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Turncoat

Unimplemented

This design document is currently completely unimplemented in Ephemeral Space.

You should not expect to find anything listed here in-game just yet.

Tracking issue:

Name: Turncoat

Troupe: Traitor/Crew

Description: Use your ability to switch sides at will, get it right and win with them.

Objectives: The objectives of their current troupe.

Masquerade notes: Treat this as a bit of volatility to add to a masquerade, the information they get from switching sides is very strong.

Do you uh.. think you're winning right now? Like we're not gonna lose right? Right? Okay well I'm going to kill you for losing now.

Concept

A "traitor" with the ability to select what side they're on every few minutes, completely changing their troupe and objectives. They're a very strong information mask as a result, and can gather quite a lot of team info in their effort to win.

Abilities

The turncoat gets an action, once every ten minutes, that gives them 30 seconds to decide on a side (or do nothing, in which case they stay in the troupe they're already in and must wait another 10 minutes). Upon entering a troupe, they get everything a member of that troupe would. In particular, as a traitor they know who other traitors are and vice versa.

Gameplay

The turncoat is the Ultimate Liability for both parties, bolstering whichever side they think will win and potentially spilling very potent information. While the information from them is difficult to prove (They can, of course, simply lie.), and they can simply play with whichever side they want.

Being a strong information source also paints a solid target on their back, if the traitors have reason to believe the turncoat is betraying them, they have no reason to avoid killing them. Same philosophy applies to the crew, should the turncoat reveal themselves. This puts the turncoat in a very tough position where their information can be useful, but they may opt to never speak of any of it in order to prioritize living.

Remarks

They may be better off as a neutral/independent mask, requiring them to decide on a team at round start to get any information, but the impact of this is minor and it may be better to start them off in an advantageous troupe (Traitors) by default.