Ghostbusters International Summary

download Ghostbusters International Summary

of 3

Transcript of Ghostbusters International Summary

  • 7/24/2019 Ghostbusters International Summary

    1/3

    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

  • 7/24/2019 Ghostbusters International Summary

    2/3

    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.

  • 7/24/2019 Ghostbusters International Summary

    3/3

    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.