Litten's Terrible Smalltown Game (it's not really litten's I made all the roles)

Suggestion: winner of this game gets a deck mafia card that is usable in the next litten smalltown game

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my next small town game will be a modified version of:

Summary

Mechanics
Days are the same. Executions kill all five clones of the player. This game is flipless. There are three mafia and 13 town. Mafia cannot communicate with each other. The first mafia is chosen randomly. That mafia has 12 hours to then choose the other two mafia. If they do not choose, two other mafia will be randomly chosen. Roles are known to everyone, any alignment can be any role. Everyone’s role is known before the mafia choose who they want to be their teammates.

The mafia have a standard factional kill. The person who performs the factional kill for that night will be randomly chosen at the start of every new day. The mafia will be informed who this is. However, the first person randomly chosen may hand off the factional kill to a mafia member of their chose. Everyone will be informed of this choice. What this means is if Bob doesn’t want to perform the factional kill but was chosen, he may hand it off to Joe who will then perform the factional kill.

The factional kill kills off five of the targets clones. The Housing Arragnment Order is chosen by the role specific to it. This means nothing besides roles which interact with the housing arragnment order. Housing arrangement is posted at the start of every day and is updated at the end of the day.

Players are assigned a random new color at the start of every day. They will be informed what that color is. The colors that can be assigned are blue red black and white. Players at night, in addition to their abilities, may submit the color of the player above them in the housing arrangement and below them, along with a target. If the colors were correct, that player will shoot and kill one of their targets clones. This is classified as a laser shot

People die if they lose five clones. People will not know how many clones they have left

Bureaucratic Intuition
You have the mutation called Bureaucratic Intuition. You have a knack for understanding Alpha Complex’s Bureaucracy System. Other people have trouble understanding that filling out form A395 on a Tuesday while in the Cafeteria allows you to change people’s housing locations without their permission.

Each night, including night zero, you must submit a list of the order of housing arrangement. This list should include every currently living player. This list will be posted at the start of the next day. If the mutant with Teleportation teleports two people, their names will be swapped in the order that is posted the next day. If a living player dies during the day, their name will simply be removed from the order. If you die, the order of housing will stay the same for the rest of the game, so long as the teleporter does not act.

Radiation
You have the mutation called Radiation. For all your life, people near you have complained about “radiation poisoning”. It’s not your fault that their bodies are ill-suited to dealing with radiation.

Each night, you passively kill off a clone of the players above and below you in the order of housing arrangement. Twice a game during the night, you may deactivate that passive for that night only.

Empathy
You have the mutation called Empathy. You are able to project your emotions onto other people, allowing them to experience your emotions. With effort, you strengthened your mutation, allowing you to project your own thoughts and communicate with others.

You have a neighborhood chat with the people above you and below you in the order of housing. When one of those players dies, or the order of housing is changed, you disband your current neighborhood and create a new one with the people above and below you in the order of housing.

Environmental Control
You have the mutation called Environmental Control. The environmental systems of Alpha Complex are manifold and omnipresent—there are vents for HVAC, humidity control and air filtration, ect. You have control over these systems.

Every night you may target a player. If they are in an odd numbered position of the order of housing arrangement, you will turn up the temperature outside their room, killing off a clone of anyone who visits that player. If they are in an even numbered position of order of housing, you will freeze the area outside their house, preventing them from acting and preventing them from losing a clone. For the sake of this ability, it uses the updated order of housing that was posted the previous day, with the person executed the previous day removed from that list.

Energy Field
You have the mutation called Energy Field. You can create barriers around yourself or others, which absorb attacks.

Each night, you may target a player and protect them from all laser shots that night. This does not protect the player from being killed by the factional kill. If you successfully protect someone, your laser shot that night will kill two clones instead of one, however you will not be notified.

Find Location
You have the mutation Find Location. The mutant is usually in tune with the corridors and tunnels of Alpha Complex, giving him a sixth sense with respect to finding his way around. Unfortunately, you can only find items you lost, but you found a way to make this mutation useful.

Each day you may hand someone a slip of paper, which has your color that day on it along with a message of your choice. They will be informed that you used this ability on them, along with what color you have and that message. At night, you target the player who has your paper, seeing everyone who they visited that night.

