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I've polished my setting. I made it far less complex than Club, but experimental; I decided to try and implement an idea I've had since the Stalker days. I moved it into a more familiar environment and even tried to give the world some kind of SOUL. For now, the set doesn't have an ND order, but there will be nothing unusual about it or its visibility/invisibility. Anyway, enough introduction, I present to you my new setting.
Magic does not exist. In this world, people believed only in humans, their capabilities, and God. Even the Inquisition raged for a couple of decades and then calmed down. No superstitions, no sorcerers, no undead. Only the harsh life of the Middle Ages, as realistic as it can possibly be.
But one day, this realism was shattered. People appeared who were capable of imbuing objects with a special energy. This was not magic in its pure form; rather, the bearers of these items simply possessed more developed biological abilities than other people. However, the Church naturally declared the creation of these so-called artifacts to be heresy. The Inquisition was reborn, and the entire civilized world sank into the depths of war.
In the end, the greed of rulers overcame the fear of God. The leading states of the continent lost their influence, and consequently, the reins of leadership in the modern world were taken by other countries—those who were not ashamed to use artifacts to their advantage. Finally, the Church recognized that enchanters were not servants of the devil, the Inquisition was disbanded, and artifacts, recognized as a gift from God, entered the daily lives not only of the chosen rich and influential, but also of quite ordinary townspeople.
This story takes place in Stoneblade—the fourth largest city and capital of the eponymous county of the continent's most influential kingdom, Foxcrown. State policy provided for fairly broad autonomy of administrative units. The Count of Stoneblade took a clear course toward a certain democratization, and this, of course, did not please the local barons, who did not want to share their money and certainly did not want to live for anyone but themselves. The most influential among them concluded that it was time to arrange a small coup. As if that weren't enough, a maniac appeared in the wealthy district of Stoneblade—a psychopath who escaped his convoy to the leper colony. As for the local enchanter, he doesn't particularly care about the change in power, for he pursues his own goals, which the Church has yet to perceive...
A moment from the GM. Essentially, the feature of the setting lies in these very artifacts, which grant permanent abilities to their owners. But, naturally, it is by no means certain that all roles will stick with the same set throughout the game. Upon death/execution, artifacts leave the game along with the owner, as according to church canon, divine gifts are buried with the deceased. But particularly cynical people are not stopped by this. In short, read the roles, and everything will become clear.
Count
A smart ruler and a kind man. He has set his goal to leave a good mark in the memory of the people, and that is why he strives to improve the standard of living for all strata of the population. He never particularly trusted enchanters, therefore he does not use artifacts and generally tries to keep their number under control in Stoneblade.

Features.
1) Ruler. Double vote during voting.
2) Order control. Receives bad statuses from secretary checks.
3) Ties with the editorial board. Can write notes in the newspaper.
ND.
1) Tax Inspection. If the target has artifacts, randomly confiscates one of them.
Status.
Good.
Artifacts.
None.
Philanthropist
A baron distinguished by generosity and a willingness to donate his money to good causes. Charismatic, and therefore popular among the residents. He fully supported the count's initiative and became friends with him. However, he himself does not shy away from artifacts, as they noticeably make his life easier.

Features.
1) Friends. If the count confiscates or otherwise obtains an artifact, he passes it to the philanthropist. If the latter dies, the count keeps them and begins to use them.
2) Ties with the editorial board. Can write notes in the newspaper.
ND.
1) Support. Moves the target's ND to the beginning of the ND order.
DD.
1) Important Opinion. Once per game, can insist on the execution of a chosen player. Works only if the philanthropist himself voted for the target. Using DD ends the day.
Status.
Good.
Artifacts.
1) Necklace of Restoration. 25% chance to survive an attack.
2) Diadem of Illusions. Allows the creation of a double who will handle all worldly chores for the player, giving them the opportunity to attend to their own affairs. In other words, grants unblockability.
Courtesan
The most skilled priestess of love in Stoneblade. Many people from the upper echelons of society visit her chambers. Her mastery lies not only in the ability to provide carnal pleasures, but also in making the visitor feel as if they are with their closest person, so well does she "read" people. However, she has a little secret, without which she surely would not be so popular...

