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14 initial crew masks (Beautiful) (#16)
* amnesiac and guzzler * bomber * 9/14 * 10/14 * 11/14 * 12/14 * 13/14 * 14/14 * pass over * pass 2
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src/SUMMARY.md

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- [Infiltrator](design/masks/traitor/infiltrator.md)
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- [Recon](design/masks/traitor/recon.md)
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- [Spy](design/masks/traitor/spy.md)
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- [Crew](design/masks/crew.md)
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- [Amnesiac](design/masks/crew/amnesiac.md)
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- [Animal Hater](design/masks/crew/animal-hater.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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- [Daredevil](design/masks/crew/daredevil.md)
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- [Glutton](design/masks/crew/glutton.md)
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- [Guzzler](design/masks/crew/guzzler.md)
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- [Parasite](design/masks/crew/parasite.md)
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- [Phantom](design/masks/crew/phantom.md)
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- [Tracker](design/masks/crew/tracker.md)
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- [Veteran](design/masks/crew/veteran.md)
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- [Power]()
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- [AME](design/power/antimatter-engine.md)
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- [Terminology](design/terminology.md)

src/design/masks/crew.md

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# Crew
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The crew are a troupe of masks comprising the majority of the players ingame.
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WIP

src/design/masks/crew/amnesiac.md

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# Amnesiac
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{{#template ../../../templates/unimplemented.md }}
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> **Name:** Amnesiac
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>
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> **Troupe:** [Crew](../crew.md)
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>
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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:** Inherits objectives from new mask. See below.
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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 **a new mask**, random from any of the troupes present in the round. They inherit all objectives and abilities of this new 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 inherits all abilities from their new mask once the time comes. If their new mask has items, 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 uses the same system as [Traitor](../traitors.md) caches. 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. Furthermore, since the mask they gain can be from any troupe in the round, 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 new masks 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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# Animal Hater
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{{#template ../../../templates/unimplemented.md }}
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> **Name:** Animal Hater
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>
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> **Troupe:** [Crew](../crew.md)
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>
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> **Description:** Take out your anger by killing small creatures around the station. No one will notice, right?
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>
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> **Objectives:** Kill X total small creatures, of Y different types. Kill 1 specific random (from a list) creature.
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>
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> *I was voted 'Most Likely to be a Serial Killer If They Grow Up' when I was in space highschool. Don't you think thats fucked up to say about someone, Ian?*
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```admonish warning
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The theming here might be a little too much for some people. I'm not really sure how to make it more whimsical/less serious, but people do take animal murder a lot more seriously in games than other kinds of murder and might be way more uncomfortable with getting this compared to a Traitor mask. Not sure how best to solve that, since I think a mask that does something like this is good for ambiguity reasons.
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```
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## Concept
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The Animal Hater must seek out and eliminate small creatures on the station, including pets.
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## Abilities
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No special abilities.
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## Gameplay
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The Animal Hater can provide plausible deniability to many masks that wish to kill creatures, or to wildcards that end up killing creatures as part of their normal gameplay. Is that dead mouse someone being annoyed, or a secret Animal Hater aboard the station? The targeted objective means that the Animal Hater generally comes into direct conflict with someone who owns the animal in question or has a vested interest in it not being killed.
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# Arms Dealer
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{{#template ../../../templates/unimplemented.md }}
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> **Name:** Arms Dealer
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>
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> **Troupe:** [Crew](../crew.md)
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>
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> **Description:** Give out guns to the needy--just make sure they use it LATER, not HERE on the STATION.
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>
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> **Objectives:** Give out guns to X total crewmembers, and ensure that fewer than Y murders occur as a result.
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>
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> *This one here's a fine little peashooter. What'd you say you needed this for--varmint hunting? Come on now. Just be responsible.*
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## Concept
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The Arms Dealer provides an avenue for crew to obtain weapons that are hard to obtain otherwise. However, the Arms Dealer should be wary about who exactly they give out arms to, and to keep their operation secretive but completely legitimate.
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## Abilities
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The Arms Dealer can materialize a random specific type of small firearm from a hidden cache, once per some medium-length timeframe. If someone stashes an Arms Dealer's gun in their backpack, that gun counts as being "given out". Any kills of crewmembers using an Arms Dealer-spawned gun count towards their fail condition, even to those who guns were not explicitly given to. An Arms Dealers' guns cannot be directly identified as being from an Arms Dealer, or some other source.
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## Gameplay
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Arms Dealers interact with security by being an obvious source of deadly weaponry entering the crews' hands unnecessarily. However, the Arms Dealer has an incentive to ensure violence doesn't *actually* occur, and security may deign to take the guns themselves to help keep things safe.
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Because an Arms Dealers guns are unidentifiable as being sourced from them, this provides plausible deniability to many masks with guns who may want to obscure why they have one. However, if multiple of the same type of gun are found in many places, it might be reasonable to deduce that an Arms Dealer is about--and maybe even try and locate them, for a nice sidearm. Furthermore, because the fail condition only counts crew deaths, an Arms Dealer might find your request more palatable if you actually have a reasonable justification for using it against non-crew. In events of external invasion, an Arms Dealer is helpful to keep around.

