The Ghostbusters (and Slimer) get the d20 treatment.
Dr. RAYMOND “RAY” FRANCIS STANTZ, PhD
(circa
Ghostbusters, 1984)
Male Human Smart Ordinary 3/Dedicated Ordinary 1/Fast Hero 1/Smart Hero 1/Field Scientist 2;
CR 7
Medium-size Humanoid (height 6’ 1”, weight 220 lb.);
Age 25
Init +0;
Senses (core) Listen +3, Search +6, Spot +3;
Senses (house) Listen/Spot +7, Search +14
Languages Akkadian (read/write only), Ancient Greek (read/write only), Ancient Hebrew (read/write only), English, Latin (read/write only), Sign
Defense (core) 19, touch 19, flat-footed 16;
Defense (house) 19, touch 14, flat-footed 16; (+3 Int, +6 class)
hp 36 (8 HD);
Mas 13
Fort +5,
Ref +4,
Will +2
Action Points 9
Speed 30 ft.
Melee unarmed strike +3 (1d3 nonlethal, 20) or
Melee by weapon +3
Ranged (touch) proton stream +1* (2d8 fire and force, 20, 30 ft.) or
Ranged (touch) proton stream grab +1* (grapple, 30 ft.) or
Ranged by weapon +3
Space 5 ft. by 5 ft.;
Reach 5 ft.
Base Atk +3;
Grp +3
Atk Options none
Special Qualities none
* Ray only takes a -2 non-proficiency penalty because he co-invented the proton packs.
Abilities Str 11, Dex 10, Con 13 (12), Int 16 (15), Wis 9, Cha 14
'(-)'
indicate original ability scores.
Allegiances the Ghostbusters, paranormal studies, good, NYC;
Rep +3;
San 46
Feats Gearhead, Open Minded (see
Dark*Matter), Simple Weapons Proficiency, Studious, Surface Vehicle Operation (powerboat)
Skills (core) Computer Use +12, Craft (electronic) +11, Craft (mechanical) +9, Decipher Script +10, Disable Device +6, Drive +2, Investigate +8, Knowledge (arcane lore) +14, Knowledge (behavioral sciences) +6, Knowledge (current events) +8, Knowledge (earth and life sciences) +8, Knowledge (history) +9, Knowledge (physical sciences) +10, Knowledge (popular culture) +6, Knowledge (streetwise) +5, Knowledge (technology) +8, Knowledge (theology and philosophy) +7, Listen +3, Navigate +5, Pilot +2, Read/Write Akkadian, Read/Write Ancient Greek, Read/Write Ancient Hebrew, Read/Write English, Read/Write Latin, Read/Write Sign, Repair +11, Research +14, Search +6, Speak English, Spot +3
Skills (house) Computer Use +12, Craft (electronic) +12, Craft (mechanical) +10, Deduce +13 (+2 on Decipher Script), Disable Device +6, Drive +2, Knowledge (arcane lore) +15, Knowledge (behavioral sciences) +6, Knowledge (current events) +8, Knowledge (earth and life sciences) +8, Knowledge (history) +9, Knowledge (physical sciences) +10, Knowledge (popular culture) +6, Knowledge (streetwise) +5, Knowledge (technology) +8, Knowledge (theology and philosophy) +7, Navigate +5, Perceive +7, Pilot +2, Read/Write Akkadian, Read/Write Ancient Greek, Read/Write Ancient Hebrew, Read/Write English, Read/Write Latin, Read/Write Sign, Repair +11, Research +14, Speak English
Talents (Fast Hero) Evasion
Talents (Smart Hero) Savant (Knowledge [arcane lore])
Talents (Field Scientist) Scientific Improvisation, Smart Defense
Starting Occupation Paranormalist (+1 on Knowledge [arcane lore], Research; see
Dark*Matter)
Possessions (carried weight 42 lb.) uniform (jumpsuit; 2 lb.), proton pack (
see below; 30 lb.), ghost trap (
see below; 5 lb.), PKE meter (
see below; 1 lb.), paragoggles (as night vision goggles, except they grant the wearer a chance to see incorporeal creatures with a special +4 equipment bonus on Spot checks when checking for them only; 3 lb.), walkie-talkie (1 lb.), various personal items
Wealth Bonus +11
NEW Equipment Proton Pack [unique item]
Designed and built by Stantz and Spengler, the proton pack is a backpack-like wearable gadget with an attached particle thrower (“neutrona wand”)—vaguely resembling a flamethrower. Before use, a proton pack must be powered up, which takes a full round. The nuclear accelerator housed in the pack charges ambient proton particles which can be emitted through the thrower as a beam of erratic orange energy wreathed in streams of purple-pink. Attacks made with the proton stream require a successful ranged touch attack roll. Anything the stream touches takes 2d8 fire and force damage (thus anything immune to fire effects still takes half from the force effects, and vice versa). Any creature or object that takes damage from the stream may be “wrangled” with a successful grapple check as a reaction. You gain a special +2 bonus on grapple checks if the stream deals damage equal to or greater than the creature’s massive damage threshold, or the creature’s current hit points are less than one-quarter (25%) their maximum. Any creature or object thus wrangled is considered grappled, and you may use the “damage your opponent” action to instead move the creature or object a number of feet equal to the damage rolled (though no actual damage is dealt that round).
