gb player guide

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oVERVIEW Some say it’s the “end times,” that the world will end with the close of the millennium—or even before that. The dead are restless, ancient demigods strive to take over the world, and occasionally a giant marshmallow man or the Statue of Liberty strides through Manhattan. Even with the apocalypse nigh, plenty of folks want to get on with their ordinary lives, without inconvenient interruptions by the “living impaired.” That’s where the heroes come in, as members of a local Ghostbusters franchise. After all, not ever y haunt ha ppens in New Y ork City. Also, not every haunt involves full-torso apparitions or free-roaming vapors, let alone corporeal manifestations. Sometimes a Ghostbusting gig requires careful research and investigation, staking out a haunted site with cameras and various sensors to try to pinpoint the location of minor PKE spikes and ectoplasmic formation, before it’s time to switch on the proton packs and toss out the ghost traps. Therefore, a wide variety of skills is useful for a Ghostbusters team—not just good aim with a neutrona wand. Our story unfolds sometime circa the late 1980s or very early 1990s, after the events as portrayed in the movies Ghostbusters and Ghostbusters II. The world has been saved from nigh-apocalyptic supernatural catastrophes twice by the original Ghostbusters gang, but paranormal activity is still on the rise. Best of all, customers are paying good money to have the Ghostbusters do something about it. So, strap on your proton pack, make sure the light is green on your ghost trap, and check the batteries on your PKE meter and ecto-goggles. It’s time to bust some ghosts!  Who ya gonna call? Written and illustrated by Jordan Peacock, with playtesting and idea contributions by John Boulton, Wendy Peacock, Russ Savage, Chris Stadler, Scott Venable, and John Zielinsky. Last updated 16 Aug 2011. Savage Worlds and “Smilin’ Jack” are trademarks of Pinnacle Entertainment Group (http://www.peginc.com). Ghostbusters and the Ghost Logo are trademarks of Columbia Pictures. This document is a fan creation, and no i nfringement of copyright or challenge to trademark status is intended. Neither Pinnacle Entertainment Group nor Columbia Pictures endorses or makes any representation or warranty as to the quality, viability, or suitability for purpose of this document. PlayER gUIDE

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Page 1: GB Player Guide

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oVERVIEW 

Some say it’s the “end times,” that the world will end with the close of themillennium—or even before that. The dead are restless, ancient demigodsstrive to take over the world, and occasionally a giant marshmallow

man or the Statue of Liberty strides through Manhattan. Even with theapocalypse nigh, plenty of folks want to get on with their ordinary lives,without inconvenient interruptions by the “living impaired.”

That’s where the heroes come in, as members of a local Ghostbustersfranchise. After all, not every haunt happens in New York City.

Also, not every haunt involves full-torso apparitions or free-roamingvapors, let alone corporeal manifestations. Sometimes a Ghostbustinggig requires careful research and investigation, staking out a hauntedsite with cameras and various sensors to try to pinpoint the location of minor PKE spikes and ectoplasmic formation, before it’s time to switch onthe proton packs and toss out the ghost traps. Therefore, a wide varietyof skills is useful for a Ghostbusters team—not just good aim with aneutrona wand.

Our story unfolds sometime circa the late 1980s or very early 1990s, after the events as portrayed in the movies Ghostbusters and GhostbustersII. The world has been saved from nigh-apocalyptic supernaturalcatastrophes twice by the original Ghostbusters gang, but paranormal

activity is still on the rise. Best of all, customers are paying good money to have the Ghostbusters dosomething about it.

So, strap on your proton pack, make sure the light is green on your ghost trap, and check thebatteries on your PKE meter and ecto-goggles. It’s time to bust some ghosts!

 Who ya gonna call? 

Written and illustrated by Jordan Peacock, with playtesting and idea contributions by John Boulton, WendyPeacock, Russ Savage, Chris Stadler, Scott Venable, and John Zielinsky. Last updated 16 Aug 2011.

Savage Worlds and “Smilin’ Jack” are trademarks of Pinnacle Entertainment Group (http://www.peginc.com).Ghostbusters and the Ghost Logo are trademarks of Columbia Pictures.This document is a fan creation, and no infringement of copyright or challenge to trademark status is intended.Neither Pinnacle Entertainment Group nor Columbia Pictures endorses or makes any representation or warrantyas to the quality, viability, or suitability for purpose of this document.

PlayER gUIDE

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 a WoRlD oF ghoSTS To BE BUSTED

In the “typical” campaign assumed for this setting,the heroes are members of a small Ghostbustersteam, part of a growing franchise. Hauntings areon the rise, as ghosts get bolder with the onset of the coming “apocalypse.”

BUSInESS aS USUalEven with giant marshmallow men and theStatue of Liberty marching across New York City,somehow the average man on the street still hashis doubts about paranormal activity, and life for the most part goes on like normal.

There might be the occasional TV special or newspaper headline about the latest ghostsightings, and business is booming for theGhostbusters, but all in all, humanity is taking thepresence of the undead rather calmly (until, of course, a babbling ghoul gets up in one’s face,and then it’s time to scream like a little girl).

Saving the city might get you a photo op withthe mayor, but it doesn’t necessarily get you adiscount on your morning paper. Even if youstop a titanic monster from stomping acrossdowntown, you’ll still get chatty taxi drivers andnosy reporters asking you afterward if this is all

 just a publicity stunt to boost sales.

TEchnology & ImPlIcaTIonSIn the vaguely late-1980s/early-1990s time frameof these adventures, there are a few differencesto keep in mind, particularly for those players notold enough to remember what it was like backthen.

The internet was in its early stages; collegestudents might be able to send email to eachother via campus terminals, and various

commercial networks were popping up to provideaccess. There was no such thing as “WiFi”access in cafes, no streaming videos, no web-crawlers or dedicated search engine sites. Theinterface would usually be via text—without thepolish of flashy graphical interfaces. Bulletinboard systems (computers devoted to maintainforums that members contributed to by dialingin with their home computers via a modem)

were still widely in use. Hence, research for Ghostbusters is likely to still involve a trip to thearchives of the local library, or calling around,rather than casually browsing through web siteson a tablet.

Modular phones existed, but they were brick-like in size, coverage was spotty, and servicewas expensive, relegating them to the “jet set.”Vehicles didn’t have the convenience of GPS tohelp them get around, or convenient web-basedmaps to help their drivers plot courses.

This doesn’t mean that in order to play in thissetting, players need to be overly worried aboutanachronisms. It just means that in this timeperiod, the heroes are much more likely to be

cut off from “civilization,” even without directsupernatural interference or a jaunt into someparallel dimension.

You can’t just snap out a cell phone and call 911when the ghosts get out of hand, or quickly checkyour smart phone to see that this mysteriousshop you don’t remember on this street doesn’tshow up on satellite maps. Some good old-fashioned investigation may be in order.

lIFE goES onMoney isn’t necessarily as important in thiscampaign as it is in others. Ghostbusting is a

 job, and we assume that a salary is involved,but by and large the players won’t have to workout budgets for their heroes. “Mundane” detailssuch as paying the rent, fueling the car, etc.,happen “off camera,” and are of little import tothe campaign. Any character money represents“liquid assets” available for personal gear to takealong in addition to company-issued equipment,

or perhaps for the occasional bribe or gambling.

If the heroes stop by a bar for a round of drinks oryour hero picks up the newspaper at the start of the adventure, that’s just roleplay “fluff,” and thegroup shouldn’t have to start divvying up costsand erasing and rewriting their cash totals ontheir character sheets.

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SETTIng RUlES

The GM of course may deviate from this, but thefollowing are a few rules specific to this setting, totry to get more of a “feel” of adventures set in theuniverse of the Ghostbusters.

noT So SERIoUS InjURIESThe heroes will regularly get slimed, zapped,bludgeoned, and otherwise abused by theundead and by the occasional technologicalmishap. In extreme circumstances, they couldeven wind up dead. However, this is not meantto be a grim and gritty setting; heroes tend tobounce back from their injuries.

Except in the most extreme of circumstances,Injuries suffered due to Incapacitation are notpermanent. No, that doesn’t mean that if aGhostbuster chops his hand off, it’ll grow back;it just means that this isn’t a campaign in whichrandom chopping off of body parts is likely tohappen in the first place.

Also, it should be assumed that heroes are backto full health at the start of each new adventure.Perhaps there was a short hospital stay, or the injuries weren’t as bad as they looked, butessentially, the GM should just hand-wave it andnot bother with rolls for Natural Healing.

loW lEThalITy As in the movies, the heroes tend to takeactions that would make them guilty of recklessendangerment in real life, and yet when they’rethrough, there’s no hint that there’s a high bodycount as a result. Players should not be overlyconcerned that if a gizmo explodes, or an entireblock gets slimed, there will be civilian deathsgalore. The GM shouldn’t be cruel; this issupposed to be a light-hearted game.

However, a bit of common sense and give-and-take is required. This doesn’t mean that heroescan intentionally detonate explosives in crowds of people, or push Granny off a cliff, and everythingwill be just fine.

The “light-hearted” outcome might be thateveryone miraculously survives, but the offender 

is sent to jail, and the player can then come upwith a replacement character with a little lessdisregard for innocent life.

mISSED mE!In this campaign, the heroes may go up againstmonstrosities that can smash through walls,crush the Ectomobile, and bend steel. Getting hitby such enemies should reduce a Ghostbuster to paste ... yet somehow the heroes get luckybreaks, just barely missed in the knick of time.

