Secret Identity Modifiers
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:
Secret identity modifiers are another random layer on top of secret identities that can generate. Modifiers are generic (not secret identity-specific), and are generally orthogonal to a secret identity's usual objectives.
Modifiers can alter any facet of how a secret identity presents itself or operates, but they typically just add new objectives to a character or give them a new ability / cache. These objectives are lower-stakes "B plots" compared to the secret identity objectives, which still constitute a character's primary motivations. The implications of these objectives change how others interact with a character, and how a character interacts with others--even if their secret identity has been otherwise deduced. For example, a Guzzler typically easily finds camaraderie with other Guzzlers--but one with the Jealous modifier may easily turn a heartfelt moment into an unexpected betrayal.
Modifiers are ways to inject variability and fun lower-stakes side objectives into the game without having to design an entire secret identity around the concept, taking up a slot within the round for something that may not be able to sustain itself on its own. In this sense, it is okay for modifiers to sometimes be duds, or not have much of an effect on gameplay in some contexts--the regular secret identity gameplay should be able to carry the round anyway.
Modifiers may be linked in much the same way as secret identities--necessitating that another player rolls a corresponding or symbiotic modifier in addition to this one. These kinds of 'targeted' or 'directional' modifiers are very interesting, as the secret identities of the players involved can change how the situation plays out in dramatic ways. For example, a Traitor may have a modifier that requires them to trade some special item with a Crewmember that they might otherwise choose to kill.
Any secret identity in any organization may have modifiers it can roll, but modifiers are more designed for Crew secret identities, which naturally have less of an overarching plot and have space to fit in an extra B plot into their round.
Specifications for your Modifications
Modifiers are a generic random chance to roll after a secret identity is selected for any given player, but the secret identity itself and the current masquerade have several tools for altering the outcomes.
- Secret identities must opt-in (whitelist) to the modifiers that are allowed to roll on them by default.
- Secret identities can specify the chance for a modifier to roll at all, as well as the individual weights of each modifier they opt into.
- Masquerades can specify modifiers which are allowed to roll on secret identities, even if the secret identity has not opted into that modifier.
- Masquerades can multiplicatively alter the base chance of modifiers rolling, as well as the weighting of specific modifiers.