the_gneech: (Ghostbusters)

So I discover from my Twitter feed, much to my own surprise, that I had people specifically wanting me to weigh in on Ghostbusters before they decided whether or not to go see it.[1] Well, the answer to that is an unequivocal: Yes! Go see! Preferably opening weekend because that’s all Hollywood cares about, they consider anything not a blockbuster to be a flop, and we don’t want to give the assholes any excuse to say “See? Women in the lead, killed it!” Or, as I put it on Twitter:


GUYS GUYS GUYS GHOSTBUSTERS IS SO DAMN GOOD OMG


Now that’s out of the way, let’s get into the nitty-gritty of it a bit, shall we?


Gneech the GhostbusterAs should be obvious to anyone, I am a Ghostbusters fan. As such, my experience of Ghostbusters: Answer the Call (or simply “Ghostbusters 2016″ as I suspect it will generally be known) is going to be colored by that. All those fanservicey inserts? Those were put there for me. And reader? I squee’d.


I can’t address whether the mainstream viewer will enjoy it as much as I did, because mainstream audiences and I are from different planets. I mean, I think so? The ghosts are scary regardless of whether you get the connection between the subway ghost in this movie and the Scoleri brothers from Ghostbusters II, and the jokes are funny regardless of whether you notice the “Big Twinkie” ad in the background.


However, if you are a fan already, this movie is steeped in Ghostbusters history. The cameos are obvious and awesome, even if some of them were a bit shoved in. Bill Murray’s especially stands out as not only an important moment in the current story, but also as a sly commentary on Peter Venkman. But there are references to and elements brought in from just about every previous incarnation of the Ghostbusters, from the Extreme Ghostbusters-ish array of busting gear that Holtzmann dreams up, to the animated logo ghost from Real Ghostbusters, to a stinger at the end that references… [spoiler!].


However, of special mention and dear to my own nerdy heart, is that the entire thing is almost a movie version of Ghostbusters: The Video Game, which I was totally not expecting. And by that, I mean, the core plot of the story is the same core plot of GBtVG: “Evil genius using ghosts to power up ley lines and ascend to kaiju-hood.” In the Video Game, it was the ghost of Ivo Shandor using rivers of slime, deftly tying the original two movies and the game into a cohesive trilogy. In the new movie, it’s an internet comments section personified in the form of Rowan.


Between Rowan and Kylo Ren? Watch out, internet manbabies. Hollywood is coming for you.


But the biggest GBtVG moment, and one that is way too specific to be an accident, is the Macy’s Parade. The Video Game takes place on Thanksgiving, 1991, and originally had a giant parade sequence which had to be dropped in production. And while yes, it’s a perfect way to give [SPOILER] a cameo, it’s also a shout-out to a lost moment in the game. Given that Dan Ackroyd and Harold Ramis wrote the game, and that Ackroyd was a big consultant behind the new movie, I can’t help but think this might have been something he specifically brought to the table.


So yeah, as a Ghosthead, this movie definitely reached into my brain and pushed the Happy Button. It wasn’t absolutely flawless, but my quibbles with it are matters of emphasis rather than any serious objection. I would have liked Erin and Abby to be differentiated a little more. I would have liked a little more backstory on who Rowan is and how he ended up that way, as well as a little more definition of his personality in general beyond “creepy dude,” and honestly his big transformation at the end is a bit clunky and inconsistent– but that moment is short and it actually is kind of a footnote to the “real” ending, so you get carried past it quickly.


But these things are all minor clunkers in the overall result. I spent 99% of the movie either grinning or laughing, and came out of the theater already planning my trip back to see it again… later today.


-The Gneech


[1] The power! The raw social POWER! I AM GNEECH, MOLDER OF OPINIONS! *cough* Erm. Pardon me, got a little carried away. ^.^’


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the_gneech: (Conan Civilization Sucks)
As has been famously reported, we recently moved to Maryland. It's not that far from where we used to live, on the grand scheme of things, but it's far enough that a 40 minute semi-weekly commute to our old stomping grounds for D&D would add just-that-much more friction to games actually happening.

On top of that, one of our core players ([livejournal.com profile] jamesbarrett) has recently changed jobs such that Saturday night was no longer viable. All of this, combined with putting our lives on hold to get the move done, conspired to basically throw gaming down the hole for us. This is a major bummer, as my D&D campaign had just reached a major plot point, and as I've been famously posting, my Ghostbusters 5E conversion should be up and running soon.

So I'm looking at my options. Keeping the old band together would require pretty much going totally virtual... which is doable but I've never been fond of virtual gaming. For me, half of the point of tabletop RPGs is to be in the same room sharing the experience with the rest of the group.

The other option is to seek a new group. Beyond Comics up the street has organized play and could be a source of new players; our old friend Dan lives in Frederick and probably has a group we could try to get into. I would really like the opportunity to be a player instead of the DM for a while... but I'd hate to just wave goodbye to a group I've been gaming with since 1983. ¬.¬

So, still trying to work it out. Meanwhile, Overwatch is kinda-sorta standing in for my gaming itch. If I could find a regular crew to run with, I could see "Overwatch Night" being a cool and fun thing that lasted a while, in a sort of "digital bowling" way. (Overwatch is really more like a sports tournament than a roleplaying session.) It has that "team working together to accomplish an objective" part of a good RPG session, at least, even if it doesn't have things like plot or character development.

-The Gneech
the_gneech: (Default)

the_ghostbusters


So here we have some actually built PC Ghostbusters, representing Peter, Ray, Egon, and Winston as of the Sedgewick Hotel job (i.e., catching Slimer). The first thing I notice is that AC is very low across the board; I may give all the GB classes the “Add your Proficiency Bonus to AC” ability to compensate for this.


The Boys in Gray (First Pass)


Egon Spengler (Sedgewick Job) (CR ½; 100 XP)

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Medium humanoid (human) Brains 3, neutral

AC 12 (padded jumpsuit); hp 13 (3d6)

Speed 30’

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Str 11/+0; Dex 13/+1; Con 11/+0; Int 16/+3; Wis 15/+2; Cha 9/-1

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Saving Throws Intelligence +5, Wisdom +4

Skills Electronics +5, Investigation +5, Medicine +5, Occult +5, Parapsychology +7, Science +7

Proficiencies chemistry tools, electronics tools

Senses passive Perception 12

Languages English, Latin

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Discovery. Dr. Spengler invented the ghost containment technology that makes proton packs and ghost traps possible.

Expertise. Dr. Spengler adds double his proficiency bonus to Intelligence (Parapsychology) and Intelligence (Science) checks.

Inventor. Dr. Spengler has three prodigy-level gadget slots.

Know-It-All. Dr. Spengler adds ½ his proficiency bonus to any Intelligence check he makes that doesn’t already include his proficiency bonus (+1 at 3rd level).

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Actions

Proton Pack. Ranged Weapon Attack: +3 to hit, range 100/300, one target. Hit: 14 (3d8+1) radiant damage, capture.

Plan. Dr. Spengler can take an action to formulate a plan. He chooses up to six creatures (including himself) who can hear and understand him to include in the plan. In the next minute, each creature who is part of the plan may choose to roll a Ghost Die with their choice of any one attack roll or ability check per turn. He must complete a short or long rest before he can use this ability again.


Peter Venkman (Sedgewick Job) (CR ½; 100 XP)

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Medium humanoid (human) Wits 3, chaotic good

AC 11 (padded jumpsuit); hp 20 (3d8+3)

Speed 30’

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Str 10/+0; Dex 11/+0; Con 12/+1; Int 14/+2; Wis 8/-1; Cha 16/+3

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Saving Throws Dexterity +2, Charisma +5

Skills Athletics +2, Deception +7, Occult +4, Parapsychology +4, Persuasion +7, Stealth +2

Tool Proficiencies electronic toolset, cars

Senses passive Perception 9

Languages English, New York pidgin

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Fast Talk. Dr. Venkman can suggest a wildly improbable or even outrageous course of action (limited to a sentence or two) to someone within 30’ who can hear and understand him, they must succeed a DC 13 Wisdom saving throw or they will pursue it to the best of their ability for up to 8 hours (or until they complete the action). Creatures that can’t be charmed are immune to this effect. Asking a creature to actively harm themselves or do something completely contrary to their basic nature immediately ends the effect. Once Dr. Venkman has used this ability, he must complete a short or long rest before he can use it again.

Jack of All Trades. Dr. Venkman can add half of his proficiency bonus to any ability check that does not already include his proficiency bonus.

Nobody’s Fool (Feat). Dr. Venkman has advantage on ability checks or saving throws to see through deception or resist intimidation or persuasion that is not supernatural.

No Job Is Too Big, No Fee Is Too Big. When negotiating to mitigate damage or increase his team’s fee for a bust, he has advantage on his Charisma (Persuasion) check.

Slick Operator. When Dr. Venkman makes ability checks to use Deception and Persuasion, his proficiency bonus is doubled.

Streetwise. Dr. Venkman has advantage on all Intelligence (Investigation) checks to find illicit goods, criminal activity, or people hiding out in urban environments, as well as Charisma (Persuasion) checks made to convince criminals or other shady types that he is safe to interact with.

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Actions

Proton Pack. Ranged Weapon Attack: +2 to hit, range 100/300. Hit: 13 (3d8) radiant damage, capture.

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Bonus Actions

Make a Remark (3 uses). As a bonus action on his turn, Dr. Venkman may choose a creature within 60’ who can hear and understand him. If making a cheering remark, that creature may add a Ghost Die to one attack roll, saving throw, or ability check they make in the next minute, or roll a Ghost Die and regain that many hit points. If they Roll a Ghost when restoring hit points, they regain a number of hit points equal to their Constitution score (or 6, whichever is higher). If making a cutting remark, Dr. Venkman rolls a Ghost Die and that creature must subtract that from their next d20 roll, or he may roll a Ghost Die and subtract that number from the creature’s hit points. If he Rolls a Ghost, the creature must subtract 14. Once he has used this ability three times, Dr. Venkman must have a short or long rest to use it again.


Ray Stantz (Sedgewick Job) (CR ½; 100 XP)

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Medium humanoid (human) Guts 3, lawful good

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AC 13 (padded jumpsuit); hp 31 (3d12+6)

Speed 30’

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Str 12/+1; Dex 10/+0; Con 15/+2; Int 14/+2; Wis 8/-1; Cha 10/+0

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Saving Throws Constitution +4, Charisma +2

Skills Driving +2, Investigation +4, Occult +4, Parapsychology +4, Religion +4, Science +4

Proficiencies computers, electronics tools, mechanical tools

Senses passive Perception 9

Languages English, Latin

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Durable. Dr. Stantz adds his Constitution bonus to his AC, as well as his Dexterity bonus.

Fools Rush In. When Dr. Stantz is surprised on the first round of combat, he may still choose to act on his initiative. If he does, all attacks made against him have advantage, and he has disadvantage on all saving throws until the beginning of his next turn.

Lucky. Whenever Dr. Stantz rolls a 1 on a d20 roll, he may immediately re-roll it and take the better result.

Research Savant. Dr. Stantz has advantage on Intelligence (Investigation) checks made to look up information. When he attempts to recall a piece of lore, if he doesn’t know the information, he at least has a pretty good idea where and from whom he can obtain it, if it’s available.

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Actions

Proton Pack. Ranged Weapon Attack: +2 to hit, range 100/300. Hit: 13 (3d8) radiant damage, capture.

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Bonus Actions

Adrenaline Rush. Dr. Stantz enters an adrenaline rush, gaining the following benefits: he has advantage on all Strength checks and Strength saving throws, he adds a Ghost Die of damage to all successful attacks in combat, and he has resistance to bludgeoning, piercing, and slashing damage. The rush lasts for one minute, but ends early if he is knocked unconscious or his turn ends and he hasn’t attacked a hostile creature, taken damage, or expended a hit die since his last turn. He may enter an adrenaline rush twice. After that he must finish a long rest before he can go into a rush again.

Got Your Back. By expending one or more of his own hit dice, Dr. Stantz may choose to aid a friendly creature he can touch, giving the creature a free saving throw plus a Ghost Die to end any one condition it is suffering, or the creature can immediately regain hit points equal to 1d12 + their Constitution modifier for every hit die expended, plus a Ghost Die.


Winston Zeddemore (When Hired) (CR 2; 450 XP)

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Medium humanoid (human) Brawn 3, lawful good

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AC 14 (padded jumpsuit); hp 24 (3d10+3)

Speed 30’

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Str 15/+2; Dex 16/+3; Con 13/+1; Int 11/+0; Wis 11/+0; Cha 9/-1

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Saving Throws Strength +4, Constitution +3

Skills Athletics +4, Driving +5, Insight +2, Perception +2

Proficiencies cars, demolitions, heavy machinery, mechanical tools, simple weapons

Senses passive Perception 12

Languages English

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Action Surge. Winston can take one additional action on top of his regular action and a possible bonus action. He must finish a short or long rest before he can use this ability again.

Nice Shootin’, Tex! Winston adds +2 to all ranged attack and damage rolls (reflected in his statistics), including rolls made to capture ghosts (or adds +2 to the DC a ghost must beat to avoid capture, as applicable). Also, when he makes a ranged attack, he may add a Ghost Die to the attack roll or damage roll. He must take a short or long rest before he can do this again.

Sane. When Winston is subject to confusion effects, he rolls twice and takes the preferred result. In situations where having a “voice of reason” would be beneficial, Winston or an ally within 30’ that can hear him has advantage on Charisma (Persuasion) checks.

Strong Back. Winston’s carrying capacity is doubled and he may always add a Ghost Die to Strength checks made to push, pull, lift, or break objects.

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Actions

Proton Pack.
Ranged Weapon Attack: +7 to hit, range 100/300. Hit: 18 (3d8+5) radiant damage, capture.

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Bonus Actions

Second Wind.
Winston can use a bonus action to regain hit points equal to 1d10+3. He must finish a short or long rest before he can use this ability again.


Slimer (CR 2; 450 XP)

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Medium undead (trappable), chaotic neutral

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AC 12; hp 22 (5d8)

Speed 0’, fly 50’ (hover)

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Str 1/-5; Dex 14/+2; Con 11/+0; Int 10/+0; Wis 10/+0; Cha 11/+0

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Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities necrotic, poison

Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses darkvision 60’, passive Perception 10

Languages understands English but can’t speak

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Ethereal Sight. Slimer can see 60’ into the ethereal plane when he is on the material plane, and vice versa.

Incorporeal Movement. Slimer can move through other creatures and objects as if they were difficult terrain. He takes 5 (1d10) force damage if he ends his turn inside an object.

Sunlight Sensitivity. While in sunlight, Slimer has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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Actions

Charge (Recharge 5-6). Slimer flies up to 30’ and attacks with either his Forceful Slam or his Slime, ending his movement adjacent to the target. If the attack hits, it does an extra 5 (1d10) points of damage.

Etherealness. Slimer enters the Ethereal Plane from the Material plane, or vice versa.

Forceful Slam. Melee Weapon Attack: +4 to hit, reach 5’, one creature. Hit: 10 (3d6) force damage.

Slime. Melee Weapon Attack: +4 to hit, reach 5’, one creature. Hit: 5 (1d10) damage and the target is slimed. The target must immediately attempt a DC 10 Dexterity saving throw or fall prone.

