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7 changes: 7 additions & 0 deletions src/SUMMARY.md
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- [Hemophage](design/secret-identities/parasite/hemophage.md)
- [Leapleech](design/secret-identities/parasite/leapleech.md)
- [Corpsychid](design/secret-identities/parasite/corpsychid.md)
- [Knights-Aberrant](design/secret-identities/knights.md)
- [Goat](design/secret-identities/knights/goat.md)
- [Horse](design/secret-identities/knights/horse.md)
- [Phoenix](design/secret-identities/knights/phoenix.md)
- [Scorpion](design/secret-identities/knights/scorpion.md)
- [Crew](design/secret-identities/crew.md)
- [Arms Dealer](design/secret-identities/crew/arms-dealer.md)
- [Arsonist](design/secret-identities/crew/arsonist.md)
Expand All @@ -126,8 +131,10 @@
- [Masquerades](design/masquerades.md)
- [Random (Traitors)](design/masquerades/random_traitors.md)
- [Traitors](design/masquerades/traitors.md)
- [Night of Knights](design/masquerades/knights.md)
- [Showdown](design/masquerades/showdown.md)
- [Red Carpet](design/masquerades/red-carpet.md)
- [Protect the King](design/masquerades/king.md)
- [Valentines](design/masquerades/valentines.md)
---
- [Removed Documents](design/removed.md)
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18 changes: 18 additions & 0 deletions src/design/masquerades/king.md
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# Protect the King

{{#template ../../templates/unimplemented.md }}

> **Name:** Protect the King
>
> **Organizations:** [Crew](../secret-identities/crew.md), [Traitors](../secret-identities/traitors.md), [Knights](../secret-identities/knights.md)
>
> **Description:** The crew must protect the King in order to foil the plans of both Knights and Traitors.

## Concept
Protect the King turns one Nobleman into the most important objective on the ship. The masquerade always guarantees a Nobleman generates who is always guaranteed to be a additional kill goal for the Traitors and an additional ancestor of all Knights that they have to kill.
To protect the king, two Avengers are also guaranteed to spawn with the Ex-Syndicate modifier.

## Gameplay
The crew have an obvious keystone to rally around, but none of the roles involved in this arrangement are confirmable, making it fairly easy to fake and thus making it easy for crew to become suspicious of them.
Traitors and Knights may enter a shaky alliance to complete their shared goal, but it is VERY shaky.
Ultimately, if one wins, the other can't, meaning this mode can just as easily bring those two organizations into direct conflict as they attempt to ensure the other won't win first.
18 changes: 18 additions & 0 deletions src/design/masquerades/knights.md
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# Night of Knights

{{#template ../../templates/unimplemented.md }}

> **Name:** Night of Knights
>
> **Organizations:** [Crew](../secret-identities/crew.md), [Knights](../secret-identities/knights.md)
>
> **Description:** A high number of Knights-Aberrant assail the station, creating a chaotic round.

## Concept
Pretty much the default for Knights, with a composition not that different to standard traitors, except Knights replace the traitors.
While the average knight can be a bit more disruptive than a traitor with their hit and run tactics, they're pretty much interchangeable for the purpose of a lot of masquerades.
Thus, this one is no different to the typical traitors mode, except with traitor slots filled with Knights instead.

## Gameplay
While the composition is the same between Night of Knights and traitors, the rounds will feel very different. The high number of Knights allows for brazen group hit and run attacks, and the anomalies gives crew a lot of fires to put out.
At least it won't be ambiguous what the threats are and where, but there will always be the doubt that it could still be another type of Knight round.
101 changes: 101 additions & 0 deletions src/design/secret-identities/knights.md
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# Knights-Aberrant

{{#template ../../templates/unimplemented.md}}

Knights-Aberrant are a **major organization** that cycle between pure stealth and extremely loud gameplay, forced to create a trail of destruction to succeed while concealing their own involvement with it.
Rounds with Knights are bound to be loud and energetic. Mechanically all Knights are incentivized to keep the round moving as they're on a timer to push forwards as soon as they're able to do so.
Like traitors, deduction can be important, but unlike traitors they can more easily take loud and dangerous actions without revealing their identity, if they're able to plan their escape well.

