Internal Affairs
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: Internal Affairs
Organization: Crew
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 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.
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.