From 02bb12df9fbb1313020f15074fa957a1b0a815c7 Mon Sep 17 00:00:00 2001
From: mirrorcult <19853115+mirrorcult@users.noreply.github.com>
Date: Thu, 23 Jul 2026 00:01:11 -0700
Subject: [PATCH 01/13] a lot idk
---
src/SUMMARY.md | 7 ++-
.../secret-identities/crew/angry-man.md | 33 --------------
src/design/secret-identities/crew/cannibal.md | 14 +++---
.../secret-identities/crew/debt-collector.md | 0
src/design/secret-identities/crew/hoarder.md | 43 +++++++++++++++++++
.../crew/internal-affairs.md | 0
.../secret-identities/crew/pickpocket.md | 35 ---------------
src/design/secret-identities/crew/stalker.md | 0
.../secret-identities/crew/warp-disciple.md | 0
.../secret-identities/modifiers/hunted.md | 0
.../secret-identities/modifiers/split.md | 0
11 files changed, 55 insertions(+), 77 deletions(-)
delete mode 100644 src/design/secret-identities/crew/angry-man.md
create mode 100644 src/design/secret-identities/crew/debt-collector.md
create mode 100644 src/design/secret-identities/crew/hoarder.md
create mode 100644 src/design/secret-identities/crew/internal-affairs.md
delete mode 100644 src/design/secret-identities/crew/pickpocket.md
create mode 100644 src/design/secret-identities/crew/stalker.md
create mode 100644 src/design/secret-identities/crew/warp-disciple.md
create mode 100644 src/design/secret-identities/modifiers/hunted.md
create mode 100644 src/design/secret-identities/modifiers/split.md
diff --git a/src/SUMMARY.md b/src/SUMMARY.md
index 58ea9e2..f98a950 100644
--- a/src/SUMMARY.md
+++ b/src/SUMMARY.md
@@ -84,26 +84,29 @@
- [Leapleech](design/secret-identities/parasite/leapleech.md)
- [Corpsychid](design/secret-identities/parasite/corpsychid.md)
- [Crew](design/secret-identities/crew.md)
- - [Angry Man](design/secret-identities/crew/angry-man.md)
- [Arms Dealer](design/secret-identities/crew/arms-dealer.md)
- [Arsonist](design/secret-identities/crew/arsonist.md)
- [Avenger](design/secret-identities/crew/avenger.md)
- [Cannibal](design/secret-identities/crew/cannibal.md)
- [Crewmember](design/secret-identities/crew/crewmember.md)
- [Cryojunkie](design/secret-identities/crew/cryojunkie.md)
+ - [Debt Collector](design/secret-identities/crew/debt-collector.md)
- [Drug Dealer](design/secret-identities/crew/drug-dealer.md)
- [Eavesdropper](design/secret-identities/crew/eavesdropper.md)
- [Guzzler](design/secret-identities/crew/guzzler.md)
- [Hater](design/secret-identities/crew/hater.md)
+ - [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)
- - [Pickpocket](design/secret-identities/crew/pickpocket.md)
- [Protégé](design/secret-identities/crew/protege.md)
- [Secretary](design/secret-identities/crew/secretary.md)
+ - [Stalker](design/secret-identities.md/crew/stalker.md)
- [Tragedian](design/secret-identities/crew/tragedian.md)
- [Vandal](design/secret-identities/crew/vandal.md)
- [VIP](design/secret-identities/crew/vip.md)
+ - [Warp Disciple](design/secret-identities/crew/warp-disciple.md)
- [Masquerades](design/masquerades.md)
- [Random (Traitors)](design/masquerades/random_traitors.md)
- [Traitors](design/masquerades/traitors.md)
diff --git a/src/design/secret-identities/crew/angry-man.md b/src/design/secret-identities/crew/angry-man.md
deleted file mode 100644
index d2d3e8b..0000000
--- a/src/design/secret-identities/crew/angry-man.md
+++ /dev/null
@@ -1,33 +0,0 @@
-# Angry Man
-
-{{#template ../../../templates/unimplemented.md }}
-
-> **Name:** Angry Man
->
-> **Organization:** [Crew](../crew.md)
->
-> **Archetypes:** N/A
->
-> **Description:** Grow increasingly angry as other organizations complete their objectives.
->
-> **Objectives:** None.
->
-> **Masquerade notes:** Should be included rarely as an accessory with a non-crew organization that has objectives, like [traitors](../traitors.md).
->
-> *Grrrr!!! Traitors make me SO ANGRY!!!*
-
-## Concept
-The angry man is a secret identity that grows increasingly red and angry as other organizations complete their objectives.
-Generally, as the other organization completes their early objectives, the man's anger is relatively low.
-As the organization nears total completion, the man's anger grows more and more rapidly.
-For something like traitors, their anger would only really become noticeable once the terminals were getting hacked.
-
-## Abilities
-The angry man's skin color represents enemy organization progress.
-As the percentage of completed objectives grows, their skin turns more and more red.
-When he reaches peak anger, he becomes fully enraged, speaking in all caps and gaining a buff due to his rage.
-
-## Gameplay
-The angry man serves as a humorous tattle for the progress of an enemy organization.
-Since they can easily alarm others to when other organizations are advancing their goals, they become an extremely vocal alert as to the state of others.
-Additionally, their burst of power at peak anger gives the crew a last-ditch effort to defeat any other organizations before they win.
diff --git a/src/design/secret-identities/crew/cannibal.md b/src/design/secret-identities/crew/cannibal.md
index 6683d06..921ce76 100644
--- a/src/design/secret-identities/crew/cannibal.md
+++ b/src/design/secret-identities/crew/cannibal.md
@@ -2,29 +2,29 @@
{{#template ../../../templates/unimplemented.md }}
-{{#template ../../../templates/slated-for-rework.md reason="still interesting as a targeted-copier but the specifics should probably be rethought a bit and maybe made deniable with ling husking etc, theres something more to be done here" }}
-
> **Name:** Cannibal
>
> **Organization:** [Crew](../crew.md)
>
-> **Description:** Eat all of someone's organs to steal their secret identity for yourself.
+> **Description:** Consume the flesh of another to steal their secret identity for yourself.
>
-> **Objectives:** Eat all of someone's organs to copy their secret identity and objective completion. Then, complete their objectives as normal.
+> **Objectives:** Eat someone's corpse to copy their secret identity and objective completion. Then, complete their objectives as normal.
>
> *(viscerally unnerving muffled chewing and squelching sounds)*
## Concept
-The general function of the Cannibal is to be a "secret identity-copier". By eating all of someones organs, the Cannibal transforms their own secret identity 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.
