From 8a281ca88f45d3ca790fcd5f79b90c681e3f42e0 Mon Sep 17 00:00:00 2001 From: EmoGarbage404 Date: Tue, 31 Mar 2026 01:05:34 -0400 Subject: [PATCH 01/15] Add renamed template and add to VIP --- src/design/masks/crew/vip.md | 2 ++ src/templates/renamed.md | 5 +++++ 2 files changed, 7 insertions(+) create mode 100644 src/templates/renamed.md diff --git a/src/design/masks/crew/vip.md b/src/design/masks/crew/vip.md index cefe4f3..6cfcb0f 100644 --- a/src/design/masks/crew/vip.md +++ b/src/design/masks/crew/vip.md @@ -12,6 +12,8 @@ > > *No, look I'm innocent! See? That's my VIP card! I'm a Very Very Very Important Person! I couldn't possibly be a bad guy, guys!* +{{#template ../../../templates/renamed.md name="Citizen"}} + ## Concept The VIP is a mask that starts with a VIP card with their name on it. This card does nothing other then acting as a meta-confirmation that they're the VIP, as only the VIP can spawn with the card. They have no other special abilities or objectives. diff --git a/src/templates/renamed.md b/src/templates/renamed.md new file mode 100644 index 0000000..cc64daa --- /dev/null +++ b/src/templates/renamed.md @@ -0,0 +1,5 @@ +```admonish info "Renamed" +This design document used to have a different name, but it has since been changed. + +Previous names: [[#name None]] +``` \ No newline at end of file From 25601bb59b1bb374b50ddf1aaa40059b2814b37e Mon Sep 17 00:00:00 2001 From: EmoGarbage404 Date: Tue, 31 Mar 2026 01:07:07 -0400 Subject: [PATCH 02/15] Airlift phantom out of jester folder --- src/SUMMARY.md | 2 +- src/design/masks.md | 4 ++-- src/design/masks/{jester => crew}/phantom.md | 0 3 files changed, 3 insertions(+), 3 deletions(-) rename src/design/masks/{jester => crew}/phantom.md (100%) diff --git a/src/SUMMARY.md b/src/SUMMARY.md index 4bae5d9..131b3e0 100644 --- a/src/SUMMARY.md +++ b/src/SUMMARY.md @@ -82,7 +82,6 @@ - [Fool](design/masks/jester/fool.md) - [Martyr](design/masks/jester/martyr.md) - [Parasite](design/masks/jester/parasite.md) - - [Phantom](design/masks/jester/phantom.md) - [Scapegoat](design/masks/jester/scapegoat.md) - [Crew](design/masks/crew.md) - [Amnesiac](design/masks/crew/amnesiac.md) @@ -105,6 +104,7 @@ - [Mercenary](design/masks/crew/mercenary.md) - [Mind Reader](design/masks/crew/mind-reader.md) - [Nobleman](design/masks/crew/nobleman.md) + - [Phantom](design/masks/crew/phantom.md) - [Pilferer](design/masks/crew/pilferer.md) - [Secretary](design/masks/crew/secretary.md) - [Survivalist](design/masks/crew/survivalist.md) diff --git a/src/design/masks.md b/src/design/masks.md index 350623d..99337de 100644 --- a/src/design/masks.md +++ b/src/design/masks.md @@ -65,7 +65,7 @@ Masks are generally grouped into archetypes, strictly for the purpose of reasoni When designing new masks, try to come up with novel combinations or inversions of archetypes that could be interesting, or see if there are 'too few' of a certain archetype (relative to how rare it should be overall and how interesting it is) and try to come up with a new spin on the concept. 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/jester/phantom.md), [martyr](masks/jester/martyr.md). +- **Jester**: Masks that have some effect on being killed by another player or dying. Examples: [phantom](masks/crew/phantom.md), [martyr](masks/jester/martyr.md). - **Swapper**: Masks that swap masks with another target on some condition. Examples: [parasite](masks/jester/parasite.md), [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). @@ -76,7 +76,7 @@ Some general archetypes of masks (again, not exhaustive and new archetypes can a - **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: [glutton](masks/crew/glutton.md), [guzzler](masks/crew/guzzler.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), [fool](masks/jester/fool.md). +- **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), [fool](masks/jester/fool.md). ## Assignment diff --git a/src/design/masks/jester/phantom.md b/src/design/masks/crew/phantom.md similarity index 100% rename from src/design/masks/jester/phantom.md rename to src/design/masks/crew/phantom.md From ace6be06a106ed53de012be7115557ba3858680a Mon Sep 17 00:00:00 2001 From: EmoGarbage404 Date: Tue, 31 Mar 2026 01:12:59 -0400 Subject: [PATCH 03/15] Martyr removal --- src/SUMMARY.md | 2 +- src/design/masks.md | 2 +- src/design/masks/crew/nobleman.md | 2 +- src/design/masquerades/freakshow.md | 2 +- src/design/{masks/jester => removed}/martyr.md | 8 ++++---- 5 files changed, 8 insertions(+), 8 deletions(-) rename src/design/{masks/jester => removed}/martyr.md (67%) diff --git a/src/SUMMARY.md b/src/SUMMARY.md index 131b3e0..daef0fc 100644 --- a/src/SUMMARY.md +++ b/src/SUMMARY.md @@ -80,7 +80,6 @@ - [Psychid](design/masks/parasite/psychid.md) - [Jesters](design/masks/jester.md) - [Fool](design/masks/jester/fool.md) - - [Martyr](design/masks/jester/martyr.md) - [Parasite](design/masks/jester/parasite.md) - [Scapegoat](design/masks/jester/scapegoat.md) - [Crew](design/masks/crew.md) @@ -133,6 +132,7 @@ - [Hitman](design/removed/hitman.md) - [Insider](design/removed/insider.md) - [Loyalist](design/removed/loyalist.md) + - [Martyr](design/removed/martyr.md) - [Mask Tokens](design/removed/mask-tokens.md) - [Mask Variants](design/removed/mask-variants.md) - [Philanthropist](design/removed/philanthropist.md) diff --git a/src/design/masks.md b/src/design/masks.md index 99337de..61b959b 100644 --- a/src/design/masks.md +++ b/src/design/masks.md @@ -65,7 +65,7 @@ Masks are generally grouped into archetypes, strictly for the purpose of reasoni When designing new masks, try to come up with novel combinations or inversions of archetypes that could be interesting, or see if there are 'too few' of a certain archetype (relative to how rare it should be overall and how interesting it is) and try to come up with a new spin on the concept. 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), [martyr](masks/jester/martyr.md). +- **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: [parasite](masks/jester/parasite.md), [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). diff --git a/src/design/masks/crew/nobleman.md b/src/design/masks/crew/nobleman.md index 18ad4c6..8c082a4 100644 --- a/src/design/masks/crew/nobleman.md +++ b/src/design/masks/crew/nobleman.md @@ -21,7 +21,7 @@ The nobleman is a mask that must refrain from killing anyone. If they do kill anyone, they will then die. ## Abilities -Upon killing someone, the nobleman will receive a [martyr-esque](../jester/martyr.md) notification that they've brought dishonor to themselves. +Upon killing someone, the nobleman will receive a martyr-esque notification that they've brought dishonor to themselves. After a 5-minute delay, they will kill themselves in penance. ## Gameplay diff --git a/src/design/masquerades/freakshow.md b/src/design/masquerades/freakshow.md index 435f26b..c6d4091 100644 --- a/src/design/masquerades/freakshow.md +++ b/src/design/masquerades/freakshow.md @@ -12,7 +12,7 @@ Freakshow is intended to be "surprise extended", with chaos levels similar to a [Traitors](traitors.md) round while having no traitors actually included. ## Gameplay -Freakshow should look and feel like a traitors round at the start without actually having any true antagonists to drive it, and should pack in a large number of noisy masks like [martyr](../masks/jester/martyr.md), [mercenary](../masks/crew/mercenary.md), [cannibal](../masks/crew/cannibal.md), and other antagonist-imitating picks. +Freakshow should look and feel like a traitors round at the start without actually having any true antagonists to drive it, and should pack in a large number of noisy masks like martyr, [mercenary](../masks/crew/mercenary.md), [cannibal](../masks/crew/cannibal.md), and other antagonist-imitating picks. ## Meta-game impact Freakshow is intended to make people second-guess if traitors are even present in a round at all, adding further deniability for them to leverage if they keep their behavior clean of hard tells. This relies on freakshow being similarly chaotic to a traitors round, so strong troublemaker masks are necessary. diff --git a/src/design/masks/jester/martyr.md b/src/design/removed/martyr.md similarity index 67% rename from src/design/masks/jester/martyr.md rename to src/design/removed/martyr.md index fa7a642..10e4ba3 100644 --- a/src/design/masks/jester/martyr.md +++ b/src/design/removed/martyr.md @@ -1,10 +1,10 @@ # Martyr -{{#template ../../../templates/implemented.md }} +{{#template ../../templates/removed-implemented.md reason="Extremely basic and rudimentary jester design that just wasn't that interesting. Dying as a martyr really just resulted in a second (non-kill) death coming afterward, which while potentially humorous for the doomed person, was really not that fleshed out of an interaction. Ultimately just ended up being a random middle finger during rounds that discouraged killing people acting like obvious and complete shitters."