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14 years ago
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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.

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.
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14 years ago
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Evil, Good, and Very Evil.
Mizery is a land where suffering is held in high esteem. And although the inhabitants of this country strive to inflict it upon those around them, more often than not, they suffer themselves. Some from powerless rage, some from yet another defeat, and some simply for the sake of company. Naturally, not everyone is ready to put up with such a state of affairs; someone must end the suffering of Mizery's residents (and that of neighboring countries as well). Reckland, a land where recklessness rather than suffering is prized, volunteered to be that "someone." Alas, as was to be expected, the military campaign was a complete fiasco, bringing victory for once to the ruler of Mizery, the Dark Lord Ezarot. But the brave Recklanders do not intend to surrender so easily, and the few who survived the recent battle plan to destroy the country from within! Moreover, Ezarot's brother, Lord Ezrodan, has returned to these lands. What will prove stronger: Suffering, recklessness, or brotherly feelings?

Residents of Mizery


Demon Lord Ezarot

His darkest highness, malicious excellency, and infernal magnificence. Or simply, Ezarot Arzatovich, the demon lord of Mizery. Formidable, powerful, commanding, and extremely cruel to both enemies and errant servants; he is feared by nearly all the inhabitants of the surrounding kingdoms. He is the hero—or rather, the villain—of many ballads and scary stories. Every self-respecting paladin dreams of his head above their fireplace, but for now, Ezarot's head sits firmly on his shoulders.
Traits:
Double voice
50% attack protection
Night Ability: Terrifying Presence - strips the target of their voice.
Dimension Door: This is the last time you've failed me! - immediately executes a player (regardless of voting results), once per game.
Status: Bloodthirsty

Ghost Lord Elias

Some people fear death, believing there will be no fun in the afterlife. Elias is excellent proof that these are all mistaken assumptions, and thus he leads a rather debauched life, spending much of his time in the company of his already deceased mistresses. However, despite his dissolute nature, he is a cunning and skilled tactician who has brought many victories to his lord—Ezarot.
Traits:
50% protection
Night Ability: Release Ghost Hounds - kills the target; does not die from protections. Once per game.
Night Ability 2: Take as Servant - heals a player. If the healing is successful (i.e., the player was attacked), he also learns their status.
Status: Moderately cruel

The Great Angus

A kleptomaniac wizard with delusions of grandeur who serves as Ezarot's court mage. Intelligent, but insane, which is his misfortune. In his time, he stole the crown from the King of Reckland, for which he was declared an outlaw. He is a quite powerful mage.
Traits:
None
Night Ability: Mind control - redirects a player to a chosen target; the player themselves cannot be the target, but they can be forced to stay home.
Status: Bloodthirsty

Maiden of Pain

A cruel sadist in charge of the torture chamber. Nothing gives her more pleasure than the suffering of others. Moreover, she often puts on performances that other demons attend with great pleasure.
Traits:
None
Night Ability 1: Invitation to the Torture Chamber - checks target's status.
Night Ability 2: Torture to Death - kills the target.
Status: Bloodthirsty

Virg

A little imp who is eternally running errands for... well, every inhabitant of Mizery; such is Virg's weakness and insignificance. He is cowardly and has low self-esteem, but he is quite diligent. Moreover, his cowardice often works in his favor; he fears punishment so much that he overcomes any obstacle. He tries to dig up dirt on anyone just to avoid being at the very bottom of the hierarchy.
Traits:
Cannot be blocked
Night Ability: Search for Dirt - checks target's status.
Night Ability 2: Surveillance - if the target is killed, he learns the killer's nickname.
Status: Moderately cruel

Sir Wilbur

Once a noble knight from Reckland, Wilbur is now a death knight serving Ezarot faithfully. He barely remembers his past life but has retained his character, still being a brave warrior who follows his code of honor. In Mizery, he does the same thing he did in Reckland—protects people.
Traits:
50% protection
Night Ability: Dead Knight's Guardianship - protects a player.
Night Ability 2: Punishing Sword - kills the target, ignores protection. Once per game.
Status: Moderately cruel

Kalindron, Cursed Sword

The sentient sword Kalindron was satisfied with his position in Mizery. While in the museum, he is watched over, cleaned, and polished; most importantly, he receives much attention as one of the greatest Instruments of Evil. However, rumors of a group of saboteurs from Reckland concerned him; fearing being stolen and subsequently cleansed, the sword took it upon himself to eliminate them... or rather, he placed himself into other hands, which he intends to use to eliminate the saboteurs.
Traits:
Voice is not counted in voting results
Night Ability: Call of the Sword - blocks the first chosen player and kills the second.
Status: Bloodthirsty

