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14 years ago
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Mafia 44. Time of Troubles
Mother Russia long ago emerged from the era of fragmentation, but one small principality, known as Mythograd, was forgotten by all. In its time, even Poland and Lithuania disdained to conquer it. However, the situation has now changed: Tsar Ivan the Terrible has died in neighboring Russia without leaving an heir, and any day now the country will weaken so much that military actions can be openly launched against it without great fear of defeat—which is exactly what Poland and Lithuania are counting on.
The better one prepares for war, the better the war will go. Mythograd, situated directly on a vital trade route, turned in an instant from an object of ridicule into a coveted prize: cutting off the oxygen to the Russians almost means defeating them. Openly declaring war is impossible for political reasons, but there are other ways to seize power...
This chronicle, written by the hand of a venerable monk, shall serve as a reliable source for those ancient events.

Game Features:
The game implements an experience accumulation system based on roles. Each time a Night Action (NA) is successfully applied (for example, a doctor heals someone who was targeted for same-night assassination and saves them), the role receives +3 exp. Upon unsuccessful application of an NA (a musketeer protects a player whom no one intended to attack that night; in other words, the NA was used but brought no benefit according to its purpose), the role receives +1 exp. If an NA is not used or the role is blocked, the role receives no experience. Notification of reaching a new level is published in the newspaper on the day it occurs, and new features are also reported there (all in the form of hints).
Mythograd

Prince

The Grand Prince of all Mythograd; his ambitions do not match his holdings. However, he is clever and influential, so he should not be treated with contempt.
NA1: Give Order -- the player targeted by the NA loses their vote in the daily voting in favor of the prince. The NA is not displayed in the newspaper.
NA2: Inviolability -- once every three nights, he can assign reinforced guards to himself, granting a 100% chance of survival during an attack. The NA is not displayed in the newspaper.
Features: Literate -- can write notes in the newspaper.
Religion: Orthodox.
Face: Russian.
Next level -- 12.

Musketeer Ivan

In the small town, there was room for only one elite soldier, and that became Ivan. Like any serviceman, in his free time he loves to have a mug or two of mead with a comrade. Moreover, as long as he is around, it is better not to bother his friends.
Despite his roots, his past service influenced his views, so he became a Catholic, but this will not make him betray the Fatherland and the prince.

NA: Protection -- protects the target; kills the attacker with a 50% probability. The NA is displayed in the newspaper.
Features: When attacked, there is a 50% chance of survival. If he survives, he kills the attacker.
Musketeer status does not affect the victory of the Lithuanians.
Religion: Catholic.
Face: Russian.
Next level -- 5.

Monk Zosima

In the Mythograd principality, there wasn't even room for a monastery, but Zosima, who came here from near Novgorod, wants to correct this and build a Lavra. In connection with this, he looks for those who could help him in this difficult task, conducting soulful conversations with them.
NA1: Confession -- learns the religion of the target. The NA is displayed in the newspaper.
NA2: Sermon -- changes the religion of the target to "Orthodox". The NA is not displayed in the newspaper.
Features:
If he tries to preach to a Crusader, the latter kills him. In this case, two clues about the Crusader appear in the newspaper instead of one.
An attempt to preach to an Inquisitor does not end in success.
Literate: can write notes in the newspaper.
Religion: Orthodox.
Face: Russian.
Next level -- 10.

Cossack

This dashing warrior obeys no one, so he is used to acting alone, killing suspicious individuals and delivering their wild heads to the prince.
NA: Attack -- kills the target, ignoring all protection. However, death by protectors is still possible. The NA is displayed in the newspaper in case of success, as are all killings.
Religion: Orthodox.
Face: not one of ours.
Next level -- 7.