src/design/masks/crew/arsonist.md

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# Arsonist
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{{#template ../../../templates/unimplemented.md }}
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> **Name:** Arsonist
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>
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> **Troupe:** [Crew](../crew.md)
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>
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> **Description:** Set little fires around the station. Watch the cinders dance around.
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>
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> **Objectives:** Set X fires in areas around the station.
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>
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> *Yes, what I do may be strange. But can you blame me? It all started when I was a young lass, and I started chainsmoking Dromedary cigs just so I could watch them smolder in the ashtray.*
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```admonish warning
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This mask is technically dependent on tile fires existing to function properly.
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```
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## Concept
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The Arsonist lights fires around the station, and tries to leave the scene of the crime before anyone notices what occurred.
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## Abilities
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Receives a matchbox and some fuel in a soda can as part of their items.
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## Gameplay
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Lends ambiguity to situations where fires occur. Normally, they might be the result of miscellaneous sabotage, power incidents, random machinery mishaps, or just random events/wildcards--but what if there's actually an Arsonist aboard? Also directly provides reactive gameplay for engineers/atmospheric technicians.
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Their items are nothing special, and could be randomized heavily or omitted entirely to make identifying an Arsonist directly more difficult.

src/design/masks/crew/avenger.md

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# Avenger
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{{#template ../../../templates/unimplemented.md }}
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> **Name:** Avenger
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>
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> **Troupe:** [Crew](../crew.md)
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>
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> **Description:** Prevent your target from being murdered at all costs. If it does occur, use your righteous fury to seek out the perpetrator and dole out revenge.
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> **Objectives:** Prevent your target from being murdered. Otherwise, kill their murderer.
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> *Fair lady, it is my sworn oath to protect you against all manners of harm and enact righteous justice against your enemies if the worst comes to pass. What? "..Who are you"? Uh, my webcam feed was -right- above yours in Xenoarchaeology virtuaclass last semester?*
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## Concept
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The Avenger is a guardian-type mask, but specifically for their target being murdered. If the target dies from environmental hazards, the Avenger still succeeds. However, in the event that a murder of their target occurs, they must seek out the perpetrator and enact revenge.
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## Abilities
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The Avenger is always notified if their target dies, and where, even if the death wasn't a murder. However, if the death was a murder, the Avenger receives an action that allows them to periodically detect how close the perpetrator is to them. If the perpetrator is killed by the Avenger, the Avenger is notified that they feel at peace. However, if the perpetrator dies by any other means, the Avenger can no longer succeed at their objectives. It must be a perfect vengeance.
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## Gameplay
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As a guardian-type mask, the Avenger provides some incentive for crew to not randomly murder people, in case it might invoke the Avenger's wrath, among other reasons.
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Since certain masks may actually desire to be murdered, if the Avenger targets them some funny conflict may arise. Consider a [Parasite](./parasite.md) who is being protected by an Avenger. If the Parasite is murdered and swaps places with their murderer, they may now found themselves being targeted by their own protector.
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The Avenger provides some plausible deniability for masks that seek to murder others, since the Avenger is typically actually doing it for a good reason. Other masks may find it prudent to lie about being an Avenger with good intentions.

src/design/masks/crew/bomber.md

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# Bomber
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{{#template ../../../templates/unimplemented.md }}
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> **Name:** Bomber
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>
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> **Troupe:** [Crew](../crew.md)
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>
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> **Description:** Secretly attach bombs that detonate in critical condition to people using code phrases.
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> **Objectives:** Kill or maim someone unrelated in the explosion that occurs once your target enters critical condition.
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> *I'm the bomber! Okay, wait, no, I'm--okay, that was just a reference, dude, it's literally a reference! You guys haven't seen Hunter X Hunter? What? Oh, you're only at the Heaven's Arena arc. The bomber is--he's like, he's from the Greed Island arc and he puts bombs on people and stuff. Anyway I lied and my bombs are super real and you should probably be really freaking scared right now.*
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## Concept
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The Bomber is a deadly mask with similar mechanics to the [Tracker](./tracker.md).
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## Abilities
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The Bomber receives a random list of codewords (similar to upstream traitor codewords) that can be used to place a bomb. By targeting someone with an action and then speaking one of their codewords in a sentence while in the target's proximity, a bomb will silently be attached to the target. This bomb will detonate once the target reaches critical condition, and the Bomber's goal is to kill or maim someone else using the explosion.
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Two bombs can be placed at a time, and if both are placed one must be disarmed or go off in order to place a new bomb. Bombs can only be disarmed by the Bomber, by speaking the codeword again in proximity of the target.
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## Gameplay
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Forensics can be used to detect if a bomb was placed on someone and several candidates for who could have done it, but this of course requires suspicion that one was placed to begin with, or the body of someone that already succumbed to the Bomber. Targets killed by the bomb's explosion (since it triggers on crit) count as being killed by the Bomber for the purposes of on-death masks. If the Bomber dies, their bombs are disarmed and drop onto the ground near the targets.
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Detecting the Bomber's presence requires an already-existing suspicion that one is present (to check forensics). It's not immediately clear, when someone goes into crit, whether the explosion was the result of the Bomber or something unrelated, but the intent is that it should be possible to infer that it was a Bomber, and for people to take actions accordingly.
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The intrigue comes from determining who the Bomber could be by narrowing down options from forensics or using basic logic, whether what someone is saying could potentially be a hidden code phrase, and trying to figure out if you were inflicted with a bomb so you can avoid going into crit.
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Additionally, the Bomber provides ambiguity with the [Tracker](./tracker.md)'s gameplay, as their codeword-marking functions identically. Those who suspect others are using codewords can never be positive whether it's to harm them or help them.