Machine Empathy
You have the mutation called Machine Empathy. Characters with machine empathy can commune with the ebb and flux of electrons, the opening and closing of logic gates, the destruction and reappearance of positrons in robotic brains. In short, the mutant is in tune with intelligent machines—robots and computers. Because of this mutation, you have access to higher clearance information that other players would normally not have.

You learn the alignment of every player who dies while you have this mutation.

Puppeteer
You have the mutation called Puppeter. The mutant can take remote control of a single part of a living target’s body, such as an arm, leg or trigger finger. The body part moves in all respects as if it were the mutant’s own.

Every night you may submit two names. If either player shoots a player using their laser tonight, they will instead shoot the other player. You may not target the same people twice in a row. If you run out of valid targets, you may target people consecutively.

Deep Thought
You have the mutation called Deep Thought. The mutant’s superhumanly brilliant mind can manage and juggle numbers, images and memories to achieve incredible feats of mental dexterity. He can quickly reduce problems to equations and solve them in terms of probabilities.

Each night you may target a player. You will learn how many clones they have left at the end of that night, as well as who they shot that night with their laser, if they shot anyone.

Hypersenses
You have the mutation called Hypersenses. This power amplifies the five senses. The eyes can see clearly for great distances, magnify greatly, and function well in near darkness or under blinding illumination. The ears can hear very low sounds or sounds at great distances. The skin is extremely sensitive, alert to changes in temperature and humidity, air pressure and so on. The nose is acute, detecting the subtlest smells even among overpowering odors.

Each night you may target a player. You will compare their alignment to the last successful check. You will learn if your ability failed or was redirected.

Death Simulation
You have the mutation called Death Simulation. The mutant can voluntarily slow his metabolism to a point just short of death. In this state he requires no food or water for extended periods, he uses little oxygen, and he can withstand exposure to temperature extremes that would normally cause death.

Twice a game during the night you may active this ability. You will not be able to lose a clone during this night, nor will you be able to be factional killed. Any investigative visiting you will have their ability fail during this night too.

Teleportation
You have the mutation called Teleportation. I feel like this is sort of self explanatory. You can make things go swap swap.

Twice a game during the night you may target two players. Anyone targeting the first player will instead target the second player and vice versa. You will also swap their positions in the order of housing arrangement that will be posted the next day.

Anti-Mutant
You don’t have any mutations. However you do have a baseball bat and love to smack people with it.

Night one you may smack someone, killing three of their clones. Night two you may smack someone, killing two of their clones. Night three and onwards you may smack one player, killing one clone. Unfortunately, you cannot shoot anyone with a laser.

Adhesive Skin
You have the mutation Adhesive Skin. Sticky secretions from the skin on the mutant’s extremities make it possible to climb walls, hang from ceilings or exert an almost unbreakable grip on a held object. The mutant can apply an unerring, near-unbeatable grapple attack. The adhesive may stick to walls, flesh or clothing, but not all three.

Three times, during the night, you may target a player, healing them. That player will also be unable to lose a clone that night from any means.

Mutation Copy
You have no permanent mutation…yet. However, you have always been able to mimic other mutation’s powers.

Once a game during the night you may target a dead player. You will inherit their role.

Charm
Glands in the character’s skin produce a pheromone-like substance that causes other humans to admire and trust him. Unfortunately, these pheromone-like substances also cause the character to admire and trust other humans.

Each night, you will passively learn who the Anti Mutant used their ability on, who the Environmental Control used their ability on, whether the mutant Death Simulation used their ability, who the Energy Field mutant used this ability on, and who Adhesive Skin used their ability on.

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this is just better starship imo tbh

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If votes tie, a random player outside the tied wagons will be executed instead.

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the jester has a 10% extra chance to get executed if outside tie

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Actually fuck it
if a tie the jester wins

yeah that seems like a good way to resolve

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Give Jester the Vortox win condition.

No

The Jester serves as a crucial balancing decision to prevent rash executions, not to force town to execute

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gamestate does not progress on a no exe

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Town should be executing anyway in Mafia.

this is true

giving it to the jester though?
that’s a lot of responsibility for the little guy, to hold the setup together like that

there is a situation in which you no exe which is exactly letting hydrant resolve

If a no execution occurs, the jester chooses who dies

actually no jester should win on a no exe because then we call it the communist jester

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because communist wins on a no exe

ehhhh

giving the jester the power to fuck over the town seems way funnier though

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