+The general function of the Cannibal is to be a "secret identity-copier". By eating a corpse, the Cannibal transforms their own secret identity 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.
## Abilities
-The Cannibal can naturally butcher mobs for their organs, and if they eat all of one crewmember's organs, will take their secret identity as their own, including objective completion. The original victim will count as succeeding if the Cannibal succeeds.
+The Cannibal can use an action to consume a corpse, starting a doafter that on completion will take their secret identity as their own, including objective completion. The original victim will count as succeeding if the Cannibal succeeds. The corpse will be transformed into a [cryohusk](../../cryohusks.md) once eaten.
+
+The Cannibal's ability does not work if anyone is within line of sight. If the corpse's objectives have already been completed, their corpse can not be eaten.
## Gameplay
-Identity-copiers introduce ambiguity into rounds by not guaranteeing that the gameplay of someone's secret identity 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.
+Identity-copiers introduce ambiguity into rounds by not guaranteeing that the gameplay of someone's secret identity 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 corpse eaten in order to continue their legacy.
Because the Cannibal copies objective completion, they want to be choosy in which secret identity 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 secret identity 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.
diff --git a/src/design/secret-identities/crew/debt-collector.md b/src/design/secret-identities/crew/debt-collector.md
new file mode 100644
index 0000000..e69de29
diff --git a/src/design/secret-identities/crew/hoarder.md b/src/design/secret-identities/crew/hoarder.md
new file mode 100644
index 0000000..49b9dff
--- /dev/null
+++ b/src/design/secret-identities/crew/hoarder.md
@@ -0,0 +1,43 @@
+# Hoarder
+
+{{#template ../../../templates/implemented.md }}
+
+> **Name:** Hoarder
+>
+> **Organization:** [Crew](../crew.md)
+>
+> **Archetypes:** Sabotager, Freak
+>
+> **Description:** Play a stealth game and yoink random bullshit from everybody in sight, then hide it in your hoard.
+>
+> **Objectives:** Stash X different pilfered items in an area around your designated hoard.
+>
+> *Some people on this station are too rich for their own good. Lucky they have me to give them a hand. Yup.. just me and my mountain of lighters and pocket lint and assorted fruits. I'll keep the revolver on me for personal use.*
+
+{{#template ../../../templates/renamed.md name="Pilferer"}}
+
+{{#template ../../../templates/renamed.md name="Pickpocket"}}
+
+```admonish warning "Notes"
+It might be good to have a generic delay for this ability, and the abilities of other secret identities, to avoid stuff happening instantly on arrivals, since it can be a little too easy to go unnoticed. Not that it'd be very useful to steal stuff from people on arrivals anyway, though.
+```
+
+## Concept
+
+The Hoarder can steal random items from people's backpacks without being seen, as long as they stay out of sight and pick their marks tastefully.
+
+## Abilities
+
+The Hoarder has a player-targeting action usable on players, with a doafter that doesn't show up for others. They can activate this action only when out of sight of that player (i.e. in their viewcone's shadow, or more literally, when they're facing the same direction), taking ~1.5-2 seconds, failing if either of them move. If successful, this will pick a random item out of their backpack and place it into the Hoarder's hand. This ability cannot be used on unconscious or dead players. The Hoarder's pickpocket action has a limited number of charges for the entire round, and these charges cannot be replenished.
+
+The Hoarder has a designated spot on the station marked as their 'hoard'. This is a randomly chosen location, similar to how caches are chosen, somewhere in a relatively inconspicuous spot where it might be interesting to try and stash a lot of items. Once near their hoard, an alert will pop up showing the Hoarder the area that will count for their objective.
+
+Only items taken using the Hoarder's action count for the purposes of the hoard objective.
+
+If an item is taken from the hoard by someone else, the Hoarder will receive a popup notifying them of the potential theft--no matter how far away they are from the hoard.
+
+## Gameplay
+
+The Hoarder's objective and actions lead them into direct minor conflict with many people, while the random nature of their action and the hoarding objective means they're unlikely to be able to powergame very hard with the items they do manage to steal. The leadup to the steal--having to be outside of their viewcone--integrates nicely with the viewcone mechanic itself and other related mechanics. The limited charges on the action means that the Hoarder will have to make strategic tradeoffs with regards to which items they steal that they plan to use and which they plan to keep in their hoard.
+
+The Hoarder being notified when someone is taking from their stash creates natural minor conflict with people that may just want to use the items for their own purposes--and a simple vector for a [Hater](hater.md) to try and ruin the Hoarder's day.
diff --git a/src/design/secret-identities/crew/internal-affairs.md b/src/design/secret-identities/crew/internal-affairs.md
new file mode 100644
index 0000000..e69de29
diff --git a/src/design/secret-identities/crew/pickpocket.md b/src/design/secret-identities/crew/pickpocket.md
deleted file mode 100644
index c541cb4..0000000
--- a/src/design/secret-identities/crew/pickpocket.md
+++ /dev/null
@@ -1,35 +0,0 @@
-# Pickpocket
-
-{{#template ../../../templates/implemented.md }}
-
-> **Name:** Pickpocket
->
-> **Organization:** [Crew](../crew.md)
->
-> **Archetypes:** Sabotager, Freak
->
-> **Description:** Play a stealth game and yoink random bullshit from everybody in sight.
->
-> **Objectives:** Pilfer X items from X (~20-25% of crew?) people on the station.
->
-> *Some people on this station are too rich for their own good. Lucky they have me to give them a hand. Yup.. I'll be a hero once I distribute these lighters and pocket lint and assorted fruits to the downtrodden. Eventually. I'll keep the revolver to myself.*
-
-{{#template ../../../templates/renamed.md name="Pilferer"}}
-
-```admonish warning "Notes"
-It might be good to have a generic delay for this ability, and the abilities of other secret identities, to avoid stuff happening instantly on arrivals, since it can be a little too easy to go unnoticed. Not that it'd be very useful to steal stuff from people on arrivals anyway, though.
-```
-
-## Concept
-
-The Pickpocket can steal random items from people's backpacks without being seen, as long as they stay out of sight and pick their marks tastefully.
-
-## Abilities
-
-The Pickpocket has a player-targeting action usable (successfully) once per player, with a doafter that doesn't show up for others. They can activate this action only when out of sight of that player (i.e. in their viewcone's shadow, or more literally, when they're facing the same direction), taking ~1.5-2 seconds, failing if either of them move. If successful, this will pick a random item out of their backpack and place it into the Pickpocket's hand.
-
-This ability cannot be used on unconscious or dead players.
