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Which side would you find most interesting to play as?
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11 years ago
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At first, I didn't immediately understand where the Mafia was and where the town was. I thought there were too many Mafia members...
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11 years ago
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and no one can be killed. poor maniac
apparently, the game is designed for long gameplay and breaking records.
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11 years ago
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Alesyor
At first, I thought it was a girl. And honestly, I still think so...
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11 years ago
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Me too.
It's not very useful, make it kill at least a couple of mages.
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11 years ago
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No, it's just a guy, what are you talking about? He just looks a lot like his mother...
Why would an Orc, surrounded by a bunch of hostile undead, kill the only people on the island who might know how to escape?
Actually, THIS IS A PLOT YOU JUST DON'T UNDERSTAND!
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11 years ago
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That's it for now. Most likely, more edits will be needed. I've forgotten some facts...

Prison Break


Prisoners



Michael Scofield

A civil engineer by education. He lived a normal life until he learned that his brother, Lincoln Burrows, was facing the electric chair for murdering the Vice President's brother. Michael devises a plan to save his brother. Fortunately, it was he who once designed Fox River prison, where his brother is awaiting his final days. Michael gets a tattoo of the prison blueprint on his back and arms and robs a bank. Upon entering Fox River, he gradually begins to turn his plan into reality.

Special Abilities:
- Cannot lie. If questioned by Veronica, he answers all questions truthfully.
- Escape. If alive, and if he and the other fugitives have successfully used a total of 7 preparations, he triggers an escape at the end of the current night.
- Brothers. Gains a link with Lincoln if he visits him.
- Determination. Immunity to redirection. Loses all special abilities and actions except for the escape if he fails to save his brother from execution.
- Cover. Cannot be killed or executed as long as any other same-escape accomplice is alive (Burrows, Sucre, Abruzzi, Franklin, Bagwell), with the exception of Apolskis (available until the escape).
Night Actions:
- Check. Checks one of a chosen player's statuses.
- Preparation. Conducts preparation for the escape. Specifies a player's nickname. If the player is a prisoner, the preparation is considered successful (available until the escape).
Day Actions:
- Forces all players who haven't voted, or those who voted for NNW, to cast their vote for a target (once per game).
Personal Achievement: trigger the escape before the end of the third night.
Achievement Reward: receives a double vote. Can use DD once every 2 days. Number of charges is unlimited.
Status: In Fox River / Good


Lincoln Burrows

Michael Scofield's older brother. Unlike his brother, he did not attend university and did not try to become a law-abiding citizen. All his life he committed questionable acts and dealt with bad people. Getting caught up in one such deal, he allegedly kills the Vice President's brother. He is charged, and for this crime, he faces the death penalty. He will await it in Fox River prison. But he has hope – Michael.

Special Abilities:

- Brothers. Gains a link with Michael if he visits him.
- Possesses 2 attack protections.
- Sentence. Will be executed at the end of the 3rd day if he does not escape from prison by that time.
- If inactive, receives the nicknames of all players who visited him during the current night (available until the escape).
Night Actions:
- Preparation (available until the escape).
- Brute Force. Protects a target and maims the attacker (depriving them of the ability to act the following night). Cannot be blocked (available after the escape).
Personal Achievement: save 2 players from murder.
Achievement Reward: gains the ability to use 2 actions per night.
Status: In Fox River / Good


Fernando Sucre

Entered prison after robbing a small store to get some money to buy a ring for his girlfriend. Being Michael's cellmate, he directly participates in the escape.

Night Actions:
- Guard. Guards a target. If the target dies anyway, he learns the killer's nickname.
- Preparation (available until the escape).
Ultimate Actions:
- Cover Tracks. Guaranteed to perform a successful preparation, but cannot perform actions the following night.
Personal Achievement: save 2 players from murder.
Achievement Reward: receives immunity to block and redirection.
Status: In Fox River / Good


John Abruzzi

Former boss of the Chicago mafia. Other prisoners, even killers, respect Abruzzi's opinion in prison matters. Although the guards set the rules, it would not be an exaggeration to say that John Abruzzi runs the prison.