Telekinetic Fling. Slimer either telekinetically grabs a nearby unattended object up to 150 lbs, or manifests an ectoplasmic pseudo-object appropriate to his nature (generally spoiled food in Slimer’s case) and flings them at a creature within 30’. This acts as a ranged weapon (+4 to hit) dealing 5 (2d4) bludgeoning damage. Two or more phantasms working in tandem can move objects up to 450 lbs, doing 16 (3d10) bludgeoning damage.

Telekinetic Thrust. Slimer targets a Medium or smaller creature within 30’ of him and makes a Charisma check contested by the target’s Strength check. If Slimer wins the contest, he flings the target up to 30’ in any direction, including upward. If the target then comes into contact with a hard surface or heavy object, the target takes 1d6 bludgeoning damage per 10’ moved.


Whattya think? The first draft of the document is done and I’m beginning revisions now, so now’s the time for feedback!


-The Gneech


Other Ghostbusters posts.


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the_gneech: (Ghostbusters)

Artwork by Luis Delgado

(Artwork by Luis Delgado)


The feats for GB are fairly straightforward. I just added a few to plug holes in abilities Ghostbusters aren’t likely to get (like the massive strength of Gauntlets of Ogre Power).


Feats (First Draft)


The following feats from the Players Handbook are available to Ghostbusters: Alert, Athlete, Actor, Charger, Dungeon Delver, Durable, Grappler, Healer, Inspiring Leader, Keen Mind, Lightly Armored, Linguist, Lucky, Magic Initiate, Martial Adept, Mobile, Observant, Resilient, Ritual Caster, Savage Attacker, Sentinel, Sharpshooter, Skilled, Skulker, Tavern Brawler, Tough, Weapon Master.


In addition, Ghostbusters may choose from the following new feats:


Best of the Best

Choose one ability score at its natural maximum. That ability goes up by 1 point, and its natural maximum goes up by 1 point as well. This is the only way for normal humans to have ability scores beyond 20. No ability score may be raised beyond 25 this way.


C-C-C-Combo!

When you drop a target in combat, you may immediately make an additional attack of the same type against another eligible target as a reaction. If that target also drops, you may immediately make another attack against a different target as part of the same reaction, and so on, up to the number of eligible targets who keep dropping, or your proficiency bonus, whichever is lower.


Fancy Footwork

You are very adept at avoiding incoming attacks. Add your proficiency bonus to your AC.


Gadgeteer

You can invent gadgets, as if you had the Inventor class feature of the Brains class. However, you are just a dabbler, and are therefore limited to a number of Prodigy-level gadgets equal to your Intelligence bonus (minimum 1).


Ghost Wrangler

When you successfully hit a trappable creature with a proton pack or other weapon with the capture quality, you may initiate a capture attempt as a bonus action even if that creature is at full strength and free of conditions. You have advantage on all ability checks or attack rolls made to capture a trappable creature, or creatures attempting to escape your capture effect have disadvantage (whichever is applicable). In any contested capture attempts, you have advantage (but the creature does not have disadvantage).


Multidisciplinary

Prerequisite: Specialty class feature, 4th level.

If you are a member of a class that has specialties (such as Anatomist, Inventor, and Professor for the Brains class), you immediately gain the 3rd level ability of a specialty other than the one you have chosen. Thereafter, when you gain a new specialty ability, you may choose the next ability available from either specialty. This feat may be taken multiple times: each time it adds the 3rd level ability of a new specialty, but it only applies to specialties of a single class.


Nobody’s Fool

You have advantage on ability checks or saving throws to see through deception or resist intimidation or persuasion. This does not confer any benefit against supernatural influences.


Prolific Gadgeteer

Prerequisite: Inventor class feature or Gadgeteer feat, 3rd level.

You gain a number of gadget slots equal to your proficiency bonus.


Whattya think? Next time, the original Boys In Grey.


-The Gneech


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the_gneech: (Ghostbusters)

artifacts-ghostbusters-prints

(Artwork by Josh Ln)

This is the Gadget List that Brains characters with the Inventor specialty may choose from, as well as anything else that refers to “gadget slots.”


Gadget List


Prodigy-Level Gadgets

Armor Enhancer: This gadget sets the wielder’s AC to a minimum of 16, regardless of what kind of armor they may be wearing or other AC-changing effects. The gadget can be activated as a bonus action and operates for one hour after being activated, after which it requires 12 hours to recharge.


Burst Effect: A weapon that normally affects a single target is changed into a an area effect. The area is either a 10′ radius usable at the weapon’s normal range, a 25′ line emanating from the wielder, or a 15′ cone emanating from the wielder. The choice can be toggled every time the weapon is fired. Instead of the wielder making an attack roll, every target within the area makes a DC 15 Dexterity save. The target takes half damage if they succeed at the saving throw, or full damage if they fail the save.


Chameleon: This gadget enables you to completely alter your appearance, including minor variations on height, weight, facial features, the sound of your voice, hair length, sex, skin color, and so forth, though none of your statistics change. You can’t change to a creature a different size class than yourself, nor can you change such basics as going from a biped to a quadruped, etc. If you attempt to impersonate a specific creature person, this requires a Charisma (Deception) check against the Wisdom (Perception) of the target you are attempting to fool. Changing your appearance requires an action.


Cloaking Device: This gadget enables the wielder to turn invisible. It works for one hour after being activated, after which it requires 12 hours to recharge.


Custom Gadget (Prodigy): This is a catchall designed to enable players to come up with their own crazy ideas. When assessing whether a player’s idea is feasible as a Prodigy-level gadget, the Ghostmaster should compare it to the effectiveness of an existing piece of readily-available gear, a 1st- or 2nd- level spell from the Player’s Handbook, or a Common or Uncommon magic item from the Dungeon Master’s Guide. Keep in mind that unlike spells, gadgets can be used over and over again and rarely have durations. Thus the Ghostmaster should carefully consider the potential downfalls of the gadget being “spammed” or abused.


Damage Resistance: This gadget provides you with resistance against a specific damage type (bludgeoning, piercing, slashing, fire, thunder, cold, acid, etc.). This means you take half damage from attacks of that type. This gadget does not require activation and is considered to be always on.


Deflector Shield: The wielder of this gadget adds the higher of their Intelligence or Wisdom modifiers to their AC. This gadget does not require activation and is considered to be always on.


Electromagnetic Shoes: This gadget enables the user to move on vertical or even inverted surfaces as if they were normal ground, as per the spider climb spell. The gadget can be activated as a bonus action and works for up to one hour when activated, then must recharge for 12 hours before it can be used again.


Elemental Modulator: This gadget enables the user to change an existing weapon’s damage type to another damage type at will, which must be declared when the gadget is built. For instance, an existing laser rifle (fire damage) could be set to modulate to a freeze ray (cold damage). Modulating damage types is a free action.


Enhance Ability: This gadget uses chemical stimulants or other enhancements to give the wielder the benefit of the Enhance Ability spell on p. 237 of the Players Handbook. The effects last for one hour, after which the wielder cannot gain benefit from such enhancements again without a short rest. The wielder could use two different gadgets that enhance two different abilities, however.


Enhanced Senses: This gadget enables you to see, hear, or otherwise gather sensory data normally outside the range of human ability, such as an infrared camera or an ultrasonic sensor. This gadget does not require activation and is considered always on.


Ghost Capture: This property allows a gadget to capture a ghost (or other ethereal creature) which has been reduced to ½ its hit points or fewer or is incapacitated. This gadget is usually activated as a reaction, and the trigger of the Ghost Capture effect is defined by the gadget’s creator when the gadget is created. An ethereal creature subject to the effect must make a DC 15 Dexterity or Charisma saving throw (whichever is greater). On a failed save, the creature is restrained and incapacitated. The creature may make an additional save at the beginning of each of its turns. Ghost Capture only affects one target at a time, unless it also has the Burst Effect property.


Ghost Containment: This property allows a gadget to restrain a single ghost (or other ethereal creature) indefinitely. This gadget is usually activated as a reaction, and the trigger of the Ghost Containment effect is defined by the gadget’s creator when the gadget is created. An ethereal creature that is already subject to a Ghost Capture effect which is then subjected to a Ghost Containment effect must make an additional Dexterity or Charisma saving throw (whichever is greater) against DC 15. On a failed save, the creature is trapped in an extradimensional space with properties similar to the “Minimus Containment” option of the imprisonment spell. On a successful save, not only is the creature not contained, but it may make a free saving throw attempt to escape the Ghost Capture effect as well. Ghost Containment only affects one target at a time, unless it also has the Burst Effect property, but once the creatures are trapped in the Containment effect, any number of creatures may occupy the same Containment effect. (Thus, you can only catch one at a time, but you can hold any number.)


Ghost Snare: This gadget defines a 20′ x 20′ square at a point the wielder can see which becomes highly agitated with PKE interference. Any ghost (or other ethereal creature) in the area while the gadget is activated must succeed on a DC 15 Strength or Charisma saving throw (whichever is higher), or be restrained. The area also counts as difficult terrain for ethereal creatures, even flying ones, and renders all invisible beings visible, at least in outline as PKE crackles around them. The gadget operates for an hour after it is activated and then must recharge for 12 hours until it can be used again.


Ghost Ward: This gadget defines a 10′ x 10′ square at a point the wielder can see that is impassible to ethereal creatures. Any ethereal creatures within the area of effect are automatically pushed out of the area to an adjacent space of their choice, unless they are paralyzed, restrained, held in a Ghost Containment effect, or otherwise prevented from escaping the effect. Ethereal creatures who cannot escape the effect are trapped within it. The gadget operates for an hour after being activated; after that time, it must recharge for 12 hours before it can be used again.


Hologram: This gadget produces a convincing visual image of a single immobile creature or an object up to 10′ tall and 5′ wide in a space you can see (although once the image has been put in place you do not need to monitor it to keep it going). The visual image has no sound and cannot be interacted with in any meaningful way, and any attempt to touch the object in the image will reveal its false nature. The gadget can replay a series of prerecorded events on a loop up to ten minutes long. Any creature that depends on sight must make a DC 15 Wisdom (Perception) check to see through the illusion. The size of the hologram may be increased with the Burst Effect property.


Inertial Shoes: The wielder of this gadget cannot be knocked prone. Also, they always land on their feet and are resistant to falling damage. Once per 12 hour period, they may rise vertically, up to 20′, and remain suspended there for up to 10 minutes. At the end of the 10 minutes they float gently back to the ground. This gadget does not require activation and is considered to be always on.


Life Support: This gadget protects you in a hostile environment, such as the depths of the ocean or the void of space. It also filters out toxins, provides you with air and regulates your temperature and pressure, and so forth– but it does not provide protection against damage. (So for instance, something that would keep you alive in an elemental plane of fire would still not protect you from a blowtorch.) This gadget does not require activation and is considered to be always on.


Melee Weapon (one-handed): This gadget is a one-handed melee weapon, doing 2d6 damage of a type of your choice. You must declare the damage type and proficiency the weapon requires when the gadget is created.


Melee Weapon (two-handed): This gadget is a two-handed melee weapon, doing 2d8 damage of a type of your choice. You must declare the damage type and proficiency the weapon requires when the gadget is created.


Mental Discombobulator: This gadget, when activated, forces up to three creatures of your choice that you can see within 30′ attempt a DC 15 Charisma saving throw. On a failed save, whenever the target attempts an attack roll, ability check, or saving throw for the next minute, they must roll 1d4 and subtract that from their total. The gadget may be used once, after which it requires 12 hours to recharge.


Pocket Ghost I: This gadget, which may or may not look like a small red and white ball, can be used to contain a previously-trapped ghost or other trappable creature of CR ½ or lower. As a bonus action on your turn, you may release the ghost from the pocket-ball and give it a simple command. Thereafter on each of your turns, you may use your bonus action to direct the ghost on how to move and take its action. The ghost cannot move further away than 60′ from the pocket-ball, but that distance may extend through walls or barriers that the ghost could normally move through. The ghost automatically returns to the pocket-ball after 1 minute (10 rounds) or when it reaches 0 hp, after which time it cannot be released again until you have completed a short or long rest. (Technically, it’s the ghost that’s resting, but you get the idea.) Returning to the pocket-ball automatically heals all damage to the ghost and removes any conditions it may be under. If the ghost is subject to another capture effect (for instance, it succumbs to someone else’s ghost trap), the pocket-ball is immediately broken and the gadget slot becomes available to you again. You may carry as many pocket-balls as you have gadget slots to spend on them.


Psychic Beacon: This gadget sends out rhythmic pulses of PKE which are fascinating (or possibly infuriating) to ghosts and other PKE-sensitive creatures (including characters with the Psychic Awareness feat). Any such creatures within five miles of the gadget when it is active must make a DC 15 Wisdom or Charisma save or be drawn to the device to investigate. Once the creature has seen the device up close and learned its nature, they are immune to its effects thereafter (but may still choose to remain close to it). Creatures who succeed at the saving throw are immune to its effects as well.


Rapid Recharge: This gadget modifies an existing gadget with a recharge time, causing it to recharge in half the normal time. This modifier can be added to a gadget multiple times, reducing the recharge time by x4, x8, x16, etc.


Ray Weapon (pistol): This gadget is a one-handed ranged weapon, doing 3d6 damage of a type of your choice. The weapon has a range of 40’/120′, and holds 50 shots per ammunition pack. You must declare the damage type and proficiency the weapon requires when the gadget is created. (Note: Proton packs default to radiant damage and require the Ghost Capture property.)


Ray Weapon (rifle): This gadget is a two-handed ranged weapon, doing 3d8 damage of a type of your choice. The weapon has a range of 100’/300′, and holds 30 shots per ammunition pack. You must declare the damage type and proficiency the weapon requires when the gadget is created. (Note: Proton packs default to radiant damage and require the Ghost Capture property.)


Repulsor Unit: This gadget, when activated, requires every creature within 15′ of you (including ghosts or other ethereal creatures) to make a DC 15 Constitution saving throw. On a failed save, the target takes 2d8 force damage and is pushed 10′ away from you. On a successful save, the target takes half as much damage and isn’t pushed. In addition, unattended objects within the area of effect that weigh 100 pounds or less are automatically pushed 10′ away from you. The effects of this gadget are instantaneous and do not create a static field. The wielder must activate the device again if its effects are desired additional times.


Rocket Shoes: This gadget triples the wielder’s jump distance. This gadget does not require activation and is considered always on.


Rocket Skates: This gadget enables you to take the Dash action as a bonus action on each of your turns. Note that it doesn’t actually have to be rocket skates, that’s just the most common version. Any effect that would reduce your movement speed (including the Slimed condition) also prevents you from using this gadget until the condition is removed. This gadget does not require activation and is considered always on.


Slime-Proof Clothing: This gadget makes you immune to the Slimed condition. This gadget does not require activation and is considered always on.


Stake Gun: This weapon fires custom-made wooden-shafted darts. Its statistics are the same as an automatic rifle from the Dungeon Master’s Guide, except that it has a range of 30’/120′, and a critical hit with this weapon against vampires or another such vulnerable creature is considered to be a stake driven into the target’s heart.


