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Ghostbusters HERO


Game Show Man

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Sometimes ya get inspiration in the darndest places. I recently found a d20 conversion for Ghostbusters, so I figured it was time for one, or at last the beginnings of one for the HERO system. Here's the logical starting place:

 

(EDIT: Updated as of October 25, 2005)

 

33 Mark I Proton Pack: (Total: 161 Active Cost, 33 Real Cost) RKA 2d6+1, Affects Desolidified Ghosts And Spirits Only (+1/4), 1 Continuing Fuel Charge lasting 6 Hours (+1/4), Armor Piercing (+1/2), Continuous (+1) (105 Active Points); OIF Bulky (-1), STR Minimum 13 (STR Min. Cannot Add/Subtract Damage; -1), Side Effects (Side Effect always occurs whenever the Thrower's Stream is crossed with another; -3/4), Required Hands Two-Handed (-1/2), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 22) plus Telekinesis (25 STR), Affects Desolidified Ghosts and Spirits Only (+1/4), 1 Continuing Fuel Charge lasting 6 Hours (+1/4) (56 Active Points); OIF Bulky (-1), STR Minimum 13 (STR Min. Cannot Add/Subtract Damage; -1), Side Effects (-1), Required Hands Two-Handed (-1/2), Affects Whole Object (-1/4), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 11)

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I don't know if I'd make the Proton Pack with Affects Desolid. Instead, I'd make it a campaign requirement that all ghosts have Proton Beams as their Desolidification Vulnerability.

 

I'm not sure how you'd do a ghost trap. I'd say Transform before I'd do the funky Entangle/Shrinking combo, but EDM would work as well.

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What did Egon call that little ghost-detector gizmo? oh never mind, I found it.

Cost___Equipment

__14___PKE Meter Detect Ghosts (10) Ranged (5) Discriminitory (5) 360 degrees (5) Fragile OAF (-3/4)

 

I don't have the book with me, so I honestly couldn't remember what the fragile OAF was worth. let me know if I got it wrong, and I'll edit

 

Edit Thank you, m'lord!:) lets see, that would make this:

Cost___Equipment

__11___PKE Meter Detect Ghosts (10) Ranged (5) Discriminitory (5) 360 degrees (5) Fragile OAF (-1.25)

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Mark I Particle Accelerator

Telekinesis (50 STR), Affects Desolidified (ghosts and undead only) (+1/4); Only Works On Limited Types Of Objects (ghosts and undead only) (-1), STR Minimum 14 (-1/2), STR Min. Cannot Add/Subtract Damage (-1/2), OAF (-1), Required Hands Two-Handed (-1/2), Affects Whole Object (-1/4), Real Weapon (-1/4)

linked with 1d6 RKA, Continuous (+1), Penetrating (+1/2), STR Minimum 14 (-1/2), STR Min. Cannot Add/Subtract Damage (-1/2), OAF (-1), Required Hands Two-Handed (-1/2), Beam (-1/4), Real Weapon (-1/4)

 

The confinement stream is the same stream they used in the movies that chewed up the walls and glasses. I don't have the game anywhere...

Active 75 + 37 = 112 ; Real is 17 + 7 = 24

I don't think Beam can be applied to Telekinesis...that's pretty much what "affect whole object" is, isn't it?

If it can, the Real Cost is 16+7 = 23

At 40 STR Telekinesis, Active = 60 + 37 = 97, Real = 13 + 7 = 20

At 55 STR, as written, Active = 90 + 37 = 127, Real = 19+7 = 26

 

Why such a huge REC on the Proton Pack??

52 Proton Pack: 130 END, 130 REC

I prefer ::

19 [b}Proton Pack[/b]: 260 END, 26 REC...this will recharge in 10 Turns (2 minutes).

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  • 1 year later...

Re: Ghostbusters HERO

 

I have to thank the guy who started the Ghostbusters thread in the Pulp Hero forum for bringing this back up. Right now, it's time for the guys who bump back the things that go bump in the night, starting with the one and only Peter Venkman, played in both of the two films by the great Bill Murray.

