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Unread 16th of August, 2010, 20:28
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Mohrg [GM]

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[OOC] Player Discussion

Players are free to discuss topics and ask questions related to the game herein. If, for any reason, a player finds himself unable to post for a period of time, please let me know through the use of this thread, so that I can plan around your absence.

After being accepted for the game, I would ask that players post their Personnel Files in the Player Area of the game forum. I will make each thread private once it's been posted, so that only myself and the player in question can view the information.

When posting your Personnel Files, please do so in the following format:
PERSONNEL FILE
Name:
Alias:
Residence:
Phone:
Telex:

Relevant History:

DESCRIPTION
Sex:
Age:
Hair Colour:
Eye Colour:
Height:
Weight:

Goals:
Tags:

TRAITS (Normal/Current)
Brains: 1 / 1
Talent:

Muscles: 1 / 1
Talent:

Moves: 1 / 1
Talent:

Cool: 1 / 1
Talent:

MEDICAL HISTORY*
Unhurt - Current
Banged Up Some (-1 from a Trait)
Hurt (-2 from total Traits)
Really Hurt (-3 from total Traits)
Trashed (-4 from total Traits)
Basket Case (-5 from total Traits; Out Cold)
Nearly Dead (-6 from total Traits; Out Cold, Hospitalized)

GEAR
Head (1 H):
Equipment (0 H / 0 M)

Back (2 H):
Equipment (0 H / 0 M)

Belt (2 H):
Equipment (0 H / 0 M), Equipment (0 H / 0 M)

Hands (2 H):
Equipment (0 H / 0 M), Equipment (0 H / 0 M)

Total: 0 M

BROWNIE POINTS
Current: 20
When you gain Brownie Points, I'll notify you through your individual threads, and you can tell me where you're allocating them and why (if you've gained over 30). Any private storylines or notes that the character gets will also be handled through these threads.

Any questions, please post them here and I'll get back to you. Game on.
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Unread 16th of August, 2010, 20:46
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Shakespeare
Mohrg [GM]

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Character Creation and Game Rules
Name & Alias
The Ghostbuster's name goes here, strangely enough. Under alias, put his nickname.

Physical Description
Under description you put the star's sex, hair, height and so on. Just add a little more description, and pretty soon you've got paragraphs.

Tags
Next are the "tags." A tag is a brief (often just a few words) description of the star's outstanding physical and personality qualities. Think of a close friend, and the way you would describe him or her to a strange: "uh, he's tall and has... um, kind of a big nose..." That's a physical tag. Examples: walks with a limp, has a scar or tattoo, balding, facial hair, stoops, heavily muscled, facial expressions (or lack thereof), squints, talks too loud, a foreign accent, wears funny clothes, friendly, etc.

A personality tag fills the same purpose, but describes how a star acts, or what he feels about something. It's the facet of his personality that would most impress someone who speaks to him for a short time. Examples: enthusiastic about learning new things, very dignified, quiet, has mood swings, suspicious of strangers, very modest, basically stupid, fanatic about baseball, etc.

Goals
Each Ghostbuster has a Goal: Sex, Soulless Science, Fame, Serving Humanity, Money, etc. You pick your star's goal when you create him or her. The Ghostmaster will award your star Brownie Points when your star achieves his or her Goal. Some sample Goals, and how they are used, are described below; you can always pick a new Goal for your star as long as your Ghostmaster agrees.

Sex: Like Peter Venkman in the first movie, your star wants to engage in as many brief, sordid, meaningless moments of bliss as possible. To expect your Ghostmaster to give you Brownie Points for this, you would need to go on a satisfying date during the course of an adventure. Fabulously attractive dates are worth more Brownie Points, at your Ghostmaster's discretion. If you really foul up on the date, you could lose a few Brownie Points.
"Gotta run, gotta date with a ghost."
Wealth: Your star wants big bucks. Expensive cars. Tax shelters. Depending on what kind of bookkeeping your Ghostmaster is willing to put up with, you could get Brownie Points for each thousand dollars you earn, for every fancy antique you acquire, or for every month your franchise stays in the black. Of course, to be fair, for every valuable piece of equipment you ruin, or every time your franchise is sued or fined for ignoring government regulations, your Ghostmaster may penalize you a few Brownie Points. He'll let you know.
"...The indispensable defence science of the next decade: professional paranormal investigations and eliminations. The franchise rights alone will make us rich beyond our wildest dreams!"
Fame: Your star wants nothing more than to become a media darling -- to appear on Johnny Carson, Pat, Letterman -- to be invited to the White House Easter Egg Hunt -- to do an American Express commercial. Every time your star's face appears in the local news media (newspaper or television) your Ghostbuster will be awarded Brownie Points. National media coverage is better, or course, and something really sensational, like a Time Magazine cover... Of course, fame is fleeting. One embarrassing picture or bad review could cost you...
"Lenny... You will have saved the lives of millions... of registered voters."
Soulless Science: The advancement of science is what's important. So what if a few folks are temporarily inconvenienced, or the water in the Hudson River dries up, or Iceland moves a couple of hundred miles north? If it advances science, in the long run, Mankind will thank you for it. This is Egon's thing. If it's your thing too, every new discovery that advances the science of Ghostology gets you Brownie Points. An extremely important experiment is worth more if the Ghostmaster says so. Of course you know what a failed experiment could cost you...
"We'd like to get a sample of your brain tissue."
Serving Humanity: Boy Scout types: Andy Griffith, Mother Teresa, The Batman. You're interested in doing good deeds, in helping the oppressed, in Saving The World. Every time you successfully finish an adventure, you get a few Brownie Points. If your foe was especially nasty, you may get a few more (victory over a government agency is worth a special award). This seems like a fairly straightforward Goal -- but remember! Each time the team fails, you will lose a few Brownie Points.
"You are so kind to take care of that man. You know, you're a real humanitarian."
Traits
Let's get back to some technical stuff.
Ghostbusters have four Traits: Brains, Muscles, Moves, and Cool. Each Trait is assigned a numerical value. The higher the Trait number, the better a star does when using it. You have 12 points to allot among your Ghostbuster's Traits. You must assign at least one to each Trait, and you may not assign more than five points to any one Trait.

Note: Some famous Ghostbusters have more than 5 points in a Trait, or add up to more than 12 points. The extra points were gained after years of hard work (or, in Egon's case, after eating vast quantities of fish). Your Ghostbuster will be eligable to increase his or her Traits after a few adventures.
"Back off man, I'm a scientist."
A Quick Note on Traits: The Trait's number is the number of dice you get to roll when performing a task. The more dice, the better your chance of success. Sometimes you will be rolling the dice to beat a specific number; other times you will roll dice against someone else's dice roll. All is explained later.

Talents
Talents are areas of special ability within each Trait. Each Ghostbuster has one talent for each Trait. When your star attempts to perform a task that he has a talent for, you get to roll 3 extra dice. Pick four talents for your Ghostbuster, one for each Trait. Some possible talents are listed below (such as viral oncology, if your Ghostmaster agrees. His or her word is final on whether a talent is allowed, what Trait it goes under, and when during an adventure is can be used). Talents can be useful in two ways: you get to add extra dice in a few key situations, and you can better define your star by what sort of talents you have.

Brains: "Try to understand. This is a high-voltage laser containment system. Simply turning it off would be like dropping a bomb on the city."

Brains shows how smart your Ghostbuster is. Very smart people (Brains 5 or more) can do calculus in their heads, write computer programs which work the first time they run, and speak foreign languages like a native. Bozos have a hard time remembering their own names. Brains is also used to show how observant a star is of the world around him (although we know plenty of smart people who can't see past their own noses!) Talents like seeing and hearing come under Brains.

In Ghostbusters International, unlike real life, all smart folks know lots about lots of things. If your Ghostbuster has a high Brains Trait, he knows a lot about history, biology, chemistry, physics, linguistics, trivia, and the occult. A star's Brains talent simply determines what his particular speciality is.