Tethered Slime Barrier: This gadget uses “slime tether” technology to fill a 20′ x 20′ cube with sticky slime filaments in a spot of your choice within 60′. The area so filled becomes difficult terrain and is obscured to vision. If the filaments aren’t anchored between two solid masses (such as walls or trees) they collapse on themselves and create a mass of quivering green goo roughly 5′ deep. Each corporeal creature that starts its turn in the slime barrier must make a DC 15 Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the slimy filaments or until it breaks free. A creature restrained by the slime filaments can use its action to make a DC 15 Strength check. If it succeeds, it is no longer restrained. Each 20′ x 20′ cube lasts 30 seconds (five turns).


Translator: This gadget can translate speech or text in any known, historical language into any other known, historical language, in “real time.”


Universal Healing Kit: This gadget gives the wielder advantage on all Wisdom (Medicine) checks and once per 24 hour period enables them to automatically succeed in ending either one disease or one of the following conditions on an afflicted humanoid creature or animal: blinded, deafened, paralyzed, or poisoned.


Widget: This gadget is a small robotic personal assistant. It carries things for you, can deliver messages or run simple errands, etc. It can remain in constant contact with you via radio and relay sound and/or video surveillance of a remote location. The Widget has statistics similar to a creature of your choice as described by the find familiar spell, except that its type is construct. It cannot make any attacks. This gadget does not require activation and is considered always on.


Genius-Level Gadgets

Arcing Weapon: This modifier causes an energy weapon’s effect to “arc” from target to target. When the wielder scores a successful hit with the weapon, they may immediately as a free action make another attack at the same bonus (and inflicting the same damage) on a different target up to 30′ feet away. If that attack succeeds, the wielder may then make another attack on a third target, and so on, until an attack misses or there are no more targets within range. This effect only works once on any given turn, regardless of how many attacks the wielder may be entitled to make.


Custom Gadget (Genius): This is a catchall designed to enable players to come up with their own crazy ideas. When assessing whether a player’s idea is feasible as a Genius-level gadget, the Ghostmaster should compare it to the effectiveness of an existing piece of more expensive gear, a 3rd- or 4th- level spell from the Player’s Handbook, or an Uncommon or Rare magic item from the Dungeon Master’s Guide. Keep in mind that unlike spells, gadgets can be used over and over again and rarely have durations. Thus the Ghostmaster should carefully consider the potential downfalls of the gadget being “spammed” or abused.


Etherealizer: This gadget, when activated, turns the wielder semi-ethereal. They can see and interact with objects or creatures on the ethereal plane as well as the material plane. They can also move completely through creatures and objects on the material plane (including walls or solid rock) as if they were difficult terrain. However, they take 5 (1d10) force damage if they end their turn inside an object. This gadget operates for one hour after it’s activated, after which time it requires 12 hours to recharge before it can be used again.


Fleet of Widgets: This gadget actually consists of five Widgets. Other than being a lot more of them, it is otherwise identical to a single Widget.


Greater Burst Effect: As Burst Effect, except the choices are a 20′ radius sphere usable at the weapon’s normal range, a 50′ line emanating from the wielder, or a 30′ cone emanating from the wielder.


Greater Damage Weapon: As Melee Weapon or Ray Weapon, but adds an additional two dice of damage to the values listed. (For instance, a Greater Damage Ray Weapon rifle would do 5d8 damage.)


Improved Effect: You may add the higher of your Intelligence modifier or proficiency bonus to the DC of an existing item’s saving throw.


Jetpack: The wielder of this gadget has a fly speed of 60′. The gadget is activated as free action during the wielder’s movement and operates for ten minutes once activated, then must recharge for 12 hours before it can be used again.


Lingering Damage: Placing this modifier on a weapon or other item that does some form of elemental damage causes the damage to continue for a number of rounds equal to the wielder’s Intelligence modifier after the initial damage.


Mind Link: This gadget allows two unresisting creatures to be mentally connected, allowing direct mind-to-mind communication. There is no limitation on how long this state can last, but both creatures are considered restrained while the gadget is in operation. If either creature moves, the link is broken.


Pocket Ghost II: Like Pocket Ghost I, except it may contain creatures up to CR 1.


Robotic Assistant: This gadget is an android designed to assist you with whatever tasks you assign it. It has statistics similar to a set of Animated Armor from the Monster Manual. Like the Widget, the Robotic Assistant can remain in contact with you via radio and relay sound or video images. The Robotic Assistant can be programmed to fire a proton pack or other weapon, but it never gains proficiencies. This gadget does not require activation and is considered always on.


Slime Automaton: This gadget is a large object or collection of objects being manipulated into a semblance of animation by the effects of psychomagnotheric slime. The wielder controls the automaton’s actions each turn with a bonus action, and must stay within 30′ of the automaton to control it. (The wielder may choose to “ride” the automaton like a mount or vehicle.) On any turn in which the automaton is not controlled, it simply stands inert. A slime automaton has statistics similar to a clay golem from the Monster Manual, except it does not have the Acid Absorption, Berserk, or Haste properties. This gadget does not require activation and is considered always on.


Sun Grenade: This gadget is thrown like a grenade. When it detonates, it creates an intense field of light, heat, electromagnetic and ultraviolet radiation that simulates the effects of full sunlight at high noon on the equator for six seconds in a 50′ radius sphere. All creatures who have not averted their eyes before the grenade goes off must make a Dexterity saving throw with a DC equal to 8 + the wielder’s proficiency bonus (if applicable) + the wielder’s Intelligence bonus. On a failed save, the creature is blinded and stunned until the end of their next turn. In addition, creatures that are damaged or destroyed by sunlight suffer the full brunt of such effects for that six-second duration. Once the grenade is detonated, the gadget slot the inventor used to create the gadget becomes free again.


Tractor Beam: This gadget uses energy fields to remotely manipulate objects at a distance. It creates effects similar to the Bigby’s hand spell cast at a level equal to the proficiency bonus of the wielder, except that there is no “hand” that can be attacked, simply energy fields. The gadget operates for one minute after activation, and then requires 12 hours to recharge before it can be used again.


Vehicle Mount: This modifier allows an existing piece of equipment or a gadget to be mounted to a vehicle and used from the control station of that vehicle.


Mastermind-Level Gadgets

Android Army: This gadget actually consists of five Robotic Assistants or ten Widgets. Other than being a lot more of them, it is otherwise identical to a single Widget or Robotic Assistant.


Custom Gadget (Mastermind): This is a catchall designed to enable players to come up with their own crazy ideas. When assessing whether a player’s idea is feasible as a Mastermind-level gadget, the Ghostmaster should compare it to the effectiveness of an existing piece of more expensive gear, a 6th or 7th level spell from the Player’s Handbook, or a Rare or Very Rare magic item from the Dungeon Master’s Guide. Keep in mind that unlike spells, gadgets can be used over and over again and rarely have durations. Thus the Ghostmaster should carefully consider the potential downfalls of the gadget being “spammed” or abused.


Extraplanar Portal: This gadget creates a semi-stable portal to another dimension (generally “the Ghost World”) as long as it is active. Note that planar rifts are inherently hazardous and generally create unwanted side-effects, such as creatures wandering from dimension to dimension and the general breakdown of reality as we know it in the vicinity. Opening or closing the portal requires an action.


Maximum Effect: An item with Improved Effect now adds both your Intelligence modifier and your proficiency bonus to the DC of its saving throw.


PKE Suppression Field: This gadget creates a 10′ radius sphere around the wielder, that can be carried by and move with the wielder. All PKE activity is nullified within the sphere, including the use of magic or psychic powers. Ghosts or other PKE-motivated creatures within the area of effect simply “wink” out of existence, and possessed creatures or objects are instantly freed from all supernatural influences. Once no longer within the field, ghosts and other such creatures “wink” back into existence again, but they must re-establish any hold they had on possessed creatures or objects. The gadget works for one hour after it has been activated, and then must recharge for 12 hours before it can be used again.


Pocket Ghost III: Like Pocket Ghost I, except it may contain creatures up to CR 4.


Slime Juggernaut: This gadget is similar to a Slime Automaton, except that it is size Huge and has statistics similar to a Stone Golem (but lacks the Slow property).


Ultimate Burst Effect: As Burst Effect, except the choices are a 30′ radius sphere usable at the weapon’s normal range, a 100′ line emanating from the wielder, or a 60′ cone emanating from the wielder.


Ultimate Damage Weapon: As Melee Weapon or Ray Weapon, but adds an additional five dice of damage to the values listed. (For instance, an Ultimate Damage Ray Weapon rifle would do 8d8 damage.)


Whattya think, sirs? Next time, Feats.


-The Gneech


Other Ghostbusters posts.


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ghostbusters_gear

(Artwork by Dan Schoening)


Armor and Shields

Generally speaking, the only armor most Ghostbusters are proficient with are their padded jumpsuit, which is little more than a janitorial jumpsuit with heavy boots, elbow- and knee-pads, and thick protective gloves. Police and military units may have more advanced armor, and there are certainly plenty of reports of ghosts clanking around ancient castles in haunted plate mail. Training in armor proficiency costs $500 and takes six weeks per armor type (or uses the appropriate feat).


Ballistic Armor

Armor with the “ballistic” property (B) is designed to protect against bullets. In game terms, it provides resistance against piercing damage. Note that the Tactical Vest and Riot/Combat Gear armor also provide resistance against slashing damage (S).


Light Armor Cost Armor Class (AC) Strength Stealth Weight
Padded Jumpsuit $50 11 + Dex mod 8 lbs
Light Vest (B) $250 12 + Dex mod 5 lbs
Medium Armor
Tactical Vest (B, S) $500 14 + Dex mod Disadv. 10 lbs
Heavy Armor
Riot/Combat Gear (B, S) $750 18 Str 13 Disadv. 20 lbs
Shields
Riot Shield $50 +3 Disadv. 5 lbs

Weapons

Weapons range from fists to Mark IV proton packs with dark matter projectors. Although statistics for guns are provided here, Ghostbusters almost never use them– the stats are provided for NPCs such as police officers who might carry them. Guns and some other weapons use the ammunition, burst fire, and reload properties from page 267 of the Dungeon Masters Guide.


The weapon proficiency groups for Ghostbusters are simple melee weapons, sidearms, longarms, proton packs, and slime blowers. Anything more exotic than that requires its own proficiency. The medieval-style weapons of D&D exist, of course, but are so rarely used that they require their own proficiency.


Simple Melee Cost Damage Weight Properties
Chain $5 1d4 bldg 2 lbs
Billy Club $5 1d4 bldg 2 lbs light
Dagger $15 1d4 prcg 1 lb Finesse, light, thrown (range 20/60)
Hammer $5 1d4 bldg 2 lbs light, thrown (range 20/60)
Razor $5 1d4 slsh 1 lb Finesse, light
Sidearm
Pistol, automatic $100 2d6 prcg 3 lbs ammunition (range 50/150), reload (15 shots)
Revolver $75 2d8 prcg 3 lbs ammunition (range 40/120), reload (6 shots)
Longarm
Rifle, hunting $175 2d10 prcg 8 lbs ammunition (range 80/240), reload (5 shots), two-handed
Rifle, automatic $250 2d8 prcg 8 lbs ammunition (range 80/240), burst fire, reload (30 shots), two-handed
Shotgun $125 2d8 prcg 7 lbs ammunition (range 30/90), reload (2 shots), two-handed
Ghostbusting Gear
Proton Gauntlets $500 2d6 radiant 3 lbs melee, uses proton pack proficiency
Proton Pack Mk I $500 3d8 radiant 15 lbs ammunition (range 100/300), reload (30 shots), two-handed, capture
-boson dart +$200 3d8 radiant 2d6 splash 5’ radius, uses 3 shots
Mk II: PDS (slime blower) +$250 +2 lbs ammunition (range 30/60), reload (30 shots), slime
Mk III: dark matter blaster +$300 3d8 cold +2 lbs 15’ cone (DC 15 Dexterity save)
-stasis stream stasis (DC 15 Constitution save)
Mk IV: meson collider +$300 3d8 force +2 lbs 2d6 splash 5’ radius, uses 3 shots
-overload pulse 3d8 force tracking (meson collider, 3 uses), uses 3 shots
Proton Pistol ($300) 3d6 radiant 3 lbs ammunition (range 40/120), reload (50 shots), capture
Slime Blower Drum $300 5 lbs ammunition (range 50/100), reload (100 shots), slime

New Weapon Qualities

Capture. A weapon with the capture quality can be used to catch ghosts or other “trappable” creatures. Weapons with the capture quality can affect creatures on the ethereal plane from the material plane (and vice versa), but creatures on the other plane only take half damage (as if they had resistance). When the wielder of a capture weapon successfully hits a ghost with ½ its maximum hit points or less or is incapacitated that is in line of sight, they may attempt to capture the creature as a reaction. The creature must attempt a DC 15 saving throw against its Constitution or Charisma (whichever is higher). On a success, the creature is unaffected. On a failure, the creature is grappled and restrained (even creatures normally immune to such conditions, such as phantasms). The creature may attempt a new saving throw at the end of each of its turns to escape the capture effect. The wielder of the capture weapon may move the captured creature up to 15’ as an action on their turn. Capture weapons must maintain line of sight, or the capture effect is immediately broken.


Slime. Against corporeal creatures, weapons with this quality impose the slimed condition. When used against ghosts or other non-corporeal creatures, each successful hit imposes a level of exhaustion (even in creatures normally immune to exhaustion, such as specters). Corporeal creatures subject to mind-affecting influences (including possession, fear, or confusion) may immediately make a saving throw with advantage to throw off the effect. Corporeal creatures hit by the slime weapon must also make a DC 15 Wisdom save or fall into a sappy euphoria that emulates the effects of charm person for one hour. Slime can also be used to create psychokinetic effects in inanimate objects, using 1 shot for a tiny or small object, 3 shots for a medium object, 10 shots for a large object, 30 shots for a huge object, or 90 shots for a gargantuan object. Slime weapons can also close black slime portals, using the same shots/size ratio.


Splash. When a target is hit by a weapon that does splash damage, every creature within the splash radius must succeed a DC 15 Dexterity save or also take the indicated amount of damage. Large creatures who are hit by the initial weapon are also subject to the splash damage if they are within the area of effect and fail the Dexterity save.


Stasis. When a creature is hit by a stasis weapon they must make a DC 15 Constitution save. On a success they are unaffected. On a failure, their speed becomes halved, they take a -2 penalty to AC and Dexterity saving throws. The creature may attempt another save at the end of each of its turns to remove the effect. If the creature is hit by another stasis effect during that time, they become paralyzed as well (even creatures normally immune to paralysis). A successful save ends both effects.


Tracking. A weapon with the tracking quality automatically hits a creature which has previously been hit by another weapon which marked it for a certain number of times. For example, a creature that has been hit by the meson collider of a Mk IV proton pack is “marked” for the overload pulse of the same proton pack. The next three uses of the overload pulse will automatically hit that target. This effect can go around corners and does not require line of sight, but will not penetrate barriers.


Other Ghostbusting Gear

Ecto-Goggles ($350)

These goggles give the wearer truesight 60’, but impose disadvantage on Dexterity and Charisma checks and saving throws and halve the wearer’s movement speed as they can’t really see where they’re going while wearing them and look dorky as hell. They can be put on as a bonus action on your turn and removed as a free action as long as you have a free hand.


