diff --git a/src/SUMMARY.md b/src/SUMMARY.md index 8c1c0fb..4ce40c9 100644 --- a/src/SUMMARY.md +++ b/src/SUMMARY.md @@ -81,15 +81,11 @@ - [Bomber](design/masks/crew/bomber.md) - [Cannibal](design/masks/crew/cannibal.md) - [Coveter](design/masks/crew/coveter.md) - - [Connoisseur](design/masks/crew/connoisseur.md) - - [Daredevil](design/masks/crew/daredevil.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) - - [Hitman](design/masks/crew/hitman.md) - - [Insider](design/masks/crew/insider.md) - [Matchmaker](design/masks/crew/matchmaker.md) - [Mercenary](design/masks/crew/mercenary.md) - [Mind Reader](design/masks/crew/mind-reader.md) @@ -113,8 +109,12 @@ - [Removed Documents](design/removed.md) - [Animal Hater](design/removed/animal-hater.md) - [Arsonist](design/removed/arsonist.md) + - [Connoisseur](design/removed/connoisseur.md) + - [Daredevil](design/removed/daredevil.md) - [Empath](design/removed/empath.md) - [Gambler](design/removed/gambler.md) + - [Hitman](design/removed/hitman.md) + - [Insider](design/removed/insider.md) - [Loyalist](design/removed/loyalist.md) - [Mask Tokens](design/removed/mask-tokens.md) - [Mask Variants](design/removed/mask-variants.md) @@ -122,4 +122,4 @@ - [Polymath](design/removed/polymath.md) - [Sacrifice](design/removed/sacrifice.md) - [Spy](design/removed/spy.md) - - [Wildcards](design/removed/wildcards.md) + - [Wildcards](design/removed/wildcards.md) \ No newline at end of file diff --git a/src/design/characters/clues.md b/src/design/characters/clues.md index 59f33f0..f501808 100644 --- a/src/design/characters/clues.md +++ b/src/design/characters/clues.md @@ -17,7 +17,7 @@ Players can view their own clues through the **character menu** and can see visi Note that the ability to see clues is influenced by identity, so if someone is concealing their eyes, their eye color cannot be identified. However, you could easily deduce many aspects about someone whose face is uncovered. -Masks like the [Insider](../masks/crew/insider.md) leverage clues for their core gameplay, making use of them to lead them onto potentially round-altering information. +Masks like the (now-removed) Insider leverage clues for their core gameplay, making use of them to lead them onto potentially round-altering information. Others such as the [Mind Reader](../masks/crew/mind-reader.md) are capable of extracting clues from players, furthering the deductive gameplay of the round. An issue with typical evidence like DNA or fingerprints is that they are binary indicators; the presence of them leads you directly to the perpetrator. diff --git a/src/design/masks.md b/src/design/masks.md index 2a2e258..de4f79f 100644 --- a/src/design/masks.md +++ b/src/design/masks.md @@ -2,6 +2,8 @@ {{#template ../templates/partially-implemented.md}} +{{#template ../../templates/slated-for-rework.md reason="we've learned a lot of lessons from oracles and freaks - namely, they do not work so well as a standard gameplay fixture. the documentation should probably be updated to reflect this."}} + Masks are an additional layer on top of traditional jobs that serves to give greater indivudal direction to players. In the context of SS1X as a whole, they function most similarly to antagonists, though their design is much closer to the roles found in social deduction games like TTT, Town of Salem, or Mafia. @@ -72,8 +74,8 @@ Some general archetypes of masks (again, not exhaustive and new archetypes can a - **Sabotager**: Masks whose objectives revolve around engaging in some kind of malicious activity that generally harms others and leads to direct conflict and has deniability with troupe masks. Examples: [vandal](masks/crew/vandal.md). - **Murderer**: Masks which center around directly engaging in conflict with and killing other players. Examples: [assassin](masks/traitor/assassin.md), [veteran](masks/crew/veteran.md). - **Guardian**: Masks which center around preventing other players from being harmed or killed. Examples: [avenger](masks/crew/avenger.md), [tracker](masks/crew/tracker.md). -- **Freak**: Masks whose objectives interact with the simulation in a way that is strange and leads into weird interactions, but not necessarily direct conflict with others. Examples: [glutton](masks/crew/glutton.md), [daredevil](masks/crew/daredevil.md). -- **Oracle:** Maks which can gain hidden meta-knowledge about another mask. Examples: [insider](masks/crew/insider.md). +- **Freak**: Masks whose objectives interact with the simulation in a way that is strange and leads into weird interactions, but not necessarily direct conflict with others. Examples: [glutton](masks/crew/glutton.md), [guzzler](masks/crew/guzzler.md). +- **Oracle:** Maks which can gain hidden meta-knowledge about another mask. ## Assignment diff --git a/src/design/masks/crew/angel.md b/src/design/masks/crew/angel.md index d9e4596..d4d7975 100644 --- a/src/design/masks/crew/angel.md +++ b/src/design/masks/crew/angel.md @@ -27,7 +27,7 @@ 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](../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 similar to the [Parasite](../jester/parasite.md). ## Gameplay diff --git a/src/design/masks/crew/enthraller.md b/src/design/masks/crew/enthraller.md index 849073b..329e815 100644 --- a/src/design/masks/crew/enthraller.md +++ b/src/design/masks/crew/enthraller.md @@ -21,7 +21,7 @@ The objective adding should probably be delayed by a bit, so the Enthraller has ## 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](./insider.md) receives. +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. @@ -38,5 +38,3 @@ This ability cannot be used on unconscious or dead players. 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. - -The Enthraller's action provides some co-deniability with the [Connoisseur](./connoisseur.md)'s action, which are functionally identical. diff --git a/src/design/masks/crew/mind-reader.md b/src/design/masks/crew/mind-reader.md index 817451b..9ae5227 100644 --- a/src/design/masks/crew/mind-reader.md +++ b/src/design/masks/crew/mind-reader.md @@ -20,14 +20,14 @@ The mind reader cannot learn information about masks, but rather only informatio This includes their name, original shift-start appearance, and hidden details about themselves. ## Abilities -The mind reader has an ability similar to the [connoisseur](connoisseur.md) and [enthraller](enthraller.md) which can target any living player in order to learn information about their true identity. +The mind reader has an ability similar to the [enthraller](enthraller.md) which can target any living player in order to learn information about their true identity. Each successive DoAfter reveals more and more useful [clues](../../characters/clues.md) 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 masks like the [connoisseur](connoisseur.md) or to role like the [bartender](../../jobs/bartender.md) in that they collect clues about people that can be used by other roles for deductive reasons. +The mind reader's primary purpose is similar to the [bartender](../../jobs/bartender.md) 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. diff --git a/src/design/masks/jester.md b/src/design/masks/jester.md index 50371e0..45074be 100644 --- a/src/design/masks/jester.md +++ b/src/design/masks/jester.md @@ -7,7 +7,7 @@ These masks do not share a common objective like other troupes, but are rather u 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. +They also ended up being poor cover for non-crew troupes, since masks like the insider were unable to target them. ## Funishment Jesters broadly exist to punish overzealous crew masks who engage in excessive murder. diff --git a/src/design/masks/jester/scapegoat.md b/src/design/masks/jester/scapegoat.md index 1738232..ab70ff8 100644 --- a/src/design/masks/jester/scapegoat.md +++ b/src/design/masks/jester/scapegoat.md @@ -1,6 +1,6 @@ # Scapegoat -{{#template ../../../templates/unimplemented.md }} +{{#template ../../templates/slated-for-rework.md reason="largely contengient on oracles existing, which are probably not going to be a main gameplay fixture anymore. also probably not a well-realized version of its concept."}} > **Name:** Scapegoat > @@ -16,7 +16,7 @@ ## Concept -The Scapegoat is a Jester-type mask that counts as a "member of another troupe" for the purposes of masks like the [Veteran](../crew/veteran.md) or [Insider](../crew/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. ## Abilities diff --git a/src/design/masks/traitor/subverter.md b/src/design/masks/traitor/subverter.md index bee3f8f..a1de35c 100644 --- a/src/design/masks/traitor/subverter.md +++ b/src/design/masks/traitor/subverter.md @@ -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](../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. +The brainwashing microchip is an item that only works on critical players. When used on a critical player, it will adrenaline-revive them at low health (similar to other masks like the [Parasite,](../jester/parasite.md) and introduce them in to the traitor troupe as a [Recruit,](../traitor/recruit.md) which is the mask that all players who get converted in to a traitor mid-round recieve. The recruit has no special gear or anything of the sort. ## 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. diff --git a/src/design/masks/traitor/syndie-superfan.md b/src/design/masks/traitor/syndie-superfan.md index c8b74da..e5e1a72 100644 --- a/src/design/masks/traitor/syndie-superfan.md +++ b/src/design/masks/traitor/syndie-superfan.md @@ -21,7 +21,7 @@ A second chance for the traitors, who only gets their true mask when their troup When all members of the Traitor troupe have died, this mask transforms into a traitor mask determined by the current [Masquerade](../../masquerades.md). ## Gameplay -The superfan is known by the traitors, but not vice versa, with the traitor team composition unknown to the superfan until they're all dead and dusted. The superfan is one of the few roles that changes how they're seen over the course of the game, with their presence being a wrench in the gears for [Insider](../crew/insider.md) and the likes. +The superfan is known by the traitors, but not vice versa, with the traitor team composition unknown to the superfan until they're all dead and dusted. The superfan is one of the few roles that changes how they're seen over the course of the game, with their presence being a wrench in the gears for potential oracles and the likes. The superfan wins with their current troupe, so if the traitors don't **all** die, they still win with the crew. This is not necessarily traditional to the werewolf role (aptly named [Traitor](https://werewolf.chat/Traitor)) this mask is based on, but is necessary due to the outstanding impact even a [Recruit](recruit.md) can have on the game. diff --git a/src/design/masks/crew/connoisseur.md b/src/design/removed/connoisseur.md similarity index 65% rename from src/design/masks/crew/connoisseur.md rename to src/design/removed/connoisseur.md index 92ae27e..e02defb 100644 --- a/src/design/masks/crew/connoisseur.md +++ b/src/design/removed/connoisseur.md @@ -1,10 +1,10 @@ # Connoisseur -{{#template ../../../templates/unimplemented.md }} +{{#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](../crew.md) +> **Troupe:** Crew > > **Archetypes:** Oracle, Freak > @@ -20,7 +20,7 @@ The Connoisseur is an Oracle-type mask that can observe others with an action, l ## Abilities -The Connoisseur can target a player, with a looping doafter and success/fail conditions identical to the [Enthraller](./enthraller.md)--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. +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. @@ -28,7 +28,7 @@ This ability cannot be used on unconscious or dead players. 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](./enthraller.md)'s action, which are functionally identical. +The Connoisseur's action provides some co-deniability with the Enthraller's action, which are functionally identical. --- diff --git a/src/design/masks/crew/daredevil.md b/src/design/removed/daredevil.md similarity index 76% rename from src/design/masks/crew/daredevil.md rename to src/design/removed/daredevil.md index c8b9291..d203c24 100644 --- a/src/design/masks/crew/daredevil.md +++ b/src/design/removed/daredevil.md @@ -2,11 +2,11 @@ {{#template ../../../templates/implemented.md }} -{{#template ../../../templates/slated-for-rework.md reason="doesnt interact with other players enough, they tend to just do their own thing. going to be reworked into a different mask most likely that is more player-interaction-driven"}} +{{#template ../../../templates/removed-implemented.md reason="doesnt interact with other players enough, they tend to just do their own thing. going to be reworked into a different mask most likely that is more player-interaction-driven"}} > **Name:** Daredevil > -> **Troupe:** [Crew](../crew.md) +> **Troupe:** Crew > > **Description:** Engage in brash feats of self-endangerment. Try not to die in the process. > @@ -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](../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. +One-time adrenaline if in critical condition like the Parasite. 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 diff --git a/src/design/masks/crew/hitman.md b/src/design/removed/hitman.md similarity index 50% rename from src/design/masks/crew/hitman.md rename to src/design/removed/hitman.md index 7585c08..18ca81c 100644 --- a/src/design/masks/crew/hitman.md +++ b/src/design/removed/hitman.md @@ -1,20 +1,21 @@ # Hitman -{{#template ../../../templates/implemented.md }} + +{{#template ../../templates/removed-implemented.md reason="not a fun influence on the game. random crew with objective to outright kill people just felt kind of bad and didn't encourage much meaningful social interaction. also not very fun to play as."}} > **Name:** Hitman > -> **Troupe:** [Crew](../crew.md) +> **Troupe:** Crew > > **Archetypes:** Murderer > -> **Description:** Use the [clues](../../characters/clues.md) given to you to identify and kill your targets. +> **Description:** Use the clues given to you to identify and kill your targets. > > **Objectives:** Be the one to kill the (1-2) people your clues are referring to. > > *Could you just show me your eyes real quick... oh, yep. Sorry about this, it's nothing personal.