Whoopin
Grandmaster Knight

BoP & other game players are welcome to suggest ideas, your perspective could add a fresh element to the final product.
Need ideas that fill the blanks and also compliment the use of rooms and colors while considering game balance between factions. Rooms gameplay are a Hero advantage, so is solving the Mystery, not sure if it balances the potential for a Creeper to Creepy the entire game. Also think of how this setup would affect smaller sized games (max 24 min 12).
Who Framed Roger Rabbit? Kevin Bacon was killed by a toon
Solve Mystery = Double Dip Showtime & Color gains +1 voting for that Showtime
Cannot use Abilities or Equipment on same Color, however Roles are not limited by Color and must be performed in same Room
Each Showtime the Agents all start in the same Room and can Rest vote to move only to an adjacent Room with a door
Players PM their 2 preferences for Roles first come first served
After all Roles are assigned then players post their 2 preferences for Agents first come first served
Must reach majority for Dip, or a NoDip occurs
Players vote to promote a Chief and that Agent gains additional Abilities that can be done during Showtime.
Showtime Abilities will reflect the user and target appropriately for review, Breaktime Abilities will be disguised.
Every player will be given a different Clue card at game start, the remaining 3 cards will be the Mystery solution.
When an Agent is eliminated their Clue card will be revealed to the game.
MIA is a "lurker" vote to pressure players to participate, Agent with the most MIA votes has their Active Abilities disabled and deemed Colorless (no protection from same Color).
Votes:
Dip: Whoopin
Rest: {0}/Hall
MIA: Whoopin
Chief: Whoopin
Wagonstart Perk Gain protection from the Voted (Non-Role Ability Immunity) targets Color - will lose perk if Vote changes.
All this information will be available prior to players requesting Roles & Agents so this is not "inside intelligence" to the game since its replayable.
FAQ:
1) Binary is the villain Role ability to "suck out" a targets Color (Black & White) and kill them Killer Clowns from Outer Space style.
2) Abilities should only really affect Abilities and Roles vs Roles
3) Need to enforce Room Ability/Role limitations and nothing should breach that rule except for Curse.
4) Reason to allow players to choose their Roles and more is to circumvent lurkers since if a player gets a role they dont really want to play they arent as active.
5) To enhance replayability instead of the host "randomly" assigning its left up to the players to drive the game.
6) Showtime = day Breaktime = night (commercial break) Session = day+night
7) All Roles are "disguised" characters posing as the Agent, every Role character is a master of disguise or a Ghost that can possess.
Plan on having the Agents discover the additional Room cards each day as the map is explored as gimmie Clues.
Need ideas that fill the blanks and also compliment the use of rooms and colors while considering game balance between factions. Rooms gameplay are a Hero advantage, so is solving the Mystery, not sure if it balances the potential for a Creeper to Creepy the entire game. Also think of how this setup would affect smaller sized games (max 24 min 12).
Who Framed Roger Rabbit? Kevin Bacon was killed by a toon
Solve Mystery = Double Dip Showtime & Color gains +1 voting for that Showtime
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Cannot use Abilities or Equipment on same Color, however Roles are not limited by Color and must be performed in same Room
Each Showtime the Agents all start in the same Room and can Rest vote to move only to an adjacent Room with a door
Players PM their 2 preferences for Roles first come first served
After all Roles are assigned then players post their 2 preferences for Agents first come first served
Must reach majority for Dip, or a NoDip occurs
Players vote to promote a Chief and that Agent gains additional Abilities that can be done during Showtime.
Showtime Abilities will reflect the user and target appropriately for review, Breaktime Abilities will be disguised.
Every player will be given a different Clue card at game start, the remaining 3 cards will be the Mystery solution.
When an Agent is eliminated their Clue card will be revealed to the game.
MIA is a "lurker" vote to pressure players to participate, Agent with the most MIA votes has their Active Abilities disabled and deemed Colorless (no protection from same Color).
Votes:
Dip: Whoopin
Rest: {0}/Hall
MIA: Whoopin
Chief: Whoopin
Chief Agent 说:Can invoke two Abilities per Showtime, Deadline is a Passive Ability that can be done only once a Showtime. Chief Abilities bypass Color protection.
1) Hole Disposable passage to an adjacent room blocked by a wall
2) Equip Access the Mystery Machine gear and acquire one item of Equipment
3) Arrest Order Agents to apprehend and lock target Agent into the {D} Dip room for one Session
4) Call GhostBusters to PKE Meter Scan the mansion for a total count of Ghosts
5) Command Order two selected Agents to Rest in target Room for the Breaktime
6) Supersoaker Spray two selected Agents and swap their Colors.
7) Veto Assign target Agent Ability, this overwrites the selection given by the Color Leader.
Poll Receive anonymous private messages from any Agent that would like to submit information.
9) Promote Transfer Chief to target Agent.
0) Deadline Sets a time limit to when Breaktime begins, must be greater than or equal to 48 hours
Abilities 说:Leaders (star) assign Abilities to themselves and the other two members of same Color - Abilities assigned must all be unique. Cannot use Abilities on same Color and target must currently reside in same Room.