The Knights-Aberrant are travelers from a parallel future who are determined to pillage what remains of the universe after its inevitable end.
Their time travel abilities only let them jump back around 100 years at a time, and each jump they're less likely to be successful again, leaving them an infrequent, but notable and terrifying occurrence in the current era.
They seek to overcome this by repeatedly tearing at the fabric of reality by creating anomalies and paradoxes in the time they're in, and using them to leap further back, over and over.

The key to their plan is killing their own ancestors, preventing themselves from ever being born (or at least altering their future in some way to create a paradox of some kind).
Once they manage this, and have caused enough instability to fray the timeline, they can utilize the most powerful power source on the station, the AME, to gain the energy needed to travel further back in time.
They believe that if they succeed in killing enough of their ancestors, they'll finally become untethered from reality and able to continue to live in the past as gods among humanity.
Their adoption of mythological motifs has some wondering if they really are destined to become figures from mythology, but most people clearly see them as just posers. Really dangerous ones.

Reality isn't happy with this destruction, however. Pushing back against them, if the Knights-Aberrant fail to complete a Survival Objective within the window, one of them will be banished back to their original time.

# Aberrancy

Knights blend into the rest of the crew, having snuck on board in the guise of coworkers just before the mission they're on began. With long range communications blocked by the radstorm, and their remaining time in this era ticking down, now is the time to strike.
Knights don't have any gear stashed away before the mission or anything like that, relying entirely on their psionic abilities to do the work for them.
Knights all have a unique method of gaining Psionic Charge, with each Knight needing to charge up to five pips in order to enter Aberrant form.
Once they've charged their body up with enough energy to exert their powers, they can manifest armor, with an animal head motif. The Knights call this animal their Crest, and it corresponds to the type of psionic power they wield.
In this form, they are able to exert their psionic might freely, but this transformation is limited, and when it expires it must be charged up again. It lasts 2 minutes, so make it count.
Armor fully hides the identity of the Knight, allowing them to act with impunity as long as they're not captured or seen transforming.
Knights will need to manage when they enter Aberrant form, and who witnesses them do so, as out of this form they are no stronger or more capable than any other crew member, and in their Aberrant form they are very loud and obviously threatening.

# Evading Consequences

Knights-Aberrant are unwelcome in the time they have traveled into. Only by feeding on Distortion created by temporal damage can they remain in their position long enough to avoid being flung back to whence they came from, near the end of the universe.
At the start of the round, 20 mins later, and then every 15 mins thereafter, they are given a new goal to complete as a team to harvest the distortion needed to survive.
Failing to complete their goal before the next arrives instantly banishes away one of them at random - when only 3 minutes remain, the one who would be sent back to the future is marked to their team.

These "Survival Goals" Can be one of the following.
- People on board the ship have taken at least X damage over the duration.
- Create an anomaly at Location. To create an anomaly, one must be in Aberrant form and go to the targeted area, then use the Create Anomaly ability.
- At least 1 person has died over the duration.

These goals are fairly open for a good reason - Crew should be aware that reckless playing allows the Knights to avoid needing to directly influence the round, and gives them stealth for longer to peruse their other goals, prepare advantages and outmatch the crew.
Likewise, playing cautiously as crew may force the Knights hand and put one of them in a position where crew can fight back if they fight for their own life (or force one to be banished away).

# Infinite Escapism

In order to escape, survival is not enough.

Each Knight has two individual goals.
- Each Knight has an ancestor on board the station, and that ancestor must die in order for them to be able to proceed further into the past.
- Each Knight also needs to open an anomaly at a specific location (Requiring entering Aberrant form and completing the Create Anomaly action to open their unique anomaly type).

