diff --git a/src/SUMMARY.md b/src/SUMMARY.md index 5adfd93..0f8a4e0 100644 --- a/src/SUMMARY.md +++ b/src/SUMMARY.md @@ -111,35 +111,18 @@ - [Machine Degradation](design/machine-degradation.md) --- - [Removed Documents](design/removed.md) - - [Angel](design/removed/angel.md) - - [Animal Hater](design/removed/animal-hater.md) - - [Bomber](design/removed/bomber.md) - - [Connoisseur](design/removed/connoisseur.md) - - [Coveter](design/removed/coveter.md) - [Daredevil](design/removed/daredevil.md) - [Empath](design/removed/empath.md) - - [Enthraller](design/removed/enthraller.md) - [Fool](design/removed/fool.md) - [Freakshow](design/removed/freakshow.md) - [Fruit Vendor](design/removed/fruit-vendor.md) - - [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) - - [Mind Reader](design/removed/mind-reader.md) - [Parasite](design/removed/parasite.md) - - [Philanthropist](design/removed/philanthropist.md) - - [Polymath](design/removed/polymath.md) - [Sacrifice](design/removed/sacrifice.md) - - [Scapegoat](design/removed/scapegoat.md) - - [Spy](design/removed/spy.md) - [Survivalist](design/removed/survivalist.md) - - [Tracker](design/removed/tracker.md) - [Vandal](design/removed/vandal.md) - - [Wildcards](design/removed/wildcards.md) diff --git a/src/design/removed/angel.md b/src/design/removed/angel.md deleted file mode 100644 index d1bbcb1..0000000 --- a/src/design/removed/angel.md +++ /dev/null @@ -1,36 +0,0 @@ -# Angel - -{{#template ../../templates/removed-unimplemented.md reason="we are extremely not convinced of guessery gameplay atm and this wouldnt lead to that many interesting situations even if we were" }} - -> **Name:** Angel -> -> **Troupe:** Crew -> -> **Archetypes:** Guardian, Guesser -> -> **Description:** Offer sweet salvation to those on the brink of death by guessing their mask--either deduced or forcibly divulged. -> -> **Objectives:** Prevent 1 random guaranteed-crew-troupe player from dying. -> -> *Your savior from the heavens has arrived! You're--oh. You're a Guzzler? Okay. Well, not like I'm in any position to judge.* - -```admonish warning "Notes" -A couple notes: -- In order to facilitate basic communication with people in critical condition, I'd like some kind of mechanic where players in crit can hear whispers within 1 tile, and can whisper (albeit through labored breaths with some kind of hard-to-discern accent) within 1 tile to other players. This is a general thing--not tied to the Angel specifically, just something I think would be nice, but it would integrate well here and make things more interesting with blackmail scenarios and whatnot. -- It might make sense for Guesser-type masks to have to pick a correct mask out of a random list (of ~10) masks or so, to make things a bit more interesting and allow some educated guess-type deduction. Operate off of that assumption for other Guessers, I guess? -- We probably want a way to generically show a popup for players targeted by abilities like this, letting them know what happened? -``` - -## Concept - -The Angel is a helpful Guesser-type mask with an objective to protect at least 1 guaranteed-crew-troupe player, and an ability that can heal others conditionally. This gives them a small edge over others in terms of useful information, the ability to learn more through correct guesses, and a way to directly help people that are in trouble, outside of the usual ways of doing so. - -## 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. - -## 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. diff --git a/src/design/removed/animal-hater.md b/src/design/removed/animal-hater.md deleted file mode 100644 index bdef9b9..0000000 --- a/src/design/removed/animal-hater.md +++ /dev/null @@ -1,29 +0,0 @@ -# Animal Hater - -{{#template ../../templates/removed-unimplemented.md reason="not enough actual small creatures on station, too much of a freak-type mask, not really enough of an interesting conflict that i think its worth having, itd be better with another dimension to it" }} - -> **Name:** Animal Hater -> -> **Troupe:** Crew -> -> **Description:** Take out your anger by killing small creatures around the station. No one will notice, right? -> -> **Objectives:** Kill X total small creatures, of Y different types. Kill 1 specific random (from a list) creature. -> -> *I was voted 'Most Likely to be a Serial Killer If They Grow Up' when I was in space highschool. Don't you think thats fucked up to say about someone, Ian?* - -```admonish warning -The theming here might be a little too much for some people. I'm not really sure how to make it more whimsical/less serious, but people do take animal murder a lot more seriously in games than other kinds of murder and might be way more uncomfortable with getting this compared to a Traitor mask. Not sure how best to solve that, since I think a mask that does something like this is good for ambiguity reasons. -``` - -## Concept - -The Animal Hater must seek out and eliminate small creatures on the station, including pets. - -## Abilities - -No special abilities. - -## Gameplay - -The Animal Hater can provide plausible deniability to many masks that wish to kill creatures, or to wildcards that end up killing creatures as part of their normal gameplay. Is that dead mouse someone being annoyed, or a secret Animal Hater aboard the station? The targeted objective means that the Animal Hater generally comes into direct conflict with someone who owns the