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2 changes: 2 additions & 0 deletions src/SUMMARY.md
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- [Enthraller](design/masks/crew/enthraller.md)
- [Guzzler](design/masks/crew/guzzler.md)
- [Hater](design/masks/crew/hater.md)
- [Investigator](design/masks/crew/investigator.md)
- [Matchmaker](design/masks/crew/matchmaker.md)
- [Mercenary](design/masks/crew/mercenary.md)
- [Mind Reader](design/masks/crew/mind-reader.md)
- [Phantom](design/masks/crew/phantom.md)
- [Pilferer](design/masks/crew/pilferer.md)
- [Rebel](design/masks/crew/rebel.md)
- [Secretary](design/masks/crew/secretary.md)
- [Snoop](design/masks/crew/snoop.md)
- [Tracker](design/masks/crew/tracker.md)
- [Vigilante](design/masks/crew/vigilante.md)
- [VIP](design/masks/crew/vip.md)
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39 changes: 39 additions & 0 deletions src/design/masks/crew/investigator.md
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# Investigator

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

> **Name:** Investigator
>
> **Troupe:** [Crew](../crew.md)
>
> **Archetypes:** Guesser
>
> **Description:** Try and deduce the mask of your target(s).
>
> **Objectives:** Deduce the mask of X (low number) of players.
>
> **Masquerade notes:** Should not be introduced on very low player counts.
>
> **Modifier notes:** Supports any modifiers.
>
> *A job? You want me to track some boob named "Bubble Brown?" Alright then, toots, but it's gonna cost you. This undercover work is no joke.*

## Concept
The investigator is a crew-sided guesser who is tasked with determining the masks of their assigned targets.
At the end of the round, any target who was successfully identified by the investigator will fail all of their objectives, with an additional line specifying the investigator who caused them to fail.

## Abilities
At any point during the round, the investigator can open their "guess" menu.
For each target they have assigned, they can pick a mask they believe the target to have (For the purposes of fairness, the investigator is limited to a pool of about ~15 masks, with only one mask for non-crew troupes).
This guess can be freely changed at any point as long as the investigator is able to interact (not stunned, cuffed, asleep, etc.).

The investigator is unable to see if their guess is correct: it can only be viewed by stagehands and at the end-of-round screen.

## Gameplay
The investigator builds on the natural deduction of the game by introducing a threat to crew masks which may otherwise operate noisily.
For masks which involve other players like the [Avenger](avenger.md), [Vigilante](vigilante.md), and [Mercenary](mercenary.md), there is often very little risk in outright stating your mask and affiliation.
Furthermore, for helpful masks like the [Secretary](secretary.md), both parties are incentivized to be as direct as possible with the sharing of their private information.

The investigator serves as an intentional monkey-wrench in this dynamic.
Since being targeted by an investigator could mean failing your objectives, there is an additional layer of paranoia added which obfuscates how these interactions play out.
Instead of simply telling someone exactly what mask you have and what you need to do, you may instead need to direct them to take particular actions which benefit you while maintaining your cover.
39 changes: 39 additions & 0 deletions src/design/masks/crew/snoop.md
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# Snoop

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

> **Name:** Snoop
>
> **Troupe:** [Crew](../crew.md)
>
> **Archetypes:** Guesser, Psuedo-Oracle
>
> **Description:** Based on the masks you've been assigned, try to identify individuals with those masks.
>
> **Objectives:** Identify a player with X mask.
>
> **Masquerade notes:** N/A
>
> **Modifier notes:** Supports any modifiers.
>
> *A little birdie told me the guzzler would be on this station. So I'm sitting here in the bar. Just waiting...*

## Concept
The Snoop is a crew guesser/oracle who must identify a player who has the mask the Snoop has been assigned for their objective.
It functions as an 'inverted' [Investigator](investigator.md), where instead of determining the mask based on the player, you determine the player based on the mask.

## Abilities
The Snoop is given a mask as well as the number of people on station who have said mask.
Note that this mask is always a crew mask and is excluded from rolling default masks such as the [Crewmember](crewmember.md).

The Snoop has a "guess" action which can be used at any point while they are able to interact.
From here, they can select any player they believe to have the specified mask.
They are not informed as to the veracity of their guess until the end of the round, upon which a successful guess causes the specified player to fail all their objectives with an additional line indicating why.

## Gameplay
The Snoop engages a lot of the same high-level threats as other guessers like the investigator.
By providing a general disincentive in revealing your mask, players are forced to be more discrete in how they operate.
Potential [jealous](../modifiers/jealous.md) players may wish to collaborate with the Snoop, given that they are able to easily foil objectives which may otherwise be impossible successes.

The mask itself reverses the typical framework of deduction by allowing the Snoop to leverage sandbox elements to entrap others.
By creating situations that other masks would want to respond to, there's an extra level of chaos that's organically generated by the motivation to catch someone.
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