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cleanup masks and traitor objectives (#147)
* cleanup masks * cleanup traitor obj --------- Co-authored-by: mirrorcult <mirrorcult@pm.me>
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src/SUMMARY.md

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# Design
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---
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- [Design Principles](design/pillars.md)
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- [Mirror's Notes on Design](design/mirrors-notes.md)
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- [Rules-Light Design](design/rules-light-design.md)
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- [Terminology](design/terminology.md)
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---
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- [Coroner](design/jobs/coroner.md)
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- [Scientist](design/jobs/scientist.md)
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- [Supply](design/jobs/supply.md)
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- [Objectives]()
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- [Traitors]()
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- [Bug Department](design/objectives/traitor/bug-department.md)
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- [Kill](design/objectives/traitor/kill.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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- [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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- [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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- [Arsonist](design/masks/crew/arsonist.md)
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- [Avenger](design/masks/crew/avenger.md)
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- [Bomber](design/masks/crew/bomber.md)
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- [Cannibal](design/masks/crew/cannibal.md)
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- [Coveter](design/masks/crew/coveter.md)
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- [Crewmember](design/masks/crew/crewmember.md)
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- [Drug Dealer](design/masks/crew/drug-dealer.md)
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- [Eavesdropper](design/masks/crew/eavesdropper.md)
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- [Enthraller](design/masks/crew/enthraller.md)
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- [Guzzler](design/masks/crew/guzzler.md)
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- [Hater](design/masks/crew/hater.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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- [Phantom](design/masks/crew/phantom.md)
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- [Pickpocket](design/masks/crew/pickpocket.md)
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- [Protégé](design/masks/crew/protege.md)
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- [Rebel](design/masks/crew/rebel.md)
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- [Secretary](design/masks/crew/secretary.md)
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- [Tracker](design/masks/crew/tracker.md)
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- [Tragedian](design/masks/crew/tragedian.md)
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- [Vigilante](design/masks/crew/vigilante.md)
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- [VIP](design/masks/crew/vip.md)
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- [Machine Degradation](design/machine-degradation.md)
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---
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- [Removed Documents](design/removed.md)
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- [Angel](design/removed/angel.md)
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- [Animal Hater](design/removed/animal-hater.md)
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- [Bomber](design/removed/bomber.md)
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- [Connoisseur](design/removed/connoisseur.md)
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- [Coveter](design/removed/coveter.md)
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- [Daredevil](design/removed/daredevil.md)
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- [Empath](design/removed/empath.md)
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- [Enthraller](design/removed/enthraller.md)
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- [Fool](design/removed/fool.md)
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- [Freakshow](design/removed/freakshow.md)
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- [Fruit Vendor](design/removed/fruit-vendor.md)
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- [Mask Tokens](design/removed/mask-tokens.md)
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- [Mask Variants](design/removed/mask-variants.md)
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- [Mercenary (Old)](design/removed/mercenary-old.md)
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- [Mind Reader](design/removed/mind-reader.md)
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- [Parasite](design/removed/parasite.md)
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- [Philanthropist](design/removed/philanthropist.md)
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- [Polymath](design/removed/polymath.md)
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- [Sacrifice](design/removed/sacrifice.md)
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- [Scapegoat](design/removed/scapegoat.md)
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- [Spy](design/removed/spy.md)
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- [Survivalist](design/removed/survivalist.md)
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- [Tracker](design/removed/tracker.md)
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- [Vandal](design/removed/vandal.md)
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- [Wildcards](design/removed/wildcards.md)

src/design/characters/clues.md

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Note that the ability to see clues is influenced by identity, so if someone is concealing their eyes, their eye color cannot be identified.
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However, you could easily deduce many aspects about someone whose face is uncovered.
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Masks like the (now-removed) Insider leverage clues for their core gameplay, making use of them to lead them onto potentially round-altering information.
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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.
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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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This is problematic for deduction, as it essentially speed-runs the investigation, leading you directly to the culprit with little effort required.
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As such, these mechanics are often balanced around being extremely easy to avoid, which creates low-information scenarios where deduction is impossible.