animal in question or has a vested interest in it not being killed. \ No newline at end of file diff --git a/src/design/removed/bomber.md b/src/design/removed/bomber.md deleted file mode 100644 index 3316780..0000000 --- a/src/design/removed/bomber.md +++ /dev/null @@ -1,37 +0,0 @@ -# Bomber - -{{#template ../../templates/removed-unimplemented.md reason="this made more sense in the nascent womb of masks as a concept but this makes literally zero sense as something to exist now. the deniability doesnt matter (its probably way too deniable) and blowing people up randomly is not engaging" }} - -> **Name:** Bomber -> -> **Troupe:** Crew -> -> **Description:** Secretly attach bombs that detonate in critical condition to people using code phrases. -> -> **Objectives:** Kill or maim someone unrelated in the explosion that occurs once your target enters critical condition. -> -> *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, which I really enjoy as it provides some ambiguity to those masks. Need to ponder the concept more before crystallizing it though. -``` - -## Concept - -The Bomber is a deadly mask with similar mechanics to the Tracker. - -## Abilities - -The Bomber receives a random list of codewords (similar to upstream traitor codewords) that can be used to place a bomb. By targeting someone with an action and then speaking one of their codewords in a sentence while in the target's proximity, a bomb will silently be attached to the target. This bomb will detonate once the target reaches critical condition, and the Bomber's goal is to kill or maim someone else using the explosion. - -Two bombs can be placed at a time, and if both are placed one must be disarmed or go off in order to place a new bomb. Bombs can only be disarmed by the Bomber, by speaking the codeword again in proximity of the target. - -## Gameplay - -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. - -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'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/removed/connoisseur.md b/src/design/removed/connoisseur.md deleted file mode 100644 index e02defb..0000000 --- a/src/design/removed/connoisseur.md +++ /dev/null @@ -1,35 +0,0 @@ -# Connoisseur - -{{#template ../../templates/removed-unimplemented.md reason="would almost certainly not have any interesting effect on the game, especially considering it's an oracle *and* doesn't have any real tell to the players being observed, similar to empath"}} - -> **Name:** Connoisseur -> -> **Troupe:** Crew -> -> **Archetypes:** Oracle, Freak -> -> **Description:** Be a "people-watcher" and learn the vibes they're *completely* failing to give off. -> -> **Objectives:** Observe X (~20-25% of the crew?) people. -> -> *Huh? Why have I been sitting in the bar for 15 minutes straight? Oh, just, you know. Watching. Observing. Why don't you go back to the drink you were mixing--and anyway, you're obviously awful at this whole "silly guzzler bartender" act.* - -## Concept - -The Connoisseur is an Oracle-type mask that can observe others with an action, learning after a doafter 3-4 completely random masks which the target is definitely not. - -## Abilities - -The Connoisseur can target a player, with a looping doafter and success/fail conditions identical to the Enthraller--i.e, they must remain in line of sight for 20-30 seconds, with a short cooldown on fail and a longer cooldown on success. If successful, the Connoisseur learns 3-4 masks which the target is definitely not, at this moment. - -This ability cannot be used on unconscious or dead players. - -## Gameplay - -The Connoisseur is a mask that can learn very valuable information about targets, especially if they're directly claiming to be a certain mask, and you can get proof that they're lying. However, the process of doing so is liable to get them into conflict with others, wondering why they're breaking into departments just to stare at people endlessly. - -The Connoisseur's action provides some co-deniability with the Enthraller's action, which are functionally identical. - ---- - -![](https://media1.tenor.com/m/ZtGJnU_AYUgAAAAd/dexter-james-doakes.gif) \ No newline at end of file diff --git a/src/design/removed/coveter.md b/src/design/removed/coveter.md deleted file mode 100644 index 5850141..0000000 --- a/src/design/removed/coveter.md +++ /dev/null @@ -1,37 +0,0 @@ -# Coveter - -{{#template ../../templates/removed-unimplemented.md reason="i dont think this concept is bad at all but we are unconvinced of guessers atm and it should really be something else if we want a swapper/copier like this" }} - -> **Name:** Coveter -> -> **Troupe:** Crew -> -> **Archetypes:** Swapper, Guesser -> -> **Description:** Relinquish yourself of your lowly existence by guessing someone else's mask and taking it, leaving them with the objective to do the same. -> -> **Objectives:** Swap your mask with someone by guessing their mask successfully. -> -> *Your meal looks nice. Can I have a bite? Your hat looks nice. Could I try it on? Your soul appears absolutely divine. Can I take it?