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2 changes: 1 addition & 1 deletion src/SUMMARY.md
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- [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)
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- [Machine Degradation](design/machine-degradation.md)
---
- [Removed Documents](design/removed.md)
- [Crewmember](design/removed/crewmember.md)
- [Daredevil](design/removed/daredevil.md)
- [Empath](design/removed/empath.md)
- [Fool](design/removed/fool.md)
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# Crewmember

{{#template ../../../templates/implemented.md }}
{{#template ../../templates/removed-implemented.md reason="Rolling crewmember always felt abjectly terrible compared to the myriad of other basic low-impact crew roles in the game. Other roles fill a similar purpose of being highly-ambiguous while not strongly driving the round. Also as an side, fake-claiming crewmember was always horrifically ass and basically was never done. Other roles like vandal serve that niche way better since they offer plausible deniability for evil-ish actions rather than just being a word to throw out."}}

> **Name:** Crewmember
>
> **Organization:** [Crew](../crew.md)
> **Organization:** Crew
>
> **Archetypes:** Dud
>
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2 changes: 1 addition & 1 deletion src/design/secret-identities/crew/internal-affairs.md
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## 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.
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 more basic roles. 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.

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