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Post by Stark on Aug 24, 2009 9:45:36 GMT -5
Well, it's pretty much done now! All that remains would be Janine Melnitz, but on second thought, I don't think she needs to be done. All there is to know is that she's a really good secretary, and that she helped the guys a couple of time in the past with Ghostbusting. Aside from that... she's rather normal, lol. EDIT 2: Thanks to Wildknight, Andyman and Dionon for their comments. I've made a few adjustments to Venkman's, Spengler's and Stantz's CADs according to you guys' help, and I think it works just fine now! Comments and suggestions are welcome, mostly on the equipment please... and also the Ghost Traps/Ghost fighting mechanics I've come up with! NOTE: These are made according to the movies and the Real Ghostbusters. NOTE 2: A large part of the description of the Ecto-1 comes from Wikipedia, and so most of the credit goes to it. ENJOY!
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Post by Stark on Aug 24, 2009 9:45:54 GMT -5
[glow=red,2,300] DOCTOR VENKMAN[/glow] Real Name: Peter Venkman Occupation: Scientist, Parapsychologist, Ghostbuster Origin: Brooklyn, New York Date of birth: 25 October 1954 Age: 30 Height: 5'10" Weight: 169lbs Eye color: Black Hair color: Black Species: Human ABILITIESInt: 4 Str: 2 Agl: 2 Spd: 1 Dur: 2 HEALTH: 2 ENERGY: 14(i) REGEN: 6 ACTIONSClose Combat: 2 (Str.bonus or Wpn.modifier) -Hand-to-Hand -Trained by Winston Zeddemore Ranged combat: 4 (Wpn.modifier) -Neutrino Wand -Thrown object -Ghostbuster gadgets -Handguns Acrobatics: 1 (Agl.bonus) Thieving: 2 (Agl.bonus) -Stealth -Search room Parapsychology: 4 (Int.bonus) -Paranormal phenomenon -Psychic abilities -Life after death -Parapsychology technology Inventing: 1 (Int.bonus) -Ghostbusters devices -Technology requirement met by Parapsychology instead Vehicle operations: 2 -Light vehicles -Ecto-1 Leadership: 3 Social Skills: 5 -Ghostbuster -Front man -Sarcasm -Charm -Con artist MODIFIERSEnergy Battery 2 Deep Reserves +2 Reflexive Dodge +2 Mental defense +3 Targeting +1 Wealth: 2 CHALLENGES-Flippant (-2; sometimes it is amazing how such a nonchalant and glib person could get any kind of Ph.D at all or even less become the unofficial leader of the most popular team of ghost hunters.) -Womanizer (-2; Peter Venkman's almost obsessed with the fairer sex. It could become distracting at times.) -Extreme vanity (-1; Venkman has a very high opinion of himself, and will let no one forget it.) -Haunted past (-1; Peter's relationship with his father, Charlie Venkman, was never too good, for the man was a negligent and even manipulative father. It doesn't trouble him too often, as he tries to not be in contact with him too often, but it still bothers him once in a while.) EQUIPMENT-Ghostbuster Jumpsuit (+1 defense, resistant to extreme temperatures [+3 Energy Defense VS Cold and Heat, including Fire and Ice to some extent]) -Neutrino Wand (+3 weapon, Range: 3; only deals Stun damage, 2x damage VS Ghosts and Phased opponents, may be used to move a target by 2 yards/stone of damage instead of dealing stun damage; and may be used to hold target in place as per an Entangle attack instead of dealing stun damage. Always deal collateral damage (often destroying a lot of furniture in rooms into which it is used!) This weapon, also called "Proton Gun", is linked to the Proton Pack, and together with said Pack is referred to as "Positron Collider". It is the main weapon of the Ghostbusters against ghosts, allowing them to stop a ghost in its tracks, move them inside a ghost trap's range, and hold them there until the ghost trap has done its job. It can also stun living beings, but that is another matter. The capture stream normally used to capture ghosts can also be used to catch and move objects at range, although doing so usually damages said object (if the object is of a Hardness inferior to 3, it is destroyed, shattered into pieces. If it has a hardness of 3 or above, then the object will be slightly burned, but it can still be moved). Using the Neutrino Wand in such a way makes it act as Telekinesis 4 (two Ghostbusters can use their capture streams together for a Telekinesis of 5, or four for Telekinesis of 6). NOTE: Crossing the proton streams is extremely dangerous and not recommended. When doing so, the power of each Neutrino Wand is increased to a +6 weapon, but a single white stone per 5 stones in the attack must be added to the red stones in a bag, and a stone must be drawn. If the stone drawn is a white stone, it results in an Area Effect attack equal to the attack made to everything surrounding the very point where the streams met, resulting in mass destruction. Therefore, it is very powerful against stronger ghosts, but it is extremely dangerous to use, therfore the Ghostbusters seldom do so.) -Proton Pack (this backpack-sized particle accelerator is worn on the back, and it is what powers the Neutrino wand. It can fire at full strength for 30 panels before needing to be recharged either at the Ghostbusters HQ or in Ecto-1 (in which case only a single Proton Pack can be recharged at a time, a process that takes approximately one hour). -Radio Transceiver -Flashlight
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Post by Stark on Aug 24, 2009 17:04:02 GMT -5