The Knight Team has the following team goals.
- All living Knights have completed all individual goals.
- Ensure at least four anomalies are open across the station.
- Steal the Firestone from the Vault, Causticstone from Hazardous Material, Cryostone from Science Containment and Electrostone from Docking Bay. (or wherever they're most fun being mapped for that map)

They can then move onto the last phase.
- Create a Temporal Anomaly in the core of the AME, and siphon its power to travel back in time once it fully opens, by using the four elemental stones to jumpstart the reaction needed to create a temporal fissure, siphoning the AME to complete it.


Overall the Knights-Aberrant have an unpredictable road to winning the round. A chaotic crew might end up never forcing the hands of the knights, and an inattentive one could manage to never notice anomalies or missing stone samples.
This is usually the worst case scenario for the crew. On the flipside, a coordinated crew will still need to prepare to fight the Knights tooth and nail, as they are sure to go down swinging when pushed to act.
The stones, samples mined from asteroids during the science and exploration missions of the vessel, are less singularly trackable than the nuclear disk, nor are they tied to a single job. On the other hand, they are stored in secure locations.
Stealing them could be the clearest indication someone is a Knight, but they may have other uses to the crew under niche situations too.

# Knight Tells

Time travel requires intense psionic concentration and destroys all mundane objects, preventing the Knights from bringing any equipment with them.
This isn't an issue to them, given they can psionically manifest the powers needed for combat after absorbing enough energy.
However, it makes them hard to spot when they can suddenly transform, or that they're any more dangerous than your average crew.

Fortunately for crew, all Knights have an aspect which may tip crew off to their nature. One of the following is randomly selected for each Knight generated in a round.
- Named after an ancestor/Ancestor's family name: The Knight has the same first or last name as their target.
- Looks like their target: The Knight looks very similar to their target, but has a different haircut and may be any gender.
- Ancestral kinship: The Knight has the same likes, dislikes and interests as their target.
- Psionic Malevolence: The Knight gives the Hunted modifier to their target.

Importantly, the Knight does NOT know which of these is active (though they can probably guess if it is the name one, it is still possible to have matching names via typical generation).
If this is used to induce paranoia in crew who have superficial similarities to each other, or successfully avoid dangerous Knights who are out to kill you, is expected to vary every round.

# Knight Anomalies

Knight's anomalies don't have any special equipment like APEs or Scanners in order to close them. Instead they're logically fixed by using supplies anyone on the station has access to.
A fire anomaly can be sealed by pouring enough water onto it, or intensified with fuel, for instance.
Knights in their Aberrant form are also immune to being targeted by their own anomalies, allowing them to utilize them to their advantage.
This should be reflected in any anomaly created for a given Crest.

# Stones

The four stones are samples mined from the belt around Saturn. Each one is itself, slightly anomalous, and they were split up across multiple secure areas in response to anomalous activity present when the stones were brought close to each other.
Holding ont a stone, even inside a container, causes an elemental effect related to the stone to manifest as an aura around the person/container holding the stone, stacking with each stone held.

# Expected Strategies

Knights swap from stealth to loud at the flip of a coin, but most Knights will not want to be seen making this change. The ideal strategy is get in, get out, don't be seen - especially for placing anomalies.
Knights also have to be weary of being seen charging their Crest's power. While some might have a degree of deniability, that suspicion is likely enough for people to consider trying to disrupt you, or be extra suspicious if you make moves towards the stones.
On the other hand, they have more flexibility with planning how to win. Waiting until required by a survival goal to create an anomaly, or go after a target, can allow stealth to be maintained for a while.
Treating your allies as rivals might even yield a better outcome by avoiding confrontation with crew members - but expect it to make gathering the stones and keeping enough anomalies alive to end the round much more difficult than it would be together as a team.
Knights can also be VERY loud. Teaming up to attack areas as a squadron and deal devastating injuries to the crew there, attempting to weaken them and take control.
Doing this has dual risks though. They're not strong forever, and their Aberrant forms are primarily melee oriented, making crew armed with guns more risky to face head on.
The presence of any anomalies will tip the crew off very quickly onto the need to secure the stones. Finding them once the crew has their hands on them can be much more difficult than finding a disk that is pinpointed to - but luckily holding a stone causes a visual effect on the crew holding it.
36 changes: 36 additions & 0 deletions src/design/secret-identities/knights/goat.md
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# Goat Crest