Innkeeper

Owner of the only inn in town, he always knows the latest news, which he usually hears from his tipsy guests.
NA1: Scrutinize Face -- determines the face of the role targeted by the NA. Displayed in the newspaper.
NA2: Spread Rumor -- a note appears in the newspaper, which the innkeeper sends along with the NA.
Features: Latest Rumors -- learns everything about the faces of killed roles. Displayed in the newspaper.
Religion: Orthodox.
Face: Russian.
Next level -- 12.

Blacksmith

Local blacksmith who forges weapons for the prince's small army.
NA1: Block -- the target loses the ability to perform actions; all actions directed against the target are annulled. Displayed in the newspaper.
NA2: Search for Beloved -- searches for the Princess.
Features: secretly in love with the Princess. If he visits her with any NA, a link is formed, allowing them to communicate outside the game thread.
Religion: Orthodox.
Face: Russian.
Next level -- 9.

Princess

The beautiful daughter of the prince, who is used to the world revolving around her; a very spoiled person. However, after she fell in love with the blacksmith, she became ready to run away with him even to the ends of the earth and spend the rest of her life in poverty.
NA1: Errands -- the target loses the ability to act at night while fulfilling the princess's whims. Displayed in the newspaper.
NA2: Search for Beloved -- searches for the blacksmith.
Features:
Secretly in love with the blacksmith. If she visits him using any NA, a link is formed, allowing them to communicate outside the game thread.
Her beauty is too great to determine nationality by face, so the innkeeper receives correct information only with a 50% probability.
Literate.
Religion: Orthodox.
Face: Russian.
Next level -- 9.

Witch

A witch in Russia is a woman who, over her long years, has acquired vast experience in various herbs and healing potions. She knows them so well that she can sometimes save a person even in a case that seems completely hopeless at first glance.
NA: Healing -- heals a player. Can be applied to dead players (no later than the following night!), but then the success probability is 50%. Displayed in the newspaper in case of success (there was an attempt on the role, but it was healed).
Features: none.
Religion: Pagan.
Face: Russian.
Next level -- 6.

Drunkard

His idle wandering through the city may one day come back to haunt him: he gets into trouble too often.
NA: Surveillance -- follows a chosen player and, in case of an attack, dies instead of them.
Features: not steady on his feet -- in case of an attack on him or his surveillance target, he survives in 50% of cases, but is displayed as dead in the newspaper and does not participate in daily voting. Due to this feature, other players' NAs can be applied to "dead" people. The next night he returns to duty and participates in daily voting.
Religion: Orthodox.
Face: not one of ours.
Next level -- 5.

Leshy

A forest spirit who did not like the potential presence of invaders in his domain, so he decided to help ordinary people. Despite his nature, he is not malicious, although his humor is specific.
NA: Prank -- redirects a player's NA to a chosen target. There is a 50% probability that instead of the chosen target, a random currently living target will "suffer". The NA is displayed in the newspaper as a fact, i.e., without specifying roles and nicknames.
Religion: Pagan.
Face: not one of ours.
Next level -- 7.

Peasant

A simple Russian man who came to town for the fair and accidentally ended up in the very center of events.
NA: none.
Features: hard work -- receives +1 exp at the end of each day.
Religion: Orthodox.
Face: Russian.
Next level -- 3.
Poles
The Poles approached the matter thoroughly: their plan is to remove the real prince and those who know him by face, and put "their own" man in his place.
Victory condition: no city roles, maniacs, or Lithuanians remain.

False Prince

Unlike the real prince, this man is quite stupid and limited, though no less ambitious. And most importantly, he does not look like the real prince at all, but this doesn't stop some people from believing him.
NA1: Brainwashing -- deprives a player of their daily vote in his favor if they do not possess the "Literate" feature. The NA is not displayed in the newspaper.
NA2 (active if he is the last one left and there is no Polish girl): killing.
Features: literate.
Religion: Orthodox.
Face: Russian.
Next level -- 6.

Angel

Dressed in shining armor with wings, he inspires fear in the Russians and awe in his brothers in faith.
NA: Killing.
Features: if a Catholic attacks him, there is a 50% probability that the attempt will fail.
"Angel of Death" -- reduces the success probability of any target's protection by half. This feature does not affect death by a protector.
Religion: Catholic.
Face: not one of ours.
Next level -- 6.

