Ghostbusters International Summary
Transcript of Ghostbusters International Summary
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Ghostbusters RPG SummaryCharacter CreationTraits and TalentsEach Ghostbuster has 12 points to divide amongst 4 Traits. Assign at least 1 point, but not more than
5, to each Trait.
Brains How smart ou are
Muscles How strong ou are
Moves !easures our de"terit, grace, stle and se"iness
Cool !easures our un#lappabilit under pressure
$or each trait, pic% a Talent & an area o# special abilit within the Trait. Each Talent is ' pointshigher than the associated Trait. For example: Dr. Nerdman has great Brains (5 pts), but is
pre-eminently nifty hen it !omes to "hysi!s (# pts).
Brownie Points(ew Ghostbusters get 2) *rownie +oints *+s-. The use up *+s to increase chances o# success & each
*rownie point spent entitles ou to an additional / in our current chec%. The G! ma o##er a cheaperrate o# spending than this e.g. 4 e"tra / #or 0ust ' *rownie +oints- i# our proposed action amuses him.
Ghosbusters earn *+s as rewards #or completing adventures. ') *+s can be traded in #or 1 point to add to
our Traits.
n addition, i# ou run out o# *+s, ou can trade in one Trait point #or 2) *+s.
Personal GoalEach ghostbuster should choose a personal goal, such as se", soulless science, mone, etc. As the
achieve their goals, the G! will award them e"tra *+s.
TagsTags are a wa o# describing how our character loo%s and behaves.
Action ResolutionGhostbusters nternational uses the niversal How !uch H!- sstem. 3hen the ghostbuster attempts an
action, he rolls a number o# dice eual to his Trait or Talent, i# applicable-, adds them together, and
compares that with a G!chosen di##icult level. # he meets or e"ceeds the di##icult, he succeeds.
The level o# success or #ailure is measured and can be increased or reduced b paing *+s. $ailure cannot be
modi#ied to success, nor can #ailure or success be changed #rom a 6er 7ittle level.
Difficulty Level Roll
Needed
Amount Succeeded/
Failed By
BP Cost To
Imrove
Dama!e To Traits
6er 7ittle 1' )' 1
8ome 49 49 2 2
A Good Amount :1' :1' 4 '
7ots 1419 1419 / 4
3hole 7ots 1:25 1:25 : 5 ; nconscious
!ore Than
Hospitali?ed
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Ghost Die
@ne o# the dice has a ghost instead o# the /. # ou roll a ghost,B then something bad happens & aplot complication o# some %ind. Add up our other dice. # ou still succeed, it will 0ust be a minor
annoance. # ou #ail, then itCs *ig Time Trouble.
Opposed Actions# an action involves two characters, each opponent rolls his appropriate Trait or Talent- and the
higher roll wins.
CombatThere are two %inds o# combat, Handtohand based on !uscle- and Danged 3eapons based on!oves-. 3eapons add to the number o# dice used Danged weapons are given a ma"imum range, and a
range increment both in he"es-. $or ever increase in range increment up to the ma"imum, the level o#
di##icult goes up one level on the H! scale.
8ome weapons are rated #or *onus amage.B # an attac% succeeds, these e"tra dice are added in to
determine the level o# success.
=haracters targeted b a ranged weapon ma attempt a odge roll the ma%e a !oves chec%, and i# itCs
better than the number their opponent reuired to hit them, ma use it in place o# that target number.
Proton Packs & Ghost Trapping+roton +ac%s have a range increment o# 1 and a ma"imum o# 5. The give a ' dice to damage. +roton +ac%s
can cause large amount o# damage to living creatures and ob0ects as well as ghosts.
