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  2 - Ghostbusters: Who Ya Gonna Call? 
  Who Ya Gonna Call? 
  V0.2 
      
   
   
   
   
   
   
   
   
  By Michael Tresca 
   
  D20 System and D&D is a trademark of Wizards of the Coast, Inc.©. All original Ghostbusters images 
  and logos are copyright of their respected companies: Ghostbusters is (c) 1984 Columbia Pictures. The 
  Real Ghostbusters is (c) 1986 Columbia Pictures Television and DIC Productions. Ghostbusters 2 is (c) 
  1989 Columbia Pictures. Extreme Ghostbusters is (c) 1997 Columbia Pictures Television and Adelaide 
  Productions. All Rights Reserved. Trademarks and copyrights are cited in this document without permission. 
  This usage is not meant in any way to challenge the rightful ownership of said trademarks/copyrights. All 
  copyrights are acknowledged and remain the property of the owners. Fritz Baugh contributed to the timeline 
  and history sections.  Matthew Riddle contributed to the equipment and planes chapter. This game is for 
  entertainment only. This document utilizes the Ghostbusting font. 
  You can get the latest version of this document at Talien's Tower, under the Freebies section. 
  WARNING: This document contains spoilers of the movies and games.  There. You've been 
  warned! 
  
  Ghostbusters: Who Ya Gonna Call? - 3 
  TTTTaaaabbbblllleeee    ooooffff    CCCCoooonnnntttteeeennnnttttssss    
  TABLE OF CONTENTS................................................................................................................................3 
  INTRODUCTION...........................................................................................................................................6 
  SUMMARY....................................................................................................................................................6 
  CAMPAIGN IN BRIEF......................................................................................................................................6 
  THE ROLE OF THE HEROES...........................................................................................................................6 
  Department 7..........................................................................................................................................7 
  Theme ....................................................................................................................................................7 
  Background ............................................................................................................................................8 
  TIMELINE ...................................................................................................................................................10 
  ALLEGIANCES...........................................................................................................................................17 
  PLEDGING ALLEGIANCE ..............................................................................................................................17 
  NEW ALLEGIANCES.....................................................................................................................................17 
  Sex .......................................................................................................................................................18 
  Wealth ..................................................................................................................................................18 
  Fame ....................................................................................................................................................18 
  Soulless Science..................................................................................................................................18 
  Humanity ..............................................................................................................................................18 
  ALLEGIANCES AND INFLUENCE ....................................................................................................................18 
  OCCUPATIONS..........................................................................................................................................19 
  NEW OCCUPATIONS ...................................................................................................................................19 
  Driver....................................................................................................................................................19 
  President ..............................................................................................................................................19 
  Secretary ..............................................................................................................................................19 
  Tactical Leader.....................................................................................................................................19 
  Technician............................................................................................................................................20 
  Treasurer..............................................................................................................................................20 
  Vice-President......................................................................................................................................20 
  ADVANCED CLASSES ..............................................................................................................................21 
  ELITE GHOSTBUSTER .................................................................................................................................21 
  Requirements.......................................................................................................................................21 
  Class Information .................................................................................................................................21 
  Table: The Elite Ghostbuster ...............................................................................................................21 
  Class Features .....................................................................................................................................21 
  SKILLS........................................................................................................................................................24 
  SKILL CHECK EXAMPLES ............................................................................................................................24 
  Automatic Success...............................................................................................................................24 
  Easy (DC 5)..........................................................................................................................................24 
  Average (DC 10) ..................................................................................................................................24 
  Challenging (DC 20).............................................................................................................................24 
  Heroic (DC 30) .....................................................................................................................................24 
  ROUTINES..................................................................................................................................................24 
  Car Chase or Race Against Time ........................................................................................................25 
  Request a Government Document.......................................................................................................26 
  Going to Court......................................................................................................................................27 
  SKILL MODIFIERS .......................................................................................................................................28 
  Bluff (Cha) ............................................................................................................................................28 
  Craft (mechanical) (Int) ........................................................................................................................28 
  Diplomacy (Cha)...................................................................................................................................29 
  
  4 - Ghostbusters: Who Ya Gonna Call? 
  FEATS.........................................................................................................................................................30 
  NEW FEATS ...............................................................................................................................................30 
  Duct-Tape Engineering [Craft] .............................................................................................................30 
  Psuedo-Science [General] ...................................................................................................................30 
  EQUIPMENT ...............................................................................................................................................31 
  LICENSES ..................................................................................................................................................31 
  WEAPONS..................................................................................................................................................31 
  Ghost Trap, Bio-Electric .......................................................................................................................31 
  Ghost Trap, High Capacity...................................................................................................................32 
  Ghost Trap, Standard...........................................................................................................................32 
  Ghost Trap, Super................................................................................................................................32 
  Ghost Trap, Tripod ...............................................................................................................................32 
  Ghost Trap, Vehicle .............................................................................................................................32 
  Proton Bomb ........................................................................................................................................32 
  Proton Pack, Bio-Electric .....................................................................................................................33 
  Proton Pack, Capture Beam ................................................................................................................33 
  Proton Pack, Hyper Beam....................................................................................................................33 
  Proton Pack, Standard .........................................................................................................................33 
  Slime Blower ........................................................................................................................................34 
  MISCELLANEOUS........................................................................................................................................35 
  Alpine Gear ..........................................................................................................................................35 
  Cellular Phone......................................................................................................................................35 
  Ecto-Visor.............................................................................................................................................35 
  Infrared Camera ...................................................................................................................................35 
  Leon Zundinger’s Magicians, Martyrs, And Madmen...........................................................................35 
  PKE Meter............................................................................................................................................35 
  The Roylance Guide To Secret Societies And Sects...........................................................................36 
  Spooks Illustrated.................................................................................................................................36 
  Super PKE Detector.............................................................................................................................36 
  Technology Tomorrow .........................................................................................................................36 
  Tobin’s Spirit Guide..............................................................................................................................36 
  Video Camcorder .................................................................................................................................36 
  Walkie-Talkie........................................................................................................................................36 
  Who’s Who and What’s That?..............................................................................................................36 
  VEHICLES ..................................................................................................................................................37 
  Common Car........................................................................................................................................37 
  Economy Car........................................................................................................................................37 
  ECTO-1 ................................................................................................................................................37 
  ECTO-2 ................................................................................................................................................37 
  ECTO-3 ................................................................................................................................................37 
  ECTO-4 ................................................................................................................................................37 
  ECTO-500 ............................................................................................................................................37 
  ACTION POINTS ........................................................................................................................................38 
  EARNING ACTION POINTS ...........................................................................................................................38 
  SPENDING ACTION POINTS .........................................................................................................................38 
  PLANES ......................................................................................................................................................39 
  ETHEREAL PLANE.......................................................................................................................................39 
  THE BOOGIEMAN'S REALM..........................................................................................................................39 
  FLIPSIDE DIMENSION..................................................................................................................................40 
  ECTO-CONTAINMENT UNIT..........................................................................................................................40 
  MONSTERS ................................................................................................................................................42 
  CLASSIFICATION.........................................................................................................................................42 
  Class I ..................................................................................................................................................42 
  Class II .................................................................................................................................................42 
  
  Ghostbusters: Who Ya Gonna Call? - 5 
  Class III ................................................................................................................................................42 
  Class IV ................................................................................................................................................42 
  Class V .................................................................................................................................................42 
  Class VI ................................................................................................................................................42 
  Class VII ...............................................................................................................................................42 
  Focused................................................................................................................................................42 
  Free Floating ........................................................................................................................................42 
  Full-Torso .............................................................................................................................................42 
  Repeater...............................................................................................................................................42 
  Vapor....................................................................................................................................................42 
  NEW MONSTERS........................................................................................................................................43 
  Animated Object...................................................................................................................................43 
  Ghost....................................................................................................................................................45 
  LINKS..........................................................................................................................................................49 
  BOOKS ......................................................................................................................................................49 
  DVD..........................................................................................................................................................50 
  VIDEO........................................................................................................................................................50 
  GAMES ......................................................................................................................................................50 
  MUSIC .......................................................................................................................................................50 
  TOYS.........................................................................................................................................................50 
  WEB..........................................................................................................................................................50 
  ABOUT THE AUTHORS.............................................................................................................................51 
  MICHAEL TRESCA.......................................................................................................................................51 
  FRITZ BAUGH.............................................................................................................................................51 
  MATTHEW D. RIDDLE .................................................................................................................................51 
  OPEN GAMING LICENSE VERSION 1.0A......................................................................................................... 52 
  OPEN GAME CONTENT ............................................................................................................................54 
  
  6 - Ghostbusters: Who Ya Gonna Call? 
  IIIInnnnttttrrrroooodddduuuuccccttttiiiioooonnnn    
   
  "Are you troubled by strange noises in the night? Do you experience feelings of dread in your 
  basement or attic? Have you or your family actually seen a spook, specter or ghost? If the answer is yes, 
  then don't wait another minute. Just pick up the phone and call the professionals -- Ghostbusters."  
   
  – Ray Stantz, Ghostbusters 
   
  Ghostbusters: Who Ya Gonna Call? is a 
  Modern campaign supplement.  For more 
  information about D20 Modern, see Section 15 
  of the Open Gaming License. 
  The first half of the supplement is suitable for 
  players and Game Masters.  The last half is for 
  Game Masters only. This document's headers 
  use the Ghostbusting font. 
  Summary 
  Modern heroes battle the supernatural with 
  psuedo-science and humor. 
  Campaign in Brief 
  What if ghosts aren't really supernatural 
  concepts, but creatures with their own biology?  
  And if ghosts have their own biology, then using 
  scientific principals, they can be thwarted – if not 
  destroyed, at least captured.  And if ghosts can 
  be captured…well, then somebody can get rich 
  doing it. 
  Enter the Ghostbusters. Hobbled together by 
  a group of misfit scientists, they attempted to 
  use parapsychology for profit and, at least some 
  of the time, succeeded.   
  In the 80s, Ghostbusting was a novelty.  The 
  end of the world brought on a lot of supernatural 
  phenomena and, thanks to a lot of strange 
  science and the Ghostbusters, was narrowly 
  averted.   
  By the end of the 80s, Ghostbusters were 
  dealing less with the supernatural and more with 
  problems like New York "not giving off a good 
  vibe."  The Ghostbusters were called upon again 
  to do something about it and they moved pieces 
  of NY's monuments to do it.  
  Life as a Ghostbuster is never predictable.  
  The wax and wane of supernatural activity 
  seems to vary without rhyme or reason – the 
  80s was rife with supernatural phenomena but 
  there were entire years that were actually quite 
  boring.  At least, for a Ghostbuster. 
  As the world changed, so too did the nature 
  of Ghostbusting.  With a heightened awareness 
  for global terrorism, the psychic energy matrix of 
  the Earth is boiling with anger, fear, and hate – 
  ghosts are more common than ever before.   
  And what do you need when the world is 
  gripped in fear and suspicious of everything that 
  moves?  You need a Ghostbuster: a man or 
  woman who, backed by nuclear weapons, blast 
  a stream of barely harnessed energy at 
  whatever you're afraid of, and do it with a smile 
  and a small service fee. 
  The Role of the Heroes 
  There are two corporate entities that carry 
  the Ghostbusters name: Ghostbusters, Inc., and 
  Ghostbusters International.  Ghostbusters Inc., 
  is the original franchise created in the movie.  
  Their territory is Manhattan. Ghosterbusters, Inc. 
  is the parent corporation and majority 
  stockholder of Ghostbusters International (GBI). 
  Louis Tully, an accountant, runs 
  Ghostbusters International. The franchise 
  contract that enterprising Ghostbusters sign is 
  built around missions.  Ghostbusters 
  International makes a mission request and the 
  local franchise receives no payment except 
  credit.   
  GBI receives payment directly from clients 
  and, after all taking into account all property 
  damage, risk of life and limb, ruffled politicians 
  who need to be bribed, etc., the GBI franchise 
  may (emphasis on MAY) see SOME of that 
  payment.  Most often, the GBI franchise doesn't 
  have to pay GBI for that month to retain the 
  license.   
  Remember in the Middle Ages where 
  peasants had to work their butts off on farmland, 
  seven days a week, so the local lord would allow 
  
  Ghostbusters: Who Ya Gonna Call? - 7 
  them to live on his land?  Ghostbusting is like 
  that.  Only there are ghosts and screaming and 
  running and property damage.  
  Okay, so it's EXACTLY like the Middle Ages. 
  The first rule of ghostbusting is this: it ain't 
  cheap. To start off in a franchise, Ghostbusters 
  have to sell or mortgage everything they own.  
  This is why most Ghostbusters aren't married.  
  They collectively scrape up enough money to 
  eat for a week and take out ads.  In return, 
  Ghostbusters become part of the Ghostbuster 
  franchise. 
  The Ghostbusters who join the franchise 
  have the following rights: 
  1. 
  The right to use the Ghostbuster name. 
  2. 
  The exclusive district right to purchase and 
  operate Ghostbusters equipment in their 
  territory. 
  3. 
  An exclusive territory within which they act 
  as representatives for Ghostbusters 
  International.   
  In exchange for these rights, the 
  Ghostbusters must follow a Code of Conduct. 
  Ghostbusters will: 
  • 
  Offer quality service within its territory. 
  • 
  Promptly attend to consumer complaints. 
  • 
  Properly contain or otherwise neutralize 
  supernatural agents. 
  • 
  Intelligently utilize and maintain all devices 
  patented and sold exclusively by 
  Ghostbusters, Inc. 
  • 
  Hold Ghostbusters, Inc. and Ghostbusters 
  International free from all but reasonable 
  customer complaints. 
  A Ghostbuster franchise begins with one 
  standard proton pack for each Ghostbuster, one 
  PKE meter, three standard ghost traps per 
  Ghostbuster, and an ecto-containment unit.   
  Department 7 
  The Ghostbusters have worked on 
  government projects before, including flying on 
  the space shuttle and clearing out ghosts in the 
  Pentagon.  Colonel Sullivan has enlisted their 
  help in unlocking Professor Ian Epimetheus' 
  interdimensional gateway to the Flipside 
  Dimension. 
  General George Armstrong Badge is the 
  leader of the top-secret government agency 
  known as ARMOR (Advanced Radical Military 
  Occult Railroad). He fought in the "Unearth 
  War", a secret part of the Vietnam conflict that 
  had begun when a dimensional gate had 
  opened in Southeast Asia. The gate was closed 
  years later, but a new one started to open after 
  the eruption of Mt St. Helens in 1980--and a 
  prototype armored train had gone into the gate 
  and never returned.  
  In short, there's plenty of precedent for 
  Department 7, especially as a division of 
  ARMOR.  It's entirely possible that ARMOR may 
  co-opt Ghostbuster equipment and develop their 
  own team to deal with the supernatural.  
  Theme 
  Ghostbusters: Who Ya Gonna Call? is all 
  about good guys vs. bad guys, only the bad 
  guys tend to be dead, be from another 
  dimension, or both.  They don't have to only be 
  ghosts – Ghostbusters deal with "something 
  strange in your neighborhood," and the strict 
  definition of a ghost doesn't always apply.  
  That's okay, Ghostbusters will fire their proton 
  packs at anything that moves. 
  Ghostbusters is cinematic.  Coincidences 
  happen at just the right time.  People who the 
  Ghostbusters desperately need to see (or not 
  see) show up at the last minute.  And everything 
  is wrapped up in a few hours.  A session of 
  Ghostbusters: Who Ya Gonna Call? should 
  never be boring. 
  Ghostbusters is humorous.  Ghostbusters 
  get frightened, they get beaten up, and they run 
  away screaming for their mommies like anybody 
  else when confronted with an Evil Man Was Not 
  Meant to Understand or Even Politely Converse 
  With.  But one shot of tequila later and they're 
  back in action, completely unaffected by their 
  near-undeath experience.  
  That's the beauty of Ghostbusters.  It's 
  supposed to be scary, it's supposed to be 
  horrifying, but the Ghostbusters are too stupid to 
  really be affected by it.   
  And yet, despite the fact that ghostbusting 
  involves a bunch of guys playing with proton 
  beams, ghostbusting isn't only about blowing 
  stuff up.  In fact, most ghosts have a history that 
  needs solving.  In this respect, Ghostbusters 
  resembles a Scooby Doo mystery, only the bad 
  guy never pulls his mask off at the end because 
  it's his real face. 
  Through it all, the Ghostbusters are 
  decidedly real people.  For every 
  parapsychologist spouting techno-babble, 
  there's a Ghostbuster just trying to stop a ghost 
  
