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Which side would you find most interesting to play as?
and give the ability to recruit only to the main vampire, that is, the boss) maybe make the chances (50%) or allow recruiting only ordinary citizens (without special abilities)
in general, you can come up with a lot of things.
Like, in a simple city, there's a pretty powerful vampire mafia hanging around... they basically terrorize everyone, but almost no one believes that they are actually vampires)).
But then, two special groups of vampire hunters arrive in the city (they're rivals, and it's intense))...
One, "The Wanderer's Dance" (an organization consisting of two vampires and two werewolves, whose goal is to kill undead creatures)), sends two vampires on a hunt in "Night Haven"))).
The other, "The Order of Saint Mary"... also sends a couple of their mercenaries, exclusively humans, who believe that they were organized by Van Helsing (what a joke, the vampires proved that there was no Dracula or Van Helsing :smile04:)), and they hate "The Wanderer's Dance" and consider it a gathering of stupid undead creatures who pretend to kill vampires and werewolves :smile04: (but we won't be making werewolves)).
We'll also add an extra reporter who sticks his nose in other people's business, a detective who obsessively pursues "The Wanderer's Dance" (but if he runs into them, he might become their friend and help them)), and a priest who can only bring back to life a vampire who was recently bitten (meaning someone who just became a vampire in the game)), and he will also check statuses (maybe we'll even make a special status for hunters called "vampire," but that would be too simple...))).
There will also be ordinary people who may have negative statuses (like "homeless," for example)), and so on...
P.S.: but for this, we need at least 25 players, and even better, 30 (but we won't be able to gather that many :() ).
P.P.S.: this is just an idea, so if you're nice people, you won't bash me...))
Project: The Will of the Swamps
Setting: A lonely village in the Middle Ages, forgotten deep within the swamps. But nothing lasts forever; the former peace was shattered by a pompous inquisitor and his retinue, who thirst for the destruction of the undead and glory. This place is restless: with the coming of night, death rises from the depths of the swamps, and the village fortune tellers speak of witches who want to destroy the inquisitor.
Roles:
The Village
The greatest inquisitor of all times and peoples, William III, Bloody Beard
- A valiant defender of the church, feared by all, but no one knows what he actually looks like or what he is like.
Abilities: Double Voice
Status: Bad
Blind Nun
- A true believer who can see people through and through.
Abilities: Status Check
50% protection from attacks - a divine aura destroys any evil, knows the Abbot.
Status: Good
Abbot
Abilities: Status Check, knows the Blind Nun.
Status: Good
Healer
- A beautiful lady, aged..., a connoisseur of potions, capable of healing, enchanting, and healing to death.
Abilities: Resurrects the killed, if she comes to a healthy person, she deprives him of his action points for the next night.
Status: Good
Elder:
Abilities: Protects the player from the undead (without killing it) or the artist-naturalist (by killing him), can kill the player, but if he belongs to the village, he drowns in the swamp.
Status: Good
Fortune Teller
Abilities: Blocks the player, depriving him of his action points.
Status: Good
Peasant x5
Status: Good
Village Idiot
Abilities: If an observed character is killed, he sees the killer.
Status: Bad
----------------------
The Undead
Status: Bad
Abilities: Transforms a character into a Village Idiot, depriving him of all abilities (once every 2 nights).
---------------------------
Artist-Naturalist
Status: Bad
Abilities: Dissects the victim.
-----------------------
Bloody Lady
Status: Bad
Abilities: Killing.
Witch x2
Status: Bad
Abilities: Killing
Succubus
Status: Bad
Abilities: Status Check or Killing
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If there is interest, I can continue the description ^^
Although, on the other hand, the setting is not bad either, if you remove Magnus's notorious maximalism and leave a more neutral core.

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!
P.S. Is this Mafia for girls? There are a lot of heroines)))
William III Bloodbeard
Healer
- a pretty lady of about ... years old,
Village idiot
Artist-naturalist
Status: bad
Abilities: dissects the victim into components
Well, in general, it seems that it needs to be refined, if Magnus will be the GM, I will play:)

За всем следят машины благодати и любви.
+ the visual design of the concept is overwhelming. Different parts with different meanings are not separated, which makes it difficult to read.


