GhostbustinGIf there are ghosts, then not all ofthem will be benign. When a living personsteps into the world of ghosts, someonehas to be on hand to help him out.Ghost hunters look for ghosts. Mediumstalk to ghosts. Occultists study ghosts.<strong>Ghostbusters</strong> make sure the ghosts don’tbite — and bite back if they do.If you’re running or playing in aghostbusting campaign or scenario, it’simportant to keep two things in mind:environment and mood. All good ghoststories are about locations, as the archetypalhaunted house demonstrates.Keep the setting’s feel about you; do researchon reputed hauntings. The genrebegins with the “occult detectives” of theVictorian and pulp steampunk eras, butghostbusting is still going strong fromThe X-Files to Danny Phantom.Don’t get too hung up on logic, orrules, or looking up Fright Check modifiers.Ghostbusting is campfire horror,you and your friends against the darkness.Scare each other, and revel (justa bit) in the campy glory of it all, fromelectric pentacles to proton packs.And one more thing: don’t go into thebasement alone.- Kenneth HiteAbout theAuthorsKenneth HiteKenneth Hite fervently believes that hewas the first person to buy Call of Cthulhuin the state of Oklahoma, and hasbeen playing horror RPGs almost continuouslysince then. He wrote <strong>GURPS</strong>Cabal and the third edition of <strong>GURPS</strong>Horror, from which much of this bookderives, and co-authored <strong>GURPS</strong> WWII:Weird War Two. His “Suppressed Transmission”column covers high strangenessfor Pyramid magazine, it has beencollected in two volumes to date. Kennethholds an M.A. in International Relationsfrom the University of Chicagoand a Bachelor’s degree in Cartography.He lives with his wife Sheila in Chicagowith many a quaint and curious volumeof forgotten lore. He has never knowinglyseen a ghost.Michael TrescaMichael “Talien” Tresca is a writer,speaker, artist, and gamer. He has publishedthree D20 modules: Tsar Rising,All the King’s Men, and The DancingHut from MonkeyGod Enterprises. Hehas written numerous supplements,including Mercenaries: Born of Bloodfrom Otherworld Creations, and CombatMissions from Paradigm Concepts.Michael contributes to Relics from AEGand The Iron Kingdoms CampaignGuide from Privateer Press. He has alsowritten magazine articles and reviewsfor Spectre Press’ Survival Kit series,Dragon Magazine, Scrollworks, and D20Weekly, D20 Filtered and Pyramid. Michaellives in Connecticut with his wife,who is an editor, and his cat, who is fluentin English.Fritz BaughFritz contributed the Time Line, pp.11-13. Fritz was a pretty active gamerwith a small circle of friends throughoutthe late 80s and most of the 90’s. Theystarted with <strong>Ghostbusters</strong>: A FrightfullyCheerful Role Playing Game in 1986,about the same time The Real <strong>Ghostbusters</strong>was coming onto television andblowing their minds. Fritz has written alot of <strong>Ghostbusters</strong> fan fiction, which isreadily available on the web.William H. StoddardWilliam H. Stoddard is a freelancewriter and editor living in San Diego,California, in an apartment crammedwith books. He was introduced to RPGsin 1975 and has played them ever since.His main other hobby is research; newgame books give him an excuse for evenmore library visits than he would makeanyway. His previous work for SteveJackson Games includes <strong>GURPS</strong> Steampunkand four other books, as soleor co-author, as well as contributions tonumerous other books.Aaron AllstonAaron Allston became editor of SpaceGamer magazine in 1980 also begandesigning game supplements on a freelancebasis, for Steve Jackson Games andthen for Hero Games. In 1983, shortlyafter Space Gamer won the H. G. WellsAward for Best Role-Playing Magazineof 1982, he went freelance full-time as agame designer, doing most of his workfor Champions issuer Hero Games andDungeons & Dragons publisher TSR.In 1988 he began working for WestEnd Games on <strong>Ghostbusters</strong> International,among others. He branched intowriting and by the mid 1990s had twonovels under his belt.He began writing on the Star WarsX-Wing series in 1997. In 2006, Allstonlaunched the Star Wars The Legacy ofthe Force series with a hardcover entitledBetrayal.Aaron lives in Round Rock, Texaswith four cats, and a dog, avoiding therays of the accursed sun.Douglas KaufmanDoug published his first game, Ace ofAces, while he was still in college gettinghis bachelor’s degree in General Dramatics.He went to New York to become anactor, but ended up as a game designerat West End Games. There he workedon such games as Star Wars: Star Warriors,Arabian Nights, Kings & Things,and Paranoia.From there he moved into electronicgaming at Microprose Software andGames Channel at America Online. Hedid freelance work for Firaxis on AlphaCentauri which led to his comingto Firaxis, where he helped design SidMeier’s Alien Crossfire and Sid Meier’sAntietam. Now he’s designing state-ofthe-art,cutting edge games never beforeconceived of in the history of man.GhostbustinG
summAry<strong>GURPS</strong> <strong>Ghostbusters</strong> is intendedto be a humourous pseudo-horror campaign.The information presented here isbased on the movies of the same name.It can be adapted to work in other timeperiods, such as Victorian Steampunk,pulp era Cliffhangers adventure or evenas a Call of Cthulhu scenario, althoughthis might be a bit of a stretch. It couldconceivably work in a near future setting.For the purposes of this book, onlymodern day campaigning will be discussedin detail.CAmpAiGn inbriefWhat if ghosts aren’t really supernaturalconcepts, but creatures with theirown biology? And if ghosts have theirown biology, by using scientific principals,they could be thwarted – if not destroyed,at least captured. And if ghostscan be captured… well, then somebodymight get rich doing it.Enter the <strong>Ghostbusters</strong>. Cobbled togetherby a group of misfit scientists,they attempted to use parapsychologyfor profit and, at least some of the time,succeeded. In the 1980s, ghostbustingrode high on a wave of increased supernaturalactivity and, thanks to a lot ofstrange science the <strong>Ghostbusters</strong> avertedmany paranormal disasters.By the end of the 1980s, <strong>Ghostbusters</strong>were dealing with the supernatural, theunexplained and the just plain weird.Life as a Ghostbuster is never predictable.The wax and wane of supernaturalactivity seems to vary without rhyme orreason – with supernatural phenomenaspiking wildly in far-flung regions acrossthe country.As the world changed, so