* - -```admonish warning "Notes" -I don't know what the best way to handle swapping and troupe stuff is. Obviously if a traitor gets swapped with a crew mask, they'll have an incentive to immediately out their old traitor buddies in some way, since they have knowledge in that situation. Maybe it's better if mask swapping doesn't change the troupe (obviously kind of a difficult ask but I can't really see a better), i.e. there'd just be a traitor coveter, and a crew marauder or whatever, as weird as that is. -``` - -## Concept - -The Coveter is a Swapper-Guesser type mask, injecting some intrigue into the round by messing up deduction and swapping things around--potentially multiple times. - -## Abilities - -Once per player, the Coveter can try to guess their mask. On failure, they receive a small amount of brain damage. On success, they swap masks--the guessed player becomes a Coveter with the same objective, and the old Coveter takes their mask and objective completion. - -Once the first swap happens, the new Coveter is put on a time limit--30 minutes at first, halving with each subsequent passing along of the mask. If they fail to guess someone's mask in time, they'll explode into viscera. - -On conversion into a Coveter, you are barred from targeting your converter with the Coveter's ability to avoid "tag-back" situations. - -## Gameplay - -The Coveter is a mask which can quickly devolve into completely insane situations and absolute hilarity, even with just one guess. Stealing someone's mask is sure to get them angry at you, though they'll soon enough find themselves preoccupied with trying to covet someone else's mask before they explode. If this chains enough, it can lead to a "hot potato" situation where everyone is trying to find someone to quickly pass the mask off to. - -Swapping in general is a huge wrench to throw into deduction--someone you thought you knew as a friend could become your enemy, you might have to suddenly deal with a completely different traitor partner, or your careful surveilling of a target could go haywire as they become someone completely different. diff --git a/src/design/removed/enthraller.md b/src/design/removed/enthraller.md deleted file mode 100644 index 0a1d002..0000000 --- a/src/design/removed/enthraller.md +++ /dev/null @@ -1,40 +0,0 @@ -# Enthraller - -{{#template ../../templates/removed-unimplemented.md reason="the general idea of guy that gives people objectives unrelated to their mask is a good core to build off of but this is not a super interesting examination of the concept. i dont think this is bad though" }} - -> **Name:** Enthraller -> -> **Troupe:** Crew -> -> **Archetypes:** Converter -> -> **Description:** Stare at people hard enough until you grab hold of their soul. Build a passive army that would take a bullet for you, but not much else. -> -> **Objectives:** Enthrall X (~25% of crew?) players. -> -> *Her eyes were like twin stars that burned a hole through my chest! Her.. name? Uhh.. how am I supposed to know, exactly?* - -```admonish warning "Notes" -This relies on the 'clues' concept, as does the Insider, and this should be a generic mechanic usable for many things in the future. -The objective adding should probably be delayed by a bit, so the Enthraller has time to get away, but I'm not sure what the best way to actually handle this would be, and this is generically true for some other masks too. -``` - -## Concept - -The Enthraller captures the minds of others by staring at them, which gives them an objective to prevent the Enthraller's death. Their mask is unaffected--only an objective is added, and all else is unchanged. The objective does not state the Enthraller's name directly--rather, it only gives some clues, like "has brown hair", "middle aged man", or "has a Z in their name". These clues are identical to the clues the Insider receives. - -> I'm absolutely enthralled by… who was it? They must have been a **young man** with **the letter Z** in their name! I can't let them die. - -## Abilities - -The Enthraller has a player-targeting action, which causes a series of looping doafters over the course of 15 or 20 seconds. The target can move during this time (the Enthraller cannot), but if they move out of the line of sight of the Enthraller, the doafter ends and the action is put on a short (~30 sec) cooldown. - -If the action is successful, the action is put on a ~10(?) minute cooldown, and the target is given the objective mentioned above. - -This ability cannot be used on unconscious or dead players. - -## Gameplay - -The Enthraller is a lite-Converter type mask that generally throws a wrench into things while not completely taking over roundflow. Because the objective doesn't state the Enthraller's name, multiple thralls may have to convene and share their clues to figure out who it is. - -Enthralling someone, in many cases, can lead to interesting situations. A traitor with an objective to murder the Enthraller may find themselves a thrall, or in general any mask hunting the Enthraller over a grudge or suspicion might find themselves in their grasp instead. Because becoming a thrall doesn't change your mask, characters with wildly diverging goals may find themselves aligned on the task of trying to prevent the Enthraller's death by any means--and medbay could become swarmed by a group of thralls all trying to keep them alive. diff --git a/src/design/removed/freakshow.md b/src/design/removed/freakshow.md index f920ce0..794c6b4 100644 --- a/src/design/removed/freakshow.md +++ b/src/design/removed/freakshow.md @@ -1,6 +1,6 @@ # Freakshow -{{#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." }} +{{#template ../../templates/removed-implemented.