"Мы не герои. Мы сильны. Мы упрямы. Мы стараемся соблюдать условия контракта. Но мы не умираем за проигравших." Костоправ
"Мы не поклонники честной игры, если ее можно избежать. Девиз Отряда – максимальная эффективность при минимальном риске." Костоправ
Now, let's move on to the pressing questions:
Inquisitor
2 Arandor:
No, no, according to medieval standards, inquisitors were not so competent, i.e., they would rather hang 10 innocent people than find 1 guilty person out of 10. But I will still change it so that the abbot protects, and his function will be taken over by the elder, who, consequently, should be renamed to a ranger or something like that.
2 Tengro
It fits perfectly, because the village was in the middle of nowhere, and information about the inquisitor reached them so distorted by rumors that if an octopus had arrived, they would have called it an inquisitor, because, according to these rumors, the inquisitor was ruthless, and everyone who doubted would bitterly regret their actions on the pyre or in the torture chamber, so the local residents, seeing the inquisitor's entourage with many servants and a deputy, did not risk finding out his identity in more detail...
Further, regarding the heroines:
Alas and alack, but medieval Europe was stricter towards women, who were considered servants of the devil, and nothing can be done about it.
Regarding the nickname:
again, medieval times) may the hunchbacked, crooked-legged, and one-eyed ones flourish %)
About the artist:
Initially, it was assumed that he, like other naturalists, such as Leonardo da Vinci, studied the structure of the human body using corpses, which were difficult to find. This artist solved the problem brilliantly, receiving a fresh corpse every night, which was then dissected and turned into a "soup set" by morning, but this is an interesting version, I think it is worth changing his role, but it will also be necessary to reduce the frequency of the "death" event: once every 3 nights, otherwise I imagine that in the end the village will consist of only simpletons...
About the succubus: blocking is, of course, not bad, but is such an ability necessary for mafias? I think it would be better to focus on killing and give them the ability to convert enemies to their side, which would be more useful.
2 Tengro:
Yes, there is still a lot of work to be done, for now, it's just a draft)
Setting: Star Wars, during the era of Episodes V-VI.
There are two "Mafia" factions—the Rebels and the Syndicate. The "Town" role consists of Imperial troops and ordinary citizens.
Location: Planet Tatooine.
Roles:
Town:
Imperial Intelligence Representative (1 player): A deep-cover Imperial Intelligence operative, a personality with the highest authority... who, despite their reputation, is unknown by face to anyone.
Attribute: 2 votes, knows the Officer.
Night Action: status check, kill (once every 2 nights); if they kill a townsfolk, the Officer and the Spies learn their role.
Weapon: combat knife, high-power blaster pistol.
Status: good
Imperial Officer (1 player): A representative of the Imperial law enforcement, an honest and loyal soldier.
Night Action: status check or protect from attack.
Status: good
Town Doctor (1 player): A doctor at the local hospital—a master of his craft... especially when he's sober.
Night Action: resurrects. If they visit a healthy target, there is a 25% chance they kill them (malignant medicine) and a 75% chance they block the target's Night Action.
Status: good
Cantina Owner (1 player): Owner of a small drinking... and not-so-drinking establishment. Suspected of ties to the Syndicate. Many clever people have drunk themselves into oblivion in his little place.
Night Action: blocks a character's Night Action (the blocked character can still be killed. There is a 50% chance the Cantina Owner learns the killer's name). Turns an ordinary townsfolk or the doctor into a Drunk (loss of previous abilities).
Status: bad
Drunk (initially 0 players): An unfortunate resident who drank himself into oblivion in the cantina. Now he wanders the town on dark nights, begging for alms.
Night Action: observes a character. Has no home of his own. Sees the killer of the observed victim. Every night, there is a 25% chance that one of the Drunks dies.
Status: bad
Spy (3 players): The Empire has eyes and ears everywhere. The catch is that no one guarantees the loyalty of these "voluntary employees."
Night Action: status check or observe a character, leaks information once every two nights (to a specific player). If they leak it to the Rebels or the Syndicate, their status becomes bad, and they become a member of that faction, though they do not know the other members except for that specific player.
Status: good
Townsfolk (5 players): An ordinary resident of a small town.
Status: good
Rebels:
Resistance Cell Leader (1 player): A deep-cover Rebel agent with an impeccable reputation, responsible for all cell operations, including agitation work.
Night Action: kill or block another player's Night Action (agitation work). An attempt to agitate the Intelligence Representative ends in death; an attempt to agitate a Spy results in their full recruitment.
Weapon: blaster pistol, poison.
Status: good
Resistance Fighter (3 players): A rank-and-file Rebel operative.
Night Action: kill.
Weapon: combat knife, blaster pistol.
Status: bad
Syndicate:
Syndicate Overseer (1 player): A person appointed by the omnipotent Syndicate as the one "responsible" for this territory. Has extensive sources of information but tries not to get his own hands dirty.
Night Action: status check or, once every two nights, kill. When killing, their status for that night changes to bad.
Weapon: blaster pistol, cortosis-weave blade.
Status: Good
Raider (2 players): Even the Syndicate needs to solve its problems with brute force; that's where trained fighters who don't care who they kill come in.
Night Action: kill. When killing the Cantina Owner, they also kill whoever the Cantina Owner had blocked.
Weapon: laser rifle, explosives, combat knife.
Status: bad
Informant (1 player): The Syndicate has its people everywhere. Even in the law enforcement administration.
Night Action: database hack (the Syndicate learns all statuses known to the Officer), kill (only if all Raiders have been killed).
Status: bad.
The concept is designed for 20 players. If necessary, I'll have to scale it down...


"Мы не герои. Мы сильны. Мы упрямы. Мы стараемся соблюдать условия контракта. Но мы не умираем за проигравших." Костоправ
"Мы не поклонники честной игры, если ее можно избежать. Девиз Отряда – максимальная эффективность при минимальном риске." Костоправ


