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3 changes: 3 additions & 0 deletions src/SUMMARY.md
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- [Recon](design/masks/traitor/recon.md)
- [Recruit](design/masks/traitor/recruit.md)
- [Subverter](design/masks/traitor/subverter.md)
- [Syndicate Sympathizer](design/masks/traitor/syndicate-sympathizer.md)
- [Turncoat](design/masks/traitor/turncoat.md)
- [Sleeper Agent](design/masks/traitor/sleeper-agent.md)
- [Mafia](design/masks/mafia.md)
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- [Mind Reader](design/masks/crew/mind-reader.md)
- [Phantom](design/masks/crew/phantom.md)
- [Pickpocket](design/masks/crew/pickpocket.md)
- [Protégé](design/masks/crew/protege.md)
- [Rebel](design/masks/crew/rebel.md)
- [Secretary](design/masks/crew/secretary.md)
- [Tracker](design/masks/crew/tracker.md)
- [Tragedian](design/masks/crew/tragedian.md)
- [Vigilante](design/masks/crew/vigilante.md)
- [VIP](design/masks/crew/vip.md)
- [Masquerades](design/masquerades.md)
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40 changes: 40 additions & 0 deletions src/design/masks/crew/protege.md
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# Protégé

{{#template ../../../templates/unimplemented.md }}

> **Name:** Protégé
>
> **Troupe:** [Crew](../crew.md)
>
> **Archetypes:** Copier
>
> **Description:** Study underneath a mentor, carrying on their work after their death.
>
> **Objectives:** Select a character to be your mentor. They must die, passing their objectives onto you to complete.
>
> **Masquerade notes:** N/A
>
> **Modifier notes:** Any type of modifier
>
> *Thank you master for showing me your ultimate technique. Just turn around now for a moment.*

## Concept
The Protégé picks another player to be their mentor.
They then gain an objective for their mentor to die and, when that occurs, inherit their mentor's mask objectives.
Then, they must ensure their mentor's objectives are completed.

If the mentor was a mask without any objectives, they gain a generic "failure" objective.

## Abilities
None.

## Gameplay
The Protégé serves as a twist on a general 'helper' type mask like the [Secretary](secretary.md).
While they want to help their mentor complete their goals, they have the additional complication of needing to ensure their mentor also dies.
This makes them a much less protective role, to the point where they may eventually want to turn on their mentor and kill them themselves.

The aspect of choosing a mentor is also a situation which creates guesser-type gameplay.
Since choosing a mentor who does not have objectives counts as a failure, the Protégé must actively seek out and try to find individuals with masks that do have objectives.

Note that since the Protégé inherits their mentor's objectives instead of simply copying their mask, completion is preserved.
So, if a Protégé helps their mentor complete their objectives, they may have an easier succeeding after their mentor dies.
41 changes: 41 additions & 0 deletions src/design/masks/crew/tragedian.md
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# Tragedian

{{#template ../../../templates/unimplemented.md }}

> **Name:** Tragedian
>
> **Troupe:** [Crew](../crew.md)
>
> **Archetypes:** Freak, Jester
>
> **Description:** Embody your role until your demise, a performer for those beyond the physical realm.
>
> **Objectives:** Embody the meaning of "X" and die (success voted on by stagehands)
>
> **Masquerade notes:** N/A
>
> **Modifier notes:** N/A
>
> *In the fateful third act we meet our final moments, love. It's destiny. There is nothing left for us now. Aaaaaaannnnnnnnd scene! Did I do a good job? Stagies?*

## Concept
The Tragedian is a crew mask whose success directly depends on the opinion of the stagehands.
They will be assigned a random concept to embody (revenge, love, pain) and must try their best to play out the concept.

Upon death, a vote will be started on whether they embodied their assigned concept.
A successful vote will mark their objective as completed.
Note that if no stagehands are present upon the Tragedian's death, their objective will fail by default.

## Abilities
The Tragedian will always hear cheers and boos made by stagehands.

The Tragedian can, on a long cooldown, use an action to call over the stagehands.
This physically forces all stagehands to follow them, giving them an opportunity to more directly perform for them.

## Gameplay
The role of the Tragedian is essentially a metaphysical aura farmer.
Since their success directly depends on the attention of stagehands and other people within the round (who will in turn become stagehands), they are incentivized to play as loudly and boisterously as possible.
This creates a game piece which is primed to be the center of things, through simply the incentives of the objectives.

The final vote when they perish additionally creates a fun scenario that encourages stagehands to engage with the round and mull over what has happened.
The objectivity of the completion gives the mask a unique niche, allowing the encouragement of more ineffable objectives which are up to the stagehands to determine.
45 changes: 45 additions & 0 deletions src/design/masks/traitor/syndicate-sympathizer.md
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# Syndicate Sympathizer

{{#template ../../../templates/unimplemented.md }}

> **Name:** Syndicate Sympathizer
>
> **Troupe:** [Traitor](../traitors.md)
>
> **Archetypes:** Dud
>
> **Description:** Aid the Syndicate as a passive bystander.
>
> **Objectives:** None
>
> **Masquerade notes:** Can be optionally interspersed into traitor-based masquerades for additional deniability.
>
> **Modifier notes:** N/A
>
> *Why am I bolting open the doors to the bridge? I just think everyone should be able to see the lovely terminals.*

## Concept
The Syndicate Sympathizer is a member of the traitor troupe who is isolated and unable to directly cooperate with other traitors.
They do not appear as traitors to other traitors nor are the able to see the troupe icon on others.

Sympathizers cannot see which objectives the traitors have, although they have an objective that tracks the completion of the traitor troupe objectives.
Consequently, they cannot actively complete traitor objectives and can themselves be the target of traitors.

Roles which are usually unable to be traitors _are_ able to be sympathizers.

## Abilities
None.

## Gameplay
The Syndicate Sympathizer is a mask which introduces potential malice in what might otherwise be assumed to be incompetence.
Since they are unable to see the traitors' objectives, they're unable to directly advance them.
However, they can make it easier for traitors by weakening security, overlooking activity, and compromising areas.

This is obviously much less impactful than the actions of a literal traitor, but most importantly, it's indistinguishable from incompetence.
This creates an incentive against incompetence, as it can logically be connected to being a traitor.
Did someone not try hard enough to stop a traitor from killing someone?
Maybe they're a sympathizer, and should be killed themselves.
Maybe they're just an innocent fool.

The goal is the paranoia.
Even if someone doesn't have gear or isn't _doing_ evil, they could be subtly enabling it through their actions, encouraging a baseline level of effort at risk of being perceived as working against the whole.
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