Special Abilities:

- By choice, learns one of the statuses of the target on whom he applies his action.
- Authority. Possesses one protection from attack or execution; cannot be put in solitary confinement.
Night Actions:
- Redirection. Redirects a target's action.
- Murder. Kills a target, leaves no clues.
- Preparation (available until the escape).
Ultimate Actions:
- Deprives all mafiosi and the maniac of their ultimate actions until the end of the game (available after the escape).
Personal Achievement: kill a negative player.
Achievement Reward: receives immunity to execution until the end of the game.
Status: In Fox River / Evil


Benjamin Franklin (C-Note)

Having been dishonorably discharged from the US Army, C-Note returned home. Finding no other ways to earn a living, he secretly worked as a transporter of stolen goods but was caught by local police.

Special Abilities:
- Group Rejection. When counting votes for Benjamin, 1 additional vote against is automatically added (active until the escape).
Night Actions:
- Supply. Neutralizes any negative influence directed at a target, except for murder.
- Preparation (available until the escape).
Ultimate Action:
- Blocks 2 targets (available after the escape).
Personal Achievement: rid 3 players of negative influence.
Achievement Reward: receives immunity from any negative influence, except for murder, until the end of the game.
Status: In Fox River / Good


Theodore Bagwell (T-Bag)

A cruel pedophile maniac and racist. Sentenced to life imprisonment for the murder and rape of several children. Has authority and his own group in Fox River. He learns about Michael Scofield's plan and demands to be taken with him, but is refused. Then he threatens to tell the prison administration about the escape, leaving Michael no choice but to agree.

Special Abilities:

- Cover. Possesses one protection from attack.
Night Actions:

- Block. Blocks a target.
- Searching for a "Girlfriend". Gains control of the target's vote for 2 days. The target cannot exert any influence on Bagwell.
- Isolation. Isolates a target player.
- Preparation (available until the escape).
Ultimate Actions:

- Murder. Kills a chosen player, leaves no clues.
Personal Achievement:
Achievement Reward:
Status: In Fox River / Evil


David Apolskis

A pickpocket; between the ages of 14-19, he stole more than 200 wallets and 150 watches. He acted very recklessly when he tried to steal the wallet of a police officer on duty. He was sentenced to 5 years in Fox River.

Special Abilities:

- When applying an action to a target, learns one of their statuses randomly.
- Snitch. With a 50% probability, "leaks" the obtained information to Bellick (who he visited, what status), if Bellick is alive.
Night Actions:

- Theft. Forces a target to apply actions to themselves.
- Preparation (available until the escape).
Personal Achievement: steal a mafioso's action 2 times.
Achievement Reward: gains the ability to use stolen actions himself in the future.
Status: In Fox River / Good




Veronica Donovan

A lawyer and former girlfriend of Lincoln Burrows. After Lincoln goes to prison, she begins her own investigation.

Special Abilities:
- Every night receives a clue about the player playing as Lincoln.
- If she visits Daniel Hale, she receives all results of his checks.
Night Actions:
- Investigation. Conducts an interview with a target, asking 3 questions. Answers to 2 are TRUE, and 1 is FALSE. She publishes the interview in the newspaper (in a polished form), or receives the answers and sends another player a note specifying the interviewee's nickname and the interview with answers (in unpolished form).
Ultimate Actions:
- Only Truth. Forces the target to answer all questions truthfully (available from the second night).
Personal Achievement: successfully conduct an investigation 3 times.
Achievement Reward: gains the ability to save one player from execution during the day.
Status: Not in Fox River / Good


Sara Tancredi

Fox River prison doctor. Before working at the prison, she struggled with alcohol and drugs. Michael Scofield tries to win her trust so that she will later help facilitate the escape. But over time, the relationship between patient and doctor grows into something more.

Special Abilities:

- Simultaneously with treatment, by choice gives their target immunity for one night to any negative influence except murder.
- After the prisoners' escape, she pumps herself with drugs and cannot perform actions for one night.
Night Actions:

- Treatment. Saves a target from death.
Ultimate Actions:

- Help in Escape. If applied on the night of the escape, all fugitives receive invulnerability the following night.
Personal Achievement: successfully apply help in escape.
Achievement Reward: gains the ability to use 2 treatments per night.
Status: In Fox River / Good



Fox River Guards



Henry Pope

Has been the warden of Fox River prison for 18 years. He strives to ensure that prisoners become productive members of society after their release. He is unaware of the corrupt dealings of his subordinate, head of security Brad Bellick, whom he wants to see as his successor upon his retirement.

