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stormyatt:hitman
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Create hitman.md#648
stormyatt wants to merge 13 commits into
space-wizards:masterfrom
stormyatt:hitman

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@stormyatt
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the doc rather explains it

@Strol20
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Strol20 commented May 12, 2026

Perhaps it would be much better if these were tasks for traitors

@stormyatt
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Perhaps it would be much better if these were tasks for traitors

The nature of these objectives require a kill objective. The current objective system does not have a way of only giving an objective if a different one exists. Doing this would require objective code changes to my knowledge and would bias objectives towards kill objectives as other objectives could be replaced with modifiers if code to only have them exist with kill objectives did exist
Ignoring this, traitors do not have only one kill objective. By adding them to traitor you will put them in situations where they have a very hard objective and a steal or sabotage objectives. Even if this is found to be okay it inherently is not the same as an antagonist which only has this objective to worry about and thusly can take all the time they need to plan out the objective.

finally, I must ask why your first action when looking at someone giving a design doc for an antagonist is to suggest they do something else entirely. That is all

@SuperGDPWYL
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IMO this probably won't work on wizden LRP for the same reason Conspirators won't.

it's not a bad antag but like conspis it lacks the mechanical backing to really work in an LRP environment.

Also Teach a Lesson isn't gonna work in LRP and a server with no NLR. I guess nothing stops the hitman from gibbing their target afterwards but it feels weird if they can come back here... it'll probably cause 2.9 culture mald from some people on the receiving end, like any time an antagonist's actions have even a single degree of separation from their objectives on servers with 2.9likes.

@stormyatt
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IMO this probably won't work on wizden LRP for the same reason Conspirators won't.

yeah i agree but i still want to test it. this is more tossing it out to see if it gets accepted at all

Also Teach a Lesson isn't gonna work in LRP and a server with no NLR. I guess nothing stops the hitman from gibbing their target afterwards but it feels weird if they can come back here... it'll probably cause 2.9 culture mald from some people on the receiving end, like any time an antagonist's actions have even a single degree of separation from their objectives on servers with 2.9likes.

i know that so im just gonna have it be a kill objective instead. which very much changes the balance but it is required to function so

@lilian-paddleston
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honestly truly stormy highpop LRP would like this as a midround. there’s already so many people you could easily blend in with them and get your kill going

just consider it

@PotatOverlord
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put it in SUMMARY.md

@stormyatt
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honestly truly stormy highpop LRP would like this as a midround. there’s already so many people you could easily blend in with them and get your kill going

just consider it

is this an actual offical acceptence of the idea as long as only the ghostrole variant is added? or just a suggestion from you to add a midround variant(which is just a more clear name for a ghost role variant)?

@stormyatt
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put it in SUMMARY.md

done as requested

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@YoungThugSS14 YoungThugSS14 left a comment

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This design document isn't formatted properly, you can look at other merged antagonist design documents such as #547 and #432 to see how it is formatted

@stormyatt
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This design document isn't formatted properly, you can look at other merged antagonist design documents such as #547 and #432 to see how it is formatted

Got it

@YoungThugSS14
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This design document isn't formatted properly, you can look at other merged antagonist design documents such as #547 and #432 to see how it is formatted

Got it

Thank you ❤️ will review when I get home

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I am not sure the Hitman would work without objectives mechanically enforced, but I have provided some ideas on how they could be.

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### objectives
alongside the regular objectives of a kill objective and get to cc would be 2 from a new set of 'modifer' objectives.
modifer objectives are free objectives mechanically and provide limitations or required actions to the kill.
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you should add potential mechanical objectives to these, as free objectives mechanically basically means just kill everything in a LRP setting, i'll provide examples for most of the listed ones

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i could for some

indirect just inverse the kill tracking system
public just check for crew nearby, in sight if possible
cleanly what you said

and for ones that make things a bit worse
just checking if the hitman killed anyone for kill someone close
and checking if the target has a hitman card for inform them.

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also i think your mixing up free objectives with the wizards free objective? the wizards eaily becomes kill everyone but otherwise it just means not mechically tracked, which i dont think means that much considering mechanical backing just means grenn box and round end text

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the new impant requires a new system, as does the contract system.
the card would have ui which is just a syndicate one turned to grey with a white crosshair instead of the red and snake symbol.
The contract menu would look like a basic ui with a button to get a new contract in the bottom right corner, and a list of drop down menus for each target and their modifers. a button to confirm its been completed at the bottom of each set and how much they completed for the playes who like such.

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If objectives were mechanically enforced rather than roleplay enforced, the antag would require a kill-witness system and improved kill tracking systems.

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kill witness could be done through checking how close the person got? kill tracking wouldnt outright be needed depending on which are mechically tracked.

stormyatt and others added 10 commits May 27, 2026 20:29
Co-authored-by: Rami  <ramialanbagy@gmail.com>
Co-authored-by: Rami  <ramialanbagy@gmail.com>
Co-authored-by: Rami  <ramialanbagy@gmail.com>
Co-authored-by: Rami  <ramialanbagy@gmail.com>
Co-authored-by: Rami  <ramialanbagy@gmail.com>
Co-authored-by: Rami  <ramialanbagy@gmail.com>
Co-authored-by: Rami  <ramialanbagy@gmail.com>
Co-authored-by: Rami  <ramialanbagy@gmail.com>
Co-authored-by: Rami  <ramialanbagy@gmail.com>
Co-authored-by: Rami  <ramialanbagy@gmail.com>
@stormyatt
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well some can be mechically tracked, others just cant, and i feel like its at least worth trying for the untracked bunch cause id be a crying shame if it was that limited in objective number and design

@stormyatt
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Actually, on rethink, how about this. we remove the RP-focused objectives, (gain their trust and kill them nicely) and then make the six viable to track objectives tracked. (public trackeds people nearby, indirect tracks if they killed the target by the kill tracker and red texts based on that. kill someone close to them tracks if they killed anyone, clean tracks their bloodloss on death, draw out the kill tracks how long they are bleading or very bad for, and inform tracks if they go near a hitman card made by the player)

i really want to keep the accident, its really good. funny and dramatic i am eh on but i think they could be good. if you want we could remove those too. does this sound good?

@YoungThugSS14
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Actually, on rethink, how about this. we remove the RP-focused objectives, (gain their trust and kill them nicely) and then make the six viable to track objectives tracked. (public trackeds people nearby, indirect tracks if they killed the target by the kill tracker and red texts based on that. kill someone close to them tracks if they killed anyone, clean tracks their bloodloss on death, draw out the kill tracks how long they are bleading or very bad for, and inform tracks if they go near a hitman card made by the player)

i really want to keep the accident, its really good. funny and dramatic i am eh on but i think they could be good. if you want we could remove those too. does this sound good?

I don't think we need to remove kill them on accident, and yeah I think moving forward tracking mechanically is better

@stormyatt
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I don't think we need to remove kill them on accident, and yeah I think moving forward tracking mechanically is better

So are we good with dramaticly, funny, make it look like an accident being untracked but the other 6 being tracked. They’re not tracked simply because I don’t think there’s a way to track them while keeping them the same objective. They’re all a bit too open for that

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