[glow=red,2,300] DOCTOR "RAY" STANTZ[/glow] Real Name: Raymond "Ray" Stantz Other aliases: Thurman Occupation: Physicist, Parapsychologist, Ghostbuster Origin: Bronx, New York Date of birth: 13 October 1959 Age: 25 Height: 5'9" Weight: 174 lbs Eye color: Brown Hair color: Brown Species: Human ABILITIESInt: 5 Str: 2 Agl: 1 Spd: 1 Dur: 2 HEALTH: 2 ENERGY: 13(i) REGEN: 5 ACTIONSClose Combat: 2 (Str.bonus or Wpn.modifier) -Hand-to-Hand -Trained by Winston Zeddemore Ranged combat: 3 (Wpn.modifier) -Neutrino Wand -Thrown object -Ghostbuster gadgets Acrobatics: 1 (Agl.bonus) Parapsychology: 6 (Int.bonus) -Paranormal phenomenon -Psychic abilities -Life after death -Parapsychology technology -Near Death Experiences -Paranormal Science General Knowledge: 3 (Int.bonus) -Metallurgy -The Bible -Agnosticism Inventing: 2 (Int.bonus) -Ghostbusters devices -Technology requirement met by Parapsychology instead Vehicle operations: 2 -Light vehicles -Small planes Social Skills: 3 -Socialize -Ghostbuster -Humor MODIFIERSEnergy Battery 1 Reflexive Dodge +2 Mental defense +2 Targeting +1 Wealth: 2 CHALLENGES-Childlike enthusiasm (-1; Ray is possibly the most childish of the four Ghostbusters when it's about his job. To him, it's all about fun, adventures and playing the hero, and people tend to wonder about just how serious he really is about it all.) -Clown (-1; even in the direst situations, Ray will usually have something funny in mind. And at times, it can be irritating... if now downright dangerous. Giant stay puft marshmallow man, anyone?) EQUIPMENT-Ghostbuster Jumpsuit (+1 defense, resistant to extreme temperatures [+3 Energy Defense VS Cold and Heat, including Fire and Ice to some extent]) -Neutrino Wand (+3 weapon, Range: 3; only deals Stun damage, 2x damage VS Ghosts and Phased opponents, may be used to move a target by 2 yards/stone of damage instead of dealing stun damage; and may be used to hold target in place as per an Entangle attack instead of dealing stun damage. Always deal collateral damage (often destroying a lot of furniture in rooms into which it is used!) This weapon, also called "Proton Gun", is linked to the Proton Pack, and together with said Pack is referred to as "Positron Collider". It is the main weapon of the Ghostbusters against ghosts, allowing them to stop a ghost in its tracks, move them inside a ghost trap's range, and hold them there until the ghost trap has done its job. It can also stun living beings, but that is another matter. The capture stream normally used to capture ghosts can also be used to catch and move objects at range, although doing so usually damages said object (if the object is of a Hardness inferior to 3, it is destroyed, shattered into pieces. If it has a hardness of 3 or above, then the object will be slightly burned, but it can still be moved). Using the Neutrino Wand in such a way makes it act as Telekinesis 4 (two Ghostbusters can use their capture streams together for a Telekinesis of 5, or four for Telekinesis of 6). NOTE: Crossing the proton streams is extremely dangerous and not recommended. When doing so, the power of each Neutrino Wand is increased to a +6 weapon, but a single white stone per 5 stones in the attack must be added to the red stones in a bag, and a stone must be drawn. If the stone drawn is a white stone, it results in an Area Effect attack equal to the attack made to everything surrounding the very point where the streams met, resulting in mass destruction. Therefore, it is very powerful against stronger ghosts, but it is extremely dangerous to use, therfore the Ghostbusters seldom do so.) -Proton Pack (this backpack-sized particle accelerator is worn on the back, and it is what powers the Neutrino wand. It can fire at full strength for 30 panels before needing to be recharged either at the Ghostbusters HQ or in Ecto-1 (in which case only a single Proton Pack can be recharged at a time, a process that takes approximately one hour). -Slime Blower (+2 ranged weapon, Range: 2, can fire for 10 panels before needing to be "reloaded"; not unlike the Slime action of Ghosts, this can be used VS living beings to gross the target out, dealing stun damage because of the disgust one can feel by being covered in slime. However, that is not the main use of this "weapon": it is a metal tank strapped to the back of its user, with an attached sprayer used to project streams of the psychomagnetheric "mood slime" that has been positively charged in order to neutralize its negatively reinforced counterparts. In other words, it can be used to "melt" negatively-charged mood slime [that is otherwise indestructible]. Additionally, the positively-charged mood slime has the ability to force a ghost out of a possessed person [as an attack VS possessed Dur or Ghost's Dur, whichever is higher]. It was also used to "animate" inanimate objects such as a toaster or the Statue of Liberty, although such a use can sometimes have unexpected results if the emotions around it change too much, so the Ghostbusters rarely use it for this purpose. Actually, because the mood slime is getting rarer since the defeat of Vigo, the Slime Blowers are rarely used at all lately, although both Ray and Winston sometimes bring one along in the Ecto-1 just in case. -Ecto-Goggles (also known as Spectro-Visors, allows the wearer to visually trace P.K.E readings [Psycho-Kinetic Energy], allowing the wearer to see invisible ghosts and track them within a visible field of search. In game terms, it grants the wearer an Enhanced Vision 6 [See Invisible Ghosts, Detect P.K.E].) -Radio Transceiver -Flashlight
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Post by Stark on Aug 24, 2009 18:01:53 GMT -5
