on clues or behavior. It is permitted to reference the rules, the GM, your own posts, or other players' posts, as well as any external sources where you dug up info via clues.
12. Modkill (in rare cases—replacement) is performed:
- In case of rule violations.
- If a player shows no activity for two consecutive days, nights, or one day and one night, without notifying the GM about possible offline status.
- May be performed at the player's request due to circumstances preventing active participation in the game.
13. First-night immunity (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.
14. There are no notes.
15. This is a game. Show me your best! Impartiality and ruthlessness!
Roles
Town:
1. Zombie Brainer. Callsign - fresh zombie.
Specialties: double vote.
DD: once per game influences the voting and determines the execution target themselves. Can execute YOBY Milovich.
NA: -
Scent: normal.
2. Cubehead Zombie.

Specialties: if a negative role is killed, receives permanent 20% protection from kills; if a town member is killed, loses 20% protection.
NA: kill.
Weapon: huge cleaver.
Scent: stinks.
3. Captain Zombie. Callsign - zombie tracker.

Specialties: independently determines only one of two NA targets; the second is randomized. The result is received with both targets indicated.
NA: status comparison. Once every three nights can compare others to themselves.
Scent: stinks.
4. Arnold Zombie.

NA: protection from kill; does not die in place of the victim, does not kill the attacker.
NA2: location-based protection; in case of an attempt, dies themselves and takes one of the killers with them. Other kills remain unsuccessful.
Scent: normal.
5. Nuisance Zombie.

NA: blocks target.
Scent: stinks.
6. Aibolit Zombie. Callsign - fat zombie.

Specialties: can heal themselves.
NA: healing.
Scent: stinks.
7. Nosach Zombie.

NA: scent check.
Scent: stinks.
8. Vedr Zombie. Callsign - zombie with a bucket on head.

Specialties: strips their killer of NA.
NA: -
Scent: normal.
9. Kleptomaniac Zombie.

Specialties: every second theft reveals the type of stolen NA.
NA: steals NA once every two nights, uses it once. Must use a stolen NA once every two nights.
In case of stealing from a target with two NAs, receives one random one. The target is not informed which of the two NAs was stolen.
Uses stolen NA in the order of the same NA's owner.
Scent: stinks.
10. Zombie-Spider.

Specialties: cannot be blocked (NA cannot be stolen as well).
NA: watches target; in case of an attempt, dies instead of them.
Scent: stinks.
11. Blev Zombie. Callsign - vomiting-at-feet zombie.

Specialties: cannot be stripped of vote.
NA: strips vote.
Scent: stinks.
Mafia:
12. YOBA Milovich.

Specialties: cannot be executed as long as the opponent has killing roles. Must kill once every two nights.
NA: kill.
Weapon: machete.
Scent: normal.
13. Kenny Leonedi.

Specialties: cannot be stripped of vote.
NA: block.
NA2: kill.
Weapon: magnum.
Scent: normal.
14. Valya Jillentine.

NA: NA redirection.
NA2: kill
Weapon: glock.
Scent: stinks.
15. Vona Adg.

Specialties: her target cannot be healed.
NA: kill.
Weapon: uzi.
Scent: normal.
16. Red Chrisfield.

Specialties: once per game, an attempt on his ally is redirected to himself.
DD: once per game can reserve a number of votes. Day lasts as usual. If desired, voting results will be taken into account.
NA: kill.
Weapon: shotgun.
Scent: normal.
17. Reda Clairefield.

Specialties: does not know her team. Can be sent to kill.
NA: scent check.
NA2: kill.
Weapon: sniper rifle.
Scent: normal.
Maniac:
18. Alvesk Berter.

Specialties: 50% protection from kills, determines his own scent every night.
NA: once every two nights can infect target with an experimental virus. A person infected by his NA spreads the virus to their own targets. Blocks, NA redirections, NA thefts, votes, and kills of infected persons do not work on Alvesk.
NA2: kill.
Weapon: samurai's edge.
Scent: -
Player List:
1. Morning
2. Deliries
3. Amko
4. Zybr
5. Arandor
6. Carnicero immunity
7. Reinhard
8. Киц Кицунька
9. Небо
10. ToX immunity
11. maskharah immunity
12. Spear
13. WisTrit
14. Нэйра Дрейк
15. Kalipso immunity
16. L.Depravado
17. Thorium
18. WishmasteR
NA Order.
1. Blocks Nuisance Zombie.
2. Blocks Kenny Leonedi.
3. Checks Nosach Zombie.
4. Checks Reda Clairefield.
5. Redirects NA Valya Jillentine.
6. Protects Arnold Zombie.
7. Location-protects Arnold Zombie.
8. Compares Captain Zombie. Not displayed in the newspaper.
9. Watches Zombie-Spider.
10. Strips vote Blev Zombie. Not displayed in the newspaper.
11. Kills Vona Adg.
12. Kills Cubehead Zombie.
13. Kills Alvesk Berter.
14. Kills Red Chrisfield.
15. Kills YOBA Milovich.
16. Kills Kenny Leonedi.
17. Kills Reda Clairefield.
18. Kills Valya Jillentine.
19. Heals Aibolit Zombie.
20. Steals Kleptomaniac Zombie.
21. Infects with virus Alvesk Berter.
First Night
Second Night
Third Night
Fourth Night
Final
Log