diff --git a/src/SUMMARY.md b/src/SUMMARY.md index c3eca52..0e69bac 100644 --- a/src/SUMMARY.md +++ b/src/SUMMARY.md @@ -85,7 +85,6 @@ - [Hater](design/masks/crew/hater.md) - [Hitman](design/masks/crew/hitman.md) - [Insider](design/masks/crew/insider.md) - - [Loyalist](design/masks/crew/loyalist.md) - [Martyr](design/masks/crew/martyr.md) - [Matchmaker](design/masks/crew/matchmaker.md) - [Mercenary](design/masks/crew/mercenary.md) @@ -93,7 +92,6 @@ - [Parasite](design/masks/crew/parasite.md) - [Phantom](design/masks/crew/phantom.md) - [Pilferer](design/masks/crew/pilferer.md) - - [Sacrifice](design/masks/crew/sacrifice.md) - [Secretary](design/masks/crew/secretary.md) - [Scapegoat](design/masks/crew/scapegoat.md) - [Survivalist](design/masks/crew/survivalist.md) @@ -116,8 +114,10 @@ - [Arsonist](design/removed/arsonist.md) - [Empath](design/removed/empath.md) - [Gambler](design/removed/gambler.md) + - [Loyalist](design/removed/loyalist.md) - [Mask Tokens](design/removed/mask-tokens.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) diff --git a/src/design/masks.md b/src/design/masks.md index 004da2d..6b85102 100644 --- a/src/design/masks.md +++ b/src/design/masks.md @@ -63,7 +63,7 @@ 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), [sacrifice](masks/crew/sacrifice.md). +- **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). - **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). diff --git a/src/design/masks/crew/pilferer.md b/src/design/masks/crew/pilferer.md index 491173a..1020854 100644 --- a/src/design/masks/crew/pilferer.md +++ b/src/design/masks/crew/pilferer.md @@ -30,7 +30,7 @@ This ability cannot be used on unconscious or dead players. ## Gameplay -The Pilferer's objective and actions lead them into direct minor conflict with many people, while the random nature of their action means they're unlikely to be able to powergame very hard with the items they do manage to steal. The leadup to the steal--having to be outside of their viewcone--integrates nicely with the viewcone mechanic itself and other related mechanics, like footsteps being muted when walking, or invisibility granted by things like the [Spy](../traitor/spy.md)'s stealth suit, if the Pilferer can manage to steal it. +The Pilferer's objective and actions lead them into direct minor conflict with many people, while the random nature of their action means they're unlikely to be able to powergame very hard with the items they do manage to steal. The leadup to the steal--having to be outside of their viewcone--integrates nicely with the viewcone mechanic itself and other related mechanics, like footsteps being muted when walking. ## Variants diff --git a/src/design/masks/crew/loyalist.md b/src/design/removed/loyalist.md similarity index 76% rename from src/design/masks/crew/loyalist.md rename to src/design/removed/loyalist.md index 6d7c96f..bf60f14 100644 --- a/src/design/masks/crew/loyalist.md +++ b/src/design/removed/loyalist.md @@ -1,10 +1,10 @@ # Loyalist -{{#template ../../../templates/unimplemented.md }} +{{#template ../../templates/removed-unimplemented.md reason="just not interactive or interesting at all what was i thinking lowkey" }} > **Name:** Loyalist > -> **Troupe:** [Crew](../crew.md) +> **Troupe:** Crew > > **Archetypes:** N/A > @@ -16,11 +16,11 @@ ## Concept -The Loyalist is a rock--completely immune to all mask-swapping and mask-converting effects, including those like the [Enthraller](./enthraller.md)'s. +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](../traitor/subverter.md) reviving the target. A failed ability use like this will also stun the attempter for a small amount of time. +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 diff --git a/src/design/masks/crew/sacrifice.md b/src/design/removed/sacrifice.md similarity index 82% rename from src/design/masks/crew/sacrifice.md rename to src/design/removed/sacrifice.md index 3ac5e92..eba2ef5 100644 --- a/src/design/masks/crew/sacrifice.md +++ b/src/design/removed/sacrifice.md @@ -1,12 +1,10 @@ # Sacrifice -{{#template ../../../templates/implemented.md }} - -{{#template ../../../templates/slated-for-rework.md reason="just not interesting enough of an objective, not strong enough to matter at all, people basically just suicide in the right place and it usually doesnt affect much, although i still think the concept is workable"}} +{{#template ../../templates/removed-implemented.md reason="trigger condition is weird, effect often does nothing because when are you actually dying near people, especially bad with offmed so i removed it instead of reworking it for that. tried to come up with a better version of it and couldnt do it. ill probably revisit the concept later and revive it but not now" }} > **Name:** Sacrifice > -> **Troupe:** [Crew](../crew.md) +> **Troupe:** Crew > > **Archetypes:** Jester, Guardian > diff --git a/src/design/removed/spy.md b/src/design/removed/spy.md index b495b3d..dbb93cf 100644 --- a/src/design/removed/spy.md +++ b/src/design/removed/spy.md @@ -4,7 +4,7 @@ > **Name: Spy** > -> **Troupe:** [Traitor](../traitors.md) +> **Troupe:** Traitor > > **Description:** Sneak around using your stealth suit. Gain a massive positional advantage as long as you have suit charge. > @@ -19,4 +19,4 @@ 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](./assassin.md) or [infiltrator](./infiltrator.md). 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. +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.