From febffa3127dce8beee7d7800b641c1ad08b48f0c Mon Sep 17 00:00:00 2001 From: EmoGarbage404 Date: Sun, 23 Aug 2026 10:38:23 -0400 Subject: [PATCH 1/7] Demolitionist update --- src/SUMMARY.md | 2 +- .../{secret-identities/traitor => removed}/demolitionist.md | 4 ++-- src/design/secret-identities/modifiers/ex-syndie.md | 4 ++-- 3 files changed, 5 insertions(+), 5 deletions(-) rename src/design/{secret-identities/traitor => removed}/demolitionist.md (84%) diff --git a/src/SUMMARY.md b/src/SUMMARY.md index e37b024..6db0f46 100644 --- a/src/SUMMARY.md +++ b/src/SUMMARY.md @@ -81,7 +81,6 @@ - [Traitors](design/secret-identities/traitors.md) - [Assassin](design/secret-identities/traitor/assassin.md) - [Biochemist](design/secret-identities/traitor/biochemist.md) - - [Demolitionist](design/secret-identities/traitor/demolitionist.md) - [Infiltrator](design/secret-identities/traitor/infiltrator.md) - [Marauder](design/secret-identities/traitor/marauder.md) - [Recon](design/secret-identities/traitor/recon.md) @@ -134,6 +133,7 @@ - [Removed Documents](design/removed.md) - [Crewmember](design/removed/crewmember.md) - [Daredevil](design/removed/daredevil.md) + - [Demolitionist](design/removed/demolitionist.md) - [Empath](design/removed/empath.md) - [Fool](design/removed/fool.md) - [Freakshow](design/removed/freakshow.md) diff --git a/src/design/secret-identities/traitor/demolitionist.md b/src/design/removed/demolitionist.md similarity index 84% rename from src/design/secret-identities/traitor/demolitionist.md rename to src/design/removed/demolitionist.md index 7a595c1..7c5323e 100644 --- a/src/design/secret-identities/traitor/demolitionist.md +++ b/src/design/removed/demolitionist.md @@ -1,10 +1,10 @@ # Demolitionist -{{#template ../../../templates/implemented.md }} +{{#template ../../templates/removed-implemented.md reason="Highly destructive and impactful in a way that doesn't actually benefit the organization as a whole. Being limited to only bombs creates this awkward middle-point where they both suck at any kind of assassination attempts while also not being able to pursue minor objectives competently. Creating huge explosions also just causes structural damage and disrupts power, often blocking traitors from actually doing objectives."}} > **Name:** Demolitionist > -> **Organization:** [Traitor](../traitors.md) +> **Organization:** Traitor > > **Archetypes:** Jester > diff --git a/src/design/secret-identities/modifiers/ex-syndie.md b/src/design/secret-identities/modifiers/ex-syndie.md index 4b082b5..2381e7b 100644 --- a/src/design/secret-identities/modifiers/ex-syndie.md +++ b/src/design/secret-identities/modifiers/ex-syndie.md @@ -8,7 +8,7 @@ > > **Masquerade/secret identity notes:** Should probably be fairly common (like, it would make sense to see one per round). > -> *Yes, the [suicide bomb implant](../traitor/demolitionist.md) is mine. No, I don't work in that field anymore. I promise.* +> *Yes, the suicide bomb implant is mine. No, I don't work in that field anymore. I promise.* ## Concept @@ -16,4 +16,4 @@ An **Ex-Syndie** gains a cache of random traitor gear, left behind from their pa ## Gameplay -Because traitor gear is often generically useful for accomplishing many goals, most secret identities can find a use for it. This creates ambiguity, as even a full set of some traitor secret identity'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 secret identity--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. \ No newline at end of file +Because traitor gear is often generically useful for accomplishing many goals, most secret identities can find a use for it. This creates ambiguity, as even a full set of some traitor secret identity'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 secret identity--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. From ec00a3f0a9ce9b8df3250d67335ab78114e8659b Mon Sep 17 00:00:00 2001 From: EmoGarbage404 Date: Sun, 23 Aug 2026 10:38:29 -0400 Subject: [PATCH 2/7] Fix recon update --- src/design/secret-identities/traitor/recon.