 

Peter Venkman

Player: Bill Murray

 

Val Char Cost

14 STR 4

14 DEX 12

12 CON 4

12 BODY 4

15 INT 5

16 EGO 12

18 PRE 8

14 COM 2

3 PD 0

2 ED 0

2 SPD 0

5 REC 0

24 END 0

25 STUN 0

6" RUN 0

2" SWIM 0

2 1/2" LEAP 0

Characteristics Cost: 51

Cost Power

33 Mark I Proton Pack: (Total: 161 Active Cost, 33 Real Cost) RKA 2d6+1, Affects Desolidified Ghosts And Spirits Only (+1/4), 1 Continuing Fuel Charge lasting 6 Hours (+1/4), Armor Piercing (+1/2), Continuous (+1) (105 Active Points); OIF Bulky (-1), STR Minimum 13 (STR Min. Cannot Add/Subtract Damage; -1), Side Effects (Side Effect always occurs whenever the Thrower's Stream is crossed with another; -3/4), Required Hands Two-Handed (-1/2), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 22) plus Telekinesis (25 STR), Affects Desolidified Ghosts and Spirits Only (+1/4), 1 Continuing Fuel Charge lasting 6 Hours (+1/4) (56 Active Points); OIF Bulky (-1), STR Minimum 13 (STR Min. Cannot Add/Subtract Damage; -1), Side Effects (-1), Required Hands Two-Handed (-1/2), Affects Whole Object (-1/4), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 11)

17 Ghost Trap: Entangle 4d6, 4 DEF, Affects Desolidified Ghosts and Spirits Only (+1/4), Cannot Be Escaped With Teleportation (+1/4), Area Of Effect (One Hex; +1/2) (80 Active Points); OAF Fragile (-1 1/4), 1 Recoverable Charge (-1 1/4), Cannot Use Targeting (-1/2), Cannot Form Barriers (-1/4), Real Weapon (-1/4), Beam (-1/4)

10 Unimpressed: +20 PRE (20 Active Points); Only to protect against Presence Attacks (-1)

Powers Cost: 60

Cost Skill

20 +2 Overall

3 Acting 13-

0 AK: New York City 8-

3 Bureaucratics 13-

0 Climbing 8-

0 Concealment 8-

3 Conversation 13-

5 Cramming

3 Deduction 12-

1 High Society 8-

3 KS: Arcane and Occult Lore 12-

3 KS: The Mystic World 12-

0 Language: English (completely fluent; literate) (4 Active Points)

0 Paramedics 8-

3 Persuasion 13-

0 PS: Ghostbuster 11-

5 Seduction 14-

0 Shadowing 8-

3 SS: Paranormal Science 12-

3 SS: Psychology 12-

0 Stealth 8-

1 Tactics 8-

0 TF: Small Motorized Ground Vehicles

3 Tracking 12-

2 WF: Ghostbusters Weapons

Skills Cost: 64

Cost Perk

10 Follower (Janine Melnitz)

15 Vehicles & Bases (Ghostbusters Central Firehouse & ECTO-1)

Perks Cost: 25

Total Character Cost: 200

Val Disadvantages

0 Normal Characteristic Maxima

20 DNPC: Dana Barrett 14- (Normal)

10 Distinctive Features: Uniform (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

15 Hunted: EPA 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

20 Psychological Limitation: Devoted to Sex (Common, Total)

15 Psychological Limitation: Smartass (Common, Strong)

15 Reputation: Charalatan, faker, etc., 14-

5 Rivalry: Professional (Walter Peck), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry

Disadvantage Points: 100

Base Points: 100

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: Ghostbusters HERO

 

Uno - I'd build the proton pack with linked powers.

Dos - Ghostbusters feels like a Heroic Campaign to me more than a Superheroic Campaign, mos def.

Tres - We also need write-ups for ghosts.

 

QUATRO!

 

Da da rumba doo bah boo bah.

Uno -the packs powers are already linked as a compound power. At least I thought they were. I don't usually do Compound Powers in my characters, but I thought that would be a good way to link them.