If a Wild Card is struck by an attack, a Bennymay be spent to force the attacker to rerollthe attack roll, and take the worse result. Thedecision to spend the Benny may be made after damage has already been rolled. If the new resultwould affect damage (e.g., a raise becomes amere success), then damage is rerolled, and theworst result taken. Multiple Bennies may be spentin this way.

Of course, the attacker can also spend Bennies(if he has any) to reroll again, hoping for a better result.

Anyone with the Ace Edge may use this rule tospend Bennies, forcing enemies to reroll attacks

against a vehicle that she is piloting.

comPETEnT ExTRaSSome creatures or characters encountered maybe Competent Extras. Such a character may rolla Wild Die when making trait rolls. In all other respects, the character is still an Extra, and is stillIncapacitated upon taking a single Wound.

cRITIcal FaIlS haPPEnAny time a hero suffers a Critical Failure on his

initial trait roll (not if a Critical Failure comes upon a reroll due to spending a Benny), it costs 2 Bennies to reroll the Critical Failure, instead of the normal 1.

There’s a carrot to go along with the stick,however. If a hero suffers a Critical Failure andkeeps it (without spending a Benny to reroll it),the GM should give him a Benny.

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For this “Savage Ghostbusters” campaign,player characters are built according to standardSavage Worlds creation rules, with the followingsetting-specific variations:

STaRTIng EqUIPmEnT

• Inadditiontomission-specicgear,Ghostbustersemployeesare

assignedbasicgearthatweighsapproximately20 lbstotal,

consistingofeitheraprotonpackorslime-blowerpack,uniform,

ashlight,photoID,notepad&pen,walkietalkie,andsparebatteries.

Thisiscompany-providedanddoesnotcomeoutofplayerstarting

funds.Expendableitemsarereplacedforeachmissionasneeded.

• Mostemployeesreceive15 Requisition Points(RP)worthof

additionalgear(selectedfromequipmentcardsforeachmission).For

thesakeofgame-play,theweightoftheseitemsisn’tcountedtoward

encumbrance.

EDgES anD hInDRancES

• EdgesimpactingstartingfundsalsoaffectRequisitionPoints.Rich 

grants45 Requisition Points and Filthy Richgrants75

Requisition Pointsworthofstartingequipment.Thisassumes

thatthecharacterhasagreaterpersonalinvestmentinthefranchise.

• ThePovertyEdge,ifappliedtoanemployee,affectsRequisition

Points,duetobeingageneralne’er-do-well.He’sjustnottrustedwith

asmuchexpensiveequipmentastherestoftheteam.Acharacter

withPovertystartswith0RequisitionPoints,andonlyearnshalf  

anyRequisitionPointsawardedformissionscompleted(rounded

down).

• Damageinicteddirectlybymostghostsisconsidered“arcane”

damageforpurposesoftheArcane ResistanceEdge.Please

bewarethatghostswithanydegreeofintelligencecaninnatelysense

thisresistance,andthusarelikelytoconsiderthecharacterahigh

threat.Theymaybypassthisdefensebyusingotherformsofattack

todealphysicaldamageinstead(e.g.,hurlingfurniture,startingres,

leadingthevictimintopitfalls,possessinganimals).

• SeeNewEdgesandProfessionalEdges(c.f.)formoreoptions.

 aRcanE BackgRoUnDS

• IntheGhostbustersuniverse,protonpacks,slimeblowersandother

devicesgivetheheroestheir“punch,”nottheabilitytolobreballsor

“turnundead.”Thus,ArcaneBackgroundsarenotcoveredinthese

settingrules.“Psychics”andthelikemaystillexist(andthiscanbe

reectedwithskillsandProfessionalorWeirdEdges),buttheydon’t

makeostentatiousdisplaysofrawsupernaturalpowerthewaymore

conventionalSavageWorldsspellcastersdo...notusually,anyway.

USEFUl knoWlEDgE SkIllS

• Knowledge (Computers):Coversgeneralusageand

programmingofcomputers(circathe1980s).

• Knowledge (Nuclear Physics):Following1980smovielogic,

anyonewiththisskillalsohasageneralunderstandingofallsortsof

sciences—butinparticularit’scriticalfordevelopmentofghostbusting

technologyandforspoutingouttechnobabblewhenencountering

interdimensionalvorticesandother“scientic”phenomenainthe

courseofwork.

• Knowledge (Occult):Usedforidentifyingghostsandother

paranormalphenomena,andcomingupwithrelevantlorethatmight

giveanycluesabouttheirweaknesses(oratleastknowingwhere

togoforfurtherresearch).Forthissetting,thisisequivalentto

“Knowledge(Arcane)”forpurposesofmeetingEdgerequirements.

•Knowledge (Security Systems):ThisskillisinterchangeablewithLockpicking,exceptthatasaKnowledgeskill,it’sSmarts-based

(for“geek”typeswhocanbypassalarmsbutaren’tparticularlyagile).

TRIVIal knoWlEDgE

• Eachcharactermayhaveupto3“trivial”areasofknowledgethatare

treatedasvalidtopicsforCommonKnowledgerollsforthatcharacter.

Eachoneshouldnaturallytwiththecharacter’sbackground,

reectinghobbies,professionalknowledgeandotherspecialinterests

notalreadycoveredbyskillsorbymorespecicKnowledgeareas

listedabove.It’suptotheGM’sdiscretionastowhat’sreally“trivial”

...buteven“trivial”knowledgemaycomeinhandyatsomepoint,especiallyiftheteamevercomesupagainstaghostwhosharedthe

sameinterestsinlife.

• BesuretocheckouttherulesforCommonKnowledgeintheSavage

Worldscorerules.Whilepure“knowledge”relatedtooneofthese

“TrivialKnowledge”areasishandledwithaSmartscheck,actual

performancerelatedtothis“knowledge”areamayutilizeanothertrait

attheGM’sdiscretion.E.g.,anexpertchess-playerplaysagainsta

vampiremastermind,resultinginanopposedbattleofSmarts.Or,an

aspiringguitaristtriestousethe“powerofrockandroll”towinoveran

audiencemesmerizedbyanevilghostly“PiedPiper”;theGMmighttreatthisasacontestofPersuasion.

• Sample“trivial”knowledgeareasincludebutarebynomeanslimited

to:classiccars,dancing,videogames,chess,politics,religion,

nances/stocks,music(pickaninstrumentyouplayinyourspare

time),monstertrucks&tractorpulls,andconspiracytheories.

• Trivialknowledgeshould notreplaceorduplicateanactualskill.

Forinstance,don’ttake“TheSupernatural”or“Science”andexpect

themtoworklikeKn(Occult)orKn(NuclearPhysics).

chaRacTER cREaTIon oVERVIEW 

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For this particular campaign, some skills havespecial importance that might differ from other Savage Settings. Here’s a quick guide:

DRIVIngMost jobs are not on the road, but you stillneed to get to the scene. It’s good to have onemember of the team with Driving skill to help younavigate traffic to get to the scene quickly. It maydetermine how much time you have on the sceneto investigate further, before the haunts startkicking into gear.

FIghTIngProton packs may be the weapon of choice, butthis skill is still used to determine your Parry—and, hence, how likely you are to get slimed if aghost decides to charge you.

gUTSThis is useful for Ghostbusters who don’t want torun away screaming from every encounter.

hEalIngHaving someone trained in first aid on site canhelp reduce the need for time-consuming tripsback to HQ when someone gets slimed.

noTIcEEssential! Non-corporeal entities are notoriouslyhard to spot.

InTImIDaTEIn this universe, ghosts can be intimidated! If youwant to talk tough to ghosts, or if you want to playan exorcist priest trying to drive out evil spirits,this is a useful skill.

InVESTIgaTE

It’s a matter of routine at the start of each missionfor someone to Investigate to find out more onthe site and details of a haunted site. It’s good for any team to have at least one skilled Investigator.

PERSUaSIonAny fully-rounded Ghostbusters team needs asmooth talker, or someone attractive enoughto help negotiate responsibility for damagesincurred during the job.

REPaIR Most equipment can be fixed back at HQ, but itcan still be useful to have someone who can doemergency field repairs in a pinch.

ShooTIngAny Ghostbusters employee should have at leasta d4 in this skill, since it’s used for the protonpacks and slime blowers.

STREETWISE“Streetwise” isn’t just about the streets—itrepresents your ability to make connections,being “wise to the ways of the world,” and havinga good insight for when someone is beinghonest or holding out on you. This is the skill for 

interrogating witnesses for clues, or for “reading”someone to see if something isn’t quite right withhim.

TaUnTGhosts may not be able to communicate withanything more than shushes, grunts, or shrieks,but somehow they know when they’re beingdissed. Any team should have at least onestrong-willed guy with Taunt who can wisecrackeven in the face of interdimensional rifts and the

wrath of ancient demigods.

ThRoWIngThis skill is occasionally useful for someone witha trap who wants to get it under a ghost beforesetting it off, from a slight distance.

TRackIngThis isn’t just about being woodsy. In SavageWorlds, Tracking also covers things likeforensics—“reading the scene” to figure out what

exactly that green ectoplasmic goo means aboutwhat sort of ghost is haunting this place, andwhere it might have gone.

SkIll gUIDE

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The following rules apply to each member of a Ghostbusters team when determiningequipment for the mission. Each character canbuy additional personal equipment from startingfunds, but this is his or her own responsibility. It’s

against company policy to bring firearms on amission.

