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Stalker

Implemented

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

Name: Stalker

Organization: Crew

Archetypes: Targeter, Guardian, Murderer (sometimes)

Description: Choose your new obsessions, then ensure some of them live and some of them die.

Objectives: Mark X targets within some timeframe of roundstart. Ensure 2+ of them live, and ensure ~1-2 of them die.

Masquerade notes: would b neat emphasized in a masquerade with other targeters, or with parasites

Modifier notes: Do I even need to say which one would be funny

You really don't get to complain about my habits anymore--I threw that neurotoxin nade back at the guy who mercilessly tossed it at you! Okay, yes, I knew it was going to happen, but I'm only trying to hurt them, not -you-!

Concept

The Stalker is a targeter identity that has the unique advantage of choosing their own targets. Not only do they choose their targets--they even choose their targets fate, requiring most of them to live but at least some percentage to die.

Abilities

The Stalker has an action with limited charges that allows them to sneakily mark a target. If that target takes a certain amount of damage (check killtracking damage accumulated), the Stalker will be notified when it occurs with a relative location, but not which specific marked target.

Gameplay

Because the Stalker must choose their targets, but has some leeway on when they have to mark their targets, they can try and make educated guesses on who they think is likeliest to survive and likeliest to die, as well as who is likeliest to trust them, which is novel semi-deductive gameplay compared to being given a random target.

The Stalker's potential protective powers are second-to-none: though the threshold and number of marked targets may make it slightly noisy and difficult to figure out who is being harmed and if it's actually lethal.

The Stalker's targets need not actually be crew: leaving them in a situation where they may want to protect a Parasite trying to die, or a Traitor. Thus, the Stalker is incentivized to try and do basic deduction on figuring out if their marked targets are crew or not to ensure things go predictably.

Because the Stalker chooses their targets, but doesn't immediately choose the fate they must have, they have a degree of leeway even if one of their prospective protect targets dies: they can switch strategy, and begin protecting someone they were looking to kill, or betraying someone they said they were sworn to protect.

The Stalker naturally has deniability with the Avenger, and may even operate identically, at least to some of their targets.