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25 changes: 13 additions & 12 deletions src/SUMMARY.md
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- [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)
- [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)
- [Angel](design/masks/crew/angel.md)
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- [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)
- [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)
- [Pilferer](design/masks/crew/pilferer.md)
- [Rebel](design/masks/crew/rebel.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)
- [Vigilante](design/masks/crew/vigilante.md)
- [VIP](design/masks/crew/vip.md)
- [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)
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- [Connoisseur](design/removed/connoisseur.md)
- [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)
- [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)
- [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)
- [Sacrifice](design/removed/sacrifice.md)
- [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)
14 changes: 7 additions & 7 deletions src/design/masks.md
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Expand Up @@ -65,18 +65,18 @@ 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).
- **Swapper**: Masks that swap masks with another target on some condition. Examples: [parasite](masks/jester/parasite.md), [coveter](masks/crew/coveter.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: [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).
- **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).
- **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).
- **Giver**: Masks which center around creating and disseminating items to others for some purpose. Examples: [arms dealer](masks/crew/arms-dealer.md), [drug dealer](masks/crew/drug-dealer.md).
- **Sabotager**: Masks whose objectives revolve around engaging in some kind of malicious activity that generally harms others and leads to direct conflict and has deniability with troupe masks. Examples: [rebel](masks/crew/rebel.md).
- **Murderer**: Masks which center around directly engaging in conflict with and killing other players. Examples: [assassin](masks/traitor/assassin.md), [mercenary](masks/crew/mercenary.md).
- **Guardian**: Masks which center around preventing other players from being harmed or killed. Examples: [avenger](masks/crew/avenger.md), [tracker](masks/crew/tracker.md).
- **Freak**: Masks whose objectives interact with the simulation in a way that is strange and leads into weird interactions, but not necessarily direct conflict with others. Examples: [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), [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

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4 changes: 2 additions & 2 deletions src/design/masks/crew/angel.md
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Expand Up @@ -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).
2 changes: 1 addition & 1 deletion src/design/masks/crew/avenger.md
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Expand Up @@ -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.
6 changes: 3 additions & 3 deletions src/design/masks/crew/bomber.md
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> *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
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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.
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.
4 changes: 1 addition & 3 deletions src/design/masks/crew/cannibal.md
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Expand Up @@ -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.
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.
2 changes: 1 addition & 1 deletion src/design/masks/crew/drug-dealer.md
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Expand Up @@ -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.

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2 changes: 1 addition & 1 deletion src/design/masks/crew/guzzler.md
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## 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

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2 changes: 1 addition & 1 deletion src/design/masks/crew/hater.md
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Expand Up @@ -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.
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