{{#template ../../../templates/unimplemented.md}}

> **Name:** Goat Crest
>
> **Organization:** [Knights](../knights.md)
>
> **Archetypes:** Murderer
>
> **Description:** Thunder and lightning courses through you, use it to smite your foes.
>
> **Objectives:** The same as every other Knight-Aberrant.
>
> **Masquerade notes:** N/A
>
> *COWER MORTAL! I am the mighty THOR. I've always had a goat head. Shut up.*


# Concept

A ghastly helmet in the image of a goat, electricity conducting between its horns. The crest of the Goat is the master of electrokinesis, utilizing their psionic powers for shock and awe. They're strongest in combat and great at breaking, entering, and getting the fuck out.
The Goat Crest is a front-line warrior and can get other knights in and out of locations in team-up events. Their best chance at stealth is simply beating anyone who might see them revert to normal to death before leaving, and most people will be too scared to even be in beating range to begin with.

# Psionic Charge

The Goat Crest must drain energy from an APC or substation in order to gain the Psionic Charge needed to enter Aberrant form. An APC grants one pip of Psionic Charge and briefly causes an outage in connected devices, whereas draining a substation grants all five pips but cuts the power to all connected devices for a minute long time.

# Aberrant Form

Along with the standard Armor, the Goat Crest gains the Thunder Hammer weapon, which does hefty blunt damage, causes knockback, and can be thrown to do the same at range, returning after it has been thrown.
The Goat Crest gains the ability to release bolts of lighting in Aberrant Form, damaging anyone in the line of fire with shock damage and causing doors and other electronic to malfunction, bursting doors open and switching devices on and off. This ability has a 10 second cooldown.

# Lightning Anomaly

The Lightning Anomaly must be placed on top of wires. It drains power from the grid while connected to it, gaining in strength over time, and lashing out with bolts of lightning to anyone foolish enough to get nearby. The only way to get rid of it is to cut the power to it, but this causes it to rapidly diminish.
37 changes: 37 additions & 0 deletions src/design/secret-identities/knights/horse.md
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# Horse Crest

{{#template ../../../templates/unimplemented.md}}

> **Name:** Horse Crest
>
> **Organization:** [Knights](../knights.md)
>
> **Archetypes:** Murderer
>
> **Description:** Dive underneath reality's perception to make your slippery escape after entering your Aberrant form.
>
> **Objectives:** The same as every other Knight-Aberrant.
>
> **Masquerade notes:** N/A
>
> *They say you can't lead a horse to water, but you can make it drink. I think someone said that. I'm really thirsty. Please give me some beer...*

# Concept

Horse Crests draw from the Hippocampus, a half horse, half fish monster.
They can dive in and out of reality, bypassing most solid walls, making them the most slippery of all of the Knights. While other Knights may be blocked from exiting, tricked, trapped, or otherwise forced to reveal their identity, a clever Horse Crest player can simply dive away to escape after doing whatever they wanted to do.
Using this ability to enter, however, is far more dangerous to do.
Their speed makes them better at chasing down fleeing targets, but really their combat abilities are nothing to write home about, doing normal damage without the option of throwing their weapon or the ability to debilitate their targets.

# Psionic Charge

The Horse Crest can charge rapidly by drinking someone else's blood, which always grants one pip of charge when sipped. Other fluids have a small chance to grant charge, except water and fuel, which are useless.

# Aberrant Form

Asides from standard armor, the Horse Crest has a trident which can be used to spear people at close range and has enhanced movement speed in Aberrant Form, moving the fastest of the Crests.
Once during Aberrant Form, the Horse Crest can dive out of reality for a few moments, turning invisible and gaining the ability to phase through nearly all walls (except armory-tier walls).

# Floating Anomaly

The Floating Anomaly makes everything float, effectively turning the area around it into a zero gravity zone. It spawns bubbles around it which float towards crew in order to trap them and carry them away from the anomaly. It can be destroyed by popping the main bubble with piece damage, or reinforced with soap.
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