Here is a by-no-means exhaustive list of Brains talents. If you want your Ghostbuster to have a Brains talent not on this list, talk it over with your Ghostmaster first.
Accounting, Anthropology, Archaeology, Astronomy, Biology, Botany, Bureaucracy, Chemistry, Deduction, Electronics, Geology, Guess, Hear, History, Journalism, Library Science, Linguistics, Mathematics, Mechanical Repair, Medicine, Occult, Parapsychology, Physics, Psychoanalysis, Read, Review, See, Smell, Soap Opera Trivia, Sports Facts, Taste, Write, Zoology
Muscles: "All right, this chick is toast!"

Muscles tells how strong your Ghostbuster is. Strong Ghostbusters (Muscles 5 or more) can rip phone books in half, intimidate puny extras simply by flexing their arms, bite the crap off of beer bottles, or throw EPA bureaucrats into the grabage. Weaklings can't carry much of anything except a tune.

Here's a list of some Muscles talents. If you want your Ghostbuster to have a Muscles talent not on this list, talk it over with your Ghostmaster.
Arm Wrestle, Brawl, Box, Break Things, Carry, Climb, Gopple Food, Grapple, Hold Breath, Intimidate, Jump, Kick, Lift, Rip Things Open, Withstand Pain, Wrestle Alligators, Wrestle Men, Yank
Moves: "I think we better split up." "Good idea: we can do more damage that way."

Moves determines how dexterous and physically adept your Ghostbuster is. Agile Ghostbusters (Moves 5 or more) are better at shooting guns, catching things, dodging, throwing things, picking locks, juggling, driving, and creeping along ledges. Maladroits get caught in their zippers.

Moves also determines how fast you can run, swim, or ride a bicycle, and how good you are at doing those things. Here's another list, this time of Moves talents. As usual, items not on the list must be discussed with the Ghostmaster.
Attract Attention, Balance, Breakdance, Catch, Dodge, Drive, Fire Weapon, Hide, Jump, Make Music, Pick Pocket, Ride Horses, Run, Ski, Sleight of Hand, Sneak, Swim, Throw
Cool: "Generally you don't see that kind of behaviour in a major appliance."

Cool people are bold, brave, and brassy. Cool people have aplomb -- they don't scare themselves into useless activity, and they know their own capabilities. A real Cool dude (Cool 5 or more) knows how to maintain his pace, even if he shows up at a black-tie ball in a chicken suit. On the other hand, a low-Cool Ghostbuster calls the FBI every time his toilet backs up. Cool is also a good measure of how attractive a star is to others. Really Cool people have loads of self-confidence and come off looking good. UnCool folk spend too much time worrying to have any fun.

Here are come of those groovy Cool-type talents. If you want one not on the list... you know what to do.
Act, Bargain, Bluff, Borrow, Browbeat, Charm, Con, Fast Talk, Gossip, Lie, Orate, Play Poker, Play Stock Market, Raise Children, Seduce
Normal and Current Traits and Talents
On a character sheet, you put the Ghostbuster's real Traits and talents, the way you designed him or her, into the "Normal" blanks. In the blanks labelled "Current" you'll put the new scores for any Traits that are temporarily reduced by damage, fatigue, excessive sliming, etc. A temporarily reduced Trait is one that is lower than the normal value due to some outside circumstance. A Cool 5 master of mystic suaveness may sometimes find himself acting like a Cool 1 geek who wanders into traffic, knocks young ladies into mud puddles, and slurps his soup.

There are three ways to get your Traits reduced (your Ghostmaster will cheerfully remind you if ever one of these things should happen to you):
1. Getting slimed
2. Getting hurt (more about this later)
3. Carrying around way too much equipment (your Ghostmaster will help you with this too -- isn't he nice to have around?)
When your Trait is temporarily reduced, write the new, unimproved score in the "Current" blank. That way, you can always be acutely aware of your current state of misery, merely by looking at your Personnel File.

Don't forget that when a Trait is reduced, so is the talent based on that Trait. If your Moves is 4 and your Seduce is 7 (Shakespeare Note: Guess this talent can be used for either Trait), when your Moves is lowered by, say, three, down to 1, your talent is reduced from 7 to 4. Simple to figure, hard to live with. Just remember -- it's not easy to be charming when you're covered with ectoplasm, not easy to seduce when you're in a body cast, and not easy to do multidimensional calculus when you're being trampled by the possessed bodies of the New Jeresy Giants. Little facts of life...

Medical History
Here is where you keep track of your star's physical status. Ghostbusters, you see, have this unfortunate tendency to get banged up, abraded, bruised, squashed, pulverized, and otherwise messily verbed. You get to keep track of all of this here.

You actual use of the Medical History box will be explained later. For now, all you need to know is that bad things can happen... but you sort of suspected that already, didn't you?

Gear
The Gear box (so to speak) is where you keep track of all the stuff you are carrying. Sometimes your Ghostmaster will tell you that carrying so much gear is detrimental to your health. You'd better listen. Star gear, how much stars can carry, and what happens if they carry too much, will be discussed later.

Brownie Points
Last, but certainly not least, are the Brownie Points. New Ghostbusters each start with 20 Brownie Points. You can go ahead and add that to your Personnel File. When a Ghostbuster spends Brownie Points during an adventure, update the number. After the adventure the Ghostbuster may earn Brownie Points as a reward when he succeeds at his mission or achieves his Goals. If so, increase the Brownie Point number as appropriate.

We won't go into Brownie Points and their uses too much now. Suffice it to say that when Ghostbusters are doing badly, they receive parking tickets, abusive calls from creditors, long stays in the hospital... and they lose Brownie Points. But Brownie Points are more than just a measure of how well your star is doing. To some extenet, they allow you to rewrite the script -- to have your star attempt incredible feats, or bail himself out of terrible jams.

Essentially, for each Brownie Point you spend you can roll one additional die when your star is attempting to use a Trait or talent. Brownie Points can also be used to reduce time spent in the hospital and, if you do something monumentally stupid -- that should, by all rights, mean your immediate and permanent extinction -- they can be used to avoid the fate you so richly deserve.

Doing Things
When your Ghostbuster wants to (or has to) perform a task, your Ghostmaster assigns a difficulty number and tells you which Trait or talent applies to that task. You then roll as many dice as you have points in the appropriate Trait or talent. If you roll equal to or higher than the difficulty number, you succeed; if not, you fail. Remember that the Ghost Die must be one of the dice you roll (Shakespeare Note: My rule will be that the first d6 you roll will always be the Ghost Die, and that the Ghost will appear on a roll of 6, but more on this later); remember also that you can spend Brownie Points to increase the number of dice that you roll.

Sample Difficulties
Listed below are some sample tasks which your Ghostbuster may wish to attempt, and the difficulty numbers which the Ghostmaster might assign them. Note that these are just guidelines -- the Ghostmaster can change the difficulty number of any task. Also, the Ghostmaster can change the number of dice you roll, if your star is poorly prepared, distracted, or otherwise not up to the usual high standard of competence.