-
-## Gameplay
-
-The Pickpocket's objective and actions lead them into direct minor conflict with many people, while the random nature of their action means they're unlikely to be able to powergame very hard with the items they do manage to steal. The leadup to the steal--having to be outside of their viewcone--integrates nicely with the viewcone mechanic itself and other related mechanics, like footsteps being muted when walking.
diff --git a/src/design/secret-identities/crew/stalker.md b/src/design/secret-identities/crew/stalker.md
new file mode 100644
index 0000000..e69de29
diff --git a/src/design/secret-identities/crew/warp-disciple.md b/src/design/secret-identities/crew/warp-disciple.md
new file mode 100644
index 0000000..e69de29
diff --git a/src/design/secret-identities/modifiers/hunted.md b/src/design/secret-identities/modifiers/hunted.md
new file mode 100644
index 0000000..e69de29
diff --git a/src/design/secret-identities/modifiers/split.md b/src/design/secret-identities/modifiers/split.md
new file mode 100644
index 0000000..e69de29
From 635ff661510b8941d02daa66a781138846c0330e Mon Sep 17 00:00:00 2001
From: mirrorcult <19853115+mirrorcult@users.noreply.github.com>
Date: Thu, 23 Jul 2026 00:06:43 -0700
Subject: [PATCH 02/13] vip rework
---
.../secret-identities/crew/debt-collector.md | 2 ++
.../secret-identities/crew/internal-affairs.md | 6 ++++++
src/design/secret-identities/crew/vip.md | 16 +++++++++++-----
src/design/secret-identities/modifiers/split.md | 1 +
4 files changed, 20 insertions(+), 5 deletions(-)
diff --git a/src/design/secret-identities/crew/debt-collector.md b/src/design/secret-identities/crew/debt-collector.md
index e69de29..cf7f5c7 100644
--- a/src/design/secret-identities/crew/debt-collector.md
+++ b/src/design/secret-identities/crew/debt-collector.md
@@ -0,0 +1,2 @@
+- 1 clue + someones identity from whitelist
+- go beat them up or kill them
\ No newline at end of file
diff --git a/src/design/secret-identities/crew/internal-affairs.md b/src/design/secret-identities/crew/internal-affairs.md
index e69de29..28d31e7 100644
--- a/src/design/secret-identities/crew/internal-affairs.md
+++ b/src/design/secret-identities/crew/internal-affairs.md
@@ -0,0 +1,6 @@
+gets 1 random obj to prevent something from happening and to maintain status quo
+
+- ensure that the armory remains closed
+- ensure that no one except the captain has the disk
+- ensure that the artifact remains in the vault
+- ensure that fewer than X people die outside of medbay
\ No newline at end of file
diff --git a/src/design/secret-identities/crew/vip.md b/src/design/secret-identities/crew/vip.md
index f1b3adc..bf6a756 100644
--- a/src/design/secret-identities/crew/vip.md
+++ b/src/design/secret-identities/crew/vip.md
@@ -6,19 +6,25 @@
>
> **Organization:** [Crew](../crew.md)
>
-> **Description:** Show people your VIP card to prove your innocence in time of need.
+> **Archetypes:** Jester
+>
+> **Description:** Show people your VIP card to prove your innocence in time of need. Use your high status as insurance to try and prevent someone from killing you.
>
> **Objectives:** None.
>
-> *No, look I'm innocent! See? That's my VIP card! I'm a Very Very Very Important Person! I couldn't possibly be a bad guy, guys!*
+> *No, look I'm innocent! See? That's my VIP card! I'm a Very Very Very Important Person! I couldn't possibly be a bad guy, guys! You don't want the attack drones hiding in the vents to hear about this, do you?*
{{#template ../../../templates/renamed.md name="Citizen"}}
## Concept
-The VIP is a secret identity that starts with a VIP card with their name on it. This card does nothing other then acting as a meta-confirmation that they're the VIP, as only the VIP can spawn with the card. They have no other special abilities or objectives.
+
+The VIP is a Very Important secret identity that starts with a VIP card with their name on it. This card does nothing other then acting as a meta-confirmation that they're the VIP, as only the VIP can spawn with the card.
## Abilities
-See above section.
+
+If the VIP is killed, an announcement will play lamenting their tragic loss, and several attack drones will spawn in vents around the station that will attack anyone who hurt the VIP on sight. They aren't *that* threatening, though.
## Gameplay
-The VIP acts as a sort of "soft-safe-check" and sets the stage for social intrigue relating to its card. For example, the VIP might use their card to confirm their innocence at a crucial time... or maybe, someone's stolen the VIP's card and is trying to use it to do the same, which acts as a seed for further social intrigue.
+The VIP acts as a sort of "soft-safe-check" and sets the stage for social intrigue relating to its card. For example, the VIP might use their card to confirm their innocence and guarantee their safety at a crucial time... or maybe, someone's stolen the VIP's card and is trying to use it to do the same, which acts as a seed for further social intrigue.
+
+The VIP's on-death effect is a soft punishment that is circumventable and able to be planned around, but still has a noticeable narrative effect on the round and thematically cements the VIP's important status.
diff --git a/src/design/secret-identities/modifiers/split.md b/src/design/secret-identities/modifiers/split.md
index e69de29..a751b84 100644
--- a/src/design/secret-identities/modifiers/split.md
+++ b/src/design/secret-identities/modifiers/split.md
@@ -0,0 +1 @@
+- given to two people at once
\ No newline at end of file
From fa2d381290722ffe00739e119d4428cc9337ae1d Mon Sep 17 00:00:00 2001
From: mirrorcult <19853115+mirrorcult@users.noreply.github.com>
Date: Thu, 23 Jul 2026 00:17:23 -0700
Subject: [PATCH 03/13] warp disciple
---
.../secret-identities/crew/warp-disciple.md | 31 +++++++++++++++++++
1 file changed, 31 insertions(+)
diff --git a/src/design/secret-identities/crew/warp-disciple.md b/src/design/secret-identities/crew/warp-disciple.md
index e69de29..c0e6791 100644
--- a/src/design/secret-identities/crew/warp-disciple.md
+++ b/src/design/secret-identities/crew/warp-disciple.md
@@ -0,0 +1,31 @@
+# Warp Disciple
+
+{{#template ../../../templates/unimplemented.md }}
+
+> **Name:** Warp Disciple
+>
+> **Organization:** [Crew](../crew.md)
+>
+> **Archetypes:** Freak
+>
+> **Description:** Show your eternal devotion to the warp drive and receive undivine favor in the form of a teleport-out-of-anything-free-card.
