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Mask modifiers doc + 4 modifiers (#135)
* basic doc + template * move amnesiac * ex-syndie * noble * a commit * jealous * oops * fuckin
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src/SUMMARY.md

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- [Sabotage]()
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- [Siphon Data](design/objectives/traitor/siphon-data.md)
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- [Masks](design/masks.md)
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- [Modifiers](design/masks/modifiers.md)
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- [Amnesiac](design/masks/modifiers/amnesiac.md)
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- [Ex-Syndie](design/masks/modifiers/ex-syndie.md)
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- [Jealous](design/masks/modifiers/jealous.md)
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- [Noble](design/masks/modifiers/noble.md)
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- [Traitors](design/masks/traitors.md)
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- [Assassin](design/masks/traitor/assassin.md)
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- [Demolitionist](design/masks/traitor/demolitionist.md)
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- [Leapleech](design/masks/parasite/leapleech.md)
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- [Psychid](design/masks/parasite/psychid.md)
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- [Crew](design/masks/crew.md)
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- [Amnesiac](design/masks/crew/amnesiac.md)
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- [Angel](design/masks/crew/angel.md)
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- [Angry Man](design/masks/crew/angry-man.md)
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- [Arms Dealer](design/masks/crew/arms-dealer.md)
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- [Matchmaker](design/masks/crew/matchmaker.md)
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- [Mercenary](design/masks/crew/mercenary.md)
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- [Mind Reader](design/masks/crew/mind-reader.md)
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- [Nobleman](design/masks/crew/nobleman.md)
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- [Phantom](design/masks/crew/phantom.md)
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- [Pilferer](design/masks/crew/pilferer.md)
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- [Rebel](design/masks/crew/rebel.md)

src/design/masks/crew/amnesiac.md

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src/design/masks/crew/rebel.md

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{{#template ../../../templates/implemented.md }}
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{{#template ../../../templates/slated-for-rework.md reason="with modifiers and ex-syndie specifically this will probably get turned back into vandal, with maybe a higher chance to roll ex-syndie"}}
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> **Name:** Rebel
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>
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> **Troupe:** [Crew](../crew.md)