Example: Egon normally rolls seven dice for any feat of mental prowess, but if he is trying to solve equations while standing under an air-raid siren, the Ghostmaster might decide that Egon may only roll four dice.
AUTOMATIC SUCCESS (no need to roll dice):
1. Blasting through a wall with a proton pack
2. Sleeping in your own bed
3. Driving a car down a country road
4. Eating a meal
5. Using a pay phone
6. Picking up a Miniature Poodle

VERY LITTLE Difficulty (roll 1-3):
1. Blasting a stationary ghost with a proton pack (Moves)
2. Sleeping in your own bed after watching the 3am horror movie (Cool)
3. Driving a car down a country road in the fog (Moves)
4. Eating a meal and doing the crossword (Moves)
5. Using a pay phone when you have no change (Brains)
6. Picking up a Siamese Cat (Muscles)

SOME Difficulty (roll 4-8):
1. Blasting a slow ghost with a proton pack (Moves)
2. Sleeping in a hotel room (Cool)
3. Parallel parking in a big car (Moves)
4. Eating three Big Macs at once (Muscles)
5. Remembering a friend's phone number (Brains)
6. Picking up a feisty Yorkshrie Terrier (Muscles)
7. Figuring out the IRS short form (Brains)

A GOOD AMOUNT of Difficulty (roll 9-13):
1. Blasting a moving ghost with a proton pack (Moves)
2. Sleeping in a noisy room (Cool)
3. Driving in Manhattan (Moves)
4. Finding your way around Manhattan (Brains)
5. Eating a whole extra large pizza (Muscles)
6. Understanding an occult book written in Olde English (Brains)
7. Picking up an Irish Setter (Muscles)
8. Picking up an attractive person in a bar (Cool)

LOTS of Difficulty (roll 14-18):
1. Blasting an agile ghost with a proton pack (Moves)
2. Sleeping in a hotel room during a convention (Cool)
3. Parallel parking a limo (Moves)
4. Winning a pie-eating contest (Muscles)
5. Remembering a friend of a friend of a friend's phone number (Brains)
6. Picking up a Standard-bred Poodle -- the big ones (Muscles)
7. Figuring out the IRS self-employment schedule (Brains)

WHOLE LOTS of Difficulty (roll 19-29):
1. Blasting a ghost at long range (Moves)
2. Sleeping on a New York street corner (Cool)
3. Driving on a freeway at rush hour (Moves)
4. Driving in Manhattan without losing your temper (Cool)
5. Eating a small telephone book (Muscles)
6. Understanding a book written in another language (Brains)
7. Picking up a St. Bernard (Muscles)
8. Getting a famous person to talk to you on the telephone (Cool)

MORE Difficulty THAN YOU CAN IMAGINE (roll 30+):
1. Blasting a ghost with your eyes shut (Moves)
2. Sleeping through a volcanic eruption (Cool)
3. Winning the Indianapolis 500 in a Honda Civic (Moves)
4. Eating a telephone (Muscles)
5. Understanding a complex computer program (Brains)
6. Picking up a buffalo (Muscles)

Opposed Rolls "Don't patronize me. I'm not grotesquely stupid, like the people you bilk."

Not all tasks will be "you against a difficulty number." Much of the time you will be trying to do something while someone else is trying to stop you from doing it. In this case, you use your Trait or talent dice to roll higher than your opponent.

The Ghostmaster decides which Trait or talent each antagonist is using. Then the opponent each roll the appropriate number of dice, and the high die-roll wins. If the totals are equal, the Ghostmaster can leave it at a tie, or have the opponents roll again.

Example: Venkman is returning through U.S. Customs. He acts nonchalant so that the hard nosed customs officer won't inspect his baggage (which is loaded with dutiable items). The customs agent studies Venkman, trying to remember where he's seen him -- he's suspicious of anyone he thinks he's seen. The Ghostmaster says the agent will match his Brains against Venkman's Cool to see if a luggage inspection is made.

Venkman's player smirks, saying that Venkman will use his bluff talent to get through -- but the custom official's talent is see 8, not that much lower. The dice clatter. When the smoke clears, Venkman has rolled a 23, and the agent a 24. Incredibly, Venkman loses a bluff.

The Ghostmaster rules that the agent examines some of Venkman's luggage, finding all kinds of booty. Venkman must pay a hefty fine and is subjected to a full body search.

The Ghost Die
The Ghost Die must always be one of the dice you roll when you are performing a task. If a number comes up (roll of 1-5), simply add it and all the other numbers together and compare your total to the difficulty number, as usual. If the Ghost comes up (6), however, Something Bad Has Happened: compare the other numbers to the difficulty number anyway (the Ghost counts as a 'zero'). If you roll a Ghost but also equal or exceed the difficulty number, you succeed at your task, though you can look forward to some niggling annoyance. If you roll less than the difficulty number, not only does Something Bad Happen, but you fail at your task as well.

Let's say you're attempting to eat a telephone.
1. You equal or beat the difficulty, and don't roll a Ghost: You eat the telephone and everything's fine.
2. You roll less than the difficulty number, and don't roll a Ghost: Your teeth just aren't strong enough, but you are otherwise unharmed.
3. You equal or beat the difficulty, but roll a Ghost: You successfully swallow the last bite, only to realise that you've forgotten to unplug the phone! It rings, giving you a nasty electric shock and some interesting psychological damage.
4. You roll less than the difficulty and roll a Ghost: You get the receiver caught in your mouth, and have to go to the hospital for some expensive and embarassing oral surgery.

The Ghost Die works for ghosts instead of against them. The value of the Ghost on the die is still zero, but accidents, coincidences, and mishaps rebound to the spook's benefit.

Example: Blazing away with his proton pack, Stanz chases a spook down a hallway. The ugly little spud suddenly turns and attempts to slime Ray. The Ghostmaster decides the difficulty and rolls the ghost's dice. The attack fails, but the Ghostmaster rolls a Ghost! Ray is not slimed, but it's a hollow triumph. The Ghostmaster cheerfully informs Stanz's player that the ghost's slime has coated the entire floor of the hallway, and that Stanz is now sliding along it, heading right for the Big Window at the end of the hall. Exit, falling the way, stage right.

Brownie Points "Ray has gone bye-bye, Egon. What have you got left?"

As you may remember, you can spend your Brownie Points to increase your Ghostbuster's chance of success: for every Brownie Point you spend, you can roll one extra die when your star uses a Trait or talent. You have to decide to spend the Brownie Points before you roll; you cannot use them to re-roll failed dice.

Brownie Points are also lost when your star suffers injury -- your Ghostmaster will give you the gruesome details. He may demand a Brownie Point loss from you to avoid many such otherwise-unpleasant fates.

Finally, you can use Brownie Points to alter your fate, even when the Ghostmaster has decreed it. The only restriction is that you have to describe what actually happens to save your Ghostbuster's. Be colourful, be imaginative, be wacky -- bring a little brightness into your fellow players' otherwise dull and humdrum lives. If the Ghostmaster is sufficiently impressed and amused, he'll tell you how many Brownie Points it costs to save your bacon. Otherwise he'll just grin silently and watch you fry.

A tip: keep it short and sweet. The Ghostmaster will almost never allow the use of Brownie Points for overlong, dull, or stupid rationales (or he might still save you from being crushed like a grape, but charge you extra Brownie Points).

Example: When last we left Stanz, he was sailing toward the street five stories below. The Ghostmaster informs Stanz's player that he's got a one-way ticket to pancakeville unless he spends Brownie Points. Can the player describe the amazing series of events which save Stanz from certain destruction?

"Well," the player hems, "Stanz hits a clothesline, which slows his fall; then he manages to grab onto a fire-escape -- but the railing breaks off in his hand! He's slowed even further by this, though, so when he hits the awning of the Baskin-Robbins store on the street level, the awning sags almost to the ground, then snaps back. Ray is hurtled through the window of the motel across the street, where he lands in the heart-shaped tub, spilling water, bubbles, and a honeymooning couple all over the floor."

The Ghostmaster decides that his original estimate of six Brownie Points to get out of this one should be reduced to two. The player spends two of Stanz's Brownie Points -- then groans in dismay when the ever-helpful Ghostmaster informs him that he must now also spend a week in the hospital. "You survived the fall, all right, but the man on honeymoon was a linebacker for the Giants..."

