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Posts from Мафия 32. Asylum

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15 years ago
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St. Valensia Sanitarium is a quiet and secluded establishment located on one of the lakes in the state of Maine. One might say it is situated on an island, but for over a hundred years, the island has been connected to the shore by an earthen dam, along which a small two-lane road was eventually built. This road was the only land route connecting the sanitarium to the mainland. On the island itself, in addition to the main building of the sanitarium and utility rooms, there was an extensive park with a garden where patients walked and worked.

Ah yes, the patients.

St. Valensia Sanitarium specialized in advanced cases of mental illness, where the patient required inpatient treatment and constant medical supervision.

Not everything was simple at St. Valensia Sanitarium. About a year ago, a young but very capable doctor, John Rail, was appointed as chief physician. He held progressive views on the treatment of the mentally ill. Many treatment methods were declared obsolete, modern diagnostic equipment was ordered from the city, and medical staff were regularly sent to professional development courses.

However, not everyone liked the new management. The old doctor, Hugo Cerletti, was a staunch adherent of old treatment methods—such as electroshock, insulin coma, hydrotherapy, or therapeutic surgery. A small group of like-minded people formed around him who, while not speaking too loudly, desired a return to the old order.

Early March brought torrential rains and floods. The lake water rose higher and higher, and one fine day the dam, and with it the road, became flooded. Worse still, the pouring rain caused a short circuit in the electrical system of the sanitarium's fence, and now something was constantly sparking and ominously crackling all along the perimeter, making it difficult even for medical staff to exit through the gates.

In Doctor Cerletti's opinion, this was an opportunity that might never present itself again. It was time to take power into his own hands.
- Ah, gentlemen, humanists, so you intend to coddle the lunatics? You consider them unfortunate victims? They are beasts, wild beasts in human form! We shall see how you sing when they smash a couple of your high-and-mighty heads, - the doctor muttered, breathless from walking quickly. He was heading toward the service entrance of Ward D, where particularly dangerous patients were kept. In his pocket, duplicate keys to all rooms jingled pleasantly—keys whose existence Doctor Rail had not the slightest clue about.

Cerletti's plan was simple: provide... hm... measured freedom to several particularly dangerous patients, provoke riots, after which the new chief physician would undoubtedly be removed from his post. And perhaps he'd get lucky and even more…

Rules:


• Nights last about 24 hours. The sooner all night actions are sent to the Mage Guild, the faster dawn will come. No one has the right to write anything in the game thread during the night.
• Days last as long as necessary until a decision is made regarding the execution of a certain player; maximum duration: 24 hours.
• To vote for someone's execution, you must post execute %username% in the game thread (you can come up with the method of execution yourself—within reason); bold font is mandatory. If a player wants to change their vote, they must perform a vote cancellation procedure ("Do not execute %username%"), and only after the cancellation may they 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 tracking votes easier. If you do not vote in bold font, the vote will not be counted. Likewise, a vote will not be counted without minimal 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—modkill or replacement. 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 (for example, with ten players, a majority is six).
• A double vote is displayed in the voting results only if it changes the outcome.
• If the majority vote "Execute no one," then the day ends without any player executions.
• For the Mafia, decisions on who to kill and who to send on a mission are made collectively. If someone from the Mafia is not online, their comrades may send an NA for them, but they do not have the right to send that person on a mission or use any of their other NAs.
• The Mafia is allowed to perform a maximum of 2 actions per night: 1 kill (or an NA that can cause a kill), and a block/target disruption/protection removal/recruitment (of choice). If the mafiosi are plagued by bouts of pacifism, you may not commit any kills at all, of course!
• Clues about killers in the newspaper are given by nickname, avatar, signature, etc. If a kill was unsuccessful, the killer will find out, but will not know why it was unsuccessful. No clues are given for failed kills. The newspaper also contains a hint about the role of the deceased.
• A killer may plant 1 additional clue at the crime scene. It must point to them and be original. As for the complexity of these clues, there is quite a bit of freedom, but the Mage Guild still reserves the right not to accept a specific clue, with or without explanation.
• During the game, changing your nickname, avatar, signature, and personal information is strictly forbidden. Therefore, update your profile in advance.
• Discussing the game outside this thread (i.e., in DMs, ICQ, etc.) is only allowed if you have a role that permits it.
• As soon as the news of your death/execution is written, you are gone. You no longer participate in the game. Do not write anything. However, nothing prevents you from watching what happens.
• Do not edit your messages. Try to write without mistakes from the start.
• 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 or DM, but then it will overflow during the very first game night, so better not). Those who are late miss out. When contacting via ICQ, please state your name in the authorization request so I don't have to guess who has come to see me. :)
• From time to time, I will post a tally 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 tally.
• If you have questions regarding the rules or if something is unclear, please contact me via ICQ.
• It is forbidden to directly reveal your own role or the role of another player (if you know another player's role, do not shout it everywhere. The Mafia hears you too). This action will lead to immediate disqualification.
• Violation of rules and being offline for more than two days will be punished by a colorful modkill. If you signed up—play by the rules and stay active.
• The game log with roles and other details will be posted for public view after the end of the game.
• Those not participating in the Mafia are forbidden from commenting on events until the end of the game. Well... at least comment outside this thread.
• Anyone who has not voted after 12 hours of the game day is considered to have voted against themselves. You may appear after this and move your vote; this is not forbidden.
• First-night immunity (the 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.
Advertisements can be submitted to the newspaper (mention the text of the ad in your NA). A player may submit no more than one advertisement per night and write any information, including false or non-game information. Any signature (whichever you specify). Limitation—no more than 2 notes are submitted by each mafia member per night. It is preferable to keep the text in the style of the setting, and if it's also in the style of your role—that would be absolutely wonderful.
• And most importantly—it's a game, after all. Good luck, have fun!


