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9 changes: 5 additions & 4 deletions src/SUMMARY.md
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Expand Up @@ -68,6 +68,11 @@
- [Subverter](design/masks/traitor/subverter.md)
- [Turncoat](design/masks/traitor/turncoat.md)
- [Syndie Superfan](design/masks/traitor/syndie-superfan.md)
- [Jesters](design/masks/jester.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)
Expand All @@ -85,15 +90,11 @@
- [Hater](design/masks/crew/hater.md)
- [Hitman](design/masks/crew/hitman.md)
- [Insider](design/masks/crew/insider.md)
- [Martyr](design/masks/crew/martyr.md)
- [Matchmaker](design/masks/crew/matchmaker.md)
- [Mercenary](design/masks/crew/mercenary.md)
- [Mind Reader](design/masks/crew/mind-reader.md)
- [Parasite](design/masks/crew/parasite.md)
- [Phantom](design/masks/crew/phantom.md)
- [Pilferer](design/masks/crew/pilferer.md)
- [Secretary](design/masks/crew/secretary.md)
- [Scapegoat](design/masks/crew/scapegoat.md)
- [Survivalist](design/masks/crew/survivalist.md)
- [Tracker](design/masks/crew/tracker.md)
- [Vandal](design/masks/crew/vandal.md)
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6 changes: 3 additions & 3 deletions src/design/masks.md
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Expand Up @@ -63,8 +63,8 @@ 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/crew/martyr.md).
- **Swapper**: Masks that swap masks with another target on some condition. Examples: [parasite](masks/crew/parasite.md), [coveter](masks/crew/coveter.md).
- **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).
- **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).
Expand All @@ -80,4 +80,4 @@ Some general archetypes of masks (again, not exhaustive and new archetypes can a
Masks are given out immediately when players spawn, whether on the transport shuttle or just through cryo.
All players receive a mask, regardless of role (though certain roles may be prohibited from being members of certain factions).

The mask that you receive is determined by the current [Masquerade](masquerades.md), players are given a mask randomly from the set of masks the masquerade generated. Players **cannot** influence what mask they are given.
The mask that you receive is determined by the current [Masquerade](masquerades.md), players are given a mask randomly from the set of masks the masquerade generated. Players **cannot** influence what mask they are given.
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 [Daredevil](./daredevil.md) or [Parasite](./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 similar to the [Daredevil](./daredevil.md) or [Parasite](../jester/parasite.md).

## 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](./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) or [Parasite](../jester/parasite.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](./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 [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.

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.
2 changes: 1 addition & 1 deletion src/design/masks/crew/daredevil.md
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Expand Up @@ -24,7 +24,7 @@ The Daredevil is a mask that tries to put itself in dangerous environments witho

## Abilities

One-time adrenaline if in critical condition like the [Parasite](./parasite.md). Revives them just enough and gives a temporary speedboost to get out and leave if they aren't being directly pursued, but only once.
One-time adrenaline if in critical condition like the [Parasite](../jester/parasite.md). Revives them just enough and gives a temporary speedboost to get out and leave if they aren't being directly pursued, but only once.

## Gameplay

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4 changes: 2 additions & 2 deletions src/design/masks/crew/hitman.md
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Expand Up @@ -32,6 +32,6 @@ The Hitman serves as an evil counterpart to the Insider and other clue-based mas
As a result of this, the Hitman will likely act similarly to the Insider, with the exception of having to commit murder once the Hitman's figured out their targets.

Notably, unlike other crew killing masks like the [Veteran](./veteran.md) or [Avenger](./avenger.md), the Hitman will be committing murder unprovoked, meaning that randomly attacking a person is no longer practically a sure-fire tell of a person being a Traitor; an [Assassin](../traitor/assassin.md) who has hidden or used their knockout medipens may be able to pass themselves off as a Hitman, especially if they've prepared fake dossiers suitable for the Syndicate's targets.
Security will likely have to be more tolerant of unprovoked murderers in order to avoid losing the crew even more of their own.
Security will likely have to be more tolerant of unprovoked murderers in order to avoid losing the crew even more of their own.