+>
+> **Objectives:** Personally unclog the warp drive X number of times. If the end phase calls for someone to be sacrificed, volunteer yourself.
+>
+> **Masquerade notes:** N/A
+>
+> **Modifier notes:** [Jealous](../modifiers/jealous.md) is awesome. Yesss
+>
+> *My Queen!!! Save me from my eternal plight as a mere prole!!! Huh? All you can do is teleport me across the station? Anything you say, My Queen!!!*
+
+## Concept
+
+The Warp Disciple is a zealot that seems to have their wavelength tuned to the exact dulcet tones whispered by the Warp Drive--though they seem a bit strange, the connection may end up being extraordinarily helpful.
+
+## Abilities
+
+Once per round, the Warp Disciple can use an ability to teleport them inside the Warp Drive from anywhere and inject them with mild painkillers.
+
+## Gameplay
+
+The Warp Disciple is an anchor for the Crew: an objective that directly incentivizes engaging with the Crew's main win condition (even if that might involve making sure others don't), and an ability that's powerful enough to get them out of almost any bad situation they find themselves in at least once. This creates a high-value target for Traitors, as well as a rallying point for any crewmembers that are truly serious about getting off of that deathtrap.
From 8c21ded14a8fafb3ba97a851cd8777b06b87d42c Mon Sep 17 00:00:00 2001
From: mirrorcult <19853115+mirrorcult@users.noreply.github.com>
Date: Thu, 23 Jul 2026 01:23:06 -0700
Subject: [PATCH 04/13] debt collector
---
.../secret-identities/crew/debt-collector.md | 51 ++++++++++++++++++-
.../secret-identities/crew/warp-disciple.md | 2 +
2 files changed, 51 insertions(+), 2 deletions(-)
diff --git a/src/design/secret-identities/crew/debt-collector.md b/src/design/secret-identities/crew/debt-collector.md
index cf7f5c7..1567ebd 100644
--- a/src/design/secret-identities/crew/debt-collector.md
+++ b/src/design/secret-identities/crew/debt-collector.md
@@ -1,2 +1,49 @@
-- 1 clue + someones identity from whitelist
-- go beat them up or kill them
\ No newline at end of file
+# Debt Collector
+
+{{#template ../../../templates/unimplemented.md }}
+
+> **Name:** Debt Collector
+>
+> **Organization:** [Crew](../crew.md)
+>
+> **Archetypes:** Murderer (sometimes)
+>
+> **Description:** Use information given by your sidegig employer to locate an unlucky debtor, then beat the shit out of them and take their valuables.
+>
+> **Objectives:** Locate the debtor and collect your debt, then hold onto the valuables until the end of the round.
+>
+> **Masquerade notes:** N/A
+>
+> **Modifier notes:** (Notes for what modifiers may be more likely or not possible to roll for this secret identity, if applicable. N/A otherwise)
+>
+> *Me? I work in insurance. Have I ever told you your chest cavity is looking awfully $100,000-shaped today?*
+
+## Concept
+
+The Debt Collector is a secret identity centered around locating your target through deduction, then incapacitating them and stealing a valuable item that they're hiding to pay off their debt.
+
+## Abilities
+
+The Debt Collector receives a cache containing two things: a random weapon--either a knife, sleepypen, or silenced pistol with no extra ammo--and a note informing them about their target. This note contains the target's secret identity, as well as one or two [clues](../../characters/clues.md) about them, and nothing more.
+
+The Debt Collector has an action which they can use on an incapacitated player (either crit or sleeping, same as the [Subverter](../traitor/subverter.md)) which will begin the.. "debt collection" process. If the player in question was the Debt Collector's target, a mass of blood and gore will spawn, and the Debt Collector will receive a random highly valuable item spawned from the chest cavity of their target. If the player in question was not the correct target, the extraction process will backfire due to the lack of anything valuable to latch onto: the Debt Collector will randomly either be knocked unconscious, stunned for a while and [cryohusked](../../cryohusks.md), or rarely simply explode into viscera.
+
+In any case, the player the debt extractor is used on will be injected with painkillers and healing meds and their restrains broken, if they were in any.
+
+Once the valuable item has been extracted, it will have its name and description changed to note it's status as a debtor's treasure, and the Debt Collector must hold onto it for the duration of the round.
+
+The player targeted by the Debt Collector will be given the [Hunted](../modifiers/hunted.md) modifier, ensuring that they're aware that someone might be after them.
+
+The debt extractor can not be used on a target that is dead.
+
+## Gameplay
+
+The Debt Collector's initial deductive phase requires carefully taking note of what various crewmembers are doing to locate your target, while ensuring that it isn't a completely impossible endeavor due to the clue narrowing down the suspect pool.
+
+Because use of the debt extractor action requires the target to be alive, the Debt Collector is incentivized to try and locate their target early to reduce the chance that they might already be dead, as opposed to regular kill-type objectives which generally inversely scale in difficulty with round time (since they might just die on their own).
+
+Since use of the debt extractor doesn't imply the target's death (and in fact the helpful loansharks who invented it made sure the debtor lives to tell the tale and take on more debt), it's possible that the Debt Collector may be able to bargain with their target and (relatively) peacefully extract their valuables. Furthermore, because the true target is always aware that they're being hunted, and thus not having the modifier means you aren't being hunted, this presents the opportunity for others to lie to the Debt Collector about being the target and turn the tables on them when the extractor blows up in their face.
+
+The debt extractor's fail state is a high-risk punishment, generally less impactful than something like [Noble](../modifiers/noble.md), but certainly not something you want to take the bet on--especially since you might be incapacitated and the person you just kidnapped is free to beat you to a pulp. This incentivizes correct deductions over just trying over and over again.
+
+The 'hold onto the valuables' phase of the Debt Collector's objectives ensures that once the debt is extracted, there's still some gameplay, including for other identities like [Hater](hater.md) or [Hoarder](hoarder.md) to interact with. The item itself is also useful on its own (imagining it taking from a curated valuable item pool with guns/traitor items/bespoke things etc), presenting a reward for the Debt Collector getting their deduction and kidnapping right.
\ No newline at end of file
diff --git a/src/design/secret-identities/crew/warp-disciple.md b/src/design/secret-identities/crew/warp-disciple.md
index c0e6791..6bf5875 100644
--- a/src/design/secret-identities/crew/warp-disciple.md
+++ b/src/design/secret-identities/crew/warp-disciple.md
@@ -26,6 +26,8 @@ The Warp Disciple is a zealot that seems to have their wavelength tuned to the e
Once per round, the Warp Disciple can use an ability to teleport them inside the Warp Drive from anywhere and inject them with mild painkillers.
