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5 changes: 5 additions & 0 deletions src/SUMMARY.md
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- [Godfather](design/masks/mafia/godfather.md)
- [Goon](design/masks/mafia/goon.md)
- [Underboss](design/masks/mafia/underboss.md)
- [Parasites](design/masks/parasites.md)
- [Burstworm](design/masks/parasite/burstworm.md)
- [Hemophage](design/masks/parasite/hemophage.md)
- [Leapleech](design/masks/parasite/leapleech.md)
- [Psychid](design/masks/parasite/psychid.md)
- [Jesters](design/masks/jester.md)
- [Fool](design/masks/jester/fool.md)
- [Martyr](design/masks/jester/martyr.md)
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34 changes: 34 additions & 0 deletions src/design/masks/parasite/burstworm.md
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# Burster

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

> **Name:** Burstworm
>
> **Troupe:** [Parasite](../parasites.md)
>
> **Archetypes:** Jester, Converter
>
> **Description:** Spread the parasites by exploding into a volley of worms.
>
> **Objectives:** None.
>
> **Masquerade notes:** N/A
>
> *You see something wriggling on my skin? Don't be silly. It's underneath my skin.*

## Concept
The burstworm is a parasite focused on large-scale group conversion by dying in proximity to as many people as possible.

## Abilities
Upon the burstworm's death, their body will start to noticeably wriggle and distend due to the slew of worms within them.
This serves as a warning to those nearby as to what's about to come.
After a short delay, a ring of parasitic worms will be launched out of the body.
Any player who is hit by these worms will be converted into a random Parasite mask.

## Gameplay
The burstworm is an extremely loud yet extremely potent source of conversion for the parasite troupe.
While their ring of worms is capable of instantly converting far more players than any other parasite ability, this is offset by its extremely obvious nature.
They will need to create a situation where a large group of people are essentially confined in proximity to it in order to confirm the conversions.

However, in the event that they are simply killed and left to succumb in some isolated location, their ability is likely to be entirely neutralized.
This creates a situation where the player will likely need to take their jester behavior to a higher level, to ensure that they are attacked and disposed of in a glorious and public manner.
34 changes: 34 additions & 0 deletions src/design/masks/parasite/hemophage.md
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# Hemophage

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

> **Name:** Hemophage
>
> **Troupe:** [Parasite](../parasites.md)
>
> **Archetypes:** Jester, Converter
>
> **Description:** Spread your infested blood across the station to infect crew with your parasites.
>
> **Objectives:** None.
>
> **Masquerade notes:** N/A
>
> *Slurp my ssssssIIIIIIIIIIIIIIIIIIIICCCCCCCCCKKKKKKKkkkkkk bloood..... slurp it. slurpt it. sluirpt i.*

```admonish warning "Notes"
This design technically works with simple blood puddles but I think is most enhanced through the presence of blood stains on clothing.
It's just far more interesting to make it follow the actual wearer of clothing and it introduces an interesting cleanliness vector into the game.
```

## Concept
The hemophage is a parasite mask that spreads the infection through blood puddles and blood-soaked clothing.

## Abilities
When the hemophage dies, any sufficiently large amount of its blood on the station will manifest a huddle of worms for a short period.
If someone comes into contact with these worms, they will burrow into the target and convert them to a parasite.

## Gameplay
The hemophage's gameplay is largely centered on trying to set up an environment where its blood has meaningfully spread and can infect people upon its death.
Since long-range weapons and lasers are not likely to leave blood stains on the attacker, it's most important to try and pick fights with people who will be forced to engage in melee combat.
Additionally, since leaving blood puddles primes the hemophage for potential big conversions, they may want to try and draw out encounters so that they can create a sufficient region for infection.
40 changes: 40 additions & 0 deletions src/design/masks/parasite/leapleech.md
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# Leapleech

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> **Name:** Leapleech
>
> **Troupe:** [Parasite](../parasites.md)
>
> **Archetypes:** Jester, Converter
>
> **Description:** Endure a brutal beating from the crew before unleashing a proportionally-terrifying slew of leeches.
>
> **Objectives:** None.
>
> **Masquerade notes:** N/A
>
> *Every punch... makes me stronger. Every leech... makes me leaper.*

## Concept
The leapleech is a parasite mask that is focused on being injured by other people in order to grow in strength.
Depending on how much it has been harmed before death, it will have a larger slew of leeches burst from it upon death.

## Abilities
While alive, the leapleech tracks an outwardly hidden 'memory' counter.
Whenever someone does sufficient damage to the leepleach, their memory will increment.
Note that this only occurs once per person, encouraging them to pick multiple fights or engagements with multiple opponents.

Upon death, the mask will explode into a cluster of individual leapleech parasites.
The number of leeches spawned corresponds to the memory counter (the number of people who have attacked this person).
The leechs will then seek out uninfected players, jumping at them.
If they land on someone, they will latch onto them before burrowing in and converting them into a parasite.