BaSIc EqUIPmEnT

• Yougetonebackpackunit:eitheroneprotonpack(withattached

neutronawand)orslimeblower.

• Included:uniformandnamebadge,IDcard(inectoplasm-resistant

protectiveholder),ashlight(withoptionalredlter),walkie-talkie,

notebook,andpen,plusextrabatteriesforashlightandwalkie-talkie.

• Youmayrequisitionup15 pointsworthofadditionalequipment.

Additionalallowancesmaybemadeformoreexperiencedteammemberswhohaveproventhemselvesintheeldandkept

environmentaldamagetoaminimum.

• Asyoucompletemissions,yourRequisitionPointsallowancemay

increase.Pointsarerefundedforequipmentthatisturnedbackin.

• Iftwoteammemberswantthesameitemofgear,theymay“bid”

additionalRequisitionPointsonit.Whoeverbidsthehighestpays

thosepointstogettheitem.

• Youmay“loan”equipmenttootherteammembers,butyouare

personallyliableforanylostordamagedequipmentcheckedoutin

yourname.

• LostordestroyedequipmentequalslostRequisitionPoints,sincethe

franchisehaslimitedresources.

EqUIPmEnT claSSIFIcaTIonS

• Backpack:Youcanwearonlyone backpack.

• Tank:Abackpackunitcanbeequippedwithonlyoneoptional

tankitem.Pleasenotethatsometanktypesonlyworkwithcertain

backpackitems.

• Gear:Youcanhaveanynumberofgear items.

• Upgrade:Youcanhaveanynumberofupgrades,aslongasyou

havetheprerequisitepieceofequipmentthatisbeingmodied.

• Option:Youcanhaveanynumberofoptions,aslongasyou

havetheprerequisitepieceofequipmentthatisbeingmodied.You

havethechoicetouseanoptionatanygiventime;youmayhowever

ndthatthebenetsofferedbyanoptionarebalancedbythecosts

(suchasincreasedheatbuildup),asindicated.

REchaRgIng• TrapsandghostbaitcanberechargedoffyourEctomobile’spower

supply.Toemptylledtraps,however,youneedaccesstoalaser

containmentgrid(availablebackatHeadquarters).

REPaIRS

• Overheatedprotonpacks,rupturedslimeblowertanksand

otherdamagedequipmentcanberepairedorreplacedbackat

Headquarters.(Headquartershasenoughsparestomakesureevery

teammemberhasabackupprotonpackorslimeblowerforany

mission.) 

ghoSTBUSTIng EqUIPmEnT SUmmaRy 

EqUIPmEnT caRD noTES

• Theimagetotherightshowsatypicalequipmentcard.Atthetop

istheitemname.Inthecircleisthe“cost”inRequisitionPoints.

TheentrystartsoutbyspecifyingtheEquipmentClassication(see

above),followedbyaquickrulessummaryfortheitem.AttheGM’s

discretion,particulartypesofequipmentmightbeusedforsomething

otherthantheiroriginalintendedpurpose,dependinguponthe

“trappings”oftheitem—butMalfunctionsareadenitepossibility.

• Thedefault“Malfunction”forspecialequipment,unlessspecied

otherwise,isthatitceasesworkinguntilRepaired.

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Ghost traps are among the types of gear available to a Ghostbusters team. It’srecommended that each team member carryone ghost trap; extras can be handy in the eventof mass haunts or failed capture attempts. The

following is a summary of ghost trap rules, alsofound in the “Ghost Trap Guide” handout.

USIng ghoST TRaPS

• Firstweakentheghostwithprotonicdisruptionviaaprotonpack,or

elsebytheapplicationofpositively-chargedectoplasmicslimewitha

slimeblower.Lesserparanormalentities(suchas“swarmers”)canbe

“destroyed”byprotonicdisruption.Other,independententitiesaren’t

“destroyed,”buttheycanbeweakenedsothattheycanbecaughtby

aghosttrap.

• Oncetheghostisweakened,placeaghosttrapinalocationwhere

theghostislikelytopassover,orwhereyoucanmaneuveritwitha

particlestream.Placingaghosttrapinanadjacentspacetakesone

Action,noskillcheckrequired.Alternately,youcanThrowaghost

trap(range1/2/3)intopositionwithasuccessfulThrowcheck;failure

meansdeviationfromtheintendedtarget;a“1”ontheskilldiemeans

itdoesn’tlandupright,andfailstodeploy.

• Oncethetrapisdeployed,activateitwiththeretractablefootpedal

(maximumrange6”).ThistakesasingleAction,noskillcheck

required.

• Anactivatedghosttrapisanchoredtotheneareststablesurface,andaffectsaSmallBurstTemplatearoundit.Theghosttrapcanremain

activatedforabout5minutesbeforeithastoberechargedbackat

theEctomobile.Aghosttrapwillautomaticallydeactivateonceithas

caughtaghost,sealingitspreywithin.

• Advancedmuonghosttrapsautomaticallytriggeroncedeployed,and

ifthereisaSnaredghostwithinrange.Theymayactivateanynumber

oftimes.

• Fellowteammembersmaytriggeratrapforyouiftheyareadjacentto

thefootpedal.

• AghostwithintheSmallBurstTemplatemustmakeaSpirittesteachroundtoresistbeingdrawnintoaghosttrap.IfyouhaveitSnared,

itmustalsobeatyourShootingrollwithitsSpirittest.IfitisSnared

multipletimes,eachsnaringGhostbusterrollsShooting,andthe

ghostmustbeatthehighestoftheShootingresults.Successmeans

itdoesn’tgointothetrap...yet.Aghostcanstilltrytobreakfree

fromyourSnare,usingthesameprocess(Spiritvs.theShootingof

allsnaringGhostbusters),butthistakesanaction;onasuccess,itis

free;onaraise,itcanalsoactthisturn.

• Don’tforget:YourprotonpackcanstillMalfunction(tearingupthe

placefurther)everytimeyourolla“1”onyourShooting,andaCritical

Failuremeansatotalshut-down.

• Standardactivatedghosttraps(successfulornot)mustberecharged

attheEctomobileorHeadquartersbeforetheycanbeusedagain.

Occupiedghosttrapsmustbeemptiedintoalaserconnementgrid(atHeadquarters)orelseyousettheghostlooseandwasteallthat

hardwork.

• AdvancedmuonghosttrapscancompartmentalizemultiplePKE

manifestations.Thatmeansthatcontrarytotheruleabove,theycan

holdmultipleghostsanddon’tneedtoberechargedbetweenuses.

• Someapparitions,particularlylesser“swarmers,”arenotindependent

ectoplasmicentities,andcanbe“destroyed”byprotonicdisruptionor

ectoplasmiccharging.Theseentities,iftheyfailtoresisttheattractive

eldofaghosttrap,arenotactuallycaptured,butaremerely

disruptedordispersed.(Inotherwords,youdon’tneedto“empty”the

trapafterward,becausenothing’sreallyinthere,andthetrapdoesno

deactivate.) 

ghoST TRaPS

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cloSE comBaTTeam members are typically treated as UnarmedDefenders, because neutrona wands and slimeblower nozzles aren’t effective at parrying blows... and ghosts wouldn’t be deterred by a solid

object anyway.

cRITIcal FaIlUREAll sorts of horrible things can happen when ahero scores a Critical Failure (rolls 1 on bothdice); the typical result for a proton pack or slime blower is that the device Malfunctions and  immediately breaks down.

A broken-down proton pack or slime blower cannot be used until it is repaired. This requiresa Repair check and 1d20 minutes of work(assuming that proper tools are available).Otherwise, the pack is assumed to be repaired or replaced in between missions.

Don’T cRoSS ThE STREamSIn general, this is a very bad idea.

Fortunately for the heroes, crossing the streamsis pretty difficult to do accidentally. (It onlyhappens if at least two Ghostbusters using protonstreams suffer a Critical Failure in the same

round while shooting at the same target ... or if they deliberately cross the streams.)

Crossing two or more proton streams resultsin total protonic reversal, which is resolved atthe end of the round. The result is a 24” radiusexplosion dealing 1d8 energy damage per protonstream involved. (In the event that somehowthe wielders of the proton packs are outside thisradius, due to equipment upgrades, etc., they stilltake full damage from the backblast.)

This is treated as Heavy Weapon damage, andknocks normal-sized characters back 1d12”. Italso does quite a number on the surroundings;damage is doubled for purposes of working outEnvironmental Damage.

Each proton pack involved is fried and unusableuntil rebuilt, and unlike the typical rule for protonstream damage, this damage isn’t limited to

BackPack TEchnIcal noTES

merely causing Shaken results against livingvictims (though at the GM’s discretion it may betreated as nonlethal).

In general doing this is a pretty bad idea, butoccasionally it can be useful as a desperate

means to close interdimensional portals leadingto the underworld, and to roast giant avatars of destruction (marshmallow or otherwise) caught inthe blast radius.

ExoRcISmOne useful application of the Slime Blower is to“exorcise” possessed individuals. If used againsta possessed individual, damage is rolled bothagainst the possessed target, and against thepossessing spirit. If either one is Shaken, bothare. If enough damage is dealt to cause a woundagainst the ghost, it is forced out of the bodyinstead of taking damage. (Please note that theSlime Blower is still incapable of causing morethan a Shaken result to a living target, so thehost cannot actually be wounded by using thismethod. It’s still terribly messy.)

