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    # Giving Progression-Traitor two Mandatory Objectives ## TL:DR * Traitors get old objectives back (2 + escape) for greentext purposes * Prog-Traitor objectives stay, for the purposes of unlocking danger gear, renamed to "jobs" or "tasks". All existing gates (rep and price) for gear left unchanged. ## Preface Progression Traitors have two particular issues that old traitors did not; The first is that the road to greentext is *long*. It's often not something you can space into your normal crew role, but instead something you dedicate the round to. Traitors are supposed to be a primary driving force of the narrative, but you should still be blending in as a crew member for the most part. The antag datum, however, all but demands you run through odd-job after odd-job if you intend to accomplish a victory condition. Worse still, any gimmicks you may wish to try will be guaranteed to be at the expense of your objectives, because you very likely will not have time to get the required rep if you spend all round doing something funny. Far as I can tell, a chore-list-style objectives system is incompatible with the idea of traitors doing both antag and also crew tasks. The second issue is that Progression-Traitors tend to be very quiet about their objectives. Most players are generally unconcerned if Poly dies, or if someone destroys the master (but not secondary) research server. Bugging rooms is routinely ignored except occasionally by security, because it inconveniences exactly nobody. Thus, in my observations, most traitors fall into two rough groups; quiet, behind-the-scenes objective hunters that affect almost none of the round narrative until they get to the final objective (or at least the weakpoint bombing), and those that murderbone because they want to feel at least a *little* like an antagonist. There's a third, smaller issue, where losing your uplink is an automatic game over, as far as greentext is concerned. This can be argued as a skill issue, but it certainly wasn't as crippling when the only thing you lost before was your T-shop access. ## Changes * For solely the purposes of Success/Fail of the traitor, we bring back the old objectives. Two plus escape on shuttle. We leave the honorable death objective on the cutting room floor. This brings back the murder/maroon objectives as well as hard theft (as apposed to temporary "bug and then eventually discard" theft objectives). The murder/maroon objectives in particular are of importance, because this forces victory-focused traitors back into directly affecting other players, and acting as the antagonist. "These objectives are why the Syndicate spent so much time and money to get you onto the station, get them done at all costs." * Progression-Traitor objectives are renamed to Tasks or Jobs (or similar). Tasks unlock higher-lethality gear, as they do currently. Thus, you are given the option to work towards ebows and deswords if you want them, or use the existing sandbox to get your primary objectives completed. "Side-gigs the Syndicate would like done, if you have the time, but don't let them interfere with your real objectives." * In the case of a Final Task being completed, **all** traitors will automatically succeed their escape alive objective, even if they end up (or were already) dead. In the case of theft objectives, the item in question should be in the possession of the traitor's corpse. Something something "The Syndicate will later retrieve your body in newly-created chaos."

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