Features.
1) Source of my abilities. Without the earring, her ND has only a 25% chance of triggering.
ND.
1) Night of Love. Blocks the target.
Status.
Good.
Artifacts.
1) Earring of Empathy. Allows one to better understand and feel a person. Grants the ability to learn the status of the target of her ND.
Priest
Rector of the local cathedral. A wise and sincerely believing man. Following the tenets of the church, he recognizes the divine nature of artifacts. He has helped more than one resident with his advice, for after all, a good priest is a good psychologist. Unfortunately, besides this, he doesn't know how to do much else. When the inquisitor arrived in the city, he provided him shelter out of old friendship.

Features.
1) United by Faith. Knows the inquisitor, can communicate with him.
ND.
None.
Status.
Good.
Artifacts.
None.
Inquisitor
A man who never accepted the church's recognition of artifacts. After the second disbandment of the Inquisition, he devoted several years to studying them and found a way to destroy them. He turned out to be unwanted by the residents of Stoneblade, but the inquisitor himself is ready to rid this city of the ulcer of unholy items by his own strength. Currently resides with the priest and, with a heavy heart, refrains from scandals regarding artifacts, the use of which the priest quite approves of.

Features.
1) Unwaveringness. If any artifact ends up in his hands, he immediately destroys it.
2) United by Faith. Knows the priest, can communicate with him.
ND.
1) Cleansing. Finds out if the target has an artifact. If yes, he can take it and destroy it as a separate action on the next night. He does not find out the specific artifact, only its presence/absence. If there are several artifacts, the ND targets one randomly selected among them.
Status.
Bad.
Artifacts.
None.
Guard
Captain of the city guard, maintains order in Stoneblade. A good fighter and exemplary citizen, serving as an example to all the city guards. Additionally, he writes decent poetry, which further increases his authority, although he owes this to his artifact.

Features.
None.
ND.
1) Security Provision. Protects the target, kills the attacker.
Status.
Good.
Artifacts.
1) Amulet of Inspiration. Helps one realize themselves in creativity. With it, you always know what and how best to write. While the target possesses the amulet, they can write notes in the newspaper.
Healer
Medicine is not the most developed branch of science in Foxcrown, but even it is capable of something. This person is the best doctor in the city. He has saved guards from death several times, for which they turn a blind eye to the healer's secret inclinations, such as illegal drugs. He is resentful of the philanthropist because the latter did not support the legalization of imported weed.

Features.
1) Addict's Grudge. Cannot be bribed by the philanthropist.
ND.
1) Tinctures, herbs, and a bit of surgery. Heals the target if an attack was carried out against them.
Status.
Bad.
Artifacts.
None.
Secretary
Chief Secretary of the county's central court. Despite the fancy name, the position adds neither interest nor particular prestige. Out of boredom, he spends his time digging through old archives of citizens' cases.

Features.
None.
ND.
1) Dossier Review. Learns the player's status.
Status.
Good.
Artifacts.
None.
Thief
Nimble hands, agile and silent feet, the ability to remain unnoticed—what else does a thief need? Just a bit of natural charisma and a reliable set of lockpicks in a bag. With the mass spread of artifacts, he took up stealing them, as it became a profitable business.

Features.
1) Elusiveness. 50% chance to escape an attack.
ND.
1) Breaking and Entering. Steals an artifact from the target. If they have several, the stolen one is chosen randomly.
2) Plant. Gives one of his own artifacts to the target.
Status.
Bad.
Artifacts.
None.
Bodyguard
Attentiveness, strength, reaction—the best qualities of a bodyguard. For a small fee, this person will agree to ensure your complete security: whether on the way from a mistress to a wife, or during a forest hunt. And don't ask him where he got such combat skills: former bandits do not like to talk about their past.

Features.
1) Tough Nut. Wounds his killer, depriving them of their ND for the next night.
ND.
1) Reliable Guard. If the target is killed, the attack happens to the bodyguard instead.
Status.
Bad.
Artifacts.
1) Ring of Healing. 50% chance to survive an attack.
Journalist
Always at the front of events with his faithful notebook. Attentive, smiling, agile, and with a good style—the pride of the Stoneblade newspaper editorial office. His work is his hobby. In his free time, he also doesn't part with his book, wandering the city and making notes about its residents. Despite his reputation, he has a few skeletons in the closet, but he vigorously compensates for this with the help of artifacts.