Proton packs consume no ammunition (technically, they have a power pack, the half-life of which is ~5000 years), but must be recharged in a wall socket each day for 2 hours between periods of use. Building your own proton pack requires a successful DC 22 purchase check, a DC 20 Craft (mechanical) check and a DC 30 Craft (electronic) check, and 60 hours work. Succeeding on the mechanical check grants a +2 competence bonus on the electronic check. Proton packs weigh 30 lb.
Note: Wielding this device without penalty requires the Exotic Firearms Proficiency (proton stream) feat, though Personal Firearms Proficiency reduces the non-proficiency penalty to -2.
Object Size Wt Purchase DC Restriction Dmg Type Rng Crit
Proton Pack L 30 lb. — (26) Illegal (+4) 2d8 Fire/Force 30 ft. 20
NEW Equipment Ghost Trap
Designed by Stantz and Spengler, a ghost trap is a small box-rectangular gadget that can act as a temporary containment device for captured ghosts. It is fitted with small wheels on the bottom, and can be rolled up to 20 feet away from you with a move action. It is activated using a cable-attached foot switch as an attack action. An activated ghost trap immediately opens a 15-ft cone of effect directly upward from its position. Any creature with the incorporeal subtype that is pinned over an opened trap’s cone effect will be sucked inside and effectively trapped, completely immobilizing and neutralizing it against escape. Grapple checks using a proton stream within the 15-ft cone of the trap receive a +2 circumstance bonus. The trap has no overt effect against corporeal creatures, though staring at an opened trap for 30 seconds or longer risks permanent blindness unless a DC 20 Fortitude save is made.
Ghost traps can hold up to 10 HD of creatures. Traps are reusable, but if full they must either be emptied into a proper containment system or be opened again, which will naturally release the ghost into the environment in a hostile state. Building your own ghost trap requires a successful DC 16 purchase check, a DC 15 Craft (electronic) check and a DC 25 Craft (mechanical) check, and 24 hours work. Succeeding on the electronic check grants a +2 competence bonus on the mechanical check. Traps weigh 5 lb. and are colored in a hazard pattern (alternating yellow and black stripes).
NEW Equipment PKE Meter
Many types of paranormal entities give off an energy similar to that of psionic emissions. The Psychokinetic Energy Meter, which is a tiny hand-held device about the size of a walkie-talkie, is able to detect these emissions. Abberations, constructs, elementals, fey, magical beasts, oozes, outsiders, and undead may all be detectable by their PKE signatures. When active, the PKE Meter will flash, blink, and wave its antennae in the general direction (in front of, behind, left of, or right of you) if a creature belonging to one of these types is within 60 feet of the device. Every additional 60 feet away from the device increases any requisite DC by 5 (see below). Generally, PKE signatures radiate out in all directions, ignoring most barriers such as man-made walls or pavement. Especially dense obstacles (a solid rock face, fallout shelter), or places full of competing radiation sources (massive satellite dish, nuclear power plant, etc.) may block signals entirely. Furthermore, the PKE Meter will only operate at normal efficiency for up to 10 rounds in any given location (though these rounds need not be consecutive) before the PKE background levels or some other radiological energy interferes with the sensitive device. You must make a Computer Use check (typically DC 10, 15, or 20, depending on relative power and rarity) to identify what is being detected. Succeeding on the check by 5+ may also grant you more information on the entity detected.
