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18 changes: 5 additions & 13 deletions src/SUMMARY.md
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Expand Up @@ -23,12 +23,6 @@
- [Mirror's Notes on Design](design/mirrors-notes.md)
- [Terminology](design/terminology.md)
---
- [Interaction]()
- [Verbs]()
- [Actions]()
- [Smart Equip]()
- [Contextual Binds]()
- [Examining]()
- [Characters](design/characters.md)
- [Naming](design/characters/naming.md)
- [Clues](design/characters/clues.md)
Expand All @@ -38,7 +32,6 @@
- [Roundflow]()
- [Lobby & Readying Up](design/roundflow/lobby-readying-up.md)
- [Roundstart, Arrivals, & Latejoining](design/roundflow/roundstart-arrivals-latejoining.md)
- [Ghost Roles & The Ghost Bar]()
- [Stagehands](design/roundflow/stagehands.md)
- [Evac & Roundend]()
- [Decay]()
Expand All @@ -47,16 +40,15 @@
- [Rust](design/decay/rust.md)
- [Power]()
- [Antimatter Engine](design/power/antimatter-engine.md)
- [Lathe](design/lathe.md)
- [Clothing](design/clothing.md)
- [Combat]()
- [Stats]()
---
- [Jobs](design/jobs/jobs.md)
- [Departments]()
- [Supply](design/jobs/departments/supply.md)
- [Lathe](design/jobs/departments/supply/lathe.md)
- [Bartender](design/jobs/roles/bartender.md)
- [Scientist](design/jobs/roles/scientist.md)
- [Jobs](design/jobs.md)
- [Supply](design/jobs/supply.md)
- [Bartender](design/jobs/bartender.md)
- [Scientist](design/jobs/scientist.md)
- [Objectives]()
- [Traitors]()
- [Bug Department](design/objectives/traitor/bug-department.md)
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2 changes: 1 addition & 1 deletion src/design/characters/clues.md
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Expand Up @@ -50,4 +50,4 @@ This creates a type of clue which, while it helps narrow down deduction, require
On the other hand, something like someone's star sign may be much harder to find.
Truly knowing it may be impossible short of it being told directly or gaining access to secure personnel records.
This creates a much more lucrative clue, however, as hunting it down and deducing it gives you significantly more useful information than something like age.
As such, people might be incentivized to take further reaches to learn it, seeking out [oracle masks](../masks.md) or employing the help of roles like the [bartender](../jobs/roles/bartender.md).
As such, people might be incentivized to take further reaches to learn it, seeking out [oracle masks](../masks.md) or employing the help of roles like the [bartender](../jobs/bartender.md).
6 changes: 3 additions & 3 deletions src/design/jobs/jobs.md → src/design/jobs.md
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@@ -1,6 +1,6 @@
# Jobs

Jobs are non-hidden roles that are randomly assigned to players every round which are defined through a combination of [clothing](../clothing.md), access, and (sometimes) unique abilities.
Jobs are non-hidden roles that are randomly assigned to players every round which are defined through a combination of [clothing](clothing.md), access, and (sometimes) unique abilities.
They are then sorted into departments, groups of jobs which share common mechanics, gameplay, and thematic elements.

Additionally, jobs function as a type of psychological scaffolding, pushing players to interact with different parts of the game and restricting general access to locations and mechanics.
Expand Down Expand Up @@ -51,9 +51,9 @@ The game is about our relationships and social dependencies on others, and by ma

## Deduction

As a deductive element, jobs can be thought of as the mirror image of [masks](../masks.md).
As a deductive element, jobs can be thought of as the mirror image of [masks](masks.md).

While a mask defines your goals and intentions on a _personal level_, a job offers you _default behavior_ as part of the [crew](../masks/crew.md).
While a mask defines your goals and intentions on a _personal level_, a job offers you _default behavior_ as part of the [crew](masks/crew.md).
This is extremely important to deduction, as it creates indirect methods of aiding the station, the completion of which can arouse or quell suspicion.

The most immediate comparison would be tasks in the game Among Us.
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# Bartender

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

Bartender is a simplistic **Service** job centered around providing drinks and cocktails to the crew.
While they have a lot of similarities to the **Chef**, the role is made distinct by a larger focus on direct player interaction as well as more independent play.
Expand All @@ -18,7 +18,7 @@ Ultimately, however, these are simply above-and-beyond options for the bartender
At the most basic level, they should always have the ability to mix up basic cocktails to satisfy thirst.

## Every Drink is Personalized
Engaging with the unique mechanics of Ephemeral Space, the Bartender's drinks are tailored towards a character's (_randomly-generated_) [clues](../../characters/clues.md).
Engaging with the unique mechanics of Ephemeral Space, the Bartender's drinks are tailored towards a character's (_randomly-generated_) [clues](../characters/clues.md).
Unlike a chef's meal, where the efficacy is determined by the sourcing of ingredients, a great Bartender must exchange information with their customer and craft a drink that meets their specific tastes.

