The Ripper Roadmap

Characters:
Evan: Passive - Prodigy | Upon completing a task, gain a stack of Prodigy. Prodigy increases task completion speed up to a max of 10 stacks. Intellectual Dominion: The next task done after activating this ability is completed immediately, requires 10 Prodigy stacks. 1m CD.
Alejandra: Passive - Absolute Silence | Does not leave blood trails and footsteps are silenced. Enigmatic Concealment: Turn partially invisible (fully invisible for 2 seconds if The Ripper) for 5 seconds. 30s cooldown. (15s If The Ripper)
Jenna: Passive - Natural Instinct | The terror radius of The Ripper is larger for Jenna. An arrow will periodically flash in the direction of the killer while in the first tier of the terror radius. Tarantula Friend: Throws a tarantula that leaves the player/Ripper hit on the ground struggling for 3s, and deals 10 Damage while applying 40 irremediable. 1m CD. (25s if The Ripper).
Miguel: Passive - Faded Mind | Gains immunity to any form of vision obstruction and hallucinations. Buzzbomb: Throws a smoke bomb, obscuring the vision of all Players/Rippers hit for 10s. 1m CD (35s if The Ripper)
Fernando: Passive - Seraphic Touch | Start with a First Aid Kit, which heals 50 HP, clears 25 irremediable and removes an injury when used on himself or another person, takes 4s. Healing items are 25% more effective when used by him. Snack Break: Consume all stamina and reduce Walkspeed from 10.5 β†’ 4 to begin healing with a hidden burger, restores 33 HP (150 HP if The Ripper) and takes 4s. 1m30s cooldown.
Garrett: Passive - Floral Spirit | Whenever Garrett would bleed he heals instead. Garrett takes 15% less damage. Spike: Takes out and throws a volleyball, stunning for 0.5s. Restores 15 HP on successful hit. 45s CD (15s CD if The Ripper)
Jordan: Passive - Socialite | Start with a phone, players with phones will alert all players with phones that they are being attacked and will automatically call the police in Act 1 and Act 2. Jordan will alert players regardless of if they have a phone or not. The phone can be manually used to call the police while in Act 1 and Act 2. In Act 3, the phone cannot be used to call the police, stating that there is no signal. Pose for the Camera! - Can only be used if Jordan has a phone. Takes a picture with a blinding light, stunning those/The Ripper in its vicinity for 2s and blinding them for 7s. 1m CD (35s CD while The Ripper)
Layla: Passive - Dancer | Starts with an MP3 Player. Consume 0.4 less stamina while MP3 is equipped, and 0.2 less stamina if MP3 is not equipped. Adrenaline Rush: Refill stamina, 45s cooldown (30s CD while The Ripper).
Zhaira: Passive - Electric Affinity | Starts with Jumper Cables, a tool that can fix the electrical grid/car without a fuse/battery, but takes longer than normal. At the beginning of the Night, if Zhaira does not have Jumper Cables and she has an open item slot, she will gain Jumper Cables, she may choose to replace an item if her item slots are full. Electric Shock: Can only be used if Zhaira has jumper cables. Lunge forward with jumper cables, electrifying those hit/The Ripper. Deals 33 Damage, 22 irremediable and stuns for 5s (1s while The Ripper). 1m CD, (25s while The Ripper).
Hailey: Passive - Caffeine Addiction: Starts with Coffee, which can be quickly drunk to restore 50 stamina. At the beginning of the Night, Hailey will recieve Coffee if she has an open item slot. If her item slots are full, she may choose to replace an item. | Energize: Can only be used if Hailey has Coffee. Drinks for 2s to restore 50 stamina and gain a Runspeed boost, 20 β†’ 25 for 5s, consumes the Coffee. 20s CD.
Ava: Passive - |
Jeremiah: Passive - Poker Face: Gains immunity to mood changes. | Personality Insight: Can ask to read a player, revealing their role. 10s CD if denied, 2m CD if successful. The first time this ability is used he does not have to ask.
Sav: Passive - | Impersonation: Take on the appearance of another player for up to 30s. Wears off if hit or mask is put on. 1m CD.
Daniel: Passive - |
Ryan: Passive - |