Prologue
Chapter 1. A Glimmer of Truth.
Chapter 2. Unity of Opposites.
Chapter 3. Night of Angels.
Chapter 4. Brain damage.
Chapter 5. Crime and Punishment.
Chapter 6. Ezekiel 25:17.
Chapter 7. The Great "Perhaps".
Epilogue.
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Humanitarian Doctors:


1. John Rail, Chief Physician – young and full of enthusiasm, he rejects harsh physical methods for treating the mentally ill. Perhaps a bit naive, but definitely an excellent specialist and administrator.
Role features: double vote, immunity to ND redirection.

ND:
Psychotherapy – calms the mentally ill: the healed person loses the ability to kill for the following two nights, though the healed person themselves is unaware of this. Works only on players with an "unstable" mental state.
Mental state: stable, non-aggressive.


2. Karl Holstein, Deputy Chief Physician – although he is older than his new boss, he recognizes the authority of his younger colleague. He is more of an experienced administrator than a talented doctor.
Role features: immunity to block.

ND:
1 Locks premises – full block of target (blocking any external influences on them)
2 Information gathering - status check (choice of stability level or aggression level).
Mental state: stable, non-aggressive.


3. Catherine Sunny, Senior Pharmacist – humane and tender, she pities everyone from a kitten to a violent schizophrenic. Always ready to alleviate suffering with medication.
Role features: immunity to NDs that cause "injury".

ND:
1 Therapy – healing or resurrection of the target
2 Sleeping pill – block of target's ND
Mental state: stable, non-aggressive.


4. Adam Leaves, Psychotherapist-Defectologist – works on the correction of higher nervous functions of patients: speech, hearing, and motor skills. Having a qualification as a speech therapist, he is a virtuoso at persuasion.
Role features: cannot be silenced.

ND:
1 Speech lesson – takes the target's voice for the following day (controls it during voting)
2 Therapeutic gymnastics – deprives the target of ND for the next night (the target will not find out)

DD:
Twice per game, he can sway the results of the vote toward the result chosen by the chief physician (the chief physician does not know; he simply sends a DD – "influencing the vote").
Mental state: stable, non-aggressive.


5. Peter Fisher, Priest – despite all his respect for science, he believes that the church can also heal the soul. Rational and gentle, he is loved by all. When he spends the night at a patient's bedside, people try not to disturb him.
Role features: Universal Favorite – cannot be executed. Knows Patrick.

ND:
1 Soul-saving conversation – protects target
2 Prayer – protects self (the attacker is deprived of ND for the next night; if the ND was not a kill, it simply does not work)
Mental state: stable, non-aggressive.


6. Head Nurse Karen – constantly keeps her finger on the pulse of the hospital's nightlife and is always ready to make adjustments to what is happening.
Role features: ND cannot be redirected

ND:
Set things in order - redirects target's ND to another target.
Mental state: stable, non-aggressive.