While the lowest-impact drinks can be based on superficial elements (job, appearance, etc.), as the strength of effect goes up, so too must the obscurity of the clues.
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# Scientist

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

> *Gordon doesn't need to hear all this. He's a highly trained professional.*

Scientist is a general purpose **Research** job focused on round progression.
Their primary task is the management of the [Portal Generator](../../masks/crew.md) and the general completion of telescience research.
Their primary task is the management of the [Portal Generator](../masks/crew.md) and the general completion of telescience research.
Beyond working on the crew objective, scientists also unlock useful upgrades for the crew as they progress.

## Telescience or How to Move Through Space
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# Supply

{{#template ../../../templates/partially-implemented.md}}
{{#template ../../templates/partially-implemented.md}}

```admonish warning
todo move some of this stuff into separate cargo/jani docs it shouldnt have been a dept doc anyway
```

**Supply** is a department focused on the processing of materials as well as the creation of tools and refined resources for the crew.
While they do not play a direct hand in the acquisition of rare resources, they are the center of manufacturing on the station and a necessary location for supplying the crew with whatever strange things they may need.
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# Lathe

{{#template ../../../../templates/unimplemented.md}}
{{#template ../templates/unimplemented.md issue=https://github.com/EphemeralSpace/ephemeral-space/issues/972}}

The lathe is a large immovable structure that functions as the main source of new items on the station. When interacted with by a player, it can transform materials into a variety of tools and supplies.

Expand All @@ -13,4 +13,4 @@ The idea behind this is to apply pressure to the station while the lathe is runn

The lathe produces water vapor at scalding temperatures and high pressures. The faster the lathe is running increases the amount and temperature of the gas produced, and the speed is controlled from the lathe's menu. The speed is limited by the air temperature up to a point; after which it's a matter of moderating speed to keep temperatures below the upper limit.

The lathe has both a lower and higher temperature/pressure bound on running. The lower bound is to disincentivize spacing the rooms, the upper bound is to add a risk to running for continuous lengths of time. Once the upper bound is exceeded, it lights on fire, spurt out a massive cloud of water vapor (enough to finish off any [rusting](../../../decay/rust.md) in the chamber) and take an extra few minutes until it can run again. The lower bound causes the lathe to freeze up, then release several massive pulses of water vapor in case the pressure release was unintentional; it has much lower stakes than the upper bound.
The lathe has both a lower and higher temperature/pressure bound on running. The lower bound is to disincentivize spacing the rooms, the upper bound is to add a risk to running for continuous lengths of time. Once the upper bound is exceeded, it lights on fire, spurt out a massive cloud of water vapor (enough to finish off any [rusting](decay/rust.md) in the chamber) and take an extra few minutes until it can run again. The lower bound causes the lathe to freeze up, then release several massive pulses of water vapor in case the pressure release was unintentional; it has much lower stakes than the upper bound.
2 changes: 1 addition & 1 deletion src/design/masks/crew/insider.md
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Expand Up @@ -39,6 +39,6 @@ Information about a person always states whether they are part of the crew or a

## Gameplay

The Insider is an incredibly useful crew-sided Oracle mask, receiving some of the best information in the game, with the caveat that they must do the work to case out targets in order to actually utilize it. This means keeping track of names, keeping track of apperances, keeping track of ages & genders, and even personality traits--maybe try asking the [Bartender](../../jobs/roles/bartender.md) if they've heard anything recently.
The Insider is an incredibly useful crew-sided Oracle mask, receiving some of the best information in the game, with the caveat that they must do the work to case out targets in order to actually utilize it. This means keeping track of names, keeping track of apperances, keeping track of ages & genders, and even personality traits--maybe try asking the [Bartender](../../jobs/bartender.md) if they've heard anything recently.

Because the information is stored in a cache, it can't be used to immediately case out the arrivals shuttle and everyone on it. Furthermore, since it's just on paper, anyone can learn the information if they steal it from the Insider, and maybe even pose as an Insider themselves.
2 changes: 1 addition & 1 deletion src/design/masks/crew/mind-reader.md
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Expand Up @@ -27,7 +27,7 @@ If the mind reader is interrupted during this process, the mind reading will can
If uninterrupted, once all the information has been read, the mind reader will exit the ability with no downsides.

## Gameplay
The mind reader's primary purpose is similar masks like the [connoisseur](connoisseur.md) or to role like the [bartender](../../jobs/roles/bartender.md) in that they collect clues about people that can be used by other roles for deductive reasons.
The mind reader's primary purpose is similar masks like the [connoisseur](connoisseur.md) or to role like the [bartender](../../jobs/bartender.md) in that they collect clues about people that can be used by other roles for deductive reasons.
Additionally, the ability to see through an identity disguise and learn someone's name makes them a counter against what can otherwise be powerful disguise masks.

In terms of their interactions with others, the mind reader is subtly threatening in that they are likely to stalk their target and wait for inactivity in order to start learning information about them.
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2 changes: 1 addition & 1 deletion src/design/masks/crew/scapegoat.md
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Expand Up @@ -30,4 +30,4 @@ The Scapegoat's on death effect provide a passive disincentive to letting people

## Variants

*Professional Scapegoat* - Spawns in a guaranteed exceptionally dangerous event on death, like meteors. That, or a [portal event](../../jobs/roles/scientist.md), or multiple events?
*Professional Scapegoat* - Spawns in a guaranteed exceptionally dangerous event on death, like meteors. That, or a [portal event](../../jobs/scientist.md), or multiple events?
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