Additionally, despite their murderous intent, the Hitman is still a crew member who wants telescience done at the end of the day, meaning that despite the fact that they want a certain few people gone for whatever reason, they may end up being a valuable asset for the crew regardless once they're done... or find themselves facing the wrath of a [Phantom](./phantom.md), [Martyr](./martyr.md) or Avenger.
Additionally, despite their murderous intent, the Hitman is still a crew member who wants telescience done at the end of the day, meaning that despite the fact that they want a certain few people gone for whatever reason, they may end up being a valuable asset for the crew regardless once they're done... or find themselves facing the wrath of a [Phantom](../jester/phantom.md), [Martyr](../jester/martyr.md) or Avenger.
29 changes: 29 additions & 0 deletions src/design/masks/jester.md
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# Jesters

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

The jesters are an umbrella minor troupe that encompasses a variety of unaffiliated jester-type masks.
These masks do not share a common objective like other troupes, but are rather unified through their similar gameplay loops.

Historically, most of the Jester masks used to simply be [crew](crew.md) 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](crew/insider.md) were unable to target them.

## Funishment
Jesters broadly exist to punish overzealous crew masks who engage in excessive murder.
Due to a general numbers disparity between the crew troupe and other troupes, it's often most effective to be aggressive with taking out suspects, since even a false positive is not substantially punishing.
This creates an overly oppressive situation where anyone stepping out of line is killed without much in any way of retaliation.

The various jester roles generally counter this by introducing punishments for killing players.
Since any role could be a jester imitating someone else, always resorting to a lethal response can have grave consequences for the player who does so.
Even if a situation did escalate to violence and has left a party in critical condition, it's in your best interest to bring the injured party into medical, lest they pass away and you have to face their wrath.

## 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.
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.

Jesters provide a route for these type of experiences.
Since they cannot meaningfully collaborate with other jesters or advance the state of the round to terminus, there is less of a risk associated with handing out these masks.
Additionally, since they share the core objective of wanting to be killed, their incentive is not to overpower and destroy the entire station, but rather to escalate the situation to a point where the crew resorts to lethality.
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Expand Up @@ -4,7 +4,7 @@

> **Name:** Martyr
>
> **Troupe:** [Crew](../crew.md)
> **Troupe:** [Jester](../jester.md)
>
> **Archetypes:** Jester, Murderer
>
Expand All @@ -30,4 +30,4 @@ Because the trigger is only on intra-troupe murder, [Traitors](../traitors.md) w

---

![](../../../assets/design/masks/blessed-emisse-curse.png)
![](../../../assets/design/masks/blessed-emisse-curse.png)
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Expand Up @@ -4,7 +4,7 @@

> **Name:** Parasite
>
> **Troupe:** [Crew](../crew.md)
> **Troupe:** [Jester](../jester.md)
>
> **Description:** Pawn your parasite onto and swap bodies with someone in the heat of battle by having them kill you.
>
Expand All @@ -28,7 +28,7 @@ Parasitism and adrenaline-revival as mentioned above.

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.

Parasites also have strange interactions with protective roles, as a jester-type. An [Avenger](./parasite.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](../crew/avenger.md) 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.

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Expand Up @@ -4,7 +4,7 @@

> **Name:** Phantom
>
> **Troupe:** [Crew](../crew.md)
> **Troupe:** [Jester](../jester.md)
>
> **Description:** Reincarnate as a vengeful phantom on death and annoy your murderer with small inconveniences until they die as well.
>
Expand All @@ -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](./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 [Parasite](../jester/parasite.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.

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Expand Up @@ -4,7 +4,7 @@

> **Name:** Scapegoat
>
> **Troupe:** [Crew](../crew.md)
> **Troupe:** [Jester](../jester.md)
>
> **Archetypes:** Jester
>
Expand All @@ -16,14 +16,14 @@

## Concept

The Scapegoat is a Jester-type mask that counts as a "member of another troupe" for the purposes of masks like the [Veteran](./veteran.md) or [Insider](./insider.md).
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](../crew/insider.md).

## 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](./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](../crew/veteran.md)'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.
2 changes: 1 addition & 1 deletion src/design/masks/traitor/subverter.md
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Expand Up @@ -20,7 +20,7 @@ The Subverter's goal is to murder people with what few tools they have, followed
## 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](../crew/parasite.md) or the [daredevil](../crew/daredevil.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 (similar to other masks like the [parasite](../jester/parasite.md) or the [daredevil](../crew/daredevil.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.

## 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.
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4 changes: 2 additions & 2 deletions src/design/masquerades/freakshow.md
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Expand Up @@ -12,10 +12,10 @@
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/crew/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](../masks/jester/martyr.md), [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.

## Remarks
As written, with the masks currently in the game, freakshow is not terribly interesting. How do we fix this?
As written, with the masks currently in the game, freakshow is not terribly interesting. How do we fix this?
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