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16 years ago
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Restless as I am, I'm posting a rough draft of the setting for a new Mafia game :)

Mafia 9 – Mage Valley

In the beautiful Mage Valley, the abode of mages of all directions and schools, life went on calmly and steadily. The mages were led by a powerful archmage – a venerable elder who had mastered all sorts of magic to perfection. But no one is eternal, and after a brief unknown illness, the archmage died. The mages, who previously lived in peace and trusted each other, began to quarrel over the position of archmage. Eventually, they managed to reach an agreement and establish the Council of Sixteen, which included the most powerful mage from each school. But not all council members were satisfied with this situation.
Two militant factions appeared in the council, calling themselves Warlocks and Demon Worshipers, and additionally, an alchemist became absorbed in experiments and began testing his potions on council members. Strife broke out in the newly built forum building. The fate of the entire Valley depends on sixteen mages…


About the game: The action takes place within a single state of mages in a huge forum building, where council members live and work. Among the ordinary council members satisfied with the current situation, there are Warlocks, Demon Worshipers, and an Alchemist.
Warlocks want to destroy all other council members, including the demon worshipers.
Demon Worshipers want to destroy all other council members, including the warlocks.
The goal of the Alchemist is to find the perfect potion, one of the components of the philosopher's stone. Council members serve as guinea pigs.

Game Rules:
• Nights last about 24 hours. The sooner all night actions reach the Mage Guild, the faster dawn will come. At night, no one has the right to write anything in the game thread at all, even in "deleted posts".
• Day lasts exactly 24 hours. In extremely rare cases, an earlier or later end of the day is possible.
• To vote for someone's execution, you must write in your message: "**execute %username%**". (the method of execution can be invented by yourself - within reasonable limits) - bold font is mandatory. If a player wants to change their vote, they must 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 a vote once, or cancel a vote once and vote once). This is for the Mage Guild to make it easier to track votes. If you do not vote in bold font, the vote will not be counted. Also, a vote will not be protected without minimum 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 - a modkill or replacement is possible. 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. If a player reaches the "required" number of votes, they will still be hanged only after the end of the day and only if the votes do not change. Earlier execution can occur only if the decision is unanimous.
• If the majority vote "**Do not execute anyone**", 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.
• 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 not Online, the other participants can make a decision without them, but they do not have the right to send that member on a mission.
• The killer can plant 1 additional clue at the crime scene. It must point to them and be original (i.e., no clues like "for the super-observant"). As for the complexity of these clues, there is quite a lot of freedom, but the Mage Guild still reserves the right not to accept a specific clue, with or without explaining the reason.
• Hints about killers in reports are given based on the user profile (nick, avatar, signature, etc.). If the murder was unsuccessful, the killer will find out, but will not know why it failed. No hints are given for unsuccessful murders, except those declared by the killer themselves. Also, there is a hint about the role of the deceased in the reports.
• During the game, changing your nick, avatar, signature, and personal information is strictly forbidden. Therefore, update your profile in advance.
• Discussing the game outside this thread (i.e., in PMs, ICQ, etc.) is allowed only if you have a role that permits it.
• As soon as the news of your death/execution has been written, you are gone. You no longer participate in the game. Stop writing. However, nothing forbids you from following what's happening.
• Do not edit your messages. Try to write without errors right away.
• If you have the right to perform a night action – do it before the end of the night phase and the start of the day phase (send NA to me in ICQ). I will not wait. If you didn't make it – alas...
• From time to time, I will post the count 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 count.
• If you have questions about the rules or something is unclear, please contact me in ICQ.
• It is forbidden to directly reveal your own role or the role of another player (if you know another player's role, don't shout it everywhere... Be smarter, craftier...). This action will lead to immediate disqualification.
• Violation of rules and being offline will be punished by a colorful modkill. If you signed up — play by the rules and stay active.
• Those not participating in Mafia are forbidden from commenting on what's happening until the end of the game. Well... at least don't comment in this thread.
• Experimental rule proposed by Arandor – on the first night, NA cannot be applied to players who were eliminated on the first night in the previous game.
• The "Mafia" have one opportunity to perform an NA of the "Murder" type per night; only a player not using other NAs that night can kill.
• And most importantly... it's a game, after all. The main thing is that you have fun.