Dark Hand

A girl whose name is known to few. From the reliable information about her, it is clear only that by making a deal with dark forces, she received a new limb and demonic powers in exchange for her lost hand. And although her loyalty is conditioned only by "working off the contract," she desires to get rid of the saboteurs no less than others, as their arrival bodes nothing good for her either.
Traits:
None
Night Ability: Energy Drain - obtains target's Night Ability (does not know the type) and can use it the following night.
Status: Bloodthirsty

Mimic

Known as the most cruel, cunning, and dangerous villain of Mizery, if one does not count Ezarot. The Mimic often pretends to be a treasure chest, luring adventurers toward it, and then devouring them along with all their trophies. His malice is sung of in legends, and young adventurers are frightened by him at night; such is his horror.
Traits:
Immune to Kalindron's Night Ability
Night Ability: Ambush - kills the target if they come to the Mimic.
Status: Bloodthirsty

Lester, Skeleton Bard

Some believe that if you kill a person, they will fall silent. Lester refutes this claim with his entire being; not only is he not silent, he sings! He sings quite dreadfully, though, which does not stop him.
Traits:
50% attack protection
Night Ability: Sing a Serenade - provokes the target to use their Night Ability on him (does not work on ultimates).
Status: Moderately bloodthirsty

Brave Recklanders

Commander Arden

A talented and intelligent commander, Arden rose quickly through the ranks, even despite people looking askance at her because of her gender. Nevertheless, she brought many victories to Reckland, and now she has decided to end Ezarot's tyranny once and for all! However, despite all her merits, Arden has her own secrets. For example, as a result of an accident, she gained certain abilities that clash poorly with her "pious" reputation. Some, however, become suspicious when they notice the fact that the renowned commander does not touch consecrated weapons.
Traits:
50% protection
Does not die from protections
Night Ability 1: Punishing Sword - kill
Night Ability 2: Dark Forces - kills the target and one random player; status changes to "bloodthirsty." Once per game.
Status: Moderately cruel

Anolois


A mage as great as he is incompetent. Even before becoming an old man, he caused terrible disasters by merely making a slight mistake in the text of a spell. With age, this problem only worsened. Because he was deemed too dangerous for society, Anolois was exiled from the kingdom. Now, however, he has been given a chance to return if he helps in the struggle against Ezarot.
Traits:
None
Night Ability 1: Powerful Sorcery - 50% kill target ignoring protection, 50% use a random Night Ability on target.
Night Ability 2: Magical Shackles - blocks a player.
Status: Moderately cruel

Sir Frederic

A brave, if somewhat dim-witted, knight. Sir Frederic embodies the ideals of Reckland, being reckless beyond any measure. However, this does not make him a less skilled warrior, who has survived many battles and is ready to lay down his head for his homeland. Nothing will stop him from fulfilling his duty.
Traits:
Cannot be blocked
Night Ability 1: Patriot's Strike - kills the target
Night Ability 2: Living Knight's Guardianship - protects the target
Status: Moderately cruel

Sir Orrin

Cunning and intelligent, Orrin is an old comrade of Frederic. Where his thick-headed companion would go straight through, Orrin finds a detour. Perhaps he is too cautious, but where luck saved Frederic, thoughtful plans saved Orrin.
Traits:
None
Night Ability: Thoughtful Murder - ignores protection, once every two nights.
Status: Moderately cruel

Golem

A creature created by Anolois to help the heroes of Reckland. Alas, like everything associated with Anolois, it acts quite strangely. Due to a glitch in the spell, the golem is not a mindless executor of orders but possesses the personality of a small child. And not even the smartest child at that. However, even this does not negate its usefulness.
Traits:
None
Night Ability 1: Pretend to be a Statue - protects the golem from any Night Abilities directed at it, once every three nights.
Night Ability 2: Just a Statue - kill, 50% chance to leave no clues.
Status: Moderately cruel

The Youngest in the Family

Demon Lord Ezrodan

According to demon traditions, children are raised so that they must hate each other. There should be no worse enemy for an older son than his younger brother; the reverse is also true. This tradition did not pass by Ezarot and Ezrodan, who harbor truly brotherly feelings for one another. It was specifically to manifest these very feelings that Ezrodan arrived here, wishing to show that he is a better son than Ezarot. Although he is the youngest in the family, he is no less powerful than his older brother. Moreover, not being the Dark Lord, Ezrodan is used to acting himself rather than delegating work to minions.
Traits:
50% protection
Night Ability 1: Death Blow - kills target
Night Ability 2: Curse of Egocentrism - the target uses their Night Ability on themselves.
Night Ability 3: True Power - kills target ignoring protection, 50% chance to kill a second player and 25% a third (if the second player was killed). Once per game.
Status: Bloodthirsty

