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9 changes: 7 additions & 2 deletions src/SUMMARY.md
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- [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)
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- [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/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)
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14 changes: 7 additions & 7 deletions src/design/secret-identities/crew/cannibal.md
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{{#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.

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49 changes: 49 additions & 0 deletions src/design/secret-identities/crew/debt-collector.md
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# 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:** N/A
>
> *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 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.

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.
43 changes: 43 additions & 0 deletions src/design/secret-identities/crew/hoarder.md
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# Hoarder

{{#template ../../../templates/partially-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, 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.

<span class="es-unimplemented">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.</span>

## 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. <span class="es-unimplemented">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.

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.</span>
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# 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 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
- and other stuff idk.

## 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.
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