SlammIng ghoSTSAn additional benefit of snaring ghosts with acapture stream is that you can smack themaround a bit, while still keeping hold of them,and maneuvering them into position over atrap. Even though ghosts are ethereal, a sideeffect of snaring them in a proton stream is thatthey become “quasi-solid.” Hence, they cannotbe maneuvered through solid objects with thecapture stream ... and they can be smackedaround a bit if brought violently into contact with ahard, solid surface.

By taking an action to slam a ghost into a surface(provided that the Ghostbuster manages to beatthe ghost’s resistance with a Shooting roll vs.Spirit), 2d6 damage can be dealt to the ghost. If this is a particularly solid surface (such as a stonewall, rocky ground, paved street, etc.), this attackhas an AP rating of 4; thus, it can be useful for “softening up” ghosts hiding in possessed objectsthat are resistant to damage from proton streams.

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EqUIPmEnT caRD SUPPlEmEnTaRy noTES

One problem with cramming equipment ruleson little cards is that there isn’t enough room tocover the really complicated stuff. So, here aresome notes to help clarify some of the weirder special equipment items.

PmT SlImE Tank The original Psychomagnatheric Slime (AKA“pink slime”) was found flowing in rivers under New York City. It was used to remarkable effectonce positively charged, but it’s highly unstableand prone to pick up negative emotions (whichare all-too-frequent in everyday life, let alone theaverage Ghostbusting mission). On occasion, itsproperties make it worth the extra risk, so someSlime Blower operators carry around a PMTslime tank in addition to the regular “green slime.”

The attacker rolls Shooting as usual to hit aghost. On a successful hit, instead of dealingdamage (in most cases), the attacker makes aPersuasion check opposed by the target’s Spirit.(Charisma applies as normal.) In the case of araise on the Shooting roll, add a +2 bonus to thePersuasion check.

For each success and raise on the Persuasion

check, the ghost’s attitude is improved by onestep temporarily. A failure can make the attitudeworse, too. (See the rules for Persuasion on p.10 of the Savage Worlds Explorer’s Edition. Thedifference here is that it’s possible to increase theattitude of ghost Extras by more than 2 steps if the Persuasion check scores enough raises.)

Any ghost improved to an attitude of Friendly or better will fight Hostile ghosts, and is at –2 to rollsto resist Ghost Traps. (However, if an attempt to

catch it fails, it won’t stay Friendly for long!)

SlImE TEThER Shooting Roll:

Two Shooting rolls are made as a single action,but with only one Wild Die (in a fashion similar to Auto-Fire). If either Shooting roll fails, nothingis accomplished but to spray a bunch of slimearound. Note that a Malfunction can occur if either Shooting die comes up a “1.”

Slam-Dunking Ghosts:

Ghosts are legitimate targets for slime tethers.So are Ghost Traps. Put the two together, andthe Slime Blower operator doesn’t have to worryabout Snaring ghosts; he can just tether the

ghost to the trap, and it will have to try to breakfree against the tether’s Strength of d12.

Slime Grapple-Gun:

Optionally, the operator may make just oneShooting roll, with herself as the second “target.”This in effect treats the device like a grapplinggun, pulling the operator toward the target or viceversa (see below). The operator can release theslime strand as a free action, and thus doesn’thave to break free.

Tug of War:

Which object gets pulled where? Ultimately, it’sup to the GM (and, one hopes, common sense)to determine. Two unanchored and roughlyequal-weight items ought to meet each other in the middle. A creature tethered to a wall islikely to be pulled to the wall (unless the wall isincredibly flimsy).

Any targeted creature can resist being moved

by the tether by beating its Strength of d12 withan opposed Strength check (with modifiers atthe GM’s discretion based on its ability to findsomething sturdy to grab onto, etc.).

Slime tethers cannot extend longer than 6”, andcannot move an object further than 6” in a round.

Please note that slime tethers are only stickywhen formed, and deteriorate over the course of an hour; subsequent contact with the slime tether

will not cause a creature to become stuck.

Breaking Free:

Any creature, on its own action, may attempt tobreak free (or pull a tethered object or creaturefree) with a successful Strength roll opposed bythe tether’s Strength of d12. On a success, thecreature or object breaks free. On a raise, thiseffort only takes a free action, and the creaturemay still take an action this turn.

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mIScEllanEoUS TEchnIcal noTES

Don’T look InTo ThE TRaPThis is another bad idea, and fortunatelyisn’t likely to happen by accident. (Ingame terms, there’s no mechanicfor this happening unless someone

deliberately looks into the trap whenit goes off, or if a GM picks it as theresult of a Critical Failure.)

In such an unfortunate event,a Spirit check is required at –4,failure indicating that the carelessGhostbuster is treated to thedisorienting and sanity-testingview of a realm of non-Euclideangeometries, and is Shaken as a

result. Paragoggles mute the effect,removing the –4 penalty to the Spiritcheck. On a Critical Failure, theviewer faints and is unconsciousfor up to 1 hour unless revived (byslapping, dumping cold water on theface, etc.).

ExPERImEnTal Dog-moUnTED

ghoST TRaPS, ETc.Most Ghostbusters teams have their “resident

mad scientist,” and hence it’s not out of thequestion for a “smart animal” team member tohelp out by carrying special equipment. Whilea dog, no matter how smart, doesn’t have thehands to operate a proton pack or slime blower,there’s still the possibility of being fitted with acustom pair of ecto-goggles, or a “backpack”ghost trap rig.

Therefore, smart animal characters can use Gear type equipment (ghost traps, ecto-goggles, PKE

meters, etc.). It’s assumed to be custom-fitted for the creature’s use, as part of some sort of new“experiment.”

This option does not extend to spirit animals.Their capricious nature and inherent PKEsignature make them poor test subjects for suchendeavors.

SlImE conEAs a point of clarification, if the slime blower is used with a Cone Template, range is not afactor; all targets under the Cone Template areessentially within Short range.

UnDERWaTER haUnTSMost Ghostbusters missions are on dry land,because that’s where most of their customersare. However, there’s the chance of having toexorcise a swimming pool or chasing after aghost ship in a lake, and the equipment mighthave to work in sub-optimal conditions.

As a rule of thumb, Ghostbusters equipmentdoes not play nice with water. Submerged

equipment shorts out and is useless until it canbe fixed (Repair check and 1d20 hours of workback at base). Water provides cover from protonstreams, so completely submerged ghosts areuntouchable, and nobody near the point of impactis going to get “electrocuted” by the stream.

Slime blowers can be used underwater, but rangebands are halved (templates are unaffected, sothe Cone Template is still just as useful).

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nEW hInDRancES

The following new Hindrances are available for characters in this setting. (Please note that theseare designed with the tropes of this setting inmind, and may not be properly balanced for other Savage settings.)

nEgaTIVE kaRma (mInoR)Requirements: Novice

Note: Formerly “Trouble Magnet,” but changed to

avoid confusion with the Pirates RPG Edge of the

same name.

This character doesn’t need to have his fortunetold; it’ll come up bad every time. Any timea ghost attacks, and there are two (or more)equally-valid targets it could go for, it’ll go for this character if that’s an option. If swarmers are

evenly distributed against the whole team, thischaracter will get all the “leftovers” in additionto his fair share. If there’s a random chance of anyone in the party being targeted by a curse,possession, trap, or random accident, thischaracter is the target. He probably got hired tothe team because of this trait (and his nicknameis probably something like “Ghost Bait”).

TRUE BElIEVER (mInoR)Requirements: Novice

You might be skeptical the rest of the time, butthere’s just something about the supernatural thatcauses you to drop your guard. If a spectral entityshows up and claims to be your spirit guide, aghost of a long-lost ancestor, or a benevolentangel, you’re likely to give it the benefit of thedoubt and then some.

You are at –2 to any Notice, Spirit, or similar rollsto see through illusions, break free of possession,or to tell if an obviously supernatural entity is lying

to you. (If it starts chewing on you or your friends,you’ll probably snap out of it, but this could stillget you into situations that a “genre-savvy” herowould know was a trap from the start.)

This is not a complete loss, however: A side-effect of your rose-tinted-ectogoggles view of theuniverse is that you also gain a +2 to Guts checksmade to resist fear caused by supernaturaldisplays (this does not stack with Brave).

UnInSURED (majoR)Requirements: Novice; human or smart animal  This character isn’t actually a Ghostbustersemployee, and therefore is not issued aproton pack or slime blower, and does not get

Requisition Points. This Edge is appropriate for “tag-along” characters who aren’t officially part of the team, and hence don’t get to use all the “coolstuff” the others do.

Technically, there’s nothing to stop this character from helping out by setting or springing a user-friendly device such as a ghost trap, but it’sagainst official company policy.

(Later on, this Hindrance can be “bought off”by spending two Advances, once the character proves her worth to the team. Otherwise, at theGM’s discretion, it can be replaced with another Major or two Minor Hindrances if the situationwarrants.)

Ghosts and spirit animals are already treated as ifthey have this Hindrance, and hence can’t take it.

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The following new Edges are available for characters in this setting. (Please note that theseare designed with the tropes of this setting inmind, and may not be properly balanced for other Savage settings.)