Special Abilities:
- Prison Warden. Cannot be killed as long as Brad Bellick and Roy Gearee are alive.
- Can kill only if he is the last one left in the team.
Night Actions:
- Put in Solitary. Isolates a target if they are in Fox River.
- Redirection. Redirects a target (once every 2 nights).
- Murder. Attacks a target.
Personal Achievement: successfully put 2 players in solitary confinement.
Achievement Reward: receives a double vote.
Status: In Fox River / Good


Brad Bellick

Head of security at Fox River prison. Mercenary and tries to profit from his position. He doesn't like Michael; he sees that he is plotting something. Tries to get information by planting a snitch. After the escape, he is fired from his position and decides to find Michael and the other fugitives on his own.

Special Abilities:

- Head of Security. Possesses two attack protections. Can transfer them to other players.
- If he visits the same target as Paul Kellerman, Kellerman's murder does not trigger.
Night Actions:

- Block. Blocks a target.
- Put in Solitary. Isolates a target if they are in Fox River.
- Murder. Attacks a target, ignores isolation.
- Interference. Thwarts a target's attempt to conduct escape preparations (can be used with other night actions).
Ultimate Actions:
- Plant Evidence. If Apolskis is alive, the murder clue from Fox River Guards will be given for him.
Personal Achievement: successfully thwart 2 attempts at escape preparations.
Achievement Reward: changes status to "Good". Gains access to the night action "Human Shield" (if Bellick is attacked, a chosen target takes the attack).
Status: In Fox River / Evil


Roy Gearee

One of the guards at Fox River. He is fired on suspicion of abuse of power. After the prisoners' escape, he begins a hunt for the fugitives together with Bellick.

Special Abilities:

- Changes status to "Not in Fox River" after the first murder attempt.
Night Actions:

- Interference. Thwarts a target's attempt to conduct escape preparations (can be applied with other night actions).
- Cover. Protects and guards a target.
- Murder. Attacks a target, ignores redirection and theft. Leaves 2 clues.
Personal Achievement: save a teammate from death.
Achievement Reward: when using cover, kills the attacker.
Status: In Fox River / Evil



The Company


Caroline Reynolds

Vice President of the USA. Cooperates with a secret organization called "The Company". It was her brother that Lincoln allegedly killed.

Special Abilities:
- Government. Cannot be executed unless she is alone in the team.
- Can kill only if she is alone in the team.
Night Actions:
- Murder. Kills a target, ignores guard, external protection, and isolation.
Ultimate Actions:
- Rigging. Receives an interview from a journalist. Instead of the answers of the person for whom the survey was intended, she gives her own answers to it (available from the second night).
Personal Achievement: successfully perform rigging.
Achievement Reward: gains the ability to steal a vote from one of the players for 2 days.
Status: Not in Fox River / Evil


Paul Kellerman

Paul Kellerman is an agent of the presidential security service, loyal to his "mistress" – Vice President Caroline Reynolds – and ready to carry out any of her orders. Paul is a former military man, and deep down he seems to believe that he is acting for the good of the country.

Special Abilities:

- Can use 2 actions per night.
Night Actions:
- Pretense. Swaps statuses with another player for the current and following night.
- Persuasion. If a target's action is directed at someone from The Company, the action does not trigger.
- Murder. Attacks a target, ignores redirection and theft (once every 4 nights).
- Murder. Attacks a target, pierces one natural protection (once every 4 nights).
- Murder. Attacks a target, ignores block and isolation (once every 4 nights).
- Silent Murder. Attacks a target, leaves no clues (once every 4 nights, starting from the 2nd).
- Intimidation. Intimidates a target. If someone subsequently visits them, they kill themselves (once every 2 nights. Not considered a killing action. Effect lasts 2 nights).
Personal Achievement: kill 4 players using different types of attacks.
Achievement Reward: gains the ability to use 3 actions per night. Gains one attack protection.
Status: Not in Fox River / Evil


Daniel Hale

An old friend of Kellerman. Not as cold-blooded as his partner. Eventually, he cannot bear the burden of responsibility for many murders of innocents and decides to reveal secret information to Veronica.