[glow=red,2,300] DOCTOR SPENGLER[/glow] Real Name: Egon Spengler Occupation: Scientist, Parapsychologist, Ghostbuster Origin: Ohio Date of birth: 21 November 1957 Age: 27 Height: 6'0" Weight: 152 lbs Eye color: Black Hair color: Black Species: Human ABILITIESInt: 7 Str: 1 Agl: 2 Spd: 1 Dur: 1 HEALTH: 1 ENERGY: 14(i) REGEN: 7 ACTIONSClose Combat: 1 (Agl.bonus or Wpn.modifier) -Trained by Winston Zeddemore Ranged combat: 3 (Wpn.modifier) -Neutrino Wand -Thrown object -Ghostbuster gadgets Acrobatics: 1 (Str.bonus) Parapsychology: 6 (Int.bonus) -Efficient -Paranormal phenomenon -Psychic abilities -Life after death -Parapsychology technology -Near Death Experience -Paranormal/Quantum science Inventing: 5 (Int.bonus) -Ghostbusters devices -Technology requirement met by Parapsychology instead General Knowledge: 3 (Int.bonus) -Efficient -Spores, molds and fungus -Various sciences -Witchcraft and rituals Mastery of Magic: 3 (Int.bonus) -Very reluctant to use (considers magic to be strongly irrelevent, despite being skilled in its use) Magical Healing: 2 -Very reluctant to use (considers magic to be strongly irrelevent, despite being skilled in its use) Vehicle operations: 1 -Light vehicles Social Skills: 2 -Ghostbuster -Scientific community MODIFIERSReflexive Dodge +1 Mental defense +4 Magical Defense +3 Targeting +1 Wealth: 2 CHALLENGES-Shortsighted (-1; must wear glasses) -Laconic (-1; Spengler does not speak much, and when he does, he wastes no time in lengthy explanations, except perhaps when asked about quantum science or his studies in paranormal phenomenons. Because of that, he often seems to not be interested in speaking with others... while he actually is simply not good at it.) -Naive (-1; for all his intelligence, Spengler is kind of easy to fool and will have trouble realizing when people are making fun of him.) -Awkward (-2; Spengler is seriously lacking in social ability and will often have trouble speaking with others, explaining his opinion or even simply discussing for discussion's sake. Most of the time, he will need Peter or Ray to speak for himself. This gets worse when it comes to his love interest, the Ghostbusters' secretary, Janine Melnitz.) -Sugar junkie (-1; Spengler LOVES sweets, and will often be eating candies like Twinkies and Nestle Crunch bars for just about any reason.) -Haunted past (-2; kind of... When he was younger, Egon accidentally burned down his family's garage; until recently, his father never recognized his job as "worth [his] son's intellect" until he got a proof that ghosts were real; and Spengler also thinks of his family's history of witchcraft to be somewhat bothersome from his viewpoint.) -Bordering on insanity (-2; although he is mostly sane most of the time, Egon Spengler is definitely an "eccentric" genius, having once almost attempted self-trepanation before Peter Venkman stopped him. Sometimes Spengler will attempt things that simply aren't supposed to be attempted according to a normal human's mind.) EQUIPMENT-Ghostbuster Jumpsuit (+1 defense, resistant to extreme temperatures [+3 Energy Defense VS Cold and Heat, including Fire and Ice to some extent]) -Neutrino Wand (+3 weapon, Range: 3; only deals Stun damage, 2x damage VS Ghosts and Phased opponents, may be used to move a target by 2 yards/stone of damage instead of dealing stun damage; and may be used to hold target in place as per an Entangle attack instead of dealing stun damage. Always deal collateral damage (often destroying a lot of furniture in rooms into which it is used!) This weapon, also called "Proton Gun", is linked to the Proton Pack, and together with said Pack is referred to as "Positron Collider". It is the main weapon of the Ghostbusters against ghosts, allowing them to stop a ghost in its tracks, move them inside a ghost trap's range, and hold them there until the ghost trap has done its job. It can also stun living beings, but that is another matter. The capture stream normally used to capture ghosts can also be used to catch and move objects at range, although doing so usually damages said object (if the object is of a Hardness inferior to 3, it is destroyed, shattered into pieces. If it has a hardness of 3 or above, then the object will be slightly burned, but it can still be moved). Using the Neutrino Wand in such a way makes it act as Telekinesis 4 (two Ghostbusters can use their capture streams together for a Telekinesis of 5, or four for Telekinesis of 6). NOTE: Crossing the proton streams is extremely dangerous and not recommended. When doing so, the power of each Neutrino Wand is increased to a +6 weapon, but a single white stone per 5 stones in the attack must be added to the red stones in a bag, and a stone must be drawn. If the stone drawn is a white stone, it results in an Area Effect attack equal to the attack made to everything surrounding the very point where the streams met, resulting in mass destruction. Therefore, it is very powerful against stronger ghosts, but it is extremely dangerous to use, therfore the Ghostbusters seldom do so.) -Proton Pack (this backpack-sized particle accelerator is worn on the back, and it is what powers the Neutrino wand. It can fire at full strength for 30 panels before needing to be recharged either at the Ghostbusters HQ or in Ecto-1 (in which case only a single Proton Pack can be recharged at a time, a process that takes approximately one hour). -PKE Meter (an handheld device that allows measurement of P.K.E [Psycho-Kinetic Energy] in a given area. It takes a panel to make a reading with it. In game terms, the PKE Meter has four levels of warning; the first has a very low amount of PKE or none at all, meaning no ghost has been around the nearby area in a very long time... the second has a low amount, meaning that either a ghost was there a long time ago [more than a few days] or is nearby, but not in the immediate area [in the same city block, three floors above, etc]; the third has a high amount of PKE, which means either a ghost was there not long ago or is pretty close, and the fourth reading has a very high amount of PKE [sometimes through the roof], meaning... well... often that there's a ghost right behind you, or something equally troublesome.) -Radio Transceiver -Flashlight