  8 - Ghostbusters: Who Ya Gonna Call? 
  from destroying a city block.  Ghostbusters get 
  drunk, get horny, and get arrested – they're 
  unlikely heroes, but they're the only ones who 
  have the strength of their convictions to strap on 
  a goofy outfit, drive around in a ridiculous-
  looking vehicle, and zap ghosts with ray guns.   
  Background 
  Egon Spengler, Peter Venkman, and Ray 
  Stantz investigated a haunting at the New York 
  Public Library; though they had little success in 
  dealing with the problem, Egon managed to get 
  readings that confirm the ionization properties of 
  ectoplasmic entities – he discovered that it was 
  possible to capture a ghost, and contain it 
  indefinitely. Their triumph was short lived as they 
  returned to discover that the Board of Regents 
  terminated their grant. Dean Yaeger threw them 
  off campus with great glee.  
  Venkman decided that it was fate -- they 
  must go into business for themselves. He 
  conned Ray into getting three mortgages on his 
  parents' house to start up the world's first 
  paranormal investigation and elimination 
  agency: Ghostbusters.  
  The new company purchased an abandoned 
  firehouse to be their headquarters in a run-down 
  neighborhood. Using their new discoveries, Ray 
  and Egon created the proton packs and the first 
  Containment Unit. A plucky Brooklyn girl, Janine 
  Melnitz, was hired as their secretary and 
  immediately set her sights on Egon. Ray 
  purchased a 1959 Miller Meteor Cadillac 
  Hearse/Ambulance, which was modified to 
  become their vehicle, the ECTO-1.  
  The Ghostbusters' first client was cellist Dana 
  Barrett, who encountered a terror dog in her 
  refrigerator shouting the word "Zuul" at her. 
  Venkman went to her apartment and checked it, 
  but there was no sign of the creature.  
  The Ghostbusters' first case involved a call to 
  the Sedgewick Hotel, where they successfully 
  busted a gluttonous, green, potato-shaped Class 
  Five Full Roaming Vapor. After this, there was a 
  virtual explosion of paranormal activity in the 
  New York area, so much that the team 
  advertised for a fourth member: vet Winston 
  Zeddemore was hired for the job. The 
  Ghostbusters also drew the attention of the 
  government, particularly an EPA hatchet man 
  named Walter Peck.  
  Dana and her neighbor, CPA Louis Tully, 
  were eventually possessed by Zuul ("The 
  Gatekeeper") and Vinz Clortho ("The 
  Keymaster") respectively.  When Peck opened 
  the Ghostbuster's containment unit, they drew 
  on the psychic turbulence to release their 
  master, Gozer the Gozarian, a powerful 
  Sumarian deity. Gozer adopted the form of the 
  Stay-Puft Marshmallow Man and began 
  destroying downtown New York before a risky 
  plan by the Ghostbusters thwarted him, sending 
  his intelligence back to his home dimension, 
  along with Zuul and Vinz Clortho.  
  Five years after her victimization by Gozer, 
  the supernatural again set its sights on Dana 
  Barrett--and her son Oscar. She consulted with 
  Egon Spengler, who brought Ray Stantz into the 
  case. Venkman found out and also intervened. 
  The three former Ghostbusters found a river of 
  pink slime flowing through the lines of the old 
  New York Pneumatic Railway--and big trouble 
  with the law.  
  Louis Tully was hired to defend them in the 
  court of Judge Steven Wexler, but it was the 
  appearance of the Scoleri brothers that forced 
  Wexler to rescind the Ghostbusting injunction 
  and dismiss the case.  
  The Ghostbusters returned to business, with 
  a new symbol and a new vehicle, the ECTO-1A. 
  Winston and Janine also returned to the 
  company, and Louis was hired as legal 
  consultant. Egon and Ray experimented on the 
  slime, discovering that it was responsive to 
  human emotion---and that its power was 
  building, fed by all of the patented New York 
  hostility it's soaking up.  
  Late in the day, some of the pink slime 
  emerged from Dana Barrett's bathtub and 
  attempted to abduct Oscar. Dana fled the 
  apartment with Oscar, and went to Venkman. 
  Egon and Ray tracked the river of slime to 
  the emerging essence of medieval madman 
  Vigo Von Homborg Deutschendorf, alias Vigo 
  the Carpathian, living in a self-portrait at the 
  Manhattan Museum of Art. Oscar was 
  kidnapped in full sight of Dana, Janine, and 
  Louis by a ghostly clone of Janosz Poha. Poha, 
  by the way, was deeply under Vigo's domination. 
  Jack Hardemeyer, a mayoral aide, had the 
  Ghostbusters committed to Parkview. 
  A cloud of black energy foretold Vigo's return. 
  The Ghostbusters were freed, and using Vigo's 
  own weapon--the psychomagnetheric slime--
  against him, animated the Statue of Liberty and 
  broke the shell around the museum just before 
  midnight. 
  The Ghostbusters foiled Vigo's attempt to 
  possess Oscar. He then tried a desperate ploy 
  
  Ghostbusters: Who Ya Gonna Call? - 9 
  by dominating Ray, but failed. Vigo was finally 
  defeated and destroyed. 
  After a variety of adventures, the 
  Ghostbusters, faced with plummeting profits 
  from a dearth of supernatural activity, again 
  ceased business, this time willingly. Janine 
  Melnitz and Louis Tully were "downsized" out of 
  their jobs. Ray Stantz left to do research at 
  Stanford until an undefined "accident" put him so 
  down on his luck that he became a used car 
  salesman in Colorado. Winston Zeddemore 
  trained as a pilot, and flew a commuter line in 
  Montana. Peter Venkman went to Hollywood, 
  becomes a successful agent, and by 1997 was 
  trying to shop around a concept for 
  Ghostbusters 3. Egon Spengler elected to 
  remain in New York, living in the firehouse to 
  keep an eye on the containment unit, and 
  accepted a posting as a parapsychology teacher 
  at New York City College, a community college. 
  Parapsychology 101, being taught by former 
  Ghostbuster Egon Spengler: Kylie Griffin, new 
  age enthusiast; Garrett Miller, paraplegic athlete; 
  Roland Jackson, electronics whiz; and slacker 
  Eduardo Rivera. Janine Melnitz surprised Egon 
  during their first class. City construction drilled 
  into a sealed chamber and releases an entity; 
  Spengler's equipment detected the release, but 
  Mayor McShayne derided him as a fraud. Egon 
  tried to confront the entity, but the equipment 
  was too old and underpowered to be effective, 
  and he was infected with a strange disease. 
  Eduardo, Garrett, Roland, and Janine found him 
  in the run-down Ghostbuster headquarters. 
  Garrett, Eduardo, and Roland searched the 
  city; they found Kylie, acting strange, and 
  discovered that the spirit possessed her. Again, 
  the aged Ghostbuster equipment proved 
  ineffective. Egon identified the spirit as a 
  Sumerian disease goddess, Akkyra; he and 
  Roland subjected the proton packs and ECTO-1 
  to upgrading, and created a micronized proton 
  pistol and a radically different ghost trap design. 
  Roland, Garrett, Kylie, and Eduardo took up the 
  mantle of Ghostbusters, and using the new 
  equipment apprehended Akkyra easily, clearing 
  up the infection suffered by Egon and hundred 
  of others. 
  Janine took Egon out for his fortieth birthday, 
  and back at the firehouse there was a big 
  surprise waiting for him. Or, more accurately, 
  three surprises: Ray Stantz, Peter Venkman, 
  and Winston Zeddemore, the original 
  Ghostbusters! They met the new Ghostbusters 
  and reminisce about old times, and when a call 
  came in Venkman fired the old team up and they 
  went out to kick ghost butt. Venkman, Ray, and 
  Winston started talking about regrouping 
  permanently; but Egon was caught in the 
  middle, trying to remind his old friends that "the 
  torch has already been passed." The two teams 
  of Ghostbusters put their differences behind 
  them and worked together to defeat a swarm of 
  "feeder" entities, but Egon's PKE readings 
  ominously foretold a larger menace to come.  
  Peter Venkman's cruise about Hudson Bay 
  was rudely interrupted by something 
  approaching New York, something big...the 
  Ghostbusters worked with their legendary 
  predecessors to stop a massive, power-feeding 
  "ingestor." 
  With the success of the new team, the 
  Ghostbusters (more specifically, Venkman) 
  realized that they were on to something.  What if 
  other Ghostbusting groups around the world 
  could take up the mantle of the original team, 
  busting ghosts in different countries and different 
  languages?  And what if each group could start 
  up a franchise with the appropriately licensed 
  Ghostbusting equipment.  And what if this idea 
  made the Ghostbusters filthy, swim-in-a-vault-of-
  money rich? 
  Louis Tully helped create Ghostbusters, Inc. 
  and Ghostbusters International.  Ghostbusters, 
  Inc. is the parent corporation and majority 
  stockholder of Ghostbusters International (GBI). 
  GBI licenses all things Ghostbuster and has 
  several lawsuits pending against 
  Ghostbusteresque theme parks, cartoons, and 
  toys that have capitalized on their fame.  In 
  short, Ghostbusters, Inc. is a corporation – the 
  scariest entity any Ghostbuster will ever face. 
  But still…it's a living. 
  Need adventure ideas?  Visit the Random 
  Tabloid Headline Generator for some 
  possibilities.  Alternately, pick up a tabloid and 
  take everything printed within as utter fact.  That 
  alone should keep Ghostbusters busy for 
  months. 90% of Ghostbuster plots involve 
  putting the Ghostbusters into familiar horror 
  troupes.  Any movie or horror novel, preferably 
  one with a weird twist (that's all of them) and 
  then let the Ghostbusters deal with the outcome. 
   
   
  
  10 - Ghostbusters: Who Ya Gonna Call? 
  Timeline 
  • 
  8000 BC: The Undying One, master of 
  the African nation of Tangalla, is 
  challenged by the wizard one day 
  known as "The Collector". The Collector 
  fails, and is banished to the land of lost 
  objects. The Undying One holds the twin 
  keys to the realm until his own defeat, 
  where they become heirlooms kept by 
  the descendants of Shima-Buku 
  (Brooklyn Triangle, Moaning Stones). 
  • 
  7000 BC: Hob Anagarak, the demonic 
  creature holding sway over the Arctic, is 
  imprisoned in a block of black ice. It is 
  said in Inuit legend that after this, the 
  land grew cold (Cold Cash and Hot 
  Water). 
  • 
  3500 BC: The Sumerian civilization 
  forms in Mesopotamia. The Sumerians 
  invent writing (cuneiform) and the 
  pantheon worshipped by the Sumerians 
  and their successors, the Babylonians 
  and Hittites, include many colorful 
  figures such as Marduk, god of the city; 
  his nemesis, the great dragon Tiamat; 
  Gozer the Gozarian, and it's minions 
  Zuul and Vinscortho; and the elemental 
  spirits Anshar and Khishor (I am the 
  City, Very Beast Friend). 
  • 
  3000 BC: Shima-Buku, cheiftain of the 
  Ibandi people of Tangalla, defeats the 
  Undying One and imprisons him in three 
  stones that were scattered throughout 
  the borders of Tangalla (Moaning 
  Stones). 
  • 
  1600 BC: An Egyptian chronicle 
  mentions a powerful Hyksos diety 
  known as "Zuul, the Gatekeeper, minion 
  of Gozer" (Ghostbusters).  
  • 
  1 AD: The Council of Eight, self-
  proclaimed "Guardians of the Universe", 
  select a thirty-five year old Alexandrian 
  scribe named Tobin to replace Carthio 
  as the "Chronicler of the Spirits". Tobin 
  is reputedly the writer of the famous 
  occult compendium, Tobin's Spirit Guide 
  (Real Ghostbusters 3-D Special). 
  • 
  738: Death of Arab madman Abdul Al-
  Hazred (more accurately rendered as 
  "Abd Al-Azrad"), writer of a collection of 
  dark spells and lore related to 
  "Khadhulu" and the "Great Old Ones" 
  known as the Kitab Al-Azif. When 
  translated by Western scholars into 
  Greek and Latin, centuries later, it would 
  become known as the Necronomicon, 
  the source work that 20th century horror 
  writer HP Lovecraft would use to create 
  his Cthulhu mythos (Collect Call of 
  Cthulhu).  
  • 
  900: The monks of the monastery of St. 
  Theophilus bind four spirits that appear 
  to be the Dark Riders, the Four 
  Horsemen of the Apocalypse from 
  Christian prophesy. They are contained 
  in the Codex of St. Theophilus, sealed 
  with mystic wax.  Peak of the Viking 
  civilization birthed in the Scandinavian 
  peninsula. Their pantheon of warlike 
  gods includes Odin, Thor, Loki, Surt, 
  and many more colorful beings; 
  according to their myth, the world will 
  one day be destroyed in the great battle 
  of Ragnarok ("Apocalypse…What, 
  NOW?!", Ragnarok and Roll, Slimer's 
  Sacrifice). 
  • 
  1400: A Renaissance painter--possibly 
  Piero della Francesca or Raphael--
  paints an image of four angels and a 
  cherub. The figures bear distinct 
  resemblances to five people who would 
  not be born for some five hundred 
  years: Peter Venkman, Ray Stantz, 
  Egon Spengler, Winston Zeddemore, 
  and Dana Barrett's son Oscar. 
  Speculation following this revelation in 
  1989 would include that the painter had 
  a psychic premonition (Ghostbusters 2).  
  • 
  1505, June 25: Birth of Vigo Von 
  Homborg Deutschendorf, who later 
  terrorizes Eastern Europe as a despot 
  and necromancer known most famously 
  as Vigo the Carpathian, but also as Vigo 
  the Cruel, Vigo the Despised, Vigo the 
  Torturer, Vigo the Unholy, the Scourge 
  of Carpathia, and the Sorrow of 
  Moldavia (Ghostbusters 2).  
  • 
  1598: Vigo the Carpathian paints his 
  dynamic self-portrait. Following a 
  common practice of the time, he paints it 
  over another, older work depicting four 
  strange archangels and a cherub. 
  Unbeknownst to the world until 1988, 
  Vigo ensorcelled the painting to contain 
  his essence after his death 
  (Ghostbusters 2).  
  • 
  1610 AD: Vigo the Carpathian is killed 
  by his subjects, having lived 105 years. 
  He is shot, hung, stabbed, and drawn 
  and quartered. Before finally expiring, 
  his severed head delivering the 
  prophesy "Death is but a Doorway, Time 
  is But a Window; I'll be back" 
  (Ghostbusters 2).  
  • 
  1684: Bandits raid the monastery of St. 
  Theophilus; among the items stolen is 
  