You can also gain Brownie Points at the end of adventures, by completing the job for which you are hired. Each job has three likely outcomes:
1. You fail to get the ghost, or otherwise botch the job: About half the Brownie Poitns spent during the adventure will be refunded.
2. You get the ghost or otherwise complete the job: Almost all your Brownie Points are returned, perhaps even with one or two extra.
3. You do an excellent job, save the day, and amuse the Ghostmaster: Up to half again your Brownie Points are awarded at the end of the adventure.

You also gain Brownie Points for acting in character during the adventure, and for fulfilling your personal Goals, as described by the Ghostmaster.

If you ever find youself with 30 Brownie Points you don't know what to do with, you can buy an additional point to add to one of your Traits. This option is available only if your Ghostmaster allows it.

Most likely, however, you will find that you never have as many Brownie Points as you want -- and sometimes not even as many as you need. If your Ghostbuster doesn't have enough Brownie Points to avoid a catastrophe, the Ghostmaster may allow you to permanently subtract a point from a Trait in exchange for 20 Brownie Points. Note that it costs 30 Points to gain a point in a Trait, but you only get 20 Points back when you trade in a Trait point. It has something to do with the law of supply and demand...

Example: Egon spends his last Brownie Point to make a five-die Moves roll to beat a 20. He blows it, and is buried under five feet of sentient Mounds bars. The Ghostmaster rules that, with his puny Muscles of 2, Egon can dig through only two feet of the coconut peril before he suffocates. The Ghostmaster cheerfully informs Egon's player that unless he has mastered the difficult art of chocolate-breathing, he must spend Brownie Points to get free.

Well, it's been a long day, and Egon has no Brownie Points left. He'll have to lose a point from one of his Traits. His player chooses to reduce Egon's Moves from 4 to 3. Egon gets 20 Brownie Points. His player describes Egon's desperate struggle to eat through the menace, and is told to spend three to escape. Egon is left with 17 Brownie Points, a Moves score of 3, and a stomach full of warm, sticky candy.

Play Sequence
During the most action-packed parts of an adventure, when there's lots of conflict and panic and smashing things and running around, the Ghostmaster will organize events in a certain order to keep thigns from getting confused and to make sure everybody gets a chance to do something. The order in which stars and extras resolve their actions is thus: the star or extra with the highest Moves (or Cool when Moves are tied) goes first.

During this Sequence, a star may both move and perform one other action. An action may be firing a proton pack, trying to find another Ghostbuster in the dark, reading a PKE meter, and so forth. Some actions may interfere with moving successfully; Stanz might be able to find a certain reference in Tobin's Spirit Guide while trotting down a hallway, but he runs the risk of tripping or smacking into a wall. Some actions replace movement entirely; while you're driving a car, trying to run at the same tiem is... rather unusual (although plausible if you really blew your Cool after viewing a spook).

In all cases, the Ghostmaster judges what is reasonable and likely. That's his job.

Moving and Fighting
Even though "combat" is just another version of performing a task, it occurs so much in Ghostbusters International we'll just briefly mention some of the things that can affect your battles with the forces of evil.

There are two kinds of combat: hand-to-hand and ranged-weapon. Needless to say, knives, pistols, blackjacks and the like probably don't work on ghosts. But there are plenty of things to battle besides ghosts in any Ghostbusters campaign.

Hand-To-Hand: "That's great! Actual physical contact!"

Muscles is the appropriate Trait for hand-to-hand fighting; brawl and grapple are a few of the applicable talents. If one antagonist has some sort of hand-to-hand weapon, such as a club, then the number of dice used to resolve his or her roll is increased by a slight or considerable amount, judged by the Ghostmaster.

Example: Janine is attempting to fend off a possessed old lady armed with an umbrella. Janine has Muscles 2 and the grapple talent: she gets to roll five dice. The old woman (normally a Muscles 1) is possessed by a Muscles 3 demon, so she starts with three dice. The Ghostmaster decides that the umbrella is worth one extra die in her attack: the lady gets to roll four dice.

Ranged: A ranged weapon is one which can be used to damage someone far away, hurling a missle or bolt of energy at a more-or-less distant target. Ranged weapons can be fired over a variety of distances, with varying degrees of accuracy. The Ghostmaster determines the ranges for a particular weapon according to that weapon's standard performance, as well as the current circumstances. He or she'll tell you what the difficulty number is for your shot, but as a rule of thumb, use:
Point Blank: 10 meters or less with most weapons. The difficulty at Point-blank range is usually 1-3. The defender can attempt to use his or her own weapon, or to grapplethe attacker to deflect the shot, or possibly seize the weapon as a future action.

Normal: Varies by weapon type -- about 30 meters for "short-range" weapons like thrown knives, pistols, and proton packs, and about 90 meters for things like bazookas. At normal range the difficulty number is 9-13. At such a long range, the defender has no chance to grapple; he must fire back or run for cover.

Long: Anything over normal range is considered Long. The difficulty for long-range shots is 14 and up. At really extreme ranges, the Ghostmaster may rule that the difficulty is as high as 30.

Getting Hurt/Getting Better "Why worry? Each of us is wearing an unlicensed nuclear accelerator on his back."

Ghostbusters do not ordinarily die -- nor do any of the other characters in the game (and the ghosts are already dead!). Stars do get hurt, though, and equipment gets toasted, and ghosts get gobbled up by ghost traps.

For instance, if Leutonian terrorists wire the ECTO-1 replivehicle to explode and the Ghostbusters fall into the trap, they are simply left sitting in the vehicles bare frame, smudged and clothed in rags from the blast. The replivehicle does to equipment heaven, and the Ghostbusters probably end up in the hospital. In addition, the Ghostmaster will probably fine them a few Brownie Points (to say nothing of the fine GBI Headquarters will lay on them for destroying valuable proton packs, ecto visors, etc). So you see, getting hurt isn't only time-consuming and painful -- it's also bad for your profit margin!

How badly hurt is someone after a blast like that? Or after falling five stories? Or getting slimed, for that matter? The Ghostmaster knows, and he or she does it using the UHM System. UHM stands for Universal How-Much. The UHM System tells the Ghostmaster at a glance how badly your Traits and talents will be affected by your injury, how long you'll need to spend in the hospital, and what Brownie Point fine is appropriate (don't forget you can avoid some of that fine through a bravura performance of descriptive narrative). We're not gonna tell you exactly how UHM works here, but in brief, the more a roll beats a difficulty number, the greater the success. This applies in all situations, but in combat it specifically determines how much damage your Ghostbuster suffers.

If a Ghostbuster has been extraordinarily careless or outrageously reckless, a Ghostmaster may decide that he or she has pushed his or her luck too far, and that this charmed life must end. A touching death-scene is appropriate -- the mortally injured Ghostbuster gathers colleagues around, warns them against wasting their lives as he has, wishes them luck, utters a few brave last words, and shuffles off this mortal coil.

This will not happen often, and the reasons for the star's demise should be clear to all the players. When a Ghostbuster does die, the player makes a new star for the next session (and tries to be a little more prudent). Obviously, the deceased Ghostbuster becomes a ghost run by the Ghostmaster, and might come back to haunt his former friends.

Equipment
There's a limit to everything. Your Ghostbuster can only carry a certain amount of equipment without being completely immobilized, or unable to do anything except stare out over a pile of stuff he's carrying.

Since there's a limit to what can be carried, you may wish to set up an equipment dump (often the replivehicle) somewhere near the scene of the ghostly activity, so that if you need something you aren't carrying, you can run back and get it. It's probably wiser, though, to divide gear among the Ghostbusters intelligently in the first place.

Your Ghostmaster will enjoy telling you when you're carrying too much, and what effect it's having on you... but as a rule of thumb: Each piece of equipment has a "hands" rating and a "Muscles" rating. Hands tells you how bulky the thing is -- how many hands it takes to carrying it, or how much space it takes up on your belt/back, etc. Some things are rated as "1-1/2" hands. This means they can be carried in one hand, but take two hands to use (like a baseball bat). Muscles tells you how heavy a thing is -- how many Muscles points it takes to carry.

