So talking with Ninfia inspired me to try to cobble together a game based on my love of science fiction paranoia survival horror (think The Thing). I've come up with three configurations for this, but only two I want to talk about right now.
The basic premise is that everyone is on a badly sabotaged space station. Most systems are downed/damaged, the officers are all dead, and there is an alien "parasite" on board that can take people over. The Crew (Town) are trying to Incinerate (Lynch) the Infected (Mafia) before the Infected whittle down the Crew enough to equal/exceed them in number.
The players have a Work Shift (Night Phase) and a Status Report (Day Phase).
During the Status Report, everyone gathers in a common space, votes on whether to lynch someone or not, and reviews what was accomplished during the Work Shift.
The Lite version works like a basic game of Mafia. Fluff wise, every Work Shift, someone chosen by the Infected has been, well, infected, and they begin to undergo an obvious metamorphosis before they can blend in smoothly. Completely vulnerable, they are presumably dispatched for the Crew around them, and they are Incinerated. i.e. the Infected (Mafia) picks someone to kill, and they die.
There are two digressions from the normal rules.
1) There are Rooms. During the Work Shift, everyone secretly decides what Room they are going to work in that shift.
Players are NOT allowed to plan secretly (though PMs) what rooms they will go to, but public coordination of who goes where is acceptable.
If, during the Work Shift, you are alone in a Room, you can Explore it to gain a Role, if it has not been previously searched by another player. Basically, you find a useful piece of equipment that effectively bestows upon you a Role (i.e. a bioscanner that turns you into the Detective, etc).
Infected can also gain Roles in this way.
If you are with just one other person in a Room, nothing happens as you basically both just stare at each other with your backs to the wall all shift in a fit of (justified) paranoia.
If you are in a room with three or more people, you can perform a Ship Task, which gives the Crew a one time bonus (by vote discover if one person is Infected, by vote give one person protection from Infection, or even activate a distress beacon, giving the Infected only so long to win before the interstellar CDC arrives.
During the Status Report, everyone knows how many people were in the Room with them, but not the identities of the people (everyone is wearing identical space suits, and the lighting is really bad, okay?).
I think the number or rooms would roughly equal n-2, where "n" is the number of players in the game.
2) If the Infected's target is alone in a Room, or in a room where only other Infected are present, instead of being Incinerated (removed from play), they secretly become one of the Infected.
In the Heavy version, Rooms and Infection works a little differently.
1) When Exploring Rooms, you might find a Role, or you might find a another Room. Basically, more Rooms, or variety of Rooms and things you can find, and a greater range of abilities.
There are a greater array of Ship Tasks, including some that require multiple Work Shifts to complete. Also, there are Ship Tasks for the Infected, such as Infect Food/Drink, where a random crew member becomes Infected (and is Incinerated if they are in a room with others, as per the previously described rule).
There might also be Ship Crises, where the players have only a Work Shift or Two to complete a Ship Task or everyone looses (reactor meldown, total life support failure). There might even be some tasks that require a volunteer to go outside the ship to effect repairs, and then those inside could vote on whether to let them back in or not (effectively, an extra lynching vote, but for one volunteer only).
2) The Infected to do not get free kills/infections every Work Shift.
Instead, if the number of Infected in a Room equals or exceeds the number of Crew in a Room, the Crew are converted to Infected. Some roles can prevent this.
Sample Rooms:
(Note: Each role can only be taken once. If an Infected takes a role, no one else can have it. If a Crew member with a role is lynched, the role is revealed and it can be reassigned by popular vote.
Med Bay:
Explore: Find diagnostic scanner (gain Detective Role)
Ship Task: Publicly vote during Report Phase to check alignment of one player.
Laboratory:
Explore: Find cache of reactive medicines (Protect Role)
Ship Task: Administer experimental cure (By vote, during day shift, administer cure to one person. It kills them if they are Crew, and returns them to being Crew if they were Infected. They are, however, silenced for the rest of the game due to amnesia (vote in secret).
Armory:
Explore: Find flamethrower (Lite: gain Vigilante role, Heavy: you will not be converted to being infected if you are outnumbered in a Room).
Ship Task: Everyone is issued enough firepower to feel safe. You may accomplish tasks with two people in the room on the next work shift, before the paranoia escalates.
Security Station:
Explore: Find security scanner ( gain Role Cop role).
Ship Task: By vote, reveal what room one player was in the previous work shift.
Engineering:
Explore: Find radios (you may communicate with one other player of your choice via PMs. If lynched, the other person does not need to come forward).
Ship Task: A task must be completely here in the first 3 Work Shifts, or the ship explodes and everyone looses.
In the Heavy version, the loot found Exploring a given room would be different than for the lite, and randomized each time.