+If the Warp Disciple spends too long without entering the warp drive (~15 min?) they begin to get dizzy and become unable to speak properly.
+
## Gameplay
The Warp Disciple is an anchor for the Crew: an objective that directly incentivizes engaging with the Crew's main win condition (even if that might involve making sure others don't), and an ability that's powerful enough to get them out of almost any bad situation they find themselves in at least once. This creates a high-value target for Traitors, as well as a rallying point for any crewmembers that are truly serious about getting off of that deathtrap.
From b924df030314f55a271a9d8db82ef3ae5fb363d9 Mon Sep 17 00:00:00 2001
From: mirrorcult <19853115+mirrorcult@users.noreply.github.com>
Date: Thu, 23 Jul 2026 01:38:53 -0700
Subject: [PATCH 05/13] internal affairs
---
src/design/secret-identities/crew/hoarder.md | 12 +++--
.../crew/internal-affairs.md | 46 ++++++++++++++++++-
src/design/secret-identities/crew/vip.md | 6 +--
3 files changed, 55 insertions(+), 9 deletions(-)
diff --git a/src/design/secret-identities/crew/hoarder.md b/src/design/secret-identities/crew/hoarder.md
index 49b9dff..633234c 100644
--- a/src/design/secret-identities/crew/hoarder.md
+++ b/src/design/secret-identities/crew/hoarder.md
@@ -1,6 +1,6 @@
# Hoarder
-{{#template ../../../templates/implemented.md }}
+{{#template ../templates/partially-implemented.md}}
> **Name:** Hoarder
>
@@ -30,14 +30,16 @@ The Hoarder can steal random items from people's backpacks without being seen, a
The Hoarder has a player-targeting action usable on players, with a doafter that doesn't show up for others. They can activate this action only when out of sight of that player (i.e. in their viewcone's shadow, or more literally, when they're facing the same direction), taking ~1.5-2 seconds, failing if either of them move. If successful, this will pick a random item out of their backpack and place it into the Hoarder's hand. This ability cannot be used on unconscious or dead players. The Hoarder's pickpocket action has a limited number of charges for the entire round, and these charges cannot be replenished.
-The Hoarder has a designated spot on the station marked as their 'hoard'. This is a randomly chosen location, similar to how caches are chosen, somewhere in a relatively inconspicuous spot where it might be interesting to try and stash a lot of items. Once near their hoard, an alert will pop up showing the Hoarder the area that will count for their objective.
+The Hoarder has a designated spot on the station marked as their 'hoard'. This is a randomly chosen location, similar to how caches are chosen, somewhere in a relatively inconspicuous spot where it might be interesting to try and stash a lot of items. Once near their hoard, an alert will pop up showing the Hoarder the area that will count for their objective.
Only items taken using the Hoarder's action count for the purposes of the hoard objective.
-If an item is taken from the hoard by someone else, the Hoarder will receive a popup notifying them of the potential theft--no matter how far away they are from the hoard.
+If an item is taken from the hoard by someone else, the Hoarder will receive a popup notifying them of the potential theft--no matter how far away they are from the hoard.
## Gameplay
-The Hoarder's objective and actions lead them into direct minor conflict with many people, while the random nature of their action and the hoarding objective means they're unlikely to be able to powergame very hard with the items they do manage to steal. The leadup to the steal--having to be outside of their viewcone--integrates nicely with the viewcone mechanic itself and other related mechanics. The limited charges on the action means that the Hoarder will have to make strategic tradeoffs with regards to which items they steal that they plan to use and which they plan to keep in their hoard.
+The Hoarder's objective and actions lead them into direct minor conflict with many people, while the random nature of their action and the hoarding objective means they're unlikely to be able to powergame very hard with the items they do manage to steal. The leadup to the steal--having to be outside of their viewcone--integrates nicely with the viewcone mechanic itself and other related mechanics. The limited charges on the action means that the Hoarder will have to make strategic tradeoffs with regards to which items they steal that they plan to use and which they plan to keep in their hoard.
-The Hoarder being notified when someone is taking from their stash creates natural minor conflict with people that may just want to use the items for their own purposes--and a simple vector for a [Hater](hater.md) to try and ruin the Hoarder's day.
+Having to concentrate their items in a random "hoard" location naturally introduces social friction if that area isn't somewhere the Hoarder normally has access to.
+
+The Hoarder being notified when someone is taking from their stash creates natural minor conflict with people that may just want to use the items for their own purposes--and a simple vector for a [Hater](hater.md) to try and ruin the Hoarder's day.
diff --git a/src/design/secret-identities/crew/internal-affairs.md b/src/design/secret-identities/crew/internal-affairs.md
index 28d31e7..7e6f041 100644
--- a/src/design/secret-identities/crew/internal-affairs.md
+++ b/src/design/secret-identities/crew/internal-affairs.md
@@ -3,4 +3,48 @@ gets 1 random obj to prevent something from happening and to maintain status quo
- ensure that the armory remains closed
- ensure that no one except the captain has the disk
- ensure that the artifact remains in the vault
-- ensure that fewer than X people die outside of medbay
\ No newline at end of file
+- ensure that fewer than X people die outside of medbay
+
+# Internal Affairs
+
+{{#template ../../../templates/unimplemented.md }}
+
+> **Name:** Internal Affairs
+>
+> **Organization:** [Crew](../crew.md)
+>
+> **Archetypes:** Guardian, Freak
+>
+> **Description:** Maintain the status quo and prevent the station from falling into disrepair in some way.
+>
+> **Objectives:** 1-2 random objectives from a set, see below
+>
+> **Masquerade notes:** N/A
+>
+> **Modifier notes:** N/A
+>
+> *Holy shit, you people really live like this? Yeah, Corporate is going to find out.*
+
+## Concept
+
+Internal Affairs is a secret identity centered around keeping something working or preventing things from happening in a way that aligns with primarily Corporate interests over the interests of the actual crew.
+
+## Abilities
+
+Internal Affairs receives 1-2 random objectives from a set including the following:
+- Prevent the armory from being opened during the round, or ensure that no one is carrying the guns from it if it does
+- Ensure that fewer than X people die outside of medbay
+- Ensure that X objective is not sabotaged, or Deal With anyone who does
+- Ensure that fewer than X fires are on the station by round end
+
+If an Internal Affairs crewmember is killed by another member of the crew, and the warp drive successfully teleports the station to Central Command, their killer will be vaporized and their objective completion nullified, if they had any.