}} > **Name:** Martyr > -> **Troupe:** [Jester](../jester.md) +> **Troupe:** Jester > > **Archetypes:** Jester, Murderer > @@ -26,8 +26,8 @@ If the Martyr is killed by someone of their own troupe, their murderer will rece The Martyr obviously serves the function of a basic Jester--dissuading unnecessary intra-troupe murder. The gameplay generated by the interim period has a lot of potential to be very funny: scrambling to complete objectives last minute, getting their affairs and relationships in order, maybe going on a last minute grudge spree since they're dying anyway. The "oh fuck" of realizing you just killed the Martyr has the potential to feel absolutely crushing, without being an *immediately* cheesy fuck-you of retaliatory death. -Because the trigger is only on intra-troupe murder, [Traitors](../traitors.md) with objectives to kill the Martyr can rest easy, as it would be a little too cheesy otherwise. +Because the trigger is only on intra-troupe murder, Traitors with objectives to kill the Martyr can rest easy, as it would be a little too cheesy otherwise. --- -![](../../../assets/design/masks/blessed-emisse-curse.png) +![](../../assets/design/masks/blessed-emisse-curse.png) From 757855643f450bdd9c534d5017c898149d45f43b Mon Sep 17 00:00:00 2001 From: EmoGarbage404 Date: Tue, 31 Mar 2026 01:19:10 -0400 Subject: [PATCH 04/15] Parasite removal --- src/SUMMARY.md | 2 +- src/design/masks.md | 2 +- src/design/masks/crew/angel.md | 4 ++-- src/design/masks/crew/avenger.md | 2 +- src/design/masks/crew/phantom.md | 2 +- src/design/masks/traitor/subverter.md | 6 +++--- src/design/{masks/jester => removed}/parasite.md | 8 ++++---- 7 files changed, 13 insertions(+), 13 deletions(-) rename src/design/{masks/jester => removed}/parasite.md (73%) diff --git a/src/SUMMARY.md b/src/SUMMARY.md index daef0fc..e2f03ef 100644 --- a/src/SUMMARY.md +++ b/src/SUMMARY.md @@ -80,7 +80,6 @@ - [Psychid](design/masks/parasite/psychid.md) - [Jesters](design/masks/jester.md) - [Fool](design/masks/jester/fool.md) - - [Parasite](design/masks/jester/parasite.md) - [Scapegoat](design/masks/jester/scapegoat.md) - [Crew](design/masks/crew.md) - [Amnesiac](design/masks/crew/amnesiac.md) @@ -135,6 +134,7 @@ - [Martyr](design/removed/martyr.md) - [Mask Tokens](design/removed/mask-tokens.md) - [Mask Variants](design/removed/mask-variants.md) + - [Parasite](design/removed/parasite.md) - [Philanthropist](design/removed/philanthropist.md) - [Polymath](design/removed/polymath.md) - [Sacrifice](design/removed/sacrifice.md) diff --git a/src/design/masks.md b/src/design/masks.md index 61b959b..d042b40 100644 --- a/src/design/masks.md +++ b/src/design/masks.md @@ -66,7 +66,7 @@ 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: [parasite](masks/jester/parasite.md), [coveter](masks/crew/coveter.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). - **Copier**: Masks which copy other masks on some condition. Examples: [cannibal](masks/crew/cannibal.md). diff --git a/src/design/masks/crew/angel.md b/src/design/masks/crew/angel.md index d4d7975..5e24842 100644 --- a/src/design/masks/crew/angel.md +++ b/src/design/masks/crew/angel.md @@ -27,10 +27,10 @@ The Angel is a helpful Guesser-type mask with an objective to protect at least 1 ## Abilities -The Angel can target any player once. They must guess that player's mask, and if correct, will inject a sizeable dose of omnizine into that player, as well as adrenaline similar to the [Parasite](../jester/parasite.md). +The Angel can target any player once. They must guess that player's mask, and if correct, will inject a sizeable dose of omnizine into that player, as well as adrenaline. ## Gameplay The Angel is a very broadly useful crew mask, centered around gaining useful knowledge about others and using that knowledge to help them when needed. In this way, it serves as a counterbalance to other more disruptive crew masks, and has a target on their back as a result. Because the Angel is a Guesser-type mask, it incentivizes and rewards basic social deduction gameplay, and a good Angel player could do a lot to help the crew in a dire situation. -Angels provide a little bit of deniability for masks that also are capable of reviving players out of crit on some condition, like the [Subverter](../traitor/subverter.md) or [Parasite](../jester/parasite.md). +Angels provide a little bit of deniability for masks that also are capable of reviving players out of crit on some condition, like the [Subverter](../traitor/subverter.md). diff --git a/src/design/masks/crew/avenger.md b/src/design/masks/crew/avenger.md index f8b17a5..bb037e9 100644 --- a/src/design/masks/crew/avenger.md +++ b/src/design/masks/crew/avenger.md @@ -24,6 +24,6 @@ The Avenger is always notified if their target dies, and where, even if the deat As a guardian-type mask, the Avenger provides some incentive for crew to not randomly murder people, in case it might invoke the Avenger's wrath, among other reasons. -Since certain masks may actually desire to be murdered, if the Avenger targets them some funny conflict may arise. Consider a [Parasite](../jester/parasite.md) who is being protected by an Avenger. If the Parasite is murdered and swaps places with their murderer, they may now found themselves being targeted by their own protector. +Since certain masks may actually desire to be murdered, if the Avenger targets them some funny conflict may arise. Consider a [Psychid](../parasite/psychid.md) who is being protected by an Avenger. If the Parasite is murdered and swaps places with their murderer, they may now found themselves being targeted by their own protector. The Avenger provides some plausible deniability for masks that seek to murder others, since the Avenger is typically actually doing it for a good reason. Other masks may find it prudent to lie about being an Avenger with good intentions. diff --git a/src/design/masks/crew/phantom.md b/src/design/masks/crew/phantom.md index a6e480e..c92787e 100644 --- a/src/design/masks/crew/phantom.md +++ b/src/design/masks/crew/phantom.md @@ -30,7 +30,7 @@ If the Phantom dies with no murderer, they still spawn as a vengeful phantom, bu ## Gameplay -As a jester-type mask, the Phantom disincentivizes random murder without cause. It also provides ambiguity for other jester-type masks like the [Parasite](../jester/parasite.md). +As a jester-type mask, the Phantom disincentivizes random murder without cause. It also provides ambiguity for other jester-type masks like the [parasites](../parasites.md). The vengeful phantom's gameplay is meant to be mostly indirect--it cannot harm anyone, or even really cause anything that directly harms people, and can only interact with objects in a very limited and basic way. It can talk, but this is restricted, and it has no real incentive to give people accurate information anyhow. Though it cannot die, being dematerialized after being bapped is an inconvenience that any vengeful phantom would like to avoid if it can. diff --git a/src/design/masks/traitor/subverter.md b/src/design/masks/traitor/subverter.md index a1de35c..7e8fdbf 100644 --- a/src/design/masks/traitor/subverter.md +++ b/src/design/masks/traitor/subverter.md @@ -15,13 +15,13 @@ > *Here, take my spare pistol and go kill people. I've already shown you how to do it.* ## Concept -The Subverter's goal is to murder people with what few tools they have, followed by usung their brainwashing microchip to turn them in to a traitor. +The Subverter's goal is to murder people with what few tools they have, followed by using their brainwashing microchip to turn them in to a traitor. ## Abilities The Subverter only starts with a pistol with a spare magazine of ammunition, and two brainwashing microchips. -The brainwashing microchip is an item that only works on critical players. When used on a critical player, it will adrenaline-revive them at low health (similar to other masks like the [Parasite,](../jester/parasite.md) and introduce them in to the traitor troupe as a [Recruit,](../traitor/recruit.md) which is the mask that all players who get converted in to a traitor mid-round recieve. The recruit has no special gear or anything of the sort. +The brainwashing microchip is an item that only works on critical players. When used on a critical player, it will adrenaline-revive them at low health and introduce them in to the traitor troupe as a [Recruit,](../traitor/recruit.md) which is the mask that all players who get converted in to a traitor mid-round receive. The recruit has no special gear or anything of the sort. ## Gameplay The Subverter has a lot of interesting, granular strategy that can be employed on their side. Since your microchips are limited, you might want to save your chip for an important target - or maybe you just give it to the first person you see, out of desperation, since you're losing and need to enact a desperate play. -The Subverter also acts as an interesting element of social intruige, since someone you may have known before as an ally could mysteriously become subverted. This (hopefully) won't intrude on the design space of any other future conversion antagonists, as this is fairly limited and different in application compared to what those usually try to accomplush. +The Subverter also acts as an interesting element of social intrigue, since someone you may have known before as an ally could mysteriously become subverted. This (hopefully) won't intrude on the design space of any other future conversion antagonists, as this is fairly limited and different in application compared to what those usually try to accomplish. diff --git a/src/design/masks/jester/parasite.md b/src/design/removed/parasite.md similarity index 73% rename from src/design/masks/jester/parasite.md rename to src/design/removed/parasite.md index d6f57da..3c4a52a 100644 --- a/src/design/masks/jester/parasite.md +++ b/src/design/removed/parasite.md @@ -1,10 +1,10 @@ # Parasite -{{#template ../../../templates/implemented.md }} +{{#template ../../templates/removed-implemented.md reason="Honestly one of the best of the original crew jester masks. Ended up just being fleshed out into the full parasite troupe, rendering the individual mask unnecessary."