Special Abilities:

- If he visits Veronica, he is killed by Kellerman.
Night Actions:
- Make Inquiries. Checks one of a player's statuses.
- Murder. Attacks a player, ignores treatment.
Personal Achievement: find 3 players with "Good" status via checks.
Achievement Reward: receives one attack protection. Does not die if he visits Veronica.
Status: Not in Fox River / Good



FBI


Alexander Mahone

An FBI agent, appointed as the head of the group to capture fugitives from Fox River. In terms of intelligence, he is in no way inferior to Michael Scofield, which allows him to follow literally in the footsteps of the fugitives. He has a dependency on strong sedatives, which he carries in a ballpoint pen and takes during severe stress.

Special Abilities:
- Possesses two impenetrable protections from attacks or execution.
- Intelligence. Every night, upon request for a specific role, receives a clue about a player with that role.
Night Actions:
- Murder. Attacks a target, ignores any chosen negative influence.
- Return to Prison. If the target has escaped from prison, returns them back there. The target leaves the game.
- Surveillance. Learns who the target visited (can be used in conjunction with another night action).
Ultimate Actions:
- Attacks a target. If it doesn't kill, automatically performs attacks on them for the next 5 nights. Additional attacks are not counted as single night actions. The action cannot be blocked or redirected.
Personal Achievement: kill or put back in prison three escaped prisoners.
Achievement Reward: gains the ability to return to the game after death through 1 night.
Status: Not in Fox River / Good

General Rules.
1. After the prisoners' escape, all players with "In Fox River" status change their status to the opposite.
2. Until the escape, prisoners and Sara Tancredi cannot exert any influence on players from The Company and the FBI agent (exception - status check).
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11 years ago
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I decided to GIVE IT A GO)))). It's kind of a rough draft. I should probably add something more, but my imagination has run dry for now. Waiting for your suggestions.

Throughout its existence, the Narodar Empire has faced many problems and upheavals. But the state's capital, the city of Ve-He, was always a bastion of peace and order. However, times have changed. Now the city is threatened not by external enemies, but internal ones. And such as they are, those who were once its protectors.

Ve-He



Radiant, Sun-faced, Luminous, Unsurpassed, Great, Divine, Beloved by all, Light in the darkness, Star in the night, Herald of hope, Emperor Narodar. Relatively recently took the throne after Oben killed the previous emperor. A cruel dreamer. A wicked joker. Knows how to extract maximum benefit from people while they are alive. Wants to change the empire for the better, as he believes, but it's not working out very well. He managed to gain a reputation among the people as a tyrant for attempting to ban divorce and brothels. In retaliation, citizens spread dirty rumors about Narodar's romance with his own coachman. Unmarried. Hates tomatoes.
Traits:
Great: double vote.
Emperor: cannot be executed.
Musical ear: does not die from Simair's attack.
Guard: does not die during the first assassination attempt.
ND:
Lack of inspiration: does nothing.
Ult. Incredible inspiration: can use any ND existing in the game (except for Oben's and Toregis's double ND).
DD:
Bloody tyrant: executes a selected player, closes the day (once per game).
Status: law-abiding / evil / cursed.


First Servant of Temn. Young head of the imperial church. A merciful man, a faithful follower of church truths. In his short time in office, he managed to abolish the inquisition, indulgences, and the burning of heretics at stakes. He built parish schools, hospitals, and shelters. He fully supports the emperor in his reformist endeavors but believes that action should be softer.
Traits:
Pastor: receives a double vote after Narodar's death.
Righteous man: is not seduced by loose girls.
God's blessing: does not die during the first assassination attempt.
ND:
Sincere kindness: heals a selected player.
Ult. Foresight: heals a victim of the Mafia/Simair.
Ult. Prayer: resurrects a selected player.
Ult. Sermon of peace: no one dies this night.
Status: law-abiding / good / pure.