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/design/secret-identities/traitor/recon.md b/src/design/secret-identities/traitor/recon.md index af58172..830f95b 100644 --- a/src/design/secret-identities/traitor/recon.md +++ b/src/design/secret-identities/traitor/recon.md @@ -2,7 +2,7 @@ {{#template ../../../templates/unimplemented.md }} -{{#template ../../templates/slated-for-rework.md reason="Recon is an ancient concept made back in the original batch of 3 traitors, and with hindsight, the items here pretty obviously would not synergize well together or be very fun to use. An info-based traitor is probably still a good idea to have, but it shouldn't take this form."}} +{{#template ../../../templates/slated-for-rework.md reason="Recon is an ancient concept made back in the original batch of 3 traitors, and with hindsight, the items here pretty obviously would not synergize well together or be very fun to use. An info-based traitor is probably still a good idea to have, but it shouldn't take this form."}} > **Name: Recon** > From af0a9a9f43020f2af5df14ffcd6a6d294b45a303 Mon Sep 17 00:00:00 2001 From: EmoGarbage404 Date: Sun, 23 Aug 2026 10:46:20 -0400 Subject: [PATCH 3/7] Remove mercenary in preparation --- src/SUMMARY.md | 2 +- src/design/masquerades/showdown.md | 2 +- .../{secret-identities/crew => removed}/mercenary.md | 8 ++++---- src/design/secret-identities.md | 2 +- src/design/secret-identities/modifiers/jealous.md | 2 +- 5 files changed, 8 insertions(+), 8 deletions(-) rename src/design/{secret-identities/crew => removed}/mercenary.md (66%) diff --git a/src/SUMMARY.md b/src/SUMMARY.md index 6db0f46..5558870 100644 --- a/src/SUMMARY.md +++ b/src/SUMMARY.md @@ -114,7 +114,6 @@ - [Hoarder](design/secret-identities/crew/hoarder.md) - [Internal Affairs](design/secret-identities/crew/internal-affairs.md) - [Matchmaker](design/secret-identities/crew/matchmaker.md) - - [Mercenary](design/secret-identities/crew/mercenary.md) - [Phantom](design/secret-identities/crew/phantom.md) - [Protégé](design/secret-identities/crew/protege.md) - [Secretary](design/secret-identities/crew/secretary.md) @@ -143,6 +142,7 @@ - [Insider](design/removed/insider.md) - [Jesters](design/removed/jester.md) - [Martyr](design/removed/martyr.md) + - [Mercenary](design/removed/mercenary.md) - [Mercenary (Old)](design/removed/mercenary-old.md) - [Parasite](design/removed/parasite.md) - [Psychid](design/removed/psychid.md) diff --git a/src/design/masquerades/showdown.md b/src/design/masquerades/showdown.md index 330381a..c163cee 100644 --- a/src/design/masquerades/showdown.md +++ b/src/design/masquerades/showdown.md @@ -12,4 +12,4 @@ Showdown aims to ensure everyone on station is or can be armed, allowing for large fire fights and more at-scale conflict between the two organizations. ## Gameplay -Showdown features a larger-than-normal traitor loadout, alongside an excess of gun-equipped crew like [mercenaries](../secret-identities/crew/mercenary.md) and [arms dealers](../secret-identities/crew/arms-dealer.md) to ensure the crew has enough firepower to match. Due to the ability for the organizations to mutually wipe each-other with firepower, crew and traitors should fight more often than normal and in larger groups, leading to more intense if snowball-y gameplay. +Showdown features a larger-than-normal traitor loadout, alongside an excess of gun-equipped crew like [arms dealers](../secret-identities/crew/arms-dealer.md) to ensure the crew has enough firepower to match. Due to the ability for the organizations to mutually wipe each-other with firepower, crew and traitors should fight more often than normal and in larger groups, leading to more intense if snowball-y gameplay. diff --git a/src/design/secret-identities/crew/mercenary.md b/src/design/removed/mercenary.md similarity index 66% rename from src/design/secret-identities/crew/mercenary.md rename to src/design/removed/mercenary.md index 296f16a..6e4e784 100644 --- a/src/design/secret-identities/crew/mercenary.md +++ b/src/design/removed/mercenary.md @@ -1,10 +1,10 @@ # Mercenary -{{#template ../../../templates/implemented.md }} +{{#template ../../templates/removed-implemented.md reason="A design that has just kinda worsened as the meta developed. As deduction becomes more difficult, it's harder to actually track down a traitor in a one-on-one environment where you could actually fight them and secure a personal kill. Oftentimes the best strategy is just to randomly kill people who seem even the slightest bit suspicious, which not only flattens the actual meta deduction of the game but is also just incredibly frustrating for players."