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Rebel

Implemented

This design document has been completely implemented into Ephemeral Space. All information here should be present in-game.

Slated For Rework

This design document is finished, but is going to be reworked in the future as a result of playtesting or design iteration, so it should not be taken as gospel.

The following explanation was given for a rework: "with modifiers and ex-syndie specifically this will probably get turned back into vandal, with maybe a higher chance to roll ex-syndie"

Name: Rebel

Troupe: Crew

Archetypes: Sabotager

Description: Use traitor gear to engage in sabotage around the station. For good. Kinda.

Objectives: Sabotage N (1-2) machines.

Masquerade notes: N/A

It's a sign of the times. Of insurgency against a tyrannical corporation. We're gonna use the tools of the oppressed to fight back against those that want to squash us. And we'll do it by setting fire to telecomms.

Concept

The rebel is a crew-sided mask which serves as a false-flag for traitors due to their overlap in gear and objectives. The design for the rebel is derived from the combination of the old mercenary and vandal masks.

Abilities

The rebel has access to a cache containing a random set of traitor gear.

Gameplay

The rebel provides deniability for traitors by dispersing more obscure traitor gear into the round. This is something which can lead to chaotic or weird situations as the crew gain access to items and equipment which they would otherwise not be able to get. Since the sole presence of gear is not enough to determine a traitor, their actions need to be weighed carefully to determine if they are good or evil.

Their additional objectives also give the rebel a tactile danger in pursuing their goals. Since they already are likely to be carrying around or using syndicate gear, being caught sabotaging a traitor objective could lead others to thinking they're a traitor. If they allow this information to stack up, they could quickly find themselves at the mercy of security.