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Post by Stark on Aug 24, 2009 19:09:24 GMT -5
[glow=red,2,300] ZEDDEMORE[/glow] Real Name: Winston Zeddemore Occupation: Former Marine, Former Construction Worker, Ghostbuster Origin: Brooklyn, New York Date of birth: 2 May 1953 Age: 31 Height: 5'11" Weight: 172 lbs Eye color: Black Hair color: Black Species: Human ABILITIESInt: 3 Str: 2 Agl: 2 Spd: 2 Dur: 3 HEALTH: 3 ENERGY: 15 REGEN: 7 ACTIONSClose Combat: 4 (Str.bonus or Wpn.modifier) -Hand-to-Hand -Martial Arts -Knife -Military Training Ranged combat: 5 (Wpn.modifier) -Neutrino Wand -Thrown object -Ghostbuster gadgets -Handguns -Automatic firearms Acrobatics: 3 (Agl.bonus) Black Ops: 5 -Stealth -Communications -Tactics -Surveillance -Escape artist Vehicle operations: 4 -Light vehicles -Ecto-1 -Aircraft -Military vehicles Technology: 4 (Int.bonus) -Repairs and maintenance General Knowledge: 4 (Int.bonus) -Mystery novels -Baseball -Classical litterature -Egyptology Construction Worker: 3 (Int.bonus) -Plans -Building -Repairs Medical Healing: 3 Social Skills: 4 -Socialize -Intimidate -Ghostbuster -Voice of Reason MODIFIERSRapid Regeneration Energy Battery 2 Deep Reserves +3 Reflexive Dodge +2 Toughness +1 Mental defense +2 Targeting +2 Wealth: 2 CHALLENGES-Minority (-1; Winston is afro-american, and as much as people like to claim that they aren't racist, it is still a fact that sometimes, people will look down on him for that reason.) -Supernatural duty (-2; apparently, Zeddemore is the reincarnation of Shima Buku, a shaman in war with an immortal demon known as the Undying One.) EQUIPMENT-Service Handgun (+2, 2x damage, range: 4; rarely carried) -Ghostbuster Jumpsuit (+1 defense, resistant to extreme temperatures [+3 Energy Defense VS Cold and Heat, including Fire and Ice to some extent]) -Neutrino Wand (+3 weapon, Range: 3; only deals Stun damage, 2x damage VS Ghosts and Phased opponents, may be used to move a target by 2 yards/stone of damage instead of dealing stun damage; and may be used to hold target in place as per an Entangle attack instead of dealing stun damage. Always deal collateral damage (often destroying a lot of furniture in rooms into which it is used!) This weapon, also called "Proton Gun", is linked to the Proton Pack, and together with said Pack is referred to as "Positron Collider". It is the main weapon of the Ghostbusters against ghosts, allowing them to stop a ghost in its tracks, move them inside a ghost trap's range, and hold them there until the ghost trap has done its job. It can also stun living beings, but that is another matter. The capture stream normally used to capture ghosts can also be used to catch and move objects at range, although doing so usually damages said object (if the object is of a Hardness inferior to 3, it is destroyed, shattered into pieces. If it has a hardness of 3 or above, then the object will be slightly burned, but it can still be moved). Using the Neutrino Wand in such a way makes it act as Telekinesis 4 (two Ghostbusters can use their capture streams together for a Telekinesis of 5, or four for Telekinesis of 6). NOTE: Crossing the proton streams is extremely dangerous and not recommended. When doing so, the power of each Neutrino Wand is increased to a +6 weapon, but a single white stone per 5 stones in the attack must be added to the red stones in a bag, and a stone must be drawn. If the stone drawn is a white stone, it results in an Area Effect attack equal to the attack made to everything surrounding the very point where the streams met, resulting in mass destruction. Therefore, it is very powerful against stronger ghosts, but it is extremely dangerous to use, therfore the Ghostbusters seldom do so.) -Proton Pack (this backpack-sized particle accelerator is worn on the back, and it is what powers the Neutrino wand. It can fire at full strength for 30 panels before needing to be recharged either at the Ghostbusters HQ or in Ecto-1 (in which case only a single Proton Pack can be recharged at a time, a process that takes approximately one hour). -Slime Blower (+2 ranged weapon, Range: 2, can fire for 10 panels before needing to be "reloaded"; not unlike the Slime action of Ghosts, this can be used VS living beings to gross the target out, dealing stun damage because of the disgust one can feel by being covered in slime. However, that is not the main use of this "weapon": it is a metal tank strapped to the back of its user, with an attached sprayer used to project streams of the psychomagnetheric "mood slime" that has been positively charged in order to neutralize its negatively reinforced counterparts. In other words, it can be used to "melt" negatively-charged mood slime [that is otherwise indestructible]. Additionally, the positively-charged mood slime has the ability to force a ghost out of a possessed person [as an attack VS possessed Dur or Ghost's Dur, whichever is higher]. It was also used to "animate" inanimate objects such as a toaster or the Statue of Liberty, although such a use can sometimes have unexpected results if the emotions around it change too much, so the Ghostbusters rarely use it for this purpose. Actually, because the mood slime is getting rarer since the defeat of Vigo, the Slime Blowers are rarely used at all lately, although both Ray and Winston sometimes bring one along in the Ecto-1 just in case. -Radio Transceiver -Flashlight