Building your own PKE Meter requires a successful DC 16 purchase check, a DC 25 Craft (electronic) check, and 24 hours work. The device runs on batteries that last for a month and can be replaced with a DC 5 purchase check. It weighs 1 lb.
Vehicle “Ecto-1” (converted 1959 Cadillac Fleetwood mounted with Futura Ambulance/Hearse Combination)
Crew: 2;
Pass: 3;
Cargo: 1,000 lb.;
Init: -3;
Man: -3;
Speed: 165 (16);
Def: 8;
Hard: 5;
hp: 32;
Size: H;
Purchase DC: 30;
Res: Res (+2)
Accessories: Ecto-1’s ambulance/hearse conversion extends the length of the base model to 6 squares, and allows for extra storage space on roller racks that must be ratcheted into place by a second crew member. The car holds a full team supplement of proton packs (4), paragoggles (4), PKE Meters (4), and a slew of traps (up to 12).
NEW Vehicle 1959 Cadillac Fleetwood (full-size sedan)
Crew: 1;
Pass: 4;
Cargo: 600 lb.;
Init: -2;
Man: -2;
Speed: 185 (18);
Def: 8;
Hard: 5;
hp: 34;
Size: H;
Purchase DC: 28;
Res: Lic (+1)
The Cadillac Fleetwood is a four-door family sedan with white-wall wheels and massive finned twin bullet taillights. It sports a 4-speed automatic transmission and a 390 V8 under the hood. The Fleetwood is all bulk at 2 squares wide and 5 squares long.
Ghosts in the Ghostbusters Universe
By far, the largest number of paranormal foes that one would expect to face in the Ghostbusters universe are “ghosts," or more accurately spirits, as detailed in
Urban Arcana starting on page 234. Animating, frightful, groaning, possessing, and weakening spirits are all present to varying degrees, though the GM should feel free to add additional spirit types, such as the devouring spirit (spook) given below, as needed. Some spirits in Ghostbusters may even combine two or more types of spirit to make a new type. The new creature trait “ectoplasm” is also a common difference among most spirits in Ghostbusters.
While spirits should comprise at least 50% or more of encounters in any Ghostbusters game, other likely d20 Modern/Urban Arcana* creatures encountered in-universe may include (but are not limited to): ash wraith*, changeling*, dryad*, demonic auto*, fiend, gremlin*, invisible stalker, living dumpster*, mummy, roach thrall*, skeleton, terrestrial effluvium, toxyderm*, tooth fairy, vampire, vivlor*, zombie, zombie (liquefied)*.
Sample Ghost:
Eleanor Twitty “The Grey Lady” (Librarian Ghost): Medium Advanced (7 HD) Groaning Spirit; CR 8; hp 45; BAB +3 (+2 on all attacks); +1 on all saves; +8 skill points (+2 on any 4 skills); +1 feat (Dodge); add “ectoplasm” to her special qualities; frightful moan (DC 18)
Dr. PETER “PETE” CHARLES VENKMAN, PhD
(circa
Ghostbusters, 1984)
Male Human Smart Ordinary 2/Charismatic Ordinary 2/Fast Hero 1/Charismatic Hero 3;
CR 7
Medium-size Humanoid (height 6’ 2”, weight 185 lb.);
Age 30
Init +1;
Senses (core) Listen +1, Search +1, Spot +3;
Senses (house) Listen/Spot +5, Search +9
Languages English
Defense (core) 17, touch 17, flat-footed 16;
Defense (house) 17, touch 12, flat-footed 16; (+1 Dex, +6 class)
hp 28 (8 HD);
Mas 10
Fort +3,
Ref +5,
Will +3
Action Points 9
Speed 30 ft.