Bounty Hunter Moak. A bounty hunter from the people who inhabit the southeast of the empire. The terror of criminals, their nightmare and doom. A mighty warrior, a brilliant tracker, and a talented mage. They say he is capable of turning into an ordinary cat and even a simple caterpillar. Well acquainted with the imperial family. Many times fulfilled crown orders for the delivery of especially dangerous criminals and their heads.
Traits:
Skeptic: cannot be healed, resurrected, or raised from the dead.
Fire resistance: cannot be killed by Isvtirt.
Last strike: kills his own killer.
ND:
Surveillance: checks the first status of a selected player.
Hunt: checks a selected player; if they have committed at least one murder, he kills them.
Mercy: sends a selected player to prison. A prisoner cannot perform actions at night, their vote is not counted, but they can participate in the discussion during the day (exceptions: Ranodar, Lord Raven, Igelax, Countess Kshadorakk).
Status: law-abiding / neutral / pure.


Countess Kshadorakk. A lady from an ancient aristocratic family. Owner of the largest tea plantations in the south of the country. Chief of the city guard. Executes servants when they mispronounce her name. Unmarried. Breeds dwarf dracocats.
Traits:
Fire resistance: cannot be killed by Isvtirt.
ND:
Keen eye: checks the third status of a selected player.
Hammer blow: blocks a selected player.
Chief: releases a selected player from prison. After her death, all prisoners are released.
Status: law-abiding / neutral / pure.


General Rout Kenol. Chief general of the empire. A stern soldier. Straightforward and harsh. Always says what he thinks, even to the emperor. Became famous for somehow managing to convince mountain trolls to join his army and repelling a major invasion of Barbarians from the west. Despises mercenaries and elves.
Traits:
Dialogue with the dragon: completely wakes Isvtirt. Argues with him for a long time, then convinces him to join his army (learns the player's nick, and the other learns his).
Thick armor: does not die during the first assassination attempt.
Allergy: personal protection does not work on Simair.
Sternness: cannot be deprived of a vote.
ND:
Squad of brave soldiers: sends several seasoned warriors to protect the target.
Skilled hands: personally protects a selected player, deprives the killer of killing NDs for the next night.
Status: law-abiding / good / pure.


Sir Verfalis - duelist. A ladies' man, heartbreaker, womanizer, and reveler. Lover of duels. 33 duels - 33 widows. That is his record. Member of the general's guard. Dreams of becoming as great a general as Rout Kenol, but even he doesn't believe in this dream. Dislikes Count Sen-O-Ple.
Traits:
Skilled duelist: does not die during the first assassination attempt.
Don Juan: cannot be bitten or killed by Zesma.
ND:
Glove to the face: challenges a selected player to a duel; women cannot be challenged (isolation).
Status: chaotic / neutral / cursed.


Count Sen-O-Ple. A radical enlightener and modernist. Heretic. Reacted extremely negatively to the new emperor's policy. Previously tried to convince Narodar's predecessor to adopt several ambiguous laws. Dislikes Sir Verfalis.
Traits:
Opponent of duels: cannot be isolated.
ND:
Subtle humor: deprives a player of their vote for one day.
Stealth: cannot be killed (once every three nights).
Status: chaotic / neutral / cursed.


Count Rgu. An old aristocrat. A venerable gentleman and a well-bred man who treats everyone with respect. In the end, just a good person. However, he has one small flaw: he loves to abuse alcoholic beverages.
Traits:
Respect for the killer: no clues are given upon the count's murder.
ND:
Immeasurable respect: gives a player a double vote for one day (does not work on Igelax, Simair, or those who already have a double vote).
Status: law-abiding / good / pure.


Miss Raina Creid. Daughter of a large landowner. After her father's death, she sold part of the lands and monopolized all the inns and taverns in the capital. She conducts her business in an inn famous throughout the empire – "The Dead Lizard". A widow. Three times. All husbands died under mysterious circumstances. Loves to swing fists and a sword. Beats up those who mispronounce her name.
Traits:
Dislike for scaled ones: does not die from Ryashchu's attack, kills him herself, thereby revealing herself.
ND:
Heartfelt conversation: checks the second status of a selected player.
Fury: kills a player with an evil status (once every two nights).
Status: chaotic / good / pure.