1) Eraser - Starts the game with an Eraser
2) Swapper - Swaps Abilities with target Agent during Breaktime lowest initiative
3) Inker - Starts the game with Disappearing Ink
4) Lurker - Must sleep in default Room every Breaktime, receives protection from Color of their first Voted target once a Showtime
5) Tracker - Tracks Agent during Breaktime to learn who the Agent targetted with an Ability
6) Messenger - Starts the game with a Tin Can Phone
7) Scanner - Scans target Agent and learns their Ability and Clues
Equipment 说:Cannot use Equipment on same Color and target must currently reside in same Room.
1) Disappearing Ink Single use target Agent gains one time protection from Eraser
2) Eraser Single use target Agent kill only during Showtime
3) Pizza 100% protection from Possess
4) Paint Brush Smear target Room (permanent destroy)
5) ACME Anvil Single use block Agent Ability
6) Tin Can Phone Select target Agent to allow anytime PM communication
7) Skeleton Key Single use Unlock target door to Room
0) Ethereal Prism Protection from all Colors & protection from Roles - passed to a unique Agent each Showtime, the previous and new owner can propose a Mystery solution
Villain Roles 说:Can Binary a target during Breaktime, Curse, Frighten, Inspect, Motivate, & Possess are extra additional Breaktime actions.
Kevin Bacon Yin - Decide which Villain targets which Agent to Binary - this Ability is lost when Mystery solved, Encrypter allows Villains to communicate during Showtime - PKE PositiveSamhain - Curse permanently disables the Ability (non-Role) of any Agent in any Room - PKE PositiveBoogieman - Frighten target Agent and Blocks their Active Role for 1 Session - PKE PositivePhantom - Inspects target Agent and learns their Clues, Ability, & Role - PKE PositivePlayer - Access the Equipment and option to Transfer item to Kevin Bacon Yin, Samhain, Boogieman, Phantom, or Creeper - PKE PositiveCreeper - Possess a single Agent and converts them to a Creepy (only 1 active at a time) - this Ability is lost when Mystery solved - PKE PositiveCreepy - Hidden Role that stacks on current Role so the Agent turned into a Creepy is unaware of their new status. Doesnt know the IDs of the other Villains unless Kevin Bacon Yin is killed or the Mystery is solved - PKE Positive
Hero Roles 说:All Roles are Breaktime actions except for Converse & Message.
Kevin Bacon Yang - Converse with the eliminated Heroes, immune to Possess - this Ability is lost when Mystery solved - PKE PositiveInspector Gadget - Inspects target Agent and learns their Clues & Ability - Gadget Phone - Gadget KeyPenny - Backup target Agent, if they die you receive their Role and will complete executing any pending commands - wristwatch Communicator with Brain, knows the identity of Inspector Gadget and BrainBrain - Bodyguard target Agent and redirects actions to himself - dog collar Communicator with Penny, knows the identity of Inspector Gadget and PennyChief Quimby - Access the Equipment and option to Transfer item to Inspector Gadget, Penny, or Brain. Also each Showtime can send Message that self-destructs to Inspector Gadget, knows the identity of Inspector Gadget, cannot Access Tin Can PhoneMatt Trakker - MASK Spectrum Scan to detect if current Room is PKE Positive or Negative, knows the identity of Brad TurnerGloria Baker - MASK Aura Block target Agent Role, knows the identity of Brad TurnerDusty Hayes - MASK Backlash Redirect target Agent Ability target choice to itself for 1 Session or Deliver Pizza to target Agent, immune to Possess, knows the identity of Brad TurnerBrad Turner - MASK Hocus-Pocus generates Holograms that disguise the other MASK Agents - Passive, if eliminated then MASK Role Agent identities are revealed to everyoneZartan - Spy on target Agent to learn their Role and who they targetedMirage - Forensic on target eliminated Agent to learn the Color of killerSlimer - Slimes any Agent (marks them) that successfully targets an Ability or Role Ability attempted during Breaktime - Passive, immune to Binary & Possess - PKE PositiveLegit - Motivate selected target Agent, 2 Motivations doubles their Ability, 3 Motivations doubles Role for 1 entire Session, Chief Abilities are not affected
Wagonstart Perk Gain protection from the Voted (Non-Role Ability Immunity) targets Color - will lose perk if Vote changes.
All this information will be available prior to players requesting Roles & Agents so this is not "inside intelligence" to the game since its replayable.
FAQ:
1) Binary is the villain Role ability to "suck out" a targets Color (Black & White) and kill them Killer Clowns from Outer Space style.
2) Abilities should only really affect Abilities and Roles vs Roles
3) Need to enforce Room Ability/Role limitations and nothing should breach that rule except for Curse.
4) Reason to allow players to choose their Roles and more is to circumvent lurkers since if a player gets a role they dont really want to play they arent as active.
5) To enhance replayability instead of the host "randomly" assigning its left up to the players to drive the game.
6) Showtime = day Breaktime = night (commercial break) Session = day+night
7) All Roles are "disguised" characters posing as the Agent, every Role character is a master of disguise or a Ghost that can possess.
Plan on having the Agents discover the additional Room cards each day as the map is explored as gimmie Clues.