BRaVERequirements: Novice This hero gets a +2 bonus to checks to resistFear, Terror, or Intimidation Tests of Will. (Bonusdoes not combine with Strong-Willed.)

chEERlEaDER Requirements: Novice, Charisma 0+,

Persuasion d6+ This hero can spur allies on when the goinggets tough. She can spend an action to usePersuasion as a cooperative roll to assist an allyin just about any trait roll. In order to do so, shemust be able to communicate with (or at least to)the recipient, and it must not be a task that wouldbe hindered in the process (e.g., trying to sneakalong with a Stealth check while someone isloudly celebrating the fact that you’re doing so).

DISTRacTIngRequirements: Novice, Charisma 0+,

Persuasion d6+ You have the knack for fast-talking, flirting, or justconfusing the undead to distraction, even whenby rights they should be immune to your charms.You can use Persuasion (applying your Charismabonus) in a Test of Wills against a supernaturalentity, opposed by Smarts, as an action. On asuccess, an ally chosen by you gets a +2 bonuson her next action against the distracted entityOR you can penalize the distracted entity’s nextaction by –2; on a raise, the target is Shaken

(though this does not do any damage if it isalready Shaken).

galloWS hUmoR Requirements: Novice, Taunt d6+ When the team is faced with a Fear or Terror-inducing situation, this hero helps to defuse thesituation with a quick wisecrack, put-down, or wryobservation.

The hero can immediately make a Taunt roll asa free action before any Guts checks are made.Instead of its usual effects, each success andraise on this roll adds a +1 bonus to any Gutschecks made by allies (including herself) for the

immediate situation, up to a maximum of +4.Normally, this benefit only applies to allies whocan hear her, but even when that doesn’t work, atimely roll of the eyes or mocking gesture can stillcommunicate the same sentiment visually.

ghoST WRanglER Requirements: Seasoned, Strength d6+ Your hero has perfected the art of snaring ghoststo the point where he can manhandle the capturestream without breaking contact, thus freeinghim to use brute force to oppose a squirmingghost. When a ghost attempts to break free of hisSnare, this hero may oppose it with his choice of Fighting, Throwing, Shooting, or Strength.

InScRUTaBlERequirements: Novice

Your hero is far removed from the normalhuman experience. He’s emotionless, robotic,or perhaps just crazy. Whatever the case, he’simmune to Fear and Terror, and is unaffectedby Tests of Will. While he’s well-equipped toface unspeakable horrors, others are unsettledby his strangeness; he suffers a –2 penalty toCharisma.

PET ghoSTRequirements: Veteran Your hero has somehow acquired a little ghostly“friend.” Perhaps it’s the ghost of his faithfulpet dog, fetching sticks from beyond the grave.

Perhaps it’s just some ugly little spud taggingalong. Whatever the case, the hero gets a ghostlysidekick (an Extra), with equivalent statisticsto a dog/wolf (see core rules), but with all themodifiers for the ghost “race” applied.

Pet ghosts do not gain experience, nor do theyadvance as do normal NPC allies. (This is thetrade-off for having a sidekick who’s practicallyindestructible.) If the owner wishes for his “petghost” to gain any Ghost Edges or make any

nEW EDgES

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other improvements, he will have to donateAdvances for the purpose.

RESIlIEnTRequirements: Novice, Vigor d6+ Your hero may go down, but she’ll get up again;nothing’s going to keep her down. Anyonetreating your hero’s wounds gets a +2 to Healing

checks. (This also applies if you’re the onetreating yourself.)

Slam DUnk Requirements: Novice, Agility d6+ This hero has perfected the very specializedart of “slam-dunking” a ghost into a trap. Whenmoving a ghost via a capture stream or any other sort of Snare (e.g., Slime Tether), he may chooseto “slam” it into a trap. This activates the trap (if it wasn’t activated already), and instantly dunks

the ghost into the trap (if it failed to resist beingwrangled by the capture stream in the first place).

Note: If the ghost has the Capture ResistanceEdge, it may apply its +2 bonus to resist beingmoved by the capture stream, if the intent is to“slam dunk” it into a trap.

TRIckSTER Requirements: Novice, Agility d6+, Smarts d6+,

Taunt d6+

This hero has a knack for pulling pranks, gaininga +2 bonus to any Tricks and Taunt attempts thatshe initiates.

This bonus does not stack with the Dirty Fighter Edge, the bonus to Agility checks granted bythe Acrobat Edge, or the bonus to Tests of Willgranted by the Strong-Willed Edge.

This Edge does not grant any bonus to resist aTrick or Taunt played by someone else.

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PRoFESSIonal EDgES

conToRTIonISTRequirements: Novice, Agility d8+ This hero is adept at dislocating joints and other tricks of the trade involved in getting into and out

of tight places, gaining a +2 to rolls to escapefrom grapples, entangle effects and the like. Atthe GM’s discretion, the hero can also get out of simple bindings such as handcuffs with a simpleAgility check (without the +2 bonus), and cansqueeze through openings and into spaces thatwould normally require her to be one Size stepsmaller.

DRIVER Requirements: Novice, Driving d4+, Streetwise

d6+ This hero at some point in hisemployment history was a pizzadelivery guy, a taxi driver, a beatcop, a biker, etc., and knows hisway around the streets of the localarea. He gets a +2 bonus to allrolls relating to plotting road trips,finding shortcuts, and avoiding“bad parts of town.” Specifically, thisapplies to Driving rolls to quickly getto a ghostbusting job.

At the GM’s discretion, this bonus mayapply to Streetwise or Investigationchecks directly related to the character’s“knowledge of the streets.”

This Edge represents knowledge localto the campaign; if the Ghostbusterstemporarily venture outside of their usualdomain, this bonus drops to +1 to reflect

general rather than specific experience. If they make a permanent move to the newlocation, this hero learns his way aroundthe new streets and picks up his full bonusagain after about a week.

ExoRcISTRequirements: Novice, Intimidate d4+,

Knowledge (Occult) d6+, Spirit d8+ This hero relies upon the power of her 

faith to drive away spirits, and thus gains +2 toTests of Will against supernatural entities, and toGuts checks against supernatural horror. Note:These bonuses do combine with bonuses fromother, more general Edges, such as Brave or Strong-Willed, but only when the supernatural isinvolved.

gadgeteer

Requirements: Novice, Smarts d8, Repair d8, Kn

(Occult) d6, Kn (Nuclear Physics) d6  Replaces Gadgeteer Edge in core rules.Once per session, may “jury-rig” a piece of Ghostbusters gear (upgrade, option, tank,or gear) worth up to 5 Requisition Points per 

Rank (e.g., 5 at Novice, 25 at Legendary),by spending 1d20 minutes and making asuccessful Repair check, provided that

spare parts are available. (On failure,multiple attempts may be made. OnCritical Failure, no further attempts maybe made.)

hackER Requirements: Novice,

Investigation d4+, Kn

(Computers) d6+, Kn (Security Systems) d6+, Lockpicking d4+,

Repair d4+, Stealth d4+ This hero gains a +2 bonus to allrolls involving “hacking” computers,sabotaging or rewiring electronics,“phreaking” telephone lines, evadingor disabling electronic surveillance,figuring out passwords, decryptingdata, and breaking into securitysystems. It also applies to detecting

or opposing someone else’sattempts to do the same thing.

 Mr. Fix it 

Requirements: Novice, Smarts d10,

Repair d8, any two of Knowledge

(Computers, Nuclear Physics, Occult,

or Security Systems) at d6  As per the Edge in the core rules,

except the requirements are

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changed as noted above (removing all WeirdScience requirements, and counting any of thespecialized Knowledge areas for this settingas “scientific Knowledge areas” for purposes of prerequisites).

magIcIanRequirements: Novice, Agility d6+, Persuasion

d6+, Stealth d6+, Taunt d4+ This hero is a stage magician, trained in the finearts of legerdemain and misdirection, gaininga +1 bonus to any rolls involved in performingmagic tricks. For example, this could cover featsranging from palming small objects and then“conjuring” them later, to misdirecting observerswhile an associate “disappears.” You also gaina +1 bonus to Notice anyone else using suchtrickery.

PSychIcRequirements: Novice, Knowledge (Occult) d4+,

Spirit d8+ This hero has something of a “sixth sense,” ablenot only to intuitively pick up on paranormalphenomena, but also to interpret it. Shegains a +2 bonus to all Notice and Trackingchecks involving spirits and other supernaturalphenomena. These bonuses do combine withbonuses from other, more general Edges, suchas Alertness or Woodsman, but only when thesupernatural is involved.

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The following Edges are available to ghosts:

caPTURE RESISTancERequirements: Novice, Ghost 

This ghost is stubborn, with a +2 bonus to rolls toresist being caught in Ghost Traps.

EnERgy aTTack Requirements: Novice, Ghost 

Some ghosts bear the fury of a violent death,crackling with electrical energy from beingstruck by a lightning bolt, carrying a smokinggun from a lost duel, or perhapsexpelling noxious burps after dying while overeating.Whatever the case, he canshare the pain at a distance.

By either spending a benny,or taking a level of Fatigueafterward, this ghost may makea ranged attack (3/6/12) withmanifested energy dealing damageequal to the ghost’s Spirit+d6. ThisFatigue is automatically recoveredthe next time the ghostmanifests.

The player must choosewhich skill (Throwing or Shooting) is used to make this attack, and thetrapping of the attack, when taking this Edge.Regardless of the trapping, it is treated as slimedamage in that it’s nonlethal, and can’t causeworse than a Shaken result to living targets.