Ideas for more rooms/gear would be welcome, as well as thoughts on balance or really any feedback would be super welcome.
The basic premise is that everyone is on a badly sabotaged space station. Most systems are downed/damaged, the officers are all dead, and there is an alien "parasite" on board that can take people over. The Crew (Town) are trying to Incinerate (Lynch) the Infected (Mafia) before the Infected whittle down the Crew enough to equal/exceed them in number.
The players have a Work Shift (Night Phase) and a Status Report (Day Phase).
During the Status Report, everyone gathers in a common space, votes on whether to lynch someone or not, and reviews what was accomplished during the Work Shift.
The Lite version works like a basic game of Mafia. Fluff wise, every Work Shift, someone chosen by the Infected has been, well, infected, and they begin to undergo an obvious metamorphosis before they can blend in smoothly. Completely vulnerable, they are presumably dispatched for the Crew around them, and they are Incinerated. i.e. the Infected (Mafia) picks someone to kill, and they die.
There are two digressions from the normal rules.
1) There are Rooms. During the Work Shift, everyone secretly decides what Room they are going to work in that shift.
Players are NOT allowed to plan secretly (though PMs) what rooms they will go to, but public coordination of who goes where is acceptable.
If, during the Work Shift, you are alone in a Room, you can Explore it to gain a Role, if it has not been previously searched by another player. Basically, you find a useful piece of equipment that effectively bestows upon you a Role (i.e. a bioscanner that turns you into the Detective, etc).
Infected can also gain Roles in this way.
If you are with just one other person in a Room, nothing happens as you basically both just stare at each other with your backs to the wall all shift in a fit of (justified) paranoia.
If you are in a room with three or more people, you can perform a Ship Task, which gives the Crew a one time bonus (by vote discover if one person is Infected, by vote give one person protection from Infection, or even activate a distress beacon, giving the Infected only so long to win before the interstellar CDC arrives.
During the Status Report, everyone knows how many people were in the Room with them, but not the identities of the people (everyone is wearing identical space suits, and the lighting is really bad, okay?).
I think the number or rooms would roughly equal n-2, where "n" is the number of players in the game.
2) If the Infected's target is alone in a Room, or in a room where only other Infected are present, instead of being Incinerated (removed from play), they secretly become one of the Infected.
In the Heavy version, Rooms and Infection works a little differently.
1) When Exploring Rooms, you might find a Role, or you might find a another Room. Basically, more Rooms, or variety of Rooms and things you can find, and a greater range of abilities.
There are a greater array of Ship Tasks, including some that require multiple Work Shifts to complete. Also, there are Ship Tasks for the Infected, such as Infect Food/Drink, where a random crew member becomes Infected (and is Incinerated if they are in a room with others, as per the previously described rule).
There might also be Ship Crises, where the players have only a Work Shift or Two to complete a Ship Task or everyone looses (reactor meldown, total life support failure). There might even be some tasks that require a volunteer to go outside the ship to effect repairs, and then those inside could vote on whether to let them back in or not (effectively, an extra lynching vote, but for one volunteer only).
2) The Infected to do not get free kills/infections every Work Shift.
Instead, if the number of Infected in a Room equals or exceeds the number of Crew in a Room, the Crew are converted to Infected. Some roles can prevent this.
Sample Rooms:
(Note: Each role can only be taken once. If an Infected takes a role, no one else can have it. If a Crew member with a role is lynched, the role is revealed and it can be reassigned by popular vote.
Med Bay:
Explore: Find diagnostic scanner (gain Detective Role)
Ship Task: Publicly vote during Report Phase to check alignment of one player.
Laboratory:
Explore: Find cache of reactive medicines (Protect Role)
Ship Task: Administer experimental cure (By vote, during day shift, administer cure to one person. It kills them if they are Crew, and returns them to being Crew if they were Infected. They are, however, silenced for the rest of the game due to amnesia (vote in secret).
Armory:
Explore: Find flamethrower (Lite: gain Vigilante role, Heavy: you will not be converted to being infected if you are outnumbered in a Room).
Ship Task: Everyone is issued enough firepower to feel safe. You may accomplish tasks with two people in the room on the next work shift, before the paranoia escalates.
Security Station:
Explore: Find security scanner ( gain Role Cop role).
Ship Task: By vote, reveal what room one player was in the previous work shift.
Engineering:
Explore: Find radios (you may communicate with one other player of your choice via PMs. If lynched, the other person does not need to come forward).
Ship Task: A task must be completely here in the first 3 Work Shifts, or the ship explodes and everyone looses.
In the Heavy version, the loot found Exploring a given room would be different than for the lite, and randomized each time.
Ideas for more rooms/gear would be welcome, as well as thoughts on balance or really any feedback would be super welcome.