Pan

In his Poland, he is the owner of factories and steamships large lands, and he would be glad to increase his holdings at the expense of the Mythograd principality. For this purpose, he does not mind getting his hands dirty.
NA: Killing.
Features: cowardice -- avoids his own killing with a 50% probability.
Literate.
Religion: Catholic.
Face: not one of ours.
Next level -- 6.

Polish Girl

A beautiful girl, the daughter of the pan, who decided to help her father in whatever way she could.
NA1: Beautiful Stranger -- blocks the target. Cannot block roles belonging to the female gender.
NA2 (after the death of the pan, once per game): Revenge -- mixes poison into the target's food, so that they and everyone who visited them will die. Target death probability 100%, visitors' death probability 50%. Ignores all NAs (except witch healing) and features.
NA3 (if she is left alone or with the false prince): Killing.
Features: literate.
Religion: Catholic
Face: not one of ours.
Next level -- 6.

Guardsman

By order of the Polish king, he was assigned to the false prince.
NA: Killing.
Features: none.
Religion: Catholic.
Face: not one of ours.
Next level -- 6.

Lithuanians

The Lithuanians decided to follow the path of propaganda of democracy of their faith, so that the residents of Mythograd would themselves want to join their banners. Or simply destroy the infidels and get their oil.
Victory condition: no Poles remain, and all other players (not from the Lithuanian team) have the Catholic faith.

Inquisitor

The leader of the entire operation; he would be glad to simply burn all his enemies at the stake. But in this case, one must act more subtly...
NA1: Conversion -- changes the target's faith to Catholic. The NA is not displayed in the newspaper.
NA2: Order Command -- redirects the NA of a target who has the Catholic faith. The NA is not displayed in the newspaper.
NA3 (active if he is left alone or with the merchant): Killing.
Features: Cannot convert the monk.
Pillar of Faith -- 50% protection from killings.
Literate.
Religion: Catholic.
Face: not one of ours.
Next level -- 6.

Crusader

Long ago, his ancestor miraculously escaped at Lake Peipus, so the crusader considers his lineage chosen. When he speaks of this, the nature of being "chosen" is not specified, but apparently it means he will punish infidels as long as they still exist on the earthly disk. His zeal in achieving this goal is simply boundless.
NA: Killing.
Features: Cannot be blocked.
Religion: Catholic.
Face: not one of ours.
Next level -- 6.

Mercenary Merchant

The Lithuanians promised a merchant from Mythograd, who traded with them, a lot of money if he accepted their faith and betrayed his own. And the merchant did not hesitate to sell out the Motherland.
NA1: Bribe -- removes a player with Catholic faith from the game for one day and one night. The NA is displayed in the newspaper.
NA2 (active if he is left alone and there is no inquisitor): Killing.
Features: when checked by the monk, the latter receives information that the merchant is Orthodox.
Literate.
Religion: Catholic.
Face: Russian.
Next level -- 6.

Crossbowman

A loaded crossbow is always ready in his hand. His favorite method is to hide and commit a killing from cover.
NA: Killing.
Features: leaves no clues with a 50% probability.
Literate.
Religion: Catholic.
Face: Russian.
Next level -- 7.

Loners


Volkhv

He and his ancestors lived in these forests and have long practiced witchcraft using knowledge of herbs and their pagan rituals. Recently, he had a prophetic dream: Perun told him that it was time to return the Slavs to the faith of their forefathers, for now is the best time: soon a great war will break out between them.
Victory condition: no Orthodox, mafia, or other maniac remains.
NA: Black Magic -- steals all NAs from a chosen target. The target cannot use an NA on the night of the theft. The Volkhv can use the stolen NA twice. Displayed in the newspaper; the volkhv learns the type of stolen NAs.
Hypnosis -- 20% of votes are removed from the execution.
Religion: Pagan.
Face: Russian.
Next level -- 9.