Mechanics:
All characters have 100 HP, 100 Stamina, 10.5 Basespeed and 20 Runspeed. Stamina quickly decreases by 1 while running, and regenerates after a short delay while above 0, and after a long delay if stamina reaches 0.
After being hit, applies irremediable, which is 25% of the attacks original damage. irremediable prevents healing up to a certain HP threshold with a 1:1 ratio, preventing healing past the amount of irremediable. (100 HP - Irremediable = Max HP that can be healed to). Character will bleed out at 100 irremediable. While masked, the calculation is (300 HP - irremediable = Max HP). The amount of irremediable is divided by 3 when the mask is unequiped and multiplied by 3 when equipped. If the character reaches 300 irremediable or 0 HP while masked, they will remove the mask and reveal their identity and clear irremediable while restoring their HP to full but lose their HP bonus. This will reset at the end of the Act, and they are considered to not have their identity revealed afterward.

All characters have 2 item slots and an ability (Q).
If the player is The Ripper, they have 3 item slots and they gain a second ability (R) mask, and they start with a knife. They are able to use their character ability if their identity is revealed. The knife can only be equipped while masked. While masked, damaging items can damage other players, but you are also vulnerable to damaging items unless your identity had already been revealed. If The Ripper attacks an unmasked Ripper, they will not recieve irremediable and recieve fake DMG instead. If they lose all their HP from fake DMG to the other Ripper, they will be knocked out and announced as deceased but recover to full at the end of the act, but permanently have their mask equipped unless their identity is revealed. They also do not spawn with the other players at the beginning of an Act. If an unmasked player attacks a masked player, they recieve stun and appear to be hit but do not recieve any other harmful effects such as damage.
The player can choose to equip the mask, taking 3s to be put on or taken off. While masked, gains 200 HP, immunity to their injuries and conceals the players identity.
In Act 3, the mask can be removed if the player is stunned, revealing the players identity.

Revealed identity: Rippers with revealed identity do not have their mask and can use their character ability. They cannot equip or unequip their mask, and the rest of the costume stays on them. If a Ripper reveals their identity by losing all their HP during Act 1&2, their identity will be concealed once more at the end of the act. All nearby players will have a notification stating who The Ripper is when unmasked.

Terror Radius: Players around the ripper have their heart beat (tier2). Players close to the ripper hear a horror theme (tier1).

Players who leave the game are announced as missing. Players who die are announced as deceased.

Injury:
Recieve an arm injury whenever hit and leg injury when hit below 50 HP or jumping out of a window.
Leg Injury: Walkspeed: 10.5 β†’ 5. Runspeed: 20 β†’ 18.
Arm injury: Inflicted with Bleed. Lose 1 HP every 7s.

Mood:
Default: Nothing
Scared: Obtained after being hit.
Terrified: Obtained after dropping below 25 HP. Vision turns grey and blurry, hallucinations occur.
Bloodlust: Obtained after hitting someone as The Ripper.
Demented: Obtained after killing someone as The Ripper. Causes you to randomly laugh.
There will be mood stabilizing items such as an MP3 Player. This is to get rid of negative moods and conceal moods gained from killing. The Ripper may equip their mask to hide their mood.

Officer:
Responsible for jailing a player. Role is concealed. If dead, players cannot be jailed and the police cannot be called. β€œThere is no response.”