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 > diff --git a/src/design/removed/gambler.md b/src/design/removed/gambler.md deleted file mode 100644 index 039af81..0000000 --- a/src/design/removed/gambler.md +++ /dev/null @@ -1,39 +0,0 @@ -# Gambler - -{{#template ../../templates/removed-unimplemented.md reason="i still like the concept just dont think its interesting enough to be a mask with what we've learned so far, not really interactive enough, will probably get revisited eventually" }} - -> **Name:** Gambler -> -> **Troupe:** Crew -> -> **Archetypes:** Freak -> -> **Description:** Bet on the life and death of other crewmembers. Gain a funny new lump in your head because all of your bets failed. -> -> **Objectives:** Get X number of life bets correct, Y number of death bets correct, and 1-2 bets correct on player Z -> -> *No, I'm not going to bring you to medbay! I have a parlay on Pollymarket for your cause AND time of death and I'm not going into the red again! Actually-can you start breathing a little bit less? Just to speed things along.* - -```admonish warning "Notes" -I'm not that concrete on the actual mechanics here TBH I thought about making it something like "choose a timeframe and choose life/death" and you get a dynamic amount of GambleBux for riskier bets or something but can't be assed - -Open to loosening the restriction on gambler-kills not counting for death bets, but it mostly comes down to how it playtests -``` - -## Concept - -The Gambler is a weird little freak who goes around betting on whether other people will live or die in certain timeframes. If their bets are incorrect, they suffer permanent brain damage as a result. - -## Abilities - -The Gambler has an action with a 5 minute cooldown which targets a player. They can make a bet on whether that player will live for the next 15 minutes, or will die after 5 minutes, but before 20 minutes. Once a bet is created, it can't be cancelled and a new bet can't be placed on the same player. If the player dies, the Gambler bet for them to die, and the Gambler counted as killing them, the bet fails. If the Gambler fails a bet, they receive some permanent brain damage. - -## Gameplay - -The Gambler is a passive-active mask that mostly functions as an onlooker of weird situations, only getting involved when their bets are at risk. This makes their motivations appear quite strange to onlookers, and most people would avoid trying to trust an obvious Gambler. - -Though they can't kill people to satisfy their death bets (a bit too cheaty), they may look the other way in many situations, or actively stalk targets to help ensure they live--perhaps appearing like a traitor stalking a kill target. - -A Gambler's success is mostly luck, but also plenty of strange skill expression: making educated guesses as to who will try to keep themselves alive versus who has a death wish, trailing players to help keep them alive, or barging into medbay to bet that their triage patients will die eventually, then stealing all the meds. - -The Gambler's unique death bet condition--that the death must occur after 5 minutes but before 20 minutes--avoids cheesier situations where you might find someone crit and bet on their death seconds before they die. This way, it requires at least a little bit more foresight. diff --git a/src/design/removed/loyalist.md b/src/design/removed/loyalist.md deleted file mode 100644 index bf60f14..0000000 --- a/src/design/removed/loyalist.md +++ /dev/null @@ -1,27 +0,0 @@ -# Loyalist - -{{#template ../../templates/removed-unimplemented.md reason="just not interactive or interesting at all what was i thinking lowkey" }} - -> **Name:** Loyalist -> -> **Troupe:** Crew -> -> **Archetypes:** N/A -> -> **Description:** Serve the crew without reservations, and resist all attempts at subverting your loyal nature. -> -> **Objectives:** N/A -> -> *You take back what you said about Nanotrasen! Yes, the self-driving spaceships keep blowing up, and yes, they did basically send us to die in a radstorm, but you have no idea how many philanthropic contributions they've made to the welfare of general society!* - -## Concept - -The Loyalist is a rock--completely immune to all mask-swapping and mask-converting effects, including those like the Enthraller's. - -## Abilities - -The Loyalist is inherently immune to all abilities mentioned above. However, they will still activate any side-effects, such as the Subverter reviving the target. A failed ability use like this will also stun the attempter for a small amount of time. - -## Gameplay - -The Loyalist serves as an exceptionally crew-sided mask. The general theming and immunity to any attempts to alter the mask means that players are incentivized to help the crew to their fullest extent, without worrying about conversion. The stun on attempts to convert them means they can get the upper hand in situations where that might have been unthinkable, such as a traitor subversion. \ No newline at end of file diff --git a/src/design/removed/mask-tokens.md b/src/design/removed/mask-tokens.md deleted file mode 100644 index ee81caa..0000000 --- a/src/design/removed/mask-tokens.md +++ /dev/null @@ -1,8 +0,0 @@ -# Mask Tokens - -{{#template ../../templates/removed-unimplemented.md reason="Extracted from mask document. Mask tokens kind of directly conflict with Masquerades. You can't both pick your own mask, and also have a focused game style in play. We still want some metaincentives for objective stuff but not like this." }} - -At the end of a round, if you've successfully