}} > **Name:** Parasite > -> **Troupe:** [Jester](../jester.md) +> **Troupe:** Jester > > **Description:** Pawn your parasite onto and swap bodies with someone in the heat of battle by having them kill you. > @@ -26,9 +26,9 @@ Parasitism and adrenaline-revival as mentioned above. ## Gameplay -As a mind-swapper, the Parasite can lead to a whole host of very confusing, silly, and fun situations. An [Assassin](../traitor/assassin.md) may kill you, but you now take over their body and must slide into their mask effortlessly. Maybe you reveal the predicament to the other traitors--who find it unnerving but simply accept it as a fact of reality, and abandon their old friend. +As a mind-swapper, the Parasite can lead to a whole host of very confusing, silly, and fun situations. An Assassin may kill you, but you now take over their body and must slide into their mask effortlessly. Maybe you reveal the predicament to the other traitors--who find it unnerving but simply accept it as a fact of reality, and abandon their old friend. -Parasites also have strange interactions with protective roles, as a jester-type. An [Avenger](../crew/avenger.md) may be protecting you, but will suddenly start hunting you after you swap into the body of your murderer. +Parasites also have strange interactions with protective roles, as a jester-type. An Avenger may be protecting you, but will suddenly start hunting you after you swap into the body of your murderer. Because the murderer receives the Parasite mask after swapping, they must now pawn the Parasite off onto someone else and steal another body, leading to a chain of hilarity and obfuscation. From 244b8d1c53e15d6925b972a4af30a8d83521cc91 Mon Sep 17 00:00:00 2001 From: EmoGarbage404 Date: Tue, 31 Mar 2026 01:22:07 -0400 Subject: [PATCH 05/15] Remove scapegoat --- src/SUMMARY.md | 2 +- src/design/{masks/jester => removed}/scapegoat.md | 8 ++++---- 2 files changed, 5 insertions(+), 5 deletions(-) rename src/design/{masks/jester => removed}/scapegoat.md (74%) diff --git a/src/SUMMARY.md b/src/SUMMARY.md index e2f03ef..1958d51 100644 --- a/src/SUMMARY.md +++ b/src/SUMMARY.md @@ -80,7 +80,6 @@ - [Psychid](design/masks/parasite/psychid.md) - [Jesters](design/masks/jester.md) - [Fool](design/masks/jester/fool.md) - - [Scapegoat](design/masks/jester/scapegoat.md) - [Crew](design/masks/crew.md) - [Amnesiac](design/masks/crew/amnesiac.md) - [Angel](design/masks/crew/angel.md) @@ -138,5 +137,6 @@ - [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) - [Wildcards](design/removed/wildcards.md) diff --git a/src/design/masks/jester/scapegoat.md b/src/design/removed/scapegoat.md similarity index 74% rename from src/design/masks/jester/scapegoat.md rename to src/design/removed/scapegoat.md index e46616e..081bc5a 100644 --- a/src/design/masks/jester/scapegoat.md +++ b/src/design/removed/scapegoat.md @@ -1,10 +1,10 @@ # Scapegoat -{{#template ../../../templates/slated-for-rework.md reason="largely contengient on oracles existing, which are probably not going to be a main gameplay fixture anymore. also probably not a well-realized version of its concept."}} +{{#template ../../templates/removed-unimplemented.md reason="Suffers from the same issues as other jester masks where it's effect is not globally interesting for the state of the round. Additionally, the design is pretty much predicated on the existence of very active oracles, something which we don't have." }} > **Name:** Scapegoat > -> **Troupe:** [Jester](../jester.md) +> **Troupe:** Jester > > **Archetypes:** Jester > @@ -16,7 +16,7 @@ ## Concept -The Scapegoat is a Jester-type mask that counts as a "member of another troupe" for the purposes of masks like the [Veteran](../crew/veteran.md) or Insider. +The Scapegoat is a Jester-type mask that counts as a "member of another troupe" for the purposes of masks like the Veteran or Insider. ## Abilities @@ -24,6 +24,6 @@ On death, the Scapegoat immediately spawns a station event, targeted on the loca ## Gameplay -The Scapegoat provides a small amount of fallibility to Oracle masks, injecting some occasional intrigue into deductive situations. Furthermore, the fact that they count for objectives like the [Veteran](../crew/veteran.md)'s means there is occasionally a trade-off between killing the Scapegoat or letting them live. +The Scapegoat provides a small amount of fallibility to Oracle masks, injecting some occasional intrigue into deductive situations. Furthermore, the fact that they count for objectives like the Veteran's means there is occasionally a trade-off between killing the Scapegoat or letting them live. The Scapegoat's on death effect provide a passive disincentive to letting people die, at least in areas where the event might matter, like Security or Medbay. Because the effect triggers on death, and not just on being killed, the Scapegoat *can* more or less trigger it when they feel like, either tactically or just for the lulz. No objective unlike other Jesters means that the Scapegoat is unlikely to run headfirst into deadly situations for the purposes of fulfilling an objective, and thus functions as a sort of reverse-Jester--avoids death, but finds it anyway. From 83e66579a568d6d11a1cf17fa1244271e2ff2a1b Mon Sep 17 00:00:00 2001 From: EmoGarbage404 Date: Tue, 31 Mar 2026 01:24:10 -0400 Subject: [PATCH 06/15] Remove fool --- src/SUMMARY.md | 2 +- src/design/masks.md | 2 +- src/design/masks/jester.md | 2 +- src/design/{masks/jester => removed}/fool.md | 4 ++-- 4 files changed, 5 insertions(+), 5 deletions(-) rename src/design/{masks/jester => removed}/fool.md (79%) diff --git a/src/SUMMARY.md b/src/SUMMARY.md index 1958d51..aa730d9 100644 --- a/src/SUMMARY.md +++ b/src/SUMMARY.md @@ -79,7 +79,6 @@ - [Leapleech](design/masks/parasite/leapleech.md) - [Psychid](design/masks/parasite/psychid.md) - [Jesters](design/masks/jester.md) - - [Fool](design/masks/jester/fool.md) - [Crew](design/masks/crew.md) - [Amnesiac](design/masks/crew/amnesiac.md) - [Angel](design/masks/crew/angel.md) @@ -126,6 +125,7 @@ - [Connoisseur](design/removed/connoisseur.md) - [Daredevil](design/removed/daredevil.md) - [Empath](design/removed/empath.md) + - [Fool](design/removed/fool.md) - [Gambler](design/removed/gambler.md) - [Hitman](design/removed/hitman.md) - [Insider](design/removed/insider.md) diff --git a/src/design/masks.md b/src/design/masks.md index d042b40..eb15001 100644 --- a/src/design/masks.md +++ b/src/design/masks.md @@ -76,7 +76,7 @@ Some general archetypes of masks (again, not exhaustive and new archetypes can a - **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: [glutton](masks/crew/glutton.md), [guzzler](masks/crew/guzzler.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), [fool](masks/jester/fool.md). +- **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). ## Assignment diff --git a/src/design/masks/jester.md b/src/design/masks/jester.md index 3c86f28..d671684 100644 --- a/src/design/masks/jester.md +++ b/src/design/masks/jester.md @@ -10,7 +10,7 @@ First, due to the masks' objectives often causing the player to exit the round o They also ended up being poor cover for non-crew troupes, since masks like the insider were unable to target them. ## Jester's Code -All jesters have a unified objective to not kill another player, with the action of doing so transforming them into [the fool](jester/fool.md) (the obvious exception being the fool itself). +All jesters have a unified objective to not kill another player, with the action of doing so transforming them into the fool (the obvious exception being the fool itself). This imposes a somewhat interesting restriction: how do you get the crew to escalate to taking your life without having taken a life yourself? While you can still resort to some level of limited violence, there is a more gradual escalation into full murder that must be undertaken, creating a more interesting situation for those involved. diff --git a/src/design/masks/jester/fool.md b/src/design/removed/fool.md similarity index 79% rename from src/design/masks/jester/fool.md rename to src/design/removed/fool.md index d1abfe5..d57b1ec 100644 --- a/src/design/masks/jester/fool.md +++ b/src/design/removed/fool.md @@ -1,10 +1,10 @@ # Fool -{{#template ../../../templates/implemented.md }} +{{#template ../../templates/removed-implemented.md reason="Removed alongside the jester troupe as it's pretty much just a non-element meant as a lose condition for jesters. Even as such, it wasn't really that interesting since it's way less dramatic than something like the nobleman."}} > **Name:** Fool > -> **Troupe:** [Jester](../jester.md) +> **Troupe:** Jester > > **Archetypes:** Dud > From 0da0276a655c205889cfe5dc7f6880cebb439379 Mon Sep 17 00:00:00 2001 From: EmoGarbage404 Date: Tue, 31 Mar 2026 01:27:32 -0400 Subject: [PATCH 07/15] Remove jesters troupe --- src/SUMMARY.md | 2 +- src/design/masks/crew/phantom.md | 2 +- src/design/{masks => removed}/jester.md | 6 +++--- 3 files changed, 5 insertions(+), 5 deletions(-) rename src/design/{masks => removed}/jester.md (80%) diff --git a/src/SUMMARY.md b/src/SUMMARY.md index aa730d9..36b6d8f 100644 --- a/src/SUMMARY.md +++ b/src/SUMMARY.md @@ -78,7 +78,6 @@ - [Hemophage](design/masks/parasite/hemophage.md) - [Leapleech](design/masks/parasite/leapleech.md) - [Psychid](design/masks/parasite/psychid.md) - - [Jesters](design/masks/jester.md) - [Crew](design/masks/crew.md) - [Amnesiac](design/masks/crew/amnesiac.md) - [Angel](design/masks/crew/angel.md) @@ -129,6 +128,7 @@ - [Gambler](design/removed/gambler.md) - [Hitman](design/removed/hitman.md) - [Insider](design/removed/insider.md) + - [Jesters](design/removed/jester.md) - [Loyalist](design/removed/loyalist.md) - [Martyr](design/removed/martyr.md) - [Mask Tokens](design/removed/mask-tokens.md) diff --git a/src/design/masks/crew/phantom.md b/src/design/masks/crew/phantom.md index c92787e..a23c08c 100644 --- a/src/design/masks/crew/phantom.md +++ b/src/design/masks/crew/phantom.md @@ -4,7 +4,7 @@ > **Name:** Phantom > -> **Troupe:** [Jester](../jester.md) +> **Troupe:** [Crew](../crew.md) > > **Description:** Reincarnate as a vengeful phantom on death and annoy your murderer with small inconveniences until they die as well. > diff --git a/src/design/masks/jester.md b/src/design/removed/jester.md similarity index 80% rename from src/design/masks/jester.md rename to src/design/removed/jester.md index d671684..5f129d2 100644 --- a/src/design/masks/jester.md +++ b/src/design/removed/jester.md @@ -1,11 +1,11 @@ # Jesters -{{#template ../../templates/implemented.md }} +{{#template ../../templates/removed-implemented.md reason="Essentially just a non-troupe that was completely blown out of the water in every conceivable way by parasites. Doesn't leverage any of the benefits of the troupe structure, doesn't have an informed minority design, doesn't have shared objectives, etc, etc. I struggle to call this a troupe as it was pretty much just an organizational thing to enable some mechanics for roles that care about troupe alignment."