too did thenature of ghostbusting. With a heightenedawareness for global terrorism,the psychic energy matrix of the Earthwas boiling with anger, fear, and hate– ghosts became more common thanever before.And what do you need when theworld is gripped in fear and suspiciousof everything that moves? You needmore <strong>Ghostbusters</strong>: men and womenwho, backed by bizarre technology,blast streams of barely harnessed energyat whatever you’re afraid of, and doingit with a smile and a small service fee.Thus <strong>Ghostbusters</strong> International wasborn.theme<strong>GURPS</strong><strong>Ghostbusters</strong>is all aboutgood guys versus badguys, although the badguys tend to be dead,from another dimension,or both. They aren’t alwaysghosts – <strong>Ghostbusters</strong> dealwith “something strange in yourneighborhood,” and the strict definitionof a ghost doesn’t alwaysapply. <strong>Ghostbusters</strong> will fire theirproton packs for just about anythingthat will pay the bills.<strong>Ghostbusters</strong> is cinematic. Coincidenceshappen at justthe right time. Peoplewho the <strong>Ghostbusters</strong>desperately needto see (or notsee) show up atthe last minute.And everything iswrapped up in a fewhours. A session of <strong>Ghostbusters</strong>should never be boring.<strong>Ghostbusters</strong> is humorous. <strong>Ghostbusters</strong>get frightened, they get beatenup, and they run away screaming fortheir mommies when confronted with“things man was not meant to know”.But one shot of tequila later they’re backin action, relatively unaffected by theirnear-death experience.That’s the beauty of <strong>Ghostbusters</strong>. It’ssupposed to be scary, it’s supposed to behorrifying, but its also supposed to beexciting fun.Despite the fact that ghostbustinginvolves a bunch of guys playing withproton beams, ghostbusting isn’t onlyabout blowing stuff up. In fact, mostghosts have a history that needs solving.In this respect, <strong>Ghostbusters</strong> is a lotlike a Scooby Doo mystery, only the badguy never pulls his mask off at the endbecause it’s hisreal face.Throughit all, the <strong>Ghostbusters</strong>are decidedlyreal people. Forevery mad scientistor parapsychologistspoutingtechno-babble,there’s aGhostbuster,a regular Joe athis regular job,just trying totrap a pesky ghost,or stop-ping a demon fromdestroying a city block. <strong>Ghostbusters</strong> getdrunk, they get horny, and they sometimesget arrested – they’re unlikely heroes,but they’re the only ones licensedto strap on a goofy backpack, drivearound in a ridiculous looking vehicle inthe middle of the night, and zap unrulyspectres with proton beams.And their rates are reasonable too!GhostbustinG
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more than one ghost is captured in
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PKE Meterversion 1.1Underside ofhan
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immediately follows the orders of t
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Conventional GearIn addition to spe
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unConventionAl GeArCommon WArdsA nu
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Silver WeaponsMore common in fictio
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Creating GearThe Ghostbusters genre
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Equipment ListTL Name Weight Cost B
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Chapter SevenVehiclesThe vehicles u
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miles between a base station and a
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Ecto-3The Ecto-3 is a collapsible,
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Chapter EightGhostbusters HQChoosin
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Dr. Venkman’sOfficeStairs toGroun
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Chapter NinePlanning ACampaignGhost
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Lord of the Vampires, the Ancient O
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The final advantages of localized h
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— anywhere penalties start to app
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Cumulative Effects of FearThe heroe
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friGht, AWe And ConfusionGURPS Basi
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ChApter tenAdventuresCreAtinG Adven
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your game is based in and throw a d
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ting campaigns, the objective is si
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ers may have to fight off the champ
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of the school into the scenario.For
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ing the boundaries of science and t
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timinGBoth comedic and celestial ti
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Appendix IOther PlanesThe nature of
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of rocks, rivers, and clouds.There
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Appendix IIPlayer HandoutsThese pla
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Certificate of MeritBe it known to
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CUSTOMER INVICECall Number:BILL TO:
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Call Number:Name:ENTITY ANALYSIS F
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GH STBUSTERS INTERNATIONALFRANCHISE
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GBIF-122
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CHARACTER SHEETST [ ] HP [ ]DX [ ]
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GlossaryHere is a glossary of terms
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White or the Weeping Woman. She ist
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BibliographyEven more than most bib
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story of Jewish magic in Nazi-occup
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The Satanist (Hutchinson, 1960). Sp
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traying an insular, marginalized co
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indexAcademic, 20.Accountant, 16, 1
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President, 16, 17.Prices, 19, 51, 6
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In a world awash with ghosts, extra