7. Ed Mullock, Guard – humanitarianism is all well and good, but a "Beretta" on the belt has never hurt anyone. Times are unstable, and who knows what's on these psychos' minds.
Role features: in case of murder, wounds his killer (the killer is deprived of ND for the next night).

ND:
1 Guarding premises – protection (50% chance to kill the attacker; if there are multiple attackers, the probability of death is calculated for each)
2 Special guard – reinforced protection of target (target is blocked, attacker dies)
Mental state: stable, aggressive.


8. Michael Hope, Diagnostic Doctor – the Hope couple almost completely controls the diagnostic department. The work is boring but necessary.
Role features: knows Anne Hope. They live together, so in case of her murder, he finds out the killer.

ND:
Diagnostics - status check for stability/instability (cannot check the same player as Anne).

DD:
Diagnosis (results of last night's check are written in the newspaper).
Mental state: stable, non-aggressive.


9. Anne Hope, Diagnostic Doctor – the second of the close professional couple, the Hopes.
Role features: Knows Michael Hope. They live together, so in case of his murder, she finds out the killer.

ND:
Diagnostics - status check for aggression (cannot check the same player as Michael).

DD: diagnosis (results of last night's check are written in the newspaper).
Mental state: stable, non-aggressive.


10. Patrick, Junior Caretaker – once was one of the patients, but over recent years his condition improved so much that he was recognized as cured and given a job at the clinic. Very quiet and thoughtful, loves hamsters and the "Tom and Jerry" series. Once found forgotten garden shears in the garden and hasn't parted with them since, although he shows them to no one.
Role features: knows Priest Fisher. In case of attack, kills the attacker with scissors (both die).

ND:
none
Mental state: unstable, non-aggressive.

Killer Doctors


11. Hugo Cerletti, Head of Therapy Department – believes it is better to overtreat than undertreat. And if the patient doesn't survive the treatment – well, damn him, one less psycho. Prefers insulin shock therapy.
Role features: 50% chance to avoid death from a protector (except Patrick).

ND:
Insulin coma. If used on a player with "aggressive" state, the player is blocked and deprived of their voice the following day. If used on a player with "non-aggressive" state, the target dies. Cannot be used two nights in a row on the same target.
Mental state: stable, aggressive.


12. Benjamin Rush, Motor Therapy Specialist – follower of treatment methods such as forced fixation of the patient, twisting limbs, stretching, etc. Constructed a chair of his own invention used in many clinics.
Role features: cannot be blocked.

ND:
Therapeutic fixation on the rack. Target's ND is blocked, with a 25% chance - for two nights. Cannot be used two nights in a row on the same target.
Mental state: stable, aggressive.


13. Martin Johnson, Electroshock Therapy Specialist – achieved unprecedented mastery in applying ECT (electroconvulsive therapy), passing current through patients' brains. It cannot be said that he has a high percentage of cured people, but his handling of electrical devices is undoubtedly masterful.
Role features: none

ND:
Electroshock. If used on a patient with "stable" status, it works as an ND redirection of choice. For a patient with "unstable" status, the redirection is random.
Mental state: stable, aggressive.


14. Antonio Moniz, Surgeon – high-class specialist, adept of psychosurgery – removing various organs to cure mentally ill patients.
Role features: immunity to ND redirection. Cannot be killed (except for Patrick's feature and John Jameson's "Reconnaissance by Fire"); in case of attack, receives an "injury" (loses voice the next day and ND the next night), after which he self-heals.

ND:
1 – cingulotomy (if used on a player with "aggressive" status, status changes to "non-aggressive"; otherwise all of the player's NDs are blocked until the end of the game).
2 – tractotomy (if used on a player with "unstable" status, the player gets a permanent 50% chance to survive an attack, but all their NDs are blocked until the end of the game; otherwise the player receives a full block, including protection from external influences, for this night).
3 – amygdalotomy (a player with "non-aggressive" status is deprived of voice until the end of the game; "aggressive" - loses ability to perform NDs such as block and kill).
4 – lobotomy :
- a player with "unstable, non-aggressive" status dies,
- a player with "stable, non-aggressive" status is recruited by killer doctors, receiving the "kill" ND instead of all their DDs and NDs (the weapon corresponds to the original role; role features such as immunities to blocks, redirections, etc., are preserved); players in a pair cannot be recruited until one of the pair has died.
- for a player with "stable, aggressive" status, ND is randomly redirected,
- a player with "unstable, aggressive" status dies the next night with a 50% probability (calculated and described as an "injury"); otherwise they receive a full block (including external) for one night.
Mental state: stable, non-aggressive.