Melee unarmed strike +4 (1d3 nonlethal, 20) or
Melee by weapon +4
Ranged (touch) proton stream +0 (2d8 fire and force, 20, 30 ft.) or
Ranged (touch) proton stream grab +0 (grapple, 30 ft.) or
Ranged by weapon +4
Space 5 ft. by 5 ft.;
Reach 5 ft.
Base Atk +3;
Grp +4
Atk Options Coordinate, Point Blank Shot
Special Qualities none
Abilities Str 12, Dex 12, Con 10, Int 13, Wis 11, Cha 16 (14)
'(-)'
indicate original ability scores.
Allegiances the Ghostbusters, himself, good, NYC;
Rep +4;
San 59
Feats Confident, Deceptive, Educated (behavioral sciences, popular culture), Heroic Surge, Simple Weapons Proficiency, Point Blank Shot
Skills (core) Bluff +12 (+3 when lying), Computer Use +5, Diplomacy +9 (+3 when lying), Disguise +7, Drive +5, Gamble +3 (+3 when cheating), Gather Information +8, Intimidate +9, Investigate +5, Jump +1, Knowledge (behavioral sciences) +8, Knowledge (current events) +3, Knowledge (popular culture) +8, Knowledge (streetwise) +4, Knowledge (technology) +5, Move Silently +3, Perform (stand-up) +6, Read/Write English, Research +5, Search +5, Sense Motive +3, Speak English, Spot +3, Swim +3
Skills (house) Athletics +5, Computer Use +6, Deduce +9, Disguise +7, Drive +6, Gamble +3 (+3 when cheating), Gather Information +8, Knowledge (behavioral sciences) +9, Knowledge (current events) +3, Knowledge (popular culture) +8, Knowledge (streetwise) +5, Knowledge (technology) +5, Perceive +5, Perform (stand-up) +6, Persuade +14 (+3 on Bluff, Diplomacy when lying, +2 on Bluff, +3 on Intimidate), Read/Write English, Research +5, Sneak +3, Speak English
Talents (Fast Hero) Evasion
Talents (Charismatic Hero) Coordinate, Fast-Talk
Starting Occupation Paranormalist (+1 on Knowledge [behavioral sciences, popular culture]; see
Dark*Matter)
Possessions (carried weight 39 lb.) uniform (jumpsuit; 2 lb.), proton pack (30 lb.), ghost trap (5 lb.), PKE meter (1 lb.), walkie-talkie (1 lb.), various personal items
Wealth Bonus +9
NEW Creature Devouring Spirit (Spook): Treat as “Frightful Spirit (Apparition)” (see
Urban Arcana, p.235) except replace the “horrific appearance” special quality with “swallow whole,” and add the new qualities “ectoplasm” and “stench” (detailed below).
“Slimer” (‘Class 5 Full Roaming Vapor’ in Tobin’s Spirit Guide); Advanced (5 HD) Devouring Spirit; CR 6; Medium undead; HD 5d12; hp 32; Mas —; Init +6 (+2 Dex, +4 Improved Initiative); Spd fly 30 ft. (good); Defense 13, touch 13, flat-footed 11; Dodge (+2 Dex, +1 deflection); BAB +2; Grap —; Atk +3 melee touch (1d6 corrupting touch); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ undead, incorporeal, corrupting touch, ectoplasm, invisibility, rejuvenation, +4 turn resistance, imprisonment, darkvision 60 ft., scent, stench (DC 12), swallow whole; AL eating, the Sedgewick Hotel; SV Fort +1, Ref +2, Will +5; AP 0; Rep +0; Str —, Dex 14, Con —, Int 12, Wis 12, Cha 11.
Skills: Bluff +4, Diplomacy +4, Hide +15, Intimidate +5, Listen +15, Search +15, Sense Motive +8, Spot +15
Feat: Dodge, Improved Initiative
Advancement: 3-5 HD (Medium); 6-9 HD (Large)
Swallow Whole (Ex): Unlike normal with this trait, a devouring spirit may attempt to swallow any object or creature that is equal to its size or smaller.