}} > **Name:** Mercenary > -> **Organization:** [Crew](../crew.md) +> **Organization:** Crew > > **Description:** Keep your trusty sidearm safe and loaded. You're not past the old days of killing some bad guys. > @@ -12,7 +12,7 @@ > > *I EARNED this firearm as a keepsake after being HONORABLY discharged from the Space Border Patrol. You think my medals look fake? I didn't serve three tours on Kuiper-86b in the Ice Wars just for your punk ass to DISRESPECT ME! **BLAM BLAM BLAM*** -{{#template ../../../templates/renamed.md name="Veteran"}} +{{#template ../../templates/renamed.md name="Veteran"}} ## Concept @@ -24,7 +24,7 @@ Starts with a small sidearm and a good amount of spare ammo. ## Gameplay -The Mercenary provides ambiguity for other secret identities with weapons or that seek to murder others, like the [Avenger](./avenger.md) or various [Traitor](../traitors.md) secret identities. +The Mercenary provides ambiguity for other secret identities with weapons or that seek to murder others, like the Avenger or various Traitor secret identities. Mercenaries are unlikely to be particularly lenient with usage of their weapon, as they have a bunch of ammo and no reason not to just fire indiscriminately on people they're suspicious of, beyond that they might get caught doing it. This makes them a frequent instigator of conflict, as well as a deterrent for evildoer organizations and an incentive for would-be murderers to scope out what their target is capable of doing before jumping them. diff --git a/src/design/secret-identities.md b/src/design/secret-identities.md index 9ef74a8..acf8d46 100644 --- a/src/design/secret-identities.md +++ b/src/design/secret-identities.md @@ -71,7 +71,7 @@ Some general archetypes of secret identities (again, not exhaustive and new arch - **Copiers** copy other secret identities on some condition. Examples: [cannibal](secret-identities/crew/cannibal.md). - **Givers** center around creating and disseminating items to others for some purpose. Examples: [arms dealer](secret-identities/crew/arms-dealer.md), [drug dealer](secret-identities/crew/drug-dealer.md). - **Sabotagers** have objectives which revolve around engaging in some kind of malicious activity that generally harms others and leads to direct conflict and has deniability with organization secret identities. Examples: [vandal](secret-identities/crew/vandal.md). -- **Murderers** try to directly engage in conflict with and kill other players. Examples: [assassin](secret-identities/traitor/assassin.md), [mercenary](secret-identities/crew/mercenary.md). +- **Murderers** try to directly engage in conflict with and kill other players. Examples: [assassin](secret-identities/traitor/assassin.md), [stalker](secret-identities/crew/stalker.md). - **Guardians** try to prevent other players from being harmed or killed. Examples: [avenger](secret-identities/crew/avenger.md), [secretary](secret-identities/crew/secretary.md). - **Freaks** have objectives which interact with the simulation in a way that is strange and leads into weird interactions, but not necessarily direct conflict with others. Examples: [guzzler](secret-identities/crew/guzzler.md), [arsonist](secret-identities/crew/arsonist.md). - **Duds** lack unique mechanics or goals or are instead defined by organization or the absence of another secret identity. Examples: [recruit](secret-identities/traitor/recruit.md), [goon](secret-identities/mafia/goon.md). diff --git a/src/design/secret-identities/modifiers/jealous.md b/src/design/secret-identities/modifiers/jealous.md index db06158..49c169c 100644 --- a/src/design/secret-identities/modifiers/jealous.md +++ b/src/design/secret-identities/modifiers/jealous.md @@ -18,6 +18,6 @@ A Jealous character seeks to prevent anyone with the same secret identity as the The main goal of the Jealous modifier is simple: create antagonistic relationships and emotional betrayals between secret identities 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 secret identity beyond a reasonable doubt, you can never be quite sure of their ulterior motives, and whether they may secretly seek to put you down. -It's also just fun to try and passively figure out who the other player(s) with that secret identity 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 [mercenary](../crew/mercenary.md) may seek to lower tensions and keep murders from being discovered by others before they can deal with the killer themselves. +It's also just fun to try and passively figure out who the other player(s) with that secret identity 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 [stalker](../crew/stalker.md) may seek to kill the obsessions of others. Being Jealous gives the player the information that at least one other person with their secret identity exists, which can be decently valuable for deductions. From 6fcf16ab845556d8ab67794e0c348357e8a27a32 Mon Sep 17 00:00:00 2001 From: EmoGarbage404 Date: Sun, 23 Aug 2026 10:56:21 -0400 Subject: [PATCH 4/7] Removed Scientist --- src/SUMMARY.md | 2 +- src/design/{jobs => removed}/scientist.md | 6 ++---- 2 files changed, 3 insertions(+), 5 deletions(-) rename src/design/{jobs => removed}/scientist.md (71%) diff --git a/src/SUMMARY.md b/src/SUMMARY.md index 5558870..223cda5 100644 --- a/src/SUMMARY.md +++ b/src/SUMMARY.md @@ -69,7 +69,6 @@ - [Peacekeeper](design/jobs/peacekeeper.md) - [Psychologist](design/jobs/psychologist.md) - [Quartermaster](design/jobs/quartermaster.md) - - [Scientist](design/jobs/scientist.md) - [Secret Identities](design/secret-identities.md) - [Modifiers](design/secret-identities/modifiers.md) - [Amnesiac](design/secret-identities/modifiers/amnesiac.md) @@ -148,5 +147,6 @@ - [Psychid](design/removed/psychid.md) - [Rebel](design/removed/rebel.md) - [Sacrifice](design/removed/sacrifice.md) + - [Scientist](design/removed/scientist.md) - [Survivalist](design/removed/survivalist.md) - [Vigilante](design/removed/vigilante.md) diff --git a/src/design/jobs/scientist.md b/src/design/removed/scientist.md similarity index 71% rename from src/design/jobs/scientist.md rename to src/design/removed/scientist.md index 13cd761..cbd7bbd 100644 --- a/src/design/jobs/scientist.md +++ b/src/design/removed/scientist.md @@ -1,13 +1,11 @@ # Scientist -{{#template ../../templates/implemented.md}} - -{{#template ../../templates/slated-for-rework.md reason="The crew objective has basically been entirely rewritten from this point and thus this job as written makes no sense. This will either be cut or rolled into some new job."}} +{{#template ../../templates/removed-implemented.md reason="Just a really poor design that felt cumbersome to play. Since they were primarily tasked with science and the crew objective, it felt like an obligatory role that always had to be present or else the crew was majorly debuffed. Even if one wasn't there, someone would always end up assuming a default science role, which felt bad. The increased scrutiny from being a scientist not doing the crew objective is basically nonexistent, since there's a million highly deniable ways to explain why you weren't sitting around inside science all shift. Just a really miserable role without a lot going for it."}} > *Gordon doesn't need to hear all this. He's a highly trained professional.