* ## Concept -The Hitman is a mask that, similarly to the [Insider](./insider.md), receives a cache, containing dossiers each giving clues pointing toward a particular person on the station. Their objective is to identify, hunt down and kill the people their clues refer to, while still minimising other casualties in order to avoid sabotaging telescience beyond what is necessary. Due to the chaotic situation on-station, they might have to race against the Syndicate, serial killers, the environment and other murderous individuals in order to secure their paycheck. +The Hitman is a mask that, similarly to the Insider, receives a cache, containing dossiers each giving clues pointing toward a particular person on the station. Their objective is to identify, hunt down and kill the people their clues refer to, while still minimising other casualties in order to avoid sabotaging telescience beyond what is necessary. Due to the chaotic situation on-station, they might have to race against the Syndicate, serial killers, the environment and other murderous individuals in order to secure their paycheck. ## Abilities No abilities beyond their cache, which contains one dossier with clues on it per target, like this: @@ -28,10 +29,10 @@ Their cache also contains a silenced 9mm pistol and a spare magazine, for carryi Each of their objectives refers to the respective codename in their dossier. ## Gameplay -The Hitman serves as an evil counterpart to the Insider and other clue-based masks, making members of the crew think twice about freely revealing their hair or eye colour, providing cover for [Traitors](../traitors.md). +The Hitman serves as an evil counterpart to the Insider and other clue-based masks, making members of the crew think twice about freely revealing their hair or eye colour, providing cover for Traitors. 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. +Notably, unlike other crew killing masks like the Veteran or Avenger, 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 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. -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. +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, Martyr, or Avenger. diff --git a/src/design/masks/crew/insider.md b/src/design/removed/insider.md similarity index 66% rename from src/design/masks/crew/insider.md rename to src/design/removed/insider.md index cc339ef..0c5c277 100644 --- a/src/design/masks/crew/insider.md +++ b/src/design/removed/insider.md @@ -1,10 +1,10 @@ # Insider -{{#template ../../../templates/implemented.md }} +{{#template ../../templates/removed-implemented.md reason="technically balanced, but not a fun influence on the game at all. basically always feels bullshit to catch a traitor, or get caught as the traitor. similar to empath, it feels like you're bypassing the game's deductive reasoning layer entirely. while obviously not quite as bad as empath's hard-confirm, it is still irritatingly effective - even just flaky evidence is usually enough to confirm someone with an insider hit. furthermore, the insider was extremely command-sec aligned in an annoying way, especially considering their folder & cache is a dead giveaway they are the insider. potential future oracles should tread very carefully - especially relating to the deduction of individuals, since insider was not a shoddy attempt at an oracle."}} > **Name:** Insider > -> **Troupe:** [Crew](../crew.md) +> **Troupe:** Crew > > **Archetypes:** Oracle > @@ -25,7 +25,7 @@ The Insider is an oracle mask that receives information about others in a cache, ## Abilities -No abilities. Only equipment is the cache information, which is in the form of a list of [clues](../../characters/clues.md) about specific people, which takes a form something like this: +No abilities. Only equipment is the cache information, which is in the form of a list of clues about specific people, which takes a form something like this: ``` Info on "P": @@ -39,6 +39,6 @@ Information about a person always states whether they are part of the crew or a ## Gameplay -The Insider is an incredibly useful crew-sided Oracle mask, receiving some of the best information in the game, with the caveat that they must do the work to case out targets in order to actually utilize it. This means keeping track of names, keeping track of apperances, keeping track of ages & genders, and even personality traits--maybe try asking the [Bartender](../../jobs/bartender.md) if they've heard anything recently. +The Insider is an incredibly useful crew-sided Oracle mask, receiving some of the best information in the game, with the caveat that they must do the work to case out targets in order to actually utilize it. This means keeping track of names, keeping track of apperances, keeping track of ages & genders, and even personality traits--maybe try asking the Bartender if they've heard anything recently. Because the information is stored in a cache, it can't be used to immediately case out the arrivals shuttle and everyone on it. Furthermore, since it's just on paper, anyone can learn the information if they steal it from the Insider, and maybe even pose as an Insider themselves.