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8 changes: 4 additions & 4 deletions src/SUMMARY.md
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Expand Up @@ -68,8 +68,6 @@
- [Overseer](design/jobs/overseer.md)
- [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)
Expand All @@ -81,7 +79,6 @@
- [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)
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- [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)
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- [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)
Expand All @@ -143,10 +140,13 @@
- [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)
- [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)
- [Quartermaster](design/removed/quartermaster.md)
2 changes: 2 additions & 0 deletions src/design/decay/filth.md
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{{#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.
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2 changes: 0 additions & 2 deletions src/design/jobs/detective.md
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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.
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32 changes: 0 additions & 32 deletions src/design/jobs/forensic-scientist.md

This file was deleted.

2 changes: 1 addition & 1 deletion src/design/masquerades/showdown.md
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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.
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# 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
>
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# 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.
>
> **Objectives:** Kill at least X members of another organization with your weapon.
>
> *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

Expand All @@ -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.

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# 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.

Expand All @@ -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.
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# 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.
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2 changes: 1 addition & 1 deletion src/design/secret-identities.md
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Expand Up @@ -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).
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4 changes: 2 additions & 2 deletions src/design/secret-identities/modifiers/ex-syndie.md
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>
> **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

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 secret identity objectives.

## 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.
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.
2 changes: 1 addition & 1 deletion src/design/secret-identities/modifiers/jealous.md
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Expand Up @@ -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.
2 changes: 1 addition & 1 deletion src/design/secret-identities/traitor/recon.md
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{{#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**
>
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