Ghost Trap ($500)

When a ghost trap is activated, every trappable creature within the same 5’ square as the trap must make a DC 15 saving throw on their Dexterity or Charisma (whichever is greater). Any trappable creature that begins their turn in the area of effect must also attempt the save. On a failed save, the creature is restrained and paralyzed (even if it is normally immune to such conditions), and when the trap closes the creature is pulled in and held in an extradimensional space with properties similar to the “Minimus Containment” option of the imprisonment spell. On a successful save, the creature is unaffected. Most susceptible creatures will not hang around in the area of ghost trap, so you’ll probably need to use a capture stream to hold them in place for it. A trap can be placed in any spot you can see within 15’ as a bonus action. Opening a trap can be done as a bonus action or reaction, and closing the trap is a free action. Recovering a closed trap requires an action in the space where the trap is located or can be done by using 5’ of movement. Ghost traps have battery power to last up to five hours, after which time any creature still in the trap automatically escapes.


PKE Meter ($250)

This hand-held device detects and tracks psychokinetic energy (PKE) disturbances. Although its readings are often little more than “warmer/colder” in nature, a successful Intelligence (tool proficiency) check with the PKE meter can identify previously-scanned creatures or effects, or be combined with use of Ecto-Goggles to reveal information about a particular creature, including details about its origin, abilities, or weaknesses, at Ghostmaster discretion.


Franchise Upgrades

Motorcycle ($15,000)

Zippy, looks cool. Minimal cargo capacity.


Sports Car ($25,000)

Also zippy and gives you cool points. Only carries two people and gear or three people without gear, and they keep bonking their knees.


Station Wagon or SUV ($25,000)

Less zippy, but can still look badass. Station wagon can carry up to five people and their gear in relative comfort; SUV can only carry three people with gear (or four people without gear) but is much better suited for off-road or hazardous conditions.


RV or Work Van ($35,000)

The ultimate in non-zippiness. Big, bulky, awkward, dorky. But it can carry a team of six with all their gear plus a portable lab (purchased separately).


Work Boat ($50,000)

Like a work van that can go on water. Makes endearing “chug-chug” noises.


Helicopter ($150,000)

Your team acquires a GBI-branded four-passenger helicopter, how friggin’ cool is that? It comes with a small radar unit (that’s actual radar, not “Ecto-radar”), a winch and paramedic-style rescue platform, and six parachutes. You might want to make sure someone has proficiency before you take off.


Mini-Sub ($250,000)

Your team acquires a GBI-branded four-passenger mini-sub, for underwater exploration. Haunted wrecks can be very profitable.


“Ecto-1 Equipment Package” ($5,000)

“Ecto-radar” PKE sweep, recharge package, first-aid kits, GPS, integrated cellphone, roof-mounted video and infrared camcorder, and VHS/DVD player (satellite radio not included). This requires a vehicle of station wagon size or larger.


Muon Trap “Super-Slammer” ($3,000)

A vehicle-mounted ghost trap with 5’ radius area effect centered on the top of the vehicle, the Super-Slammer has a capture DC of 20 instead of 15 and can capture any number of creatures at a time. It requires a vehicle of station wagon size or larger.


Gadget List Gadgets ($500 per prodigy-level gadget slot, $750 per genius-level gadget slot)

Don’t have an inventor on your team? No sweat. With time and money, anyone with basic ghost-busting experience can cobble together new equipment. After all, that’s what the original team did! One nice thing about this option is that once the item is bought, it stays around forever (or until you lose or break it, this is why we can’t have nice things).


Workshop ($5,000 per skill benefitted)

A workshop contains tools, reference materials, spare parts, and whatever else you might need to make life easier for someone working on a particular type of task. When making skill or tool proficiency checks, you have advantage in a workshop, and it takes half the usual time. The workshop types available are Electronic, Mechanical, Science, Parapsychology, and Arcana.


Staff Upgrade ($20,000)

Most GB franchises have a NPC secretary/receptionist who books jobs, does light accounting, and will empty their own wastebasket, but that’s about it. This upgrade gets you the services of a regular cleaning staff, an on-call lawyer/accountant, and a vehicular mechanic (negating up to 3 RP of environmental damage or other associated costs per session as appropriate).


Stuff You Can Buy Online (varies)

Camcorders, laptop computers, Elvis’s autograph? Prices may vary.


Whattya think? Next time… The Gadget List.


-The Gneech


Ghostbusters Posts


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Charity ain't afraid o' no ghosts!


Just a fun sketch I did earlier this week for warm-up. 🙂 Posting it here for those who don’t follow on Twitter or Patreon.


One of Charity’s short-lived jobs before she took on the Rough House, maybe?


-The Gneech


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With this piece in place, the actual creating of Ghostbuster characters is possible, although equipping them will have to wait until the next post.


Background


This is what you were before you became a Ghostbuster, your character’s “back story” as it were. It provides you with some proficiencies, a special feature, and your characteristics (Trait, Ideal, Bond, and Flaw). The ones listed here are far from exhaustive– if you have a background idea that doesn’t fall into any of these (for instance, if you wanted to play a former police detective turned Ghostbuster, who therefore has proficiency with guns and the Investigation skill), you should work with the GM to create a custom background that suits your character.


Random tables have been provided in order to quickly select characteristics, but you should not feel required to roll. Pick characteristics that suit you or make up your own. These are intended as roleplaying prompts, not a straightjacket.


Academic

You may have become a Ghostbuster straight out of college, or possibly you are still a student or professor. The point is that you’re a lot more comfortable among the books than you are taking the hard knocks of the real world.


Skill Proficiencies: Parapsychology, choice of: Electronics, History, Medicine, Religion, Science

Tool Proficiencies: computers

Languages: Latin, one other of your choice

Equipment: smart phone, laptop or tablet, lots and lots of books

Feature: Research Savant

You have advantage on Intelligence (Investigation) checks made to look up information. When you attempt to learn or recall a piece of lore, if you don’t know the information, you at least have a pretty good idea where and from whom you can obtain it, if it’s available.


Suggested Characteristics

d8) Personality Trait

1) I use polysyllabic words that convey the impression of great erudition.

2) I’ve read every book in the world’s greatest libraries– or I like to boast that I have.

3) I’m used to helping out those who aren’t as smart as I am, and I patiently explain anything and everything to others.

4) There’s nothing I like better than a good mystery.

5) I’m willing to listen to every side of an argument before I make my own judgement.

6) I… speak… slowly… when talking… to idiots… which… almost… everyone… is… compared… to me.

7) I am horribly, horribly awkward in social situations.

8) How do I stay so energetic in the lab all the time? Coffee coffee coffee coffee coffee!!!


d6) Ideal

1) The Greater Good. The purpose of learning is to serve mankind.

2) Beauty. What is beautiful points us beyond itself toward what is true.

3) Logic. Emotions must not cloud our logical thinking.

4) No Limits. Nothing should fetter the infinite possibility inherent in all existence.

5) Discovery. The world is amazing! Let’s see what’s out there!

6) Aspiration. The goal of a life of study is the betterment of oneself.


d6) Bond

1) It is my duty to protect my students from the horrors lurking out there.

2) I have an ancient text that holds terrible secrets that must not fall into the wrong hands.

3) Funding is being cut, cut, cut! The only way the university will be able to keep open its doors is if we go to work.

4) My life’s work is the definitive modern rewrite of the Spates Catalog of Nameless Horrors in a 20-volume set.

5) I’ve been searching my whole life for the answer of just what that thing really was under my bed when I was six.

6) Nobody will ever again suffer the same fate as Professor Armitage. Not while I have the tools to prevent it.


d6) Flaw

1) I am easily distracted by the promise of information.

2) Most people scream and run when they see a demon. I stop and take notes on its anatomy.

3) Unlocking an ancient mystery is worth the price of a civilization.

4) I overlook obvious solutions in favor of complicated ones.

5) I speak without really thinking through my words, invariably insulting others.

6) I can’t keep a secret to save my life, or anyone else’s.


Buckaroo

You’re a rip-roarin’ rootin’-tootin’ adventurer, busting spooks where in an another era you might have been wrangling cattle or punching Nazis over mystic artifacts. You’ve probably got a name like “Montana Smith” or “Billabong Jack” and you’re prone to wearing a hat of some variety… which looks ridiculous with a Ghostbusters jumpsuit but you wear it anyway. At least you’re dedicated.


Skill Proficiencies: Athletics, Survival

Tool Proficiencies: cars, mechanic tools, rope, a musical instrument

Equipment: pickup truck, mechanic tools, climbing gear, cowboy boots, a hat, a musical instrument

Feature: Snakeblood

You were bitten by a poisonous snake when you were a child, but you were so tough it was the one who died. Ever since then you’ve had advantage on saving throws against poison and advantage on Wisdom (Survival) check that involve dealing with critters.


Suggested Characteristics

d8) Personalty Trait

1) I have endless tales of the open road, of jackalopes on the prairie and sasquatch in the Pacific Northwest. Yessirree, I’ve seen it all and done it all.

2) I watch over my friends as if they were a litter of newborn pups.

3) I once punched a man so hard his kneecaps plum shot off his legs.

4) This reminds me of when I was being chased by cultists in Malaysia. Good times, good times.

5) Money and manners won’t save you from a ragin’ werewolf, sonny!

6) I’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them.

7) I feel far more comfortable around animals than people.

8) I was, in fact, raised by wolves.


d6) Ideal

1) Raisin’ Hell. Yeee-haw! Life’s an adventure, let’s get at it!

2) Heroism. People need protecting, and we’re the ones to do it!

3) The Code of the West. It’s about law an’ order an’ doin’ what’s right. Eeyup.

4) I Can Lick Any Varmint In the World. Or the underworld, as the case may be!

5) Nature. Them things… they ain’t natural. The DEVIL made them things.

6) Fortune and Glory, Kid. My name in the paper and my picture on TV, and life is good.


d6) Bond

1) I reckon they’re crazier than a bucket full o’ sidewinders, but my team-mates are my family.

2) I’ll protect what’s good in this world against those things from the outside.

3) I dunno what it was destroyed the farm, all I know it was all eyes and tentacles. But it’s out there still, and I’m gonna make it pay.

4) I’m the last of a dyin’ breed, son. But I’ll make sure those that came before me are remembered in legend.

5) I’m a lonely rambler, lookin’ for a home.

6) What’ve the dern sasquatch done to YOU? I’ll protect ’em from havin’ their homes paved over one way or another.


d6) Flaw

1) Fire-water. ’nuff said.

2) Y’all think too much! It’s time for some ACTION! YEEE-haw!

3) I remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me.

4) I don’t need this! I don’t need your fancy words and your crazy theories, and I don’t need YOU!

5) This is boring. I’mma go blow something up.

6) Don’t expect me to save those what can’t save themselves. It’s nature’s way for the strong to eat the weak.


Dilettante

You’re independently wealthy and have time to kill. You got into busting ghosts because it looked like a fun way to kill some time.


Skill Proficiencies: Persuasion, choice of one other

Tool Proficiencies: computers, cars

Languages: one of your choice

Equipment: expensive clothes, sportscar, credit cards, laptop

Feature: Wealthy

You can easily cover the cost of anything you break. No matter how many ghosts you roll, doors you kick in, or ectomobiles you crash, you never do any Environmental Damage. You are a high roller and a big tipper, welcome in high society, and people assume you have the right to be wherever you are.


Suggested Characteristics

d8) Personality Trait

1) My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.

2) Ordinary people love me for my kindness and generosity.

3) No one could doubt by looking at my style and flair that I am a person of wealth and taste.

4) I always have the latest gadget, the newest toy, the flashiest thingamabob. I don’t even know what half of it is for, but who cares? It looks cool.

5) Only the best food, the finest hotels, and the most interesting people. Why waste my time with less?

6) Well, yeah, technically I am what you’d call rich but it’s no big deal really. I mean we all breathe the same air, right?

7) Could we wrap this up please? I’ve got some people coming over later to discuss my investment portfolio.

8) Wow, this nuclear acceleration technology is amazing! But it’s what, thirty years old? We need to bring ghost-busting into the 21st century!


d6) Ideal

1) Respect. Rich or poor, mighty or powerless, all people deserve to be treated with dignity.

2) Responsibility. Life’s been good to me, and I feel it’s important to use that opportunity to make the world a better place.

3) Independence. I can handle myself! I don’t need my family, or their money, watching over me all the time!

4) Getting Even Richerer. You play your cards right, ghost-busting’s a great gig. That Peter Venkman acts like a jerk, but he’s a jerk with a niiiiice retirement fund.

5) Family. I’m not going to just fritter away the family fortune. I’ve got to earn my way and prove my place.

6) Noblesse Oblige. It’s my duty to protect and care for people, because I can, and if I don’t, who will?


d6) Bond

1) I will face any challenge to win the approval of my family.

2) All of my wealth? It doesn’t mean anything against the vast wonder and horror of the cosmos…

3) My teammates are the first people who ever liked me just for me instead of just caring about my money.

4) God, America, and the Busting of Ghosts!

5) People see me as a pointless playboy. I’ll do whatever it takes to prove there’s more to me than money.

6) I’m in it for the kicks, man. What a riiiiide!


d6) Flaw

1) I secretly believe that everyone is beneath me.

2) I openly believe that everyone is beneath me.

3) I hide a truly scandalous secret that could ruin my public reputation forever.

4) Sex, drugs, and rock and roll. Not necessarily in that order.

5) In fact, the world does revolve around me.

6) What does “oblivious” mean?


Goth

Ghosts, vampires, the walking dead… it feels like home. You made a promise to only bust the bad ones, and in the meantime you’re going to stick with wearing black until you find something darker.


Skill Proficiencies: Parapsychology, Religion

Language: Latin

Equipment: lots of black makeup, lots of black clothes, Joy Division CD

Feature: Creepy

You tend to creep out the living, gaining advantage on Charisma (Intimidate) checks against them; on the other hand, spooks, otherworldly creatures and the like are “your crowd,” giving you advantage on Wisdom (Insight) checks against them. Go fig.


Suggested Characteristics

d8) Personality Trait

1) Don’t let the black eyeliner fool you, I actually hate Tim Burton movies. Such a poser.

2) I see omens in every event and action. The Powers try to speak to us, we just need to listen.

3) I have pockets lined with smaller pockets, and there’s a bangle, trinket, or small wad of money in every one. I also wear striped fingerless gloves with my Ghostbuster uniform.

4) I am tiny, scrawny, and thin, and seem for all the world to be little more than a layer of skin around a wire frame. My flexibility weirds people out.

5) I can stare down a hellhound without flinching. Like, whatever.

6) I am the happiest, perkiest goth you’ve ever met. I like butterflies with skull heads on their wings.

7) I write painfully beautiful poetry and leave it in coffeeshops for people to find and weep over.

8) I’m a hopeless romantic, always searching for that “special someone.”


d6) Ideal

1) Beauty. There can be no light without darkness… therefore the light shines purest into the dark places of the world.

2) Justice. It’s a hard life for those on the fringes of the world. Maybe I can find a way to make it better.

3) Live and Let Live. Hey, as long as the ghouls aren’t actually hurting anybody…

4) Freedom. Just because you don’t understand me, doesn’t give you the right to say I’m wrong.

5) Balance. I seek to comfort the disturbed… and to disturb the comfortable.

6) Sincerity. This makeup and these clothes are the real me. Deal with it.


d6) Bond

1) I have in me the greatest work of literature yet to be written… I just need to find someone worthy to dedicate it to.