  Ghostbusters: Who Ya Gonna Call? - 11 
  the Codex of St. Theophilus, in which 
  the Dark Riders are mystically 
  contained. The order would attempt to 
  find the Codex, but fail until it resurfaces 
  at a Northby's auction in 1985 
  ("Apocalypse…What, NOW?!"). 
  • 
  1689: Phineus Eventide is born. He 
  would grow up to become one of the 
  most powerful wizards in the world, and 
  due to his magic is still quite alive as 
  late as 1989, and is regarded as the 
  Prince of Warlocks (Real Ghostbusters 
  Comic #12). Elias Spengler saves the 
  colony town of Lewistown. 
  Massachussets from the witch Kestrel, 
  imprisoning her in a crystal containment 
  unit. Elias's descendants will include 
  Zediciah, 18th century wizard, and 20th 
  century Ghostbuster Egon Spengler (If I 
  Were a Witch Man). 
  • 
  1690: Hieronymous, English court 
  wizard, is drawn into the Netherworld of 
  Arzun and Tolay (Egon's Ghost). 
  • 
  1818: Captain John Cleves Symmes 
  becomes an early advocate of the 
  "Hollow Earth Theory". It wouldn't be 
  until 1989 that the Ghostbusters would 
  prove it by visiting the inner-Earth realm 
  of Ceratel (Real Ghostbusters Comic 
  #15). 
  • 
  1840: A witch spirit tries to invade the 
  body of Ginevra Jacobs, intent on 
  murdering Ginevra's son Aaron to seal 
  the possession. Two time travelers from 
  the year 1990--Ghostbusters Egon 
  Spengler and Janine Melnitz, the latter a 
  cousin of one of Ginevra's descendants-
  -prevent the possession. Only the two 
  time travelers know that this creates an 
  alternate timeline, as originally Aaron 
  Jacobs did die and Ginevra's body was 
  possessed until 1990. Aaron Jacobs 
  would grow up to become the first 
  disabled Congressman from New York 
  (Real Ghostbusters Comic #28)  
  • 
  1870: The New York Pneumatic Rail 
  Road (NYPRR) is first built, the 
  brainchild of Alfred Beach. As 
  envisioned by Beach, it serves as a 
  system of mass transit in Manhattan 
  despite early opposition of corrupt 
  politico Boss Tweed and others. It is 
  later phased out in favor of the famous 
  subway system; some parts of the 
  pneumatic are abandoned; one juncture, 
  Van Horne Station, becomes an 
  important early part of the return of Vigo 
  the Carpathian in 1988 (Ghostbusters 
  2). 
  • 
  1889: The Eiffel Tower is debuted at the 
  World's Fair in Paris. Unknown to the 
  world at large, it's creator, Gustav Eiffel, 
  was a ghost hunter and the tower his 
  containment system (Ghostbusters in 
  Paris).  
  • 
  1890: Birth of Howard Phillips Lovecraft, 
  who in the early 20th century would 
  write many horror novels in what will be 
  referred to by some as the "Cthulu 
  Mythos" before his death in 1937. 
  Unbeknownst to the world at large, 
  Lovecraft did not create the Cthulhu 
  mythos: he drew it from the ancient 
  mystic text known as the Necronomicon. 
  Ray Stantz would be a voracious reader 
  of Lovecraft's works, which inspired his 
  own studies of the supernatural (Collect 
  Call of Cthulhu). The luxury liner Lady 
  Anne goes under on August 12, in Lake 
  Michigan. Over 200 people die in the 
  disaster (Real Ghostbusters Comic #27)  
  • 
  1897: Bram Stoker's novel Dracula is 
  released. Count Vostok of Buldavia 
  claims that the book is a fictionalized 
  and slanted account of his battles with 
  the fanatical Van Helden family 
  (Transylvania Homesick Blues). 
  • 
  1904: Birth of Mr. Tummell, who would 
  become a billionaire industrialist listed at 
  the top of the Fortune 500. In his later 
  years, he would invest much of his 
  fortune in dimensional transit research, 
  hoping to take his fortune with him after 
  his death (You Can't Take it With You).  
  • 
  1910: Ivo Shandor, an Albanian medical 
  student, forms a cult dedicated to the 
  worship of Gozer the Gozarian, an 
  ancient Sumerian deity also known as 
  The Destructor and The Traveler. 
  Shandor believed that society was too 
  sick to survive, and performed many 
  "unnecessary" surgeries, experimenting 
  with the pacification of humans. He also 
  branched out into architecture, creating 
  the design for 550 Central Park West, 
  the 1983 residence of Dana Barrett and 
  Louis Tully. His cult had over one 
  thousand members at the time of his 
  death (Ghostbusters).  
  • 
  1920: Gangsterism flourishes among 
  the Prohibition. The most notorious 
  crime boss is, of course, Al Capone, 
  who runs the Chicago underworld with 
  an iron fist (The Ghostbusters Live from 
  Al Capone's Tomb!). Caesar Caldoni 
  runs the New York underworld from the 
  Majestic Hotel. Caldoni's main rival is 
  one Webby "The Tractor" McBain--until, 
  
  12 - Ghostbusters: Who Ya Gonna Call? 
  in 1928, Caldoni has McBain "rubbed 
  out" and sealed in the "vault" opened by 
  Julio Ramanajan in 1989 (Real 
  Ghostbusters Comic #4). 
  • 
  1928: Walt Fleishman releases the first 
  cartoon starring Ricky Roach, leading to 
  a dynasty of animated characters like 
  Conquerer Duck and Winchester Wolf.  
  • 
  1939: The World's Fair is held in New 
  York. The Toad Island amusement park, 
  founded by descendants of Deep 
  One/human hybrids, is at the peak of it's 
  attendance (Real Ghostbusters Comic 
  #8). 
  • 
  1940: Career of the Crime Patrol. 
  Composed of the Crimson Crimebuster, 
  the Lunar Avenger (Robert Weinberg), 
  Doc Hazzard (Will Murray Hazzard, a 
  scientific genius and minor telepath), 
  and the Dark Dwarf. Their archnemesis 
  is a sinister sorcerer named Fu Fang. 
  Hazzard is also a friend to the 
  grandfather of future Ghostbuster Egon 
  Spengler (Real Ghostbusters Comic 
  #7). Airplanes on polar exploration 
  missions begin to disappear into the 
  geomagnetic disturbance leading the 
  inner Earth realm of Ceratel. Over the 
  next forty-plus years, four of those pilots 
  find each other, learn the dinosaur 
  languages, and discover ways of 
  fermenting fuel from fruit trees. These 
  humans become known by the citizens 
  of Ceratel as the "Legion of the Lost" 
  (Real Ghostbusters Comic #20, 22). 
  • 
  1944: Walt Fleishman disappears. It 
  wouldn't be learned until years later that 
  he was sucked into a pocket realm ruled 
  by his evil creation Winchester Wolf, 
  and tortured for the next forty years 
  (Who're You Calling Two-
  Dimensional?). Evil wizard Rowen 
  Schow disappears. He had discovered a 
  spell that, over time, would allow human 
  imagination and suspension of disbelief 
  to give life to unreal images. That same 
  year, Schow resurfaces as a character 
  in a horror movie, The Deathless Image, 
  at the Rialto theatre in New York. The 
  movie plays constantly at the theatre for 
  nearly a half-century, and Schow and 
  his monsters slowly grow more powerful 
  (Real Ghostbusters Comic #23). 
  • 
  1948: Criminals Tony and Nunzio 
  Scoleri are electrocuted. They were 
  sentenced to death by a young judge 
  named Steven Wexler in one of the first 
  cases of his forty-plus year career. They 
  would be summoned back to try and 
  take revenge on Wexler by the slime of 
  Vigo the Carpathian in 1988 
  (Ghostbusters 2).  
  • 
  1949, December: The Crime Patrol 
  disbands after their final battle with Fu 
  Fang. The Lunar Avenger, Robert 
  Weinberg, would marry and have at 
  least two sons, Alan and Matthew. 
  Hazzard would retire to research work, 
  and annually check the stasis capsule 
  containing Fu Fang until the sorcerer's 
  escape in late 1985 (Real Ghostbusters 
  #7). 
  • 
  1954: A group of human-appearing 
  aliens, escaping the tyranny of insectoid 
  creatures, hides on Earth in the small 
  Florida town of Beachhead. The aliens 
  live peacefully with the human 
  inhabitants (Real Ghostbusters Comic 
  #18). 
  • 
  1959: The firemen of the Hook and 
  Ladder #8 repel a ghost invasion. They 
  are aided by a team of time travelers 
  from 1989, ironically enough the future 
  inhabitants of their firehouse, the 
  Ghostbusters (It's About Time). 
  • 
  1960: As part of the "Silver Age" of 
  comics, young comic writer Len 
  Wolfman created the superhero Captain 
  Steel, an inspired knock-off of 
  Superman. Disguising himself as mild 
  mannered CPA Kirk Clint, he fights a 
  never-ending battle against such villains 
  as deranged scientist Doctor Destructo 
  (Captain Steel Saves the Day). 
  • 
  1964: Ray Stantz, during a visit to Toad 
  Island with his father, gets separated 
  from him and encounters a mermaid. 
  The mermaid entertains him with stories 
  until David finds him (Real Ghostbusters 
  Comic #19). A dimensional gateway 
  appears in Southeast Asia, and 
  supernatural creatures begin to pour out 
  of it, perhaps attracted by the death 
  forces released by the Vietnam conflict. 
  Over the next four years, US military 
  forces battle the paranormal in a secret 
  conflict dubbed "The Unearth War". An 
  officer named George Armstrong Badge 
  rises to prominence and the rank of 
  General during this conflict (Real 
  Ghostbusters Comic #25). 
  • 
  1968:The Unearth War is ended when 
  the United States activates atomic 
  bombs on the other side of the 
  dimensional gate. The gate is destroyed 
  and the conflict ends. Knowledge of the 
  Unearth War is hidden in the most top-
  
  Ghostbusters: Who Ya Gonna Call? - 13 
  secret of files (Real Ghostbusters Comic 
  #25). 
  • 
  1975: A young witch makes a deal with 
  the demon Astorath. Astorath 
  impregnates her in hopes that the 
  demon half-breed will allow him access 
  to Earth (Real Ghostbusters Comic #9).  
  • 
  1976: Birth of Shannon Phillips. His 
  mother is part of a coven dedicated to 
  the demon Astorath, led by the 
  necromantic sorcerer Nathaniel Blaque, 
  who poses as Shannon's tutor (Real 
  Ghostubsters Comic #9).  
  • 
  1980: Mount St. Helens erupts. 
  Afterwards, a small dimensional gate 
  similar to the one found in Southeast 
  Asia in the Sixties opens. General 
  Badge, the hero of the Unearth War, 
  spearheads the creation of the 
  Advanced Radical Military Occult 
  Railroad (ARMOR) charged with 
  studying the phenomenon and 
  preventing a second Unearth War (Real 
  Ghostbusters Comic #25). 
  • 
  1983: Egon Spengler, Peter Venkman, 
  and Ray Stantz investigate a haunting at 
  the New York Public Library; though 
  they have little success in dealing with 
  the problem, Egon manages to get 
  reading that confirm the ionization 
  properties of ectoplasmic entities--it 
  could be possible to capture a ghost, 
  and contain it indefinitely. Their triumph 
  appears short lived as they return to 
  discover that the Board of Regents has 
  terminated their grant and Dean Yaeger 
  is throwing them off campus. Venkman 
  cons Ray into getting three mortgages 
  on his parents' house to start up the 
  world's first paranormal investigation 
  and elimination agency: Ghostbusters. 
  The team advertises for a fourth 
  member: vet Winston Zeddemore is 
  hired for the job. The Ghostbusters also 
  draw the attention of the government, 
  particularly an EPA hatchet man named 
  Walter Peck. Dana Barrett, a cellist, and 
  her neighbor, CPA Louis Tully, are 
  possessed by Zuul ("The Gatekeeper") 
  and Vinz Clortho ("The Keymaster") 
  respectively, and when Peck opens the 
  Ghostbuster's containment unit, they 
  draw on the psychic turbulence to 
  release their master, Gozer the 
  Gozarian, a powerful Sumerian diety. 
  Gozer adopts the form of the Stay-Puft 
  Marshmallow Man and begins 
  destroying midtown Manhattan before a 
  risky plan by the Ghostbusters thwarts 
  him, sending his intelligence back to his 
  home dimension, along with Zuul and 
  Vinz Clortho (Ghostbusters). Despite 
  saving the city, possibly the world, 
  lawsuits are filed against the team for 
  their activities in leveling Central Park 
  West (Ghostbusters 2). The 
  Ghostbusters rebuild the firehouse, and 
  build a bigger containment unit. A 
  leakage from the containment unit 
  allows Slimer to escape, who starts 
  hanging around the firehouse (Citizen 
  Ghost).  
  • 
  1984: Digging a new subway tunnel, the 
  transit authority disobeys the door telling 
  them "do not open until doomsday". The 
  Ghostbusters close the gateway (Knock, 
  Knock). Hollywood wants to make a 
  movie out of the Ghostbusters' 
  adventure with Gozer. Venkman is 
  convinced Robert Redford wants to play 
  him, but the parts go to Bill Murray, Dan 
  Akyroyd, and Harold Ramis (Take Two). 
  Egon and Janine run afoul of Ray 
  Cougar, running an unauthorized 
  Ghostbuster-themed roller coaster at his 
  tacky carnival. The coaster ends up 
  possessed by the combined spectral 
  force of animals from a circus that 
  burned down in the spot years before 
  (Roller Ghoster). A rogue sandman, 
  keeper of dreams, tries to bring peace to 
  the world by putting everyone to sleep 
  (Mr. Sandman Dream Me A Dream). 
  Spengler's ecto-bomb traps the 
  Boogeyman in his home dimension (The 
  Boogeyman Cometh).  
  • 
  1984, June 8: Ghostbusters, featuring 
  Bill Murray, Dan Akyroyd, and Harold 
  Ramis as Venkman, Ray, and Egon, is 
  released by Columbia Pictures. The real 
  Ghostbusters attend the New York 
  debut of the picture. A fictionalized 
  account of the team's formation and 
  battle with Gozer, it becomes one of the 
  top-grossing comedies of all time. 
  • 
  1984, October 31: Samhaine, the 
  ancient Celtic deity whose legend is at 
  the heart of the Halloween celebration, 
  attempts to invoke perpetual Halloween. 
  He is defeated and locked in the 
  Ghostbusters' containment unit (When 
  Halloween Was Forever). 
  • 
  1985: The Ghostbusters deal with a 
  drought in supernatural activity by 
  becoming the Crimebusters, running 
  afoul of a mob boss known only as 
  "Crime Lord", who kidnaps Janine in an 
  effort to neutralize the team (Ghost 
  