complete your objectives, you receive a **mask token** that's associated with your account. -Between rounds, a few round's worth of tokens can be redeemed to pre-select your mask before the round begins. - -This provides an incentive for completing mask objectives (to earn tokens) as well as a way to occasionally mitigate randomness. \ No newline at end of file diff --git a/src/design/removed/mask-variants.md b/src/design/removed/mask-variants.md deleted file mode 100644 index 5344c53..0000000 --- a/src/design/removed/mask-variants.md +++ /dev/null @@ -1,18 +0,0 @@ -## Mask Variants - -{{#template ../../templates/removed-unimplemented.md reason="maybe comes back in the future, hard to explain the exact reason for sunsetting this concept but it just kind of played into a very heavy-randomization-centric concept of masks which ended up pretty incompatible with masquerades, and i like how masquerades have played out a lot. also its kind of hard to come up with ones that dont suck, i think id rather have the variantization just an inherent aspect of the mask rather than a bespoke design element or whatever" }} - -With a low random chance (~10%), masks can roll a "variant". Mask variants (or mask modifiers) can change the gear, abilities, or objectives of a mask, keeping its overall vibe the same while changing its gameplay. When a mask is affected by a variant, this is shown as an adjective before the mask name wherever it's displayed; e.g. "Expert Fruit Vendor". - -Variants are not automatically created for every mask--custom variants must be implemented for masks, ensuring that each one is hand-tuned. Masks need not have any variants (and many shouldn't), and they certainly need not implement every variant that exists. Variants for masks should only be made when they can be made meaningfully different from their base mask. If a mask has no variants, but it rolls a variant, nothing happens. - -The benefit of variants is twofold. First, it acts as a force multiplier on mask variety without requiring you to come up with wholly new concepts and without diluting the mask pool. Variants are much easier to come up with, and the full concept for a fun variant often simply emerges out of asking "how could I apply this general variant to this mask"? - -Variants can be general--a thematically similar transformation applied to many masks--or they can be more specialized and mask-specific, if a mask really feels like it calls for a unique variant. - -Some general variants with example modified masks: -- **Dubious**: In some way inverts or makes negative the objectives or items of a mask, though without changing the character of the mask. Examples: dubious veteran (must kill a member of their own troupe instead of an enemy troupe), dubious arms dealer (objective is for people to use the guns to kill rather than not kill). -- **Professional**: Increases the power level of a mask's abilities/items, enough to be significant. Examples: professional arms dealer (spawns higher-caliber weapons, or even things like rocket launchers), professional VIP (VIP+; card states their name and flashbangs people around them when shown) -- **Chaotic**: Increases the variance, silliness, or rarity of a mask's items/abilities. Examples: chaotic fruit vendor (only has weirder fruits, gatfruit, combustible lemons etc), chaotic guzzler (pulls from an even weirder pool of chemicals) - -Sometimes, variants can be interesting enough to warrant an entire new mask exploring the idea. When in doubt, err towards making it into a separate mask--variants should only be minor tweaks to a mask's gameplay that don't change the entire character of it, and making a new mask can be less restrictive in that regard. New variants should always require less time and energy to create than a full mask, if only because variants are by their nature less frequent. Don't twist yourself into knots trying to come up with variants for a mask if none easily come to mind--if you have to stretch definitions or change too much to make it work, then there's no need to do it at all. \ No newline at end of file diff --git a/src/design/removed/mind-reader.md b/src/design/removed/mind-reader.md deleted file mode 100644 index 9813de3..0000000 --- a/src/design/removed/mind-reader.md +++ /dev/null @@ -1,35 +0,0 @@ -# Mind Reader - -{{#template ../../templates/removed-unimplemented.md reason="this just sucks and does nothing" }} - -> **Name:** Mind Reader -> -> **Troupe:** Crew -> -> **Archetypes:** Oracle -> -> **Description:** Use your telepathic abilities to read peoples' minds, plunge the depths of their psyche, and reveal their secrets. -> -> **Objectives:** Read the minds of X (low) people, read the mind of target player. -> -> *They called me the can opener back in the day. And buddy, you're looking like Soup. wait. i read it wrong. it actually says you like soup. Do you like soup?