2) My teammates accept me for who I am. That’s worth everything.

3) Yes, it’s true. I fell in love with a ghost. It’s not easy for either of us.

4) It was supposed to be a game. We didn’t expect to be answered by a real demon. And now I have to undo our horrible mistake.

5) Sure, a lot of it’s for show. But there are real secrets, dark secrets, that I must keep out of the grasp of evil… things.

6) Ghostbusters get all the hottest chicks. Or dudes. Or both. Both is good.


d6) Flaw

1) My affinity for the darker side sometimes blinds me to real danger.

2) I can barely conceal my contempt for “norms,” and often don’t bother to try.

3) Everything to excess! Moderation is for monks.

4) Some people say I’m a flake. Whatever.

5) I am suspicious of strangers and expect the worst of them.

6) I don’t have flaws! YOU have flaws. You ALL have flaws! Nobody understands me!


Hustler

You’ve got the moves, you’ve got the moxie. Or at least you think you do.


Skill Proficiencies: two from Deception, Persuasion, or Stealth

Tool Proficiencies: choice of: cars, computers, playing cards, or a musical instrument

Equipment: rusted out car, some cigarettes or cheap booze, a TV set

Feature: Streetwise

You have advantage on all Intelligence (Investigation) checks to find illicit goods, criminal activity, or people hiding out in urban environments, as well as Charisma (Persuasion) checks made to convince criminals or other shady types that you are safe to interact with.


Suggested Characteristics

d8) Personality Trait

1) I fall in and out of love easily, and am always pursuing someone.

2) I have a joke for every occasion, especially occasions where humor is inappropriate.

3) Flattery is my preferred method of getting what I want.

4) The best way to get me to do something is to tell me I can’t do it.

5) Anything you want… for a price.

6) Sarcasm and insults are my weapons of choice.

7) An enemy says nice things to your face and nasty things behind your back. A friend is the exact opposite.

8) I’d be late for my own funeral. Preferably, I’d skip it all together.


d6) Ideal

1) Independence. I am a free spirit– nobody tells me what to do.

2) Fairness. I never take advantage of people who can’t afford it… or don’t deserve it.

3) People. I’m loyal to my friends, not to my ideals. And everyone else can lump it.

4) Creativity. I never use the same bit twice.

5) Redemption. People don’t think much of me… but I’m going to prove myself.

6) Fun. Life’s too short to not be having a blast.


d6) Bond

1) I’m trying to pay off an old debt to somebody, whether they want me to or not.

2) I owe everything to my mentor– a horrible person who’s probably rotting in jail somewhere.

3) Hey, I may crack wise, but when the chips are down, I’m a professional.

4) Someday, my name will be in lights. I’ll be one of the greats.

5) I made a mistake… and somebody got hurt. I’m not gonna let that happen again.

6) Maybe you don’t like me. Maybe I don’t like me either. But my friends like me. So I’m not gonna let ’em down.


d6) Flaw

1) I just can’t shut up. It drives people crazy the way I go on and on about anything and everything that comes into my head for hours and hours, even when it’s perfectly clear I’ve made my point and there’s no need for me to keep talking about it any longer.

2) If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.

3) I’m right behind you, all the way. Like, literally. You go first.

4) I’m convinced there’s no way anybody could fool me as easily as I fool others.

5) If somebody gets on my nerves, I’ll do whatever it takes to make their life miserable.

6) I’ll take any risk, no matter how life-threateningly stupid, if there’s a big enough payoff.


Scientist

Egghead, professor, doc, Mr. Wizard, science guy… you get the idea.

Skill Proficiencies: Medicine, Science

Tool Proficiencies: chemistry tools, electronics tools

Equipment: chemistry tools, electronics tools, scientific library, a personal laboratory

Feature: Discovery

Your scientific researches have given you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your research. It might be a great truth about the cosmos, a fantastic invention from the Gadget List, or some relic of the past that could rewrite history. Work with the GM to determine the details of your discovery and its impact on the campaign.


Suggested Characteristics

d8) Personality Trait

1) I’ve spent so long being wrapped up in my studies that I rarely speak, preferring gestures and the occasional grunt. I do send a lot of texts, though, with perfect grammar and spelling.

2) I am too busy being fascinated by the traits of the monster to notice when it tries to eat my head.

3) One of my old professors told me something very interesting about this very topic and I’m going to tell you all about it in great detail now.

4) I speak in a low monotone. I raise my eyebrow when I get truly excited.

5) I determine the numeric probability of success or failure for every action before taking it. This occasionally makes crossing the street difficult.

6) I’m sorry, what were you saying? I was calculating trajectories in my head. It relaxes me.

7) THAT. WAS. AWESOME. Scrape up the pieces, let’s get some readings!

8) I’m not going to waste time trying to explain this to someone who was educated with a banana and an inner tube.


d6) Ideal

1) Greater Good. The advances of science are meant to be shared for the good of all humanity, not the profit of one single person or group.

2) Logic. Emotions cloud our sense of what is right and true, which is why I had mine surgically removed.

3) Free Thinking. Inquiry and curiosity are the pillars of progress.

4) Power. They call me mad. But soon they will fear my name!

5) Truth. There are those who fear the universe to be a place of sheer cold terror. Even if it is, we must learn to understand it.

6) SCIENCE! ’nuff said.


d6) Bond

1) My discovery will change the world! And I’ll make sure it does!

2) Ia! Ftagn! (cough) I mean, fascinating.

3) There is more in Heaven and Earth than is dreamt of in your philosophy. Let’s find out what it is, shall we?

4) I can’t go any further on theory– now I must put my discoveries into practice.

5) I obliterated my family fortune to pay for my discovery. So that’s a problem.

6) Einstein, Tesla, Curie… and me!


d6) Flaw

1) I like keeping secrets and won’t share them with anyone.

2) Science can fix anything! Or anyone. Even if they aren’t broken.

3) I can tell you anything about fusion, but I wouldn’t notice if my best friend were heartbroken.

4) I let my need to win arguments overshadow friendships and harmony.

5) Anyone not as smart as I am, is an idiot. Which means almost everyone.

6) My mind has been dominated by an alien intelligence since I was five.


Wannabe Hero

There’s bad stuff out there, and somebody’s gotta protect people! So who ya gonna call?


Skill Proficiencies: Insight, Intimidation

Tool Proficiencies: cars, one other of your choice

Equipment: tools matching your proficiency choice, economy car

Feature: Friend of the People

In your years of helping people out, you’ve earned a lot of favors. Maybe it’s Mrs. McGinty, who sends you cookies every Christmas. Maybe it’s that cop you helped out on a case and who’ll let you peek into the files now and again. Maybe it’s the creepy gal who works the night shift at the library and has access to the special collection. Whenever you need something, there’s probably somebody in town who can give you a hand.


Suggested Characteristics

d8) Personality Trait

1) If someone is in trouble, you know I’ll be there to help.

2) When I set my mind to something, I follow through no matter what gets in my way.

3) I have a strong sense of fair play and always try to find the most equitable solution to arguments.

4) I’m confident in my own abilities and do what I can to instill confidence in others.

5) I’m cheerful but not always the brightest. Kind of like a giant, adorable dog.

6) This is no time to talk! Someone needs help!

7) I make loud pronouncements about myself! It boosts morale and adds courage!

8) Tell the truth? Ghosts are just neat.


d6) Ideal

1) Respect. Treat other people the way you’d want to be treated. That’s just basic courtesy.

2) Sincerity. There’s no good in pretending to be something I’m not.

3) Community. We can build a better world– together!

4) Charity. We have to do what we can to make things right for people– or ghosts– in trouble.

5) People. What can I say? I love everybody, and I want to make their lives better.

6) Glory. I can hold my head up high, because I know I’m somebody. I’m a Ghostbuster!


d6) Bond

1) Your team? They’re like your family. You watch out for each other, and you’ll all be okay.

2) When I was just a little kid, a spook called “The Bogeyman” carried me off to another dimension! It was the Ghostbusters who saved me. I’m just carrying on the torch.

3) There’s somebody special in my life, and I hope to prove myself worthy of them.

4) My little sister looks up to me! I’ve got to show her what it means to do the right thing.

5) I was weak and afraid once. Never again. Never. Again.

6) I don’t know what these things we fight really are, but I know that they want to cause chaos and destruction, and I’m not going to let that happen!


d6) Flaw

1) I can handle anything! By myself if I have to! Nothing’s too big for me!

2) I have no idea what I’m doing.

3) So what if I can’t keep a secret? Secrets are for losers anyhow! And I do NOT have a big mouth!

4) My big talk is just to cover my crushing insecurity and loneliness.

5) I don’t have a chip on my shoulder, you take that back!

6) Honestly? I’m totally afraid of ghosts.


Weirdo

You make the scientist look like a well-adjusted and mainstream member of society. You ramble about conspiracies, talk to the shadows, and make people really uncomfortable. The worst part? Is when the shadows talk back.


Skill Proficiencies: Parapsychology, choice of Religion or Science

Languages: choice of German, Greek, or Latin

Equipment: ritual knife, a copy of the Necronomicon or other tome, a lot of aluminum foil

Feature: On the Fringe

You are connected with a vast network of people on the edges of society… or beyond it. Researchers, crackpots, lunatics and visionaries, all dismissed by ordinary people, but all willing to help out fellow “seekers” like themselves with information that may or may not be useful, strange inventions or items that may or may not actually do anything, or even just someone to watch your back when you go down into the tunnels of the mole people. The truth is out there… and these people will help you find it.


Suggested Characteristics

d8) Personality Trait

1) I’m haunted by the memory of… things I cannot and must not recall!

2) I seem perfectly normal until I begin to explain to you calmly and rationally about the cats who live on the moon and come down at night to whisper to you in your dreams.

3) I. Never. Stop. Smiling.

4) Well of course I wear an aluminum foil hat, who in their right mind doesn’t? But do you know about lining your SHOES?

5) I have a crippling, irrational fear of pickles.

6) I have a crippling, rational fear of pickles.

7) I wipe everything down with antiseptic spray. Including my lunch. And the people I’m talking to.

8) I pick up things and pocket them. I also pull strange things out of my pocket and leave them in random places. It has to do with the feng shui, you see.


d6) Ideal

1) Truth. I shall find it. I shall reveal it. Whether it saves us or destroys us, hardly matters, as long as we face it.

2) Comfort. I know what it is to feel isolated, confused, and alone. I shall do what I can to prevent anyone else from knowing that pain.

3) Security. If the whole world knew the truth of the cosmos, humanity would run screaming into the peace and comfort of a new dark age. We are their bulwark.

4) Determination. There are secrets out there, secrets that are being kept from me. I will know the truth, or die trying!

5) Greater Good. Learning the true nature of the cosmos may be a painful wrench at first, but in the long run it’s necessary to face the truth and learn to cope.

6) Power. Trapping ghosts is merely phase one. These “Ghostbuster” fools have only begun to scratch the surface!


d6) Bond

1) I lost loved ones to unnameable, unknowable things. While I live, never again!

2) Yes, my friends think I’m crazy. Let them laugh. But I shall protect them in spite of themselves.

3) Battling the demons that haunt others, helps me battle the demons that haunt myself.

4) One day I shall be strong enough to return to that cursed place, and destroy the thing that whispers to me in the night.

5) This book holds all the secrets of the cosmos! Unfortunately, it’s written in no Earthly language. Darn.

6) I vow that I shall drive back the darkness that gnaws at the edges of reality!


d6) Flaw

1) Where to start?

2) We are all just pawns in a giant cosmic chess game. If it is our place to fall, we shall fall. It is inevitable.

3) Why are you disturbing me with trifles! “Take a shower. Pay the rent. Your hair is on fire.” Can’t you see I’m busy?

4) I sometimes doubt my own sanity. Other times, I doubt yours.

5) I must go. My planet needs me.

6) I’m a werewolf. Don’t tell the guys.


Working Joe

It’s not just an adventure! It’s a job.


Skill Proficiencies: Insight, choice of: Athletics, Electronics, Investigation, Mechanics, Medicine, Parapsychology, Perception, Stealth, Survival

Tool Proficiencies: cars, two others of your choice

Feature: Sane

No matter how world-class weird it gets in your line of work, you stay grounded and relatable. That doesn’t mean you don’t freak out every now and again, but even when you freak out you keep your head about it. When you are subject to confusion effects, you roll twice and take the preferred result. Furthermore, in situations where having a “voice of reason” would be beneficial, you or any ally within 30′ that can hear you has advantage on Charisma (Persuasion) checks.


d8) Personality Trait

1) I’m always polite and respectful.

2) I didn’t have a lot of school, but my momma didn’t raise no fool.

3) I face problems head-on. A simple, direct solution is almost always the best path to success.

4) Zap ’em, cap ’em, trap ’em. It’s Miller Time.

5) I’m the strong, silent type.

6) Check out this badass gear! Do I look awesome or what?

7) I come up with funny names for everybody, including and especially the spooks we bust.

8) I’m snarky, but with a heart of gold. Well, silver, anyway.


d6) Ideal

1) Teamwork. I got their backs, they got mine. Glory’s good, but getting’ the job done is better.

2) Pride. I do a good job, that earns me respect and an honest living.

3) Kickin’ Undead Butt. Those spooks have gotta be busted, and I’m the one for the job!

4) Doing the Right Thing. Sometimes it just feels good to lend a hand, y’know?

5) Toys! I don’t even know what a thermoplasmic interphaser is, but I totally want to smoke some spuds with it.

6) Action. You get to blare a siren, see horrifying monsters, blast a proton pack, dodge flying debris, and swing from cables… and that’s just orientation! This is the best job ever!


d6) Bond

1) All my life I’ve wanted to be really good at something. Maybe this will be it.

2) Gettin’ some thrills while I pay the bills, baby! WOOOOHOO!

3) We do important work. I’m proud to be a Ghostbuster.

4) Don’t tell the guys I said so, but I love ’em all, the giant bozos.

5) I’m not letting any moldy Babylonian god bring about the end-times in MY town!

6) If there’s a steady paycheck in it? I’ll believe anything you say.


d6) Flaw

1) I do what the boss says… even if I think they’re wrong.

2) I quickly lose patience with anything too complex, subtle, or just plain boring.

3) I’m prone to run away first, and ask questions later.

4) I’d say anything to avoid doing a little extra work.

5) I’m easily talked or intimidated into doing the stuff nobody else wants to do, and I resent it.

6) Can we cut all the chatter and BLAST something please?


Well that should keep you roleplaying nerds busy for a while! 😉 Next time: equipment.


-The Gneech


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the_gneech: (Ghostbusters)


JUNE COME TO ME NOW
the_gneech: (Ghostbusters)

holtzman_wig


Wits (First Draft)


Hit Die: d8

Hit Points at 1st Level: 8 + your Constitution modifier

Saving Throws: Dex, Cha

Proficiencies: two toolsets, languages, or musical instruments of choice

Skills: Choose three from Acrobatics, Driving, Insight, Intimidation, Investigation, Mechanics, Occult, Parapsychology, Perception, Persuasion, Pilot, Religion, Science, Stealth


Level Prof. Features
1 +2 Slick Operator, Make a Remark
2 +2 Jack of All Trades
3 +2 Specialty
4 +2 Personal Development
5 +3 Social Aggro
6 +3 Rally the Troops
7 +3 Confusion Attack
8 +3 Specialty
9 +3 The Hair of Your Teeth
10 +4 Personal Development
11 +4 Go Get ‘Em!
12 +4 C’mon Boxcars
13 +5 Specialty
14 +5 Work the Crowd
15 +5 Personal Development
16 +5 Smooth Recovery
17 +6 Devastating Quip
18 +6 Specialty
19 +6 Stroke of Luck
20 +6 Personal Development

Slick Operator

Choose two skills from: Acrobatics, Intimidation, Investigation, Persuasion, Perception, Stealth. When make ability checks using those skills, your proficiency bonus is doubled.