These are not rules, but requests. But please read these too:
1) If possible, send your NAs to me in ICQ (including offline) to avoid some confusions.
2) Behave with restraint and follow the game rules. Do not leave a bunch of ordinary/deleted posts with comments, especially those who have died.
3) Do not constantly ask me in ICQ "where is the newspaper?" or "when will it be?". Besides being terribly annoying at times, it also interferes with writing and inventing clues, which sometimes affects the quality of the game.
4) Some roles may seem real to you. But it's just a role, which does not mean that the player themselves is the same kind of person.

Order of NA:
1) Psymage reads aura
2) Animage is sent to watch
3) Wizard casts block
4) Hydromancer casts block
5) Illusion Master casts block
6) Portal Creator blocks
7) Demonologist sends spy
8) Summoner sends zwerg
9) Alchemist tests potion
10) Pyromancer kills
11) Warlock kills
12) Witch poisons
13) Demonologist kills
14) Summoner kills
15) Necromancer kills and raises zombie
16) Nature Mistress resurrects

List of roles (all are single copies):
Peaceful council members
Elemental Lord
Nature Mistress
Hydromancer
Wizard
Physiomage
Illusion Master
Portal Creator
Psymage
Animage

Warlocks
Warlock
Witch
Necromancer

Demon Worshipers
Demonologist
Pyromancer
Summoner

Neutral
Alchemist

Role Descriptions:
Elemental Lord – Altur, an elderly mage, grandmaster of the air element, enjoys general respect.
Features – has a double vote
NA – none
Aura - positive

Nature Mistress – Kateriana, a young and charming sorceress, grandmaster of the earth element, possesses the healing power of nature.
Features - none
NA – resurrects a killed or heals a poisoned player
Aura - positive

Hydromancer – Hibash, a tall and stooped young man, grandmaster of the water element, capable of resisting demon worshipers.
Features – 50% chance to avoid death from demon worshipers
NA – casts a block against demon worshipers on a player
Aura - positive

Wizard – Zilfegor, an honest, kind and helpful person, grandmaster of light magic, capable of resisting warlocks.
Features – 50% chance to avoid death from warlocks
NA – casts a block against warlocks on a player
Aura - positive

Physiomage – Nodlik, characterized by secrecy and suspicion toward everyone, grandmaster of physical magic.
Features - 50% chance to avoid death
NA – none
Aura - negative

Illusion Master – Lit, the most diligent of the archmage's students, grandmaster of illusion magic, tests his magic on one of the council members every night.
Features – none
NA – creates an illusory copy of a chosen player for the night, giving them a 50% chance to avoid death
Aura – positive

Portal Creator – Ilsor, a short mage, grandmaster of mysticism, sends one of the council members into astral sleep every night.
Features – none
NA – blocks a player's NA for that night
Aura – negative

Psymage – Dido, a large and broad-shouldered mage, grandmaster of psionics, knows how to read auras.
Features – none
NA – checks a chosen player, learning their aura
Aura – positive

Animage – Ravyun, grandmaster of transformation magic; no one remembers what he actually looks like. Every night transforms into a pixie and goes to watch someone from the council.
Features – none
NA – watches a chosen player; if watching an alchemist, warlock, or demon worshiper intending to kill someone that night – dies himself and kills the target
Aura – positive

Warlock – Magrim, a cunning and dangerous mage, grandmaster of darkness magic and concurrently leader of the warlocks. Protected himself with a powerful charm of darkness.
Features – whoever kills him becomes poisoned (i.e., dies the next night unless healed by the doctor)
NA – casts a powerful curse on the target (NA of "Murder" class)
Aura - positive

Witch – Yarga, an old sorceress, grandmaster of blood magic.
Features – none
NA – infects the target's blood; the target dies the next night (NA of "Murder" class)
Aura – negative

Necromancer – Zhok, grandmaster of necromancy, immortal lord of the dead.
Features – none
NA – kills the target and raises them as a zombie (NA of "Murder" class). Zombies lose all their features and NA; the necromancer votes for them. Zombies perish when any NA is applied to them (including the nature mistress's "resurrection") or upon the death of the necromancer.
Aura – negative

