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6 changes: 6 additions & 0 deletions src/SUMMARY.md
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- [Crew](design/masks/crew.md)
- [Amnesiac](design/masks/crew/amnesiac.md)
- [Angel](design/masks/crew/angel.md)
- [Angry Man](design/masks/crew/angry-man.md)
- [Arms Dealer](design/masks/crew/arms-dealer.md)
- [Avenger](design/masks/crew/avenger.md)
- [Bloodletter](design/masks/crew/bloodletter.md)
- [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)
- [Drug Dealer](design/masks/crew/drug-dealer.md)
- [Eavesdropper](design/masks/crew/eavesdropper.md)
- [Enthraller](design/masks/crew/enthraller.md)
- [Fruit Vendor](design/masks/crew/fruit-vendor.md)
- [Glutton](design/masks/crew/glutton.md)
Expand All @@ -93,12 +97,14 @@
- [Matchmaker](design/masks/crew/matchmaker.md)
- [Mercenary](design/masks/crew/mercenary.md)
- [Mind Reader](design/masks/crew/mind-reader.md)
- [Nobleman](design/masks/crew/nobleman.md)
- [Pilferer](design/masks/crew/pilferer.md)
- [Secretary](design/masks/crew/secretary.md)
- [Survivalist](design/masks/crew/survivalist.md)
- [Tracker](design/masks/crew/tracker.md)
- [Vandal](design/masks/crew/vandal.md)
- [Veteran](design/masks/crew/veteran.md)
- [Vigilante](design/masks/crew/vigilante.md)
- [VIP](design/masks/crew/vip.md)
- [Masquerades](design/masquerades.md)
- [Random (Traitors)](design/masquerades/random_traitors.md)
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33 changes: 33 additions & 0 deletions src/design/masks/crew/angry-man.md
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# Angry Man

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

> **Name:** Angry Man
>
> **Troupe:** [Crew](../crew.md)
>
> **Archetypes:** N/A
>
> **Description:** Grow increasingly angry as other troupes complete their objectives.
>
> **Objectives:** None.
>
> **Masquerade notes:** Should be included rarely as an accessory with a non-crew troupe that has objectives, like [traitors](../traitors.md).
>
> *Grrrr!!! Traitors make me SO ANGRY!!!*

## Concept
The angry man is a mask that grows increasingly red and angry as other troupes complete their objectives.
Generally, as the other troupe completes their early objectives, the man's anger is relatively low.
As the troupe nears total completion, the man's anger grows more and more rapidly.
For something like traitors, their anger would only really become noticeable once the terminals were getting hacked.

## Abilities
The angry man's skin color represents enemy troupe progress.
As the percentage of completed objectives grows, their skin turns more and more red.
When he reaches peak anger, he becomes fully enraged, speaking in all caps and gaining a buff due to his rage.

## Gameplay
The angry man serves as a humorous tattle for the progress of an enemy troupe.
Since they can easily alarm others to when other troupes are advancing their goals, they become an extremely vocal alert as to the state of others.
Additionally, their burst of power at peak anger gives the crew a last-ditch effort to defeat any other troupes before they win.
31 changes: 31 additions & 0 deletions src/design/masks/crew/bloodletter.md
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# Bloodletter

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

> **Name:** Bloodletter
>
> **Troupe:** [Crew](../crew.md)
>
> **Archetypes:** Freak, Murderer
>
> **Description:** Make the crew bleed, then savor their unique blood.
>
> **Objectives:** Consume X (high) amount of unique blood reagents (based on DNA), consume Y (high) amount of total blood.
>
> **Masquerade notes:** N/A
>
> *yummy yummy bloody in my tummy yum yum i love drinking blood. please give me some blood to drink.*

## Concept
The bloodletter is a mask that attacks people with the goal of consuming their blood.

## Abilities
The bloodletter has no special abilities.

## Gameplay
The bloodletter is a freak-type mask that creates low-level conflict across the station through their obsession with blood.
Their desire to make people bleed may cause people to assume they are aggressive, but since they don't want to kill anyone, they are likely to try and reduce escalation.

Their obsession with drinking blood, both the unique types and volume, may cause them to be mistaken for a [guzzler](guzzler.md).
Although they might be able to get some blood from lingering after fights, they may also have to resort to (potentially involuntary) blood drives in order to get the variety they need.
The high overall volume they need to consume may also drive them into medical, where they could potentially chow-down through the medical department's blood reserves.
37 changes: 37 additions & 0 deletions src/design/masks/crew/drug-dealer.md
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# Drug Dealer

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

> **Name:** Drug Dealer
>
> **Troupe:** [Crew](../crew.md)
>
> **Archetypes:** Giver
>
> **Description:** Distribute various mystery pills to people.
>
> **Objectives:** Make other players take X amount of your pills.
>
> **Masquerade notes:** N/A
>
> *Did you know that Richard Nixon hated floorpills? It's true. The whole war on drugs? All the violence? Floorpills. Man just couldn't win the gamble. You'll definitely get a good one though, right? You're not a bitch like Nixon?*

## Concept
The drug dealer is a mask that hands out various random pills to people.
The content of these pills is unknown both to the dealer and to the recipient.

## Abilities
The drug dealer can access various caches of pills across the station.
They are given no indication of what each pill does, although all pills of the same chemical will share an appearance.