A Ghostbuster has two hands, plus two "hand's worth" of carrying space on his belt, two on his back, and one hand's worth on his head (for appropriately shaped items only). You just can't fit comfortably more than this on your body. When Muscles ratings begin to add up, the Ghostbuster begins to slow down. Try not to carry more Muscles points worth of items than you have in the Muscles Trait. (Shakespeare Note: I'll provide a list of available equipment and their Hands/Muscles ratings prior to the game's beginning.)

The Big List of Equipment
Examine the Big List of Equipment your Ghostmaster has for you. Sort through the items and pick out the ones your Ghostbuster wants to tote around; load them and any other stuff you think you'll need into the ECTO-1 replivehicle. This permits you ready access to all the equipment your team is carrying in the field.

Here's a short list of the most commonly used Ghostbusting accessories.
Proton Pack: Small, unlicensed nuclear accelerator. The proton pack is the Ghostbuster's basic, essential weapon. The wiggly streams emitted by proton packs scorch walls, knock holes through paneling, destroy chandeliers and upholstery -- and occasionally subdue ghosts. Proton Packs have two basic settings. The "attack" setting is the major one. A successful hit from a proton pack's stream set on attack lessens a ghost's Ectopresence by one (or more). The "containment" setting is used to form a proton-stream cage around a ghost and move it to wherever the Ghostbusters please. Usually two Ghostbusters must cooperate to use the containment setting properly, and the ghost's Ectopresence must have been reduced to zero before the setting can work.

ECTO-1 Replivehicle: This stylish vehicle, which comes either in kit form or preassembled, depending upon availability and your mechanical bent, includes a fiberglas body and tubular steel frame, and seats three Ghostbusters in luxurious comfort, or up to six in desperate cramping. Its generous cargo capacity accomodates a full line of paranormal investigation and elimination equipment (and, in a pinch, a couple more Ghostbusters). Flashing lights signal lesser vehicles to clear the way, and the big plastic figure on the roof provides loads of free advertising. One slight flaw is that it's about as inconspicuous as a mouse hiding in your refrigerator.

Geiger Counter: Radioactive ghosts? Why not? Besides, there are other uses for geiger counters. You might run into a radioactive monster, or explore Three Mile Island to see what really happened there. They're also handy for detecting malfunctions in unlicensed nuclear accelerators.

Ghost Trap: A small box which stores and transports one subdued ghost. The lid is opened by pressing a small foot-pedal attatched to the box by a twelve-foot length of tubing. As it opens, the trap produces a luminous white cone of psychokinetic force which channels the target specter into the trap. It takes a second or two for the field to neutralize the ghost's own ectoplasmic energies, so a spook could zoom away from the trap before it is sucked inside -- unless the containment stream of a proton pack holds it there. After capture, store the ghost within the protection grid at a Ghostbusters franchise.

Beach Kit: A great package deal including a huge inflatable beach ball, a volleyball net and volleyball, sunglasses, a sturdy beach umbrella, cassette deck-AM/FM radio blaster, loads of suntan lotion, double-sized beach towels, frisbees, etc. What? What does this have to do with Ghostbusting? Beats us, but it sure seems popular.

Inventing New Equipment
The science of paranormology sees dramatic advances every day as Ghostbusters are confronted with new and unanticipated challenges. Design and field-testing of new research and elimination devices is continually taking place, both at the Ghostbusters International Headquarters Research Labs in rural Pennsylvania, and in all Ghostbusters International franchises.

From time to time you may receive a new piece of equipment from GBI Research, for testing or for a special project. Your Ghostmaster will explain the purpose and function of the equipment when you receive it. You may also work on special projects of your own, or you may be called upon to improvise equipment in short and desperate circumstances. Whenever you want to do this, just tell the Ghostmaster what you want your project to accomplish, and describe three or four different devices which might get the job done. Describe the bogus principles of science you are basing your devices on, and how much research, design, labour, and money you wish to spend. Your Ghostmaster will pick the device he finds most interesting, and tell you how successful your research was... or how many city blocks were levelled when your device malfunctioned during testing.


The Moves Trait "No. No, Peter, you're coming with us on this one."

Now, to figure out how far your star can move, look at your star's Moves score. That's how far, in hexes/squares, he can move in a turn. (This is his top speed -- he can move less if he wants to.) For instance, amongst the original Ghostbusters and Friends, Dana has a Moves Trait of 5, Winston a 4, Peter a 3, and Janine, Ray, Louis and Egon a 2. If they move off in the same direction, Dana could move five hexes/squares, Winston 4, Peter three, and everyone else two. Naturally if they're trying to stay together, the faster ones can move as slowly as the rest.

Note: If you have the run talent, you can substitute your run for your Moves. For instance, Ray has the run talent, so he can move five hexes/squares instead of two.

The Combat Turn
A Combat Turn lasts for a few seconds of game time. More than none, less than ten -- you figure it out. But we're not gonna pin it down precisely because it doesn't matter. A Combat Turn is defined as the amount of time it takes for everyone to do something interesting. Really, if everyone in a Combat Turn just gapes in profound wonder at your latest monstrous creation, then you can figure that the Turn lasted a couple of seconds, max. If everyone in the Turn just ran as far and as fast as ever he could, then maybe that turn lasted for a full ten seconds. It doesn't matter: as soon as everyone has had a chance to do something interesting, the Combat Turn is over.

Once the Ghostmaster has announced that you've gone Into Combat, the stars and extras move around in Combat Turns. Each Turn, on their go, a star performs his Movement (running around and doing other non-harmful things) and then his combat (shooting, blasting, punching, kicking, biting, etc.) A star never does his Combat and then his Movement -- for instance, kicking someone and then running away before the other fellow can respond. It's always Movement, then Combat.

Other actions -- like hotwiring cars, making extensive mathematical calculations, etc -- count as Movement. The Ghostmaster decides, based on the complexity of the action, if it takes a star's entire Movement, or only a portion of it, or whether it takes up his Movement for several Turns. There are no hard-and-fast rules for this.

A star might not always get a Combat action; it depends on what he was doing for his Movement acton, and the circumstances of the scene. If he has no weapon to hand, and didn't move close enough to a foe to lump him, then the star can only perform a Movement action.

When everyone has performed a Movement and Combat action, a new Turn begins. You continue like this until you're no longer in Combat.

Combat Order
The fellow with the highest Moves score goes first. Then the fellow with the next-highest Moves, and so on. When everyone has gone, it's onto the next Combat Turn. When two stars or extras have the same Moves, the star or extra with the higher Cool goes before the one with the lower Cool. When two stars have the same Moves and Cool, the Ghostmaster can either glare at them and tell them to for goodness' sake decide who goes first, or can simply declare who goes first (according to keen sense of dramatic irony, what would be good for laughs, or just common sense). If the Moves and Cool Traits of a Ghostbuster and extra are tied, it's up to the Ghostmaster who goes when.

Getting Hurt "Oh great, two more free repeaters."

Below is one variation of the UHM System table:
Amount By Which Hit Succeeded / Amount By Which Total Traits Are Lowered
(0)-3 / 1
4-8 / 2
9-13 / 3
14-18 / 4
19-29 / 5*
30+ / 6*

*Victim loses consciousness as well
The column of numbers on the right tells us how much damage a Ghostbuster (or any target of a vicious attack) has tacken from the weapon that hit him, as follows:
Very Little hit: You're banged up some, like being hit by a big guy. You're bruised and shaken up. You must temporarily lower one of your Traits by one point.

Some hit: You're hurt, like being hit by several big guys. You must lower your Traits by a total of two.

A Good Amount of hit: You're really hurt: you've been hit by a mob of big guys, or maybe one big guy with a battle axe, or a pickup truck. You love three points off your Traits.