Werewolf

An insatiable half-human, half-wolf. Unlike most other werewolves, this one has the rare gift of transforming not only into a wolf but also into any human at will, making him an even more dangerous opponent.
Victory condition: no one remains except himself.
Features: Transformation -- every turn he adopts all features (the only exception is the link feature between the blacksmith and princess), as well as statuses of a random role (including killed ones). Statuses apply to checkers; real statuses remain unchanged. The werewolf learns about his appearance for the night immediately after the GM closes the day.
Under the Protection of the Full Moon -- in the first two nights, he has immunity to one killing (acts as natural protection).
NA: Killing.
Religion: Pagan.
Face: Russian.
Next level -- 7.
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14 years ago
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Game Rules

1. GM – Ment. Skype: nickelprog. The GM is always right. If the GM is wrong, please re-read this point.

2. During the game, it is forbidden to change your nickname, avatar, signature, or personal information. If it is vital for you to change your 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 post it in "general discussions" with the title "profile".

3. The game begins with the night. At night, players send their ND (night actions) according to their role (if you decide not to use an ND, notify the GM; otherwise, it will be considered being offline and may lead to a modkill). The sooner the GM receives all NDs, the sooner the day will begin.
The night limit is 22 hours, after which the GM has the right to reject an ND. Some NDs may involve the player receiving a result from the GM (checks, stealing NDs). At night, no one has the right to write anything in the game thread, even in "deleted posts". If someone writes something as a deleted post, the GM will ask the moderators to remove the message so that no text remains.

4. The day lasts exactly 24 hours. In extremely rare cases, an earlier or later end to the day is possible (this requires the consent of at least the majority of players).

5. Votes must be formatted in bold/large/brightly highlighted font in the format "Execute " (Creation is allowed — within reasonable limits), otherwise the vote will not be counted. If you do not believe anyone should be executed today, announce that you are abstaining from voting in the format "Hang no one". If you want to cancel your vote, write "Do not execute " in the same font. One message may contain one vote and one vote cancellation.
Execution requires only a majority of votes. If a player reaches the "required" number of votes, they will still only be hanged after the day ends and only if the votes do not change. If the majority vote "Hang no one", then the day will end without any players being executed.
Manipulations of votes by corresponding roles are displayed only when the day closes and only if they affect the voting results.
Players who compile vote lists are encouraged with bonuses to morale (just not after every single post, please).
6. Clues about killers in the summaries are given based on the user's profile (avatar, signature, other profile components, and in rare cases, the nickname). If a murder attempt was unsuccessful, the killer, like all mortals, finds out about it exclusively from the newspaper. No clues are given for unsuccessful murders. Summaries also 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 (i.e., do not leave clues of the "for the ultra-observant" variety). As for 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. Discussing the game outside this thread (i.e., in DMs, ICQ, Skype, 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 leader of that group may make a decision without them.

8. Do not edit your messages. Try to write without mistakes from the start. Moderators and coordinators may edit their own or others' messages if they contain a gross violation of the rules.

9. 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 are permitted after the game ends.

10. It is forbidden to disclose your own / someone else's role, or elements of it, as well as information obtained through them, in public places or among players who are not in your group. The same applies to information about other players. Phrases such as "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. Unargumented shouts of "he is MAFIA!", "I am Town!" etc., are permitted.
To avoid violating this rule, try to frame your thoughts as assumptions or as an IMO, based, for example, on clues or behavior. You are allowed to reference the rules, the GM, your own posts, or posts of other players, as well as any external sources where you dug up info based on clues.

11. A modkill (in rare cases — replacement) is performed:
- In case of a gross violation of the rules or a repeated minor violation.
- If a player shows no activity for two consecutive days, nights, or a day and a night, without notifying the GM about a possible offline status.
- It may be performed at the player's request due to circumstances where the player cannot actively participate in the game.