PSychokInESISRequirements: Novice, Ghost, Strength d6+

This ghost, when manifested, can hold an object

in each hand, and may attempt to grapple withliving creatures (using its Strength characteristic).

SElF-ImagERequirements: Novice, Ghost, Spirit d8+ This ghost has retained a stronger self-imagethan most when manifested, and doesn’t havethe Ugly Spud attribute. The ghost can speakwith some effort when manifested (though manyghosts choose not to).

ghoST EDgES

ImPRoVED SElF-ImagERequirements: Novice, Ghost, Self-Image This ghost has such a strong self-image that,in the right circumstances, and for a limitedtime, it can pass for a human being. When

manifested, if the ghost chooses, the spirit isopaque and seemingly alive, as it appearedin life.

However, if anything happens to shatter thisillusion (e.g., an object passes through theghost’s still-ethereal body, someone seesthat it casts no reflection, someone scans

it with a PKE meter, or someone askstoo-prying questions), it immediately de-manifests, and cannot reappear for the

remainder of the scene.

Whenappearing in

this form, the

ghost may not fly,pass through walls,or deliberately take any

action that would betray its true nature(even in the presence of people, such as

an experienced Ghostbusters team, whoshould know better).

SUPERnaTURal WEaPonSRequirements: Novice, Ghost 

This ghost manifests with claws, bony fingers,

or perhaps even a ghostly “weapon” that iseffectively part of its being. Its attacks dealStrength+d4 damage.

ImPRoVED SUPERnaTURal

 WEaPonSRequirements: Novice, Ghost, Supernatural

Weapons

Damage is increased to Strength+d6.

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The following Edges are available to smartanimals and spirit animals, as indicated:

cUTERequirements: Novice, Smart or Spirit Animal,

Charisma 0+

This animal is a master of “sad puppy eyes”or the like, gaining +2 to Charisma. This doesnot combine with Attractive, Very Attractive, or Charismatic.

UnBEaRaBly cUTERequirements: Cute

The Charisma bonus is increased to +4.

lITERaTERequirements: Novice, Smart or Spirit Animal 

This animal isn’t so “dumb” after all; he canread! (Spelling may be a bit off, though.) If thischaracter is a spirit animal, he can even writemysterious messages (as long as no one iswatching when he does it).

RElIc DEVoURER Requirements: Novice, Spirit Animal 

This character can “devour” powers of a relicby either actually eating it, or destroying it,“absorbing” its essence in either case. (Pleasenote that the difficulty of destroying a relic is oftenbut not always comparable to its power.)

This must be an item that would normally granta wearer or wielder some sort of supernaturalbonus, and any drawbacks are inherited aswell. Physical characteristics or some hint of theitem’s power may be reflected in the animal’sappearance (e.g., a strange new mark in her fur).

A magic chainsaw that doesn’t consume gas

won’t do much good, because a spirit animaldoesn’t run on gas; the character won’t suddenlysprout “chain claws” or any such thing, since thechainsaw’s physical form doesn’t constitute amagical power. If, however, the chainsaw hada supernatural +1 bonus to damage, the spiritanimal could gain the +1 bonus when using her natural weapons. If the relic lists a drawback(such as –2 to Stealth), the spirit animal inheritsthat drawback as well.

 anImal EDgES

If multiple entities with this ability are presentat the destruction of a magic relic, and wish toabsorb its power, an opposed Spirit test must bemade, with the highest roll gaining the power; ona tie, the power is lost, as the two entities are too

busy fighting to absorb it before it dissipates.

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PaymEnTMost team members have a place to live, bills topay, and financial concerns. The money listed onthe character sheet just represents immediatelydisposable income. Since Ghostbusting gear isn’t

for sale, it won’t likely have much impact on the job. As the team completes jobs successfully,members get access to more resources.

Individual jobs vary, but a typical “busting” jobgrants the team a total of up to 5 Requisition

Points per captured ghost, minus 1 point for each point of Environmental damage caused(as explained below). It’s possible to enda “successful” job with no new RequisitionPoints at all. Characters with Poverty only get

half Requisition Points (rounded down), andcharacters who are Uninsured get none.

EnVIRonmEnTal DamagEThe main reason the heroes are unlikely to getthe full 5 Requisition Points each time is thatthose pesky proton streams tend to dish outmassive damage everything in sight. Any time acharacter with a proton pack misses a Shootingroll against a ghost or rolls a “1” on his Shootingdie (regardless of the Wild Die), he deals damage

against “the environment.”

Slime-blowers tend to cause far less damageagainst the environment, since the ectoplasmcan be cleaned up later; they deal EnvironmentalDamage only when a “1” is rolled on the skill die,or when a specific valuable item is caught in theblast area.

Damage is also done to the environment whenheroes specifically target property (e.g., blastinga door to get it open); in such a case, you’ll needto make a separate damage roll to check for Environmental Damage. (It’s possible to knockdown the door, yet not rack up enough damageto score a “wound” against the environment—or vice versa.)

If damage is done to “the environment,” roll thenormal damage for the device, but DO NOTinclude extra dice or damage bonuses due to

PaymEnT anD EnVIRonmEnTal DamagE

called shots or getting a raise on the to-hit roll.The surrounding environment has a Toughnessrating that abstractly represents the potentialfor doing considerable damage (beyond whatinsurance covers). A single “Shaken” result

indicates only superficial damage that will stillbe covered by insurance—but dealing a second“Shaken” result in the same area will causeenough further damage to qualify as a “wound.”

Please note that some missions may take placein locations where environmental damage isn’tan issue, such as a building already slated for demolition. In that case, let loose with the protonstreams and have fun! (Just don’t hit any of theneighboring buildings or the Ectomobile.)

The following are suggested Toughness ratingsfor different environments. Individual objects of special value (e.g., luxury car, precious artwork)caught in an area effect template or otherwisedamaged may add a “wound” or more to the totaltally at the GM’s discretion.

Toughness Example Environment

2 Mansion or museum full of preciousantiquities.

4 Office building (lots of computers)

or store (merchandise).6 Typical furnished residence.8 Factory, construction site,

cemetery.12 Most other outdoors locations.

nEgoTIaTIonAt mission’s end, a team representative canminimize responsibility for EnvironmentalDamage with a Persuasion check at –4. The GMmay reduce this penalty in the case of particularly

compelling arguments. Treat it as a Soak roll;each success and raise on the Persuasion checknegates one “wound” of Environmental Damage.Other team members may assist in a cooperativeroll.

If all “wounds” are negated, the team performeda stunning job for a very happy client; not onlydo they get the maximum Requisition Points, buteach member gets a $100 bonus.

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Employees in the Ghostbusters franchise arehuman (at least as far as anyone knows).However, there’s the possibility that somewherealong the way, the team may pick up a friendlyghost, a remarkably smart animal, or some other 

“sidekick” or “mascot.”In Savage Worlds terms, this means thatthere are a few additional “races” to choosefrom. Humans get, as their “racial bonus,” oneextra Edge at the time of character creation.Characters using one of these alternative racesforego that bonus for a package of benefits anddrawbacks listed under each type.

ghoSTLike candles to a flame, every now and thenghosts are attracted to a Ghostbustersteam simply because of who they are.This particular entity has (so far!)avoided getting caught in a ghosttrap, and occasionally manifestsin areas with highPKE—such as

 just aboutanywhere theGhostbusters

team is tryingto captureghosts.

Manifested ghosts of this power level rarely look recognizableas their former selves, insteadappearing as monstrous caricaturesof themselves in life, and incapable of intelligible speech.

• Fear Attack:Asanaction,onceperencountertheghostcancause

Fear,promptingallpresenttomakeaGutscheckat–2.Anyonewho

getsaraiseonthisGutscheckisimmunetofutureFearattacksfrom

thisghost,asthenoveltyhaswornoff.

• Flight:Flies/hoversatnormalPace.

• Ghost Attack:Aghostcanattackanotherghostwitharegular

meleeattack,dealingitsStrengthindamage.

• Limited Manifestation:Mostofthetime,ghostsare“dormant,”

unabletointeractwiththephysicalworldexceptinareasofhighPKE.

SmaRT anImalS anD FRIEnDly ghoSTS

ThistypicallyincludestheheadquartersoftheGhostbustersteam

(duetoaconcentrationofhighPKEaroundtheLaserContainment

Grid),andsiteswheretheGhostbustersarehuntingmanifested

ghosts.Therestofthetime,theghostisjustquietlyandinvisibly

observingfromtheshadows.AghostplayercanstillplayAdventure

Cardswhennotmanifested,andcanspendabennytoenterasceneevenwhenthere’snohighPKEactivity.

• Mute:Ghostsnormallycannotspeak,thoughtheycancertainlyhow

andscreamwhenmanifested.

• Nonsolid:Ghostshavenoinventory,sincetheycan’tnormallycarry

orinteractwithsolidobjects.Ghostsconsequentlycanpassthrough

walls(leavingabitofectoplasmtomarkthespot),butoldhabitsdie

hard;deliberatelypassingthroughasolidbarrierrequiresaSpirit

check.Uponfailure,attemptsmaybemadeinsubsequentrounds.

• Slime Attack:Anangeredghostcanmovethroughalivingtarget

tomakeaslimeattack.ThisistreatedasaFightingattackagainst

thetarget’sParry,dealingdamageequaltotheghost’s

Strength.Unlessthetargethasamagicalorholyweapon

orshield(oragadgetthataccomplishesthesame

thing),itistreatedasan

UnarmedDefender

againsttheghost’s

etherealattack.