Sectarian Dorl Tulusmor. Necromancer. Founder of a sect named after himself. No one ever understood who should be worshipped there or what to do in general. Apparently, that's why it has so few adepts. To be precise, only one - Dorl himself. The townspeople consider him insane. Loves talking to himself. Would have been executed long ago if not for the kindness of Temn, who believes Tulusmor is simply a lost soul. Served several terms for his beliefs. The last one, however, was for stealing chickens from Lord Raven's farm.
Traits:
Abstinence: is not seduced by loose girls.
Rotten chicken: feeds a chicken to Simair, who then does not kill him (once per game).
ND:
Necromancy: raises a killed or executed player from the dead for one night, learns their role, goals, and ND results. Gains the ability to use the player as a puppet (exceptions: Temn, Tesarm, Isvtirt, Lord Raven, Igelax).
Paranoid meditation: heals himself (once every three nights).
Status: chaotic / neutral / pure.


Freethinker Kost. Eldest son of a moneylender and merchant. Helps his father with trade. Known for his extraordinary antics and freethinking speeches. Does not play by others' rules. Does not trade in scriptures, except for textbooks. Does not go to the theater due to the predictable plots of theatrical productions. Learned to read people by playing various games of chance. Follower of Father Torsokh.
Traits:
Adept: after the first death, is immediately resurrected by Torsokh (does not count as an ND).
Fervent speeches: all players are allowed to reveal themselves with this role.
Others' rules: cannot be isolated or blocked.
ND:
Evaluating glance: compares the third statuses of two players (cannot compare with oneself).
Status: chaotic / neutral / cursed.


Ghost of Father Torsokh. Sage of antiquity. Master diviner. According to legends, he could read people's thoughts between the lines, fly, resurrect the dead, and turn water into kvass. God and messiah. Not recognized by the church. After death, his spirit began to wander the city at night.
Traits:
Omniscience: learns the role of those killed by Toregis and Simair.
Ghost: can be killed by Igelax only with the "Knife to the Soul" ND, cannot be killed by Simair. Cannot be bitten by Zesma, cannot be questioned by Tesarm, cannot be raised from the dead by Tulusmor. If put in prison, can still use his ND and vote.
ND:
Torsokh's Miracle: resurrects a killed player for one day and one night (once every three nights).
Status: neutral / evil / cursed.


Warrior Shan-Ma. Mysterious warrior from the east. Arrived in the city not long ago. Where he settled is unknown. Engages in protecting the defenseless.
Traits:
Dexterity: does not die during the first assassination attempt.
ND:
Protector: protects a selected player, deprives the attacker of one trait for the next night or day.
Status: neutral / good / pure.


Ancient Dragon Tesarm. Recently settled in a cave near the city. Flew from somewhere in the east. They say he is very old and very wise. Capable of answering many questions of interest to the interlocutor, but in return requires an answer to his own.
Traits:
Blood brothers: cannot be killed by Isvtirt.
Dragon scales: cannot be bitten by Zesma.
Large: cannot be put in prison.
ND:
Tricky question: asks a selected player about the number of NDs or traits of their role (the player chooses what to tell; exceptions: Countess Kshadorakk, Count Sen-O-Ple, Lord Raven, Simair).
Status: true / neutral / pure.


Sleeping Dragon Isvtirt. Old dragon. Sleeps somewhere in an underground cave beneath the city. Fell asleep long ago from boredom and a huge amount of consumed alcohol. They say after that incident, there was nothing to drink in the city for several days.
Traits:
Sleeping: all NDs directed at the dragon are redirected to a random player (disappears after awakening).
Dragon scales: cannot be bitten by Zesma (appears after awakening).
Large: cannot be put in prison (appears after awakening).
ND:
Dragon's breath: kills a selected player. Can only be used after awakening (once every two nights).
Status: true / neutral / pure.

Renegades



The Unfallen Lord Raven Ihadjin. The largest landowner in the entire empire. Owner of all gambling establishments and brothels in the capital. Also deals in narcotic herbs and slaves. Dark sorcerer. Narodar's cultural-religious policy seriously threatens his activities. Therefore, he decided to get rid of the emperor and usurp power with the help of apostates and assassins. Legends say among the people that he is capable of changing appearances, turning into other people and even animals.
Traits:
Immortality: cannot be killed.
Authority: double vote.
Many-faced: chooses a status for himself every night.
Slippery: avoids the first execution.
Dark sorcerer: if he remains alone, lures Simair to his side.
ND:
Loose girls: sends the best girls (or men) from his brothel to a player (block).
Dark sorcery of the dark sorcerer: redirects the ND of a selected player.
Necromancy: raises a killed team member from the dead for one night.
Squad of assassins: kills a selected player, leaves no clues (gains ability to kill if he remains alone).
DD:
Ult. Weighty word: stops an execution.
Status: law-abiding / evil / pure.


