shredmod: (Default)
S.H.R.E.D ADMIN ([personal profile] shredmod) wrote2025-07-22 06:52 pm

MANDATORY PERUSAL* WILL CONTAIN APPLICATION PASSWORD

:: TRAITORS AMONGST YOU ::

Some of you aren't like the others. A select few participants have been recruited to act as hidden agents of sabotage within the test population. These traitors answer directly to the Division. You won’t know who they are. But they know who they are. And they know what they’re expected to do.

OVERVIEW

  • Characters may be selected at random during app processing if the player opts in.
  • Traitors are required to sabotage, deceive, and manipulate while maintaining cover.
  • Failure to sabotage within one week will result in negative side effects.
  • Traitors receive a weekly +25 Credit bonus.

EXPECTATIONS

  • Remain covert. Do not reveal your status except through deliberate narrative choices.
  • Engage in sabotage. This can be minor (no roll required) or major (requires a roll).
  • Encourage paranoia. Isolate others. Undermine trust. Destabilize the population.

SABOTAGE OPTIONS

  • Minor Acts: Destroying personal items, interfering with one-on-one interactions, spreading rumors. These do not require rolls.
  • Major Acts: System disruption, event sabotage, harming or misleading multiple characters. These do require rolls.

ROLLING FOR STEALTH

Major sabotage attempts use a d20 system:

  • 20: Your suspicion slate is wiped clean.
  • 16–19: You earn one reroll credit or reduce your suspicion by 1 point.
  • 6–15: Success. No added risk or reward.
  • 2–5: The act is suspicious. Add 1 suspicion point.
  • 1: Catastrophic failure. Add 2 suspicion points.

Suspicion naturally decays at a rate of 1 point per month.

COLLABORATIVE SABOTAGE

If multiple traitors work together, each participant rolls a d20. The outcome is based on the group average:

  • Average ≥ 16: Bonus reroll or suspicion reduction for all.
  • Average 6–15: Neutral success. No penalty.
  • Average ≤ 5: The whole group gains 1 suspicion point.

COMMUNICATION & COVER

  • Traitors receive modified walkie-talkies with voice distortion and a secret traitor frequency.
  • Snippets of this chatter may occasionally bleed into the public signal, especially before communication upgrades.
  • Traitors are allowed to play favorites and protect others as part of their cover.
  • If traitors discover one another, they may collaborate freely and are encouraged to do so.

FAILURE TO ENGAGE

If a traitor fails to perform a significant act of sabotage within the span of a week, they begin to experience:

  • Paranoia, guilt, or confession compulsion.
  • Food and water cease to nourish.
  • Emotional destabilization or self-doubt.
  • Symptoms worsen the longer they go without doing something nefarious and will begin to alleviate immediately upon doing so.
  • These are simply suggestions, expand and bend to your will... within reason.

:: HIGH STRANGENESS & MICRO EVENTS ::

Even if you’re not a traitor, they are watching. And they are still testing you. Players have two ways to engage with the town and escalating paranoia. For fun, for character growth, or for rooting out whoever's been tampering with your water supply.

THE TOWN IS DEAD, BUT SOMETIMES IT WHISPERS

Optional, always available prompts to help spark ideas in-between full Experiments. These are meant to emulate system glitches, personal hallucinations, strange coincidences, or even paranormal activity. Great for stirring paranoia or directing suspicion at others or yourself.

  • Examples: You hear your name whispered from inside a sealed room. A personal item is replaced with an unfamiliar duplicate. A fellow test subject behaves as if they know a secret they shouldn’t.
  • No mod permission required.
  • Use them to disorient, provoke suspicion, or cast doubt, especially during Experiments.
  • These are just examples, come up with any of your own at your freedom.

S.H.R.E.D. IS ALWAYS WATCHING

Mod-triggered micro events designed to cause drama. These often arrive when you least expect it, especially if you’ve been vocal, observant, or simply in the wrong place at the wrong time.

  • Upon acceptance, Players will create a S.H.R.E.D. inbox on their journal.
  • This inbox will be used ONLY to receive communications from S.H.R.E.D. and must be screened.
  • Occasionally, S.H.R.E.D. will contact you. These are event offers, specifically for you, based on your game activity, threads, and anything your character might be doing.
  • You may Accept or Decline.
  • There will be no discussion. There will be future opportunities.
  • The Word You Need is Pineapple
  • They may hint at hidden sabotage, false leads, or emotional leverage points.
  • Use them to advance character arcs or sow chaos. Participation may be rewarded.

EVERYONE IS A SUSPECT, UNTIL THEY AREN'T

  • Using these events to call out suspicious behavior may raise another character’s suspicion level if supported by narrative weight.
  • Alternatively, engaging in too many prompts alone may make you look suspect. That’s fine. Let them wonder.

MISCELLANEOUS REWARDS

  • Participation in prompts or micro events may earn bonus credits, especially if integrated into larger plots or character developments.
  • Mods may offer tailored rewards to characters who instigate compelling suspicion arcs.
  • Playing into the system’s hands, whether by accusing, isolating or interrogating, may draw favor. Or fire.

You don’t need to be a traitor to act like one. And you don’t need to be a hero to hunt them down. The Division appreciates cooperation, even when it’s misplaced.

NOTES

  • Only major sabotage needs to be rolled.
  • Minor sabotage can be frequent, personal, and narratively rich.
  • Suspicion should build slowly and organically. Mods will help monitor, but players should report if they reach 3+ suspicion.
  • 3+ suspicion points means your character may start being outed via mod narration.

Contact the mods if you'd like to opt into the traitor pool. You never know how many traitors there might be... or when they might recruit.


Somewhere in this page is phrase or code-word you will need to put in your application.

DISCLAIMER:

All mechanics described here are optional tools for engagement. Players are free to participate in as many or as few of these mechanics as they choose. Many elements exist primarily to offer flavor, suggest prompts, or expand the variety of character experiences. You are encouraged to stretch or reinterpret these ideas within reason, as long as the spirit of the setting is respected and maintained. Most of these are meant to be tracked by each player with little mod oversight. The honor system goes a long way.