  14 - Ghostbusters: Who Ya Gonna Call? 
  Busted), Asked to visit by the French 
  government, the team prevents the 
  Eiffel Tower from exploding 
  (Ghostbusters In Paris). Cultists steal a 
  copy of the Necronomicon and summon 
  Cthulhu. A risky gambit using an old 
  H.P. Lovecraft story sends the monster 
  back to his ocean floor dwelling (Collect 
  Call of Cthulhu). An exhibit showcases 
  the three Moaning Stones of Tangalla, 
  supposedly the prison of a demon called 
  "The Undying One", bound by the great 
  Ibandi leader Shima-Buku thousands of 
  years ago. The museum imprudently 
  puts the three stones together, and sure 
  enough the Undying One returns with an 
  army of skeleton warriors. Winston, the 
  reincarnation of Shima-Buku, re-binds 
  the demon (Moaning Stones). The Four 
  Horsemen of the Apocalypse are 
  accidentally released from the Codex of 
  St. Theophilus. With the help of Father 
  Janosz and the order of St. Theophilus, 
  the Ghostbusters defeat the Dark Riders 
  and seal them away again 
  ("Apocalypse--What, NOW?"). The 
  Ghostbusters are on hand for the latest 
  round in the battle between Marduk, 
  Babylonian God of the City, and his 
  eternal nemesis Tiamat (I Am The City). 
  The Ghostbusters go underground and 
  discover the "Pillar of New York", a giant 
  gear that keeps Manhattan from sinking. 
  A bunch of ghosts cause earthquakes in 
  New York by closing off the flow of 
  lubricating ectoplasm. The Ghostbusters 
  stop them (Beneath these Streets). 
  Egon survives a fall off the World Trade 
  Center during a bust, but contains his 
  emotion; problem is, the Boogeyman is 
  able to feed on the internalized fear of 
  this former victim of his, and breaks free 
  from his pocket dimension. Egon 
  triumph over his fear, and using the 
  destablizer gun renders the Boogeyman 
  vulnerable to the Ghostbusters' proton 
  packs, and he's placed in the 
  containment unit (The Boogeyman is 
  Back).  
  • 
  1985, Halloween: Samhaine escapes 
  the containment unit, once again trying 
  to instigate eternal Halloween. Once 
  again, he is foiled and contained 
  (Halloween II1/2). 
  • 
  1986: Paul Smart, President of 
  Grossjuck Industries, sneaks into the 
  firehouse, steals a ghost trap, and 
  copies confidential Ghostbuster files, 
  only to disappear. Weeks later he 
  resurfaces, announcing his "New 
  advance in spectral elimination": Robo-
  Buster X-1, a robot that blasts ghosts to 
  nothing instead of containing them. Over 
  the next few weeks the thing steals their 
  business. But Robo-Buster X-1 doesn't 
  actually destroy ghosts, it blends them 
  together into a massive spectral entity.  
  The entity is eventually defeated, 
  destroying Robo-Buster and ruining 
  Grossjuck Industries and Paul Smart  
  (Robo-Buster). In the wake of the 
  disastrous events of the last few 
  months, several protracted lawsuits 
  against the Ghostbusters (some dating 
  back to the Gozer incident of 1983) are 
  brought to court. Rather than go to trial, 
  the team is forced to accept a plea 
  agreement wherein they accept an 
  injunction against acting as paranormal 
  investigator. Having had to give up their 
  lives as Ghostbusters, the team finds 
  new ways to get by. Egon Spengler 
  returns to research, specializing in new 
  theories on psychomagnetheric 
  resonance in human emotional states. 
  Peter Venkman becomes host of a 
  cheesy, low budget TV program called 
  World of the Psychic. Ray Stantz keeps 
  busy as the proprietor of an occult 
  bookstore, and appearing with Winston 
  Zeddemore in Ghostbuster costume at 
  children's parties (Ghostbusters 2). 
  • 
  1988: Five years after her victimization 
  by Gozer, the supernatural has again 
  set its sights on Dana Barrett--and her 
  son Oscar. She consults with Egon 
  Spengler, who brings Ray Stantz and 
  Venkman into the case. The three 
  former Ghostbusters find a river of pink 
  slime flowing through the lines of the old 
  New York Pneumatic Railway--and big 
  trouble with the law. Louis Tully is hired 
  to defend them in the court of Judge 
  Steven Wexler, but it is the appearance 
  of the Scoleri brothers that forces 
  Wexler to rescind the Ghostbusting 
  injunction and dismiss the case. The 
  Ghostbusters return to business, with a 
  new symbol and a new vehicle, the 
  ECTO-1A. Winston and Janine also 
  return to the company, and Louis is 
  hired as legal consultant. Egon and Ray 
  experiment on the slime, discovering 
  that it is responsive to human emotion---
  and that it's power is building, fed by all 
  of the patented New York hostility it's 
  soaking up (Ghostbusters 2).  
  
  Ghostbusters: Who Ya Gonna Call? - 15 
  • 
  1988, December 29: Some of the pink 
  slime emerges from Dana Barrett's 
  bathtub and attempts to abduct Oscar. 
  Dana flees the apartment with Oscar, 
  and goes to Venkman (Ghostbusters 2). 
  • 
  1988, December 30: Egon and Ray 
  have tracked the river of slime to the 
  emerging essence of medieval madman 
  Vigo Von Homborg Deutschendorf, alias 
  Vigo the Carpathian, living in a self-
  portrait at the Manhattan Museum of Art. 
  Oscar is kidnapped in full sight of Dana, 
  Janine, and Louis by a ghostly clone of 
  Janosz Poha. Poha is deeply under 
  Vigo's domination. Jack Hardemeyer, a 
  mayoral aide, has the Ghostbusters 
  committed to Parkview (Ghostbusters 
  2). 
  • 
  1988, December 31: A cloud of black 
  energy foretells Vigo's return. The 
  Ghostbusters are freed, and using 
  Vigo's own weapon--the 
  psychomagnetheric slime--against him, 
  animate the Statue of Liberty and break 
  the shell around the museum just before 
  midnight (Ghostbusters 2). 
  • 
  1989, January 1: The Ghostbusters foil 
  Vigo's attempt to possess Oscar. He 
  then tries a desperate ploy, dominating 
  Ray, but fails. The madman is defeated 
  and destroyed (Ghostbusters 2). The 
  Ghostbusters defeat Astorath, a major 
  demon, with the help of the wizard 
  Morehemoodus, ultimately destroying 
  him on his home turf. (The Real 
  Ghostbusters Comic #9-11). The 
  Ghostbusters film a commercial for 
  SuperCard; their fee pays half of the 
  debt to SuperCard, leaving them a debt 
  of $250,000. A red lizard man named 
  Spikorouleusdennum (Spike for short), 
  Male Heir of Ceratel, enlists the 
  Ghostbusters to defeat an evil 
  tyrannosaurus with psychic powers 
  named Nurtog who lives in the center of 
  the earth. It turns out that Nurtog is 
  actually a psychic manifestation and that 
  his withered body beneath Skull 
  Mountain (Real Ghostbusters Comic 
  #15-16).  
  • 
  1989, October 31: The Ghostbusters 
  find New York, as twice before, utterly 
  transformed and enshrouded in 
  darkness by Samhaine. With the 
  assistance of Phineus Eventide, Prince 
  of Warlocks, the Ghostbusters rally 
  mystics at the four main ley line nexi 
  (Stonehenge, the Brocken, Blockberg, 
  the forest of Ardennes) to counter 
  Samhaine's spells. Samhaine is 
  imprisoned in the containment unit (Real 
  Ghostbusters Comic #17). During the 
  disruption of the containment unit, the 
  Boogeyman escapes also; still weak 
  from the destabilizer gun, he hides and 
  bides his time (Real Ghostbusters 
  Comic #26). 
  • 
  1990: Nurtog, the Sleeping Tyrant, 
  returns to Ceratel. With the help of the 
  Crime Patrol and a modified ECTO-4 
  that can teleport, the Ghostbusters 
  arrive right in the middle of a pitched 
  battle between Nurtog's minions and a 
  squadron of old Terran planes flown by 
  four humans known as the "Legion of 
  the Lost." Unfortunately, Nurtog's 
  science goon Bataar turns the 
  teleportation technology against the 
  Ghostbusters and teleports Nurtog and 
  his minions to New York City (Real 
  Ghostbusters Comic #20). Using the 
  remains of the warp drive and the 
  Legion's planes, the Ghostbusters 
  pursue Nurtog, ultimately reversing the 
  teleportation and cutting off Nurtog's 
  power, killing him for good (Real 
  Ghostbusters Comic #22). The 
  Ghostbusters go to Russia, to stop 
  Vladimir Maximov and Demitri 
  Melyakov's cult from freeing one of the 
  Great Old Ones using another copy of 
  the Necronomicon (Russian About).  
  The Ghostbusters make first contact 
  with the secret government agency 
  known as ARMOR (Advanced Radical 
  Military Occult Railroad) and enter a 
  dimensional gate to retrieve an armored 
  train and its five-man crew (Real 
  Ghostbusters Comic #25). The 
  Bogeyman tries to get his revenge on 
  Egon and sucks the Ghostbusters into 
  his realm, only be ghost-trapped yet 
  again (Real Ghostbusters Comic #26). 
  • 
  1991: Tobin, chronicler of the Tobin 
  Spirit Guide, asks for the Ghostbusters 
  help against "Evil."  The Ghostbusters 
  enter the dreamscape and move quickly 
  before Tobin ages to death; after a 
  variety of trials the Council of Eight 
  shows up and confines "Evil" (Real 
  Ghostbusters Comic V.2 #1-3). The 
  Ghostbusters free Professor 
  Epimetheus from his dimensional 
  prison, in the same realm from which 
  the Peoplebusters hail (Real 
  Ghostbusters Comic Annual). 
  • 
  1991, October 31: Samhaine has 
  escaped AGAIN, and poses as a kindly 
  
  16 - Ghostbusters: Who Ya Gonna Call? 
  old man to pass out toys and candy to 
  kids--that come to life and start attacking 
  them! The Ghostbusters find Samhaine, 
  and utilizing an innovative tactic, cause 
  him to overload and explode.  
  • 
  1992: The Ghostbusters, faced with 
  plummeting profits from a dearth of 
  supernatural activity, again cease 
  business, this time willingly. Janine 
  Melnitz and Louis Tully are "downsized" 
  out of their jobs, and Louis's activities 
  are wholly unknown after this point. Ray 
  Stantz does research at Stanford until 
  an undefined "accident" puts him so 
  down on his luck he's become a used 
  car salesman in Colorado. Winston 
  Zeddemore trains as a pilot, and flies a 
  commuter line in Montana. Peter 
  Venkman goes to Hollywood, becomes 
  a successful agent, and by 1997 is 
  trying to shop around a concept for 
  Ghostbusters 3. Egon Spengler elects to 
  remain in New York, living in the 
  firehouse to keep an eye on the 
  containment unit, and accepts a posting 
  as a parapsychology teacher at New 
  York City College, a community college  
  • 
  1993: While doing research at a New 
  York City College, former Ghostbuster 
  Egon Spengler meets Dr. Edward 
  Carrillion, another paranormal 
  researcher with "unusual" ideas. In 
  specific, he believes that three crystal 
  skulls can be used to enslave 
  supernatural entities. Eventually, Egon 
  decides that Carrillion is too unstable 
  and ends his relationship with him.  
  • 
  1997: Parapsychology 101, being taught 
  by former Ghostbuster Egon Spengler: 
  Kylie Griffin, new age enthusiast; Garrett 
  Miller, paraplegic athlete; Roland 
  Jackson, electronics whiz; and slacker 
  Eduardo Rivera. Janine Melnitz 
  surprises Egon during their first class. 
  City construction drills into a sealed 
  chamber and releases an entity; 
  Spengler's equipment detects the 
  release, but Mayor McShayne derides 
  him as a fraud. Egon tries to confront 
  the entity, but the equipment is too old 
  and underpowered to be effective, and 
  he's infected with a strange disease. 
  Egon identifies the spirit as a Sumerian 
  disease goddess, Akkyra; he and 
  Roland subject the proton packs and 
  ECTO-1 to upgrading, and create a 
  micronized proton pistol and a radically 
  different ghost trap design. Roland, 
  Garrett, Kylie, and Eduardo take up the 
  mantle of Ghostbusters, and using the 
  new equipment apprehend Akkyra 
  easily, clearing up the infection suffered 
  by Egon and hundred of others 
  (Darkness at Noon). Egon is reunited 
  Ray Stantz, Peter Venkman, and 
  Winston Zeddemore, the original 
  Ghostbusters! The new Ghostbusters 
  work with their legendary predecessors 
  to stop a massive, power-feeding 
  "ingestor" (Back In The Saddle).  
  • 
  2037: In one future that is now invalid, 
  Dr. Roland Jackson, Kylie Griffin, and 
  Eduardo Rivera have become legends 
  of Ghostbusting to the people living 
  under the dominion of the tyrannical 
  Tempus (Ghost Apocalyptic Future). 
  • 
  2188: Earth makes first contact with 
  alien life forms (Real Ghostbusters 
  Comic #2).  
  • 
  2499: Sl'g, an alien of an unidentified 
  species, is murdered by his four 
  protégés, Turek, Cowan, Gard, and 
  Bethany, who steal his technology and 
  go back to 1985 to try and destroy 
  history  (Real Ghostbusters Comic #1-
  2).  
   
   
  
  Ghostbusters: Who Ya Gonna Call? - 17 
  AAAAlllllllleeeeggggiiiiaaaannnncccceeeessss    
   
  "Dr. Venkman, we believe that the purpose of science is to serve mankind. You, however, seem to 
  regard science as some kind of "dodge" or "hustle." Your theories are the worst kind of popular tripe, your 
  methods are sloppy and your conclusions are highly questionable. You're a poor scientist, Dr. Venkman, 
  and you have no place in this department or in this University." 
  - Dean Yeager, Ghostbusters 
   
  A Ghostbuster may have up to three 
  allegiances, listed in order from most important 
  to least important.  These allegiances are 
  indications of what the Ghostbuster values in 
  life, and may encompass people, organizations, 
  or ideals. A Ghostbuster may have no 
  allegiances (being either a free spirit or a lone 
  wolf) or may change allegiances as he or she 
  goes through life. Also, just because the 
  Ghostbuster fits into a certain category of people 
  doesn’t mean the Ghostbuster has to have that 
  category as an allegiance. 
  If the Ghostbuster acts in a way that is 
  detrimental to his or her allegiance, the GM may 
  choose to strip the Ghostbuster of that 
  allegiance (and all its benefits) and assign an 
  allegiance more suitable to those actions. 
  Pledging Allegiance 
  A Ghostbuster’s allegiance can take the form 
  of loyalty to a person, to an organization, to a 
  belief system, to a nation, or to an ethical or 
  moral philosophy. In general, a Ghostbuster can 
  discard an allegiance at any time, but may only 
  gain a new allegiance after attaining a new level. 
  Having an allegiance implies having sufficient 
  intelligence and wisdom to make a moral or 
  ethical choice. As a result, a character must 
  have Intelligence and Wisdom scores of 3 or 
  higher in order to select allegiances. 
  Allegiances include, but are not limited to, the 
  following examples. 
  • 
  Person or Group: This includes a leader or 
  superior, a family, a group of linked 
  Ghostbusters (such as a band of 
  adventurers or a cell of secret agents), or a 
  discrete unit within a larger organization 
  (such as members of the Ghostbuster’s 
  team, or Ghostbusters whose safety the 
  Ghostbuster is responsible for). 
  • 
  Organization: This may be a company or 
  corporation, a gathering of like-minded 
  Ghostbusters, a fraternal brotherhood, a 
  secret society, a branch of the armed forces, 
  a local, state, or national government, a 
  university, an employer, or an otherwise 
  established authority.  
  • 
  Nation: This may or may not be the nation 
  that the Ghostbuster currently resides in. It 
  may be where the Ghostbuster was born, or 
  where the Ghostbuster resides after 
  emigrating to a new home. 
  • 
  Belief System: This is usually a particular 
  faith or religion, but can also be a specific 
  philosophy or school of thought. Belief 
  systems could also include political beliefs 
  or philosophical outlooks. 
  • 
  Ethical Philosophy: This describes how 
  one feels about order, as represented by law 
  and chaos. A Ghostbuster with a lawful 
  outlook tends to tell the truth, keep his or her 
  word, respect authority, and honor tradition, 
  and he or she expects others to do likewise. 
  A Ghostbuster with a chaotic outlook tends 
  to follow his or her instincts and whims, 
  favor new ideas and experiences, and 
  behave in a subjective and open manner in 
  dealings with others. 
  • 
  Moral Philosophy: This describes one’s 
  attitude toward others, as represented by 
  good and evil. A Ghostbuster with a good 
  allegiance tends to protect innocent life. This 
  belief implies altruism, respect for life, and a 
  concern for the dignity of other creatures. An 
  evil allegiance shows a willingness to hurt, 
  oppress, and kill others, and to debase or 
  destroy innocent life. 
  New allegiances 
  Ghostbusters have allegiances like 
  everybody else.  They're not as high-minded as 
  some people might expect (or as lowbrow as 
  everyone figured). Any of these allegiances can 
  