* - -## Concept -The mind reader is a mask who is able to learn hidden information about a character through the use of their mind-reading ability. -The mind reader cannot learn information about masks, but rather only information about a given character. -This includes their name, original shift-start appearance, and hidden details about themselves. - -## Abilities -The mind reader has an ability similar to the enthraller which can target any living player in order to learn information about their true identity. -Each successive DoAfter reveals more and more useful clues about the player. - -If the mind reader is interrupted during this process, the mind reading will cancel, stunning them and applying a cooldown to the ability. -If uninterrupted, once all the information has been read, the mind reader will exit the ability with no downsides. - -## Gameplay -The mind reader's primary purpose is similar to the bartender in that they collect clues about people that can be used by other roles for deductive reasons. -Additionally, the ability to see through an identity disguise and learn someone's name makes them a counter against what can otherwise be powerful disguise masks. - -In terms of their interactions with others, the mind reader is subtly threatening in that they are likely to stalk their target and wait for inactivity in order to start learning information about them. -However, their forced inaction while mind-reading also makes them vulnerable to others. -While it's technically possible to placate a mind reader by willingly allowing them to access your mind, this creates a tradeoff where you have to willingly give up potentially private information. diff --git a/src/design/removed/philanthropist.md b/src/design/removed/philanthropist.md deleted file mode 100644 index 0216165..0000000 --- a/src/design/removed/philanthropist.md +++ /dev/null @@ -1,31 +0,0 @@ -# Philanthropist - -{{#template ../../templates/removed-unimplemented.md reason="just not interesting, i dont think it even has much deniability with pilferer, pilferer at least leads to actual conflict when this could realistically be really cheesy and dumb" }} - -> **Name:** Philanthropist -> -> **Troupe:** Crew -> -> **Archetypes:** Giver, Freak -> -> **Description:** Do your best Santa Claus impression and give random gifts to the crew--out of sight, of course. -> -> **Objectives:** Give X items to X (~20-25% of crew?) people on the station. -> -> *The cookies and milk were quite lovely. Find enclosed in your backpack 50000 spesos, with which you may do as you please. You want a gift as well, Mr. Dugnutt? Care to enjoy a ripe lemon?* - -## Concept - -The Philanthropist can put random luxurious items into people's backpacks, as long as they remain unseen. - -## Abilities - -The Philanthropist has a player-targeting action usable once (successfully) per player, with a doafter that doesn't show up for others, identical to the Pilferer's. They can activate this action only when out of sight of that player (i.e. in their viewcone's shadow, or more literally, when they're facing the same direction), taking ~1.5-2 seconds, failing if either of them move. If successful, this will spawn a random item out of a pool (maybe the current gift pool? idk) and place it into their backpack. - -If there isn't enough space in their backpack, it will attempt to place the item in their pockets, simply cancelling with a popup if this also fails. - -This ability cannot be used on unconscious or dead players. - -## Gameplay - -The Philanthropist serves as a way to introduce some item variance into the game through their gifts--often useful things, like materials, money, or ammunition. Because the Philanthropist and Pilferer have functionally identical behavior up until the point of the action completing, people aren't incentivized to listen to a Philanthropist's plea of "heyyy lemme sneak up right behind you real quick and give you some money". diff --git a/src/design/removed/polymath.md b/src/design/removed/polymath.md deleted file mode 100644 index 1608cf3..0000000 --- a/src/design/removed/polymath.md +++ /dev/null @@ -1,29 +0,0 @@ -# Polymath - -{{#template ../../templates/removed-unimplemented.md reason="kind of Too Much deniability, maybe ok in some masquerades but also i dont want to bait someone into implementing this when its not really that good. the flavor text is awesome though i cooked with that" }} - -> **Name:** Polymath -> -> **Troupe:** Crew -> -> **Archetypes:** Depends -> -> **Description:** Use your strange array of abilities to do... something! -> -> **Objectives:** 2 random objectives from other crew masks -> -> *This blood on the ground? It's alright... could use a little more Sodium Chloride--slang for salt, by the way. Have you tried my delicious fruits? They're simply to die for--bad guy! **BLAM BLAM BLAM*** - -## Concept - -The Polymath is a highly variable crew mask that receives two random abilities from other crew masks, as well as two random objectives from other crew masks. - -## Abilities - -The Polymath's abilities depend on the random abilities chosen for them--for example, from the Fruit Vendor, Arms Dealer, Philanthropist](./philanthropist.md), or Connoisseur. Abilities are rolled first, and then objectives. Objectives which require for certain abilities--like the Fruit Vendor's objective--should require the corresponding ability. However, other objectives may always roll, even without the corresponding ability. - -## Gameplay - -The Polymath generates high amounts of variable deniability for essentially any crew mask with an ability--suddenly, being able to spawn fruits out of the aether no longer implies a harmless Fruit Vendor, and it may in fact be a Polymath with the ability to kill an enemy or set fires. - -The existence of the Polymath requires people to think more carefully about ability-granting masks, and the randomization allows for some truly strange combinations (Fruit Vendor with Glutton objectives, anyone?). diff --git a/src/design/removed/scapegoat.md b/src/design/removed/scapegoat.md deleted file mode 100644 index 081bc5a..0000000 --- a/src/design/removed/scapegoat.md +++ /dev/null @@ -1,29 +0,0 @@ -# Scapegoat - -{{#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 -> -> **Archetypes:** Jester -> -> **Description:** Try to avoid being wrongfully accused despite your dastardly aura. Revel in witnessing divine wrath once it inevitably happens anyway. -> -> **Objectives:** N/A -> -> *You're reaaaaally going to regret this once the Great Security Mice Migration happens. You heard of the Ten Plagues of Space Egypt?