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10 changes: 5 additions & 5 deletions src/SUMMARY.md
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Expand Up @@ -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)
Expand All @@ -113,13 +109,17 @@
- [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)
- [Philanthropist](design/removed/philanthropist.md)
- [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)
2 changes: 1 addition & 1 deletion src/design/characters/clues.md
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Expand Up @@ -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.
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6 changes: 4 additions & 2 deletions src/design/masks.md
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Expand Up @@ -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.

Expand Down Expand Up @@ -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

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

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4 changes: 1 addition & 3 deletions src/design/masks/crew/enthraller.md
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Expand Up @@ -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.

Expand All @@ -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.
4 changes: 2 additions & 2 deletions src/design/masks/crew/mind-reader.md
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Expand Up @@ -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.
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2 changes: 1 addition & 1 deletion src/design/masks/jester.md
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Expand Up @@ -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.
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4 changes: 2 additions & 2 deletions src/design/masks/jester/scapegoat.md
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@@ -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
>
Expand All @@ -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

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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](../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.
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2 changes: 1 addition & 1 deletion src/design/masks/traitor/syndie-superfan.md
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Expand Up @@ -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.

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@@ -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
>
Expand All @@ -20,15 +20,15 @@ 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.

## 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](./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.

---

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Expand Up @@ -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.
>
Expand All @@ -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

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