So that's how this setting turned out. I hope it came out well. Are there any issues with the balance?
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14 years ago
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Crimean Crisis


Ordinary Soviet Citizens:
General Secretary of the CC CPSU
Doctor
District Police Officer
KGB Intelligence Officer
Cook
Chinese Intern
Recidivist
Local Fisherman

Conspirators:
Chairman of the Presidium of the Supreme Soviet of the USSR
General
Boss
Journalist

Capitalist Spy:
CIA Agent

Backstory: The 1950s. The General Secretary of the CC CPSU, exhausted by his worries and fearing for his life due to the existence of conspirators who do not wish to see the current GenSec alive, goes incognito to an ordinary Crimean sanatorium. But the reach of the conspirators is long; furthermore, there is a Western intelligence cell operating within the sanatorium…

Ordinary Soviet Citizens:

1. General Secretary of the CC CPSU

A very distinguished and extraordinary man (meaning, he is overweight and has a strange love for corn). Despite all his flaws, he isn't that bad, though he has been spoiled by immense power.
NA:
«Visiting the Corn Field» - because he is in the sanatorium, no NA affects him. Once every three nights. Impossible after role reveal.
Specialties:
«Because I Said So!» - execute any resident without trial or investigation; however, the role is revealed. Gains 50% immunity to kills. Once per game.
«We'll Show You Kuzka's Mother!» - immunity to recruitment by the CIA agent.
Status:
Communist.

2. Doctor.

A doctor even in Africa – a funny little old man who closely resembles Comrade Kalinin. Despite his outward clumsiness, he sets bones with ease and can calmly perform indirect cardiac massage.
NA:
«Breathe — Don't Breathe!» - heals the chosen player.
Specialties:
«What is that Smell?» - immunity to the cook's block.
Status:
Communist.

3. District Police Officer.

A young guy with bright ideals in his head and a significant amount of muscle mass. Always ready to help in a difficult moment, although he often doesn't know who he is helping.
NA:
«Maintain Order!» - protects the target from any NA. If the NA is a kill, he dies instead.
Specialties:
«Communism is Good! Or is it?..» - recruited by the CIA agent with a 50% probability.
Status:
Communist.

4. KGB Intelligence Officer.

Under the mask of an ordinary average Soviet person on vacation hides the best KGB agent in the Union, carefully assigned by the all-knowing Chairman of the KGB. A true ideologically sound communist, a magnificent marksman and fighter.
NA:
«Working with Personnel Files» - compares the statuses of two players.
«Quietly, quietly…» - kills the chosen player.
Specialties:
«Ideologically Sound» - cannot be recruited by the CIA agent.
«Blunder» - if he kills a player with "Communist" status, he loses the ability to kill.
«Stalking the Object» - knows the GenSec but cannot communicate with him.
«Makarov Under the Pillow» - 50% protection from death, with an equal probability of killing the attacker.
Status:
Communist.

5. Cook.

A harsh, brusque woman who stealthily takes fresh produce home for herself, often leaving the vacationers with things that are not particularly desirable to eat. Despite regular complaints, she continues to serve rotting cabbage and sour compote.
NA:
«Who'll Notice?» - deactivates a player for the day (the player does not perform their NA and cannot vote during the day).
Specialties:
«Hag» - if she is among the candidates for execution and receives an equal number of votes as another player, the cook is hanged.
Status:
Not a communist.

6. Chinese Intern.

A young worker sent from the friendly PRC to gain experience. Consequently, he is extremely curious and sticks his nose literally everywhere. Because of this, he should have been getting into trouble all the time, but everything works out. A non-Russian face – what can you expect?
NA:
«What's Over There?» - observes a player. If the player is killed, he sees the killer.
Specialties:
«All According to Feng Shui» - 50% immunity to blocks.
Status:
Communist.

7. Recidivist

A pickpocket and burglar famous in criminal circles, settled in the resort town. He cannot resist the temptation to empty other people's wallets, which he successfully does without raising much suspicion.
NA:
«Rings and bracelets, hats and jackets…» - learns a player's status.
«I'll rip your mouth open and gouge your eyes out!» - deprives a player of their vote during the day vote.
Specialties:
«Lackey» - if he visits the Boss, he becomes a member of the conspirators.
Status:
Not a communist.

8. Local Fisherman.

An old man who knows every pebble on the seabed and every blade of grass in the parched steppe. In his time, he chased Whites across Crimea and fed fascists lead. Naturally, he is highly respected among the town's residents, so he walks freely through the sanatorium.
NA:
«Listen to an Old Man!..» - deprives a player of their NA.
Specialties:
«Veteran» - double vote during voting.
Status:
Communist.