Countess Zesma. Once a simple daughter of a simple count, but one fine day, she met a vampire. The bloodsucker did not kill the young girl but turned her into one of his own. But that was a mistake. After the transformation, an unrestrained desire awoke in Zesma not just to drink blood, but also to kill everyone in sight. She killed the vampire and her entire family, becoming the sole owner of all estates and lands. Since then, terrible things happen in her castle, and foul rumors spread among the people. She looks sweet and naive, but in reality is terribly cunning.
Traits:
Delicacy: if her ND hits Ryashchu, she deprives him of his ND for two nights, removes the curse from him, and receives a one-time immunity from death.
Trap: if Ryashchu tries to kill her, he is deprived of his ND for two nights, and the curse is removed.
ND:
Vampire bite: changes a selected player's status to chaotic evil/cursed. Gains ability to control their vote in the daytime voting (leaves no clues; after one night, the player dies).
Bat: checks one of the statuses of a selected player.
Murder: kills a selected player.
Status: chaotic / evil / cursed.


Fallen Paladin Sir Toregis. Former loyal subject of His Majesty Narodar, who turned to the dark side. They say this happened because some demon possessed Toregis. Periodically terrorizes villages near the capital together with Oben. All he craves is to kill, kill, and kill again. And also to desecrate churches and burn old women's huts.
Traits:
Unforgiving: kills his own killer.
Short tongue: if he votes against Oben, the vote is not counted.
ND:
Bloody mess: kills a selected player, the role of the killed is not revealed (once every two nights).
Deadly raid: kills a selected player and all who came to them (once every two nights).
Demonic blade: kills a selected player, ignores natural protection.
Murder: kills a selected player.
Status: chaotic / evil / cursed.


Fallen Elf Oben. Non-canonical elf. Once served in the imperial service. Recently, darkness clouded his mind; he renounced his duties and became a murderer, rapist, and cannibal. Besides the desire to smear the new emperor's brains on the wall, he pursues unknown goals. Never smiles, only laughs wickedly. Uses narcotic herbs. Expects no pleas, hears no threats, keeps a special tally. Oben will find you!
Traits:
Scavenger: eats the player he killed. Receives immunity from execution for one day and from death for one night. The eaten player cannot be resurrected or raised from the dead.
Liar: checkers receive a status indicated by Oben; names any number of NDs and traits when questioned by Tesarm.
Beast expert: deprives Simair of the ability to kill for two nights if Simair kills him. Deprives Moak of the ability to perform NDs for two nights if Moak kills him.
Emperor-slayer: kills Narodar in any case. In doing so, reveals himself.
ND:
False trail: kills a selected player, plants a clue on another player (once every three nights, starting from the second).
Dance of death: kills a selected player and all who came to them (once every three nights).
Murder: kills a selected player.
Status: neutral / evil / cursed.

General ND:
Sweet couple. They attack a selected player twice. Pierce protection, healing does not save. Leave no clues. Isolation does not work for either the victim or the killers. The killed player cannot be resurrected (once every three nights, starting from the second).


Assassin Igelax. Skilled assassin. A true professional. Master of stealth and invisibility. Disappears as suddenly as he appears. Knows how to pretend to be dead, thereby deceiving the opponent.
Traits:
Stealth: no vote, cannot be questioned by Tesarm.
Conformist: can win with the city if he remains alone.
ND:
Knife to the heart: kills a selected player, ignores isolation and block.
Knife to the throat: kills a selected player, ignores protection.
Knife to the soul: kills a selected player, ignores healing.
Clean knife: kills a selected player, leaves no clues.
Pretend to be dead: cannot be killed.
Status: law-abiding / evil / pure.