* Scientist is a general purpose **Research** job focused on round progression. -Their primary task is the management of the [Portal Generator](../secret-identities/crew.md) and the general completion of telescience research. +Their primary task is the management of the Portal Generator and the general completion of telescience research. ## True Crew? The interesting part about the scientist's dynamic on the station is how it plays into the greater crew objective of telescience. From ba673c015abf0b1941d558068ecb29aa4aab518a Mon Sep 17 00:00:00 2001 From: EmoGarbage404 Date: Sun, 23 Aug 2026 11:04:53 -0400 Subject: [PATCH 5/7] Quartermaster removal --- src/SUMMARY.md | 2 +- src/design/{jobs => removed}/quartermaster.md | 6 +++--- 2 files changed, 4 insertions(+), 4 deletions(-) rename src/design/{jobs => removed}/quartermaster.md (86%) diff --git a/src/SUMMARY.md b/src/SUMMARY.md index 223cda5..7f5e7b5 100644 --- a/src/SUMMARY.md +++ b/src/SUMMARY.md @@ -68,7 +68,6 @@ - [Overseer](design/jobs/overseer.md) - [Peacekeeper](design/jobs/peacekeeper.md) - [Psychologist](design/jobs/psychologist.md) - - [Quartermaster](design/jobs/quartermaster.md) - [Secret Identities](design/secret-identities.md) - [Modifiers](design/secret-identities/modifiers.md) - [Amnesiac](design/secret-identities/modifiers/amnesiac.md) @@ -150,3 +149,4 @@ - [Scientist](design/removed/scientist.md) - [Survivalist](design/removed/survivalist.md) - [Vigilante](design/removed/vigilante.md) + - [Quartermaster](design/removed/quartermaster.md) diff --git a/src/design/jobs/quartermaster.md b/src/design/removed/quartermaster.md similarity index 86% rename from src/design/jobs/quartermaster.md rename to src/design/removed/quartermaster.md index f01148f..ec364ce 100644 --- a/src/design/jobs/quartermaster.md +++ b/src/design/removed/quartermaster.md @@ -1,12 +1,12 @@ # Quartermaster -{{#template ../../templates/partially-implemented.md}} +{{#template ../../templates/removed-implemented.md reason="Predicated on material supply and production gameplay that both doesn't exist and doesn't have a logical pathway to exist. Runs pretty much directly counter to all of our thoughts on station decay over a round so I don't know what I expected. Cargo has been shot dead like 3 times by now."}} The Quartermaster is a job on station tasked with managing the supply of materials and tools on the station. They are not aligned with any particular departments and function independently of any traditional departments. While they do not have a strong reactive task, their role is reinforced by their control over supplies that other members of the crew want to use. -## Manufacturing {.es-partially-implemented } +## Manufacturing The primary source of manufacturing and new items on the station is the **Autolathe,** a large immovable machine located inside the Quartermaster's area. @@ -15,7 +15,7 @@ This is mostly balanced out by the lathe's speed and prominence on the map. Since it's located front and center inside Cargo, players wanting to take advantage of it either need to cooperate with the Quartermaster or noisily break in, drawing attention to themselves. Anything they make can also be plainly seen by other people in the area, potentially drawing further attention to themselves. -## Crates {.es-unimplemented } +## Crates Alongside their Autolathe, the Quartermaster also receives a large supply of various crates. All the crates are relatively sturdy, requiring any ne'er-do-wells (including the Quartermaster themselves) to either acquire the correct access or a sufficiently dangerous breaching tool. From 3277b2b8d05a27ca78485cb11173a52aa2e65f41 Mon Sep 17 00:00:00 2001 From: EmoGarbage404 Date: Sun, 23 Aug 2026 11:04:59 -0400 Subject: [PATCH 6/7] Filth slated rework --- src/design/decay/filth.md | 2 ++ 1 file changed, 2 insertions(+) diff --git a/src/design/decay/filth.md b/src/design/decay/filth.md index 90a6072..e1cde6c 100644 --- a/src/design/decay/filth.md +++ b/src/design/decay/filth.md @@ -2,6 +2,8 @@ {{#template ../../templates/partially-implemented.md}} +{{#template ../../templates/slated-for-rework.md reason="Disease clouds as a game element feel really silly and turn what should be an ambient threat into what is essentially an awkward QTE. I also don't think I'd enjoy how diseases function as written here and it would benefit from something more generic interwoven with other systems."