* - -## Concept - -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 - -On death, the Scapegoat immediately spawns a station event, targeted on the location they died. The events that can spawn are a subset, rather than every event, and only events which are actually relatively dangerous or annoying to deal with. - -## 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'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. diff --git a/src/design/removed/spy.md b/src/design/removed/spy.md deleted file mode 100644 index dbb93cf..0000000 --- a/src/design/removed/spy.md +++ /dev/null @@ -1,22 +0,0 @@ -# Spy - -{{#template ../../templates/removed-unimplemented.md reason="overlaps with infiltrator, and is generally probably too powerful and gimmicky, while also not fitting in to existing traitor masks's minimalist philosophy very well. spy would almost undoutably feel very out-of-place and overdesigned with all of the other kits." }} - -> **Name: Spy** -> -> **Troupe:** Traitor -> -> **Description:** Sneak around using your stealth suit. Gain a massive positional advantage as long as you have suit charge. -> -> **Objectives:** The same ones every traitor gets - -## Concept -The spy is primarily focused on complete evasion. Using their stealth suit's invisibility, they're capable of sneaking in to almost anywhere they want, provided they have the battery charge to do so. This gives them immense flexibility, however, they are more or less completely lacking much of anything outside of their middling knife. - -## Abilities -The spy starts with a wearable stealth suit, and a knife. - -The stealth suit functions similarly to the spy's invisibility watch from *Team Fortress 2.* Players will need to use an action to activate the suit's invisibility powers, slowly cloaking them to 0% opacity. While in the cloaked state, the player is invisible, cannot act, and the suit's internal power cell will drain. The suit's cell is self-recharging and cannot be removed. Running in to cloaked players causes their cloak to "shimmer" for a second, briefly revealing their presence. - -## Gameplay -This mask plays similarly to other masks based around stealth, like the assassin or infiltrator. The existence of a stealthy threat creates paranoia in the crew - a key goal of traitor mode. The invisibility suit is also very interesting and has a lot of potential fun interactions - players might drive themselves insane and waste ammo trying to find an invisible spy in maintenance, or the spy might have to improvise after getting hit by an EMP grenade that temporarily drained the spy's suit power. diff --git a/src/design/removed/tracker.md b/src/design/removed/tracker.md deleted file mode 100644 index 4ef6076..0000000 --- a/src/design/removed/tracker.md +++ /dev/null @@ -1,31 +0,0 @@ -# Tracker - -{{#template ../../templates/removed-unimplemented.md reason="a targeted guardian mask is a good concept and we are missing one but this is not a great examination of it, the interplay with bomber doesnt matter at all, not surprised if it comes back though" }} - -> **Name:** Tracker -> -> **Troupe:** Crew -> -> **Description:** Place hidden trackers on others using codephrases. Use these to help prevent their deaths. -> -> **Objectives:** Place trackers on X amount of players for Y amount of time, and make sure at least Z% of them avoid death. -> -> *Is it stalkerish? I guess you could see it as stalkerish. That's vaaalid. But I did pull you out of a plasmaflooded room with three Traitors inside.* - -## Concept - -The Tracker is a helpful mask with mechanics very similar to the Bomber. - -## Abilities - -The Tracker receives a random list of codewords (similar to upstream traitor codewords) that can be used to place a tracking device. By targeting someone with an action and then speaking one of their codewords in a sentence while in the target's proximity, a tracker will silently be attached to the target. When the target is attacked by someone else, this tracker will ping their location. If the target enters critical condition, it will do the same, with a more urgent tone, and then disable itself. - -Three trackers can be placed at a time, and if all are placed one must be removed or disabled in order to place another. Trackers can only be removed by the Tracker, by speaking the codeword again in proximity of the target. - -## Gameplay - -Forensics can be used to detect if a tracker 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. If the Tracker dies, their trackers are disabled and drop onto the ground near the targets. - -As a guardian-type mask, Trackers provide a strong means of locating someone who has been hurt and ensuring that they get out of the situation safely, creating interesting interactions with many masks. However, placing a tracker isn't trivial. It's hard to tell