Lots of hit: You're basically trashed: you've been hit by one big guy with a bazooka, or a Mack truck. Your Traits are lowered by a total of four.

Whole Lots of hit: You're a real-basket case: you've been hit by one big guy with the U.S.S. Nimitz, or a convoy of Mack trucks all of which are hauling refrigerated goods. Your Traits are lowered by five, and you're unconscious.

More hit Than You Can Imagine: You're nearly dead: you've been hit by all of the above... all at once. Your Traits lose a total of six points, and your next stop is the hospital.
Now, before we give you the details on how to lower your Traits and all, let's briefly touch on how you got into these deplorable conditions in the first place.

Damage in Combat
Aside from remarkable accidents like falling off buildings and getting struck by lightning (or supernatural manifestations closely resembling lightning), Ghostbusters most often get hurt in combat with ghosts. You already know how to get Into Combat; what happens once you're there?

In the most essential type of combat, hand-to-hand, grappling, punching, wrestling, whatever, the two combatants each roll their Muscles dice. The high roll wins the bout. The only question is, how much did he win by?

Example: Ray Stanz has run smack into the ghost of Hiram, the notorious bouncer, who immediately decides to slam the hapless Ghostbuster through the nearest heavy construction. Ray has Muscles 3. Hiram has Muscles 5, and the brawling talent. Ray rolls three dice and gets a 10. Hiram rolls eight dice and gets a 31, tossing Ray through a concrete wall. Hiram wanders off, chuckling. Ray has lost. A little higher math shows us that Hiram won by 21 points.

As you may have already surmised, the amount of the win determines the amount of damage. Look at the UHM chart just presented, and find the row corresponding to the amount the attack succeeded by; in the case of the previous example, 21 falls in the Whole Lots category, so we know that Ray is a basket case and loses five points from his Traits, and is unconscious. Based upon other UHM charts that the Ghostmaster has, he also knows that if Ray spends 7 Brownie Points (less discount for stellar narrative) he can avoid almost all effects of his loss and merely be Shaken Up (more on this later).

Recording the Damage
When a star or extra takes a combat result (as Ray just did) and must lose points from his Traits, he can divide up the loss amongst his Traits in any way he sees fit, so long as no Trait falls below 0 (zero), and he roleplays the loss out appropriately (lower Brains might mean a knock on the head, lower Cool a bruised face, etc). For instance, Ray's Moves and Cool are each 2. He could lower them each to zero and satisfy four of the five Trait losses he needs. He must still lower either his Brains or his Muscles by one.

Now, Ray can still run (his Moves talent), but only moves three hexes/squares (and only rolls three dice when doing run difficulty stuff) because his Trait is zero (he limps along on aching legs). He can still argue, but rolls only three dice (his Cool is also zero -- it's hard to keep an even temperament with aching legs, likewise spine and head).

As Ray gets hit again, he will have to lose mroe Trait points from his new, unimproved Trait scores (you never lose talent dice). This can go on and on until Ray (or any other Ghostbuster, for that matter) is reduced to zero in all Traits. After that he can laugh at danger (as much as anyoen can laugh who has no dice to roll) since he can't go below zero in anything. A Ghostbuster's Medical History section of his Personnel File is used for recording his current state of health, and the "Current" column of the Trait section is used to record his new Trait levels.

Ranged Weapons
It was so easy figuring out how Muscles vs. Muscles rolls turned into damage amounts that now you want to do it for ranged weapons like proton packs, rifles, and spitballs, right? Well, it's not quite as easy, but still fairly simple. Here's how:

On the Big List of Equipment (which the Ghostmaster will provide), each weapon has two range numbers listed for it. The first one is its maximum range in hexes/squares (which is also equivalent to tens of meters); this is the farthest that a weapon can shoot with any chance of hitting anything. But the farther away something is, the harder it is to hit no matter what weapon you're using. So the second number (the difficulty increment) tells you how difficult it is to hit something at various range increments. The number tells you how far, in hexes/squares, the weapon can hit before the difficulty number changes (up one level on the UHM).

Here's a set of examples that make it crystal clear:

Example 1: A proton pack has a range max of 5 and a difficulty increment of 1. It can fire up to a maximum distance of five hexes/squares. For every hex/square away the target is, go up one level on the UHM scale (one hex/square is difficulty 1-3, two hexes/squares is 4-8, three is 9-13 and so on).

Example 2: A rock has a range max of M and a difficulty increment of 1/2. It can be thrown as many hexes/squares as the throwing character's Muscles. For every hex away the target is, go up two levels on the UHM scale (one hex/square is 4-8, two hexes/squares is 14-18, three or more hexes/squares is 31+). Since we never use half hexes/squares, you read fractions just like that: every 1 (hex/square)/2 (up on the UHM chart).

Example 3: A machine gun has the code 100/15. It can fire as many as 100 hexes/squares away. For every fifteen hexes, go up one level on the UHM scale (up to fifteen hexes/squares is difficulty 1-3, thiry hexes/squares is 4-8, forty-five hexes/squares is 9-13, and so on).

The Big List of Equipment shows all kinds of gizmos, how far they can shoot, and what difficulty increment they use (one level per hex/square, one level per fifteen hexes/squares, and so on). The List is keyed at the end to help you understand some of the funny code letters.

So now that's settled: when making an attack with a ranged weapon, you find out what level of difficulty the shot has, based on the range to the target and the type of weapon being fired. Other modifiers might apply too. Then the firer's Moves dice are rolled and his score determined. The UHM scale tells you how much damage was done.

The Artful Dodger
When something gets shot at, it often times tends to duck, run away, or otherwise try to make itself more difficult to hit. In Ghostbusters International this is represented by the Dodge rule. When a star or extra is announced as the target of a shot, the star (or extra) may immediately decide to Dodge: it rolls its Moves dice for a score.

If the total of the Dodge roll is higher than the GM-announced difficulty for the shot, then the Dodge roll becomes the difficulty number (regardless of the range). If the Dodge roll is lower, the original difficulty is used.

Example: Winston fires his proton pack at a range of three hexes/squares, at a hobgoblin with Moves 4. Winston's base difficulty with a difficulty increment 1 weapon at three hexes/squares is three levels up on the UHM scale, or 9-13. The GM decides it's a 12. The hobgoblin chooses to Dodge, and rolls its four Moves dice, getting a 16. The new difficulty of the shot is 16. If the hobgoblin's roll was a 9, lower than the stated difficulty of 12, then the Dodge has no effect and the difficulty is still 12.

A star's (or extra's) Dodge does no interfere in any way with his ability to move and fire during his own part of the Combat Turn. The Dodge is a free bonus. However no star or extra may Dodge more than once per Combat Turn. If the hobgoblin in the last example were the target of another attack later in the same Turn, it could not Dodge, since it's used up its Dodge against Winston. As usual with any roll, Brownie Points may be spent to Dodge, and a Ghost can have some special effect. However, since you are not rolling to beat a difficulty number, the UHM scale is not used.

Another Example: Venkman, Moves 3, tries to fire his proton pack at a slimer, Moves 4. He's at one hex/square range. His difficulty is 3, as stated by the Ghostmaster. The slimer Dodges, however, and gets 13 plus a Ghost (which is good for spectral beings, you'll recall). The GM decides the slimer gets a free move right after Venkman's shot. "13" becomes Venkman's to-hit number. Venkman spends one Brownie Point and rolls four dice, getting an eighteen. He scored five more than he needed (Some success), so the slimer loses two Trait points. After the slimer's free move (toward Ray), Ray fires his proton pack at it from a range of two hexes/squares. The slimer has already Dodged this Turn, so Ray's difficulty remains at 4-8 (specified 7 by the Ghostmaster). Ray rolls two dice, getting an eight (Very Little success). The slimer loses one more Trait point.