Monsters



Moon Wolf Simair. Mysterious beast from fairy tales used to scare children. Appears at night when the moon shines and wanders the city in search of his favorite treat - little girls. Comes both in the form of a wolf and a werewolf. Rarely in human form. According to beliefs, so that the wolf does not touch your children, you must sing a song by an ensemble of famous northern bards before sleep, or leave bread with oven-melted cheese sprinkled with sugar at the door.
Traits:
Fast fellow: can use two NDs per night.
Tail tucked: avoids the first execution.
Thick hide: cannot be killed or bitten by Zesma.
ND:
Pursuit: follows a selected role, learns who they will apply their ND to.
Olfaction: checks one of the statuses of a selected player.
Devouring: kills a selected player, the role of the killed is not revealed (once every two nights).
Tearing: kills a selected player, leaves no clues (once every three nights, starting from the second).
Murder: kills a selected player.
Status: chaotic / evil / cursed.


Vicious Lizard Ryashchu. Large and scary lizard from the marshy areas in the east of the empire. Periodically attacks settlements near the capital. Knows the elf Oben. Once, the elf led a raid on his people's settlement and killed his entire family. Then little Ryashchu barely managed to avoid the fate of his kin. Since then, he considers elves and humans creatures unworthy of existence and longs to destroy them all, but a curse prevents him from doing so.
Traits:
Villainous slaying of healers and bodyguards: if he kills Temn or Kenol, he receives one-time protection from murder and execution.
Vindictiveness: if he attacks Oben, he kills him in any case (no one is resurrected), but dies himself the next night (healing and resurrection do not work for either).
Audacity: with a 50% probability, kills one of the players who executed him.
Lizard scent: receives a clue about Countess Zesma's bite.
ND:
Curse of preservation: kills a selected player, but due to the curse, one of the previously killed or executed players is resurrected (he chooses who is resurrected). If the resurrected player votes against Ryashchu, the vote is not counted.
Hatred of the unknown: learns the type of ND applied by a player.
Murder: kills a selected player (received after removing the curse).
Status: chaotic / evil / cursed.
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11 years ago
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ND:
Knife in the heart: kills the selected player, ignores isolation and block.
Knife in the throat: kills the selected player, ignores defense.
Knife in the soul: kills the selected player, ignores healing.
Clean knife: kills the selected player, leaves no trace.
A knife to the head is needed.
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11 years ago
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Sky, this is 10/10. Although Mold had a similar set. But I like it here more <3. Instead of all sorts of Mortuluses and Kloves, you could add Masters with Shamans, Sesams, and other Evil Lizards. I think they are already completely ours. Give the Lizard a special vulnerability to Sky, somehow pit Sesams against Ment, and so on. You could also make that Lizard a maniac. And a journalist! Okay, I won't insist on the journalist.
Without inspiration: does nothing.
Arandor as is.
Executes servants when they mispronounce her name.
Beats up those who mispronounce her name.
Me and Ney as we are.
Passionate speeches: all players are allowed to express themselves in this role.
GUYS, I AM THE COSTELLUM MECHANICUM
Sweet couple.
<3
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11 years ago
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Although Plesen had a similar set.
Yeah, I had a pretty bad set, actually.
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11 years ago
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Instead of all sorts of Mortulus and Clovers, you could add Masters with Shamans, Sesams, and other Evil Lizards. I think they are already quite "ours." Give the Lizard a special vulnerability to Haven, somehow pit the Sesams against the Mentors, and so on. You could also make that Lizard a maniac.
I've been thinking about this. But somehow, I haven't quite formed the fantasy templates for these people in my head yet. It's a shame, of course, that it's unlikely to gather, for example, twenty people for a game. Then I would add the aforementioned characters as well.
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11 years ago
:smile20: :smile20: :smile20:
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11 years ago
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But somehow, the fantasy templates for these people haven't fully formed in my mind yet.
Lizard
I might be wrong, but the image of a lizard is quite obvious. Or, at least, a part of it. And the Shaman could be made into some kind of samurai.
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11 years ago
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But somehow, the fantasy templates for these people hadn't fully formed in my mind yet.
Yes, that's the main problem – it's easier to dig up old-timers who have even forgotten about the forum but are still stuck in my memory than to find something on active newcomers who are no longer quite newcomers and have already settled in, but haven't yet developed their own mythology.
For Sesham and Shaman, you can find something from the NC or contests; remind Yaschur of his dislike for your mod kills; Master... I don't know.
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11 years ago
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I remember Yaschur criticizing his dislike for your mod builds.
Scaliness and dislike, both for mod builds and randomness. I remember Yaschur often criticizing him. He also expressed something about unclear newspapers, if my memory serves me right.

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