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19 changes: 6 additions & 13 deletions src/SUMMARY.md
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# Design
---
- [Design Principles](design/pillars.md)
- [Mirror's Notes on Design](design/mirrors-notes.md)
- [Rules-Light Design](design/rules-light-design.md)
- [Terminology](design/terminology.md)
---
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- [Coroner](design/jobs/coroner.md)
- [Scientist](design/jobs/scientist.md)
- [Supply](design/jobs/supply.md)
- [Objectives]()
- [Traitors]()
- [Bug Department](design/objectives/traitor/bug-department.md)
- [Kill](design/objectives/traitor/kill.md)
- [Sabotage]()
- [Siphon Data](design/objectives/traitor/siphon-data.md)
- [Masks](design/masks.md)
- [Modifiers](design/masks/modifiers.md)
- [Amnesiac](design/masks/modifiers/amnesiac.md)
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- [Leapleech](design/masks/parasite/leapleech.md)
- [Psychid](design/masks/parasite/psychid.md)
- [Crew](design/masks/crew.md)
- [Angel](design/masks/crew/angel.md)
- [Angry Man](design/masks/crew/angry-man.md)
- [Arms Dealer](design/masks/crew/arms-dealer.md)
- [Arsonist](design/masks/crew/arsonist.md)
- [Avenger](design/masks/crew/avenger.md)
- [Bomber](design/masks/crew/bomber.md)
- [Cannibal](design/masks/crew/cannibal.md)
- [Coveter](design/masks/crew/coveter.md)
- [Crewmember](design/masks/crew/crewmember.md)
- [Drug Dealer](design/masks/crew/drug-dealer.md)
- [Eavesdropper](design/masks/crew/eavesdropper.md)
- [Enthraller](design/masks/crew/enthraller.md)
- [Guzzler](design/masks/crew/guzzler.md)
- [Hater](design/masks/crew/hater.md)
- [Matchmaker](design/masks/crew/matchmaker.md)
- [Mercenary](design/masks/crew/mercenary.md)
- [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)
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- [Machine Degradation](design/machine-degradation.md)
---
- [Removed Documents](design/removed.md)
- [Angel](design/removed/angel.md)
- [Animal Hater](design/removed/animal-hater.md)
- [Bomber](design/removed/bomber.md)
- [Connoisseur](design/removed/connoisseur.md)
- [Coveter](design/removed/coveter.md)
- [Daredevil](design/removed/daredevil.md)
- [Empath](design/removed/empath.md)
- [Enthraller](design/removed/enthraller.md)
- [Fool](design/removed/fool.md)
- [Freakshow](design/removed/freakshow.md)
- [Fruit Vendor](design/removed/fruit-vendor.md)
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- [Mask Tokens](design/removed/mask-tokens.md)
- [Mask Variants](design/removed/mask-variants.md)
- [Mercenary (Old)](design/removed/mercenary-old.md)
- [Mind Reader](design/removed/mind-reader.md)
- [Parasite](design/removed/parasite.md)
- [Philanthropist](design/removed/philanthropist.md)
- [Polymath](design/removed/polymath.md)
- [Sacrifice](design/removed/sacrifice.md)
- [Scapegoat](design/removed/scapegoat.md)
- [Spy](design/removed/spy.md)
- [Survivalist](design/removed/survivalist.md)
- [Tracker](design/removed/tracker.md)
- [Vandal](design/removed/vandal.md)
- [Wildcards](design/removed/wildcards.md)
3 changes: 0 additions & 3 deletions src/design/characters/clues.md
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Expand Up @@ -17,9 +17,6 @@ Players can view their own clues through the **character menu** and can see visi
Note that the ability to see clues is influenced by identity, so if someone is concealing their eyes, their eye color cannot be identified.
However, you could easily deduce many aspects about someone whose face is uncovered.

Masks like the (now-removed) Insider leverage clues for their core gameplay, making use of them to lead them onto potentially round-altering information.
Others such as the [Mind Reader](../masks/crew/mind-reader.md) are capable of extracting clues from players, furthering the deductive gameplay of the round.

An issue with typical evidence like DNA or fingerprints is that they are binary indicators; the presence of them leads you directly to the perpetrator.
This is problematic for deduction, as it essentially speed-runs the investigation, leading you directly to the culprit with little effort required.
As such, these mechanics are often balanced around being extremely easy to avoid, which creates low-information scenarios where deduction is impossible.
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9 changes: 4 additions & 5 deletions src/design/masks.md
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Expand Up @@ -66,15 +66,14 @@ When designing new masks, try to come up with novel combinations or inversions o

