Game Show Man Posted November 2, 2003 Report Share Posted November 2, 2003 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) Quote Link to comment Share on other sites More sharing options...
Insaniac99 Posted November 2, 2003 Report Share Posted November 2, 2003 I LIKE!!! so are the traps built as extra demensional travel, or are they built as an entangle and shrinking UAA? Quote Link to comment Share on other sites More sharing options...
Chris Goodwin Posted November 2, 2003 Report Share Posted November 2, 2003 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. Quote Link to comment Share on other sites More sharing options...
Sociotard Posted November 2, 2003 Report Share Posted November 2, 2003 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) Quote Link to comment Share on other sites More sharing options...
Lord Liaden Posted November 3, 2003 Report Share Posted November 3, 2003 OAF is a -1 Lim, "Fragile" adds an additional -1/4. Quote Link to comment Share on other sites More sharing options...
Sociotard Posted November 3, 2003 Report Share Posted November 3, 2003 Now all we need is the writeup for ECTO-1 (okay, its just a station wagon with fancy lights, but still), the refurbished fire-station base, and character writeups! Quote Link to comment Share on other sites More sharing options...
Farkling Posted November 3, 2003 Report Share Posted November 3, 2003 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). Quote Link to comment Share on other sites More sharing options...
cutsleeve Posted November 3, 2003 Report Share Posted November 3, 2003 Ecto 1 the ecto 1 wasn't a station wagon its actually an old old ambulance basically its build like a Herse except without drapes or fancy bobs and bits. if i remember its like late 50's early 60's ambulance. Tjack 1 Quote Link to comment Share on other sites More sharing options...
Game Show Man Posted October 25, 2005 Author Report Share Posted October 25, 2005 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 Quote Link to comment Share on other sites More sharing options...
Duke Bushido Posted October 25, 2005 Report Share Posted October 25, 2005 Re: Ghostbusters HERO Guys--- a little help for the techno-illitterate, please...... [beg][/beg] What do I have to do to see that first post in Legibilese? Quote Link to comment Share on other sites More sharing options...
Game Show Man Posted October 25, 2005 Author Report Share Posted October 25, 2005 Re: Ghostbusters HERO Guys--- a little help for the techno-illitterate, please...... [beg][/beg] What do I have to do to see that first post in Legibilese? By request, I've updated the Proton Pack write-up with my new version I came up with for my writeups of the original four Ghostbusters. Quote Link to comment Share on other sites More sharing options...
Duke Bushido Posted October 25, 2005 Report Share Posted October 25, 2005 Re: Ghostbusters HERO Cool. So that stuff in the first post is essentiall the 'proton pack' detailed in the character write-up? Quote Link to comment Share on other sites More sharing options...
Logan D. Hurricanes Posted October 25, 2005 Report Share Posted October 25, 2005 Re: Ghostbusters HERO By request' date=' I've updated the Proton Pack write-up with my new version I came up with for my writeups of the original four Ghostbusters.[/quote'] Very nice, but I do have one question..."real weapon"? Quote Link to comment Share on other sites More sharing options...
Citizen Keen Posted October 25, 2005 Report Share Posted October 25, 2005 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. Quote Link to comment Share on other sites More sharing options...
Game Show Man Posted October 25, 2005 Author Report Share Posted October 25, 2005 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. Quote Link to comment Share on other sites More sharing options...
Game Show Man Posted October 25, 2005 Author Report Share Posted October 25, 2005 Re: Ghostbusters HERO Very nice' date=' but I do have one question..."real weapon"? [/quote'] Yes, Real Weapon. Just because the packs are fictional devices doesn't mean they don't need lots of maintenance, which is the definition of Real Weapon, hence its inclusion. Quote Link to comment Share on other sites More sharing options...
Jhamin Posted October 25, 2005 Report Share Posted October 25, 2005 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" Quote Link to comment Share on other sites More sharing options...
Logan D. Hurricanes Posted October 25, 2005 Report Share Posted October 25, 2005 Re: Ghostbusters HERO Yes' date=' Real Weapon. Just because the packs are fictional devices doesn't mean they don't need lots of maintenance, which is the definition of Real Weapon, hence its inclusion.[/quote'] Ok, I can buy that. Quote Link to comment Share on other sites More sharing options...
sinanju Posted October 25, 2005 Report Share Posted October 25, 2005 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. Quote Link to comment Share on other sites More sharing options...
Game Show Man Posted October 25, 2005 Author Report Share Posted October 25, 2005 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 Quote Link to comment Share on other sites More sharing options...
Twilight Posted October 26, 2005 Report Share Posted October 26, 2005 Re: Ghostbusters HERO Nice write ups so far. However I do think that Ray and Egon's rolls for Paranormal Science/Parapsychology should be higher then Peter's are. Peter earned his doctorate sure but Ray and Egon clearly know far more about it then he does. Quote Link to comment Share on other sites More sharing options...
Steve Posted October 26, 2005 Report Share Posted October 26, 2005 Re: Ghostbusters HERO I think the STR levels are high, even if just 13. A score of 10 would seem more likely, which would show them as being in shape. They weren't really physical sorts. Quote Link to comment Share on other sites More sharing options...
Game Show Man Posted October 26, 2005 Author Report Share Posted October 26, 2005 Re: Ghostbusters HERO I think the STR levels are high' date=' even if just 13. A score of 10 would seem more likely, which would show them as being in shape. They weren't really physical sorts.[/quote'] Well, they weren't exactly sickly and flabby either, were they? Quote Link to comment Share on other sites More sharing options...
Twilight Posted October 26, 2005 Report Share Posted October 26, 2005 Re: Ghostbusters HERO Well' date=' they weren't exactly sickly and flabby either, were they? [/quote'] They had to be in fairly good shape to lug those proton packs everyplace, those things could not have been light. Quote Link to comment Share on other sites More sharing options...
Steve Posted October 27, 2005 Report Share Posted October 27, 2005 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. Quote Link to comment Share on other sites More sharing options...
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