Mentally Ill


15. Radonar O'Rayattoka, Paraphrenia – an authoritative and harsh leader of Ward D. Convinced that he is called to change this world by cleansing it of the unworthy. Other patients are equally frightened and attracted by this arrogant sadist who possesses a kind of dark charisma.
Role features: 50% chance to avoid block.

ND:
1 – Kill
2 – Fit of Rage: kill that ignores all blocks and protections (may die from a protector, in which case both the target and the protector are killed) – can be used once per game.
DD:
Organizes riots – twice per game he can disrupt an execution (cannot disrupt his own); the second time his name is revealed.
Mental state: unstable, aggressive.


16. Reina Shorto, Manic-Depressive Psychosis – only her boundless devotion makes people tolerate her extreme instability, due to which it is impossible to predict how she will behave in the next moment. Very nervous and timid.
Role features: every night a manic or depressive phase of the disease is randomly determined. This is reported to the player at the start of the night.

ND:
Manic phase:
1 – kill
2 – persecution mania, locks herself in the ward (block of any external influences)
Depressive phase:
1 – removes protection from a chosen target.
Mental state: unstable, aggressive.


17. Rodfilg Lonsysh, Oneiroid Catatonia – the "grey cardinal" to Radonar, his right hand and right hemisphere, guiding and organizing him. The course of the disease is episodic: episodes are accompanied by severe clouding of consciousness and complex delusions. Remissions between episodes are so complete that he gives the impression of an absolutely healthy person, and this is the most dangerous thing about him.
Role features: Daytime remission - cannot be executed until he is the last one left in the team.

ND:
1 – "doppelgänger delusion" - learns statuses of two players (choice of aggression or stability).
2 – affective state - kills a chosen player, ignoring protections (if the victim had protection, he loses ND for the rest of the game); ND can only be used when no one else is left in the team.
3 – hallucinations – redirects target's ND.
Mental state: unstable, non-aggressive.


18. Beno Handreir, Hebephrenia – the malignant course of the disease leaves no hope for Beno's recovery. He does not understand that his days are numbered (and with each day he understands less and less what is happening around him), but with every night there is less and less human left in him.
Role features: cannot be redirected.

ND:
Night 1:
Euphoria – cannot be blocked, changes ND of two chosen players (with absolute preservation of target).
Night 2:
- Euphoria
- Sexual disorder – if this ND is directed at a player with a female role, the target is controlled the next night, receiving the "kill" ND (does not learn the mafia); when applied to a male role, the target loses their voice the next day.
Night 3 :
- Euphoria
- Sexual disorder
- Catatonic excitement – blocks ND of head nurse and priest; if both are dead – senior pharmacist.
Night 4:
- Euphoria
- Sexual disorder
- Catatonic excitement
- Acute hebephrenic state – wounds target, ignoring protections (target dies the next night).
Night 5:
- Euphoria
- Sexual disorder
- Catatonic excitement
- Acute hebephrenic state
- Abulia – full protection from external influences and kill.
Night 6 and following:
- Schizophrenic dementia – one of the five described states is randomly implemented (the state is reported to the player at the start of the night).
Mental state: unstable, aggressive.

Loner


19. John Jameson, Policeman – had the misfortune of wandering onto the clinic's territory. Being a man not without wit, he quickly realized what was happening here and preferred not to announce himself in the building. Hiding somewhere in the park with weapon ready, he has become quite nervous – ready to fire a bullet at anyone who disturbs him.
Role features: if visited by someone, subsequent NDs of this night directed at him are annulled. If 10 or fewer players remain, cannot use "hide" ND two nights in a row.

ND:
1 Hide – goes into full protection from external influences.
2 Patrolling – kills the first night visitor (cannot be used two nights in a row).
3 Reconnaissance by Fire - kill. If a humanitarian doctor or killer doctor is chosen as target - 50% chance of failed murder (except surgeon).
Mental state: unstable, non-aggressive.