NEW Creature Trait Ectoplasm
Spirits that interact with the corporeal world often leave behind a trail of their essence in the form of ectoplasmic residue—slime of viscous consistency, often green, yellow, red, black, or clear in color. Different colors of slime may hold different properties depending on the spirit from which they come, and the spirit’s disposition, etc. A spirit that passes through an object or creature, with a successful melee touch attack resolved as part of the movement that does not provoke attacks of opportunity, may optionally leave the object or creature covered in ectoplasm if the object or creature is equal in size or smaller than the spirit.
Objects that are covered in ectoplasm become slimy and gooey to the touch, and those objects with sensitive or delicate components may become inoperable until cleaned (consult the GM).
Creatures that are covered in this way are considered “slimed.” Slimed is a new type of condition summary. Slimed creatures that rely on four or fewer legs to stand must succeed on DC 10 Ref saves when moving are fall prone until aided by another or cleaned of the slime. Physically interacting with other objects or creatures may require a successful DC 10 Dexterity or Sleight of Hand check to avoid fumbling or losing grip on the object or creature, and runs the risk of giving the interacting object or creature the slimed condition also. Furthermore, any spirit receives a +1 conditional bonus on attacks and certain checks made against an object or creature with the slimed condition. Creatures thus slimed may often report feeling “funky,” and likely embarrassed, but otherwise emotionally undamaged.
Special Note: All spirits in Ghostbusters should have this trait added to their special qualities.
NEW Creature Trait Stench
When a creature is within 5 ft of a devouring spirit it must make a Fort save with a DC equal to the spirit’s Charisma score + 1 or become
nauseated for that round. A devouring spirit may launch its stench in a 15-ft line effect centered on it as an attack action.
Dr. EGON SPENGLER, PhD
(circa
Ghostbusters, 1984)
Male Human Smart Ordinary 2/Dedicated Ordinary 2/Smart Hero 1/Techie 3;
CR 7
Medium-size Humanoid (height 6’ 2”, weight 190 lb.);
Age 27
Init +1; S
enses (core) Listen +5, Search +4, Spot +5;
Senses (house) Listen/Spot +9, Search +11
Languages English, Sign, Swedish
Defense (core) 15, touch 15, flat-footed 15;
Defense (house) 15, touch 11, flat-footed 15; (+5 class)
hp 34 (8 HD);
Mas 13
Fort +5,
Ref +2,
Will +8
Action Points 9
Speed 30 ft.
Melee unarmed strike +3 (1d3 nonlethal, 20) or
Melee by weapon +3
Ranged (touch) proton stream +1* (2d8 fire and force, 20, 30 ft.) or
Ranged (touch) proton stream grab +1* (grapple, 30 ft.) or
Ranged by weapon +3
Space 5 ft. by 5 ft.;
Reach 5 ft.
Base Atk +3;
Grp +3
Atk Options none
Special Qualities none
* Egon only takes a -2 non-proficiency penalty because he co-invented the proton packs.
Abilities Str 11, Dex 11, Con 13, Int 18 (16), Wis 13, Cha 8
'(-)'
indicate original ability scores.