3hen a Ghost has ta%en enough damage that itCs Ectopresence is reduced to ), it becomes helpless and can
be trapped. Two Ghostbusters must cooperate to use the containment setting on their +roton +ac%s, allowing
them to move a ghost as reuired. And thusl over a Ghost Trap, which can then be activated-
=rossing two proton streams set on attac% is bad. Tr to imagine all li#e as ou %now it stopping
instantaneousl and ever molecule in our bod e"ploding at the speed o# light. Total protonic reversal.
Damage and Healingamage is included in the H! sstem b reducing a Trait 1 point #or ever level o# H!. @ncedamage reaches &5 points, the character becomes unconscious.
(ormal healing is at a rate o# 1 Trait
point per wee% 1 point per da in a hospital-. octors and others can roll to heal with medicine.The character heals 1 point per level o# success, but this can onl be attempted once per #ight.
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GhostsTraitsGhosts have two uniue Traits
"ctoresence !easures its paranormal penetration o# our dimension. +ower is the number o# dice the ghostuses when it attempts to use its 8pecial Abilities.
Po#er !easures its abilit to manipulate pscho%inetic energ +FE-
3hen a ghost is hit with a proton pac% beam, its Ectopresence goes down b one. 3hen it reaches), it becomes helpless and can be trapped. Ectopresence ranges #rom 15 in wea% ghosts to 1)) #or a
metaspectre li%e uul.
pecial AbilitiesGhosts usuall have one 8pecial Abilit per point o# +ower. 8ome 8pecial Abilities include $l, 8lime,
Terrori?e, 8ummon +ests, etc.
GoalsGhosts also have goals simple ghosts have simple goals not unli%e simple humans.
Ghost Classi!icationClass I These are undeveloped #orms, insubstantial and di##icult to see. nteraction with
environment is limited and enigmatic e.g. spectral lights, voices and sounds, ectoplasmic vapors,etc.-. 8imple application o# a proton pac% beam is normall e##ective.
Class II !ani#estations #ocused in this time and space. =lass ghosts and up can phsicall
manipulate things in this world. These #orms are vague, inconsistent, or incomplete e.g. #loatingsheets, ghostl hands, animated lips, etc.-. Although a proton pac% beam is normall e##ective, some
=lass ghosts have the capacit to return attac%s.
Class III Anonmous Hauntings. istinct human #orm and personalit is evident, but #ormer
identit i.e. as a living being- is not established. # established, ghost is reassigned as =lass 6.@#ten di##icult to deal with, =lass ghosts generall possess sophisticated means o# de#ense.
Class I$ dentit established. istinct human #orm and personalit with %nown identit, such asGeneral =uster or =leopatra. Economic disposal methods include research into the bac%ground o#said entities, as well as possible communication with it.
Class $ These are ectoplasmic mani#estations o# de#inite but nonhuman #orm. 8peculation
includes the theor that =lass 6Cs are #ormed #rom emotionallcharged events or as side e##ects#rom ritual summonings. These tpicall reuire e"tensive proton pac% implementation to eradicate.
Class $I Ghosts #rom lower li#e #orms. Ghost dogs, Giant +enguins, etc. niue solutions are
o#ten reuired to handle these entities, including research into habitats, allergies, natural enemies, etc.
Class $II !etaspectres. @bsessivel malevolent, e"ceptionall power#ul, and e"hibiting controlover subordinate #orms, such entities are potentiall ver dangerous. These are o#ten identi#ied b
primitive cultures as emons.B Entities which #it this classi#ication include Go?er and uul.
(eutrali?ing them is usuall a problematical underta%ing at best. !ost standard procedures are#utile. The most realistic plan is to ta%e measures to prevent these things #rom entering this sphere
o# in#luence in the #irst place.
Ghost Traits
Free%floatin! The ghost can move about at will.
Focused The ghost is tied to a speci#ic localeIob0ect.
Full Torso An apparition having arms and legs. !ost ghosts appear indistinct below the waist-
Reeater De#ers to a sel#generating +FE #orce this ghost will reappear even i# caught.
$aor nsubstantial, capable o# traveling through solid ob0ects.