}} The jesters are an umbrella minor troupe that encompasses a variety of unaffiliated jester-type masks. These masks do not have a shared objective like other troupes, but are rather unified through similar objectives and motives. -Historically, most of the Jester masks used to simply be [crew](crew.md) masks, but this had a few drawbacks. +Historically, most of the Jester masks used to simply be crew masks, but this had a few drawbacks. First, due to the masks' objectives often causing the player to exit the round or greatly disrupt gameplay, they failed to be able to meaningfully help with crew objectives. They also ended up being poor cover for non-crew troupes, since masks like the insider were unable to target them. @@ -25,7 +25,7 @@ Even if a situation did escalate to violence and has left a party in critical co ## Ambiguity Beyond simply punishing violent play, jesters also open up a space for typically "untouchable" jobs to engage in more destructive play. -In a major troupe like [traitors](traitors.md), having a team member with high status and access to the station is a completely game-warping asset. +In a major troupe like traitors, having a team member with high status and access to the station is a completely game-warping asset. As such, these command and security roles which are typically excluded from participating in these troupes often become unreasonably trustworthy. Although they cannot be a literal explicitly-evil traitor, a Captain can still be a bad guy who you may need to deal with. From 033caf8aa55fb19f0a9e0822a8536c131c2c6e3e Mon Sep 17 00:00:00 2001 From: EmoGarbage404 Date: Tue, 31 Mar 2026 01:30:47 -0400 Subject: [PATCH 08/15] Removed survivalist --- src/SUMMARY.md | 2 +- src/design/{masks/crew => removed}/survivalist.md | 6 +++--- 2 files changed, 4 insertions(+), 4 deletions(-) rename src/design/{masks/crew => removed}/survivalist.md (81%) diff --git a/src/SUMMARY.md b/src/SUMMARY.md index 36b6d8f..511d746 100644 --- a/src/SUMMARY.md +++ b/src/SUMMARY.md @@ -102,7 +102,6 @@ - [Phantom](design/masks/crew/phantom.md) - [Pilferer](design/masks/crew/pilferer.md) - [Secretary](design/masks/crew/secretary.md) - - [Survivalist](design/masks/crew/survivalist.md) - [Tracker](design/masks/crew/tracker.md) - [Vandal](design/masks/crew/vandal.md) - [Veteran](design/masks/crew/veteran.md) @@ -139,4 +138,5 @@ - [Sacrifice](design/removed/sacrifice.md) - [Scapegoat](design/removed/scapegoat.md) - [Spy](design/removed/spy.md) + - [Survivalist](design/removed/survivalist.md) - [Wildcards](design/removed/wildcards.md) diff --git a/src/design/masks/crew/survivalist.md b/src/design/removed/survivalist.md similarity index 81% rename from src/design/masks/crew/survivalist.md rename to src/design/removed/survivalist.md index 1e1f480..09a26e9 100644 --- a/src/design/masks/crew/survivalist.md +++ b/src/design/removed/survivalist.md @@ -1,10 +1,10 @@ # Survivalist -{{#template ../../../templates/implemented.md }} +{{#template ../../templates/removed-implemented.md reason="Deeply boring mask that ended up having nearly zero effect on the round. The objective is not informative on playstyle considering that no one wants to die, anyways. The cache served as just a trivial hardconfirm for their safety since its loot pool was very distinctive. I genuinely don't even remember the NT MedAlert ever being that relevant to the round, certainly not to the degree that it was thought to be here."}} > **Name:** Survivalist > -> **Troupe:** [Crew](../crew.md) +> **Troupe:** Crew > > **Archetypes:** N/A > @@ -32,7 +32,7 @@ The Survivalist can also obtain a prepper's cache, which they can locate in main The Survivalist's ability means that others who attack them may have to panic and move or abandon the body to avoid being caught by others rapidly approaching their location, introducing an occasional element of intrigue that was mostly lost with the removal of greencomms and less ease of use for radios in general. This ability doesn't give out any information about the attacker--just attack location--so it can't really be used to metagame threats, unlike a regular radio call. It also is not a confirm that the survivalist was actually attacked--they could have simply walked into a grille or walked out into space by accident, and the ability gives them some leeway to hopefully be found. -The Survivalist's cache provides ambiguity for other cache-bearing masks, like [Traitors](../traitors.md) or the [Veteran](./veteran.md). The cache's utility items mostly serve to provide stronger theming and direction, and the variation of what they actually get can influence how they approach surviving the round. +The Survivalist's cache provides ambiguity for other cache-bearing masks, like Traitors or the Veteran. The cache's utility items mostly serve to provide stronger theming and direction, and the variation of what they actually get can influence how they approach surviving the round. The Survivalist's objective to survive the round is in addition to their Crew troupe objective of ensuring the station safely escapes the radstorm--they have a stronger drive to survive at all costs, disincentivizing the selfless sacrifice that other crew masks may engage in, and their ability and utility items help them in this process. From 383ff3c6f39fab6df89caefdae66a6e96388cc21 Mon Sep 17 00:00:00 2001 From: EmoGarbage404 Date: Tue, 31 Mar 2026 01:34:24 -0400 Subject: [PATCH 09/15] Removed fruit vendor --- src/SUMMARY.md | 2 +- src/design/masks.md | 2 +- src/design/masks/crew/bomber.md | 6 +++--- src/design/masks/crew/drug-dealer.md | 2 +- src/design/masks/crew/fruit-vendor.md | 22 ---------------------- src/design/masks/crew/pilferer.md | 2 +- src/design/removed/fruit-vendor.md | 22 ++++++++++++++++++++++ 7 files changed, 29 insertions(+), 29 deletions(-) delete mode 100644 src/design/masks/crew/fruit-vendor.md create mode 100644 src/design/removed/fruit-vendor.md diff --git a/src/SUMMARY.md b/src/SUMMARY.md index 511d746..a5ce100 100644 --- a/src/SUMMARY.md +++ b/src/SUMMARY.md @@ -91,7 +91,6 @@ - [Drug Dealer](design/masks/crew/drug-dealer.md) - [Eavesdropper](design/masks/crew/eavesdropper.md) - [Enthraller](design/masks/crew/enthraller.md) - - [Fruit Vendor](design/masks/crew/fruit-vendor.md) - [Glutton](design/masks/crew/glutton.md) - [Guzzler](design/masks/crew/guzzler.md) - [Hater](design/masks/crew/hater.md) @@ -124,6 +123,7 @@ - [Daredevil](design/removed/daredevil.md) - [Empath](design/removed/empath.md) - [Fool](design/removed/fool.md) + - [Fruit Vendor](design/removed/fruit-vendor.md) - [Gambler](design/removed/gambler.md) - [Hitman](design/removed/hitman.md) - [Insider](design/removed/insider.md) diff --git a/src/design/masks.md b/src/design/masks.md index eb15001..a621f66 100644 --- a/src/design/masks.md +++ b/src/design/masks.md @@ -70,7 +70,7 @@ Some general archetypes of masks (again, not exhaustive and new archetypes can a - **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). - **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), [fruit vendor](masks/crew/fruit-vendor.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: [vandal](masks/crew/vandal.md). - **Murderer**: Masks which center around directly engaging in conflict with and killing other players. Examples: [assassin](masks/traitor/assassin.md), [veteran](masks/crew/veteran.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). diff --git a/src/design/masks/crew/bomber.md b/src/design/masks/crew/bomber.md index d9de944..4f3106c 100644 --- a/src/design/masks/crew/bomber.md +++ b/src/design/masks/crew/bomber.md @@ -13,7 +13,7 @@ > *I'm the bomber! Okay, wait, no, I'm--okay, that was just a reference, dude, it's literally a reference! You guys haven't seen Hunter X Hunter? What? Oh, you're only at the Heaven's Arena arc. The bomber is--he's like, he's from the Greed Island arc and he puts bombs on people and stuff. Anyway I lied and my bombs are super real and you should probably be really freaking scared right now.* ```admonish warning "Notes" -Janet brought up the idea of having the bombs be more physical items, taking the forms of 'giver' items like the fruits of the [Fruit Vendor](./fruit-vendor.md), which I really enjoy as it provides some ambiguity to those masks. Need to ponder the concept more before crystallizing it though. +Janet brought up the idea of having the bombs be more physical items, taking the forms of 'giver' items like the fruits of the Fruit Vendor, which I really enjoy as it provides some ambiguity to those masks. Need to ponder the concept more before crystallizing it though. ``` ## Concept @@ -30,8 +30,8 @@ Two bombs can be placed at a time, and if both are placed one must be disarmed o Forensics can be used to detect if a bomb was placed on someone and several candidates for who could have done it, but this of course requires suspicion that one was placed to begin with, or the body of someone that already succumbed to the Bomber. Targets killed by the bomb's explosion (since it triggers on crit) count as being killed by the Bomber for the purposes of on-death masks. If the Bomber dies, their bombs are disarmed and drop onto the ground near the targets. -Detecting the Bomber's presence requires an already-existing suspicion that one is present (to check forensics). It's not immediately clear, when someone goes into crit, whether the explosion was the result of the Bomber or something unrelated, but the intent is that it should be possible to infer that it was a Bomber, and for people to take actions accordingly. +Detecting the Bomber's presence requires an already-existing suspicion that one is present (to check forensics). It's not immediately clear, when someone goes into crit, whether the explosion was the result of the Bomber or something unrelated, but the intent is that it should be possible to infer that it was a Bomber, and for people to take actions accordingly. The intrigue comes from determining who the Bomber could be by narrowing down options from forensics or using basic logic, whether what someone is saying could potentially be a hidden code phrase, and trying to figure out if you were inflicted with a bomb so you can avoid going into crit. -Additionally, the Bomber provides ambiguity with the [Tracker](./tracker.md)'s gameplay, as their codeword-marking functions identically. Those who suspect others are using codewords can never be positive whether it's to harm them or help them. \ No newline at end of file +Additionally, the Bomber provides ambiguity with the [Tracker](./tracker.md)'s gameplay, as their codeword-marking functions identically. Those who suspect others are using codewords can never be positive whether it's to harm them or help them. diff --git a/src/design/masks/crew/drug-dealer.md b/src/design/masks/crew/drug-dealer.md index 86796f9..ce4bf35 100644 --- a/src/design/masks/crew/drug-dealer.md +++ b/src/design/masks/crew/drug-dealer.md @@ -28,7 +28,7 @@ All the pills additionally share a withdrawal effect, where the consumer will su This can range from stamina loss, vomiting, or even health drain. ## Gameplay -The drug dealer takes a simple giver-type role like the [fruit vendor](fruit-vendor.md) but amplifies it through the danger of random pills. +The drug dealer takes a simple giver-type role like the fruit vendor but amplifies it through the danger of random pills. Although some people may be initially willing to take a risk on popping random pills, upon receiving some negative effects, it may become substantially harder to get your pills consumed. As such, the drug dealer may need to resort to force-feeding or deceiving others to complete their goal, potentially making others thing they are being poisoned or attacked. diff --git a/src/design/masks/crew/fruit-vendor.md b/src/design/masks/crew/fruit-vendor.md deleted file mode 100644 index 0aaf957..0000000 --- a/src/design/masks/crew/fruit-vendor.md +++ /dev/null @@ -1,22 +0,0 @@ -# Fruit Vendor - -{{#template ../../../templates/implemented.md }} - -> **Name:** Fruit Vendor -> -> **Troupe:** [Crew](../crew.md) -> -> **Description:** Give people your delicious fruits. -> -> **Objectives:** Make sure other players eat X (low) amount of fruits by the end of the round. -> -> *I'm the fruit vendor, which means I love giving fruits to the crew!