src/design/masks/modifiers.md

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# Mask Modifiers
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{{#template ../../templates/unimplemented.md }}
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**Mask modifiers** are another random layer on top of masks that can generate. Modifiers are generic (not mask-specific), and are generally orthogonal to a mask's usual objectives.
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Modifiers can alter any facet of how a mask presents itself or operates, but they typically just add new objectives to a character or give them a new ability / cache. These objectives are lower-stakes "B plots" compared to the mask objectives, which still constitute a character's primary motivations. The implications of these objectives change how others interact with a character, and how a character interacts with others--even if their mask has been otherwise deduced. For example, a [Guzzler](crew/guzzler.md) typically easily finds camaraderie with other Guzzlers--but one with the [Jealous](modifiers/jealous.md) modifier may easily turn a heartfelt moment into an unexpected betrayal.
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Modifiers are ways to inject variability and fun lower-stakes side objectives into the game without having to design an entire mask around the concept, taking up a slot within the round for something that may not be able to sustain itself on its own. In this sense, it is *okay* for modifiers to sometimes be duds, or not have much of an effect on gameplay in some contexts--the regular mask gameplay should be able to carry the round anyway.
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Modifiers may be *linked* in much the same way as masks--necessitating that another player rolls a corresponding or symbiotic modifier in addition to this one. These kinds of 'targeted' or 'directional' modifiers are very interesting, as the masks of the players involved can change how the situation plays out in dramatic ways. For example, a [Traitor](./traitors.md) may have a modifier that requires them to trade some special item with a [Crewmember](./crew.md) that they might otherwise choose to kill.
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Any mask in any troupe may have modifiers it can roll, but modifiers are more designed for [Crew](./crew.md) masks, which naturally have less of an overarching plot and have space to fit in an extra B plot into their round.
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## Specifications for your Modifications
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Modifiers are a generic random chance to roll after a mask is selected for any given player, but the mask itself and the current [masquerade](../masquerades.md) have several tools for altering the outcomes.
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- Masks must **opt-in** (whitelist) to the modifiers that are allowed to roll on them by default.
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- Masks can specify the chance for a modifier to roll at all, as well as the individual weights of each modifier they opt into.
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- Masquerades can specify modifiers which are allowed to roll on masks, even if the mask has not opted into that modifier.
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- Masquerades can multiplicatively alter the base chance of modifiers rolling, as well as the weighting of specific modifiers.
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# Amnesiac
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{{#template ../../../templates/unimplemented.md }}
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> **Description:** Wait until your memory kicks back in, and hope nobody notices that you seem a little different afterwards.
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>
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> **Objectives:** N/A
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>
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> **Masquerade notes:** Almost certainly masquerade-specific, I don't think many masks should specify this modifier
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>
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> *Man... cryosleep fucked me up reeeeeal bad. Who the hell am I, again?*
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## Concept
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The Amnesiac has no objectives, abilities, items, or background.. at first. After 10-20 minutes, the Amnesiac suddenly remembers their true self, generating a backstory, relationships, and **revealing their mask**. They inherit all objectives and abilities of this mask and must now be careful to not make their new knowledge too obvious while completing their true objectives.
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## Abilities
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The Amnesiac gains all abilities from their mask once the time comes. If their mask starts with items (like the [VIP](../crew/vip.md)), the Amnesiac will receive a prompt informing them that they now remember the location of a cache of supplies placed sometime before they lost their memory, perhaps by an ally. This cache only spawns once the Amnesiac remembers, and contains the items they would normally have received at roundstart.
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## Gameplay
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The core intrigue of the Amnesiac lies in how they act during the period of time before they remember their mask, and how their memory coming back affects their actions. If their mask was non-[Crew](../crew.md), the Amnesiac might have to scramble to integrate themselves into the round in a believable way without garnering too much suspicion from their troupemates. Their mask objectives may also prove significantly more difficult with the time delay.
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The Amnesiac also integrates with mechanics outside of masks. Since they also don't remember their background or relationships, they may need to lie if others pressure them on these subjects, or try to avoid the subject altogether.
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# Ex-Syndie
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{{#template ../../../templates/unimplemented.md }}
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> **Description:** Use your cache of old syndie gear from before you left the business in pursuit of Good. Or whatever you feel like is Good.
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>
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> **Objectives:** N/A
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>
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> **Masquerade/mask notes:** Should probably be fairly common (like, it would make sense to see one per round).
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>
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> *Yes, the [suicide bomb implant](../traitor/demolitionist.md) is mine. No, I don't work in that field anymore. I promise.*
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## Concept
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An **Ex-Syndie** gains a cache of random traitor gear, left behind from their past as an agent. They may use this gear in whatever way they see fit--generally in service of their regular mask objectives.
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## Gameplay
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Because traitor gear is often generically useful for accomplishing many goals, most masks can find a use for it. This creates ambiguity, as even a full set of some traitor mask's gear plus dubious actions isn't enough to conclusively pin someone as a traitor. It also creates an opportunity for traitors to pose as essentially any mask--if they get caught eventually, being seen drinking the entire bar and playing yourself off as an Ex-Syndie [Guzzler](../crew/guzzler.md) isn't the worst strategy.