  18 - Ghostbusters: Who Ya Gonna Call? 
  also be used as role-playing opportunities to 
  receive action points at the discretion of the GM.   
  Sex 
  Ghostbusters with this allegiance want to get 
  it on.  All the time.  See the Skills chapter for 
  more information about how a Ghostbuster can 
  get laid.  For each satisfying date (the word 
  "satisfying" left to the discretion of the GM), the 
  Ghostbuster receives 1 action point.  If the 
  Ghostbuster fumbles a roll during the date (be it 
  Bluff or Diplomacy), he loses 1 action point 
  instead. The Ghostbuster only receives an 
  action point for successfully dating one person 
  the first time.  Thereafter, the Ghostbuster 
  doesn't receive any more action points unless he 
  dates a new person or stops dating someone for 
  six months or longer.  This game mechanic 
  ensures a Ghostbuster whose allegiance is sex 
  plays the field as often as possible. 
  Wealth 
  Okay, so most Americans probably have this 
  allegiance.  Still, the Ghostbuster who has 
  wealth as an allegiance is greedier than your 
  average working schmoe.  This is a cruel irony, 
  because Ghostbusters make very little money 
  anyway.  Every time the Ghostbuster rolls a 
  natural 20 on a Wealth check, he receives an 
  action point.  Whenever he rolls a natural 1 on a 
  Wealth check, he loses 1 action point. 
  Fame 
  Ghostbusters with fame as their allegiance 
  want to get as much publicity as possible.  
  Famous Ghostbusters will smile for the camera, 
  do signings at conventions, and best of all, TV 
  interviews.  They embrace paparazzi and 
  encourage fan clubs. Whenever a Ghostbuster 
  rolls a natural 20 on his Reputation check, he 
  gains 1 action point.  Whenever he rolls a 
  natural 1 on his Reputation check, he loses 1 
  action point.  
  Soulless Science 
  Science is all.  Parapsychology is something 
  of an unexplored frontier to someone who takes 
  it seriously.  As a result, the term "soulless 
  science" is perhaps a misnomer, because much 
  of parapsychology involves the study of souls 
  and the paranormal.  Identifying quibbles aside, 
  a Ghostbuster with an allegiance to soulless 
  science is part of how Ghostbusters succeed – 
  they see ghosts as a scientific challenge rather 
  than a horrifying brush with undeath.  
  Ghostbusters who roll a 20 on a Knowledge 
  check in behavioral sciences, earth and life 
  sciences, physical sciences, or technology 
  receive 1 action point.  Rolling a 1 subtracts an 
  action point. 
  Humanity 
  Some Ghostbusters don't bust ghosts for the 
  money – mostly because there's no money to be 
  made.  But other Ghostbusters do it because 
  they believe they're genuinely doing the Right 
  Thing™. For Ghostbusters with noble goals, 
  beating ghosts has extra rewards: for each time 
  the Ghostbuster defeats a villain whose 
  challenge rating is equal to the Ghostbuster's 
  level or higher, he receives 1 action point.  If the 
  Ghostbuster is defeated (e.g., runs away, 
  knocked unconscious, etc.) by a villain of similar 
  CR or lower, the Ghostbuster loses 1 action 
  point. 
  Allegiances and Influence 
  An allegiance can create an empathic bond 
  with others of the same allegiance. With the 
  GM’s permission, the character gains a +2 
  circumstance bonus on Charisma-based skill 
  checks when dealing with someone of the same 
  allegiance—as long as the character has had 
  some interaction with the other character to 
  discover the connections and bring the bonus 
  into play. 
  For the Sex allegiance (man, that sounds 
  weird), Ghostbusters receive the bonus when 
  dating or attempting to date a member of the 
  opposite sex. For the Wealth allegiance, 
  Ghostbusters receive the bonus when dealing 
  with financial negotiations.  For the Fame 
  allegiance, Ghostbusters receive the bonus 
  when dealing with members of the media or 
  fans.  For the Souless Science allegiance, 
  Ghostbusters receive the bonus when dealing 
  with supernatural beings or other 
  parapsychologists.  The folks who have 
  Humanity as their allegiance receive the bonus 
  when dealing with anyone who has been 
  harmed or threatened by the supernatural. 
   
   
  
  Ghostbusters: Who Ya Gonna Call? - 19 
  OOOOccccccccuuuuppppaaaattttiiiioooonnnnssss    
   
  "Do you know what a patent clerk makes? I liked the University. They gave us money, they gave us 
  the facilities and we didn't have to produce anything! I've worked in the private sector. They expect 
  results. You've never been out of college. You don't know what it's like out there." 
  - Ray Stantz, Ghostbusters 
   
  New Occupations 
  Upon creating their Ghostbusters franchise, 
  the Ghostbusters themselves must elect officers.  
  These offices are reflected in their choice of 
  occupations.  There can be only one president 
  and treasurer, but all the other positions are 
  available. 
  Driver 
  This poor sap gets to drive ECTO-1.  It 
  wouldn't be so bad if it weren't for the fact that 
  ECTO-1 is a 1959 Cadillac ambulance.  Keeping 
  it from tipping over is a challenge unto itself. It's 
  a thankless job, but somebody's gotta do it. 
  Prerequisite: Age 18+.  
  Skills: Choose three of the following skills as 
  permanent class skills. If a skill the Ghostbuster 
  selects is already a class skill, he or she 
  receives a +1 competence bonus on checks 
  using that skill. Craft (electronic, mechanical, or 
  structural), Climb, Drive, Handle Animal, 
  Intimidate, Repair, Ride.  
  Wealth Bonus Increase: +1.   
  President 
  Presidents have an obsession about being 
  their own boss. They believe in themselves, 
  have an abundance of confidence, and the 
  ability to acquire the funds necessary to bankroll 
  their newest moneymaking venture. These small 
  to large business owners have a knack for 
  putting together business plans, gathering 
  resources, and getting a new venture off the 
  ground. They rarely want to stick around after 
  the launch, however, as they prefer to put their 
  energies into the next big thing.  
  Prerequisite: Age 18+.  
  Skills: Choose two of the following skills as 
  permanent class skills. If a skill the Ghostbuster 
  selects is already a class skill, he or she 
  receives a +1 competence bonus on checks 
  using that skill. Bluff, Diplomacy, Gamble, 
  Knowledge (business, current events, or 
  technology).  
  Reputation Bonus Increase: +1.  
  Wealth Bonus Increase: +3.   
  Secretary 
  The secretary gets the exciting task of sitting 
  in the office!  Every once in awhile, the phone 
  rings!  If the secretary is extremely dexterous, 
  he/she/it may successfully pick it up and even 
  answer the phone without scaring off a client!  
  When they're not listening to some kook sound 
  off about his talking toaster, secretaries hold 
  down the fort while the other Ghostbusters are 
  away.  If you haven't figured it out yet, being the 
  secretary sucks. 
  Prerequisite: Age 23+.  
  Skills: Choose two of the following skills as 
  permanent class skills. If a skill the Ghostbuster 
  selects is already a class skill, he or she 
  receives a +1 competence bonus on checks 
  using that skill. Computer Use, Diplomacy, 
  Knowledge (art, business, civics, earth and life 
  sciences, history, physical sciences, or 
  technology), Research.  
  Wealth Bonus Increase: +1.  
  Tactical Leader 
  Tactical leaders are more common amongst 
  the Ghostbuster franchise than they used to be.  
  These are the guys with military training who 
  treat catching ghosts like arresting perps.  Most 
  Ghostbusters find tactical leaders a little scary.  
  So do most ghosts. 
  Prerequisite: Age 18+.  
  Skills: Choose two of the following skills as 
  permanent class skills. If a skill the Ghostbuster 
  selects is already a class skill, he or she 
  
  20 - Ghostbusters: Who Ya Gonna Call? 
  receives a +1 competence bonus on checks 
  using that skill. Climb, Demolitions, Drive, Hide, 
  Knowledge (tactics), Move Silently, Navigate, 
  Pilot, Survival, Swim.  
  Bonus Feat: Select one of the following: 
  Brawl, Combat Martial Arts, Light Armor 
  Proficiency, or Personal Firearms Proficiency.  
  Wealth Bonus Increase: +1.  
  Technician 
  Scientists and engineers of all types fit within 
  the scope of this starting occupation. 
  Ghostbusters tend to attract a lot of "fringe" 
  scientists that are generally looked down upon 
  by the scientific community.   
  Prerequisite: Age 23+.  
  Skills: Choose three of the following skills as 
  permanent class skills. If a skill the Ghostbuster 
  selects is already a class skill, he or she 
  receives a +1 competence bonus on checks 
  using that skill. Computer Use, Craft (chemical, 
  electronic, mechanical, or structural), Knowledge 
  (business, earth and life sciences, physical 
  sciences, or technology), Repair, Research.  
  Wealth Bonus Increase: +2.  
  Treasurer 
  Similar to the secretary, the more physically 
  active Ghostbuster professions consider the role 
  of treasurer to be pretty boring.  But they keep it 
  to themselves, because the treasurer pays their 
  salaries, bargains with clients, sets fees, and 
  replaces the equipment that tactical leaders 
  completely mangle. 
  Prerequisite: Age 23+.  
  Skills: Choose two of the following skills as 
  permanent class skills. If a skill the Ghostbuster 
  selects is already a class skill, he or she 
  receives a +1 competence bonus on checks 
  using that skill. Computer Use, Diplomacy, 
  Knowledge (business, civics), Research.  
  Wealth Bonus Increase: +3.  
  Vice-President 
  Vice-presidents are like presidents, only not 
  as good.  There are usually a lot of vice-
  presidents, which tends to devalue the position 
  somewhat.  Some franchise owners have 
  pointed to the fact that since anyone can be 
  vice-president, and nobody listens to the 
  president anyway, this is why most ghost 
  busting expeditions end up degrading into 
  complete chaos. 
  Prerequisite: Age 18+.  
  Skills: Choose two of the following skills as 
  permanent class skills. If a skill the Ghostbuster 
  selects is already a class skill, he or she 
  receives a +1 competence bonus on checks 
  using that skill. Bluff, Diplomacy, Gamble, 
  Knowledge (business, current events, or 
  technology).  
  Reputation Bonus Increase: +1.  
  Wealth Bonus Increase: +2.   
  
  Ghostbusters: Who Ya Gonna Call? - 21 
  AAAAddddvvvvaaaannnncccceeeedddd    CCCCllllaaaasssssssseeeessss    
   
  "Back off man! I'm a scientist!" 
  - Peter Venkman, Ghostbusters 
   
  Elite Ghostbuster  
  Generally, Ghostbusters don't need an 
  advanced class to qualify.  However, it's 
  possible for some Ghostbusters to be so good at 
  what they do that it merits an advanced class.  
  That said, Ghostbusters of this stripe are rare – 
  far too many have part time jobs (talk show 
  hosts, paranormal paraphernalia shopkeepers, 
  parapsychology instructors, etc.) that ultimately 
  qualify them for other basic or advanced 
  classes.   
  For those rare few who are extremely 
  dedicated to ghostbusting, this class is for them.  
  Elite Ghostbusters bust better, investigate 
  better, and are insanely fearless in the face of 
  danger.  Since they spend all their time busting 
  ghosts, they are also dirt poor. And a little weird 
  (even for a Ghostbuster!). 
  Requirements 
  To qualify to become an Elite Ghostbuster, a 
  character must fulfill the following criteria. 
  Base Attack Bonus: +3. 
  Skill: Knowledge (arcane lore) 3 ranks. 
  Feat: Exotic Weapon Proficiency (proton 
  pack). 
  Class Information 
  Hit Die: 1d8 
  Action Points: 6 + one-half character level, 
  rounded down, every time the character attains 
  a new level in this class. 
  Class Skills 
  The Elite Ghostbuster’s class skills (and the 
  key ability for each skill) are: Craft (electronic, 
  mechanical), Drive (Dex), Intimidate (Cha), 
  Investigate (Wis), Jump (Str), Knowledge 
  (arcane lore, behavioral sciences, earth and life 
  sciences, physical sciences, popular culture, 
  technology) (Int), Listen (Wis), Navigate (Int), 
  Profession (Wis), Research, Spot (Wis), Survival 
  (Wis). 
  Skill Points at Each Level: 5 + Int modifier. 
  Table: The Elite Ghostbuster 
  Class 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  Defense 
  Bonus 
  Reputation 
  Bonus 
  1st 
  +0 
  +0 
  +1 
  +1 
  Favored enemy 
  +1 
  +0 
  2nd 
  +1 
  +0 
  +2 
  +2 
  Weapon Focus  
  +1 
  +0 
  3rd 
  +2 
  +1 
  +2 
  +2 
  Improved trap setting  
  +2 
  +0 
  4th 
  +3 
  +1 
  +2 
  +2 
  Profile ghost  
  +2 
  +0 
  5th 
  +3 
  +1 
  +3 
  +3 
  PKE Reading  
  +3 
  +1 
  6th 
  +4 
  +2 
  +3 
  +3 
  Weapon specialization 
  +3 
  +1 
  7th 
  +5 
  +2 
  +4 
  +4 
  Occult knowledge 
  +4 
  +1 
  8th 
  +6 
  +2 
  +4 
  +4 
  Psuedo-scientific 
  improvisation 
  +4 
  +1 
  9th 
  +6 
  +3 
  +4 
  +4 
  Extreme machine 
  +5 
  +2 
  10th 
  +7 
  +3 
  +5 
  +5 
  Ain't Afraid of No Ghost 
  +5 
  +2 
  Class Features 
  The following features pertain to the Elite 
  Ghostbuster advanced class. 
  Weapon Focus 
  An Elite Ghostbuster gains the Weapon 
  Focus class feature, providing the benefit of the 
  feat with the same name to proton packs. The 
  Elite Ghostbuster adds +1 to all attack rolls 
  made using the selected weapon. 
  Weapon Specialization 
  
  22 - Ghostbusters: Who Ya Gonna Call? 
  An Elite Ghostbuster gains weapon 
  specialization with a proton pack. The Elite 
  Ghostbuster gets a +2 bonus on damage rolls 
  with a proton pack. 
  Improved Trap Setting 
  The Elite Ghostbuster no longer provokes an 
  attack of opportunity when using a ghost trap. 
  PKE Reading 
  The Elite Ghostbusters gains a +1 
  competence bonus per class level to Computer 
  Use checks for the purpose of reading a PKE. 
  Occult Knowledge 
  An Elite Ghostbuster gains a +1 competence 
  bonus per character level on Research and 
  Knowledge (arcane lore) checks. 
  Psuedo-Scientific Improvisation 
  An Elite Ghostbuster gains the ability to 
  improvise solutions using his proton pack and 
  scientific know-how. This ability lets the Elite 
  Ghostbuster create objects in a dramatic 
  situation quickly and cheaply, but that have a 
  limited duration. 
  By spending 1 action point and combining his 
  proton pack and common objects with a Craft 
  check that corresponds to the function desired, 
  the Elite Ghostbuster can build a tool or device 
  to deal with any situation. The DC for the Craft 
  check is equal to 5 + the purchase DC of the 
  object that most closely matches the desired 
  function.  
  Only objects that can normally be used more 
  than once can be improvised.  
  Electronic devices, special tools, weapons, 
  mechanical devices, and more can be built with 
  scientific improvisation. It takes a full-round 
  action to make an object with scientific 
  improvisation. The object, when put into use, 
  lasts for a number of rounds equal to the Elite 
  Ghostbuster’s class level, or until the end of the 
  current encounter, before it breaks down. It can’t 
  be repaired. 
  Profile Ghost 
  By making a Gather Information check (DC 
  15) when talking to witnesses of a haunting, the 
  Elite Ghostbuster compiles a rough mental 
  picture of the ghost. This mental picture provides 
  a physical description, including distinguishing 
  markings and visible mannerisms. Success 
  makes the profile accurate, at least concerning a 
  particular ghost as seen by witnesses. (For this 
  Gather Information check, no money changes 
  hands.) 
  The Elite Ghostbuster can expand the profile 
  by making an Investigate check (DC 15) 
  involving the scene of the haunting or other 
  evidence linked to the suspect. If successful, the 
  Elite Ghostbuster combines eyewitness 
  accounts with ectoplasmic evidence to develop 
  a profile of the ghost's method of operation. This 
  provides a +2 circumstance bonus on any skill 
  checks made to uncover additional evidence or 
  otherwise locate and capture the ghost. 
  Extreme Machine 
  If it has mechanical or electronic 
  components, an Elite Ghostbuster higher can 
  get maximum performance out of it.  
  By spending 1 action point and making either 
  a Craft (electronic) or Craft (mechanical) check 
  (whichever is appropriate for the machine in 
  question), the Elite Ghostbuster can temporarily 
  improve a machine’s performance—at the risk of 
  causing the machine to need repairs later. The 
  DC for the Craft check depends on the type of 
  improvement being made, as shown on the table 
  below. 
   