Victory Conditions:
Humanitarian Doctors: no Killer Doctors and killing Mentally Ill remain
Killer Doctors: no Humanitarian Doctors and killing Mentally Ill remain
Mentally Ill: no Humanitarian Doctors, Killer Doctors, and Loner remain
Loner: no Mentally Ill and doctors of one of the factions remain.
In reply to Слоныш
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Night Actions:

1. Speech therapy lesson by Adam Leivas
2. Persecution mania of Rayna Shorto
3. Locks rooms, Karl Holstein
4. Psychotherapy for John Raily
5. Therapeutic restraint of Benjamin Rush
6. Cingulotomy/Tractotomy/Amygdalotomy of Antonio Moniz
7. Therapeutic exercises by Adam Leivas
8. Catatonic excitement of Beno Handreir
9. Sleeping pills for Katherine Sunny
10. Delusion of a doppelganger, Rodfilga Lonsish
11. Diagnosis of Michael Hope
12. Diagnosis of Anne Hope
13. Information gathering by Karl Holstein
14. Euphoria of Beno Handreir, Hallucinations of Rodfilga Lonsish, Electroshock of Martin Johnson, order is maintained by nurse Karen
15. Sexual disorder of Beno Handreir
16. Guarding/Special guarding of Ed Mallock, Prayer/Soul-saving conversation with Peter Fisher/John Jameson hides
17. Removal of protection from Rayna Shorto
18. Reconnaissance in force by John Jameson
19. Lobotomy of Antonio Moniz, Insulin coma of Hugo Cherletti
20. Acute hebephrenic state /Abulia/ Schizophrenic dementia of Beno Handreir
21. Affective state of Rodfilga Lonsish, Murder of Rayna Shorto, Murder/Rage attack of Radonar O’Rayattoki
22. Murder of a player controlled by Beno Handreir
23. Murder by a player recruited by assassin doctors.
24. Therapy for Katherine Sunny

The Mafia has 2 Night Actions per night. You can see the display of Night Actions in the newspaper here.

List of players:
1. Reinhard
2. Небо
3. Xostor (immune)
4. Gil4 (immune)
5. Ple-Sen
6. WisTrit (immune)
7. Werevolka
8. WhiteLizard
9. Arandor
10. Pitch Black(immune)
11. Hermit(immune)
12. RiMpel2
13. Loreley(immune)
14. Гур
15. Нэйра Дрэйк
16. Amko
17. WishmasteR
18. Thorium
19. Князь_OMEGA
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And now – the saddest/most important/scariest/silliest part.
There will be no role assignments.

There is a Rorschach test, 19 test images. Choose the image you like (all have a letter of the Latin alphabet in the title).

You can write what you see in the inkblot... if you're not afraid that we'll all figure out what type of schizophrenia you have. :smile04:

Example:
"I choose image Ы, and I see a hippopotamus eating a daisy."


Taken (information as of the evening of July 31st):
k, t, e, l, u, o, w, h, q, d, s, y
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There seem to be way too many bats and angels :smile04:. I'm choosing **k**. Jesus crucified on the cross, on a small hill.
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t, there seems to be a hamster or a rabbit there.
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e The Prophet will prepare this world for the arrival of the Abyss
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I choose L. I have no idea. Petals of an unusual flower arranged in an unusual pattern.
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I choose u. The well-known Medved and two ducks.
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Image "O" - a lovely bat. Damn, damn, damn, Wissy!!!! Then "W". And I won't tell you what's on it.
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Then it's a "W". But I won't say what's on it.
An upside-down horse. One pair of hooves is very noticeable.
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Cool picture; it shows 2 guitarists with dreadlocks shredding metal against a backdrop of decorations. I remember we used the same method in art class to make butterflies: you slap on a colorful blob, fold the paper, and voilà! But I could only ever create samurai :D Also, this one is funny; it depicts 2 communist sumo wrestlers giving each other a high five against a background of a pagoda shaped like a tank, a cart full of cucumbers, and a bear eating a fir tree. w has been taken; I'm choosing H
In reply to WhiteLizard
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Lizard, W has already taken the spot above. :(
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15 years ago
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W I won't give it to anyone!
And it's not a horse, but two trumpeters announcing the end of the world.

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