Conspirators:

9. Chairman of the Presidium of the Supreme Soviet of the USSR

An extremely ambitious man who lives by the principle "The end justifies the means," while verbally denouncing all Western philosophical thought and Machiavelli in particular. Additionally, he loves medals and kisses.
NA:
«A Hearty Kiss» - the target cannot vote against the user of this NA until the end of the game. Once every two nights.
«Dirtying the Sleeves» - kill.
Specialties:
«Jacket Full of Medals» - 50% protection from assassinations.
«Sly Face» - protection from recruitment by the CIA agent.
Status:
Communist.

10. General.

A stupid commander, a useless person and a poor party member. It is unknown how he even ended up in the general staff, but his wife makes the most delicious mamaliga cake. Nevertheless, he considers himself if not Clausewitz, then certainly Budyonny.
NA:
«This is an Order, Soldier!» - kill.
«Army Method» - deprives the target of their NA.
Specialties:
none.
Status:
Not a communist.

11. Boss.

An authority figure who was tempted by the offer to become an official bureaucrat and bleed the people dry on legal grounds. He solves all problems by force, for he knows no other methods.
NA:
«Whack the Goats!» - kill. 50% probability of leaving no clues.
Specialties:
«I Answer for My Words!» - when visited by the recidivist, he lures them to the side of the conspirators; NA is not performed against him.
Status:
Not a communist

12. Journalist.

A natural paparazzi, with the caveat that such a concept was unknown in the USSR. He is always chasing sensations (most often invented). Furthermore, he was promised frequent trips beyond the "Iron Curtain" after the change of power.
NA:
«Play a Trick» - changes the chosen player's status to "Not a communist"; if the victim already had this status, nothing happens, but the NA is still counted. Once every three nights.
«If Necessary…» - kill (if all other conspirators are dead).
«Lead by the Nose» - redirects the victim's NA to a random target.
Specialties:
«Graphomaniac» - must write at least five notes to the newspaper (meaning while the journalist is alive, the mafia must provide 5 notes, otherwise their NA is not counted. If the journalist is dead, notes are optional).
Status:
Not a communist.

Capitalist Spy:

13. CIA Agent.

The bony hand of decaying capitalism on Soviet soil, engaged in a wide variety of subversive activities. Cunning, agile and with plenty of money (Soviet!).
NA:
«Six feet under» - kill.
«Big Bang» - kill that ignores any protection and has a 50% probability of killing two others. Once per game.
«Join to Uncle Sam» - lures the chosen player (except those with immunity) into his team. The victim plays as before, but is automatically given "Not a communist" status and knows and can communicate with the agent. Once per game.
Specialties:
«Full metal jacket» - 50% immunity to death.
Status:
Not a communist.

Is the setting normal or not?
In reply to Spear
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14 years ago
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Spear
It would be better to return to the classic city - 1 mafia - 1 man.
Haha, you guys are funny %) For those who don't understand, in such a "classic" setup, the city wins in 90% of cases.
Oh yeah, you're all rooting for the city...
In reply to Thorium
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14 years ago
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That's a lie. And the desire to cram a bunch of factions and mana types into the game only leads to ruining the gameplay and increasing randomness.
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14 years ago
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It's better to alternate. Why stick to just one thing? And if you look at the latest games, the town usually wins if there's only one team of Mafia players. Exception: game 46.
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14 years ago
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Here you can see my setting for Warhammer.
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14 years ago
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so many sets.
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14 years ago
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I haven't studied it in detail, but I like it! Especially the Soviet-era setting (although, I think it would be better to make Leonov a recurring character).
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14 years ago
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Here you can see my setting for Warhammer.
It's completely unrealistic; almost everyone should have only one wound, not 5-6.
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14 years ago
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This is Warhammer. This is how the rules work. There are no clues, and no "no need to wait" (NNV)... It's realistic. More realistic than all the one-hit kills and the fact that everyone can perform 1-2 actions. By the way, here's an explanation – in parentheses next to the skill, it indicates:
b – melee
s – ranged
m – magical
p1 – one-turn reload
z1 – one charge
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14 years ago
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I’m not talking about that.
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14 years ago
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And what is it about?
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14 years ago
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It was mentioned that only powerful monsters and heroes can have more than one HP, and the survivability of a unit hit by an attack is determined by its armor saving throws and situational factors, as well as the type of weapon and the attacker's skill.
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14 years ago
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Where is this from? What is the difference between HP and resilience? Is there an attack type here? What saving throws are there in Might and Magic?

Added 18 minutes later
Yes, I'll try to do the same here. :3

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