+
+## Gameplay
+
+Internal Affairs is an identity that interacts with a large portion of often job-centered mechanics around the station, with special incentives that are far more interesting than the general "be a good crewmember" of [Crewmember](crewmember.md). Because these objectives sometimes run counter to the crew's actual incentives (opening the armory might genuinely be useful to combat Traitors), it naturally creates social conflict--not to mention the conflict created with actual bad actors.
+
+This identity function somewhat as a "tutorial" for what kind of things might advantage the crew by default: not allowing sabotage freely, keeping track of bodies, putting out fires, etc.
+
+This identity's intrigue naturally scales as more gamestate points-of-interest are added to the game.
+
+Most objectives with 'fail states' still have a chance for success after the fact, or are naturally lenient in some way: even if confiscating every gun from the armory seems hard, it's at least something to try and aim for if you're unable to prevent the initial opening.
\ No newline at end of file
diff --git a/src/design/secret-identities/crew/vip.md b/src/design/secret-identities/crew/vip.md
index bf6a756..f1f638e 100644
--- a/src/design/secret-identities/crew/vip.md
+++ b/src/design/secret-identities/crew/vip.md
@@ -1,6 +1,6 @@
# VIP
-{{#template ../../../templates/implemented.md }}
+{{#template ../templates/partially-implemented.md}}
> **Name:** VIP
>
@@ -20,11 +20,11 @@
The VIP is a Very Important secret identity that starts with a VIP card with their name on it. This card does nothing other then acting as a meta-confirmation that they're the VIP, as only the VIP can spawn with the card.
-## Abilities
+## Abilities {.es-unimplemented}
If the VIP is killed, an announcement will play lamenting their tragic loss, and several attack drones will spawn in vents around the station that will attack anyone who hurt the VIP on sight. They aren't *that* threatening, though.
## Gameplay
The VIP acts as a sort of "soft-safe-check" and sets the stage for social intrigue relating to its card. For example, the VIP might use their card to confirm their innocence and guarantee their safety at a crucial time... or maybe, someone's stolen the VIP's card and is trying to use it to do the same, which acts as a seed for further social intrigue.
-The VIP's on-death effect is a soft punishment that is circumventable and able to be planned around, but still has a noticeable narrative effect on the round and thematically cements the VIP's important status.
+The VIP's on-death effect is a soft punishment that is circumventable and able to be planned around, but still has a noticeable narrative effect on the round and thematically cements the VIP's important status.
From a781cede15dc5a44af7d66e9debf89ad0a884649 Mon Sep 17 00:00:00 2001
From: mirrorcult <19853115+mirrorcult@users.noreply.github.com>
Date: Thu, 23 Jul 2026 01:39:31 -0700
Subject: [PATCH 06/13] a
---
src/design/secret-identities/crew/hoarder.md | 2 +-
src/design/secret-identities/crew/internal-affairs.md | 7 -------
src/design/secret-identities/crew/vip.md | 2 +-
3 files changed, 2 insertions(+), 9 deletions(-)
diff --git a/src/design/secret-identities/crew/hoarder.md b/src/design/secret-identities/crew/hoarder.md
index 633234c..ee44c52 100644
--- a/src/design/secret-identities/crew/hoarder.md
+++ b/src/design/secret-identities/crew/hoarder.md
@@ -1,6 +1,6 @@
# Hoarder
-{{#template ../templates/partially-implemented.md}}
+{{#template ../../../templates/partially-implemented.md}}
> **Name:** Hoarder
>
diff --git a/src/design/secret-identities/crew/internal-affairs.md b/src/design/secret-identities/crew/internal-affairs.md
index 7e6f041..e3574c3 100644
--- a/src/design/secret-identities/crew/internal-affairs.md
+++ b/src/design/secret-identities/crew/internal-affairs.md
@@ -1,10 +1,3 @@
-gets 1 random obj to prevent something from happening and to maintain status quo
-
-- ensure that the armory remains closed
-- ensure that no one except the captain has the disk
-- ensure that the artifact remains in the vault
-- ensure that fewer than X people die outside of medbay
-
# Internal Affairs
{{#template ../../../templates/unimplemented.md }}
diff --git a/src/design/secret-identities/crew/vip.md b/src/design/secret-identities/crew/vip.md
index f1f638e..d4f1943 100644
--- a/src/design/secret-identities/crew/vip.md
+++ b/src/design/secret-identities/crew/vip.md
@@ -1,6 +1,6 @@
# VIP
-{{#template ../templates/partially-implemented.md}}
+{{#template ../../../templates/partially-implemented.md}}
> **Name:** VIP
>
From 44a21a4ae1623a96c7b764a8ae32858db0e034f4 Mon Sep 17 00:00:00 2001
From: mirrorcult <19853115+mirrorcult@users.noreply.github.com>
Date: Thu, 23 Jul 2026 01:53:38 -0700
Subject: [PATCH 07/13] stalker
---
src/design/secret-identities/crew/stalker.md | 39 ++++++++++++++++++++
1 file changed, 39 insertions(+)
diff --git a/src/design/secret-identities/crew/stalker.md b/src/design/secret-identities/crew/stalker.md
index e69de29..9b54493 100644
--- a/src/design/secret-identities/crew/stalker.md
+++ b/src/design/secret-identities/crew/stalker.md
@@ -0,0 +1,39 @@
+# Stalker
+
+{{#template ../../../templates/unimplemented.md }}
+
+> **Name:** Stalker
+>
+> **Organization:** [Crew](../crew.md)
+>
+> **Archetypes:** Targeter, Guardian, Murderer (sometimes)
+>
+> **Description:** Choose your new obsessions, then ensure some of them live and some of them die.
+>
+> **Objectives:** Mark X targets within some timeframe of roundstart. Ensure 2+ of them live, and ensure ~1-2 of them die.
+>
+> **Masquerade notes:** would b neat emphasized in a masquerade with other targeters, or with parasites
+>
+> **Modifier notes:** Do I even need to say which one would be funny
+>
+> *You really don't get to complain about my habits anymore--I threw that neurotoxin nade back at the guy who mercilessly tossed it at you! Okay, yes, I knew it was going to happen, but I'm only trying to hurt them, not -you-!*
+
+## Concept
+
+The Stalker is a targeter identity that has the unique advantage of choosing their own targets. Not only do they choose their targets--they even choose their targets fate, requiring most of them to live but at least some percentage to die.
+
+## Abilities
+
+The Stalker has an action with limited charges that allows them to sneakily mark a target. If that target takes a certain amount of damage (check killtracking damage accumulated), the Stalker will be notified when it occurs with a relative location, but not which specific marked target.