Melee Weapons
We're almost ready to tell you how to heal up -- but first a word or two about melee weapons and extra-damage weapons. Melee weapons are those things held in the hand to add to your regular brawling, punching, kicking, etc. So rather than having difficulty numbers and range-maxes and so forth, the melee weapons on the Big List are rated for how many dice they add to the wielding star's (or extra's) Muscles (or Moves in some cases, such as for ranged weapons).

If a star or extra attacks someone who can't defend himself (such as attacks from behind or against foes who are stuck up to their chest in dessert gelatin) the target rolls fewer Muscles dice, down to a minimum of zero, at the Ghostmaster's discretion. In this case, the attacker's raw Muscles score (plus any dice for his weapon) determine the amount of damage.

Extra Damage
Just one more section before we tell you how to recover those horrible lost Traits!

There are a large variety of weapons, like explosives, battle axes, poisoned darts and so forth that, although they can be quite effective when they do hit, don't hit very often because they're hard to wield or not very efficient or whatever.

Some weapons are rated for the extra damage they do. This means that you first roll the normal Traits vs. difficulty (or other traits) dice to determine whether the attack hits at all. Then add the listed number of extra dice (don't use the Ghost Die) to the amount of the success already achieved to determine the final level of damage. In this way, certain potent weapons can do lots of damage without being mega-accurate.

Example: Ray fires a bazooka at an animated tank. The bazooka is rated as 20 range max, 3 increment, and Ray is firing at 11 hexes/squares. His difficulty increment is, therefore, four levels up, or 14-18. The GM decides it's a 14. Ray spends two Brownie Points and rolls four dice for the shot, getting a 14! He just barely hits (probably in the tread). But the bazooka gets six extra damage dice after it hits, so Ray rolls six more dice now. He gets a 16, doing four Trait points to the tank (*Boom*).

Healing Up
Yes, here it is at last! The long-awaited "how not to stay hurt forever" section. We've shown you lots of ways to mangle others and become mangled yourself. It seems only fair to devote a little room to healing up all that damage.

Brownie Point Substitution: Shakespeare's Note: Without copying out other parts of the GM section, I can't make this make sense. So I'll summarise: as previously mentioned, you can save yourself from failures with Brownie Points, with the cost depending on how badly you fail by. The same can be done here: if you spend a set number of Brownie Points (less if you can describe how you save your butt) then you take less damage (to a minimum, I believe, of 1 Trait loss). We'll delve into this later, when it's relevant.

Natural Healing: Ghostbusters who cannot afford even the simple necessities like a doctor's care can still heal naturally. A wounded Ghostbuster recovers one lost Trait point for every week of game time that passes. This type of healing implies a certain minimum level of rest and sanitation during that time. Such a star could go on adventures and heal at the same time, but if he or she were to run the marathon or swim through toxic waste, that week's healing would be negated.

Medicine: The medicine talent can be used to reduce someone's injury. That's a good thing, too, or medicine would be pretty worthless. If someone with the talent works over an injured party, he rolls his medicine dice. His level of success determines how many Trait points are restored, the same way the level of success determines how many Trait points are lost when a star is hit.

What's the difficulty? Well, the worse the star is hurt, the fewer total points he will be able to recover: if the star in question has lost one Trait point the difficulty of healing him is 1-3 (one level on the UHM scale); if he has lost two Trait points, the difficulty is 4-8; three points is difficulty 9-13, and so on. In other words, for every Trait point a star is down, the difficulty of healing him goes up one UHM level.

Example: Ray, after his encounter with Hiram the Bouncer, finally makes it to Dr. Martin's office, where he is treated for broken bones, minor contusions, and halitosis. Ray has lost five Trait points, so the difficulty of treating him is 19-29. The GM rules that it's a 20. Dr. Martin has seven dice of medicine, and gets a 24. He has had Some success, and Ray recovers two Trait points. Thanks, Doc.

To prevent stars from regenerating like Trolls, you'll have to restrict their doctor visits. This means a little bit of bookkeeping on the GM's part. Each time a star visits the doctor, make a note of how many Trait points he had lost (which necessitated the visit). That star cannot go to a doctor again until he is either fully healed by natural healing/a stay at the hospital, or until his total Trait loss again equals or exceeds what it was for the last visit. For example, Ray could not get his three remaining Trait points healed by going to the doctor until he is healed in some other way and then injured again, or until his total Trait loss again reaches five or more.

The Hospital: Finally, there is the last resort for the Really Hurt. If a star's damage level was More Than You Can Imagine for any single blow, he is automatically admitted to the hospital, and the doctors won't let him out until he signs a waiver. In addition, a star can check into the hospital at any time.

In the hospital, a star gets back one lost Trait point per day (more to come later). This means really quick healing -- it's as simple as that -- except, of course, that he's generated an itemized hospital bill as long as some county phone books. When the GBI accountants get through with him, he'll probably end up back in the hospital.
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Unread 16th of August, 2010, 20:48
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Mohrg [GM]

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Busting Ghosts for Big Bucks
Ghostbusters International has established standard fees for the following basic services:
On-site Inspection: $500
Capture of Paranormal Entities
For First Entity: $4,000
Each Additional Entity: $1,000
Removal of Paranormal Entities
For First Entity: $1,000
Each Additional Entity: $500
Storage (one-time fee): $1,500

Big List of Equipment
Damage bonuses for all weapons (including proton packs) affect physical beings only.
Name (Hands / Muscles / Maximum Range / Increment / Bonus Dice To-Hit / Bonus Damage Dice)
Bazooka (2 / 2 / 20 / 3 / - / +6 A)
Crossbow (2 / 1 / 15 / 3 / +1 / +1)
Disintegrator Ray (1 / 1/2 / 5 / 1 / - / S2)
Grenade (1 / 1/2 / 4 / 1/2 / - / +5 A)
Machine Gun (2 / 2 / 100 / 15 / +2 / +3)
Pie, Cream (1 / 1/2 / 3 / 1/2 / - / -)
Pistol (1 / 1/2 / 5 / 1 / - / +2)
Proton Pack (2 / 2 / 5 / 1 / - / +3)
Reintegrator Ray (1 / 1/2 / 5 / 1 / - / -)
Rifle (1-1/2 / 1 / 50 / 10 / +2 / +2)
Shotgun (2 / 1 / 10 / 2 / +1 / +3 S2)
Speargun (1-1/2 / 1 / 5 / 1 / +1 / +1 S2)
Thrown Brick (1 / 1/2 / 4 / 1/2 / - / +1)
Thrown Chair (1 / 1/2 / 3 / 1/2 / - / +2)
Thrown Knife (1 / 1/2 / 5 / 1 / - / +2 S2)
Tommygun (1-1/2 / 1 / 15 / 2 / - / +4)
A = Damage affects people in adjacent hexes/squares as well.
S2 = This type of weapon is not very accurate. It begins at the second difficulty level and increases one level per increment hex(es)/square(s) normally.

Name (Hands / Muscles / Maximum Range / Increment / Bonus Dice To-Hit / Bonus Damage Dice)
Battle Axe (1-1/2 / 1 / - / - / +1 / +3)
Blackjack (1 / 1/2 / - / - / +1 / -)
Brass Knuckles (0 / 1/2 / - / - / +1 / -)
Bullwhip (1 / 1/2 / - / - / +1 / +1 G*)
Chain Saw (1-1/2 / 2 / - / - / +1 / +4 G*)
Chair (1-1/2 / 1 / - / - / +1 / +1)
Club (1 / 1/2 / - / - / +2 / -)
Frying Pan (1 / 1/2 / - / - / +1 / +1)
Long Fingernails (- / - / - / - / - / +1)
Power Drill (1 / 1/2 / - / - / +1 / +2)
Switchblade (1 / 1/2 / - / - / +2 / +1)
Sword (1-1/2 / 1 / - / - / +2 / +1)
Umbella (1 / 1/2 / - / - / - / +1)

G* = This type of weapon is dangerous to use. When the Ghost is rolled while using this weapon, it could rebound on its user.
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Unread 16th of August, 2010, 23:22
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I'll try to get Rufus up before I go to bed tonight. Should just be a matter of taking the personnel file I sent you and putting it in your format.
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Unread 18th of August, 2010, 14:53
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Cat, please edit your Personnel File to the design I've included in my first post.
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Unread 18th of August, 2010, 21:24
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You guys should go ahead and start. I don't want to hold you up any more. I thought I'd have Ron up by now, but with the 25 hours mandatory overtime, the youth group lesson I need to prepare still, and the surprise visit from the in-laws, it's just not going to happen until at least Monday.