  Improvement 
  Craft DC 
  Repair Chance 
  (d%) 
  Ranged Weapons 
   
   
  +1 to damage 
  15 
  01–25 
  +2 to damage 
  20 
  01–50 
  +3 to damage 
  25 
  01–75 
  +5 ft. to range 
  increment 
  15 
  01–25 
  +10 ft. to range 
  increment 
  25 
  01–50 
  Electronic Devices 
   
   
  +1 equipment bonus 
  15 
  01–25 
  +2 equipment bonus 
  20 
  01–50 
  +3 equipment bonus 
  25 
  01–75 
  Vehicles 
   
   
  +1 on initiative 
  checks 
  20 
  01–25 
  +1 to maneuver 
  25 
  01–50 
  +2 to maneuver 
  30 
  01–75 
   
  The Elite Ghostbuster performs the extreme 
  modifications in 1 hour. The Elite Ghostbuster 
  can’t take 10 or take 20 on this check. If the 
  check succeeds, the effect of the improvement 
  lasts for a number of minutes equal to his or her 
  Elite Ghostbuster class level, beginning when 
  the object is first put into use. The Elite 
  Ghostbuster selects the single improvement he 
  or she wants to make prior to making the check. 
  After the duration of the effect ends, the 
  machine reverts to its previous state and a 
  repair chance percentile roll is made. The result 
  of this roll indicates whether the machine re-
  quires repairs before it can be used again. 
  Favored Enemy 
  An Elite Ghostbuster may select a type of 
  creature (aberration, construct, dragon, 
  elemental, fey, ooze, undead). The Elite 
  Ghostbuster gains a +2 bonus on Bluff, Listen, 
  
  Ghostbusters: Who Ya Gonna Call? - 23 
  Sense Motive, Spot, and Survival checks when 
  using these skills against creatures of this type. 
  Likewise, he gets a +2 bonus on weapon 
  damage rolls against such creatures. 
  At 5th level and 10th level, the Elite 
  Ghostbuster may select an additional favored 
  enemy from those given on the table. In 
  addition, at each such interval, the bonus 
  against any one favored enemy (including the 
  one just selected, if so desired) increases by 2.  
  If the Elite Ghostbuster chooses humanoids 
  or outsiders as a favored enemy, he must also 
  choose an associated subtype (chaotic or evil). 
  If a specific creature falls into more than one 
  category of favored enemy, the Elite 
  Ghostbuster’s bonuses do not stack; he simply 
  uses whichever bonus is higher. 
   
  Ain't Afraid of No Ghost 
  An Elite Ghostbuster is immune to fear 
  (magical or otherwise). Each ally within 10 feet 
  of her gains a +4 morale bonus on saving throws 
  against fear effects. This ability functions while 
  the Elite Ghostbuster is conscious, but not if she 
  is unconscious or dead. 
   
   
   
   
  
  24 - Ghostbusters: Who Ya Gonna Call? 
  SSSSkkkkiiiillllllllssss    
   
  "Very impressive resume. Electronic countermeasures, Strategic Air Command ... Black belt in Karate 
  ... Small arms expert ... Mr. Zeddemore, as you may have heard, we locate ghosts and spirits, trap them 
  with streams of concentrated quantum energy and remove them from people's homes, offices and places 
  of worship."  
  - Ray Stantz, Ghostbusters 
   
  Skill Check Examples 
  Automatic Success 
  • 
  Blasting a wall with a proton pack. 
  • 
  Sleeping soundly in your own bed. 
  • 
  Driving a car. 
  • 
  Eating a hotdog. 
  • 
  Getting into an argument. 
  • 
  Using a pay phone. 
  • 
  Paying sales tax. 
  • 
  Picking up a toy poodle. 
  Easy (DC 5) 
  • 
  Picking up someone in a singles bar 
  (Diplomacy). 
  • 
  Sleeping soundly in a swank hotel 
  (Concentration). 
  • 
  Parallel parking a big car (Drive). 
  • 
  Eating three Big Macs (Constitution). 
  • 
  Getting into an argument (Bluff). 
  • 
  Remembering a friend's phone number 
  (Intelligence). 
  • 
  Figuring out Tax Form 1040EZ (Knowledge). 
  • 
  Picking up a Yorkshire terrier (Strength). 
  Average (DC 10) 
  • 
  Picking up an attractive person (Diplomacy). 
  • 
  Sleeping soundly on the job (Concentration). 
  • 
  Driving in Manhattan without getting lost 
  (Survival). 
  • 
  Eating a whole pizza by yourself 
  (Constitution). 
  • 
  Winning an argument (Bluff). 
  • 
  Cheating the IRS (Forgery). 
  • 
  Understanding an ancient occult book 
  (Decipher Script). 
  • 
  Picking up an Irish setter (Strength). 
  Challenging (DC 20) 
  • 
  Picking up an off-Broadway actor/actress 
  (Diplomacy). 
  • 
  Sleeping soundly on a Manhattan street 
  corner (Concentration). 
  • 
  Driving along the freeway during rush hour 
  without losing your temper (Drive). 
  • 
  Winning an argument about politics (Bluff). 
  • 
  Getting a famous person to talk to you on 
  the telephone (Bluff). 
  • 
  Paying no taxes (Bluff). 
  • 
  Finding a cheap rental location for a 
  Ghostbuster franchise (Research). 
  Heroic (DC 30) 
  • 
  Sleeping through a volcanic eruption 
  (Concentration). 
  • 
  Winning the Indianapolis 500 in a Honda 
  Civic (Drive). 
  • 
  Eating a telephone (Constitution). 
  • 
  Winning an argument about religion. 
  • 
  Picking up a buffalo (Strength). 
  Routines 
  There are a variety of routines that 
  Ghostbusters might experience in their day-to-
  day activities.  These are by no means 
  encounters with the supernatural – they are far, 
  far worse.  These are the mundane things, the 
  things that bring mighty men low – finding your 
  car keys, getting sued, stuff like that.  They don't 
  seem important until it happens to you, and then 
  
  Ghostbusters: Who Ya Gonna Call? - 25 
  boy oh boy is it important.  Ghostbusters tend to 
  be in a rush and also to be sued a lot, so these 
  routines may come up often (that's why they call 
  them routines!). 
  Roll 1d6 for each step.  If a skill or ability is 
  listed, the step requires a check.  The DC is 
  listed in parenthesis – skills that should happen 
  automatically have a difficulty class of 0.  Note 
  that it's still possible to make a check if 
  exceptional circumstances warrant, such as 
  attempting to start a car that hasn't been started 
  in a year.    
  Where a skill check is required, success and 
  failure indicates what happens next.  In most 
  cases a success allows the Ghostbuster to 
  move to the next section. Depending on each 
  roll, it can take 1 round, 1 minute, 10 minutes, or 
  an hour, at the Game Master's discretion.  
  Whatever the choice, all steps should take the 
  same amount of time. 
  Car Chase or Race Against Time 
  STEP A  
  1. Drive (DC 0): Car starts. Success: Go 
  to Step B. 
  2. Drive (DC 0): Car starts, but needs gas. 
  Success: Go to Step B. 
  3. Spot (DC 5): Can't find car keys.  
  Success: Go to Step B. Failure: You 
  can call a taxi to move on to Step B. 
  4. Drive (DC 5): Car starts, but backfires 
  and smokes.  Success: Go to Step B. 
  Failure: Car stalls but can be restarted.  
  Roll again on Step A. 
  5. Drive (DC 15): Car starts, but 
  something blocks the exit (vehicle, bag 
  lady, stupid dog).  Success: Go to Step 
  B. Failure: You hit the object and suffer 
  the consequences, which may include 
  being sued. You can call a taxi to move 
  on to Step B, if the police don't catch 
  you first. 
  6. Repair (DC 15): Car won't start.  
  Success: Go to Step B. Failure: You 
  can't get the car started at all. You can 
  call a taxi to move on to Step B. 
   
  STEP B  
  1. Drive (DC 15): The light changes 
  unexpectedly.  Success: Go to Step C. 
  Failure: Hit another vehicle. See 
  Collisions and Ramming for more 
  information.  
  2. Drive (DC 10): Traffic is thick.  
  Success: Go to Step C. Failure: You 
  arrive late. Roll again on Step B. 
  3. Navigate (DC 15): You take a shortcut.  
  Success: On to Step D.  Failure: On to 
  Step C. 
  4. Spot (DC 10): Spot a police car and 
  slow down.  Success: Go to Step C. 
  Failure: Get a ticket.  Roll again on to 
  Step B. 
  5. Repair (DC 15): Car overheats.  Pull 
  over and jury-rig it. Success: Go to 
  Step C. Failure: Car stalls; Chase ends.  
  6. Dexterity (DC 10): Gridlock.  Run to 
  catch up with quarry on foot. Success: 
  Go to Step C.  Failure: Chase ends. 
   
  STEP C 
  1. Constitution (DC 5): Passengers are 
  nauseous from the ride.  Success: 
  Each passenger who succeeds 
  manages to keep his or her lunch down.  
  On to Step D. Failure: BLEEEEARGH! 
  On to Step D, it's just nasty in the 
  vehicle now. 
  2. Drive (DC 15): Another driver gets 
  pissed and decides to race/pursue you.  
  Success: Shake the tail; Go to step D.  
  Failure: You hit the moron; chase ends. 
  See Collisions and Ramming for more 
  information. 
  3. Wisdom (DC 10): Punks throw stuff at 
  the car.  Success: Go to step D. 
  Failure: Lose your cool and go after 
  them.  Back to Step B. 
  4. Bluff (DC 15): Police car tells you to pull 
  over.  Success: Go to step D. Failure: 
  Pull over and get a ticket, chase ends. 
  5. Dexterity (DC 15): Roadwork blocks the 
  street.  Success: Get out and run on 
  foot. On to Step D. Failure: Chase 
  ends. 
  6. Reputation (DC 10): You get 
  recognized as a Ghostbuster and fans 
  swarm the vehicle.  Success: Explain 
  you're on a mission and fans watch in 
  awe. Failure: Fans turn into an angry 
  mob and attack you with fruit and 
  garbage (see Ordinaries). End chase. 
   
  STEP D 
  1. Diplomacy (DC 10): You piss off a burly 
  driver in front of you, who gets out of the 
  car.  Success: Arrive at destination or 
  catch quarry. Failure: Get into a fistfight 
  with an ordinary. End chase. 
  2. Drive (DC 15): Wrong address or route. 
  Success: Arrive at destination or catch 
  quarry. Failure:  Back to Step C. 
  3. Wisdom (DC 5): Park or catch up.  
  Success: Arrive at destination or catch 
  quarry; you remember to lock the doors. 
  
  26 - Ghostbusters: Who Ya Gonna Call? 
  Failure: Forget to lock your vehicle; it's 
  stolen when you get back. 
  4. Wisdom (DC 5): No parking, so you 
  have to double-park. Success: Catch 
  up to quarry or arrive at correct address; 
  you leave one Ghostbuster in the car. 
  Failure: Forget to lock your vehicle; it's 
  stolen when you get back. 
  5. Drive (DC 10): Open manhole! 
  Success: Avoid it and arrive at 
  destination or catch quarry.  Failure: 
  You lose control of the vehicle. 
  6. No roll necessary; catch up to quarry or 
  arrive at correct address. 
  Request a Government Document 
  STEP A 
  1. Knowledge (business) (DC 15): 
  Received a certified notice that a 
  business license is needed for the 
  franchise. Success: Go to step B. 
  Failure: Roll again on Step A. 
  2. Knowledge (business) (DC 10): 
  Received a certified notice that a 
  business license might be necessary for 
  the franchise. Success: Go to step B. 
  Failure: Roll again on Step A. 
  3. Gather Information (DC 10): Talk to 
  another business owner who tells you 
  how to get the document. Success: 
  Skip remaining steps; get the document. 
  Failure: On to Step B. 
  4. Sense Motive (DC 10): An inspector 
  visits the premises and orders you to 
  obtain a document.  Success: Believe 
  him.  On to Step B.  Failure: Roll again 
  on Step A. 
  5. Search (DC 15): A specific record is 
  required from your archives.  Failure: 
  Roll again on Step A. Success: Find the 
  record; on to Step B.   
  6. Bluff (DC 15): A background check is 
  necessary for the document.  Failure: 
  You fail, no rerolls allowed.  Success: 
  On to Step B. 
  STEP B 
  1. Navigate (DC 5): Find the right building 
  and room number.  Failure: Back to 
  Step A.  Success: On to Step C. 
  2. Diplomacy (DC 10): Arrive dressed 
  appropriately for the request.  Failure: 
  Inappropriately dressed; suffer a –2 
  penalty to all Charisma-based checks. 
  On to Step C.  Success: On to Step C. 
  3. Spot (DC 5): The building's entrance is 
  not obvious.  Failure: Roll again on 
  Step B.  Success: On to Step C. 
  4. Gather Information (DC 10): Location 
  has changed in some way that makes it 
  difficult to find.  Ask someone where the 
  room is. Failure: Roll again on Step B.  
  Success: On to Step C. 
  5. Bluff (DC 10): Line to get in.  Failure: 
  Roll again on Step B.  Success: On to 
  Step C. 
  6. Constitution (DC 10): Location is a 
  hard to get to place.  Failure: Run out of 
  breath trying to get there.  Roll again on 
  Step B.  Success: On to Step C. 
  STEP C 
  1. Bluff (DC 10): Determine the office 
  number.  Failure: Stumble into the rest 
  room for the wrong gender; security is 
  called. Back to Step B. Success: Go to 
  step D. 
  2. Diplomacy (DC 10): Right floor, but not 
  sure where the location is; ask someone 
  who gets snippy. Failure: Security 
  throws you out.  Back to Step B. 
  Success: On to Step D. 
  3. Wisdom (DC 10): The clerk steps out 
  for a moment.  Failure: Roll again on 
  Step C as you wander the halls looking 
  for someone else to help you. Success: 
  The clerk's not coming back.  Back to 
  Step B. 
  4. Wisdom (DC 5): You get really hungry 
  while searching for the room and stop 
  for a snack. Failure: You fail to notice 
  the time.  Roll again on Step C. 
  Success: On to Step D. 
  5. Reputation (DC 10): You are accosted 
  by building security when they recognize 
  you as a Ghostbuster.  Failure: They 
  throw you out.  Roll again on Step C.  
  Success: On to Step D. 
  6. Navigate (DC 10): You make your way 
  to your final destination.  Failure: Wrong 
  destination.  Back to Step B.  Success: 
  On to Step D. 
  STEP D 
  1. Computer Use (DC 15): Clerk doesn't 
  know how to operate computer. Failure: 
  Roll again on Step D.  Success: You 
  show the clerk how to get the document 
  and successfully retrieve it. 
  2. Knowledge (business) (DC 10): 
  Request the document.  Failure: 
  Document doesn't exist.  Success: 
  Document retrieved. 
  3. Knowledge (business) (DC 10): 
  Request the document.  Failure: 
  Document misplaced; Back to Step c.  
  Success: Document retrieved. 
  4. Wisdom (DC 10): The clerk's office is 
  infested with a really scary looking 
  