Some general archetypes of masks (again, not exhaustive and new archetypes can and should be created):
- **Jester**: Masks that have some effect on being killed by another player or dying. Examples: [phantom](masks/crew/phantom.md), [hemophage](masks/parasite/hemophage.md).
- **Swapper**: Masks that swap masks with another target on some condition. Examples: [coveter](masks/crew/coveter.md).
- **Guesser**: Masks which have some effect when successfully guessing another player's mask--useful for enforcing hidden role gameplay. Examples: [coveter](masks/crew/coveter.md), [angel](masks/crew/angel.md)
- **Converter**: Masks which convert another player to a certain mask or give them additional objectives on some condition. Should be very uncommon, *especially* duplicating masks. Examples: [subverter](masks/traitor/subverter.md), [enthraller](masks/crew/enthraller.md).
- **Swapper**: Masks that swap masks with another target on some condition. Examples: none atm.
- **Converter**: Masks which convert another player to a certain mask or give them additional objectives on some condition. Should be very uncommon, *especially* duplicating masks. Examples: [subverter](masks/traitor/subverter.md), [parasites in general](masks/parasites.md).
- **Copier**: Masks which copy other masks on some condition. Examples: [cannibal](masks/crew/cannibal.md).
- **Giver**: Masks which center around creating and disseminating items to others for some purpose. Examples: [arms dealer](masks/crew/arms-dealer.md), [drug dealer](masks/crew/drug-dealer.md).
- **Sabotager**: Masks whose objectives revolve around engaging in some kind of malicious activity that generally harms others and leads to direct conflict and has deniability with troupe masks. Examples: [rebel](masks/crew/rebel.md).
- **Murderer**: Masks which center around directly engaging in conflict with and killing other players. Examples: [assassin](masks/traitor/assassin.md), [mercenary](masks/crew/mercenary.md).
- **Guardian**: Masks which center around preventing other players from being harmed or killed. Examples: [avenger](masks/crew/avenger.md), [tracker](masks/crew/tracker.md).
- **Freak**: Masks whose objectives interact with the simulation in a way that is strange and leads into weird interactions, but not necessarily direct conflict with others. Examples: [guzzler](masks/crew/guzzler.md).
- **Guardian**: Masks which center around preventing other players from being harmed or killed. Examples: [avenger](masks/crew/avenger.md), [secretary](masks/crew/secretary.md).
- **Freak**: Masks whose objectives interact with the simulation in a way that is strange and leads into weird interactions, but not necessarily direct conflict with others. Examples: [guzzler](masks/crew/guzzler.md), [arsonist](masks/crew/arsonist.md).
- **Oracle:** Masks which can gain hidden meta-knowledge about another mask.
- **Dud:** Masks who lack unique mechanics or goals or are instead defined by troupe affiliation or the absence of another mask. Examples: [recruit](masks/traitor/recruit.md), [goon](masks/mafia/goon.md).

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2 changes: 2 additions & 0 deletions src/design/masks/crew/cannibal.md
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{{#template ../../../templates/unimplemented.md }}

{{#template ../../../templates/slated-for-rework.md reason="still interesting as a targeted-copier but the specifics should probably be rethought a bit and maybe made deniable with ling husking etc, theres something more to be done here" }}

> **Name:** Cannibal
>
> **Troupe:** [Crew](../crew.md)
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22 changes: 12 additions & 10 deletions src/design/masks/traitors.md
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Expand Up @@ -18,16 +18,18 @@ The items in these caches are largely intended to be static in function, though
While the more powerful rare items in each cache should be immediately identifiable as traitor gear, the more common general equipment should have greater overlap.
This is so that, while finding a core piece of someone's kit is a tell, simply seeing someone fire a gun or blow up a structure doesn't immediately identify them.

## Objectives
All players in the traitor troupe, regardless of mask type, share a pool objectives.
These objectives generally involve extraction, including things like:
- Kill a specific player & siphon the data from their brain chip
- Sabotage a piece of important machinery
- Siphon data from a piece of important machinery
- Bug a department and activate a greytide virus

While these objectives are dynamic and can vary in what they request from round-to-round, one objective is static and omni-present: the detonation of the station's nuke - the final capstone to end the syndicate's perfect heist.
Each of these objectives should not be enough to sound the alarm bells of the presence of the syndicate, but rather when observed as a pattern, should cause the station to be wary.
## Objectives {.es-partially-implemented }
All players in the traitor troupe, regardless of mask type, share a pool of objectives.

These objectives include:
- **Kill** a specific player, testing the traitor's abilities to plan, execute, and get away with a targeted murder
- **Sabotage** a piece of important machinery, causing an instant effect and requiring the traitor to escape quickly before they're found
- <span class="es-unimplemented">**Siphon data** from a piece of important machinery, causing it to spark and slowly degrade, like a sabotage but over time</span>
- <span class="es-unimplemented">**Bug a department**, activating a department-affecting virus after a time by placing a bug inside an APC</span>

While these objectives are dynamic and can vary in what they request from round-to-round, two objectives are static and omni-present: hacking the nuke terminals (see below), and the detonation of the station's nuke - the final capstone to end the syndicate's perfect heist.

Each individual objective should not be enough to sound the alarm bells of the presence of the syndicate, but, when observed as a pattern, should cause the station to be wary.

### Plausible Deniability
For objectives that function on an arbitrary hacking/sabotage/interception mechanic, there's a bit of a balance that must be struck.
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