Make a Remark

You can use your wit to bring cheer to your friends or dismay your foes. As a bonus action on your turn, choose a creature within 60′ who can hear and understand you. If you are making a cheering remark, that creature may add a Ghost Die to one attack roll, saving throw, or ability check they make within the next minute. Alternatively, they may roll a Ghost Die and regain that many hit points. If they Roll a Ghost when restoring hit points, then they regain a number of hit points equal to their Constitution score (or 6, whichever is greater). If you are making a cutting remark, you roll a Ghost Die on their next d20 roll: they must subtract that amount from their roll. Alternatively, you may choose to roll a Ghost Die and subtract that number from their hit points. If you Roll a Ghost when making a cutting remark, the affected creature must subtract a number equal to your Charisma score (or 6, whichever is greater). You may use this ability a number of times equal to your Charisma modifier (minimum 1). After that, you must complete a short or long rest to use it again.


Jack of All Trades

Starting at 2nd level, you can add half your proficiency bonus (rounded down) to any ability check that does not already include your proficiency bonus.


Specialty

At 3rd level, you choose a specialty for character. The choices are The Pro and Snarkmaster General. You immediately gain the first benefit associated with that specialty, and gain another benefit at 9th, 12th, 16th, and 20th level.


Personal Development

Whenever this option comes up, you have your choice of one of the following options: increase one ability score of your choice by +2, increase two ability scores of your choice by +1 each, or gain a feat.


Social Aggro

Beginning at 5th level, you may use your action to weave a distracting string of words, causing a creature of your choice within 60′ who can hear and understand you to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). Any creature that can’t be charmed succeeds the saving throw automatically, and if you our your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the beginning of your next turn or until the target can no longer hear you. The effect immediately ends if the creature takes damage from any source. You may extend this effect for a number of rounds equal to your Charisma modifier (minimum 1) by using a bonus action on each turn to continue talking. You must complete a short or long rest before you can use this ability again.


Rally the Troops

At 6th level, you use your charm and humor to bolster the morale of your allies. Every friendly creature within 60′ who can hear and understand you (including yourself) immediately gains a Ghost Die of hit points + your Charisma modifier. If you Roll a Ghost on this roll, the creatures regain hit points equal to their Constitution score (or 6, whichever is higher) + your Charisma modifier. You may use this ability of number of times equal to your proficiency bonus, after which you must complete a long rest before you can use it again.


Confusion Attack

At 7th level, your ability to spin fascinating but ultimately spurious talk has been honed to such a degree that any creature affected by your Social Aggro ability also becomes charmed and incapacitated.


The Hair of Your Teeth

At 9th level, when you are targeted by an attack or forced to make a saving throw, you may add a Ghost Die to your AC or your d20 roll. You may choose to do this before or after the attack or saving throw result is revealed, but before the damage or effects are applied. You must complete a long rest before you can use this ability again.


Go Get ‘Em!

At 11th level, you have become very effective at getting other people to achieve. On your turn, if you take no actions (except a possible reaction) and do not move, you may instruct one friendly creature within 60′ who can hear and understand you to take an action instead. That creature immediately gets the benefit of an Action Surge (as the Brawn class ability). You must complete a short or long rest before you may use this ability again.


C’Mon Boxcars

At 12th level, when using the Make a Remark or Rally the Troops abilities, you roll two Ghost Dice and take the more favorable result.


Work the Crowd

By 14th level, you have become so adept at Social Aggro (and by extension Confusion Attack) that it affects all creatures of your choice within 60′ who can hear and understand you.


Smooth Recovery

At 16th level you’ve mastered the art of rolling with a flub. When you expend a use of Make a Remark, Social Aggro, or Hair of Your Teeth and receive no or minimal benefit (rolling a 1 on the Ghost Die, failing the saving throw anyway, etc.), that use is automatically recovered. (The result does not change, but the use is no longer considered to have been expended.)


Devastating Quip

At 17th level, when you make a cutting remark, the affected creature must make a Charisma saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failure, the creature becomes stunned until the end of their next turn.


Stroke of Luck

At 19th level, if your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. Once you use this feature, you must complete a short or long rest before you can use it again.


Specialties

The Pro

More Skills to Pay the Bills: At 3rd level, you gain three more skills, tool proficiencies, languages, or musical instrument proficiencies of your choice.


Pinch Hitter: At 3rd level, you can “fake it” well enough to emulate the 3rd level specialty of another class for 24 hours. For instance, you might choose to emulate the Inventor specialty of the Brain class, or the Danger Magnet specialty of the Moves class (or even the Snarkmaster General specialty of the Wits class). This confers all of the abilities that specialty would at 3rd level, but any ability must be one that stands alone rather than building on another ability of the class for you to be able to use it– you couldn’t emulate the Heart of the Team ability of the Guts class for instance, because it requires you to have the Got Your Back ability first. You may even choose non-spellcasting specialty trees from classes not in the Ghostbusters game with Ghostmaster approval, selecting the Thief specialty of the Rogue class from the Players Handbook, for example.


You may choose which ability you wish to emulate at any time; once the choice is made, it cannot be changed until you finish a long rest or a maximum of 24 hours. Once the 24 hours is up, any benefits granted by your current choice end immediately– the gadgets fall apart, for example, or you just can’t quite get the knack of those Slick Moves. Even if you choose the same specialty again, it is effectively “reset” to a fresh start.


Flexible Thinking: At 8th level, you are such a quick thinker that you can manage to twist even the most thorough compulsion to your own ends. You have advantage on all saving throws to resist all mind-affecting effects, including charm, fear, or confusion. Your character may very well be dominated by that Class IV possessor, but with a successful save they still remain completely under player control.


Quick Study: At 13th level, when you emulate the specialty of another class, you gain all of the abilities in that specialty tree up to 13th level.


The Pro From Dover: At 18th level, when you emulate the specialty of another class, you gain all of the abilities in that specialty tree up to 18th level.


Snarkmaster General

No Job Is Too Big, No Fee Is Too Big: Starting at 3rd level, when negotiating to mitigate damage or increase your team’s fee for a bust, you have advantage on your Charisma (Persuasion) check.


Fast Talk: Beginning at 3rd level, you have such a gift of gab that you can suggest a wildly improbably or even outrageous course of action (limited to a sentence or two) to someone within 30′ who can hear and understand you, and they must make a Wisdom saving throw (DC = 8 + your proficiency bonus = your Charisma modifier) or they will pursue it to the best of their ability for up to 8 hours (or until they complete the action, whatever it is). Creatures that can’t be charmed are immune to this effect. Asking a creature to actively harm themselves or do something completely contrary to their basic nature immediately ends the effect. For instance, you might convince a police officer to stand guard over a sofa instead of questioning you, but you couldn’t convince him to shoot himself. You may also specify actions that will trigger a special activity during the 8-hour period. For instance, you might convince the police officer to arrest the first ghost they see– but if the police officer doesn’t see any ghosts before the 8 hours are up, he can’t very well arrest them. Once you have used this ability, you must complete a short or long rest before you can use it again.


Deadpan Snarker: Beginning at 8th level, you’ve become so jaded that you gain proficiency with Wisdom saving throws and have advantage on all Wisdom and Charisma saving throws.


Mind Trick: At 13th level, you’re so good at fast talking that you can actually make people doubt their memories. By taking an action to weave an at least marginally-convincing alternative scenario, you can force a creature within 30′ that can hear and understand you to make a Wisdom saving throw (DC = 8 + your proficiency bonus = your Charisma modifier). Creatures that can’t be charmed are immune to this effect, and if you are fighting the creature, it has advantage on the saving throw. On a failed save, the creature becomes charmed by you for one minute. During that time the creature is incapacitate and unaware of its surroundings, though it can still hear you. If the creature takes damage for any reason the effect ends and none of the creature’s memories are modified. While the charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the even with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event. The modified memories take hold when the charm ends. A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. Once you have used this ability, you must complete a short or long rest before you can use it again.


Reality Distortion Field: By 18th level, your powers of persuasion are so off the charts that the stuff you come up with doesn’t even have to be believable any more. When using Fast Talk, Mind Trick, Social Aggro, or Devastating Quip, all creatures targeted by the abilities have disadvantage on their saving throws. (Alternatively, creatures with advantage on their saving throws have that advantage canceled out.) You still cannot force a creature to do something clearly suicidal or completely against its true nature, no matter how persuasive you are. But you can make them think about it, which is creepy enough.


That’s it for the classes! Whattya think? Next time, Ghostbuster Backgrounds (Traits, Ideals, Bonds, and Flaws).


-The Gneech


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the_gneech: (Ghostbusters)

slimer_moves

(Artwork by T. Rex Jones. Thanks for the heads-up, [livejournal.com profile] softpaw!)


Why just bust ghosts, when you can do it with style?


Moves (First Draft)


Hit Die: d8

Hit Points at 1st Level: 8 + your Constitution modifier

Saving Throws: Dex, Cha

Proficiencies: two toolsets, languages, musical instruments, or other equipment of choice

Skills: You are proficient with Acrobatics. You may also choose three from Athletics, Driving, Insight, Intimidation, Investigation, Mechanics, Occult, Perception, Performance, Persuasion, Pilot, Religion, Stealth


Level Prof. Features
1 +2 Nice Moves, Nimble Minx
2 +2 Action Surge (one use)
3 +2 Specialty
4 +2 Personal Development
5 +3 Uncanny Dodge
6 +3 Sure Footed
7 +3 Improved Critical
8 +3 Personal Development
9 +3 Specialty
10 +4 Reliable Talent
11 +4 Slippery
12 +4 Specialty
13 +5 Personal Development
14 +5 Action Surge (two uses)
15 +5 Elusive
16 +5 Specialty
17 +6 Personal Development
18 +6 Action Surge (three uses)
19 +6 Just That Good
20 +6 Specialty

Nice Moves

Choose one proficiency from your skills, tool proficiencies, or musical instrument proficiencies. Your proficiency bonus is doubled when making any checks on Dexterity (Acrobatics) and the chosen proficiency.


Nimble Minx

On your turn, you may use a bonus action to take the Dash, Dodge, or Disengage actions.


Action Surge

At 2nd level, on your turn, you may take an extra action, on top of any other action and possible bonus action. You must complete a short or long rest before using this ability again. At 14th level you have two uses between short or long rests, and at 18th level you have three uses between short or long rests.


Specialty

At 3rd level, you choose a specialty for character. The choices are Marksman or Razzle Dazzle. You immediately gain the first benefit associated with that specialty, and gain another benefit at 9th, 12th, 16th, and 20th level.


Personal Development

Whenever this option comes up, you have your choice of one of the following options: increase one ability score of your choice by +2, increase two ability scores of your choice by +1 each, gain a feat.


Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.


Sure Footed

Beginning at 6th level, your movement is not hampered by difficult terrain. Also, you may return to a standing position from being prone on your turn without expending movement.


Improved Critical

Beginning at 7th level, your weapon attacks score a critical hit on a roll of 19 or 20.


Reliable Talent

Starting at 10th level, whenever you make an ability check that allows you to add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.


Slippery

Beginning at 11th level, you may add a Ghost Die to all saving throws to avoid the Grappled, Prone, or Restrained conditions.


Elusive

Beginning at 15th level, you are so elusive that no attack roll against you has advantage while you are not incapacitated.


Just That Good

Beginning at 19th level, whenever you Roll a Ghost (for any reason), you may immediately take a free action.


Specialties

Marksman

Sharp Shot: At 3rd level, you acquire the Sharpshooter feat if you do not already have it. Also, you get +2 on all ranged attacks, including ghost capture attempts (or alternatively, add +2 to the DC a ghost must beat to avoid a capture attempt you are making). When using the Attack action with a ranged weapon, you may use your bonus action to make a second attack.


From the Hip: If you are surprised on the first round in combat, you may still draw and fire a ranged weapon as a reaction, but with disadvantage on the attack roll.


Boom! Headshot. Beginning at 9th level, when you make a critical hit with a ranged weapon, it automatically does the maximum amount of damage.


Double Barrels: Beginning at 12th level, when making a ranged attack, you may attack twice with the attack Action (similar to the Extra Attack feature of the Brawn class). This is in addition to any attack you make with your bonus action.


Use the Force, Buster! At 17th level, your instincts are so finely honed that you do not actually need to be looking at your target to hit them. You are never at disadvantage for blindness or target invisibility when making a ranged weapon attack. You can also shoot a target while looking the other way, which just plain looks badass.


Fireworks: At 20th level, when make a ranged attack with the Attack action, you may choose to make a single attack against every target within range. Doing so forfeits the extra attack from Double Barrels, but you may still use your bonus action to make a second attack if you wish.


Razzle Dazzle

Slick Moves: At 3rd level, you learn a number of maneuvers from the Battle Master maneuvers list from the Fighter Class of the Player’s Handbook equal to your proficiency bonus. Every time your proficiency bonus increases, you may select another maneuver. When you gain new maneuvers, you may also replace one maneuver you know with a different one if you choose. Your “superiority dice” are Ghost Dice and their size does not increase. You have a number of superiority dice equal to your proficiency bonus + your Dexterity modifier. The saving throw against any of your maneuvers is equal to 8 + your proficiency + your Dexterity modifier.


You may also expend one of your superiority dice to add a Ghost Die to any Dexterity check, Dexterity saving throw, or ranged attack roll, but you may only do this once per turn.


Super Fly: Beginning at 9th level, when you Roll a Ghost on a superiority die, the die is considered to have not been expended by its use.


Quicker Than the Eye: At 12th level, when you are hit by an attack or fail a Dexterity saving throw, as a reaction you may immediately move yourself up to 30′ away before the blow lands (as if taking the Dash action). If this takes you out of range of the attack or the area of effect, you remain unscathed. You must complete a long rest before you may use this ability again.


Ain’t Even Tired: Starting at 17th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.


Phoning It In: At 20th level, if your attack misses a target within range, you may convert the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. You must complete a short or long rest before you can use this ability again.


Whattya think? Next time, the last of the classes: Wits.


Brains class

Brawn class

Guts class


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the_gneech: (Ghostbusters)

Hah! Think you can defeat me, moving? I still have a keyboard and a personal hotspot, therefore I shall continue to geek out on gaming stuff! Time for the heart of the team.