12. First night immunity (the impossibility of killing a person who possesses it during 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.

13. Announcements can be submitted to the newspaper (mention the text of the announcement in your ND). Announcements can be submitted in any volume, and any information can be written, including false or out-of-game information. Any signature (whatever you specify). There is no limit on the total number per game. No more than two notes per day from one player. Only "literate" players can leave announcements. The Mafia can send as many announcements as they have literate players alive, but no more than two. The text of the announcements is composed collectively by the Mafia
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14 years ago
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Order of Night Actions (ND):
1) The wizard steals ND.
2) The princess blocks.
3) Zosima confesses, the tavern keeper observes faces, the princess and blacksmith search for each other, the drunkard watches.
4) The leshy plays a trick.
5) The Polish woman is blocked.
6) The inquisitor gives an order.
7) The blacksmith is blocked.
8) Prince's immunity (cannot be redirected because the ND does not have a target player).
9) The merchant bribes.
10) The inquisitor converts.
11) Zosima preaches.
12) The archer protects.
13) The angel kills.
14) The werewolf kills.
15) The crossbowman kills.
16) The Cossack kills.
17) The crusader kills.
18) The pan and guard kill.
19) The inquisitor and merchant kill.
20) The Polish woman is killed (including revenge), the false prince.
21) The prince issues an order, the tavern keeper spreads rumors, the witch heals, the false prince brainwashes. Stolen ND has higher priority than regular ones. Players:
1)Neyra Drake
2)Hermit (immunity)
3)WhiteLizard
4)Zybr
5)Arandor
6)Rudyy
7)ToX
8)Dgak
9)Nebo
10)WishmasteR
11)Morning
12)Pobeditel' (immunity)
13)Spear
14)Ple-Sen (immunity)
15)Drakkoska (immunity)
16)Naver Leengard
17)Xostor (immunity)
18)Goomer
19)WisTrit (immunity)
20)Lynx
21)Amko
22)Lord Mortulus (immunity) All balance comments should be submitted before the game starts: nothing will change after it begins. It is also best to ask all questions now. Night 1: Blizzard.
Night 2: Dark Forces.
Night 3: Irony of Fate.
Night 4: People are not killed by beer.
Night 5: Retribution.
Night 6: Grief.
Night 7: The Sky Above Mythograd.

Log.
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14 years ago
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Still, it seems to me that the balance between stats is not right. Checking will reveal it. Are we discussing the numbers, right? Seven.
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14 years ago
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Still, it seems to me that the balance regarding statuses hasn't been maintained. The "Proverka" will dominate.
The status related to a character's face can only be published in a newspaper once every two nights, and the religion is changed by an inquisitor and a monk. So, I hope it's not as bad as it seems.
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14 years ago
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The face status can only be published in the newspaper once every two nights,
and can he even write notes?
and what does experience give him?
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14 years ago
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The GM is always right. If the GM is wrong, reread this point.
Someone decided to copy the rules from the previous Mafia game? :3

Toxic, you're the worst. Let's go with 15.
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14 years ago
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17

Don't forget about immunity!
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14 years ago
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but can he write notes?
and what does experience give?Well, yes, but for this he needs to spend Action Points, that's the point of the role. Gaining experience can give a new ability, improve an old one, improve the effect of an Action Point, or even give a new Action Point that the role didn't have before.
Someone decided to copy the rules from the previous Mafia game? :3
Yep, I liked it :)
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14 years ago
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Oh, I could have just asked you not to reserve it. Thank you very much, Menti!
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14 years ago
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Number Nine.
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14 years ago
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20, please.
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14 years ago
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Let's bet on how many people will join...
I'm betting on 2 weeks.
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14 years ago
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And what does this experience give?
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14 years ago
KURWA DZIEWKA POLSKA STRONK WIEDZMIN TWOJA MAMKA LICZBA RADIM 11 - BARABANNIE PALOCHKI

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