  Ghostbusters: Who Ya Gonna Call? - 27 
  ghost.  Failure: Run away! Back to Step 
  C.  Success: Bust the ghost and you 
  get your document. Hope you're not 
  wearing a suit! 
  5. Wealth (DC 10): The document costs 
  money.  Failure: You can't afford it.  
  Success: You pay the charge and 
  purchase the document.  
  6. Diplomacy (DC 10): The document 
  costs an exorbitant amount of money.  
  Failure: You actually have to pay it; 
  Wealth check (DC 20).  Success: You 
  convince them it's an error and get the 
  document. 
  Going to Court 
  STEP A 
  1. Sense Motive (DC 15): You need a 
  lawyer. Failure: You hire some shady 
  lawyers who only want your money.  On 
  to Step B. Success: You see them for 
  who they really are; Roll again on Step 
  A.  
  2. Knowledge (civic) (DC 10): You want a 
  lawyer. Failure: You hire some 
  expensive lawyers.  On to Step B. 
  Success: You see them for who they 
  really are; Roll again on Step A. 
  3. Knowledge (civic) (DC 15): You know 
  a lawyer. Failure: On to Step B. 
  Success: You solve the case with a 
  little help from your lawyer friends.  
  Case closed. 
  4. Knowledge (civic) (DC 15): You 
  represent yourself. Failure: You do a 
  bad job; All subsequent Knowledge 
  (civic) rolls suffer a circumstance 
  penalty of -2.  On to Step B. Success: 
  On to Step B. 
  5. Diplomacy (DC 10): You try to 
  negotiate.  Failure: Negotiations break 
  down; On to Step B.  Success: You 
  successfully settle.  Case closed. 
  6. Reputation (DC 15): You look for a 
  lawyer who has Ghostbuster interests at 
  heart.  Failure: No such luck, roll again 
  on Step A.  Success: Found a good 
  one; On to Step B. 
   
  STEP B 
  1. Charisma (DC 10): You spill something 
  on yourself the day of the trial. Failure: 
  You look like an idiot the entire day as 
  you try to hide the spots; all Charisma-
  based rolls suffer a –2 penalty.  On to 
  Step C.  Success: On to Step C. 
  2. Knowledge (civics) (DC 15): You or 
  your lawyer convinces the opposition to 
  avoid a jury trial.  Failure: On to Step C. 
  Success: Judgment requires a Wealth 
  check, but you receive a +4 
  circumstance bonus.  Case Closed.   
  3. Knowledge (civics) (DC 10): Important 
  paperwork is missing.  Failure: Back to 
  Step A.  Success: On to Step C. 
  4. Reputation (DC 10): A bystander 
  slanders the Ghostbusters.  Failure: 
  You successfully defend yourself; all 
  subsequent Knowledge (civic) rolls 
  receive a +1 circumstance bonus; On to 
  Step C.  Success: You sound like a 
  whiny idiot; all subsequent Knowledge 
  (civic) rolls receive a -1 circumstance 
  penalty; On to Step C.   
  5. Diplomacy (DC 15): You have to get 
  your witnesses together.  Failure: You 
  can't find anybody reliable and lose the 
  case.  Case closed.  Success: On to 
  Step D. 
  6. Research (DC 20): You discover that 
  the opposition has an important piece of 
  information that could end the case.  
  Failure: On to step D.  Success: You 
  win the case.  Case closed.  
  STEP C 
  1. Diplomacy (DC 15): You use all your 
  wit and charm to plead your case.  
  Failure: It's not enough; pay a Wealth 
  check (DC 15). Case closed.  Success:  
  The jury loves you.  Case closed. 
  2. Knowledge (arcane lore) (DC 15): The 
  opposition challenges your validity by 
  demanding you prove ghosts exist. 
  Failure: You can't find a ghost in time.  
  Lose the case; pay a Wealth check (DC 
  20).  Case closed. Success:  You 
  produce a ghost, which promptly 
  escapes.  Defeat it and win the case, fail 
  and lose. Case closed.   
  3. Sense Motive (DC 15): The judge is 
  acting strange… Failure: The verdict is 
  suspiciously harsh.  Lose the case; pay 
  a Wealth check (DC 25).  Case closed. 
  Success:  The judge is a manifested 
  ghost!  Defeat it and win the case, fail 
  and lose. Case closed.   
  4. Knowledge (arcane lore) (DC 20): You 
  argue the merits of the supernatural. 
  Failure: You lose but win on appeal.  
  Back to Step A. Success: You win the 
  argument; Case closed. 
  5. Reputation (DC 20): Try to use the 
  media to win your case.  Failure: You 
  embarrass yourself publicly and lose 1 
  point of reputation. Success: Your 
  media attention wins the case and is 
  
  28 - Ghostbusters: Who Ya Gonna Call? 
  lucrative to boot; increase Wealth by 1.  
  Case closed. 
  6. Reputation (DC 25): Word of your 
  deeds spreads far and wide.  Failure: 
  We didn't say they were good deeds; 
  lose the case.  Case closed.  Success: 
  Spiritual leaders speak on your behalf 
  but want you to work on a mission (for 
  free of course).  You win the case; case 
  closed. 
  Skill Modifiers 
  Bluff (Cha) 
  Handsome Ghostbusters use charm and wit 
  to get dates.  Ugly Ghostbusters?  Well those 
  aren't gifted with mugs that scream "Kiss me!" 
  and just scream instead will resort to every trick 
  in the book to get a woman into bed.  And then 
  they'll try some stuff that's not in the book that 
  they read on a bathroom wall. 
  Check: A Bluff check is opposed by the 
  date's Sense Motive check when trying to con or 
  mislead. Favorable and unfavorable 
  circumstances weigh heavily on the outcome of 
  a bluff. Two circumstances can work against the 
  Ghostbuster: The bluff is hard to believe, or the 
  action that the bluff requires the date to take 
  goes against the date’s personality. 
  If it’s important, the GM can distinguish 
  between a bluff that fails because the date 
  doesn’t believe it and one that fails because it 
  asks too much of the date. For instance, if the 
  date gets a +10 bonus because the bluff 
  demands something risky of the date, and the 
  date’s Sense Motive check succeeds by 10 or 
  less, then the date didn’t so much see through 
  the bluff as prove reluctant to go along with it. If 
  the date’s Sense Motive check succeeds by 11 
  or more, she has seen through the bluff, and 
  would have succeeded in doing so even if it had 
  not placed any demand on her (that is, even 
  without the +10 bonus). 
  A bluff requires interaction between the 
  Ghostbuster and the date. Dates unaware of the 
  Ghostbuster can’t be bluffed. Especially if the 
  date pretends to be ignoring him. 
  Example Circumstances 
  Modifier 
  The date wants to believe the 
  Ghostbuster. 
  –5 
  The bluff is believable and doesn’t 
  affect the date much one way or the 
  other. 
  +0 
  The bluff is a little hard to believe. 
  +5 
  The bluff is hard to believe. 
  +10 
  The bluff is way out there; it’s almost 
  too incredible to consider. 
  +20 
  A successful Bluff check indicates that the 
  date's attitude is shifted upwards. Really slick 
  liars can get women who would normally never 
  give a Ghostbuster another glance to believe 
  that they're actually going to win the Nobel Prize 
  for proton accelerator technology. 
  Initial 
  New Attitude 
  Attitude 
  Hostile 
  Unf. 
  Indif. 
  Friendly 
  Helpful 
  Hostile 
  19 or 
  less 
  20 
  25 
  35 
  45 
  Unfriendly 
  4 or 
  less 
  5 
  15 
  25 
  35 
  Indifferent 
  — 
  0 or 
  less 
  1 
  15 
  25 
  Friendly 
  — 
  — 
  0 or 
  less 
  1 
  15 
  Try Again?: Generally, a failed Bluff check 
  makes the date too suspicious for the 
  Ghostbuster to try another bluff in the same 
  circumstances.  
  Special: A Ghostbuster can take 10 when 
  making a bluff, but can’t take 20. 
  A Ghostbuster with the Deceptive feat gets a 
  +2 bonus on all Bluff checks. 
  Time: A bluff takes at least 1 round (and is at 
  least a full-round action) but can take much 
  longer if the Ghostbuster tries something 
  elaborate.  
  Craft (mechanical) (Int) 
  Duct-Tape Engineering: Through bursts of 
  unexplainable insight, you can design and build 
  unique gadgets that are more technologically 
  advanced.  This ability requires the Duct-Tape 
  Engineering feat.    You make a Craft 
  (mechanical) roll against the device’s relative 
  DC, determined by the Game Master. If the roll 
  is successful, the item is built in the time 
  indicated.  For every 5 points rolled over the DC, 
  the construction time is halved.   
  DC 
  Description 
  Item 
  Base 
  Time 
  10 
  Repair device 
  Sword 
  10-60 
  minutes 
  15 
  Slight 
  improvement 
  Pistol 
  1-5 hours 
  20 
  Major 
  improvement 
  Gatling gun 
  1-10 hours 
  25 
  New use of 
  existing 
  technology 
  Flamethrower 
  1-6 days 
  30 
  New use of 
  cutting edge 
  technology 
  Steam engine 
  1-4 weeks 
  35 
  New but “realistic” 
  technology 
  Tank, 
  submersible 
  1-6 
  months 
  40 
  New technology 
  that flaunts logic 
  Proton pack, 
  ecto-
  containment 
  unit, ghost 
  trap 
  1-12 
  months 
  
  Ghostbusters: Who Ya Gonna Call? - 29 
  Diplomacy (Cha) 
  A Ghostbuster whose allegiance is Sex (or 
  who is just horny) can improve interpersonal 
  relations with a member of the opposite sex with 
  a successful Diplomacy check. 
  Check: The GM chooses the character's 
  initial attitude based on circumstances. Most of 
  the time, the people the Ghostbusters meet are 
  indifferent toward them, but a specific situation 
  may call for a different initial attitude. The DCs 
  given in the accompanying table show what it 
  takes to change someone’s attitude with the use 
  of the Diplomacy skill. The Ghostbuster doesn’t 
  declare a specific outcome he or she is trying 
  for; instead, make the check and compare the 
  result to the table below. 
  Try Again?: Generally, trying again doesn’t 
  work. Even if the initial check succeeds, the 
  other character can only be persuaded so far. If 
  the initial check fails, the other character has 
  probably become more firmly committed to her 
  position, and trying again is futile. 
  Special: A Ghostbuster can take 10 when 
  making a Diplomacy check, but can’t take 20. 
  A Ghostbuster with the Trustworthy feat gets 
  a +2 bonus on all Diplomacy checks. 
  Time: Diplomacy is at least a full-round 
  action. The GM may determine that some 
  negotiations require a longer period of time. 
   
   
   
   
   
  Attitude 
  Means 
  Possible Actions 
  Hostile 
  Thinks you 
  should be 
  arrested 
  Screams for help 
  when you approach 
  Unfriendly 
  Thinks you're a 
  jerk 
  Puts you down in 
  the most 
  embarrassing way 
  possible 
  Indifferent 
  Doesn’t much 
  care 
  Will talk but with 
  you, but that's it 
  Friendly 
  Interested in 
  you 
  Will date you 
  Helpful 
  Actively 
  interested in 
  you 
  Will sleep with you 
   
  Initial 
  New Attitude 
  Attitude 
  Hostile 
  Unf. 
  Indif. 
  Friendly 
  Helpful 
  Hostile 
  19 or 
  less 
  20 
  25 
  35 
  45 
  Unfriendly 
  4 or 
  less 
  5 
  15 
  25 
  35 
  Indifferent 
  — 
  0 or 
  less 
  1 
  15 
  25 
  Friendly 
  — 
  — 
  0 or 
  less 
  1 
  15 
   
  
  30 - Ghostbusters: Who Ya Gonna Call? 
  FFFFeeeeaaaattttssss    
   
  "Will you guys relax? We are on the threshold of establishing the indispensable defense science of the 
  next decade - Professional Paranormal Investigations and Eliminations. The franchise rights alone will 
  make us wealthy beyond your wildest dreams." 
  -- Peter Venkman, Ghostbusters 
   
  New Feats 
  Duct-Tape Engineering [Craft] 
  You manage to do things with mechanical 
  objects that no sane person should be able to 
  achieve.  You can build mechanical prosthetics, 
  create explosives from detergent and spit, and 
  turn your car into a whirling death machine.   
  Prerequisites: Builder, Psuedo-Science 
  Craft (mechanical) skill. 
  Benefit: You can craft insane gizmos using 
  the Craft (mechanical) skill.  See the Skills 
  chapter for more information. 
  Psuedo-Science [General] 
  When you're not bust ghosts, you spend a lot 
  of time researching how to build things that 
  nobody should be able to build.   
  Prerequisites: Builder, Craft (mechanical) 
  skill. 
  Benefit: All Craft (mechanical) check DCs 
  are reduced by your level and take half the time 
  to create from scratch.   
   