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# Jealous
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{{#template ../../../templates/unimplemented.md }}
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> **Description:** Take out your jealous fury on those you might normally be aligned with.
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> **Objectives:** Prevent anyone else with the same mask as you from completing their objectives.
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> **Masquerade/mask notes:** Can be on pretty much any mask that actually has objectives where it would be reasonably interesting to play out (i.e. where the masks would normally have little reason to ever be antagonistic towards eachother on principle). Shouldn't be able to roll unless at least one other player has the same mask, obviously.
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> *God, how I do despise that Captain! What--you've sworn vengeance on the Head of Personnel for running over your dog? Well.. well.. I hate YOU!!!*
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## Concept
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A Jealous character seeks to prevent anyone with the same mask as them from completing their objectives. If their mask is changed during the round, the objective will still be targeted towards their original mask.
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## Gameplay
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The main goal of the Jealous modifier is simple: create antagonistic relationships and emotional betrayals between masks which would otherwise have no reason not to work together--and thus sow the ambiguous-seeds of doubt in everyone's mind when they work with a likeminded individual. It's much more interesting when, even if you know someone's mask beyond a reasonable doubt, you can never be quite sure of their ulterior motives, and whether they may secretly seek to put you down.
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It's also just fun to try and passively figure out who the other player(s) with that mask might be--and even more fun, in the same vein as [Hater](../crew/hater.md), to try and thwart their plans. A jealous [Arms Dealer](../crew/arms-dealer.md) may seek to monopolize the market, or a jealous [Vigilante](../crew/vigilante.md) may seek to lower tensions and keep murders from being discovered by others before they can deal with the killer themselves.
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Being Jealous gives the player the information that at least one other person with their mask exists, which can be decently valuable for deductions.
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# Nobleman
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# Noble
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{{#template ../../../templates/implemented.md }}
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{{#template ../../../templates/unimplemented.md }}
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> **Name:** Nobleman
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> **Troupe:** [Crew](../crew.md)
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> **Archetypes:** N/A
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> **Description:** Live a noble life without killing anyone.
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> **Objectives:** Do not kill any players during the round.
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> **Masquerade notes:** N/A
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> **Masquerade/mask notes:** Obviously should not be whitelisted for any masks that have kill objectives. Should also not be very common.
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> *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.*
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## Concept
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The nobleman is a mask that must refrain from killing anyone.
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If they do kill anyone, they will then die.
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## Abilities
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Upon killing someone, the nobleman will receive a martyr-esque notification that they've brought dishonor to themselves.
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The Noble modifier adds an objective requiring the user to refrain from killing anyone.
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Upon killing someone, the Noble character will receive a martyr-esque notification that they've brought dishonor to themselves.
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After a 5-minute delay, they will kill themselves in penance.
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## Gameplay
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The nobleman is a mask that is naturally conflict-averse due to the nature of their objective.
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Any Noble character naturally tends towards being conflict-averse, which may be stark departure from how one would typically play the mask they received.
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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.
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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.
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Instead, they're forced to de-escalate situations nonviolently, ensuring that their hands stay clean.

src/templates/docs/mask-template.md

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> **Masquerade notes:** (Notes for masquerade authorship, like when to use this mask, if applicable. N/A otherwise)
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> **Modifier notes:** (Notes for what modifiers may be more likely or not possible to roll for this mask, if applicable. N/A otherwise)
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> *(A sentence of flavor text of character dialogue someone with this mask might say in-character)*
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## Concept
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# Modifier Name
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{{#template ../../../templates/unimplemented.md }}
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> **Description:** (A short 1-sentence summary of this modifier.)
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> **Objectives:** (List new objectives this modifier adds, if any)
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> **Masquerade/mask notes:** (Notes for mask & masquerade authorship, like if this modifier is intended to be custom-masquerade-only or what masks should roll this modifier more often, if applicable. N/A otherwise)
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> *(A sentence of flavor text of character dialogue someone with this modifier might say in-character)*
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## Concept
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Outline the holistic concept of this modifier.
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## Gameplay
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Describe the type of social deduction gameplay this modifier is supposed to create.
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Outline how differing mask rolls can affect the intrigue of this modifier, and how it introduces ambiguity into interactions that might otherwise have none.
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There is no need to get into specific details about the implementation: just communicate the high-level ideas and interactions that are meant to happen.

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