+
+## Gameplay
+
+Because the Stalker must choose their targets, but has some leeway on when they have to mark their targets, they can try and make educated guesses on who they think is likeliest to survive and likeliest to die, as well as who is likeliest to trust them, which is novel semi-deductive gameplay compared to being given a random target.
+
+The Stalker's potential protective powers are second-to-none: though the threshold and number of marked targets may make it slightly noisy and difficult to figure out who is being harmed and if it's actually lethal.
+
+The Stalker's targets need not actually be crew: leaving them in a situation where they may want to protect a [Parasite](../parasites.md) trying to die, or a [Traitor](../traitors.md). Thus, the Stalker is incentivized to try and do basic deduction on figuring out if their marked targets are crew or not to ensure things go predictably.
+
+Because the Stalker chooses their targets, but doesn't immediately choose the fate they must have, they have a degree of leeway even if one of their prospective protect targets dies: they can switch strategy, and begin protecting someone they were looking to kill, or betraying someone they said they were sworn to protect.
+
+The Stalker naturally has deniability with the [Avenger](avenger.md), and may even operate identically, at least to some of their targets.
\ No newline at end of file
From 3249ca2451ca8484c19d4baf5140780492c3d98b Mon Sep 17 00:00:00 2001
From: mirrorcult <19853115+mirrorcult@users.noreply.github.com>
Date: Thu, 23 Jul 2026 01:55:30 -0700
Subject: [PATCH 08/13] a
---
src/SUMMARY.md | 4 +++-
1 file changed, 3 insertions(+), 1 deletion(-)
diff --git a/src/SUMMARY.md b/src/SUMMARY.md
index f98a950..96f3a0d 100644
--- a/src/SUMMARY.md
+++ b/src/SUMMARY.md
@@ -59,8 +59,10 @@
- [Modifiers](design/secret-identities/modifiers.md)
- [Amnesiac](design/secret-identities/modifiers/amnesiac.md)
- [Ex-Syndie](design/secret-identities/modifiers/ex-syndie.md)
+ - [Hunted](design/secret-identities/modifiers/hunted.md)
- [Jealous](design/secret-identities/modifiers/jealous.md)
- [Noble](design/secret-identities/modifiers/noble.md)
+ - [Split](design/secret-identities/modifiers/split.md)
- [Traitors](design/secret-identities/traitors.md)
- [Assassin](design/secret-identities/traitor/assassin.md)
- [Demolitionist](design/secret-identities/traitor/demolitionist.md)
@@ -102,7 +104,7 @@
- [Phantom](design/secret-identities/crew/phantom.md)
- [Protégé](design/secret-identities/crew/protege.md)
- [Secretary](design/secret-identities/crew/secretary.md)
- - [Stalker](design/secret-identities.md/crew/stalker.md)
+ - [Stalker](design/secret-identities/crew/stalker.md)
- [Tragedian](design/secret-identities/crew/tragedian.md)
- [Vandal](design/secret-identities/crew/vandal.md)
- [VIP](design/secret-identities/crew/vip.md)
From e666e6cfbf2b690a28dcb6a45cb255c30f9077b4 Mon Sep 17 00:00:00 2001
From: mirrorcult <19853115+mirrorcult@users.noreply.github.com>
Date: Thu, 23 Jul 2026 01:56:09 -0700
Subject: [PATCH 09/13] hoarder rename oops
---
src/design/secret-identities/crew/hoarder.md | 4 +---
1 file changed, 1 insertion(+), 3 deletions(-)
diff --git a/src/design/secret-identities/crew/hoarder.md b/src/design/secret-identities/crew/hoarder.md
index ee44c52..23ad883 100644
--- a/src/design/secret-identities/crew/hoarder.md
+++ b/src/design/secret-identities/crew/hoarder.md
@@ -14,9 +14,7 @@
>
> *Some people on this station are too rich for their own good. Lucky they have me to give them a hand. Yup.. just me and my mountain of lighters and pocket lint and assorted fruits. I'll keep the revolver on me for personal use.*
-{{#template ../../../templates/renamed.md name="Pilferer"}}
-
-{{#template ../../../templates/renamed.md name="Pickpocket"}}
+{{#template ../../../templates/renamed.md name="Pilferer, Pickpocket"}}
```admonish warning "Notes"
It might be good to have a generic delay for this ability, and the abilities of other secret identities, to avoid stuff happening instantly on arrivals, since it can be a little too easy to go unnoticed. Not that it'd be very useful to steal stuff from people on arrivals anyway, though.
From 3dc98223a913ca85bff306015fddecb8dd16e5c8 Mon Sep 17 00:00:00 2001
From: mirrorcult <19853115+mirrorcult@users.noreply.github.com>
Date: Thu, 23 Jul 2026 02:12:43 -0700
Subject: [PATCH 10/13] split
---
.../secret-identities/modifiers/hunted.md | 21 ++++++++++++++
.../secret-identities/modifiers/split.md | 28 ++++++++++++++++++-
2 files changed, 48 insertions(+), 1 deletion(-)
diff --git a/src/design/secret-identities/modifiers/hunted.md b/src/design/secret-identities/modifiers/hunted.md
index e69de29..3e4cc64 100644
--- a/src/design/secret-identities/modifiers/hunted.md
+++ b/src/design/secret-identities/modifiers/hunted.md
@@ -0,0 +1,21 @@
+# Hunted
+
+{{#template ../../../templates/unimplemented.md }}
+
+> **Description:** You are being hunted by someone else. Be wary.
+>
+> **Objectives:** Don't die to your hunter (or otherwise allow your hunter to do whatever they're trying to do to you).
+>
+> **Masquerade/secret identity notes:** Rollable randomly with a quite low chance, otherwise added dynamically by other identities or systems when needed
+>
+> *Huh? Who's there--oh, just a mouse. Ah!--uh, that was the announcement system. Yo Captain, what's go--GAWGHK*
+
+## Concept
+
+Very basic modifier. Added by certain things which have targeting kill-like objectives, like [Debt Collector](../crew/debt-collector.md), and provides deniability for which specific one it is (although its uh, just debt collector right now). Also can roll randomly and freak you out for no reason.
+
+## Gameplay
+
+Knowing that you are being hunted adds a large amount of paranoia to gameplay in a really fun way that allows you to strategize around that knowledge, and having it as an objective synergizes nicely with targets like [Secretary](../crew/secretary.md).
+
+The random roll chance ensures that it's not 100% metagamable, and sometimes creates situations where you're paranoid about nothing, which is funny.