All the pills additionally share a withdrawal effect, where the consumer will suffer penalties if they go too long without taking another pill.
This can range from stamina loss, vomiting, or even health drain.

## Gameplay
The drug dealer takes a simple giver-type role like the [fruit vendor](fruit-vendor.md) but amplifies it through the danger of random pills.
Although some people may be initially willing to take a risk on popping random pills, upon receiving some negative effects, it may become substantially harder to get your pills consumed.
As such, the drug dealer may need to resort to force-feeding or deceiving others to complete their goal, potentially making others thing they are being poisoned or attacked.

Additionally, the aspect of addiction creates a forced relationship between the drug dealer and the person who took the pill.
While they may have gotten some benefit out of the pill, they'll need to stay in touch and continue receiving more, lest they be caught weak and in pain from withdrawal.

38 changes: 38 additions & 0 deletions src/design/masks/crew/eavesdropper.md
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# Eavesdropper

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

> **Name:** Eavesdropper
>
> **Troupe:** [Crew](../crew.md)
>
> **Archetypes:** Guardian
>
> **Description:** Listen-in on someone and use the info gathered to protect them and yourself.
>
> **Objectives:** Select someone to eavesdrop on and then keep them alive.
>
> **Masquerade notes:** N/A
>
> *Yeah I'm going to be listening to everything you're saying from now on. Don't worry about it. Just pretend like I'm not even here.*

## Concept
The eavesdropper is a mask who can select a target to begin "eavesdropping on them."
From then on, they are able to hear everything their target can hear and must protect their target.

## Abilities
At the beginning of the round, the eavesdropper has an action they can use on another player to select them as their target.
Once a player is selected, the eavesdropper will gain an objective to protect their target, with the target being notified about the situation with a popup.

After that, the eavesdropper can now hear everything their target can hear, including both regular speech and radio.
Note that this only extends to the _content_ of the speech, not the actual speaker.
So they can hear that someone said "I'm hacking into captain's office," but are unable to determine _who_ said it.
This ability cannot be toggled off and persists until their target perishes.

## Gameplay
The eavesdropper creates a highly invasive, asymmetrical, and dependant relationship with the person they select as their target.
Since the eavesdropper is always listening in on them, the target is forced to consider the info insecurity of the people around them.
However, since the target knows that they want to be kept alive, they gain an ally who can be communicated with (in a one-sided fashion) at any time.

This creates a much more tightly-knit guardian mask than something like the [avenger](avenger.md), as the two are always in contact and able to exchange information.
Additionally, this makes the target of the eavesdropper even more daunting to approach, as anything you tell or do to them could very quickly be spread to the station as a whole.
31 changes: 31 additions & 0 deletions src/design/masks/crew/nobleman.md
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# Nobleman

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

> **Name:** Nobleman
>
> **Troupe:** [Crew](../crew.md)
>
> **Archetypes:** N/A
>
> **Description:** Live a noble life without killing anyone.
>
> **Objectives:** Do not kill any players during the round.
>
> **Masquerade notes:** N/A
>
> *You simply don't understand. I'm an extremely noble and pious person. I would NEVER kill anyone. My associate, however, does not have the same qualms.*

## Concept
The nobleman is a mask that must refrain from killing anyone.
If they do kill anyone, they will then die.

## Abilities
Upon killing someone, the nobleman will receive a [martyr-esque](../jester/martyr.md) notification that they've brought dishonor to themselves.
After a 5-minute delay, they will kill themselves in penance.

## Gameplay
The nobleman is a mask that is naturally conflict-averse due to the nature of their objective.
Since any resistance on their part could result in their death, they want to ensure that there are others around them to protect and fight for them.
This creates an interesting decision for command or security players, as they must forgo any traditional violent response, as it could almost certainly spell their doom.
Instead, they're forced to de-escalate situations nonviolently, ensuring that their hands stay clean.
33 changes: 33 additions & 0 deletions src/design/masks/crew/vigilante.md
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# Vigilante

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

> **Name:** Vigilante
>
> **Troupe:** [Crew](../crew.md)
>
> **Archetypes:** Murderer
>
> **Description:** Deliver justice onto murderers by killing them yourself.
>
> **Objectives:** Kill a person who has killed other people.
>
> **Masquerade notes:** N/A
>
> *If you kill a killer, the number of killers in the world stays the same. So you have to at least get a few of them.*

## Concept
The vigilante is a mask that must target and kill players who have killed other players in the round.
Unlike the [veteran](veteran.md), which is focused solely on troupe alignment, the vigilante cares about the actions a player has taken during the round, and thus can target any troupe.

## Abilities
Starts with a cache containing some kind of weapon.

## Gameplay
The vigilante provides ambiguity for other masks with weapons that try to kill others, such as [avenger](avenger.md) or [traitor masks](../traitors.md).
However, their condition of the target needing to have killed someone introduces an interesting dillema: directly interfering with an attack does not necessarily fulfill their objective.
Targeting masks like traitors also doesn't even guarantee completion either, as its highly likely that an individual traitor may have not killed anyone.

This also creates a general pressure against enacting violence on others, especially in visible spaces.
Jobs like command or security, who frequently may execute or engage in visible conflict with evil masks, become obvious targets of the vigilante due to not hiding their actions.
This creates a system which self-regulates crew aggression, as blatant murders, even those which are justified, may be retaliated against by a vigilante.
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