Dos - I agree with the Heroic Campaign idea - my write-ups are built on 100 Base + 100 Disad (Very Powerful Heroes) - but the Ghostbusting equipment comes off as so unique that logic dictates that players should have to pay for it with Character Points. I can always rework the write-up so that they're bought with Equipment Points, though.

Tres - patience, grasshopper. I haven't posted all the Ghostbusters yet.

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Re: Ghostbusters HERO

 

I have to thank the guy who started the Ghostbusters thread in the Pulp Hero forum for bringing this back up. Right now, it's time for the guys who bump back the things that go bump in the night, starting with the one and only Peter Venkman, played in both of the two films by the great Bill Murray.

 

Peter Venkman

Player: Bill Murray

 

>SNIP<

 

 

I might make a few changes:

 

-According to Egon in Ghostbusters II, the Proton Packs rely on a power cell with a half life of several million years. I'd buy them 0 End

 

-I'd drop the overall skill levels. Pete didn't seem all that competent

-He is supposed to have a doctorate in Parapsychology and Psychology.

-I'd reduce the Occult and Mystic World rolls to 8-. Ray and Egon were the ones who rattled off endless jargon & refrences. (I'd make Parapsychology and Occult two very different skills)

I always thought the Dean at the beginning of the first movie had it right. Peter was a charlatin who saw science as a dodge. He was just lucky enough to hitch his wagon to two actual parapsychologists before they discovered something useful.

I also always thought that they needed his ability to carouse as much as he needed their learning.

 

 

Peter: "Ray, pretend for a moment that I don't know anything about metallurgy, engineering, or physics, and just tell me what the hell is going on."

Ray (bemused disgust): "You never studied"

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Re: Ghostbusters HERO

 

I always thought the Dean at the beginning of the first movie had it right. Peter was a charlatin who saw science as a dodge. He was just lucky enough to hitch his wagon to two actual parapsychologists before they discovered something useful.

 

"You, however, seem to regard science as some kind of dodge, or hustle. Your theories are the worst sort of popular tripe, your methods are sloppy, and your conclusions are highly questionable. You are a poor scientist...Doctor Venkman."

 

Yeah, Venkman was a charlatan--but only because it was easier than doing real work. He did, in fact, have doctorates in Parapsychology and Psychology. You don't get those without some effort.

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Re: Ghostbusters HERO

 

I might make a few changes:

 

-According to Egon in Ghostbusters II, the Proton Packs rely on a power cell with a half life of several million years. I'd buy them 0 End

 

-I'd drop the overall skill levels. Pete didn't seem all that competent

-He is supposed to have a doctorate in Parapsychology and Psychology.

-I'd reduce the Occult and Mystic World rolls to 8-. Ray and Egon were the ones who rattled off endless jargon & refrences. (I'd make Parapsychology and Occult two very different skills)

I always thought the Dean at the beginning of the first movie had it right. Peter was a charlatin who saw science as a dodge. He was just lucky enough to hitch his wagon to two actual parapsychologists before they discovered something useful.

I also always thought that they needed his ability to carouse as much as he needed their learning.

 

 

Peter: "Ray, pretend for a moment that I don't know anything about metallurgy, engineering, or physics, and just tell me what the hell is going on."

Ray (bemused disgust): "You never studied"

 

The packs WERE bought with 0 END. They still need to be recharged every once in a while, hence the Continuing Fuel Charge.

 

I wasn't aware that a doctorate needed a Perk. Maybe I can fix that later.

 

Speaking of Ray, here's Ghostbusters creator Dan Aykroyd's character, the goofy, lovable "heart of the Ghostbusters..." (EDIT: Oops. I forgot his disads. Fixed it.)