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Guts Class (First Draft)


Hit Die: d12

Saving Throws: Con, Cha

Proficiencies: Padded Jumpsuit, Proton Pack, Slime Blower, a toolset or language of your choice

Skills: Choose two from Acrobatics, Athletics, Driving, Electronics, History, Insight, Intimidation, Investigation, Mechanics, Occult, Perception, Pilot, Religion, Science


Level Prof. Features
1 +2 Adrenalin Rush, Durable
2 +2 Got Your Back
3 +2 Specialty
4 +2 Personal Development
5 +3 Fast Movement, Bravery
6 +3 Frenzy
7 +3 Specialty
8 +3 Personal Development
9 +3 Fearless Presence
10 +4 Wild Ride
11 +4 Still Got Your Back
12 +4 Specialty
13 +5 Payback
14 +5 Recovery
15 +5 Personal Development
16 +5 Charmed Life
17 +6 In This Together
18 +6 Specialty
19 +6 Walk It Off
20 +6 Personal Development

Adrenalin Rush

You rush into action before putting too much thought into how dangerous it is, going on the adrenalin rush. You may enter an adrenaline rush on your turn as a bonus action. During an adrenalin rush, you gain the following benefits:



  • You have advantage on Strength checks and Strength saving throws.

  • You add a Ghost Die of damage to all successful attacks in combat.

  • You have resistance to bludgeoning, piercing, and slashing damage.


During an adrenaline rush, you are unable to do anything requiring concentration (including casting spells). The rush lasts for one minute, but it ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature, taken damage, or expended a hit die since your last turn. You may also choose to end the adrenaline rush on your turn as a free action.


You may enter an adrenaline rush a number of times equal to your proficiency bonus. Once they are expended, you must finish a long rest before you can go into a rush again.


Durable

You add your Constitution bonus to your AC, as well as your Dexterity bonus.


Got Your Back

Starting at 2nd level, on your turn you may take a bonus action to aid a friendly creature that you can touch. By expending one or more of your own hit dice (as if recovering hit points during a short rest), you may choose to give the creature a free saving throw plus a Ghost Die to end any one condition it is suffering, or the creature can immediately regain hit points equal to 1d12 + their Constitution modifier for every hit die expended, plus a Ghost Die. (Note that you do not regain any hit points from this action.) Your hit dice are recovered at the end of a long rest, as normal.


Specialty

At 3rd level, you choose a specialty for character. The choices are Big Lug, or Danger Magnet. You immediately gain the first benefit associated with that specialty, and gain another benefit at 7th, 12th, and 18th level.


Personal Development

Whenever this option comes up, you have your choice of one of the following options: increase one ability score of your choice by +2, increase two ability scores of your choice by +1 each, or gain a feat.


Fast Movement

Starting at 5th level, your movement speed increases by 10′ as long as you aren’t wearing heavy armor or under any other condition that would reduce your normal movement speed.


Bravery

Beginning at 5th level you have advantage on all saving throws to resist the effects of fear.


Frenzy

Beginning at 6th level, during an adrenaline rush you make two attacks with the Attack action instead of one. Other than the adrenaline rush requirement, this is similar to the Extra Attack of the Brawn class.


Fearless Presence

Beginning at 9th level, all friendly creatures within 60′ who can see or hear you (not including yourself) may add a Ghost Die to any saving throws made to resist fear.


Wild Ride

Starting at 10th level, you become a lot harder to knock out. Whenever you are at 0 hit points, you may choose to go into an adrenaline rush as a reaction. During an adrenaline rush, if you are reduced to 0 hit points, you may choose to remain conscious and active. However, you automatically fail all death saves to avoid going Down For the Count. While on this wild ride, your adrenaline rush will not end prematurely regardless of whether you attack anyone, take damage, or expend hit dice. (If your adrenaline rush expires due to coming to the end of a minute, you may enter another rush as a reaction, unless you have no more adrenaline rushes to enter.) If your adrenaline rush ends, you fall unconscious immediately.


Still Got Your Back

Starting at 11th level, when you expend your hit dice to help a friendly creature, they regain hit points equal to 2d12 + their Constitution modifier per hit die, plus a Ghost Die.


Payback

Beginning at 13th level, when you land a successful hit on a foe who has inflicted damage on you or any friendly creature during this combat, it is considered to automatically be a critical hit.


Recovery

Beginning at 14th level, if you have expended any of your hit dice to help a friendly creature, you may roll a Ghost Die at the beginning of a short rest and recover a number of spent hit dice up to the result. (The hit dice recovered do not have to have been spent to help a friendly creature, you simply must have spent one or more dice to do so.) These recovered hit dice are available immediately and can be spent to recover your own hit points during the short rest if desired. If you Roll a Ghost during this recovery, you regain all of your spent hit dice, no matter how many.


Charmed Life

At 16th level, you gain proficiency with all saving throws.


In This Together

Beginning at 17th level, when you expend one of your hit dice to help a friendly creature, you also regain hit points as if you had expended the hit die during a long rest (regaining hit points equal to 1d12 + your Constitution modifier). If the friendly creature Rolls a Ghost on their Ghost Die, you also gain the benefit of a maximum roll.


Walk It Off

Starting at 19th level, you no longer go Down For the Count. You no longer have to worry about failing death saving throws, but you must still roll them in order to potentially come back from the brink. You can be revived by anything that restores you to at least 1 hit point.


Specialties

Big Lug

Heart of the Team: Beginning at 3rd level, when you expend one of your hit dice to aid a friendly creature, you add your proficiency bonus to the number of hit points recovered. Also, if you Roll a Ghost doing this, you immediately recover the hit die expended as if you had finished a long rest.


Come At Me! Starting at 3rd level, when you are adjacent to a friendly creature, all attacks against that creature are made at a disadvantage.


Get Outa Dodge: Beginning at 7th level, you may take Dodge or Disengage actions as a bonus action on your turn.


Look Out! Beginning at 12th level, when a single friendly creature that you can see is called to make a saving throw, as a reaction you may also make the same saving throw, and the friendly creature may take whichever result they choose.


Take One for the Team: At 18th level, when a friendly creature adjacent to you is hit by an attack or fails a saving throw, you may choose to take the damage or effects instead. You may choose to use this ability before or after the attack, damage, or saving throw is rolled. You must finish a short or long rest before you can use this ability again.


Danger Magnet

Fools Rush In: At 3rd level, when you are surprised on the first round of combat, you may still choose to act on your initiative. If you do, all attacks made against you have advantage, and you have disadvantage on all saving throws until the beginning of your next turn.


Also, whenever random chance determines who will be attacked or suffer the effects of a spell, trap, or other hazard, and you are one of the potential targets of the effect, you can simply claim it.


Lucky: Beginning at 3rd level, whenever you roll a 1 on a d20 roll, you may immediately re-roll it and take the better result.


Evasion: Beginning at 7th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.


Gotta Go Through Me First: Beginning at 12th level, as a bonus action on your turn, you may choose a number of friendly creatures equal to your proficiency bonus who are within 10′ of you. These creatures gain resistance to all damage as long as they stay within 10′ of you, but when they take damage you lose the same number of hit points they do. (For instance, if the friendly creature is hit for 25 points of damage, both you and they lose 12 hit points.) For you only, this resistance “stacks” with any other damage resistance you may already have, including the resistance granted by Adrenaline Rush. (Thus, in the previous example, if you were in an adrenaline rush and your ally was hit for 25 points of slashing damage, they would lose 12 hit points and you would lose 6.)


Missed Me! At 18th level, when you are hit by an attack, you may turn it into a miss. Alternatively, if you fail a saving throw, you may turn it into a success. You may declare this before or after the damage is rolled or the effects of the saving throw are revealed. You must complete a short or long rest before using this ability again.


Whattya think? Next time, Moves.


-The Gneech


Brains Class

Brawn Class


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the_gneech: (Ghostbusters)

Ghostbuster_by_WyA

(Illustration by Ryan Ottley)


Next up in our Ghostbusters classes, the Brawn class! Ghosts, this is gonna hurt.


Brawn Class (First Draft)


Hit Die: d10

Hit Points at 1st Level: 10 + your Constitution modifier

Saving Throws: Str, Con

Proficiencies: Simple Weapons, Proton Packs, Slime Throwers, Padded Jumpsuit, a toolset of your choice

Skills: Choose two from Acrobatics, Athletics, Driving, History, Insight, Intimidation, Medicine, Perception, Pilot, Survival


Level Prof. Bonus Features
1 +2 Second Wind, Strong Back
2 +2 Action Surge (one use)
3 +2 Specialty
4 +2 Personal Development
5 +3 Extra Attack
6 +3 Personal Development
7 +3 Specialty
8 +3 Personal Development
9 +3 Indomitable (one use)
10 +4 Specialty
11 +4 Extra Attack (2)
12 +4 Personal Development
13 +5 Indomitable (two uses)
14 +5 Personal Development
15 +5 Specialty
16 +5 Personal Development
17 +6 Action Surge (two uses), Indomitable (three uses)
18 +6 Specialty
19 +6 Personal Development
20 +6 Extra Attack (3)

Second Wind

Starting at 1st level, on your turn, you can use a bonus action to regain hit points equal to 1d10 + your Brawn level. You must take a short or long rest before you may use this feature again.


Strong Back

At 1st level, your carrying capacity (including maximum load and maximum lift) is doubled, and you may always add a Ghost Die to Strength checks made to push, pull, lift, or break objects.


Action Surge

Starting at 2nd level, on your turn, you can take one additional action on top of your regular action and a possible bonus action. You must take a short or long rest before using this ability again.


Specialty

At 3rd level, you choose a specialty for character. The choices are Athlete, Brawler, or Master Blaster. You immediately gain the first benefit associated with that specialty, and gain another benefit at 7th, 10th, 15th, and 18th level.


Personal Development

Whenever this option comes up, you have your choice of one of the following options: increase one ability score of your choice by +2, increase two ability scores of your choice by +1 each, or gain a feat.


Extra Attack

Starting at 5th level, when you use the Attack action on your turn, you can attack twice instead of once. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.


Indomitable

Starting at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.


Specialties

Athlete

Remarkable Athlete: Starting at 3rd level, you can add half your proficiency bonus (rounded down) to any Strength, Dexterity, or Constitution check that doesn’t already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier plus a Ghost Die.


Fast Movement: Starting at 7th level, your speed increases by 10′ while you aren’t wearing heavy armor or carrying anything that would otherwise impede your running speed.


Evasion: Starting at 10th level, when subjected to an effect that allows you to make a Dexterity saving throw to take half damage, you instead take take no damage if you succeed the throw, and half damage if you fail.


Roll With It: Starting at 15th level, you gain Resistance to falling damage or damage taken from slamming into walls or other obstacles. Also, when any effect knocks you prone, you may immediately return to a standing position as a reaction without expending any movement to do so.


Amazing Moves: At 18th level, when you Roll a Ghost, for any reason, you may immediately take an extra action (as if using your Action Surge).


Brawler

Mighty Melee: Starting at 3rd level, your fists (feet, elbows, whatever) count as melee weapon attacks, doing a Ghost Die of damage. (Note that for critical hit damage roll calculations, a Ghost Die counts as a d6.)


Also, when you make a melee attack, Strength check, or Strength saving throw, you may add a Ghost Die to the d20 roll. You must take a short or long rest before you can do this again.


Hit ’em Where It Hurts: Starting at 7th level, when making a melee attack, your weapon attacks score a critical hit on a roll of 19 or 20. Also, your unarmed attacks gain +1d4 damage (on top of the Ghost Die they already do).


Blocking Blows: Starting at 10th level, you add your Strength bonus to your AC against all melee attacks. Also, the additional damage done by your unarmed attacks increases from +1d4 to +1d6.


Brutal Brawler: Starting at 15th level, when making a melee attack, your weapon attacks score a critical hit on a roll of 18-20, and you add an additional die of the type used by the weapon as well as the Ghost Die to the damage on a critical hit. Also, the additional damage done by your unarmed attacks increases from +1d6 to +1d8. (Thus, a critical hit with your fists would do a Ghost Die + 2d6 + 2d8 + your Strength modifier.)


Punishing Pugilist: Starting at 18th level, you add your proficiency bonus to all melee weapon damage rolls as well as your Strength bonus. Also, the additional damage done by your unarmed attacks increases from +1d8 to +1d10.


Master Blaster

Nice Shootin’, Tex!: Starting at 3rd level, you gain +2 on all ranged attack rolls, including rolls made to capture ghosts (or add +2 to the DC a ghost must beat to avoid capture, as applicable).


Also, when you make a ranged attack, you may add a Ghost Die to the attack roll or damage roll. You must take a short or long rest before you can do this again.


Bullseye: Starting at 5th level, when making a ranged attack, your weapon attacks score a critical hit on a roll of 19 or 20, and when you make a critical hit with a ranged attack, you add a Ghost Die to the damage rolled.


Hose ‘Em: Starting at 10th level, once per turn you can use your action to make a ranged attack against any number of creatures within 10′ of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. Note that this only counts as one “attack” for purposes of the Extra Attacks ability, but any other attacks made on the turn must be normal attacks and not volley attacks.


Hardball: Starting at 15th level, when making a ranged attack, your weapon attacks score a critical hit on a roll of 18-20, and you add an additional die of the type used by the weapon as well as the Ghost Die to the damage on a critical hit.


Nice Grouping: Starting at 18th level, you may subtract up to your full proficiency bonus from your attack roll when making a ranged attack. If the attack hits, it does an extra +2 damage for each -1 to the attack roll.


Whattya think? Next time: Guts.


-The Gneech


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the_gneech: (Ghostbusters)

Cc9vriiUkAENFjt

(Image created by @MajorSheep)


Honestly, I like Savage Worlds as a home for a Ghostbusters game, but the honest truth is that switching back and forth between systems gets tiresome and we keep forgetting the rules. ¬.¬ And besides, 5E is just awesome. So, it’s worth it.


Still, it’s no small task. I kinda have to reinvent most of d20 Modern along the way in order to make it work, and then tweak it to fit the weird flavor of Ghostbusters. Since I’m a lot less confident of my 5E mastery than I was of previous iterations, I’m gonna send up pieces of it as I go in case anyone has feedback or suggestions, starting today with the Brains class– after a few preliminary notes which are necessary to understand some of the class mechanics. (The other classes– Brawn, Guts, Moves, and Wits– will come in future posts.)


Preliminary: Hit Points or Death (Or Lack Thereof)


Ghostbusters is light-hearted comedy action fare, so characters almost never actually “die”. Thus, hit points explicitly do not represent physical wounds in Ghostbusters. When you lose hit points, you get banged up, scratched, frazzled and stressed out, maybe some wear and tear on your clothes, but you aren’t really hurt, at least until you run out. When characters get reduced to 0 hp, they are knocked out. After three failed “death saves,” characters don’t really die, but they are put “Down For the Count,” which sends them to the hospital. Genuine injuries, when they occur, are represented by conditions, particularly the poisoned or exhaustion conditions.


Also Preliminary: The Ghost Die


Previous versions of Ghostbusters (going all the way back to the original WEG game back in 1985) had the “Ghost Die,” which was a d6 in which the 6 was replaced by a Ghostbusters logo. This die acted as a kind of wild card– whenever the ghost showed up, some crazy bad thing happened. But after some years of playing that way… honestly? It’s not as fun as it sounds. It makes the players hate to roll the dice, which is something that in a tabletop RPG should just not happen. So in my 5E conversion, Ghost Dice are different.