Features.
1) Ties with the editorial board. Can write notes in the newspaper.
ND.
1) Curiosity. Compares the statuses of two players. Cannot compare with dead players or himself.
DD.
1) Editorial Employee. Once per day, can butter up the editor and find out which role wrote a specified note.
Status.
Bad.
Artifacts.
1) Boots of Hyperactivity. Fatigue? You won't even hear about it in these. 25% chance to perform ND a second time on the same night.
2) Gloves of Charm. Their unique style easily overshadows all your flaws, attracting the attention of interlocutors. While the player has them, they will appear good upon checking.
Detective
This man grew up in a poor family. Analytical abilities helped him rise in society. Now he works as a private detective, but a difficult childhood left its mark. He does not shy away from dirty working methods and does not believe in God at all. Secretly envies rich people and dreams of getting some artifact into his hands to quiet his complexes.

Features.
1) Unholy Scum. If the target of his ND has artifacts, he takes them all for himself.
ND.
1) Investigation. Studies the murder of a corpse, obtaining an additional clue about its death.
Status.
Bad.
Artifacts.
None.
Rebel Baron
For the most part, he was an exemplary vassal, always supporting both the king and the count. But the new policy of Stoneblade completely dissatisfied him. Considering the bills an insult to the nobility, he decided to seize power in the city at all costs, by any means necessary.

Features.
1) Ties with the editorial board. Can write notes in the newspaper.
ND.
1) Bribe. If the target uses their ND on the baron, it does not trigger.
DD.
1) Contract. Once per game, can contact the assassins' guild with a request to remove a certain player. When used, the target ceases daytime discussion, leaving the game, but the day continues as usual. The target's role will be revealed only in the newspaper the next night.
2) Venal Judge. Once per game, can thwart the execution of a player. Triggers after the end of the day as "No one was executed." After using this ND, his status changes to bad.
Status.
Good.
Artifacts.
1) Ring of Healing.
Mercenary
This man is ready to perform any job requiring the use of steel or muscle. He is a true professional, and therefore his services are expensive. Fortunately, the conspirator baron has enough money.

Features.
1) Will to Live. 50% chance to survive an attack. If it triggers, wounds the attacker.
ND.
1) Beating. Blocks a player.
2) Mace Strike. Kill.
Status.
Bad.
Artifacts.
1) Boots of Hyperactivity.
Adventurer
He considers himself a hero of the open road, but others prefer to call him a wandering marauder. However, very few of those who have grounds to call him that survived. Joined the coup out of a thirst for profit.

Features.
1) Marauder. Takes the artifacts of his victim for himself.
ND.
1) Axe Strike. Kill.
Status.
Bad.
Artifacts.
None.
Veteran
A respected man in the city who has gone through many wars. Despite all his decency, he committed many dirty deeds during combat operations, taking advantage of opportunities. He dislikes the current count, considering him soft and weak-willed, which is why he offered his services to the rebels.

Features.
1) Ties with the editorial board. Can write notes in the newspaper.
2) Experience. 25% chance to survive an attack. If it triggers, kills the attacker in return, piercing natural defense.
ND.
1) Sword Strike. Kill, pierces natural defense. If the target is protected by a guard, he kills the guard and dies himself.
Status.
Bad.
Artifacts.
None.
Magician
A pretty girl with nimble hands, entertaining the people in the count's palace and on the central square of Stoneblade. In reality—an agent of the rebel baron, using her abilities to deceive people for his purposes.

Features.
None.
ND.
1) Sprinkled Poison. Target dies the next night. Leaves no clues.
2) Hocus Pocus. Redirects the target to a specified player.
Status.
Bad.
Artifacts.
1) Gloves of Charm.
2) Amulet of Inspiration.
Possessed
Once he was a rich and influential man—one of the barons of Stoneblade. But one day he went mad. A bloodlust seized him, and he began slaughtering the residents of his own palace. They managed to neutralize him. But he escaped from the wagon carrying him to the leper colony. By secret paths, he arrived in the capital of the county. With the aim of arranging a bloodbath there. Survivors from the former baron's entourage whisper that his madness is a result of excessive wearing of artifacts, but this has been proven by no one... Nor has it been refuted.

