So I was thinking about this idea along with the economic upgrades that I mentioned but I thought this deserved a seperate thread.
What I thought is that it would be cool if a Ghostbuster could elect to take a Slimeblower instead of a proton pack. The unique opportunity here is to have a weapon which forfits the ability to bust ghosts directly, but would be able to help other teammates out immeasurably by 'debuffing' multiple ghosts and restricting ghost movement. (As the positively charged slime should interfere with the ghost or gates normal charge)
I dont think the slimeblower should be a roll to hit weapon as such, it coats such a big area that it should auto "hit" but that its role should require more strategic thinking as to where the slime is used (and how much) then shooting a proton pack.
I have tried to come up with ideas that work with the existing character cards so wouldnt need too much/if any changing. (I only have the regular busters though).
Slimblower:
Treat this weapon as having a line of sight of 2 spaces.
When you begin the game, place 6 positively charged slime tokens of your character's colour next to your character card.
At any time you are adjacent to the Ecto-1 you may use an action to "refill" your slimeblower.
As an action, (attack) you may "shoot" slime by placing one of your postively charged slime tokens out to your line of sight. You may then place upto two more positively charged slime tokens in squares that are adjacent to the first token (remaining within line of sight). There is no proton roll required for this. You cannot place/stack more than one token on a single square in the same action, but you can add additional slime tokens with subsequent actions.
If one or more of those squares contain a ghost, place the slime token under the ghost. If the square contains a Ghostbuster, place the slime token on that characters card.
If a ghost is "hit" by your slime, treat it as a 'missed' proton roll and perform the "When missed" instructions on the Ghost's card.
If a ghost would move across a space, but there is an equal or greater number of positively charged slime tokens equal to the ghost's level in that space, then the ghost will not cross that space and must move in the next closest available direction instead.
Slimeblowers cannot trap ghosts or close gates, however each slime allocated against a ghost or gate may be counted as one stream when another player with a proton pack busts the ghost or gate. When a ghost/gate is 'busted' the player with the slimeblower gains 1XP for every slime that was counted in this way.
Slime that is under a ghost or on a character travels with that character and can only be removed by:
1) the Ghost passing through a solid (red line) object
2) the slime expires.
3) the slime is cleaned off by another character.
Characters who are slimed by positively charged slime lose an action (as per regular slime), but are immune to incapacitating or controlling effects. (such as fear, or sleep).
At the beginning of your next turn, the slime from prior turns expires (drains away). Remove all of your used coloured slime tokens on the board (or other characters sheets) and return them to the Ecto-1.
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examples/reasoning
So a great use would be that you could slime 2 or 3 ghosts, for teammates to then bust them easier and not being quite so limited by the usual LOS or range rules if the ghost moves away from you in a tight area, but you do only have 1 turn before the slime comes off for your teammate to finish them.
The reason why I put the range at 2, is because it should be less than a proton stream, but also allows for the +1 range from Peter at level 5 to bring it up to 3 spaces.
Looking at the economic idea I was thinking of an upgrade purchase that increases the slime from 6 to 9, so you potentially get 3 shots off before having to refill.
The protection for characters was inspired by MMO gaming type buffs, and I think its fair to still lose an action as the slime is goopy and unweildy, that it should have some bonus that isnt as cut and dried as a stat buff, so some sort of fortitude or resistance (particularly to difficult bosses) seemed appropriate. The slime only lasts 1 turn so would need to be reapplied each turn, so I dont really see it being spammed as the squares need to be adjacent, so unless all 3 busters stood together then you wouldnt really have the whole team buffed (unless they all had slimeblowers but then noone could bust any ghosts).
What do you guys think?![]()