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Post by Stark on Aug 24, 2009 21:19:54 GMT -5
[glow=red,2,300]ADDITIONAL EQUIPMENT[/glow]The Ecto Trap, or "Ghost Trap": These are strange box-like devices with a split, hinged lid, remote-controlled by a simple pedal switch, attached to the end of the box by a long cable. Invented, like most of the Ghostbusters' equipment, by Egon Spengler, these Traps are the only way to capture a ghost for good. When activated, its lid opens, and a force field draws the ghost inside it until it is trapped once and for all. The ghost to be drained must be within 2 yards of the Ghost Trap to be within the area of effect of the field, and it must either be tricked to go there or thrown in it by the use of the Neutrino Wands. Also, Spengler recommended to his comrades to not look directly at the trap when it is activated. In game terms, every panel a ghost spends within the field drains a virtual white stone of Health from the ghost. When no white stone is left, the ghost is absorbed within the trap and is caught as the trap shuts itself close. In other words, the higher Durability (and thus Health) a Ghost has, the harder it is to catch it with a Ghost Trap. A Ghost Trap may hold more than one Ghost, as long as the total amount of Ghosts trapped in do not exceed the Trap's maximum Durability limit. A trap that is opened to catch another ghost when another is already in must be closed after 3 panels at most, or else the previous ghost can escape. Also, if an Ecto Trap is destroyed, cut in half or whatever, all ghosts trapped within it can flee. Looking directly at an opened Ghost Trap blinds a person for 3 panels (-2 to all actions requiring visual contact), but it isn't dangerous to be in the area of effect when it is activated if one is a human (except if there's a ghost being absorbed in the vortex, as the ghost can still attack you as it spins towards its end!). Setting a trap requires an action and takes 1 panel (to both set it and get a safe distance away from it). The user can be as much as 10 yards away from the trap and still be able to activate it thanks to the long cable attached to it. Several types of Ecto Traps exist, with a different capacity for each, with some able to drain more Health stones per panel from ghosts (although those are rare and very difficult and time-consumming to replace). - Basic Ecto Trap: Can hold a ghost of up to Dur 2 within (as 70% of the ghosts are of Dur 2 or lower), or two Ghosts of Dur 1. (Requires one hour of work for the Ghostbusters to create, and at least 4 stones in Inventing per hour. Spengler, Venkman and Stantz are all capable of making those.)
- Greater Ecto Trap: Can hold a ghost of up to Dur 3, or more ghosts of lower Dur up to the max of 3. (Requires 3 hours of work for the Ghostbusters to create, and at least 6 stones in Inventing per hour. Spengler, Venkman and Stantz are all capable of making those.)
- Superior Ecto Trap: Can hold a single ghost of up to Dur 5, or more ghosts of lower Dur up to the max of 5. (Requires 5 hours of work for Spengler to create, and at least 10 stones in Inventing per hour. Spengler is the ony one capable of making those.)
- Master Ecto Trap: Can hold a single ghost of up to Dur 6, or more ghosts of lower Dur up to the max of 6. (Requires 6 hours of work for Spengler to create, and at least 12 stones in Inventing per hour. Spengler is the ony one capable of making those.)
In any case, making a trap that can drain 2 Health per panel from a ghost requires twice as much time to create. The Ghost busters have a very large amount of Basic and a good quantity of Greater Ghost Traps available at any one time, a handful of Superior and usually none better (so they must make new ones if they need better traps). Only Spengler knows how to make Traps that drain 2 white stones of health per panel. ============================================== TACTICS TO TRAP GHOSTSAfter locating a ghost, the Ghostbusters typically use the following tactic: 1) One of them will try to distract the ghost in some way, while two fire at it with their Neutrino Wand to drain away its energy. All of this to take its attention away from the fourth, who is at that time busy setting the Ghost Trap. 2) Once the trap is set, the trap setter usually joins the distractor to fire on the ghost with the intent of moving it towards the trap (using the "move 2 yards per stone of damage instead of dealing stun damage" option of the Neutrino wands), while the two others keep firing at it with the intent of draining its energy even more. 3) When the ghost is within the trap's area of effect (2 yards all around it, usually) the trap setter will activate the trap, and three ghostbusters will use their Neutrino Wand in order to keep the ghost where it is (the "Entangle" option of the Wand) to ensure a steady loss of Health every panel, while the last Ghostbuster fires at it and keep draining its energy to keep it from escaping. Through those three steps, a ghost is usaully easily captured. Of course, sometimes the ghosts have more tricks up their sleeves or have more Durability than the trap used, in which case the Ghostbusters can be in trouble... but in the case of most basic weakling ghosts, that's how the job is usually done.