src/design/masks/crew/cannibal.md

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# Cannibal
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{{#template ../../../templates/unimplemented.md }}
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> **Name:** Cannibal
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>
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> **Troupe:** [Crew](../crew.md)
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> **Description:** Eat all of someone's organs to steal their mask for yourself.
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> **Objectives:** Eat all of someone's organs to copy their mask and objective completion. Then, complete their objectives as normal.
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> *(viscerally unnerving muffled chewing and squelching sounds)*
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## Concept
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The general function of the Cannibal is to be a "mask-copier". By eating all of someones organs, the Cannibal transforms their own mask into the targets, and has to deal with everything that entails. If a Cannibal succeeds at their new objectives, the original victim will count as succeeding as well.
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## Abilities
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The Cannibal can naturally butcher mobs for their organs, and if they eat all of one crewmember's organs, will take their mask as their own, including objective completion. The original victim will count as succeeding if the Cannibal succeeds.
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## Gameplay
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Mask-copiers introduce ambiguity into rounds by not guaranteeing that the gameplay of someone's mask will end even after they die. Furthermore, the condition that the victim succeeds if the Cannibal does introduces a strange win-win incentive that can lead to fun gameplay--perhaps someone's dying wish is to have their organs eaten in order to continue their legacy.
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Because the Cannibal copies objective completion, they want to be choosy in which mask they eat, and they have some incentive to delay their feast until it's more guaranteed that they can nab someone whose objectives will be easy. However, the longer they wait, the less it's guaranteed they'll be able to find a good mask to steal and the less time they'll have to complete someone's objectives if their target actually sucked at completing them the entire time.
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The act of eating *all of someone's organs* is pretty hard to miss, but can lend some plausible deniability to masks like the [Glutton](./glutton.md) (or vice versa), who may also munch on organs from time to time. The Cannibal must be careful to hide their reprehensible (and messy) deed carefully.
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If the Cannibal copies the mask of someone in a differing troupe, they may find it difficult to justify why exactly they're there, providing some strange but fun ambiguity and potential "friends to enemies" situations.

src/design/masks/crew/daredevil.md

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# Daredevil
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{{#template ../../../templates/unimplemented.md }}
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> **Name:** Daredevil
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> **Troupe:** [Crew](../crew.md)
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> **Description:** Engage in brash feats of self-endangerment. Try not to die in the process.
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> **Objectives:** Take X damage of different types, and some amount of total damage. Be harmed by at least Y specific random (from a list) sources of damage.
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> *Hey. You're an engineer right? So, uh, that antimatter stuff.. does it kill you -instantly-?*
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```admonish warning
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Will probably change a bit with offmed/psychomed, but there's a lot that's interesting to work with when it does. Maybe get heartrate/pain to a certain extent, deal with low blood levels, receive certain types of wounds, etc.
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```
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## Concept
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The Daredevil is a mask that tries to put itself in dangerous environments without actually dying as a result of them. As a result, it may find itself in weird situations, and heading to Medical a few too many times.
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## Abilities
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One-time adrenaline if in critical condition like the [Parasite](./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.
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## Gameplay
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The Daredevil comes into conflict with many jobs and masks as a result of their antics. Medical might be fine with it the first few times, but will quickly become less pleased with having to treat the increasingly exotic wounds that the Daredevil sustains. Because the Daredevil is often totally willing to throw themselves into very dangerous situations, they may appear like a jester-type mask, but they're actually not always cool with death. Even still, they'll be the first to volunteer to fight against an armed nuke or a blob.
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Overall, this mask mostly serves to push the Daredevil player's gameplay in a weirder, less cautious direction, which can lead to fun situations.

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