Acts:
Opening Act: All players are in their house. Both Rippers will attack one person.
This Act lasts for 1 minute. The attacked player must survive for the alloted period, or escape by a mean other than the Police. If they do survive for 1 minute, the police will show up and the player is saved. Other players may loot their own house during this time.
Act 1&2: Daytime: Players are at the school for 1 minute. They can discuss the events or loot. The Rippers may attack during this time. At the end of the day, the Officer may jail a player. If the jailed player is The Ripper, they are removed from the game and considered Jailed. If they are not, they are released. Players who sustained damage from the previous night/day are sent to the hospital. Players in the hospital do not bleed. At the end of the night/day their injuries are cleared and they are fully healed. The Rippers may attack the hospital at night, and players in the hospital must escape or kill the Rippers.
Nighttime: Players can choose to visit other players houses, The Hospital or The Forest before the night starts. The Rippers may decide to rig the location they are moving to, requiring the players to escape and forcing the use of their mask. They may also visit without rigging the location. This period lasts for 5 minutes and the attacked player(s) must escape, if players in a rigged location do not escape or kill The Rippers in the time period they are killed and considered Deceased. If a player is attacked in a non-rigged location, they may escape by using the entrance or surviving until the end of the night.
Act 3/Bloodbath: If there are less than 7 players at any time at the end of an Act this Act will be skipped to. Daytime: Players are at the school for 1 minute. They can discuss the events or loot. The Rippers may attack during this time. At the end of the day, the Officer may jail a player. If the jailed player is The Ripper, they are removed from the game and considered Jailed. If they are not, they are released.
Nighttime: All players will arrive at the Party House. This Act lasts for 7 minutes, players must escape or kill The Rippers.

The game will end prematurely if all Innocents die. The Rippers win by killing all other players.

Escape:
(Night) Party House: Car, Boat, Police, kill all Rippers.
(Night) Player House: Window Jump, Police, Barge open door, kill all Rippers.
(Night) Hospital: Window Jump, Police, Barge open door, kill all Rippers.
(Night) Forest: Cut open fence, Police, Car, Boat, Kill all Rippers.

In the Party House, players must barge open door or escape through a window, and then escape using the car or boat.

Progression:
Level up characters: Freshman, Sophomore, Junior, Senior. Also gains new skin each year (changeable)
At senior, abilities and passives of the character can be swapped out with the abilities and passives of other characters that you have as a senior.

Escape Types:
Cut open fence: 2 Pieces of Bolt Cutters are hidden in the map. A damaged part of the fence is located somewhere on the map. Players that collect both Bolt Cutter parts will form a Bolt Cutter. Bolt Cutters are used to open the fence.
Police: Players with phones in the Forest or Party House/Player House may call the police. Players in the Party House/Player House can fix the electrical grid with a fuse and use the telephone to call the police if they do not have a phone. The Police take 30s to arrive if called by telephone and 1m if called by phone. If the Police are called and the night ends before the Police arrive, the remaining players will not escape. Police will only go to the location that is first called. If a player from a different location tries to call the police after they have already been called, they will not respond.
Barge open Door: Players may use crowbars to break down the planks on the Player House/Party House door. Crowbars can be found in the Forest and the school, but one will always spawn in the Party House. They must then use a lockpick, found anywhere.
Window Jump: Players may use screwdrivers, found randomly anywhere, to unbolt a window. They must then use glass breakers to break the window. If they jump without breaking the glass, the player that uses themself to break the glass loses 75 HP and gaining 50 irremediable from the second floor and 50 HP and 25 irremediable from the first floor. Players may die from the jump. If glass breakers are used to jump, players lose 25 HP and gain 5 irremediable if they jump from the second floor.
Car: Players may find a battery(guaranteed) or jumper cables in the Forest/Party House and a wrench located anywhere except Player Houses to repair a damaged car and escape. If in Act 3, the car additionally requires Gasoline, guaranteed to spawn in the Party House, Hospital or Forest.
Boat: Players may use the propeller and gasoline on the boat to escape. If in Act 3, the Boat requires a wrench to repair as well. Propeller guaranteed to spawn in Forest and Party House

Items:

  • Weapons -
    Gun
    Baseball bat
    Knife (Ripper exclusive)
  • Escape items -
    Bolt cutter parts
    Bolt cutter
    Wrench
    Fuse
    Propeller
    Battery
    Screwdriver
    Crowbar
    Phone
    Lockpick
    Glass breaker
  • Other items -
    MP3 Player
    Coffee
    Jumper cables
    First Aid Kit
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