\ No newline at end of file
diff --git a/src/design/secret-identities/modifiers/split.md b/src/design/secret-identities/modifiers/split.md
index a751b84..682fdea 100644
--- a/src/design/secret-identities/modifiers/split.md
+++ b/src/design/secret-identities/modifiers/split.md
@@ -1 +1,27 @@
-- given to two people at once
\ No newline at end of file
+# Split
+
+{{#template ../../../templates/unimplemented.md }}
+
+> **Description:** Share your objectives with someone else who is Split. Your minds swap at a regular set interval (~5 min).
+>
+> **Objectives:** N/A, besides the shared objectives from your Split buddy
+>
+> **Masquerade/secret identity notes:** If it rolls, must always add Split to another valid identity in the round
+>
+> *POV: steampunk twins find you crying in the bathroom sorry this one doesnt make sense to anyone except me i just really like that video*
+
+## Concept
+
+Split is a modifier that entwines two players together in a much more literal way than normal targeter objectives. The shared objectives means total understanding between the two of you, meaning twice as much manpower, but the constant swapping makes it more difficult to navigate naturally and to figure out whats going on.
+
+The first split always occurs a few minutes after the arrivals shuttle transit. The objectives and split target are not known by either player until the first split happens.
+
+If either split target dies, the other is stunned and dizzied. A part of their soul is missing.
+
+## Gameplay
+
+Split creates extremely unique cooperative social gameplay between two players: they both must work together to ensure the swapping process is as easy as possible and that they both can fulfill the same role. It also interacts with other targeters like [Hater](../crew/hater.md) in a fun way--since the Hater might actually be hating on two people.
+
+Furthermore, it's just fun to try and navigate the world as two separate bodies with two separate types of gear, and it's interesting to sometimes be forced into strange situations and to figure them out under time pressure.
+
+Other non-crew organizations can also roll Split: though the Split targets must always be in the same organization. [Traitors](../traitors.md) bound together eternally!
\ No newline at end of file
From 07ddc507376acefd0d92c069f8caf34bb4ccdd3c Mon Sep 17 00:00:00 2001
From: mirrorcult <19853115+mirrorcult@users.noreply.github.com>
Date: Thu, 23 Jul 2026 02:28:23 -0700
Subject: [PATCH 11/13] a
---
src/design/secret-identities/crew/debt-collector.md | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/src/design/secret-identities/crew/debt-collector.md b/src/design/secret-identities/crew/debt-collector.md
index 1567ebd..fd64c5d 100644
--- a/src/design/secret-identities/crew/debt-collector.md
+++ b/src/design/secret-identities/crew/debt-collector.md
@@ -14,7 +14,7 @@
>
> **Masquerade notes:** N/A
>
-> **Modifier notes:** (Notes for what modifiers may be more likely or not possible to roll for this secret identity, if applicable. N/A otherwise)
+> **Modifier notes:** N/A
>
> *Me? I work in insurance. Have I ever told you your chest cavity is looking awfully $100,000-shaped today?*
From b724c9a66ed1bb485d8b26fe8ac23d0544b6bb33 Mon Sep 17 00:00:00 2001
From: mirrorcult <19853115+mirrorcult@users.noreply.github.com>
Date: Thu, 23 Jul 2026 02:29:01 -0700
Subject: [PATCH 12/13] a
---
src/design/secret-identities/crew/debt-collector.md | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/src/design/secret-identities/crew/debt-collector.md b/src/design/secret-identities/crew/debt-collector.md
index fd64c5d..bf2a1cf 100644
--- a/src/design/secret-identities/crew/debt-collector.md
+++ b/src/design/secret-identities/crew/debt-collector.md
@@ -28,7 +28,7 @@ The Debt Collector receives a cache containing two things: a random weapon--eith
The Debt Collector has an action which they can use on an incapacitated player (either crit or sleeping, same as the [Subverter](../traitor/subverter.md)) which will begin the.. "debt collection" process. If the player in question was the Debt Collector's target, a mass of blood and gore will spawn, and the Debt Collector will receive a random highly valuable item spawned from the chest cavity of their target. If the player in question was not the correct target, the extraction process will backfire due to the lack of anything valuable to latch onto: the Debt Collector will randomly either be knocked unconscious, stunned for a while and [cryohusked](../../cryohusks.md), or rarely simply explode into viscera.
-In any case, the player the debt extractor is used on will be injected with painkillers and healing meds and their restrains broken, if they were in any.
+In any case, the player the debt extractor is used on will be injected with painkillers and healing meds and their restraints broken, if they were in any.
Once the valuable item has been extracted, it will have its name and description changed to note it's status as a debtor's treasure, and the Debt Collector must hold onto it for the duration of the round.
From 5b464730eae64aa81da97eb2a98f3a4290ab13df Mon Sep 17 00:00:00 2001
From: mirrorcult <19853115+mirrorcult@users.noreply.github.com>
Date: Fri, 24 Jul 2026 12:45:16 +0000
Subject: [PATCH 13/13] Update internal-affairs.md
---
src/design/secret-identities/crew/internal-affairs.md | 7 +++----
1 file changed, 3 insertions(+), 4 deletions(-)
diff --git a/src/design/secret-identities/crew/internal-affairs.md b/src/design/secret-identities/crew/internal-affairs.md
index e3574c3..5c93596 100644
--- a/src/design/secret-identities/crew/internal-affairs.md
+++ b/src/design/secret-identities/crew/internal-affairs.md
@@ -26,11 +26,10 @@ Internal Affairs is a secret identity centered around keeping something working
Internal Affairs receives 1-2 random objectives from a set including the following:
- Prevent the armory from being opened during the round, or ensure that no one is carrying the guns from it if it does
-- Ensure that fewer than X people die outside of medbay
+- Ensure that no more than X crewmembers are killed by other crewmembers
- Ensure that X objective is not sabotaged, or Deal With anyone who does
- Ensure that fewer than X fires are on the station by round end
-
-If an Internal Affairs crewmember is killed by another member of the crew, and the warp drive successfully teleports the station to Central Command, their killer will be vaporized and their objective completion nullified, if they had any.
+- and other stuff idk.
## Gameplay
@@ -40,4 +39,4 @@ This identity function somewhat as a "tutorial" for what kind of things might ad
This identity's intrigue naturally scales as more gamestate points-of-interest are added to the game.
-Most objectives with 'fail states' still have a chance for success after the fact, or are naturally lenient in some way: even if confiscating every gun from the armory seems hard, it's at least something to try and aim for if you're unable to prevent the initial opening.
\ No newline at end of file
+Most objectives with 'fail states' still have a chance for success after the fact, or are naturally lenient in some way: even if confiscating every gun from the armory seems hard, it's at least something to try and aim for if you're unable to prevent the initial opening.