Ray Stantz

Player: Dan Aykroyd

Val Char Cost

13 STR 3

14 DEX 12

13 CON 6

12 BODY 4

16 INT 6

15 EGO 10

12 PRE 2

12 COM 1

 

3 PD 0

3 ED 0

3 SPD 6

6 REC 0

26 END 0

26 STUN 0

 

6" RUN 0

2" SWIM 0

2 1/2" LEAP 0

Characteristics Cost: 50

Cost Power

33 Mark I Proton Pack: (Total: 161 Active Cost, 33 Real Cost) RKA 2d6+1, Affects Desolidified Ghosts And Spirits Only (+1/4), 1 Continuing Fuel Charge lasting 6 Hours (+1/4), Armor Piercing (+1/2), Continuous (+1) (105 Active Points); OIF Bulky (-1), STR Minimum 13 (STR Min. Cannot Add/Subtract Damage; -1), Side Effects (Side Effect always occurs whenever the Thrower's Stream is crossed with another; -3/4), Required Hands Two-Handed (-1/2), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 22) plus Telekinesis (25 STR), Affects Desolidified Ghosts and Spirits Only (+1/4), 1 Continuing Fuel Charge lasting 6 Hours (+1/4) (56 Active Points); OIF Bulky (-1), STR Minimum 13 (STR Min. Cannot Add/Subtract Damage; -1), Side Effects (-1), Required Hands Two-Handed (-1/2), Affects Whole Object (-1/4), Beam (-1/4), Real Weapon (-1/4) (Real Cost: 11)

17 Ghost Trap: Entangle 4d6, 4 DEF, Affects Desolidified Ghosts and Spirits Only (+1/4), Cannot Be Escaped With Teleportation (+1/4), Area Of Effect (One Hex; +1/2) (80 Active Points); OAF Fragile (-1 1/4), 1 Recoverable Charge (-1 1/4), Cannot Use Targeting (-1/2), Cannot Form Barriers (-1/4), Real Weapon (-1/4), Beam (-1/4)

23 Ghostbusters Sensory Gear: Variable Power Pool (Gadget Pool), 20 base + 3 control cost, (30 Active Points); OAF Fragile (-1 1/4), Limited Class Of Powers Available Very Limited (Sensory Gear Only; -1), VPP Powers Can Be Changed Only At Ghostbusters Central (-1/2)

Powers Cost: 73

Cost Skill

0 Acting 8-

0 AK: New York City 8-

3 Bureaucratics 11-

0 Climbing 8-

3 Concealment 12-

3 Conversation 11-

3 Deduction 12-

3 Electronics 12-

3 Mechanics 12-

5 KS: Arcane and Occult Lore 14-

3 KS: The Mystic World 12-

0 Language: English (completely fluent; literate) (4 Active Points)

0 Paramedics 8-

3 Persuasion 11-

1 PS: Ghostbuster 12-

0 Shadowing 8-

3 Stealth 12-

3 Scientist

2 1) SS: Nuclear Physics 12- (3 Active Points)

2 2) SS: Paranormal Science 12- (3 Active Points)

2 3) SS: Physics 12- (3 Active Points)

2 4) SS: Psychology 12- (3 Active Points)

3 Systems Operation 12-

3 Tracking 12-

5 TF: Common Motorized Ground Vehicles, Helicopters, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles

2 WF: Ghostbusters Weapons

Skills Cost: 57

Cost Perk

15 Vehicles & Bases (Ghostbusters Central Firehouse and ECTO-1)

Perks Cost: 15

Cost Talent

5 Eidetic Memory

Talents Cost: 5

Total Character Cost: 200

Val Disadvantages

0 Normal Characteristic Maxima

10 Dependence: Tobacco Incompetence: -1 to Skill Rolls and related rolls per time increment (Common, 1 Hour)

10 Distinctive Features: Uniform (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

15 Hunted: EPA 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

20 Psychological Limitation: Curious (Very Common, Strong)

20 Psychological Limitation: Devoted to Serving Humanity (Common, Total)

15 Psychological Limitation: Foot-in-Mouth Disease (-4 INT roll to keep from saying something stupid at an inopportune time) (Common, Strong)

10 Reputation: Charlatan, faker, etc., 11-

Disadvantage Points: 0

Base Points: 100

Experience Required: 100

Total Experience Available: 0

Experience Unspent: 0

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Re: Ghostbusters HERO

 

Well' date=' they weren't exactly sickly and flabby either, were they? :)[/quote']

 

Well, a 13 STR means you can pick up a refrigerator by yourself (5ER pg 34), so it seems a little high. Your average person has an 8, and a Notable Normal has a 10.

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