}} + Filth is a general label encompassing the spread of miasma as well as disease transmission. Like other decay vectors, it serves as a progressive threat that the crew must mitigate over the course of the round. Unlike fires or rust, filth is both created and affects solely living creatures, giving it a unique mechanical area. From 623a7b0f1a9e91b8519ad54d0b1510e4c0a5b2de Mon Sep 17 00:00:00 2001 From: EmoGarbage404 Date: Sun, 23 Aug 2026 11:07:11 -0400 Subject: [PATCH 7/7] Delete forensic scientist --- src/design/jobs/detective.md | 2 -- src/design/jobs/forensic-scientist.md | 32 --------------------------- 2 files changed, 34 deletions(-) delete mode 100644 src/design/jobs/forensic-scientist.md diff --git a/src/design/jobs/detective.md b/src/design/jobs/detective.md index d5ef0b3..19a32b6 100644 --- a/src/design/jobs/detective.md +++ b/src/design/jobs/detective.md @@ -5,8 +5,6 @@ The Detective is a job focused on leveraging [Clues](../characters/clues.md) and investigative skill to hunt down criminals and killers on the station. They directly engage with the deduction of the round by trying to find and ~~shoot dead~~ detain various [killers](../secret-identities/crew/stalker.md) or members of other [organizations](../secret-identities.md). -The [Forensic Scientist](forensic-scientist.md) serves as the counterpart to the Detective, sharing responsibilities of investigation while being less focused on the chase. - ## Hard-Boiled Detective's characterization is less "modern CSI investigator" and a lot more Columbo or Dick Tracy. diff --git a/src/design/jobs/forensic-scientist.md b/src/design/jobs/forensic-scientist.md deleted file mode 100644 index d57b695..0000000 --- a/src/design/jobs/forensic-scientist.md +++ /dev/null @@ -1,32 +0,0 @@ -# Forensic Scientist - -{{#template ../../templates/unimplemented.md}} - -The Forensic Scientist is a role focused on investigation using the general forensics system as well as specialty evidence others can't notice. -Alongside the [Detective](detective.md) and [Coroner](coroner.md), they serve to respond to death on the station and potentially provide information that could help the crew deal with threats. -However, although they have superior investigative abilities, they lack the implicit tools to pursue suspects, requiring them to collaborate with others to utilize their results - -## NERD! - -Unlike their investigative contemporaries, the Forensic Scientist is a lab rat and does not have any skills in confrontational scenarios. -A complete lack of armor, firearms, or even just handy-in-a-pinch medical equipment means that they are weaker than most and more prone to being picked off by a scheming traitor. -However, this lack of brawn is made up for by their breadth of equipment. - -The forensic lab as a location contains a wide array of machinery, capable of accepting any provided evidence (fingerprints, blood samples, etc.) and giving back a report on who it belongs to. -This makes the area a center of investigative work on-station, since any obtained evidence can be utilized and catalogued here, helping any do-gooders track down criminals. - -## Looks Like You Missed Something - -While general evidence like fingerprints and DNA samples can be collected by anyone, the Forensic Scientist has the intrinsic ability to collect additional evidence that the less-scrutinous crew have missed. -When someone interacts and leaves contact evidence (fingerprints or glove fibers) they also may leave speciality evidence. -This can be only be seen and collected by the Forensic Scientist, although since it always occurs alongside typical evidence, they can be alerted to it by other crew. - -This evidence is generally based on [clues](../characters/clues.md), and while it cannot give a direct link to the perpetrator like typical forensics, it can be a helpful tool in eliminating potential suspects. -Some of this evidence includes: -- Hair strands (hair color) -- Skin cells (skin color) -- Sweat particles (sex) -- Fingernail material (age) - -When collected, the evidence manifests as a small physical item which can be collated alongside other evidence in the forensics lab. -Additionally, this means that the forensic scientist's clues are much more reliable than the Detective's internal hunches, better suiting them to their more cooperative role.