* - -## Concept -The fruit vendor is a mask that gives out fruit to people. - -## Abilities -Like the [Arms Dealer](../crew/arms-dealer.md), the fruit vendor can materialize a fruit from a hidden cache, once per some medium-length timeframe. - -## Gameplay -The fruit vendor acts as another kind of "soft-safe-check," much like the [VIP](../crew/vip.md). As a result, the interactions this mask creates are mostly similar, with the caveat that this mask can have subverted versions (neutral and chaotic fruit vendor) that change the viability of the fruits. This makes the completion of their objective more difficult then it otherwise would be, and introduces a new layer of humorous social deduction. Sure, maybe you can be confident that the fruit vendor isn't a traitor, but can you ever really trust their fruits? \ No newline at end of file diff --git a/src/design/masks/crew/pilferer.md b/src/design/masks/crew/pilferer.md index 1d952ef..27d60d3 100644 --- a/src/design/masks/crew/pilferer.md +++ b/src/design/masks/crew/pilferer.md @@ -12,7 +12,7 @@ > > **Objectives:** Pilfer X items from X (~20-25% of crew?) people on the station. > -> *Some people on this station are too rich for their own good. Lucky they have me to give them a hand. Yup.. I'll be a hero once I distribute these lighters and pocket lint and [assorted fruits](./fruit-vendor.md) to the downtrodden. Eventually. I'll keep the revolver to myself.* +> *Some people on this station are too rich for their own good. Lucky they have me to give them a hand. Yup.. I'll be a hero once I distribute these lighters and pocket lint and assorted fruits to the downtrodden. Eventually. I'll keep the revolver to myself.* ```admonish warning "Notes" It might be good to have a generic delay for this ability, and the abilities of other masks, to avoid stuff happening instantly on arrivals, since it can be a little too easy to go unnoticed. Not that it'd be very useful to steal stuff from people on arrivals anyway, though. diff --git a/src/design/removed/fruit-vendor.md b/src/design/removed/fruit-vendor.md new file mode 100644 index 0000000..7f781d8 --- /dev/null +++ b/src/design/removed/fruit-vendor.md @@ -0,0 +1,22 @@ +# Fruit Vendor + +{{#template ../../templates/removed-implemented.md reason="Joke mask that was never really that funny. Thematically really dull and the gameplay of handing out fruits oscillated between tedious or dead simple. The value of soft-safe checks is not super relevant since almost every crew mask is assumed to be reasonably safe by default."}} + +> **Name:** Fruit Vendor +> +> **Troupe:** Crew +> +> **Description:** Give people your delicious fruits. +> +> **Objectives:** Make sure other players eat X (low) amount of fruits by the end of the round. +> +> *I'm the fruit vendor, which means I love giving fruits to the crew!* + +## Concept +The fruit vendor is a mask that gives out fruit to people. + +## Abilities +Like the Arms Dealer, the fruit vendor can materialize a fruit from a hidden cache, once per some medium-length timeframe. + +## Gameplay +The fruit vendor acts as another kind of "soft-safe-check," much like the VIP. As a result, the interactions this mask creates are mostly similar, with the caveat that this mask can have subverted versions (neutral and chaotic fruit vendor) that change the viability of the fruits. This makes the completion of their objective more difficult then it otherwise would be, and introduces a new layer of humorous social deduction. Sure, maybe you can be confident that the fruit vendor isn't a traitor, but can you ever really trust their fruits? From 3ae42f662d7982853f3a5bb3ffe5be22879c5d0f Mon Sep 17 00:00:00 2001 From: EmoGarbage404 Date: Tue, 31 Mar 2026 01:38:52 -0400 Subject: [PATCH 10/15] Remove glutton --- src/SUMMARY.md | 2 +- src/design/masks.md | 2 +- src/design/masks/crew/cannibal.md | 4 +--- src/design/masks/crew/glutton.md | 25 ------------------------- src/design/masks/crew/guzzler.md | 2 +- src/design/removed/glutton.md | 25 +++++++++++++++++++++++++ 6 files changed, 29 insertions(+), 31 deletions(-) delete mode 100644 src/design/masks/crew/glutton.md create mode 100644 src/design/removed/glutton.md diff --git a/src/SUMMARY.md b/src/SUMMARY.md index a5ce100..49cdcbb 100644 --- a/src/SUMMARY.md +++ b/src/SUMMARY.md @@ -91,7 +91,6 @@ - [Drug Dealer](design/masks/crew/drug-dealer.md) - [Eavesdropper](design/masks/crew/eavesdropper.md) - [Enthraller](design/masks/crew/enthraller.md) - - [Glutton](design/masks/crew/glutton.md) - [Guzzler](design/masks/crew/guzzler.md) - [Hater](design/masks/crew/hater.md) - [Matchmaker](design/masks/crew/matchmaker.md) @@ -125,6 +124,7 @@ - [Fool](design/removed/fool.md) - [Fruit Vendor](design/removed/fruit-vendor.md) - [Gambler](design/removed/gambler.md) + - [Glutton](design/removed/glutton.md) - [Hitman](design/removed/hitman.md) - [Insider](design/removed/insider.md) - [Jesters](design/removed/jester.md) diff --git a/src/design/masks.md b/src/design/masks.md index a621f66..20b7ad8 100644 --- a/src/design/masks.md +++ b/src/design/masks.md @@ -74,7 +74,7 @@ Some general archetypes of masks (again, not exhaustive and new archetypes can a - **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: [vandal](masks/crew/vandal.md). - **Murderer**: Masks which center around directly engaging in conflict with and killing other players. Examples: [assassin](masks/traitor/assassin.md), [veteran](masks/crew/veteran.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: [glutton](masks/crew/glutton.md), [guzzler](masks/crew/guzzler.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). - **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). diff --git a/src/design/masks/crew/cannibal.md b/src/design/masks/crew/cannibal.md index ec0fcd3..d4422b0 100644 --- a/src/design/masks/crew/cannibal.md +++ b/src/design/masks/crew/cannibal.md @@ -26,6 +26,4 @@ Mask-copiers introduce ambiguity into rounds by not guaranteeing that the gamepl Because the Cannibal copies objective completion, they want to be choosy in which mask they eat, and they have some incentive to delay their feast until it's more guaranteed that they can nab someone whose objectives will be easy. However, the longer they wait, the less it's guaranteed they'll be able to find a good mask to steal and the less time they'll have to complete someone's objectives if their target actually sucked at completing them the entire time. -The act of eating *all of someone's organs* is pretty hard to miss, but can lend some plausible deniability to masks like the [Glutton](./glutton.md) (or vice versa), who may also munch on organs from time to time. The Cannibal must be careful to hide their reprehensible (and messy) deed carefully. - -If the Cannibal copies the mask of someone in a differing troupe, they may find it difficult to justify why exactly they're there, providing some strange but fun ambiguity and potential "friends to enemies" situations. \ No newline at end of file +If the Cannibal copies the mask of someone in a differing troupe, they may find it difficult to justify why exactly they're there, providing some strange but fun ambiguity and potential "friends to enemies" situations. diff --git a/src/design/masks/crew/glutton.md b/src/design/masks/crew/glutton.md deleted file mode 100644 index 9a416e6..0000000 --- a/src/design/masks/crew/glutton.md +++ /dev/null @@ -1,25 +0,0 @@ -# Glutton - -{{#template ../../../templates/implemented.md }} - -> **Name:** Glutton -> -> **Troupe:** [Crew](../crew.md) -> -> **Description:** There's a lot of food in this world, and someone's gotta eat it. Dig in. -> -> **Objectives:** Eat X amount of unique foods during the round, as well as 1 specific random (from a list) food. -> -> *All things in this world are either Chef or Glutton. You are more akin to the apollonian Chef. **I** am clearly the dionysian Glutton.