src/design/masks.md

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Some general archetypes of masks (again, not exhaustive and new archetypes can and should be created):
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- **Jester**: Masks that have some effect on being killed by another player or dying. Examples: [phantom](masks/crew/phantom.md), [hemophage](masks/parasite/hemophage.md).
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- **Swapper**: Masks that swap masks with another target on some condition. Examples: [coveter](masks/crew/coveter.md).
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- **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)
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- **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).
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- **Swapper**: Masks that swap masks with another target on some condition. Examples: none atm.
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- **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), [parasites in general](masks/parasites.md).
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- **Copier**: Masks which copy other masks on some condition. Examples: [cannibal](masks/crew/cannibal.md).
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- **Giver**: Masks which center around creating and disseminating items to others for some purpose. Examples: [arms dealer](masks/crew/arms-dealer.md), [drug dealer](masks/crew/drug-dealer.md).
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- **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: [rebel](masks/crew/rebel.md).
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- **Murderer**: Masks which center around directly engaging in conflict with and killing other players. Examples: [assassin](masks/traitor/assassin.md), [mercenary](masks/crew/mercenary.md).
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- **Guardian**: Masks which center around preventing other players from being harmed or killed. Examples: [avenger](masks/crew/avenger.md), [tracker](masks/crew/tracker.md).
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- **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: [guzzler](masks/crew/guzzler.md).
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- **Guardian**: Masks which center around preventing other players from being harmed or killed. Examples: [avenger](masks/crew/avenger.md), [secretary](masks/crew/secretary.md).
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- **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: [guzzler](masks/crew/guzzler.md), [arsonist](masks/crew/arsonist.md).
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- **Oracle:** Masks which can gain hidden meta-knowledge about another mask.
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- **Dud:** Masks who lack unique mechanics or goals or are instead defined by troupe affiliation or the absence of another mask. Examples: [recruit](masks/traitor/recruit.md), [goon](masks/mafia/goon.md).
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src/design/masks/crew/cannibal.md

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{{#template ../../../templates/unimplemented.md }}
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{{#template ../../../templates/slated-for-rework.md reason="still interesting as a targeted-copier but the specifics should probably be rethought a bit and maybe made deniable with ling husking etc, theres something more to be done here" }}
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> **Name:** Cannibal
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>
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> **Troupe:** [Crew](../crew.md)

src/design/masks/traitors.md

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While the more powerful rare items in each cache should be immediately identifiable as traitor gear, the more common general equipment should have greater overlap.
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This is so that, while finding a core piece of someone's kit is a tell, simply seeing someone fire a gun or blow up a structure doesn't immediately identify them.
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## Objectives
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All players in the traitor troupe, regardless of mask type, share a pool objectives.
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These objectives generally involve extraction, including things like:
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- Kill a specific player & siphon the data from their brain chip
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- Sabotage a piece of important machinery
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- Siphon data from a piece of important machinery
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- Bug a department and activate a greytide virus
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While these objectives are dynamic and can vary in what they request from round-to-round, one objective is static and omni-present: the detonation of the station's nuke - the final capstone to end the syndicate's perfect heist.
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Each of these objectives should not be enough to sound the alarm bells of the presence of the syndicate, but rather when observed as a pattern, should cause the station to be wary.
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## Objectives {.es-partially-implemented }
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All players in the traitor troupe, regardless of mask type, share a pool of objectives.
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These objectives include:
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- **Kill** a specific player, testing the traitor's abilities to plan, execute, and get away with a targeted murder
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- **Sabotage** a piece of important machinery, causing an instant effect and requiring the traitor to escape quickly before they're found
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- <span class="es-unimplemented">**Siphon data** from a piece of important machinery, causing it to spark and slowly degrade, like a sabotage but over time</span>
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- <span class="es-unimplemented">**Bug a department**, activating a department-affecting virus after a time by placing a bug inside an APC</span>
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While these objectives are dynamic and can vary in what they request from round-to-round, two objectives are static and omni-present: hacking the nuke terminals (see below), and the detonation of the station's nuke - the final capstone to end the syndicate's perfect heist.
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Each individual objective should not be enough to sound the alarm bells of the presence of the syndicate, but, when observed as a pattern, should cause the station to be wary.
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### Plausible Deniability
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For objectives that function on an arbitrary hacking/sabotage/interception mechanic, there's a bit of a balance that must be struck.

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