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Post by Stark on Aug 25, 2009 0:15:14 GMT -5
[glow=red,2,300]ADDITIONAL EQUIPMENT (part II)[/glow]ECTO-1: Also known as the "Ectomobile", Ecto-1 is an 1959 Cadillac Miller-Meteor limo-style endloader combination car of the ambulance conversion type, heavily modified by Ray Stantz and Egon Spengler with various gadgets. It has a distinctive siren wail, different from that of police cruisers, firefighters or regular ambulances. Its features include a special pull-out rack in the rear containing the staff's proton packs, which facilitates a quick retrieval without the complication of having to reach into the vehicle's rear. In addition, Egon installed a Proton Pack recharger unit in the back that allows the team to recharge a single Proton Pack every hour without needing to return to the HQ. Several other gadgets are equipped on the vehicle, of course. For example, a special device will burn to ashes any paper (tickets from police officers, etc) put on it (that was Stantz's idea). Spengler wanted to equip the Ecto-1 with a device to allow for dimensional travel, but he never gave the idea a try so far (and since he's already been into the Netherworld and the Ghost World, he may be able to actually accomplish this someday). The Ecto-1 also features a built-in PKE Meter (see Spengler's Equipment) and a radio transceiver allowing them to listen to both common radio and emergency units radio transmissions, like that of the police, which can sometimes help them figure out if someone needs them even before they are called. A phone is also built-in the vehicle and is directly linked with the HQ to facilitate communication with Janine Melnitz, their secretary... although the four Ghostbusters usually have their own cellphones with them and can be joined anyway. On the top of Ecto-1, Spengler and Stantz have recently installed a "Super Slammer Trap", which is pretty much the largest and best ghost trap the two could come up with. Obviously, it can only be used outdoors and is usually activated only against particularly large ghosts, but it can hold up to a Dur 6 Ghost, and drains 2 white stones of Health per panel. Additionally, the trap's area of effect is actually 4 yards around the trap, and it may hold up to 12 total Health worth of ghosts (two of Dur 6, 12 of Dur 1, or any other combination) making it pretty much the best Master Ecto Trap that Egon came up with so far, and also making it ideal for catching several ghosts in a shirt time, if they are all outdoors (which is unlikely, but possible). The trap can be activated by the driver with a small switch covered by a plastic security box (to avoid activating it by accident and blinding all onlookers for a short while). Aboard the Ecto-1 can be found at all times two additional Ecto-Googles (see Doctor "Ray" Stantz's equipment) and four Positron Colliders in the Pull-out racks (usually fully charged. This is in addition to the four kept in the HQ's basement, and the one or two usually kept in Spengler's lab for repairs or maintenance. The ones written on the Ghostbusters' CADs are simply for quick reference, but they don't have them on their backs at all time, of course. Usually they either grab those in the HQ or use those in the Ecto-1). There are also space for additional equipment as needed, as long as it's not too huge. Ecto-1 StatsDescription: Heavily modified 1959 Cadillac Miller-Meteor limo. Can carry up to four people, plus driver. The rest of the seats were replaced to give space for the Ghostbusters Proton Packs pull-out racks and the recharger unit. Driver & Mechanic: Winston Zeddemore is both the Ecto-1's main driver and only mechanic, while Peter Venkman is the secundary driver. Difficulty to operate: 2 (driver must have been trained to use adequately the Ghostbusters gadgets on the vehicle) Resistance to operate: 1 Defense Modifier: 2 Vehicle Damage: 15 Maneuver modifier: 4 Speed: 5 Weight: 4
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Post by karljagheim on Aug 25, 2009 7:40:53 GMT -5
Whoah! I need to play this some time. Seriously love these writeups! The Ecto-1 is fantastic, and will be used for my own character's vehicle in my next game if that's alright. I really like the 'paper burning' machine.
Edit: Oh, and I greatly admire the detailed challenges that really fill out the characters themselves. These are the sort of challenges that I would want to roleplay out even if I hadn't been allowed to take the points from them!
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Post by Stark on Aug 25, 2009 8:21:46 GMT -5
Thank you very much! No problem, you may use anything you need (feel free to praise my name in your game as the maker of the Ecto-1 stats, of course, lol). Glad you like'em. ^_^
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Post by Stark on Aug 26, 2009 10:30:55 GMT -5
[glow=red,2,300] The Ghostbusters HQ[/glow] The old fire station-turned-Ghostbusters HQ is two floors high and has both a basement and a large "garage" where the firetrucks used to be. On the first floor, there's the Ecto-1 (unless the guys are using it, of course) and the tools and equipment necessary to repair it should something break (Winston Zeddemore is an awesome mechanic, and he loves his baby), the Ghostbusters' lockers (in which they put both their clothes, Ghostbuster suits, work boots and stuff, as well as personal objects, like books and other stuff. Janine Melnitz's desk is also located on the first floor, with a computer and the often-ringing phone (often from calls by kinda stupid people asking if they can contact the spirit of a dead relative to have a chat with them for their birthday or if they can have a pet ghost or something), along with the fridge and files full of notes and information about former cases. On the second floor can be found various things, notably a few video games usually found in Amusement Arcades (Peter and Ray hold the current high scores to most games, but that's mostly because Egon does not play video games now. He was quite awesome at this in his younger days). "Spengler's lab" (it's actually the team's lab, but Spengler's the one who spends the most time there) is also located on the second floor, with several tables, chemicals and gadgets all over the place. There is usually at least one Positron Collider on a table at any one time for either repair or maintenance, and half a dozen unfinished inventions that Spengler works on in his free time, as well as a few others (usually a bit sillier) that Ray works on in his free time (notably a toaster that Ray hopes to use as a weapon against the undead once it's completed; Ray likes to call it the "Ghoaster", but Peter keeps repeating this invention is going nowhere fast). The Proton Pack's main recharger is also located there, and four Proton Packs can be recharged at once there, in a mere hour. There usually are four Proton Packs installed on it at any one time so the Ghost Busters are always ready. Last but not least, the team's "super-computer" (or so Ray calls it) can be found on the second floor. It is basically a large computer, heavily modified by Stantz and Spengler to make it exceptionally fast and equipped with incredible memory banks for information and most anything else. It holds all the data already in the files downstairs, plus countless information taken in newspapers articles, police