Features.
None.
ND.
1) Maniac with a Cleaver. Kills the target.
2) Triumph of Bloodlust. Disfigures the victim so much that their corpse is practically impossible to identify. Such a kill leaves no clues, and the corpse's role will be revealed only the next night, but the possessed himself cannot withstand this and stays home for one night to recover.
Status.
Bad.
Artifacts.
1) Ring of Healing.
2) Boots of Hyperactivity.
3) Pendant of Blinding. At the right moment, helps strike ill-wishers exactly where it hurts. At the player's wish, can deprive the visiting role of their ND for the next night.
Enchanter
A unique personality. He possesses not only the ability to give jewelry those very superpowers, but is himself a master jeweler. Even those who do not wish to use artifacts often come to him for a new ring, necklace, or bracelet. He is taciturn and never answers the question of how he manages to give his creations "magical" features. For no one wants to admit that he is a servant of the devil, preparing a path into the mortal world for his master with the help of artifacts, no one...

Features.
1) Tireless Industriousness. Can use three NDs per night.
2) Legal Activity. The count cannot confiscate artifacts from him. If the inquisitor attempts to use ND, it will simply show that the enchanter has no artifacts.
ND.
1) Reference to Papers. Finds out which artifacts roles possess, even dead ones.
2) Jeweler. Creates a new artifact. Once every two nights.
3) Confiscation due to "Unsuitability". Takes an artifact from the target. If there are several, takes one randomly.
4) Generous Gift. Passes one of his own artifacts to the target.
5) Whisper in the Head. Affects the brain of the possessed, independently indicating a target for them for tonight. On the third use of this ND, the possessed, after killing the indicated target, finds the enchanter and kills him right in his lair, giving no opportunity to use any of the artifacts.
Status.
Good.
Artifacts.
1) Cloak of the Phoenix. Like the mythical bird, you shall rise from the ashes. The player cannot be killed. This artifact cannot be stolen by the thief.
Victory Conditions.
1) Servant of the Devil. Enchanters are not divine messengers at all. On the contrary, their master only waits until the majority of people are using artifacts, through which he can break into this world. For the victory of this cult in Stoneblade, it is necessary that every living role possesses at least one artifact. As soon as this happens, the enchanter wins immediately.
Artifact Hunt
Magic does not exist. In this world, people believed only in humans, their capabilities, and God. Even the Inquisition raged for a couple of decades and then calmed down. No superstitions, no sorcerers, no undead. Only the harsh life of the Middle Ages, as realistic as it can possibly be.
But one day, this realism was shattered. People appeared who were capable of imbuing objects with a special energy. This was not magic in its pure form; rather, the bearers of these items simply possessed more developed biological abilities than other people. However, the Church naturally declared the creation of these so-called artifacts to be heresy. The Inquisition was reborn, and the entire civilized world sank into the depths of war.
In the end, the greed of rulers overcame the fear of God. The leading states of the continent lost their influence, and consequently, the reins of leadership in the modern world were taken by other countries—those who were not ashamed to use artifacts to their advantage. Finally, the Church recognized that enchanters were not servants of the devil, the Inquisition was disbanded, and artifacts, recognized as a gift from God, entered the daily lives not only of the chosen rich and influential, but also of quite ordinary townspeople.
This story takes place in Stoneblade—the fourth largest city and capital of the eponymous county of the continent's most influential kingdom, Foxcrown. State policy provided for fairly broad autonomy of administrative units. The Count of Stoneblade took a clear course toward a certain democratization, and this, of course, did not please the local barons, who did not want to share their money and certainly did not want to live for anyone but themselves. The most influential among them concluded that it was time to arrange a small coup. As if that weren't enough, a maniac appeared in the wealthy district of Stoneblade—a psychopath who escaped his convoy to the leper colony. As for the local enchanter, he doesn't particularly care about the change in power, for he pursues his own goals, which the Church has yet to perceive...
A moment from the GM. Essentially, the feature of the setting lies in these very artifacts, which grant permanent abilities to their owners. But, naturally, it is by no means certain that all roles will stick with the same set throughout the game. Upon death/execution, artifacts leave the game along with the owner, as according to church canon, divine gifts are buried with the deceased. But particularly cynical people are not stopped by this. In short, read the roles, and everything will become clear.
Count
A smart ruler and a kind man. He has set his goal to leave a good mark in the memory of the people, and that is why he strives to improve the standard of living for all strata of the population. He never particularly trusted enchanters, therefore he does not use artifacts and generally tries to keep their number under control in Stoneblade.