When instructed by the GM, you roll the Ghost Die with the other dice and add it to the total, unless it comes up a 6. When you roll a 6 on the Ghost Die (also called “rolling a ghost”), the rest of the dice in the roll are considered to be the highest possible roll. For instance, if you add a Ghost Die to a d20 roll and roll a ghost, the d20 is considered to have rolled a 20, and the total of the roll is (20 + 6 =) 26. If you add a Ghost Die to a 2d8 roll and roll a ghost, each d8 is considered to have rolled an 8, and the total of the roll is (8 + 8 + 6 =) 22.


Some circumstances may give your character multiple Ghost Dice, which you may use on various things. You may also be instructed to roll a Ghost Die by the GM due to the actions of an NPC, creature, or other circumstance. However, you only roll one Ghost Die at a time, regardless of how many things may be happening to prompt the Ghost Die roll. You may roll any number of Ghost Dice called for on a turn, but only one at a time.


Brains Class (First Draft)


Hit Die: d6

Hit Points at 1st Level: 6 + your Constitution modifier

Saving Throws: Int, Wis

Proficiencies: Electronic Tools, Scientific Equipment, two additional languages or toolset of your choice

Skills: Choose four from Electronics, History, Insight, Investigation, Medicine, Occult, Parapsychology, Religion, Science


Level Prof. Bonus Features
1 +2 Expertise, Know-It-All
2 +2 Plan (one use)
3 +2 Specialty
4 +2 Personal Development
5 +3 Retrograde Maneuvers, See It Coming (one use)
6 +3 Specialty
7 +3 Exploit Weakness
8 +3 Personal Development
9 +4 Plan (two uses)
10 +4 Specialty
11 +4 See It Coming (two uses)
12 +4 Personal Development
13 +5 The Horrible Truth
14 +5 Specialty
15 +5 Jinkies
16 +5 Personal Development
17 +6 Plan (three uses)
18 +6 Anticipation
19 +6 Personal Development
20 +6 Specialty

Expertise

At 1st level, choose two of your skill proficiencies, or one skill proficiency and one tool proficiency. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.


Know-It-All

Starting at 1st level, you can add half of your proficiency bonus (rounded down) to any Intelligence check you make that doesn’t already include your proficiency bonus.


Plan

Starting at 2nd level, you can take an action to formulate a plan. Choose up to six creatures (including yourself) who can hear and understand you to include in the plan. In the next minute, each creature who is part of the plan may choose to roll a Ghost Die with their choice of any one attack roll or ability check per turn (this does not effect any other Ghost Dice they may be rolling on their turn for other reasons). You must complete a short or long rest before you can use this ability again. At 9th and 17th level, you gain additional uses of this ability before must rest.


Specialty

At 3rd level, you choose a specialty for character. The specialties for a “traditional” Ghosbusters campaign the specialties are Anatomist, Inventor, and Professor. However, for a “Gonzo Ghostbusters!” campaign (see Campaigns in the Ghostmastering section) you may also choose Arcanist or Psychic. You immediately gain the first benefit associated with that specialty, and gain another benefit at 6th, 10th, 14th, and 20th level.


Personal Development

Whenever this option comes up, you have your choice of one of the following options: increase one ability score of your choice by +2, increase two ability scores of your choice by +1 each, or gain a feat.


Retrograde Manuevers

Starting at 5th level, you may take the Disengage action as a bonus action.


See It Coming

Starting at 5th level, when you are instructed to make a saving throw, add a Ghost Die. You must have a short or long rest before you can use this ability again. You gain another use of this ability between rests at 11th level.


Exploit Weakness

Starting at 7th level, you can use a bonus action to assess a creature’s weakness. Add your Intelligence bonus to all attack rolls, damage rolls, and ability checks against that creature for one minute. You must complete a short or long rest before you can use this ability again.


The Horrible Truth

Starting at 13th level, you have learned so many strange and terrifying things in your studies that nothing phases you any more: you now have advantage on all Wisdom, Intelligence, and Charisma saving throws.


Jinkies

At 15th level, your ability to analyze information and make deductive leaps is honed to a razor’s edge. When investigating a situation, looking for evidence or clues, or attempting to solve a puzzle or confusing situation, you automatically find all relevant information. Alternatively, as a free action on your turn, you may ask the Ghostmaster to answer up to three questions, which must be answerable with: “Yes,” “No,” “Good,” “Bad,” “Yes and No,” “Good and Bad,” or “Indeterminate.” Alternatively, the GM may choose to provide you with hints or suggestions of their own devising, such as, “The emphasis on ‘Keymaster’ and ‘Gatekeeper’ suggests the opening of a portal.” You must take a short or long rest before using this ability again.


Anticipation

Starting at 18th level, if any d20 roll you make results in a failure (including ability checks, attack rolls, or saving throws), you may declare that you anticipated this event and planned for it. You may immediately make the roll again, and take the better of the two results. You must have a short or long rest before using this ability again.


Specialties

Anatomist

First Aid: You are trained in the art healing. At 3rd level, you gain proficiency with Wisdom (Medicine) if you do not already have it. As an action, on your turn, you may attempt to heal an adjacent character (or yourself) who has taken damage in combat, restoring 1d8 hit points + your Intelligence bonus. You may do this a number of times equal to your proficiency modifier, but then must have a short or long rest before you can use this ability again. You must have a first aid kit or in your possession or be at some sort of medical facility to use this ability.


You may also use your knowledge to help revitalize your allies during a short rest. If you or any friendly creatures you can attend to regain hit points at the end of the short rest, each of those creatures regains an extra Ghost Die worth of hit points as well. You must have a first aid kit or in your possession or be at some sort of medical facility to use this ability.


Finally, your enhanced knowledge of anatomy enables you to hit ’em where it hurts. Whenever you make an attack roll against a humanoid, beast, or other creature with a discernible anatomy, you score a critical hit against that creature on a roll of 19 or 20. This does not apply to oozes, incorporeal undead, or most aberrations, but does apply to things like zombies, ghouls, vampires, and terror dogs.


A Real Doctor: Beginning at 6th level, when you use your ability to administer first aid, you roll 2d8 + your Intelligence bonus. Alternatively, you may use your healing ability to remove one disease or any one of the following conditions from the afflicted creature: blinded, deafened, paralyzed, or poisoned. (Similar to the lesser restoration spell.)


Also, your knowledge of anatomy increases your ability to land effective blows in combat. Whenever you score a hit in combat (critical or otherwise) against a humanoid, beast, or other creature with a discernible anatomy, you roll a Ghost Die of additional damage. This does not apply to oozes, incorporeal undead, or most aberrations, but does apply to things like zombies, ghouls, vampires, and terror dogs.


Back On Your Feet! At 10th level, you have become such an accomplished healer that you can revive an ally who has been Knocked Out or put Down For the Count within the past minute (10 rounds). The ally is fully conscious and stable at 1 hit point and may act again as soon as their turn comes up again on the initiative count. When you administer first aid, you roll 3d8 + your Intelligence bonus.


Also your delvings into the weird anatomies of eldritch and otherworldly beings are so advanced that your critical hit chances and extra damage apply to all creature types.


Tampering in God’s Domain

Beginning at 14th level, your advanced weird studies have begun to unlock the secrets of life and death. You may now reanimate dead tissues, creating effects equal to the animate dead spell as if cast at a level equal to your proficiency bonus. Alternatively, you may temporarily restore a semblance of life to a dead creature (or inert undead creature), creating effects equal to the speak with dead spell as if cast at a level equal to your proficiency bonus. Be warned that neither of these activities are likely to be met with a sympathetic public. You must complete a long rest before you can use this ability again.


When you administer first aid, you may choose to provide true healing: the patient regains 70 hit points, and all blindness, deafness, and diseases affecting the target are removed. You must have a long rest before using this ability again (but it only counts against one of your uses of first aid).

Also, your knowledge of anatomy is so advanced that when you successfully make a critical hit in combat, you may choose to force the target to make a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Intelligence bonus. On a failed save, the target takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below zero. You must have a long rest before using this ability again.


Reanimator

Beginning at 20th level, you have become a true reanimator. In addition to the abilities granted by your tampering in God’s domain, you may create effects equal to the create undead spell as if cast at a level equal to your proficiency bonus. You must have a long rest before using this ability again, and it’s only a matter of time before you’re destroyed by your own creations, you monster.

You also gain the ability to use your enhanced healing and combat damage abilities under the Tampering in God’s Domain abilities twice each before requiring a long rest.


Inventor

Gadgets: At 3rd level, you learn how to build amazing gadgets. You may choose a number of Prodigy-level gadgets from the Gadget List equal to your intelligence bonus (or come up with your own using the Custom Gadget). These gadgets are persistent items which you may add to your inventory, loan to friends or allies, etc. You may also leave “gadget slots” open indefinitely until such time as you decide to build a new gadget. If you have filled all your gadget slots and decide you want to build another gadget, you must first break down an existing gadget for parts. You must have a gadget in your possession to break it down.


Some gadgets are modifiers, rather than stand-alone items. “Elemental Modulation” allows an existing weapon to change its damage type on the fly for example. In that case, the final gadget (an elementally-modulated energy ray) actually counts against two gadget slots.


Building a new gadget (including breaking down an existing gadget, if required) requires a workshop and applicable tools, and takes two hours per gadget slot modified. (For instance, to break down an elementally-modulated energy ray would take four hours; to then use those parts to build another gadget would take an additional two hours.) The time does not have to be spent consecutively, it can be broken up over the course of days or weeks as desired. Up to four hours of this time can be combined with a long rest without interfering with the rest.


Unless specified otherwise, activating a gadget requires an action. You are always considered proficient with your own gadgets; however, you may also decide what other proficiencies apply to a gadget, subject to common sense and Ghostmaster approval. For example, a modified proton pack probably works with the proton pack proficiency. Rocket skates, on the other hand, would probably require their own proficiency.


If a gadget is lost or destroyed, that gadget slot cannot be reclaimed until the end of your next long rest. Gadgets loaned to friends or allies are not considered “lost” unless that friend or ally is also somehow “lost” and cannot (or will not) return the item to you.


Genius: At 6th level, you have figured out how to build Genius-level gadgets. Also, the time required to modify Prodigy-level gadgets is halved (to one hour per gadget slot).


Perfected: At 10th level, you may choose three gadget slots’ worth of gadgets. You have perfected those designs and may fabricate those gadgets as needed, without expending gadget slots on them. It takes twelve hours per gadget slot to fabricate a perfected gadget.


Mastermind: At 14th level, you have figured out how to build Mastermind-level gadgets. Also, the time required to modify Genius-level gadgets is halved (to one hour per gadget slot) and the time required to modify Prodigy-level gadgets is quartered (to half an hour per gadget slot).


Prolific Fabricator: At 20th level, you are no longer restricted by gadget slots. You may simply fabricate as many gadgets as you need (although the time required to create the gadgets is unchanged).


[Gadget List not included in post. Just assume that it’s full of awesome gadgety goodness.]


Professor

Specialized Knowledge: At 3rd level, choose two new proficiencies, whether skills, tool proficiencies, or languages. Also, choose two more skills for which you gain the benefits of Expertise. Also, when making a Wisdom (Insight), Intelligence (Investigation), or Wisdom (Perception) check, you may roll a Ghost Die and add it to the results of that check.


Cunning Action: At 6th level, you may use the Dash, Disengage, or Hide actions as a bonus action on your turn in combat.


Correlating Contents: At 10th level, your investigations and breakthroughs have enabled you to form a network of like-minded contacts throughout the world, putting vast stores of knowledge at your disposal. By taking half an hour to research a topic and “consult your brain trust,” you may unerringly: translate a passage of text or speech in any terrestrial language; decipher a code; discover hidden links in seemingly-unrelated data points (if any); discover the last known location of an item, piece of experimental equipment, or artifact; find all available information on the background of a person, location, or thing; discover official documents related to a person, location, or thing (including building blueprints, tracking vehicle license plates, etc.); or gather the complete text of any book or other literary work, including different editions or draft variations. This activity may be combined with a short rest. This ability can only retrieve information that actually exists: if a string of text is just nonsense letters for instance, no amount of “deciphering the code” will resolve it into meaningful data.


Font of Knowledge: Starting at 14th level, you studies have led you to memorize vast amounts of information and you can quickly recall and apply it. You can make Wisdom (Insight), Intelligence (Investigation), or Wisdom (Perception) checks as a bonus action, and you do not need any reference materials or other implements for any Intelligence check.


Superior Anticipation: At 20th level, whenever one or more of your class abilities are expended until taking a rest, you regain one use of one such ability of your choice when you roll initiative. (For instance, if you have used your Exploit Weakness ability already, you could choose to regain the use of this ability.)


Next time: The Brawn class.


-The Gneech


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the_gneech: (Ghostbusters)










IDW's Ghostbusters (comics), which are awesome.



I ain't 'fraid o' no ghost!

-The Gneech

PS: ETA Extreme Ghostbusters (1997), which I always forget about. Wasn't a fan. :P Ironically, I loved the Men In Black cartoon, which debuted at almost exactly the same time and EG always seemed to be wanting to emulate. I also added a link to the Wiki article on the IDW Ghostbusters comic because when it's good it's really, really good, and even when it's not so good it's still decent. And here, have some additional trailers/promos. Might as well make a masterpost out of it!





the_gneech: (Ghostbusters)
There is nothing I don't love about this. JULY COME TO ME NOW.



-The Gneech
the_gneech: (Ghostbusters)
So yesterday the store was playing their "seasonal soundtrack," which started with "Dead Man's Party" by Oingo Boingo (woot!) and continued with "Ghostbusters" by Ray Parker, Jr. (awww, yeah!). So yeah, that was me, dancing behind the counter yesterday.

Today, I write! *tappity tappity tappity*

-The Gneech
the_gneech: (Mysterious Beard)
As I mentioned (last week, I guess it was?) my mood has been all over the place lately, but more down than up, so I think it would be a good time to go back to the Three Good Things exercise.

Three Good Things For Today


  • Received some funny comments on today's comic. :)

  • Got the classes written up for my Ghostbusters 5E conversion. They are Brains, Brawn, Guts, and Mouth. This amuses me.

  • InkyGirl was very adorable today, as was Buddha.


Three Goals For Tomorrow


  • Pencil two SJ pages.

  • Grocery store/dishes/laundry.

  • Get in some pony time.


Gnite world, and have an awesome tomorrow.

-The Gneech
the_gneech: (Ghostbusters)
I'm kludging up a 5E system bash to migrate my Ghostbusters game over to, since we keep forgetting the rules in Savage Worlds and 5E is rules-light enough that it will work well. But that led me to mentally map the Ghostbusters to their D&D archetypal equivalents. Whattya think of...

  • Peter Venkman: Half-elf Bard. Cutting remarks one minute, rousing speeches that inspire the team the next, jack of all trades but master of none. Not exactly the brains of the outfit, but the one they all look to when action is needed. Doubles as a rogue when required.

  • Ray Stantz: Halfling Cleric. The affable team player who's always got your back and is ready with a comforting word. Has lots of ranks in Religion and can figure out what's going on, if not what to do about it. Ironically, Wisdom is his dump stat but luck and lovability pull him through.

  • Egon Spengler: Elf Wizard. Pretty obvious.

  • Winston Zeddemore: Human Fighter. The dependable working joe who'll get the job done, but isn't the one being brilliant or showy.


I think it's a pretty good correlation, actually. :)

-The Gneech
the_gneech: (Ghostbusters)


-TG

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