databases and other sources, all about the supernatural and ghosts and paranormal activities... and thanks to Venkman, it holds thousands of different songs from many groups and singers, that he downloaded for the sheer fun of it when he had some time to kill. On a side note, there are also holes leading to the first floor, with poles the Ghostbusters can use to get downstairs faster... something Venkman, Stantz and Zeddemore really like to do, and that Spengler hates (but does anyway). In the basement, the first thing one notices is the technology, which seems more advanced that what most people are accustomed to. It is definitely made by human hands, but it seems much more "21st century" that 20th. The team has made some big changes since their past troubles. For example, the Ecto-Containment Unit (also known as "Containment System" or "Protection Grid") is much larger and could hold a dozen of times the maximum amount of ghosts the original Containment Unit ever could. Also, it cannot be merely shut down by disactivating a switch or pushing a button. It now requires a password as well as a retinal, fingerprint and voice scanner. Additionally, a secundary back-up power source is connected to the machine in the case it was shut down or there was a lack of power for some reason, to allow the machine a dozen hours of power. As a last resort, there is also a bycicle attached to an electrical generator, just in case the Ghostbusters cannot restore power in time and the back-up power source is about to fail them. Of course, they cannot do that forever and it is really a last resort event. Away from all that equipment is an exercise room for the group to train, equipped for weight lifting, with a punching bag, a treadmill, etc. A few small bedrooms are also located there should the Ghostbusters need some sleep and won't or can't go home for some reason.
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Post by Stark on Aug 26, 2009 11:23:59 GMT -5
[shadow=red,left,300] A "Typical" Ghost[/shadow] This is the spirit of a very normal ghost, with nothing special, out of the ordinary or exceptional aside from being a ghost. It was a normal human before, not good in anything in particular, and not particularly trained at anything. In other words, it is quite possibly the most boring ghost ever. GM is encouraged to use more interesting ghosts than this, but it is simply here as an exemple of how ghosts should be, at the very least. Height: Varies Weight: None or very, very light Eye color: Varies or none Hair color: Varies or none Species: Ghost NOTE: Ghosts can look like so many things it would take a whole book to list the possibilities. Most of the time, however, they take a vaguely humanoid shape looking like the person they were in life. Some ghosts will look like a floating, transparent torso, with their legs disappearing into mist, while others, like Slimer, look pretty much like a coloured fat head with arms. Some ghosts are nothing but a cloud of mist, while others are exactly like they were when they died, only white and transparent. A few ghosts (although it is rare) will look like themselves (not transparent nor white), only deformed with the wounds that killed them. Some other ghosts can even change their appearance, and some ghosts are downright invisible and require the use of Ecto-Goggles to see them. It has also happened that some ghosts were extremely beautiful, although they were still kind of ghastly in some way. Anyway, the thing is, almost no ghost will look exactly the same, and their looks often vary with how they died, who they were and are, and what they can do. ABILITIES (of course Ghosts are disembodied spirits, but all ghosts in Ghostbusters have been seen to be able to manipulate objects and move, so they will have physical abilities nonetheless. Some ghosts aren't able to affect their surroundings in the same way, and there are even ghosts that cannot move, but these are rare exceptions) Int: 2 Str: 1 Agl: 1 Spd: 0 (Ghosts have no speed. Read "Flight" in Actions.) Dur: 1 HEALTH: 1 (as disembodied spirits, they cannot be harmed, except by magic, and even then, they cannot go lower than 1 Health. Their "Health" simply represent how difficult it is to trap them with an Ecto Trap. With 1 in Durability, this ghost is one of the easiest to trap, easily contained within the most basic of Ecto Traps [which can hold up to a single Dur 2 ghost or two Dur 1 ghosts], and having only a single white stone, can usually be trapped in next to no time using the Neutrino Wands and/or a subterfuge to make them go inside a Trap's area of effect.) ENERGY: 9 (A ghost's energy should always be relatively high. For example, even this Dur 1 Ghost has two Energy Battery, making its max Energy a decent 9.) REGEN: 1 (for most ghosts, this should probably be higher [either through Deep Reserves or Rapid Regeneration or Intelligence-based energy or something], but this is an unexceptional, abysmally normal ghost, so let's stick with the 1. ) ACTIONSClose Combat: 1 (Str.bonus) -Tackling (Normally ghosts are better at defending themselves, but I did say he wasn't good at anything before he died, so...) Telekinesis: 1 (most ghosts can move small objects from a distance. Not all, however, but most. Some ghosts, on the other hand, are particularly good at this, with much better Telekinesis actions, and are often referred to as Poltergeists.) Flight: 2 -Hover: All Ghosts can naturally "float" at a walking speed of 5mph, without spending an action. Even ghosts who apparently walk on the ground are simply "floating" at ground-level. If they want to go faster, however, they must spen stones in this action. (Flight: 2 is the basic max. speed of Flight for most ghosts, although some may be much faster or slower. Some ghosts are restricted to the basic floating speed of 5mph, and some few cannot even move, although it is incredibly rare.) Fear: 3 (most ghosts have this at some level; it can be less or more, of course) Slime: 3 -This is a touch attack VS Durability that deals stun damage (1 red stone of Energy per stone of "damage") and leaves the target covered parlty in slime (yuck!). It's not very damaging, but it's disgusting. -All ghosts generate this ectoplasmic slime naturally, so when they are not using both of thier actions for something else, they are usually putting 1 stone in this one to leave some slime on something. This is not done consciously, but it is done nonetheless. Social Skills: 1 -Moan and wail MODIFIERSEnergy Battery 2 Reflexive Dodge +1 Ectoplasmic Form (this is an effect similar to the Phase Shift action, in that the ghost is a disembodied spirit, and therefore cannot be harmed, touched or interacted with by normal ways [aside from leaving slime on things and people it touches and scaring the heck out of people]. Only magic and the Ghostbusters' equipment designed for that can harm them, and even then, they cannot die. It is theorized that killing them in a manifested state or using powerful black magicks could kill a ghost for good, but even Egon Spengler has no knowledge of such powerful spells [and his family has a rather impressive history of witchcraft], but it has never been proved. So far, the only way to stop a Ghost... is to call the Ghostbusters.) Mental Defense +2 ============================================== So there's a very basic ghost of a very basic person for you.