Allegiances paranormal studies, the Ghostbusters, good, NYC;
Rep +3;
San 54
Feats Aircraft Operation (helicopter), Builder, Educated (behavioral sciences, earth and life sciences, physical sciences, technology), Simple Weapons Proficiency, Studious
Skills (core) Computer Use +15, Craft (electronic) +17, Craft (mechanical) +17, Decipher Script +9, Demolitions +6, Disable Device +12, Drive +3, Investigate +8, Knowledge (arcane lore) +9, Knowledge (behavioral sciences) +11, Knowledge (earth and life sciences) +13, Knowledge (history) +10, Knowledge (physical sciences) +15, Knowledge (technology) +15, Listen +5, Read/Write English, Read/Write Sign, Read/Write Swedish, Repair +10, Research +17, Speak English, Speak Swedish, Spot +5
Skills (house) Computer Use +15, Craft (electronic) +17, Craft (mechanical) +17, Deduce +11, Demolitions +6, Disable Device +12, Drive +3, Knowledge (arcane lore) +9, Knowledge (behavioral sciences) +11, Knowledge (earth and life sciences) +13, Knowledge (history) +10, Knowledge (physical sciences) +15, Knowledge (technology) +15, Perceive +9, Read/Write English, Read/Write Sign, Read/Write Swedish, Repair +10, Research +17, Speak English, Speak Swedish
Talents (Smart Hero) Savant (Computer Use)
Talents (Techie) Extreme Machine, Jury-Rig +2
Starting Occupation Paranormalist (+1 on Computer Use, Knowledge [physical sciences]; see
Dark*Matter)
Possessions (carried weight 39 lb.) uniform (jumpsuit; 2 lb.), proton pack (30 lb.), ghost trap (5 lb.), PKE meter (1 lb.), walkie-talkie (1 lb.), various personal items
Wealth Bonus +10
WINSTON RAMSEY ZEDDEMORE
(circa
Ghostbusters, 1984)
Male Human Tough Ordinary 3/Smart Ordinary 1/Fast Hero 1/Dedicated Hero 2;
CR 6
Medium-size Humanoid (height 6’, weight 200 lb.);
Age 31
Init +0;
Senses (core) Listen +5, Search +1, Spot +5;
Senses (house) Listen/Spot +10, Search +1
Languages English
Defense (core) 17, touch 17, flat-footed 17;
Defense (house) 17, touch 13, flat-footed 17; (+7 class)
hp 50 (7 HD);
Mas 14
Fort +6,
Ref +2,
Will +6
Action Points 7
Speed 35 ft.
Melee unarmed strike +4 (1d4+1 lethal/nonlethal, 20) or
Melee by weapon +4
Ranged (touch) proton stream +0* (2d8 fire and force or special, 20, 30 ft.) or
Ranged (touch) proton stream grab +0 (grapple, 30 ft.) or
Ranged by weapon +3
Space 5 ft. by 5 ft.;
Reach 5 ft.
Base Atk +3;
Grp +4
Atk Options none
Special Qualities none
* Since he’s gained a level as a Ghostbuster, Winston’s Personal Firearms Proficiency reduces the non-proficiency penalty to -2.
Abilities Str 13, Dex 10, Con 14, Int 12, Wis 14 (13), Cha 10
'(-)'
indicate original ability scores.
Allegiances good, the Ghostbusters, NYC, paranormal studies;
Rep +3;
San 68
Feats Combat Martial Arts, Personal Firearms Proficiency, Simple Weapons Proficiency, Surface Vehicle Operation (heavy-wheeled), Trustworthy, Vehicle Expert, Weapon Focus (proton stream)**
** Winston retrained from Weapon Focus (autoloaders) to this.
Skills (core) Climb +4, Diplomacy +3, Drive +10, Gather Information +3, Knowledge (current events) +4, Knowledge (streetwise) +4, Knowledge (technology) +4, Knowledge (theology and philosophy) +5, Listen +5, Pilot +3, Read/Write English, Repair +5, Research +4, Sense Motive +4, Speak English, Spot +5, Survival +6, Swim +5, Treat Injury +6
Skills (house) Athletics +8, Drive +10, Gather Information +3, Knowledge (current events) +4, Knowledge (streetwise) +4, Knowledge (technology) +4, Knowledge (theology and philosophy) +5, Perceive +10, Persuade +1 (+2 on Diplomacy), Pilot +3, Read/Write English, Repair +5, Research +4, Speak English, Survival +6, Treat Injury +6
Talents (Fast Hero) Increased Speed
Talents (Dedicated Hero) Skill Emphasis (Drive)
Starting Occupation Military (+1 on Drive, Swim as permanent class skill; Personal Firearms Proficiency)
Possessions (carried weight 39 lb.) uniform (jumpsuit; 2 lb.), proton pack (30 lb.), ghost trap (5 lb.), PKE meter (1 lb.), walkie-talkie (1 lb.), various personal items
Wealth Bonus +6