Features.
1) Ruler. Double vote during voting.
2) Order control. Receives bad statuses from secretary checks.
3) Ties with the editorial board. Can write notes in the newspaper.
ND.
1) Tax Inspection. If the target has artifacts, randomly confiscates one of them.
Status.
Good.
Artifacts.
None.
Philanthropist
A baron distinguished by generosity and a willingness to donate his money to good causes. Charismatic, and therefore popular among the residents. He fully supported the count's initiative and became friends with him. However, he himself does not shy away from artifacts, as they noticeably make his life easier.

Features.
1) Friends. If the count confiscates or otherwise obtains an artifact, he passes it to the philanthropist. If the latter dies, the count keeps them and begins to use them.
2) Ties with the editorial board. Can write notes in the newspaper.
ND.
1) Support. Moves the target's ND to the beginning of the ND order.
DD.
1) Important Opinion. Once per game, can insist on the execution of a chosen player. Works only if the philanthropist himself voted for the target. Using DD ends the day.
Status.
Good.
Artifacts.
1) Necklace of Restoration. 25% chance to survive an attack.
2) Diadem of Illusions. Allows the creation of a double who will handle all worldly chores for the player, giving them the opportunity to attend to their own affairs. In other words, grants unblockability.
Courtesan
The most skilled priestess of love in Stoneblade. Many people from the upper echelons of society visit her chambers. Her mastery lies not only in the ability to provide carnal pleasures, but also in making the visitor feel as if they are with their closest person, so well does she "read" people. However, she has a little secret, without which she surely would not be so popular...

Features.
1) Source of my abilities. Without the earring, her ND has only a 25% chance of triggering.
ND.
1) Night of Love. Blocks the target.
Status.
Good.
Artifacts.
1) Earring of Empathy. Allows one to better understand and feel a person. Grants the ability to learn the status of the target of her ND.
Priest
Rector of the local cathedral. A wise and sincerely believing man. Following the tenets of the church, he recognizes the divine nature of artifacts. He has helped more than one resident with his advice, for after all, a good priest is a good psychologist. Unfortunately, besides this, he doesn't know how to do much else. When the inquisitor arrived in the city, he provided him shelter out of old friendship.

Features.
1) United by Faith. Knows the inquisitor, can communicate with him.
ND.
None.
Status.
Good.
Artifacts.
None.
Inquisitor
A man who never accepted the church's recognition of artifacts. After the second disbandment of the Inquisition, he devoted several years to studying them and found a way to destroy them. He turned out to be unwanted by the residents of Stoneblade, but the inquisitor himself is ready to rid this city of the ulcer of unholy items by his own strength. Currently resides with the priest and, with a heavy heart, refrains from scandals regarding artifacts, the use of which the priest quite approves of.

Features.
1) Unwaveringness. If any artifact ends up in his hands, he immediately destroys it.
2) United by Faith. Knows the priest, can communicate with him.
ND.
1) Cleansing. Finds out if the target has an artifact. If yes, he can take it and destroy it as a separate action on the next night. He does not find out the specific artifact, only its presence/absence. If there are several artifacts, the ND targets one randomly selected among them.
Status.
Bad.
Artifacts.
None.
Guard
Captain of the city guard, maintains order in Stoneblade. A good fighter and exemplary citizen, serving as an example to all the city guards. Additionally, he writes decent poetry, which further increases his authority, although he owes this to his artifact.

Features.
None.
ND.
1) Security Provision. Protects the target, kills the attacker.
Status.
Good.
Artifacts.
1) Amulet of Inspiration. Helps one realize themselves in creativity. With it, you always know what and how best to write. While the target possesses the amulet, they can write notes in the newspaper.
Healer
Medicine is not the most developed branch of science in Foxcrown, but even it is capable of something. This person is the best doctor in the city. He has saved guards from death several times, for which they turn a blind eye to the healer's secret inclinations, such as illegal drugs. He is resentful of the philanthropist because the latter did not support the legalization of imported weed.