* - -## Concept - -The Glutton is a lover of all types of cuisine, and seeks out many types of new foods to try, functioning as a sort of food variant of the [Guzzler](./guzzler.md). They will likely pester the chef, their archnemesis who the Glutton nevertheless cannot survive without, for more foodstuffs. However, it's likely any real Glutton will view this as insufficient and will opt for their own cooking--including some perhaps unsavory meals in the shadows made from the bodies of vermin in maintenance. It's possible the Glutton's exotic taste will even veer into the illegal, if some organs are left unattended. - -## Abilities - -N/A. - -## Gameplay - -It's difficult to tell for certain if someone is a Glutton, since everyone needs to eat. Their need for new foods will probably lead them into strange interactions, especially since it doesnt have be a cooked meal. Eating organs is an obvious avenue--which may make them appear like a [Cannibal](./cannibal.md). Trawling through maintenance for weird foods and for exotic fauna to eat may lead them into conflict with any number of masks. The chef might be happy that someone appreciates their cooking, but they're unlikely to be happy for long with someone who essentially operates like a human mouse eating everything in sight. diff --git a/src/design/masks/crew/guzzler.md b/src/design/masks/crew/guzzler.md index e8f129b..146329b 100644 --- a/src/design/masks/crew/guzzler.md +++ b/src/design/masks/crew/guzzler.md @@ -14,7 +14,7 @@ ## Concept -The Guzzler serves the interests of the Space Beverage Sommelier Corporation (not really) and must drink all kinds of heavenly mana (bevs) from all kinds of divine sources (the ground), functioning as a sort of drink variant of the [Glutton](./glutton.md). The Guzzler may tail a janitor as they mop the floor, before swooping in to consume all the delicious water and whatever the hell else is in the puddle before it's wasted on evaporation. The Guzzler may bother the bartender endlessly for drinks, inviting some suspicion, before just deciding to break in and steal the entire booze-o-mat anyway. One thing is for certain: it's guzzlin' time. +The Guzzler serves the interests of the Space Beverage Sommelier Corporation (not really) and must drink all kinds of heavenly mana (bevs) from all kinds of divine sources (the ground). The Guzzler may tail a janitor as they mop the floor, before swooping in to consume all the delicious water and whatever the hell else is in the puddle before it's wasted on evaporation. The Guzzler may bother the bartender endlessly for drinks, inviting some suspicion, before just deciding to break in and steal the entire booze-o-mat anyway. One thing is for certain: it's guzzlin' time. ## Abilities diff --git a/src/design/removed/glutton.md b/src/design/removed/glutton.md new file mode 100644 index 0000000..5dc557a --- /dev/null +++ b/src/design/removed/glutton.md @@ -0,0 +1,25 @@ +# Glutton + +{{#template ../../templates/removed-implemented.md reason="The less-interesting sibling of the Guzzler. This is more of a general design lesson about freaks, but as we've developed masks and moved away from more explicit social deduction elements within the gameplay itself, the idea of costuming a mask as a specific action to drive away suspicion never became a thing. In general, people just engage in far more normal deceit and subterfuge rather than playing 4-D chess and emptying snack vendors in order to give themselves cover which doesn't hold up under scrutiny."}} + +> **Name:** Glutton +> +> **Troupe:** Crew +> +> **Description:** There's a lot of food in this world, and someone's gotta eat it. Dig in. +> +> **Objectives:** Eat X amount of unique foods during the round, as well as 1 specific random (from a list) food. +> +> *All things in this world are either Chef or Glutton. You are more akin to the apollonian Chef. **I** am clearly the dionysian Glutton.* + +## Concept + +The Glutton is a lover of all types of cuisine, and seeks out many types of new foods to try, functioning as a sort of food variant of the Guzzler. They will likely pester the chef, their archnemesis who the Glutton nevertheless cannot survive without, for more foodstuffs. However, it's likely any real Glutton will view this as insufficient and will opt for their own cooking--including some perhaps unsavory meals in the shadows made from the bodies of vermin in maintenance. It's possible the Glutton's exotic taste will even veer into the illegal, if some organs are left unattended. + +## Abilities + +N/A. + +## Gameplay + +It's difficult to tell for certain if someone is a Glutton, since everyone needs to eat. Their need for new foods will probably lead them into strange interactions, especially since it doesnt have be a cooked meal. Eating organs is an obvious avenue--which may make them appear like a Cannibal. Trawling through maintenance for weird foods and for exotic fauna to eat may lead them into conflict with any number of masks. The chef might be happy that someone appreciates their cooking, but they're unlikely to be happy for long with someone who essentially operates like a human mouse eating everything in sight. From 260b46c2f4995006bff7824c4aac273238cd5c84 Mon Sep 17 00:00:00 2001 From: EmoGarbage404 Date: Tue, 31 Mar 2026 01:48:45 -0400 Subject: [PATCH 11/15] Remove mercenary --- src/SUMMARY.md | 2 +- src/design/masquerades/freakshow.md | 2 +- src/design/masquerades/showdown.md | 2 +- .../{masks/crew/mercenary.md => removed/mercenary-old.md} | 6 +++--- 4 files changed, 6 insertions(+), 6 deletions(-) rename src/design/{masks/crew/mercenary.md => removed/mercenary-old.md} (52%) diff --git a/src/SUMMARY.md b/src/SUMMARY.md index 49cdcbb..3b0291a 100644 --- a/src/SUMMARY.md +++ b/src/SUMMARY.md @@ -94,7 +94,6 @@ - [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) - [Nobleman](design/masks/crew/nobleman.md) - [Phantom](design/masks/crew/phantom.md) @@ -132,6 +131,7 @@ - [Martyr](design/removed/martyr.md) - [Mask Tokens](design/removed/mask-tokens.md) - [Mask Variants](design/removed/mask-variants.md) + - [Mercenary (Old)](design/removed/mercenary-old.md) - [Parasite](design/removed/parasite.md) - [Philanthropist](design/removed/philanthropist.md) - [Polymath](design/removed/polymath.md) diff --git a/src/design/masquerades/freakshow.md b/src/design/masquerades/freakshow.md index c6d4091..d645a32 100644 --- a/src/design/masquerades/freakshow.md +++ b/src/design/masquerades/freakshow.md @@ -12,7 +12,7 @@ Freakshow is intended to be "surprise extended", with chaos levels similar to a [Traitors](traitors.md) round while having no traitors actually included. ## Gameplay -Freakshow should look and feel like a traitors round at the start without actually having any true antagonists to drive it, and should pack in a large number of noisy masks like martyr, [mercenary](../masks/crew/mercenary.md), [cannibal](../masks/crew/cannibal.md), and other antagonist-imitating picks. +Freakshow should look and feel like a traitors round at the start without actually having any true antagonists to drive it, and should pack in a large number of noisy masks like martyr, mercenary, [cannibal](../masks/crew/cannibal.md), and other antagonist-imitating picks. ## Meta-game impact Freakshow is intended to make people second-guess if traitors are even present in a round at all, adding further deniability for them to leverage if they keep their behavior clean of hard tells. This relies on freakshow being similarly chaotic to a traitors round, so strong troublemaker masks are necessary. diff --git a/src/design/masquerades/showdown.md b/src/design/masquerades/showdown.md index 2db7690..54dc02c 100644 --- a/src/design/masquerades/showdown.md +++ b/src/design/masquerades/showdown.md @@ -12,4 +12,4 @@ Showdown aims to ensure everyone on station is or can be armed, allowing for large fire fights and more at-scale conflict between the two troupes. ## Gameplay -Showdown features a larger-than-normal traitor loadout, alongside an excess of gun-equipped crew like [mercenaries](../masks/crew/mercenary.md) and [arms dealers](../masks/crew/arms-dealer.md) to ensure the crew has enough firepower to match. Due to the ability for the troupes to mutually wipe each-other with firepower, crew and traitors should fight more often than normal and in larger groups, leading to more intense if snowball-y gameplay. \ No newline at end of file +Showdown features a larger-than-normal traitor loadout, alongside an excess of gun-equipped crew like [vigilantes](../masks/crew/vigilante.md) and [arms dealers](../masks/crew/arms-dealer.md) to ensure the crew has enough firepower to match. Due to the ability for the troupes to mutually wipe each-other with firepower, crew and traitors should fight more often than normal and in larger groups, leading to more intense if snowball-y gameplay. diff --git a/src/design/masks/crew/mercenary.md b/src/design/removed/mercenary-old.md similarity index 52% rename from src/design/masks/crew/mercenary.md rename to src/design/removed/mercenary-old.md index 6434e83..0ed2eed 100644 --- a/src/design/masks/crew/mercenary.md +++ b/src/design/removed/mercenary-old.md @@ -1,10 +1,10 @@ # Mercenary -{{#template ../../../templates/implemented.md }} +{{#template ../../templates/removed-implemented.md reason="Ended up being fairly dubious as a fake traitor. For those who didn't know about them, mercenary gear was just an easy kill-on-sight marker with no real consequence. With the actual metagame of the mercenary, it was just basically free equipment as they'd never really put themselves in situations where their gear could seriously be used as possible suspicion of being a traitor. They were basically just hardconfirm loot pinatas which are better served by just being random maintenance gear."}} > **Name:** Mercenary > -> **Troupe:** [Crew](../crew.md) +> **Troupe:** Crew > > **Description:** Get sent a traitor goods cache. Use it to help the crew. Try not to get the blame pinned on yourself. > @@ -13,7 +13,7 @@ > *Silenced Pistol? I'm the assassin? What are you talking about, I found it in maintenance!