## Gameplay
The leapleech incorporates many elements of the removed daredevil mask to create a jester which does not necessarily appear as one.
Since their ability is something which necessitates a lot of buildup and combat, the mask differentiates itself from the other parasites by an initial aversion to death.
Healing up, fighting multiple people, and ultimately trying to get injured give the leapleech a cover of normality while it slowly grows in strength.

Once it dies and its ability is active, the leech becomes a terrifying swarm with high visibility yet equally-high potential for conversion.
The individual leeches, though able to be killed with proper planning, are more than capable of catching unsuspecting players off guard (especially in low visibility areas).
This adds an extra dimension to the mask's planning, since they'll likely want to perish in a location where their leech nest can attack and prey on unsuspecting passerby.
29 changes: 29 additions & 0 deletions src/design/masks/parasite/psychid.md
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# Pyschid

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

> **Name:** Psychid
>
> **Troupe:** [Parasite](../parasites.md)
>
> **Archetypes:** Jester, Converter
>
> **Description:** Steal the bodies of others to perpetuate the parasitic infection.
>
> **Objectives:** None.
>
> **Masquerade notes:** N/A
>
> *That's a nice corporeal form you have there. Would be a shame if someone stole it from you.*

## Concept
The psychid is a stealthy parasite mask that is focused on stealing bodies in order to slowly spread the infection while picking off members of the crew.

## Abilities
On death, the psychid will jump into the body of their killer, instantly ghosting the player inside.
The old body will be left dead on the ground as a parasite, counting towards that total count for the troupe objective.

## Gameplay
The psychid is an incredibly stealthy parasite that is capable of stealing bodies to reduce suspicion on them and spread the infection without anyone knowing.
Since the body swap is entirely hidden, the only way they can be found is if their old body is discovered and autopsied.
This creates a situation where the psychid will not only want to get killed, but in such a way that it occurs in a hidden way where the body can easily be hidden.
52 changes: 52 additions & 0 deletions src/design/masks/parasites.md
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# Parasites

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

Parasites are a **major troupe** focused on jester-type gameplay and taking advantage of people's violent nature.
They consist of a league of mind-altering parasites who force themselves into brains and guide them into death in order to propagate the infection further.
Their ultimate goal is to infect the entire station, building a strong nest to spread further into space.

Parasites are not uniquely powerful or well-geared compared to the average member of the [crew](crew.md), but are rather poised in an interesting gameplay situation.
They must goad others on the station into attacking and killing them, spreading their parasitic infection to others.
However, as they spread, becoming known across the station, the crew must deescalate and prevent violence from taking over.
The dynamic of the troupe lies in this balance; can the crew stop themselves from devolving into violence and death, even as the parasites slowly infect and turn them against each other.

The troupe itself is a bit of a boogeyman: once the infection starts to spread, there's no question that you're dealing with parasites.
However, you have no way of knowing who has been infected and who is safe.
When people start to turn on you, are they simply the infected trying to advance their parasitic goals or are they traitors or other miscellaneous crew trying to do their best?

## Infection
Parasites react specifically to hormonal spikes produced by the brain in response to taking the life of another.
In an uninfected host, this prompts the parasites to attempt to infect the killer and brainwash them, converting them into a parasite mask.
For someone already harboring the parasite, the spike triggers a frenzy, notifying the host of their doom and slowly killing them as the parasite eats their brain.

While the specific form the parasite takes outside the body varies from mask to mask, they all share the general form of a small, weak, parasitic worm.
Seeing these worms emerge from a body or just amble around the station serves as a strong indication of the troupe's presence on the station.

Once a parasite mask infects someone else, be it through some small pest or any other conversion method, the victim will gain the same mask as the one who infected them.
This creates a general "presence" which serves to counteract the knowledge barrier and obscurity of conversions.
If a single burstworm infects a crowd of people, more will be on the way and accounting for that becomes an important element of counteracting the troupe.

### Death Expert
The parasites all share a handful of tools which allow them to better control their death.
Since dying in an opportune location or near certain people is a key part of spreading the infection, it makes sense that parasites would have tools to do so without simply being at the whim of wounds and trauma.

When in critical condition, the parasite gains a few new actions:
- They can slow down the host's metabolism, prolonging their critical state
- They can speed up the host's metabolism, causing the host to die faster

The goal is that, depending on the needs of their mask, the parasite can manipulate their metabolism to die at the most opportune time.

## Worm Domination
Once the parasites have infected the majority of the station, they have (effectively) won and enter their final phase.
This serves as a narrative climax to the round rather than a gate to the troupe winning.
The goal is really just to have a very visible and chaotic capstone to what could potentially be a very stealthy victory.

Before the end phase starts proper, all parasites will be given a 60-second notice ahead of time.
Once the time is up, all parasite members, living or dead, will undergo a series of changes.
Most obviously, a large parasite will burst out of the person's skull, effectively becoming their new head.
This will be paired with a continuous surge of adrenaline and painkillers, turning the host's body into a near-unstoppable machine capable of powering through anything.
Additionally, smaller worm parasites will start wriggling out of the host, landing on the floor and chasing those who are not already infected.

From here, it's just a matter of the last person standing.
The parasites have succeeded, and all that's left is to feast on the few left who are uninfected and secure the station for their parasitic needs.
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