Features.
1) Addict's Grudge. Cannot be bribed by the philanthropist.
ND.
1) Tinctures, herbs, and a bit of surgery. Heals the target if an attack was carried out against them.
Status.
Bad.
Artifacts.
None.
Secretary
Chief Secretary of the county's central court. Despite the fancy name, the position adds neither interest nor particular prestige. Out of boredom, he spends his time digging through old archives of citizens' cases.

Features.
None.
ND.
1) Dossier Review. Learns the player's status.
Status.
Good.
Artifacts.
None.
Thief
Nimble hands, agile and silent feet, the ability to remain unnoticed—what else does a thief need? Just a bit of natural charisma and a reliable set of lockpicks in a bag. With the mass spread of artifacts, he took up stealing them, as it became a profitable business.

Features.
1) Elusiveness. 50% chance to escape an attack.
ND.
1) Breaking and Entering. Steals an artifact from the target. If they have several, the stolen one is chosen randomly.
2) Plant. Gives one of his own artifacts to the target.
Status.
Bad.
Artifacts.
None.
Bodyguard
Attentiveness, strength, reaction—the best qualities of a bodyguard. For a small fee, this person will agree to ensure your complete security: whether on the way from a mistress to a wife, or during a forest hunt. And don't ask him where he got such combat skills: former bandits do not like to talk about their past.

Features.
1) Tough Nut. Wounds his killer, depriving them of their ND for the next night.
ND.
1) Reliable Guard. If the target is killed, the attack happens to the bodyguard instead.
Status.
Bad.
Artifacts.
1) Ring of Healing. 50% chance to survive an attack.
Journalist
Always at the front of events with his faithful notebook. Attentive, smiling, agile, and with a good style—the pride of the Stoneblade newspaper editorial office. His work is his hobby. In his free time, he also doesn't part with his book, wandering the city and making notes about its residents. Despite his reputation, he has a few skeletons in the closet, but he vigorously compensates for this with the help of artifacts.

Features.
1) Ties with the editorial board. Can write notes in the newspaper.
ND.
1) Curiosity. Compares the statuses of two players. Cannot compare with dead players or himself.
DD.
1) Editorial Employee. Once per day, can butter up the editor and find out which role wrote a specified note.
Status.
Bad.
Artifacts.
1) Boots of Hyperactivity. Fatigue? You won't even hear about it in these. 25% chance to perform ND a second time on the same night.
2) Gloves of Charm. Their unique style easily overshadows all your flaws, attracting the attention of interlocutors. While the player has them, they will appear good upon checking.
Detective
This man grew up in a poor family. Analytical abilities helped him rise in society. Now he works as a private detective, but a difficult childhood left its mark. He does not shy away from dirty working methods and does not believe in God at all. Secretly envies rich people and dreams of getting some artifact into his hands to quiet his complexes.

Features.
1) Unholy Scum. If the target of his ND has artifacts, he takes them all for himself.
ND.
1) Investigation. Studies the murder of a corpse, obtaining an additional clue about its death.
Status.
Bad.
Artifacts.
None.
Rebel Baron
For the most part, he was an exemplary vassal, always supporting both the king and the count. But the new policy of Stoneblade completely dissatisfied him. Considering the bills an insult to the nobility, he decided to seize power in the city at all costs, by any means necessary.

Features.
1) Ties with the editorial board. Can write notes in the newspaper.
ND.
1) Bribe. If the target uses their ND on the baron, it does not trigger.
DD.
1) Contract. Once per game, can contact the assassins' guild with a request to remove a certain player. When used, the target ceases daytime discussion, leaving the game, but the day continues as usual. The target's role will be revealed only in the newspaper the next night.
2) Venal Judge. Once per game, can thwart the execution of a player. Triggers after the end of the day as "No one was executed." After using this ND, his status changes to bad.
Status.
Good.
Artifacts.
1) Ring of Healing.
Mercenary
This man is ready to perform any job requiring the use of steel or muscle. He is a true professional, and therefore his services are expensive. Fortunately, the conspirator baron has enough money.

