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7 changes: 6 additions & 1 deletion src/SUMMARY.md
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- [Filth](design/decay/filth.md)
- [Fire]()
- [Rust](design/decay/rust.md)
- [Points Of Interest](design/poi.md)
- [Armory]()
- [Database Computer](design/poi/database.md)
- [Sensor Array](design/poi/sensors.md)
- [Specimen Scanner](design/poi/scanner.md)
- [Tractor Beam](design/poi/tractor.md)
- [Power]()
- [Antimatter Engine](design/power/antimatter-engine.md)
- [Access](design/access.md)
- [Armory]()
- [Clothing](design/clothing.md)
- [Cryohusks](design/cryohusks.md)
- [Lathe](design/lathe.md)
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22 changes: 22 additions & 0 deletions src/design/poi.md
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# Points of Interest

Catch all term for a location or object on the map designed to serve as an important game piece that can alter the state of the round in some form. Technically, anywhere you might want to go in order to access something useful to you is a sort of point of interest, from crew monitors, to communication servers, to the kitchen microwaves.

## PoI Design Theory

The theory behind these major points of interest boils down to as follows.
- A good point of interest alters the round state and pushes it in a direction once activated. This can be for better or for worse.
- Utilizing a point of interest requires a conscious choice by the crew to pursue that goal, and may in turn be opposed by people who wish to stop it.
- Utilizing a point of interest is not free to the crew once the decision is made. A point of interest will require the investment of labor and resources, be obstructed by hazards, have significant drawbacks, or some combination of the three.
- Utilizing them should not be expected to occur every round.

Following all of these suggestions, points of interest can allow crew to be reactive to the needs of a round and the situation they are in, and be proactive around pushing the narrative of the round in a specific direction without needing to be a troupe with an agenda progressing through the round.
Depending on the exact design of the point of interest, there are other benefits too. It can provide additional gameplay to fill empty space during a round where crew might lack other tasks to fulfill, without over-complicating or over-burdening crew goals like the warp core. It can reward the crew for completing impressive feats in a round. It can add to a map's flavor by providing some kind of niche functionality to areas and equipment that don't fit into normal departmental gameplay.


```admonish example
Armory, currently the only implemented area which fits this definition, is a good enough example of how points of interest can benefit a round to inspire the creation of more areas like this to be utilized by crew.
While it isn't overly complex to utilize, it sets a great standard for other features and how to implement them as optional objects that can nonetheless be major pieces of the narrative of the round.
```

16 changes: 16 additions & 0 deletions src/design/poi/database.md
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# Database Computer

The Database Computer is a computer terminal in a secure command access area that has a damaged and incomplete copy of the crew records. While records contain some biometric data and clues, it is broadly incomplete. This database can provide a small amount of utility in linking remembered details about an unknown assailant to possible suspects, but only truly becomes useful by manually repairing the database and filling in the missing data.

## Clue Hunting

The Database Computer has three key terminals in the room.
The first, the Database Console, allows you to manually edit entries, filling in the blanks from memory.
The second, the Sample Input, allows you to input photographs, swabs, fingerprints, etc, automatically adding them to the records.
The third, the Analytics Console, allows you to instruct the computer to run a lengthy 10 minute long analytics algorithm. During this time, power draw is increased, and at the end of the duration if it hasn't been disabled or interrupted, AND if the Database itself is completed correctly the Database computer will make a prediction of what secret identities were present at the start of the round. This prediction does not assign named to any secret identities, only giving you an idea of what may be in play. Failing at any point has the Analytics console return an error instead.

The Database Computer serves a wide range of purposes as a game piece, replacing existent records. While it can be utilized by crew both to collect information on each other and to attempt to run the Analytics Scan if completed, it is also a minor vector for subtle sabotage - changing your own information to be incorrect may be enough to trick others into ignoring your connection to a crime.

## Take a picture... It will last longer.

Assisting in completing the daunting task of filling the database in is the humble Polaroid Camera. Aiming it at someone and using it on them snaps a shot of them that you can examine any time to get a sense of their visible clues at the time of taking the photograph. Wearing it around the neck on its strap allows you to activate it in a panic through a hotbar action, grabbing details of the nearest entity you're facing and potentially grabbing a few small clues about an otherwise unknown assailant that could be used to track them down after you flee. In either case, inserting the printed photographs into the Sample Input saves you the time of manually entering every detail, just make sure you have the correct entry selected for editing first.
7 changes: 7 additions & 0 deletions src/design/poi/scanner.md
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# Specimen Scanner

Within Specimen Research deep, deep in the disused science section of the ship, the Specimen Scanner is completely overrun by station hazards and unable to be accessed without great effort from the crew to arrive there. Making this journey allows the crew one use of the scanner to get information about the alignment of the crew member.

## Scanning

Almost broken down, one crew member can be scanned in the machine. The scanner is able to detect sub-dermal presences like worms, or traitor communication implants, revealing them to the crew. This can be used to quash any false claims by another organization, or to confirm someone as definitely being crew. However, due to the nature of the scanner, there are both false positives and negatives. A Sympathizer will appear as any other crew would, whereas a <span class="es-unimplemented">Cryojunkie's</span> freakish cryonics implants will make them appear as a member of another organization.
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# Sensor Array

The Sensor Array is a simple point of interest which can run scans on high functioning lifeforms and spectral entities. These scans are very intense in power demand, and could cause outages while activated, requiring proper power management to avoid interruptions. The Sensor Array should also, ideally, be located in a disused part of the station due to its connections to scientific surveys.

## The Room

With sensitive equipment already damaged by radiation, the Sensor Array room is a moody location with flashing warning lights and multiple server racks and sensitive equipment. In addition to being able to launch manual scans from this point, the equipment in this room is also responsible for detecting and alerting the crew to certain events on the station such as imminent meteor impacts, making it dangerous to allow the room to lose power or be sabotaged.


## Survey

The operation of the sensor array is simple. When activated, it draws a lot of power for a 3 minute duration, then broadcasts on the announcements system the exact number of player-controlled lifeforms on the ship and the exact number of spectral entities in the local area.
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# Tractor Beam

The Tractor Beam is a external facing piece of equipment that can be used to attract or repel to and from points in space, or used to produce a energy beam, consuming a lot of power in the process.

## Functionality

The tractor beam, when operated, requires two people to authorize the activation of every program. Each subsequent program run on the Tractor Beam requires re-authorization. From the management console the tractor beam can be configured to one of the following "programs".
- Tether: Hold onto a large stellar object, forcing the ship to tow it. This reduces the efficiency of the thrusters to no benefit.
- Pull: Pull an object towards the ship and lock it in place. This reduces the efficiency of the thrusters, but also summons a random space object that could be harmful or beneficial to the crew.
- Release: Releases a currently Tethered or Pulled object, returning the thrusters to normal efficiency and ending the power draw to maintain the tether.
- Slingshot: Attempts to slingshot the ship forwards by pulling it towards a larger solar body. This requires much more power than usual, but can buy time against the radstorm if you are capable of powering it.
- Laser: Fires a beam of energy that vaporizes anything in the way.

Being on tiles directly affected by the tractor beam is deeply inadvisable, as tractor beam radiation is no joke. Being on tiles in the firing line of the laser is swiftly lethal and sure to atomize anyone and anything inside the blast instantly, providing the ultimate method of disposal.