Attacksarepossible

againstmultipletargets

alongtheghost’spath,butaresubjecttoaMulti-ActionPenaltyof–2

foreachadditionaltarget.Slimedamageis

nonfatal,magical,anddissipatesatarateofoneWound

levelperhour.

• Spirit Being:Ghostslacktruesolidsubstance.

Theyarenormallyimpervioustophysicaldamageorgrappling,

butsubjecttoeffectsthatworkagainstundeadandotherparanormal

entities.Ghostscaninteractwithotherghostsasiftheyweresolid.

• Spirit Sight:Ghostsignoredarknesspenalties.

• Technically Undead:Ghostsare“undead”forpurposesof

powersandsuchthatspecicallytargetthem,butdonotautomatically

gainthespecialabilitiesnormallyassociatedwiththeUndead.

• Ugly Spud:Whetherit’sbecauseofbeinghideouslydeformed,or

bearingthegruesomemarksoftheirdeath,orsimplybecausethey

areobviouslyunnatural,ghostshave–2toCharisma.

• Uninsured:Ghostsdon’tget(andcannotuse)protonpacksor

slimeblowers,anddon’tgetRequisitionPoints,either.

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 SmaRT anImal“Bark! Bark!” “What’s that, Laddie? Timmy fell 

down an interdimensional vortex?” 

Occasionally, a Ghostbusters team may pickup an animal sidekick that’s smarter than theaverage bear (or dog or horse or what-have-you). Maybe it’s the product of an experiment

by the local mad scientist, or maybe it’s just thatGhostbusters tend to attract more than their fair share of general weirdness.

• Animal Characteristics:Chooseabaseanimal:bat,cat,dog,

horse(riding),ferret,raven,orsnake.Thischaracterhasthesame

attributesandspecialabilitiesasastandardcreatureofthistype,as

describedintheSavageWorldsbestiary,orinthesupplementary

bestiarysectioninthisguide.

• Attribute Points:Unlikeatypicalcharacter,thischaracterdoes

nothave5pointstospendonincreasingattributes.Theystartas

listedfortheanimaltype.However,attributescanbeincreased

withcharacterpointsbytakingonHindrances,orlateronbyusing

Advances,aswithothercharacters.

• Skills:Thecharacterdoesnotautomaticallygetskillslistedunder

thenormalanimal’sentry.Instead,thecharacterhas15skillpointsto

distribute,aswithnormalcharacters.

• Other Animal Types:Forothersmallordomesticanimalsnot

listed,the“closestmatch”shouldbeused,orelsetheGMandplayer

shouldworktogethertoseewhatwouldworkbest.Pleasekeepin

mindthatsomeanimalsaregoingtobealothardertogetawaywithbringingalongonamissionthan

others;notallanimalsarecreatedequal.Theriding

horse,forinstance,hasmoreimpressiveattributes

thanahousecat,butcan’treadilyfollowtheteamintoa

hauntedhouse.

• No Hands, No Speech:Despitebeingan

unusuallysmartanimal,thischaractercannotspeak,

andislimitedintheuseofskillsbyalack

ofhands.Performingtasksthatnormally

requirehandsmayhaveapenaltyof–4or

more,orevenimpossible,asdeterminedby

theGM.

• Hindrances Assumed:Animals

don’tnormallyhavemoneyoruseproton

packs,soyoucan’ttakethePoverty

Hindrance.Animalsnormallycan’tread,

soyoucan’ttakeIlliterate.Youcan’ttakea

Hindranceunlessitgoesaboveandbeyondthe

normalpenaltiesofbeinga“dumb”beast.

 

SPIRIT anImalThis character is closely related to the SmartAnimal, except for its distinctly supernaturalaspect. This character could be a NativeAmerican “animal spirit” in corporeal form, or perhaps a conjured entity.

Use the same rules as for the Smart Animal,

except for the following additional characteristics.

• Off-Camera Antics:Thischaracterislimitedtodoingthings

thatonlyanormalanimalcoulddo,solongasanyoneiswatching

(includingcameras).However,whennoone’saround(ghostsdon’t

count),thischaractercanuseanyskillhepossesses,regardlessof

normalpenaltiesthatwouldapplytoskillsthatrequirehands,such

asLockpicking.Note:Thisalsoextendstobehavioryouphysically

arecapableof,butanormal animal“wouldn’tdo.”Forinstance,a

SmartAnimalmight“barkonceforyes,twiceforno,”orstampahoof

somanytimestoindicateanumber,butyoucan’tdothatsortofthing

whilepeoplearewatching,thoughyoumight“accidentally”bumpintoabuttonandsetoffaghosttrap.Aslongastherearewitnesses,you

havetobehaveas“justadumbanimal.”

• Spirit Sense:Thischaractermayignorevisibilitypenaltiesfor

manifestedghosts,asifwearingParagoggles.

• Spirit Touch:Thischaractermayinteractphysicallywith

paranormalentities,includingusinghisnaturalweaponsagainstor

evengrapplingghosts.Ghostscannotmake“pass-through”attacks

againstthischaracter,buttheycanattackhim“physically”

inthesamewaytheycanattackotherghosts.Ifthis

charactergrapplesaghost,andaghosttrapissetoff,theghostistreatedasbeingSnared;thecharacter

usesFightinginsteadofShootingtoresisttheghost’s

attemptstoescapeatrap.

• Paranormal Entity:Although

thischaracterhascorporealformand

thusisinnodangerofgettingcaught

inaGhostTrap,heisstilla“paranormal

entity”andthuscanbeaffectedbyvarious

specialattacksandpowersthatonlyapply

tothesupernatural(e.g.,hecanbepickedupbyParagogglesorbe

trackedwiththehelpofaPKE

Meter).

• Uninsured:Spiritanimalsdon’

get(andcannotuse)protonpacksor

slimeblowers,anddon’tgetRequisition

Points,either.

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The following statistics are provided for alternative Smart Animal or Spirit Animalcharacter types that might accompany the group(or an animal sidekick that a team member mighthave via the Beast Bond Edge).

BaTAttributes: Agility d8, Smarts d4(A), Spirit d6,

Strength d4, Vigor d6Skills: Climbing d8, Fighting d4, Guts d4, Notice

d8, Stealth d8Pace: 4; Parry: 4; Toughness: 3

Special Abilities

• Alertness:Thesensesofbatsaresokeenthattheycanpicktiny

insectsoutoftheairatnight.Theygain+2toallNoticechecks.

• Climbing Claws:Str+d4.Batsgain+2toClimbingrolls.

• Flight:BatscanyataPaceof8.They“run”withad10whenying

insteadofd6.

• Size –2:Batsaretinycreatures.Normal-sizedattackersmust

subtract2fromanyattackrollsdirectedatthem.

• Sonar:Batscan“see”bymakinghigh-pitchedshrieks,oftenoutside

therangeofhumanhearing.Theymayignoredarknesspenalties.

FERRET

Attributes: Agility d6, Smarts d4(A), Spirit d4,Strength d4, Vigor d6Skills: Climbing d6, Fighting d4, Guts d4, Notice

d4, Stealth d6Pace: 6; Parry: 4; Toughness: 3

Special Abilities

• Climbing Claws:Str+d4.Ferretsgain+2toClimbingrolls.

• Low Light Vision:Ignoredarknesspenaltiesinallbutcomplete

darkness.

•Contortionist: Ferretsget+2toanyrollsmadetoescapebindings.

• Size –2:Ratsaretinycreatures.Normal-sizedattackersmust

subtract2fromanyattackrollsdirectedatthem.

RaVEnAttributes: Agility d6, Smarts d6(A), Spirit d6,

Strength d4, Vigor d6Skills: Fighting d4, Guts d4, Notice d6, Stealth

d6

Pace: 4; Parry: 4; Toughness: 3

Special Abilities

• Beak/Talons:Str+d4.

• Flight:RavenscanyataPaceof8.They“run”withad10when

yinginsteadofd6.• Size –2:Ravensaretinycreatures.Normal-sizedattackersmust

subtract2fromanyattackrollsdirectedatthem.

• Vocalization:Ravensarecapableofmimickingsoundstheyhear,

evenindividualwordsorshortphrasesofhumanspeech.

ExTEnDED BESTIaRy 

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cURSED/holy RElIcSDuring some missions, the team may recover relics—items that are imbued with PKE andtainted by contact with paranormal phenomena.These items often possess effectively magical

properties, for good or ill—or some mixture of thetwo.

These items have a point value to represent their potential value for paranormal research. (CursedRelics cards, if used, come in the same format asEquipment cards, and have this point value listedin the same space that Requisition Point Cost islisted on Equipment cards.)

These items can be kept in the GhostbustersHQ and pulled out to try to make use of their properties for future missions ... or else theycan be sent off to the main GhostbustersHeadquarters in New York City for advancedstudy. If this latter option is taken, the team getsa number of Team XP equal to the point value of the relic.

Each character will improve individually over thecourse of his missions, picking up new skills,new Edges, and new equipment, but successfulmissions also allow for improvement in theresources available to the team as a whole.

Therefore, the Franchise Sheet (which has spacefor statistics for the Ectomobile and GhostbustersHQ) has a space to keep track of XP earned for the team as a whole.

Team XP depends upon successful missions,as it represents the increased prestige andresources of the local branch. The following is arough guideline of how many “Team XP” may beearned per mission, though it can be modified atthe GM’s discretion.