Features.
1) Will to Live. 50% chance to survive an attack. If it triggers, wounds the attacker.
ND.
1) Beating. Blocks a player.
2) Mace Strike. Kill.
Status.
Bad.
Artifacts.
1) Boots of Hyperactivity.
Adventurer
He considers himself a hero of the open road, but others prefer to call him a wandering marauder. However, very few of those who have grounds to call him that survived. Joined the coup out of a thirst for profit.

Features.
1) Marauder. Takes the artifacts of his victim for himself.
ND.
1) Axe Strike. Kill.
Status.
Bad.
Artifacts.
None.
Veteran
A respected man in the city who has gone through many wars. Despite all his decency, he committed many dirty deeds during combat operations, taking advantage of opportunities. He dislikes the current count, considering him soft and weak-willed, which is why he offered his services to the rebels.

Features.
1) Ties with the editorial board. Can write notes in the newspaper.
2) Experience. 25% chance to survive an attack. If it triggers, kills the attacker in return, piercing natural defense.
ND.
1) Sword Strike. Kill, pierces natural defense. If the target is protected by a guard, he kills the guard and dies himself.
Status.
Bad.
Artifacts.
None.
Magician
A pretty girl with nimble hands, entertaining the people in the count's palace and on the central square of Stoneblade. In reality—an agent of the rebel baron, using her abilities to deceive people for his purposes.

Features.
None.
ND.
1) Sprinkled Poison. Target dies the next night. Leaves no clues.
2) Hocus Pocus. Redirects the target to a specified player.
Status.
Bad.
Artifacts.
1) Gloves of Charm.
2) Amulet of Inspiration.
Possessed
Once he was a rich and influential man—one of the barons of Stoneblade. But one day he went mad. A bloodlust seized him, and he began slaughtering the residents of his own palace. They managed to neutralize him. But he escaped from the wagon carrying him to the leper colony. By secret paths, he arrived in the capital of the county. With the aim of arranging a bloodbath there. Survivors from the former baron's entourage whisper that his madness is a result of excessive wearing of artifacts, but this has been proven by no one... Nor has it been refuted.

Features.
None.
ND.
1) Maniac with a Cleaver. Kills the target.
2) Triumph of Bloodlust. Disfigures the victim so much that their corpse is practically impossible to identify. Such a kill leaves no clues, and the corpse's role will be revealed only the next night, but the possessed himself cannot withstand this and stays home for one night to recover.
Status.
Bad.
Artifacts.
1) Ring of Healing.
2) Boots of Hyperactivity.
3) Pendant of Blinding. At the right moment, helps strike ill-wishers exactly where it hurts. At the player's wish, can deprive the visiting role of their ND for the next night.
Enchanter
A unique personality. He possesses not only the ability to give jewelry those very superpowers, but is himself a master jeweler. Even those who do not wish to use artifacts often come to him for a new ring, necklace, or bracelet. He is taciturn and never answers the question of how he manages to give his creations "magical" features. For no one wants to admit that he is a servant of the devil, preparing a path into the mortal world for his master with the help of artifacts, no one...

Features.
1) Tireless Industriousness. Can use three NDs per night.
2) Legal Activity. The count cannot confiscate artifacts from him. If the inquisitor attempts to use ND, it will simply show that the enchanter has no artifacts.
ND.
1) Reference to Papers. Finds out which artifacts roles possess, even dead ones.
2) Jeweler. Creates a new artifact. Once every two nights.
3) Confiscation due to "Unsuitability". Takes an artifact from the target. If there are several, takes one randomly.
4) Generous Gift. Passes one of his own artifacts to the target.
5) Whisper in the Head. Affects the brain of the possessed, independently indicating a target for them for tonight. On the third use of this ND, the possessed, after killing the indicated target, finds the enchanter and kills him right in his lair, giving no opportunity to use any of the artifacts.
Status.
Good.
Artifacts.
1) Cloak of the Phoenix. Like the mythical bird, you shall rise from the ashes. The player cannot be killed. This artifact cannot be stolen by the thief.
Victory Conditions.
1) Servant of the Devil. Enchanters are not divine messengers at all. On the contrary, their master only waits until the majority of people are using artifacts, through which he can break into this world. For the victory of this cult in Stoneblade, it is necessary that every living role possesses at least one artifact. As soon as this happens, the enchanter wins immediately.