* ## Concept -At the beginning of the round, the mercenary gets a random [traitor](../traitors.md) gear cache, corresponding to an existing traitor mask. +At the beginning of the round, the mercenary gets a random traitor gear cache, corresponding to an existing traitor mask. ## Abilities The mercenary has no other special abilities or objectives other then their round-start traitor cache. From 30d48485d78c590223e263d16eae62cbc1c03078 Mon Sep 17 00:00:00 2001 From: EmoGarbage404 Date: Tue, 31 Mar 2026 01:52:39 -0400 Subject: [PATCH 12/15] Remove freakshow --- src/SUMMARY.md | 2 +- src/design/masquerades.md | 12 ++++++------ src/design/{masquerades => removed}/freakshow.md | 8 ++++---- 3 files changed, 11 insertions(+), 11 deletions(-) rename src/design/{masquerades => removed}/freakshow.md (64%) diff --git a/src/SUMMARY.md b/src/SUMMARY.md index 3b0291a..d4ef171 100644 --- a/src/SUMMARY.md +++ b/src/SUMMARY.md @@ -107,7 +107,6 @@ - [Masquerades](design/masquerades.md) - [Random (Traitors)](design/masquerades/random_traitors.md) - [Traitors](design/masquerades/traitors.md) - - [Freakshow](design/masquerades/freakshow.md) - [Showdown](design/masquerades/showdown.md) - [Red Carpet](design/masquerades/red-carpet.md) - [Valentines](design/masquerades/valentines.md) @@ -121,6 +120,7 @@ - [Daredevil](design/removed/daredevil.md) - [Empath](design/removed/empath.md) - [Fool](design/removed/fool.md) + - [Freakshow](design/removed/freakshow.md) - [Fruit Vendor](design/removed/fruit-vendor.md) - [Gambler](design/removed/gambler.md) - [Glutton](design/removed/glutton.md) diff --git a/src/design/masquerades.md b/src/design/masquerades.md index cbac87a..e6b6a41 100644 --- a/src/design/masquerades.md +++ b/src/design/masquerades.md @@ -6,25 +6,25 @@ A masquerade is something of a cross between a gamemode (like Traitors, Nukies, Masquerades determine what [masks](masks.md) and gamerules will be in a round, allowing for much finer control over masks than simple random selection (though that exists too, with the [Random (traitors)](masquerades/random_traitors.md) masquerade.) and providing significant control over the direction of social deduction to rounds. -As a tool for designing curated social deduction experiences, they allow for unusual mask combinations or much stronger masks to be put into play with full control by a game designer. +As a tool for designing curated social deduction experiences, they allow for unusual mask combinations or much stronger masks to be put into play with full control by a game designer. Masquerades, as such, define the following: - What masks to add and remove at given population levels (often small increments of 1-2 players per change). - What game rules to run for the masquerade, allowing for control over how the game plays. ## Round flow -Masquerades are randomly selected or voted on by the players for select, vote-only masquerades. Masks are selected, then jobs, and the round begins with the selected masquerade's rules started. The masquerade may optionally reveal itself at round start if strategizing for it is important. +Masquerades are randomly selected or voted on by the players for select, vote-only masquerades. Masks are selected, then jobs, and the round begins with the selected masquerade's rules started. The masquerade may optionally reveal itself at round start if strategizing for it is important. -At the end of the round, the masquerade is listed by name and described to the players. The masks selected by the masquerade are implied by the round end screen, But should be restated, including which players started as what, in case of conversion masks. +At the end of the round, the masquerade is listed by name and described to the players. The masks selected by the masquerade are implied by the round end screen, But should be restated, including which players started as what, in case of conversion masks. ## Chaos The amount of chaos and uncertainty masquerades should aim to have middles around that of the [Traitors](masquerades/traitors.md) masquerade, with [Showdown](masquerades/showdown.md) on the high end. Most masquerades should aim to be middling in terms of chaos, with high chaos masquerades being rarer to avoid fatiguing players with consistently high chaos rounds. ## Social Intrigue -Masquerades serve to complement masks by allowing for designer-built situations to be introduced into the game, with more complex scenarios that would be astronomically unlikely to occur with only random mask selection. This is most notable with masquerades like [Freakshow](masquerades/freakshow.md) which deliberately flip the equation to ensure players second guess themselves. +Masquerades serve to complement masks by allowing for designer-built situations to be introduced into the game, with more complex scenarios that would be astronomically unlikely to occur with only random mask selection. This is most notable with masquerades like [red carpet](masquerades/red-carpet.md) which deliberately flip the equation to ensure players second guess themselves. While ambiguity does help with intrigue, some masquerades may choose to instead reveal themselves immediately so players can focus on deduction for a particular, designed experience. For example one could make a masquerade that flips the crew to traitors ratio, with a few high strength crew members against a number of recruits. The masquerade would be immediately obvious to the traitors, so revealing it to the crew immediately improves their odds. ## Metagame -Masquerades are inherently metagameable, with players able to use roles they discover to be present and changes in gameplay to deduce the masquerade and by extension what roles can feasibly be in play. The metagame around identifying the masquerade and using that information is not of negative consequence to the game, and doing so is fairly difficult for the information it gives you. +Masquerades are inherently metagameable, with players able to use roles they discover to be present and changes in gameplay to deduce the masquerade and by extension what roles can feasibly be in play. The metagame around identifying the masquerade and using that information is not of negative consequence to the game, and doing so is fairly difficult for the information it gives you. -Masquerade role possibilities should be documented in the guidebook, optionally alongside exact probabilities. This allows players who don't simply read the game files (something we should not encourage or require) to get an understanding of what masks can be in play at various player counts, and to more easily engage in the wider deduction process. \ No newline at end of file +Masquerade role possibilities should be documented in the guidebook, optionally alongside exact probabilities. This allows players who don't simply read the game files (something we should not encourage or require) to get an understanding of what masks can be in play at various player counts, and to more easily engage in the wider deduction process. diff --git a/src/design/masquerades/freakshow.md b/src/design/removed/freakshow.md similarity index 64% rename from src/design/masquerades/freakshow.md rename to src/design/removed/freakshow.md index d645a32..f920ce0 100644 --- a/src/design/masquerades/freakshow.md +++ b/src/design/removed/freakshow.md @@ -1,18 +1,18 @@ # Freakshow -{{#template ../../templates/implemented.md }} +{{#template ../../templates/removed-unimplemented.md reason="The idea of a crew-only masquerade is mildly interesting but in practice, maximizing all the most disruptive crew masks tends to just make a round that goes to shit extremely quickly and doesn't end, since there's no troupe to snatch a win before the radstorm timer." }} > **Name:** Freakshow > -> **Troupes:** [Crew](../masks/crew.md) +> **Troupes:** Crew > > **Description:** A mid-high chaos masquerade focused only on high noise crew roles like jesters, freaks, etc. ## Concept -Freakshow is intended to be "surprise extended", with chaos levels similar to a [Traitors](traitors.md) round while having no traitors actually included. +Freakshow is intended to be "surprise extended", with chaos levels similar to a Traitors round while having no traitors actually included. ## Gameplay -Freakshow should look and feel like a traitors round at the start without actually having any true antagonists to drive it, and should pack in a large number of noisy masks like martyr, mercenary, [cannibal](../masks/crew/cannibal.md), and other antagonist-imitating picks. +Freakshow should look and feel like a traitors round at the start without actually having any true antagonists to drive it, and should pack in a large number of noisy masks like martyr, mercenary, cannibal, and other antagonist-imitating picks. ## Meta-game impact Freakshow is intended to make people second-guess if traitors are even present in a round at all, adding further deniability for them to leverage if they keep their behavior clean of hard tells. This relies on freakshow being similarly chaotic to a traitors round, so strong troublemaker masks are necessary. From da49933a215650631a7a41f585a43511215824a6 Mon Sep 17 00:00:00 2001 From: EmoGarbage404 Date: Tue, 31 Mar 2026 02:10:02 -0400 Subject: [PATCH 13/15] Add rebel doc --- src/SUMMARY.md | 1 + src/design/masks/crew/rebel.md | 33 +++++++++++++++++++++++++++++++++ 2 files changed, 34 insertions(+) create mode 100644 src/design/masks/crew/rebel.md diff --git a/src/SUMMARY.md b/src/SUMMARY.md index d4ef171..3520567 100644 --- a/src/SUMMARY.md +++ b/src/SUMMARY.md @@ -98,6 +98,7 @@ - [Nobleman](design/masks/crew/nobleman.md) - [Phantom](design/masks/crew/phantom.md) - [Pilferer](design/masks/crew/pilferer.md) + - [Rebel](design/masks/crew/rebel.md) - [Secretary](design/masks/crew/secretary.md) - [Tracker](design/masks/crew/tracker.md) - [Vandal](design/masks/crew/vandal.md) diff --git a/src/design/masks/crew/rebel.md b/src/design/masks/crew/rebel.md new file mode 100644 index 0000000..15e49cf --- /dev/null +++ b/src/design/masks/crew/rebel.md @@ -0,0 +1,33 @@ +# Rebel + +{{#template ../../../templates/implemented.md }} + +> **Name:** Rebel +> +> **Troupe:** [Crew](../crew.md) +> +> **Archetypes:** Sabotager +> +> **Description:** Use traitor gear to engage in sabotage around the station. For good. Kinda. +> +> **Objectives:** Sabotage N (1-2) machines. +> +> **Masquerade notes:** N/A +> +> *It's a sign of the times. Of insurgency against a tyrannical corporation. We're gonna use the tools of the oppressed to fight back against those that want to squash us. And we'll do it by setting fire to telecomms.