Team XP Conditions0 Failed to capture ghost, or such

extreme damages that team got noRequisition Points for the job.

1 Success, but with excessivedamages.

2 Success, but with some damage (atleast 1 “Wound” of EnvironmentalDamage).

3 Wildly successful; ghost(s)

captured, and no EnvironmentalDamage caused—or negotiator successfully used Persuasionto negate responsibility for alldamages.

Team XP is tallied up, and for every 5 TeamXP, the team gets an Advance. Advancescan generally be used to improve the localGhostbusters HQ or the Ectomobile—or perhapseven to get another vehicle!

DonaTIng aDVancESCharacters may also “donate” Advancestoward improving their Ectomobile or towardGhostbusters HQ. Please note that it’s possibleto lose these benefits in extreme circumstances,such as the complete destruction of theEctomobile or even Ghostbusters HQ. Therearen’t necessarily any “refunds” for such extremelosses, so let the buyer beware.

BUIlDIng ThE FRanchISE

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The following Edges are available for improvingGhostbusters HQ (or moving to better digs). Theteam’s headquarters gets ONE HeadquartersEdge for free at the start of the campaign. Othersmay be purchased with Team Advances.

 aRmoRy Requirement: Headquarters The base has extra equipment for use by theteam, in a dedicated storage area. Each teammember gets an extra +5 Requisition Pointsworth of equipment when going out on a mission.

comPUTER cEnTER Requirement: Headquarters The base has top-of-the-line computers,toolkits, spare parts, and a dedicated line dial-up connection, granting a +1 to Knowledge(Computers) checks made back at base.

FaST DEPloymEnT SySTEmRequirement: Headquarters

Whether fire poles leading down to the garage,semi-automated systems to help the team getgeared up quickly, the base is designed so thatteam members on standby can quickly get to theEctomobile and out to the scene without wasting

time. The team gets a +2 bonus to the Driving rollto determine how quickly it gets to the scene for anew job.

holy gRoUnDRequirement: Headquarters

Ghostbusters HQ might be set up in an oldchurch, or perhaps a place of historic significancewith a few friendly spirits looking out for the team.It’s no solid guarantee (as demonstrated whenthe Stay-Puft Marshmallow Man stomped a

church in New York City), but any hostile ghostsare at –1 to all trait rolls made while on premises.

hoSPITalITy cEnTER Requirement: Headquarters

Customers are greeted in a well-appointed andcomfortable waiting area and meeting room withamenities. This grants a +2 bonus to Persuasionrolls to try to Negotiate responsibility for damagesincurred during missions.

ghoSTBUSTERS hq EDgES

lIBRaRy Requirement: Headquarters A secure library is full of historical and occultreferences, so the team can keep up to date onlocal “trivia” that could be relevant to a haunting.

This grants a +1 bonus to Investigation checksmade back at the base.

laBoRaToRy Requirement: Headquarters This well-stocked laboratory grants a +1 bonusto any science-related Knowledge checks, suchas Knowledge (Nuclear Physics), made back atbase. (If your campaign uses Weird Science, italso grants a +1 bonus to Weird Science checks.)

REcREaTIon cEnTER Requirement: Headquarters Some arcade games, a pool table, and/or someother recreational facilities are set up for teammembers on duty back at base in between jobs,helping to boost morale. The team gets a special“team benny” that is replenished each mission.It can be spent (with general player consensus)on any team member (even Extras)—or even toforce the GM to reroll (and take the worse resultin that case).

SEcURITy cEnTER Requirement: Headquarters Advanced monitoring systems and technicalgizmos are installed to make it more difficult for ghosts to break in or out of the headquarters,thus buying a little more time if there’s a breakoutfrom the containment grid, or some spooksdecide to assault the heroes at their base. Ghostswishing to pass through walls, closed doors, or other solid barriers have a –2 penalty to their 

Spirit checks to do so.

 WoRkShoPRequirement: Headquarters

The garage has a well-equipped work area for maintaining the Ectomobile and special gear,granting a +1 bonus to Repair checks made backat the base.

 

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EcTomoBIlE EDgES

By default, the team starts off with a CompactCar. This can be “upgraded” either by acquiringthe appropriate Edge, or by spending personalcharacter funds to get a bigger and/or better vehicle. Any Ectomobile Edges are transferred to

the new vehicle in between missions.

caR-moUnTED mUon TRaPRequirement: Vehicle must have a roof  The Ectomobile has an advanced Muon Trapmounted to its roof. It behaves like a normalGhost Trap, except that it affects ghosts within aLarge Burst Template centered on the trap, andit automatically activates when a Snared ghost isin range. Alternatively, the driver or a passenger can activate the trap manually. As usual, Ghosts

must pass a Spirit roll to evade being trapped.As with other Muon Traps, it can hold multipleghosts, and does not need to be rechargedbetween uses.

FIElD RESEaRch STaTIonRequirement: Mid-Sized Car/SUV or larger 

The back of the car includes a mini-lab for on-sitechemical and spectral analysis, granting +1 toInvestigation checks when researching artifactsand samples at the Ectomobile.

FIRST aID STaTIonRequirement: Mid-Sized Car/SUV or larger  This improved first aid and de-sliming stationgrants a +2 bonus to Healing checks made at theEctomobile, whether treating physical, energy, or slime damage.

ghoST VacUUmRequirement: Vehicle

must have a hood  This hood-mountedexperimental device actuallyallows the driver to run down ghosts!A ghost hit by the Ectomobile must roll Spiritvs. the driver’s Driving skill to evade. By itself, itholds one ghost. If a Portable Laser ContainmentGrid is installed, it auto-transfers the ghost intoconfinement and resets itself for the next ghostlyroadkill.

ImagE InTEnSIFIER Requirement: Vehicle requires a windshield  The windshield is upgraded with a high-techectoplasmic overlay that reduces visibilitypenalties to spot paranormal entities by up to –4.

It’s far safer than driving with paragoggles, sincethis results in no loss of peripheral vision.

ImPRoVED ShIElDIngRequirement: Enclosed vehicle A variant of the technology used in the laser containment grid is worked into the shell of thevehicle to provide +2 Armor against paranormalattacks. In addition, its full Toughness (includingArmor) applies against ghostly entities.

laRgEUPgRaDERequirement: None By default, the teamstarts with a CompactCar (see SavageWorlds rules, under “Vehicles”). This Edgeallows the CompactCar to be swapped for a Large Vehicle (van,

ambulance, “short bus,”etc.). Use statistics for the SUV in the SavageWorlds rules, but add+2 Armor. Handling isreduced (–2 to Drivingchecks to get to thescene quickly), butpassenger and gear capacity is greatly

increased, allowing for larger improvements.

Please note that if the characters have theavailable funds to buy a new car, or otherwisegain a new vehicle while adventuring, they cantransfer gear over to their new “Ectomobile”in between missions (or just use it as a sparemeans of transportation) without having to use aspecial Edge to obtain it.

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the scene on time. Grants a +2 Handling bonusto Driving checks for the purpose of getting to thescene quickly. However, any penalties to Drivingchecks due to driving off-road are doubled.

SUV/oFF-RoaD

UPgRaDERequirement: None By default, the team startswith a Compact Car (seeSavage Worlds rules, under “Vehicles”). This Edge allowsthe Compact Car to be

swapped for an off-roadSUV or truck.

Handling is inferior (–2 to Driving checksto get to the scenequickly), but any penalties to Drivingchecks due to driving off-road are reducedby up to 4.

mID-SIZED UPgRaDERequirement: None This Edge allows the CompactCar to be swapped for a Mid-Sized Car (e.g., a four-door sedan, station wagon, or evena hearse). This (usually) hasno impact on Driving rolls to

get to the scene on time, butallows for expanded capacity (asa prerequisite for some of thevehicle upgrades).

PInTlE moUnTRequirement: None A standard proton pack or slimeblower can be hooked up to this swivel mount tobe fired from the vehicle, doubling the effectiverange. Choose where the mount is located onthe vehicle, as this determines its firing arc. E.g.,a hood mount allows for a forward arc, a rear mount allows for a rear arc, while a roof mountallows for 360° coverage (but leaves the operator exposed). This upgrade can be taken multipletimes, to accommodate multiple passengers.

PoRTaBlE laSER 

conTaInmEnT gRIDRequirement: Compact Car or 

larger  Ghost traps can be emptied andrecharged at this portable laser containment grid, rather thanrequiring a trip all the way back toHQ.

SPaRE VEhIclERequirement: None

The team equips another vehicle asan Ectomobile. If they don’t happen

to have a spare vehicle on hand, thenthey acquire either a Compact Car (which can then be further improved) or a Motorcycle.

SPoRTS caR UPgRaDERequirement: None This Edge allows the team to tradeup to a Sports Car. This confers nob fit i t f i d it

 VEhIclE manEUVERaBIlITy The Savage Worlds core rules don’t get downinto intricate details between the types of vehicles, nor is it really necessary. However,for the sake of Chases against ghosts, andmad dashes to get to the scene on time, eachvehicle class has a different Handling value

applied to the driver’s Driving rolls.Vehicle Handling

Motorcycle +2Compact +0

Large-Sized –2Mid-Sized +0

SUV –2 (ignore up to –4 in off-roadterrain penalties)

Sports Car +2 (off-road penalties doubled)

Additionally, the GM may apply further modifiers based on the type of vehicle andthe type of terrain encountered.