Posts from Mafia: general discussions.

За всем следят машины благодати и любви.
Where do we end up when we save the world?
I told you, you're going to hang Arandor, and you fell for it...
And I was the one who said it. I only switched the voice from Arandor to Wishmaster because I realized that we weren't going to execute him anyway :( :( :( I was already thinking that the clue was a complete mess, and I couldn't even find such a movie by Tobin in Wikipedia. And if we assume that the letter "r" was meant to be "Thorin," then it doesn't even qualify as a "berber" anymore :(
Original clue:
Tobin -> thrillers -> horror movies in Jack's signature
Bell often played the role of a villain or serial killer
Tobin -> thrillers -> horror movie "Wishmaster"
Very full Berber, Hermit.


Except the ones we've made
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Defenders of Steemgard

Governor
The head of the city, its defender and judge. He was 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 crafted by the church forge at His Majesty's court.
NA
1) Martial Law - throws a selected player into prison; a random prisoner escapes from prison, and the Avenger hides from capture. Used once every 3 nights, starting from the second. Upon the second use, he loses all his advantages. If he throws a peaceful person into prison, he also loses all abilities.
2) Vigilant Guards - check human/non-human status.
Traits
1) Silver Weapon - kills a half-blood.
2) Double Vote.
3) Cannot be locked in prison. Upon an attempt, he reveals himself.
Status
Human, Believer.

Advisor
The second most important person in the city, head of the church, university, and secret department.
NA
1) Sends an Observer - surveillance of a player.
Traits
1) If the Governor dies, receives a double vote.
2) Silver Weapon - kills a half-blood.
3) Secret Guard - 50% protection from attacks.
4) Cannot be locked in prison. Upon an attempt, she reveals herself.
Status
Human, Believer.

Viscount
A cruel, power-hungry, narcissistic type. To him, people are merely large toys that can be humiliated, caused suffering, and even killed. All that interests him are amusements, 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 he hits a protection, he dies. If he hits the Duke, Captain of the Guard, Knight, Angel, Mistress, Assassin, Dancer, or Avenger - he dies.
2) Hosts a Ball - all NAs do not trigger this night. Once per game.
Traits
1) Gains the ability to use NA 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 loyal service, he was granted vast lands and a title.
NA
1) Captain of Knights - gives orders to the Knight.
Traits
1) Heavy Armor - 50% chance to survive an attack with physical weapons.
2) Standard-bearer - if the Governor, Advisor, and Viscount are dead, receives a double vote.
Status
Human, Believer.

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

Knight
The 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. He is secretly in love with the Witch and cannot bring himself to confess it.
NA
1) Guard - protects a player; the target cannot use NA (except when the target is a knight). Dies instead of the target, kills the attacker.
2) Attack - kills a player; if he hits a protection, he dies.
Traits
1) Obeys the Duke's orders; the Duke chooses the target. After the Duke's death, the Knight chooses the target himself.
2) When not receiving an order, he 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 an attack with physical weapons.
Status
Human, Believer.

Abbot
The head of the church and the city's chief 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 (the golem loses its protection in doing so) once per game.
Traits
1) Mechanisms - 50% chance that healing will work.
Status
Non-human, Believer.

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

Technomage
The Master of Magic of Steemgard. The ability to disable any technology, control artificial light, make metal tools take on a life of their own, and move through space is the basis of technomagic; the master possesses much more.
NA
1) Flash - puts out street lamps, covering the skies in a black haze. All who come to the target lose the ability to use NA. Once every two nights (starting from the second); does not work on the Sorceress.
2) Static Field - changes a player's NA type for one night (randomly assigned by GM). 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.
Traits
1) Senses the Sorceress; after her second used NA, he learns who she is.
2) If he applies NA to the Abbot, Golem, or Angel, he finds out.
Status
Human, Believer.

Thief
An unprincipled master of theft and lockpicking who scorns the church, elves, and other own-kind from above; if there is something to steal, he will act. However, given current circumstances, supporting the city seems the only correct decision. After all, who will supply new lockpicking devices if the mechanics are hanged from the lanterns of the main street?
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 Assassin can find the thief. Used no more than once every two nights.
Traits
1) If the Governor, Advisor, Viscount, and Duke are dead: can forge orders for the knight, orders for spies, orders for the guard (check), or send invitations to a ball (if not already used).
2) Knows the city - 50% chance to escape unwanted NAs.
3) Random heretic/believer status each night.
Status
Human, Heretic.

Alchemist
Test tubes and strange liquids, knives made of different metals, hundreds of types of stones, powders, and infusions—the Alchemist uses them in his arduous work; his laboratory is his life. He is capable of determining the owner of 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.
Traits
1) Not susceptible to poisoning and whispering.
2) If "fire" is applied to him, he dies with 100% probability, and it is impossible to heal him.
Status
Human, Believer.

Golem
A bandit who received a second life. Killed in yet another pub brawl, he was transferred 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.
Traits
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 Hand - releases a player from prison. Once per game.
2) Angel's Step - learns the full status of the target.
3) Angel's Wings - dies instead of the target.
Traits
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 again and again for her decision.
NA
1) Power - can force a player to use their NA on her.
2) Protection - protects a member of her team.
3) Fury - kills a player.
Traits
1) Silver Weapon - kills a half-blood.
2) Kills the golem with 100% probability.
3) 50% protection from attacks.
4) Learns the killer of the Archer.
Status
Human, Believer.

Moon Dancer
Dancing under the moon—what could be more romantic? The rhythmic clicking of heels delights all who observe this wondrous act; nimble movements hold attention, and combat discs flashing with sharpness mesmerize with the play of moonlight reflections.
NA
1) Moon Dance - deprives a player of their 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. Once per game.
Traits
1) Blinding Light - shooters have a 50% chance to miss.
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 ruthless. 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) Murder - kills a player.
Traits
1) Ignores natural protection (except the golem).
2) If he hits someone protected by another player, he kills both.
3) Random status each night.
4) Unexpected Guest - kills at a ball.
5) Bare-handed Murder - 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. Among soldiers and hunters, stories often circulate 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.
Traits
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 once per game.
3) Rain - causes armor corrosion (-25% to attack reflection chance). Once every three nights starting from the second.
Traits
1) Kills the Technomage regardless of any protections.
2) Senses the Technomage if he applies 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, and she 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.
Traits
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 flee into the forests, where they were met by a rain of the elves' sharpest 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 persistent practice made the survivor an excellent fighter; now the time for revenge has come.
NA
1) Murder: kills a selected player.
2) Arson: chance (50%) to kill everyone who came to the target this night. Used once every 3 nights, starting from the second.
Traits
1) Dirty Blood - impossible to kill with ordinary weapons.
2) Sneer - 50% protection from magic.
3) Claws - if the Governor, Advisor, and Mistress are dead, she receives a 50% chance to survive execution.
4) Fangs - Forced to kill at least once every two nights.
Status
Non-human, Heretic.
Except the ones we've made
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт
Except the ones we've made
Can visit prisoners or the dead.
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт
Did Opera eat glue and draw mustaches on all the ladies?
The Mafia will be complex, with many different abilities, and you won't be able to remember them all.
The more possibilities, the more development options.
Why are elves so bad?((
Except the ones we've made