I have no problem with Ron having to interview for the position. Sorry I didn's say something sooner, as I said, I thought I'd have had him up by now.
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Unread 18th of August, 2010, 23:04
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No worries Merbak. Just let me know when you're back and ready, and we'll get Ron into the game.
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Space Marine Commandment 139: "Thou shalt not replace the Space Wolves store of tuna with cans of Puppy Chow."
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Unread 19th of August, 2010, 01:44
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Originally Posted by Shakespeare # Cat, please edit your Personnel File to the design I've included in my first post.
Dude, I haven't even fixed my Buffy character yet. It could be YEARS.

I kid. Mostly. Later today I do it.
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Unread 19th of August, 2010, 04:25
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Dude, I haven't even fixed my Buffy character yet. It could be YEARS.
...Seriously? O.o If so, please remedy before my brain implodes?

Game'll begin in the next day or so; if you've got any rules questions, or queries on anything else, ask them now.
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Space Marine Commandment 139: "Thou shalt not replace the Space Wolves store of tuna with cans of Puppy Chow."
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Unread 19th of August, 2010, 04:27
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I didn't list gear for Rufus because I'm not exactly sure how it works and what I should list.
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Unread 19th of August, 2010, 04:36
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You normally list your character's favoured gear selection in their Files, but what you decide to take with you will no doubt change depending on your current job.

What's unclear? Double-check the rules listed above; if you're still unsure, post questions and I'll answer as needed.
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Space Marine Commandment 139: "Thou shalt not replace the Space Wolves store of tuna with cans of Puppy Chow."
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Unread 19th of August, 2010, 04:52
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Well, there are slots for, armor I guess, with the head, belt, and back. But only weapons as available gear.
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Unread 19th of August, 2010, 05:47
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Originally Posted by Shakespeare # ...Seriously? O.o If so, please remedy before my brain implodes?
It's just the manoeuvres.
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Unread 19th of August, 2010, 15:04
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There is more gear available Mercutio. I'll try to get the list up as soon as possible. But now -- off to work!
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Space Marine Commandment 139: "Thou shalt not replace the Space Wolves store of tuna with cans of Puppy Chow."
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Unread 19th of August, 2010, 22:11
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Oh, okay. I just figure Rufus will go with the standard proton pack, PKE meter, and IR goggles.
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Unread 21st of August, 2010, 21:38
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Due to an increased work-load guys, I'm going to have to delay my forum-work until tomorrow at the earliest, or the day after at the latest. Sorry for the wait folks; hope to return to normal soon.
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Space Marine Commandment 139: "Thou shalt not replace the Space Wolves store of tuna with cans of Puppy Chow."
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Unread 21st of August, 2010, 23:10
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NP - in a bit of the same situation myself. Been spending a lot of time reading and trying to write my own syllabus and lesson plans for college writing.
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Unread 23rd of August, 2010, 06:11
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Extended Equipment List
Name (Hands / Muscles)
Alpine Gear (2 H / 1 M)
Anti-Slime Suit (2 H / 1 M)
Atmos. Ion. Analyze (2 H / 1 M)
Aura Video-Analyzer (2 H / 2 M)
Beach Kit (2 H / 1/2 M)
Bicycle, Carried (2 H / 1 M)
Bullhorn (1 H / 1/2 M)
Cellular Phone (n/a H / n/a M)
Computer, Portable (1-1/2 H / 1 M)
ECTO-1 Relivehicle (n/a H / n/a M)
Ecto Visor (1 H / 1/2 M)
Flashlight (1 H / 1/2 M)
Flashlight, Really Big (1 H / 1 M)
Geiger Counter (1-1/2 H / 1 M)
Ghost Trap (1 H / 1/2 M)
Giga-Meter (1 H / 1 M)
Infrared Camera (1 H / 1/2 M)
Mega-Armour (0 H / 2 M)
Parachute (2 H / 1 M)
PKE Badge (0 H / 1/2 M)
PKE Meter (1 H / 1/2 M)
Protection Grid (n/a H / n/a M)
Proton Pack (2 H / 2 M)
Psi-Booster (n/a H / n/a M)
Radio, Portable (1 H / 1 M)
Roller Skates, Carried (1 H / 1/2 M)
Scuba Gear (2 H / 2 M)
Slime-Blower (2 H / 2 M)
Spectroscope (1-1/2 H / 2 M)
Tomes of Occult Lore (1-1/2 H / 1 M)
Unicycle (1-1/2 H / 1 M)
Video Camcorder (1-1/2 H / 1 M)
Walkie-Talkie (1 H / 1/2 M)
If you need an explanation of stuff, go ahead and ask and I'll explain it. In the meantime, I'd like you both to update your equipment area in your Personnel Files. Assuming that's all done by tomorrow, I'll get an opening post up for you. Otherwise... any questions? Opinions on the contract and other things, etc?

Addendum: I've got a third player whose interested in joining. I'm going to give him a chance to send on his stuff to me; assuming it gets to me quickly, I'll aim to get the intro post up tomorrow.
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Space Marine Commandment 139: "Thou shalt not replace the Space Wolves store of tuna with cans of Puppy Chow."

Last edited by Shakespeare; 23rd of August, 2010 at 19:31.
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Unread 25th of August, 2010, 02:09
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I'm Shakespeare's flatmate and he's asked me just to pop on and let everyone know he aims to get his first post up, officially beginning Ghostbusters, tomorrow.
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Unread 25th of August, 2010, 02:28
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Crap, I missed his update to the items. I'll update my personnel file in a minute.
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Unread 25th of August, 2010, 02:40
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There. Updated with what I think of when I think about Ghostbusters - Visor, proton pack, PKE meter, flashlight, ghost trap, and walkie-talkie.
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Unread 26th of August, 2010, 08:13
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Everyone sorry to mess up, but I misjudged my work-load, and won't be able to get anything game-wise done until tomorrow at the earliest. I'll aim to get things back on-track and running against as soon as possible.

Thanks.
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Space Marine Commandment 139: "Thou shalt not replace the Space Wolves store of tuna with cans of Puppy Chow."
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Unread 26th of August, 2010, 21:34
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Okay, it looks like everyone was right and I was wrong. My work load was more than I could handle when combined with so much real life activities, and thus I find myself having to consider dropping some games in order to maintain a presence on this site of any kind.

It goes without saying that I love Ghostbusters (who doesn't?), but given that this game hasn't even begun yet, and that there's only two players, I've had to include this title amongst the games that I'll be dropping in order to remain here.

To all those involved in the game, I say, once again, a heartfelt sorry for wasting your time. I'm sure it would have been fun.

I'm going to wait until Sunday before I put the request to BRR or Itches to delete the forum. Thanks for your time guys, and all the best.
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Space Marine Commandment 139: "Thou shalt not replace the Space Wolves store of tuna with cans of Puppy Chow."
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Unread 26th of August, 2010, 21:57
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That sucks, but it is definitely understood. Thanks for the opportunity to even get a look at the system.
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Unread 27th of August, 2010, 00:10
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No worries. Thanks for the interest!
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