Demonologist – Beorg, a cruel and ruthless mage, grandmaster of demonology and head of the demon worshipers.
Features – none
NA1 – summons a demon that destroys the target (NA of "Murder" class)
NA2 – using lesser demons, learns the magical power of the target (learns only at the start of the next night)
Aura – negative

Pyromancer – Eomund, a hot-tempered demonologist, grandmaster of the fire element.
Features – none
NA – burns the target with hellfire; if he encounters an illusion, physiomage, hydromancer, or block from demon worshipers, he still kills his target and dies himself (NA of "Murder" class)
Aura - negative

Summoner – Vegtam, a wise demonologist, grandmaster of summoning magic.
Features – none
NA1 – summons a zwerg who steals one item from the target. Subsequently, Vegtam can plant this item at the scene of a murder; he can possess only one item and does not know what that item is.
NA2 – summons a creature that destroys the target (NA of "Murder" class)
Aura – positive

Alchemist – Shanul, a scientist occupied with searching for the perfect potion, grandmaster of alchemy.
Features – protected from poisoning
NA – tests a potion on the target, which can have one of the following effects:
-Kills the target
-Gives the target some feature or NA
-Deprives the target of some feature or NA
-Gives the target protection for that night
-Has no effect
Aura - negative

Also, there are 4 more roles in reserve in case there are many applicants...
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16 years ago
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I liked the description of the roles.
But for starters, it would be good to divide them into teams, otherwise they are all in one pile. =[br][/br]This is just a quick look; I'll study it in more detail later.
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16 years ago
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lots of intricate details, but overall, I liked the setting) and the units are distributed intelligently so that the city isn't too overpowered) you also have to figure out who to defend and so on.
+everyone has a Neutral Defense, except for the main hero).
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16 years ago
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How many neutral dwellings does each faction have?
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16 years ago
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I agree with Aro regarding the excessive difficulty. The community probably won't be able to handle that many Nightmare Difficulty games, and I don't envy you as the GM. P.S. The role of the Nature Lord should be given to Luchik by default, in my opinion.
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16 years ago
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And I like it too ^^, the main thing is to do justice to such a beautiful setting ;)
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16 years ago
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I like it too, the main thing is to do justice to such a beautiful setting.

If I am entrusted with running the game, I will try my best.
I agree with Aro regarding the complexity. It is unlikely that the community will be able to handle such a large number of special abilities, and I don't envy you as the GM.

There will be no announcements about the 3, 4, 5, 7, and 8 special abilities (in the table, they are listed in order). Only kills require colorful descriptions, and there will be no more than 3 per night.

Don't worry about me; I've found an assistant :)
Ps. The role of the Nature Lord should be given to Luchik by default, in my opinion.

All roles will be assigned by the program.
How many special abilities does each faction have?

The Sorceress only has killing abilities. The Necromancer and Witch have unique abilities (zombification is almost like recruitment, and poisoning is death after a turn). The Warlock has a standard ability, but he has a special feature.

The Demon Cultists have killing abilities. The Pyromancer can break through blocks, the Demonologist has a verification ability, and the Summoner has a unique ability
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16 years ago
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Information about levels 3, 4, 5, 7, and 8 of the Night Dungeon (in the Night Dungeon table) will not be provided.
So, how are we supposed to figure out the night events then? O_o
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16 years ago
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At the very least, there's no need to report about the spy and the dwarf... simple defensive units don't really need to be highlighted either.
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16 years ago
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Maybe we shouldn’t resort to simply solving puzzles?
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16 years ago
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If the "community is up for it," I can tell you about everything...
In any case, there's still plenty of time to think about it; it's unlikely that many people will want to start a new "mafia" before a week has passed.
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16 years ago
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I would start on Monday. :smile36:
In reply to kcfgogbfalgfl
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16 years ago
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Revan
I would start on Monday. :smile36:
no... it's too early... it will be like with the fifth Mafia again...
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16 years ago
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So, have you decided which mafia will go first? This one or Kyle's mafia about pirates?)) Or has someone else come up with something?
P.S. I'm not against a quick start, because I didn't get to play in the previous one.
In reply to Arandor
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16 years ago
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Arandor
So, have you decided which mafia will go first? This one or Kyle's mafia about pirates?)) Or something else you came up with?
The person already has everything ready... I don't mind if they go first...

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