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Post by Stark on Aug 26, 2009 11:54:45 GMT -5
[shadow=red,left,300] SLIMER[/shadow] Real Name: Used to be known as "King Remils", a greedy, obese monarch who had died of heart failure. For some reason and like many ghosts, Slimer lost most of his memory of his previous life, perhaps because he was a ghost for so long, and so his CAD do not reflect his past life so well... aside from the "obese" part, that is.) Height: 2'0" Weight: N/A Eye color: Green Hair color: None Species: Ghost Description: Slimer looksl ike a very fat bald, green head with arms, a big open mouth with yellow teeth and innocent, kinda stupid child-like eyes... and several chins. Venkman likes to refer to it as a disgusting blob, while Ray kind of thinks he's cute. ABILITIESInt: 1 Str: 1 Agl: 2 Spd: 0 Dur: 2 HEALTH: 2 ENERGY: 15 REGEN: 4 ACTIONSClose Combat: 2 (Str.bonus) -Tackling -Headbutt Gluttony: 3 -Slimer can eat pretty much anything, be it edible or not. Through this action, he can eat materials of up to [stones played in Gluttony] hardness without any ill-effect, unless it is designed for Ghost hunting and PKE detection, so Slimer usually stays the hell away from anything in Spengler's lab. Actually, since he wants to be friends with the Ghostbusters and not end up in a containment unit, he usually behaves and do not eat anything he's not supposed to, although he will gladly devour anything the team deems unecessary, making him pretty much a living trash can. Of course, he usually prefer to eat things that taste good, however. Flight: 3 -Hover: All Ghosts can naturally "float" at a walking speed of 5mph, without spending an action. Even ghosts who apparently walk on the ground are simply "floating" at ground-level. If they want to go faster, however, they must spen stones in this action. Fear: 2 Slime: 4 -This is a touch attack VS Durability that deals stun damage (1 red stone of Energy per stone of "damage") and leaves the target covered parlty in slime (yuck!). It's not very damaging, but it's disgusting. -Unlike other ghosts (and unlike his name would otherwise imply), Slimer has learned not to generate slime reflexively, allowing him to live with the Ghostbusters without filling the place with slime for no reason. Otherwise, Venkman would have trapped him years ago for sure. Social Skills: 3 -Humor -Socialize -Bother Venkman MODIFIERSRapid Regeneration Deep Reserves +1 Energy Battery 3 Reflexive Dodge +3 Ectoplasmic Form (this is an effect similar to the Phase Shift action, in that the ghost is a disembodied spirit, and therefore cannot be harmed, touched or interacted with by normal ways [aside from leaving slime on things and people it touches and scaring the heck out of people]. Only magic and the Ghostbusters' equipment designed for that can harm them, and even then, they cannot die. It is theorized that killing them in a manifested state or using powerful black magicks could kill a ghost for good, but even Egon Spengler has no knowledge of such powerful spells [and his family has a rather impressive history of witchcraft], but it has never been proved. So far, the only way to stop a Ghost... is to call the Ghostbusters.) Mental Defense +3 CHALLENGES-Loyal (-2; Slimer is very loyal to the Ghostbusters, having come to like them in his own way. He's kind of a pet to Stantz, an assistant to Spengler and a buddy to Zeddemore, although he shares a a love-hate relationship with Venkman. When Peter needs help or support, Slimer is usually ready and willing to give him a hand, but when he's just fine, he will usually bother him for the fun of it. All in all, he's pretty friendly, so the Ghostbusters have decided to keep him as a kind of mascot instead of trapping it for good.) -Always hungry (-2; Slimer is endlessly hungry, no matter how much he eats. Whenever he has time to kill and there's stuff to eat available, that's what he does. Otherwise, he does whatever else he wants to do, as long as it doesn't bother the Ghostbusters [aside from Venkman sometimes.])
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Post by Shadowbane on Aug 28, 2009 2:44:18 GMT -5
I love your slimer write up
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Post by Stark on Aug 28, 2009 8:14:31 GMT -5
Thanks! There will be others in the future, mostly inventions from my own twisted mind, but maybe also a few others from the movies.
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Post by Dominus on Aug 30, 2009 16:04:41 GMT -5
Can I play Louise Tully? That would be great fun I think.
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