someone ahead of time that you're doing it, as they may assume you're a Bomber, whose codeword-marking functions identically and is indistinguishable until critical condition is reached. Those who suspect others are using codewords can never be positive whether it's to harm them or help them. - -If a Tracker comes to someone's rescue, this could be viewed as suspicious, as they might have learned of the target's location through another means, like a Traitor item. \ No newline at end of file diff --git a/src/design/removed/wildcards.md b/src/design/removed/wildcards.md deleted file mode 100644 index 9fdf780..0000000 --- a/src/design/removed/wildcards.md +++ /dev/null @@ -1,20 +0,0 @@ -# Wildcard Roles - -{{#template ../../templates/removed-unimplemented.md reason="Wildcards as a whole are an aspect of multistation oriented thinking that no longer fits ES's wider design. In particular they don't mesh well with Masquerades, and create isolated pockets of gameplay separate from the wider game." }} - -A portion of the station, at roundstart, are selected to be Wildcards--pawns in the round that are external to the main crew experience. These can include things like: -- Solo free agent roles (shitty pod guy) -- Antagonistic team roles (pirates) -- Neutral team roles (asteroid inhabitants like ashwalkers) -- Helpful solo/team roles (traders) -- Grey team roles (swarmer drones) - -Wildcard roles are never considered part of the crew troupe at roundstart, are not part of the typical role pool, and have goals of their own that may lead them into conflict or cooperation with the crew and other wildcards. Gameplay for them should be crafted so that they have reason to interact with things that will affect the station's inhabitants in a nuanced way, but they do not necessarily need to directly interface with the crew in "roleplay". - -*Notes: It probably makes sense to select some roles first, and only shunt players off into the wildcard pool if they only selected roles that are already fully saturated, or once an adequate number of each role has been selected?* - -Wildcards will often be humanoids with the same capacity as the station crew, in which case they may opt into having masks. Specific wildcard roles can decide whether they will roll masks, and what subset/weighting of masks they should use. Wildcards may also be nonhumanoid, in which case they should not roll masks. - -When the round starts and the players who will be put into the wildcard pool are selected, they are given a selection of wildcard roles and allowed to vote on which to play. - -*Notes: I don't really know what the voting mechanism for this should look like, to be honest, but I want the wildcard players to have a good degree of freedom over what wildcard they get to play, since they didn't get to be part of the crew.* diff --git a/src/meta/removing-docs.md b/src/meta/removing-docs.md index d05741d..bf3ab8e 100644 --- a/src/meta/removing-docs.md +++ b/src/meta/removing-docs.md @@ -2,8 +2,11 @@ When removing docs, or sections of docs, that are deemed outdated and unsatisfactory or whose features were already removed from the game, you should follow a simple process. We want to keep things around that are removed for archival and learning purposes, as opposed to removing them from the repo entirely. +For documents which were removed _before_ they were ever implemented, it may be unnecessary to archive instead of simply deleting them. +Exercise best judgment as to the archival or educational value that they provide. + - Move the doc into the [Removed](../design/removed.md) folder, as well as in the SUMMARY.md. - - If the offending part is only a section of a doc, as opposed to an entire doc, create a new doc for it and place it in the `Removed` folder. See [mask tokens](../design/removed/mask-tokens.md). -- Add the correct removal template marker (`removed-implemented.md` or `removed-unimplemented.md`) to the top of the page, including writing a reason for removal. See any of the already-removed docs in that folder. -- If the removed doc contains any links to other docs, simply remove them (keep the text) rather than trying to conform the links to the new directory structure. -- If any other docs link to the now-removed doc, remove the links and rewrite fragments referencing the removed concept. \ No newline at end of file + - If the offending part is only a section of a doc, as opposed to an entire doc, create a new doc for it and place it in the `Removed` folder. +- Add the removal template marker (`removed-implemented.md`) to the top of the page, including writing a reason for removal. See any of the already-removed docs in that folder. +- If the removed doc contains any links to other docs, simply remove them (keep the text) rather than trying to conform the links to the new directory structure. +- If any other docs link to the now-removed doc, remove the links and rewrite fragments referencing the removed concept. diff --git a/src/templates/removed-unimplemented.md b/src/templates/removed-unimplemented.md deleted file mode 100644 index ffa9a91..0000000 --- a/src/templates/removed-unimplemented.md +++ /dev/null @@ -1,6 +0,0 @@ -```admonish danger "Removed During Design Stage" -This design document was once relevant, but was deemed unsatisfactory before being implemented into Ephemeral Space. - -The following reason was given for its removal: -[[#reason None]] -``` \ No newline at end of file