* + +## Concept +The rebel is a crew-sided mask which serves as a false-flag for traitors due to their overlap in gear and objectives. +The design for the rebel is derived from the combination of the old mercenary and vandal masks. + +## Abilities +The rebel has access to a cache containing a random set of traitor gear. + +## Gameplay +The rebel provides deniability for traitors by dispersing more obscure traitor gear into the round. +This is something which can lead to chaotic or weird situations as the crew gain access to items and equipment which they would otherwise not be able to get. +Since the sole presence of gear is not enough to determine a traitor, their actions need to be weighed carefully to determine if they are good or evil. + +Their additional objectives also give the rebel a tactile danger in pursuing their goals. +Since they already are likely to be carrying around or using syndicate gear, being caught sabotaging a traitor objective could lead others to thinking they're a traitor. +If they allow this information to stack up, they could quickly find themselves at the mercy of security. From 033111d051878f825cb557a5d3223ad30ac225cb Mon Sep 17 00:00:00 2001 From: EmoGarbage404 Date: Tue, 31 Mar 2026 02:12:55 -0400 Subject: [PATCH 14/15] Vandal removal --- src/SUMMARY.md | 2 +- src/design/masks.md | 2 +- src/design/masks/crew/secretary.md | 2 +- src/design/{masks/crew => removed}/vandal.md | 8 ++++---- 4 files changed, 7 insertions(+), 7 deletions(-) rename src/design/{masks/crew => removed}/vandal.md (72%) diff --git a/src/SUMMARY.md b/src/SUMMARY.md index 3520567..0080e9c 100644 --- a/src/SUMMARY.md +++ b/src/SUMMARY.md @@ -101,7 +101,6 @@ - [Rebel](design/masks/crew/rebel.md) - [Secretary](design/masks/crew/secretary.md) - [Tracker](design/masks/crew/tracker.md) - - [Vandal](design/masks/crew/vandal.md) - [Veteran](design/masks/crew/veteran.md) - [Vigilante](design/masks/crew/vigilante.md) - [VIP](design/masks/crew/vip.md) @@ -140,4 +139,5 @@ - [Scapegoat](design/removed/scapegoat.md) - [Spy](design/removed/spy.md) - [Survivalist](design/removed/survivalist.md) + - [Vandal](design/removed/vandal.md) - [Wildcards](design/removed/wildcards.md) diff --git a/src/design/masks.md b/src/design/masks.md index 20b7ad8..80c61a5 100644 --- a/src/design/masks.md +++ b/src/design/masks.md @@ -71,7 +71,7 @@ Some general archetypes of masks (again, not exhaustive and new archetypes can a - **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). - **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: [vandal](masks/crew/vandal.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), [veteran](masks/crew/veteran.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). diff --git a/src/design/masks/crew/secretary.md b/src/design/masks/crew/secretary.md index 5edabd9..bd008d8 100644 --- a/src/design/masks/crew/secretary.md +++ b/src/design/masks/crew/secretary.md @@ -18,7 +18,7 @@ ## Concept The secretary is a unique "helper"-type role that is assigned to another mask that has personal objectives ([arms dealer](arms-dealer.md), [guzzler](guzzler.md), etc.) and must help them accomplish their objectives. -They are not directly informed of _what_ these objectives are and cannot perform the objectives themselves (in the case of something like the vandal's sabotaging). +They are not directly informed of _what_ these objectives are and cannot perform the objectives themselves (in the case of something like the rebel's sabotaging). ## Abilities The secretary has no special abilities. diff --git a/src/design/masks/crew/vandal.md b/src/design/removed/vandal.md similarity index 72% rename from src/design/masks/crew/vandal.md rename to src/design/removed/vandal.md index 0c0abcb..9773984 100644 --- a/src/design/masks/crew/vandal.md +++ b/src/design/removed/vandal.md @@ -1,10 +1,10 @@ # Vandal -{{#template ../../../templates/implemented.md }} +{{#template ../../templates/removed-implemented.md reason="Combined into the rebel mask. The objectives were a good element for deniability but lacking gear makes vandals often extremely obvious and easy to discern. The mask just ended up being a bit too one-note and simplistic."}} > **Name:** Vandal > -> **Troupe:** [Crew](../crew.md) +> **Troupe:** Crew > > **Archetypes:** Sabotager > @@ -16,11 +16,11 @@ ## Concept -The Vandal is a mask centered around breaking into and [sabotaging](../../machine-degradation.md) machines around the station. +The Vandal is a mask centered around breaking into and sabotaging machines around the station. ## Abilities -The Vandal has the ability to sabotage targeted machines, the same way [traitors](../traitors.md) do. +The Vandal has the ability to sabotage targeted machines, the same way traitors do. ## Gameplay From 175ec2ea2e8f81931649900cf9b2edf28de2471e Mon Sep 17 00:00:00 2001 From: EmoGarbage404 Date: Tue, 31 Mar 2026 02:15:07 -0400 Subject: [PATCH 15/15] Veteran rename --- src/SUMMARY.md | 2 +- src/design/masks.md | 2 +- src/design/masks/crew/hater.md | 2 +- src/design/masks/crew/mercenary.md | 31 ++++++++++++++++++++++++++++++ src/design/masks/crew/veteran.md | 29 ---------------------------- src/design/masks/crew/vigilante.md | 2 +- 6 files changed, 35 insertions(+), 33 deletions(-) create mode 100644 src/design/masks/crew/mercenary.md delete mode 100644 src/design/masks/crew/veteran.md diff --git a/src/SUMMARY.md b/src/SUMMARY.md index 0080e9c..322ca81 100644 --- a/src/SUMMARY.md +++ b/src/SUMMARY.md @@ -94,6 +94,7 @@ - [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) - [Nobleman](design/masks/crew/nobleman.md) - [Phantom](design/masks/crew/phantom.md) @@ -101,7 +102,6 @@ - [Rebel](design/masks/crew/rebel.md) - [Secretary](design/masks/crew/secretary.md) - [Tracker](design/masks/crew/tracker.md) - - [Veteran](design/masks/crew/veteran.md) - [Vigilante](design/masks/crew/vigilante.md) - [VIP](design/masks/crew/vip.md) - [Masquerades](design/masquerades.md) diff --git a/src/design/masks.md b/src/design/masks.md index 80c61a5..d696c33 100644 --- a/src/design/masks.md +++ b/src/design/masks.md @@ -72,7 +72,7 @@ Some general archetypes of masks (again, not exhaustive and new archetypes can a - **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), [veteran](masks/crew/veteran.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). - **Oracle:** Masks which can gain hidden meta-knowledge about another mask. diff --git a/src/design/masks/crew/hater.md b/src/design/masks/crew/hater.md index ed1a92e..12e699f 100644 --- a/src/design/masks/crew/hater.md +++ b/src/design/masks/crew/hater.md @@ -27,4 +27,4 @@ For masks like jesters, this might even involve making _sure_ they survive. As a result, the hater has to carefully observe their target to discover their mask before trying to foil them. This creates an interesting observation and targeting dynamic, encouraging the target to obscure their intentions and play carefully. -Additionally, the hater's actions may read as antagonistic to others, prompting them to get into conflict with security and veterans. +Additionally, the hater's actions may read as antagonistic to others, prompting them to get into conflict with security and mercenaries. diff --git a/src/design/masks/crew/mercenary.md b/src/design/masks/crew/mercenary.md new file mode 100644 index 0000000..83b95fd --- /dev/null +++ b/src/design/masks/crew/mercenary.md @@ -0,0 +1,31 @@ +# Mercenary + +{{#template ../../../templates/implemented.md }} + +> **Name:** Mercenary +> +> **Troupe:** [Crew](../crew.md) +> +> **Description:** Keep your trusty sidearm safe and loaded. You're not past the old days of killing some bad guys. +> +> **Objectives:** Kill at least X members of another troupe with your weapon. +> +> *I EARNED this firearm as a keepsake after being HONORABLY discharged from the Space Border Patrol. You think my medals look fake? I didn't serve three tours on Kuiper-86b in the Ice Wars just for your punk ass to DISRESPECT ME! **BLAM BLAM BLAM*** + +{{#template ../../../templates/renamed.md name="Veteran"}} + +## Concept + +The Mercenary is a simple neutral crew mask whose objective sparks conflict and is directly aligned against other troupes--even if those troupes aren't necessarily harmful. + +## Abilities + +Starts with a small sidearm and a good amount of spare ammo. + +## Gameplay + +The Mercenary provides ambiguity for other masks with weapons or that seek to murder others, like the [Avenger](./avenger.md) or various [Traitor](../traitors.md) masks. + +Mercenaries are unlikely to be particularly lenient with usage of their weapon, as they have a bunch of ammo and no reason not to just fire indiscriminately on people they're suspicious of, beyond that they might get caught doing it. This makes them a frequent instigator of conflict, as well as a deterrent for evildoer troupes and an incentive for would-be murderers to scope out what their target is capable of doing before jumping them. + +Ambiguously actually a Mercenary. Could very well have just found the gun somewhere. Go nuts. diff --git a/src/design/masks/crew/veteran.md b/src/design/masks/crew/veteran.md deleted file mode 100644 index 795cbbd..0000000 --- a/src/design/masks/crew/veteran.md +++ /dev/null @@ -1,29 +0,0 @@ -# Veteran - -{{#template ../../../templates/implemented.md }} - -> **Name:** Veteran -> -> **Troupe:** [Crew](../crew.md) -> -> **Description:** Keep your trusty sidearm safe and loaded. You're not past the old days of killing some bad guys. -> -> **Objectives:** Kill at least X members of another troupe with your weapon. -> -> *I EARNED this firearm as a keepsake after being HONORABLY discharged from the Space Border Patrol. You think my medals look fake? I didn't serve three tours on Kuiper-86b in the Ice Wars just for your punk ass to DISRESPECT ME! **BLAM BLAM BLAM*** - -## Concept - -The Veteran is a simple neutral crew mask whose objective sparks conflict and is directly aligned against other troupes--even if those troupes aren't necessarily harmful. - -## Abilities - -Starts with a small sidearm and a good amount of spare ammo. - -## Gameplay - -The Veteran provides ambiguity for other masks with weapons or that seek to murder others, like the [Avenger](./avenger.md) or various [Traitor](../traitors.md) masks. - -Veterans are unlikely to be particularly lenient with usage of their weapon, as they have a bunch of ammo and no reason not to just fire indiscriminately on people they're suspicious of, beyond that they might get caught doing it. This makes them a frequent instigator of conflict, as well as a deterrent for evildoer troupes and an incentive for would-be murderers to scope out what their target is capable of doing before jumping them. - -Ambiguously actually a Veteran. Could very well have just found the gun somewhere. Go nuts. diff --git a/src/design/masks/crew/vigilante.md b/src/design/masks/crew/vigilante.md index 1ffa0db..008d2bc 100644 --- a/src/design/masks/crew/vigilante.md +++ b/src/design/masks/crew/vigilante.md @@ -18,7 +18,7 @@ ## Concept The vigilante is a mask that must target and kill players who have killed other players in the round. -Unlike the [veteran](veteran.md), which is focused solely on troupe alignment, the vigilante cares about the actions a player has taken during the round, and thus can target any troupe. +Unlike the [mercenary](mercenary.md), which is focused solely on troupe alignment, the vigilante cares about the actions a player has taken during the round, and thus can target any troupe. ## Abilities Starts with a cache containing some kind of weapon.