   
   
  
  Ghostbusters: Who Ya Gonna Call? - 31 
  EEEEqqqquuuuiiiippppmmmmeeeennnntttt    
   
  "You know, it just occurred to me that we really haven't had a successful test of this equipment." 
  -- Ray Stantz, Ghostbusters 
  Licenses 
  All weapons listed here are property of 
  Ghostbusters International and therefore require 
  a license. Ghost traps requires the Exotic 
  Weapon Proficiency (ghost trap) feat and proton 
  packs require the Exotic Weapon Proficiency 
  (proton pack) feat. 
  To purchase a license or pay necessary fees, 
  make a Wealth check (DC 10). With a success, 
  the license is issued to the Ghostbuster after 1 
  day from Ghostbusters International. To speed 
  the process, the hero can make a Knowledge 
  (business) check (DC 10). Success results in the 
  license being issued in 1d6 hours.  
  During the process of Ghostbuster creation, 
  a Ghostbuster just needs to purchase the 
  license or pay the fee; the time required takes 
  place before game play begins.
  Weapons 
   
  Weapon 
  Damage 
  Critical 
  Type 
  Range 
  ROF 
  Magazine 
  Size 
  Weight 
  DC 
  Ghost Trap, Bio-
  Electric* 
  - 
  - 
  - 
  20-ft. 
  1 
  — 
  Small 
  3 lb. 
  15 
  Ghost Trap, High 
  Capacity 
  - 
  - 
  - 
  20-ft. 
  1 
  — 
  Small 
  3 lb. 
  25 
  Ghost Trap, 
  Standard 
  - 
  - 
  - 
  20-ft. 
  1 
  — 
  Small 
  3 lb. 
  10 
  Ghost Trap, 
  Super 
  - 
  - 
  - 
  20-ft. 
  3 
  — 
  Small 
  3 lb. 
  30 
  Ghost Trap, 
  Tripod 
  - 
  - 
  - 
  30-ft. 
  1 
  — 
  Medium 
  10 lb. 
  30 
  Ghost Trap, 
  Vehicle 
  - 
  - 
  - 
  10-ft. 
  1 
  — 
  Large 
  20 lb. 
  30 
  Proton Bomb 
  3d6 
  - 
  Electrical 
  10 ft. 
  1 
  — 
  Tiny 
  1 lb. 
  16 
  Proton Pack, 
  Bio-Electric* 
  - 
  20 
  Electrical 
  90-ft. 
  1 
  25 int. 
  Large 
  10 lb. 
  15 
  Proton Pack, 
  Capture Beam 
  2d6 
  20 
  Electrical/Fire 
  90-ft. 
  1 
  25 int. 
  Large 
  10 lb. 
  20 
  Proton Pack, 
  Hyper Beam 
  4d6 
  20 
  Electrical/Fire 
  90-ft. 
  1 
  25 int. 
  Large 
  10 lb. 
  30 
  Proton Pack, 
  Standard 
  3d6 
  20 
  Electrical/Fire 
  90-ft. 
  1 
  25 int. 
  Large 
  10 lb. 
  25 
  Slime Blower 
  - 
  - 
  - 
  - 
  1 
  10 int. 
  Large 
  50 lb. 
  35 
  Weapons with a * require the Duct-Tape 
  Engineering feat. 
  Ghost Trap, Bio-Electric 
  This trap is a modified ghost trap, but instead 
  of capturing ectoplasmic entities, it throws up an 
  electric field around living beings.  Setting a trap 
  is a move action that provokes an attack of 
  opportunity.  
  After the trap is set, it must be sprung, which 
  is an attack action that does not provoke an 
  attack of opportunity. As it opens, creatures 
  within a 20-foot cube are caught and contained 
  unless they are too big to fit inside, in which 
  case the trap automatically fails.  The target can 
  resist being sucked into the trap with a 
  successful Reflex save against a DC of 10 + 1 
  for every round the target spends in the traps' 
  radius of effect. Teleportation and other forms of 
  astral travel provide a means of escape. 
  The bands are a half-inch wide, with half-inch 
  gaps between them. Any creature capable of 
  passing through such a small space can escape; 
  others are confined. You can’t attack a creature 
  in a barred cage with a weapon unless the 
  weapon can fit between the gaps. Even against 
  such weapons (including arrows and similar 
  ranged attacks), a creature in the barred cage 
  
  32 - Ghostbusters: Who Ya Gonna Call? 
  has cover. All spells and breath weapons can 
  pass through the gaps in the bars. 
  The trap lasts for 2 hours before dissipating. 
  Ghost Trap, High Capacity 
  This trap can contain up to three medium-
  sized, six small, or one large incorporeal being 
  at a time. The smaller the entities, the more can 
  be contained in the trap. But the bigger the 
  ghost, the less spirits can be contained. When 
  two or more ghosts are trapped together, their 
  molecules merge and cannot be separated 
  without releasing both. In all other respects it 
  works like a normal ghost trap. 
  Ghost Trap, Standard 
  Ghost traps are small boxes that store and 
  transport one subdued ghost.  A foot pedal 
  attached to the box by a twelve-foot length of 
  tubing opens the lid.  Setting a trap is a move 
  action that provokes an attack of opportunity.  
  The ghost trap has been described as a 
  miniature ecto containment unit. It utilizes the 
  same basic design as its larger counterpart; a 
  series of lasers designed specifically for the 
  incarceration of spirits.  A ghost trap can only 
  contain one medium-sized incorporeal being or 
  two small incorporeal beings.  
  After the trap is set, it must be sprung, which 
  is an attack action that does not provoke an 
  attack of opportunity. As it opens, the ghost trap 
  produces a luminous white cone (10-foot long, 
  10-foot at its widest) of psychokinetic force that 
  sucks the ghost into the trap.  The ghost can 
  resist being sucked into the trap with a 
  successful Reflex save against a DC of 10 + 1 
  for every round the ghost spends in the traps' 
  radius of effect. Note that ghosts who are 
  grappled by a proton pack do not get a Reflex 
  save. When the foot pedal is released, the trap 
  closes.   
  Do not look into the trap: Anyone looking 
  directly into the trap must is automatically 
  dazzled for 1d4 rounds or, if he fails a Reflex 
  save (DC 15) blinded for 1d10 rounds. 
  Do not overload the trap: Ghost traps are 
  extremely small pieces of equipment, and can 
  only contain a certain amount of PKE, even if it 
  is from a number of small ghosts. The 
  overloaded trap explodes if more than one ghost 
  is captured in the trap, inflicting 3d6 points of fire 
  damage to all within a 10-foot radius and 
  releasing the ghosts. Also only a certain number 
  of ghosts can be contained in a ghost trap. 
  Do not forget to recharge the trap: This is 
  extremely important, a ghost trap must be at 
  100% charge to work at peak efficiency. The 
  trap also runs on a rechargeable battery that 
  lasts up to 48 Hours. After 48 hours, a trap must 
  make a Fortitude save each round (DC 20) or it 
  explodes, inflicting 3d6 points of fire damage to 
  all within a 10-foot radius and releasing the 
  ghost(s) contained within. 
  Ghost Trap, Super 
  Super traps are similar to ghost traps except 
  that they have double the lifespan of ghost traps.  
  It lasts for one week.  After a week, the super 
  trap must make a Fortitude save each round 
  (DC 20) or it explodes, inflicting 3d6 points of fire 
  damage to all within a 10-foot radius and 
  releasing the ghost(s) contained within. 
  Ghost Trap, Tripod  
  Essentially the tripod trap is identical to the 
  standard ghost trap in operation. The main 
  difference is the design, which allows for a larger 
  containment area and also allows for elevated 
  entrapment. The trap takes up less space then a 
  standard trap and so can be used in areas of 
  limited space. The device is still in the test 
  stages, as it hasn't been used in many busts. 
  The tripod trap, when activated creates a grid-
  like confinement area, but tests have ranged in 
  success. It reflects and bounces off certain 
  surfaces and creates a grid-type beam that traps 
  ghosts in it for a temporary amount of time, long 
  enough for a Ghostbuster to pull out the real trap 
  and trap the Ghost. 
  Tripod traps work just like ghost traps except 
  they paralyze the ghost rather than actually trap 
  it.  The trap automatically senses any non-
  corporeal undead that pass through its 30-ft. 
  square area. When the tripod is triggered, all 
  ghosts within its area of effect must make a 
  Reflex save or be paralyzed for 1d4 rounds.   
  Ghost Trap, Vehicle 
  This ghost trap acts as a high capacity trap, 
  except that it can be mounted on a vehicle. It 
  emits a 10-foot long cone, 10-feet at its widest, 
  directly in front of the vehicle. 
  Proton Bomb 
  Proton bombs act as area-effect proton 
  packs.  It fires a wide-ranging series of beams in 
  a 10-foot radius.  All beings within its area of 
  
  Ghostbusters: Who Ya Gonna Call? - 33 
  effect must make a Reflex save (DC 15) for half 
  damage. 
  Proton Pack, Bio-Electric 
  This modified proton pack is very similar to 
  the standard proton pack except that it has one 
  setting, Containment.  It requires a ranged touch 
  attack. The Containment setting only works 
  against living humanoids and animals.  This is 
  an attack action that provokes attacks of 
  opportunity. If the attack is successful, the target 
  must make an opposed grapple check against 
  the wielder's attack roll. If more than one proton 
  pack is used on the Containment setting, each 
  additional proton beam adds +2 to the roll, and 
  the target is denied any dexterity modifier to 
  Defense. The Containment setting is typically 
  used to position a target over a bio-electric trap. 
  Proton Pack, Capture Beam 
  A capture beam pack works like a weaker 
  version of a proton pack.  It inflicts 2d6 points of 
  electrical damage and ghosts must make a 
  Reflex save (DC 10) to take half damage.   
  Proton Pack, Hyper Beam 
  A hyper beam pack works like a stronger 
  version of a proton pack.  It inflicts 4d6 points of 
  electrical damage and ghosts must make a 
  Reflex save (DC 20) to take half damage.   
  Proton Pack, Standard 
  The proton pack is an unlicensed nuclear 
  accelerator backpack that consists of raw 
  nuclear energy and protons. The proton pack is 
  mounted onto an Army issue A.L.I.C.E. pack 
  frame with adjustable shoulder and kidney 
  straps and belt. The proton pack consists of two 
  parts: the nuclear accelerator backpack (proton 
  pack, positron collider, cyclotron) and particle 
  thrower (proton gun, ion wand, ion cannon, 
  neutrona wand). Once the Ghostbuster turns the 
  proton pack on, the Ghostbuster can also switch 
  on the particle thrower. The accelerator 
  accelerates the protons from the cyclotron on 
  the pack into the particle thrower, and the 
  Ghostbuster gets an extremely powerful but 
  destructive particle stream that consists of 
  protons and raw nuclear energy. This  stream is 
  capable of entangling a ghost against its will 
  There are two basic settings: Attack and 
  Containment.  The Attack function works against 
  all targets, including living beings (which it can 
  seriously harm), walls, furniture, non-corporeal 
  beings and especially undead. Turning a proton 
  pack on is a move action.  
  Setting a proton pack to Attack inflicts shoots 
  a 5-foot-wide, 90-foot-long line of protons that 
  deals 3d6 points of electrical damage to all 
  creatures and objects in its path. No attack roll is 
  necessary, and thus no feat is needed to 
  operate the weapon effectively. Any creature 
  caught in the line of electricity can make a 
  Reflex save (DC 15) to take half damage. 
  Creatures with cover get a bonus on their Reflex 
  save. 
  The proton pack's ammunition has hardness 
  5 and 5 hit points. When wielded, the proton 
  pack has a Defense equal to 9 + the wielder's 
  Dexterity modifier + the wielder's class bonus. A 
  proton pack reduced to 0 hit points ruptures and 
  explodes, dealing 6d6 points of fire damage to 
  the wearer (no save allowed) and 3d6 points of 
  splash damage to creatures and objects in 
  adjacent 5-foot squares (Reflex save, DC 15, for 
  half damage). 
  A proton pack can shoot 25 times before the 
  fuel supply is depleted. One charge is used per 
  round.  Refueling a proton pack has a purchase 
  DC of 13. 
  Setting a proton pack to Containment 
  requires a ranged touch attack. The 
  Containment setting only works against undead 
  and outsiders.  This is an attack action that 
  provokes attacks of opportunity. If the attack is 
  successful, the target must make an opposed 
  grapple check against the wielder's attack roll. If 
  more than one proton pack is used on the 
  Containment setting, each additional proton 
  beam adds +2 to the roll, and the target is 
  denied any dexterity modifier to Defense. The 
  Containment setting is typically used to position 
  a target over a ghost trap. 
  Do not cross the streams: This process is 
  extremely dangerous as it causes Total Protonic 
  Reversal, which results in the molecules of any 
  nearby person to explode at the speed of light. 
  Information on this situation is sketchy due to 
  the rarity of it ever happening, it has only 
  occurred once where those participating have 
  survived. Please refer to the case where the 
  Ghostbusters fought Gozer for more details. 
  Do not allow the pack to overheat:  This in 
  some ways is similar to Total Protonic Reversal, 
  however on a more limited scale. It is however 
  still extremely dangerous and it is rare for a 
  person in the vicinity to survive a blast caused 
  by overheating. If a proton pack runs for 25 
  rounds, using all of its charges continuously, the 
  pack must make a Fortitude save or overheat in 
  
  34 - Ghostbusters: Who Ya Gonna Call? 
  four rounds. The pack's explosion deals 20d6 
  points of fire damage to the wearer (no save 
  allowed) and 10d6 points of splash damage to 
  creatures and objects in adjacent 1000-foot 
  radius (Reflex save, DC 15, for half damage). 
  Slime Blower 
  The slime blower works essentially like a fire 
  extinguisher, projecting its positively charged 
  Psychomagnetheric Ectoplasm at a specific 
  target selected by the operator.  The slime tanks 
  are mounted onto an A.L.I.C.E. Pack Frame with 
  bigger Straps and more padding and protection 
  than the Proton Pack's A.L.I.C.E. Pack Frame. 
  There are also two small but bright lights 
  attached on top of the two small green air tanks. 
  The slime blower works on an air pressure 
  system. The central tank contains the mood 
  slime, which is powered by positive human 
  emotions. The two smaller green tanks on either 
  side of the main tank are the air tanks. A slime 
  blower’s backpack has hardness 5 and 5 hit 
  points. When worn, the backpack has a Defense 
  equal to 9 + the wearer’s Dexterity modifier + the 
  wearer’s class bonus. A backpack reduced to 0 
  hit points ruptures and explodes, covering the 
  wearer in slime (no save allowed) and splashing 
  creatures and objects in adjacent 5-foot squares 
  if they fail their save (Reflex save, DC 15). 
  The slime blower's cannon features a switch 
  trigger, which works similar to a tap with an air 
  pressure system. When the switch is pulled, it 
  makes the high-pressured air in the air tanks 
  push the mood slime through the hose and into 
  the large canister-like gun.  
  The Slime fires at a fast and furious rate. It 
  shoots a 5-foot-wide, 30-foot-long line of slime 
  that covers all creatures and objects in its path. 
  No attack roll is necessary, and thus no feat is 
  needed to operate the weapon effectively. Any 
  creature caught in the line of slime can make a 
  Reflex save (DC 15) to avoid being touched by 
  it. Creatures with cover get a bonus on their 
  Reflex save. 
  If a human is struck by positively charged 
  slime, he is instilled with powerful hope. Each 
  human covered in slime gains a +2 morale 
  bonus on saving throws, attack rolls, ability 
  checks, skill checks, and weapon damage rolls. 
  It negates all rage effects. 
  The slime blower has also been used in 
  possessions, forcing an entity to evacuate the 
  host body due to the positive charge of the 
  slime. Any being possessed by an evil creature 
  or enchanted by any one evil spell is removed. 
  Subsequent applications may be necessary to 
  remove multiple spells or possessions. The 
  possessing entity must make a Will save (DC 
  20) to avoid being ejected each round the 
  creature it possesses is covered in positive 
  slime.  
  A successful attack against an evil creature 
  from another plane can cause it to be driven 
  back to its home plane. The creature can negate 
  the effects with a successful Will save (DC 20).  
  Positive slime can imbue inanimate objects 
  with mobility and a semblance of life. Each such 
  animated object then immediately attacks 
  whomever or whatever the Ghostbuster initially 
  designates. 
  An animated object can be of any non-
  magical material. You may animate one Small or 
  smaller object or an equivalent number of larger 
  objects by covering it in slime at the rate of one 
  per round. A Medium object takes two rounds, a 
  Large takes four, a Huge takes eight, a 
  Gargantuan object takes sixteen, and a Colossal 
  object takes thirty-two rounds.  
  The slime's positive charge was put to an 
  unusual test when the Ghostbusters needed to 
  create a large amount of positive vibes to crack 
  the negative slime shell on the Manhattan 
  Museum of Art, after animating a toaster they 
  were able to animate the Statue of Liberty and 
  walk her to the Manhattan Museum of Art. 
   
  
  Ghostbusters: Who Ya Gonna Call? - 35 
  Miscellaneous 
  Object 
  Size 
  Weight 
  DC 
  Alpine Gear 
  Large 
  10 lb. 
  11 
  Cellular Phone 
  Diminutive 
  - 
  9 
  Ecto-Visor 
  Small 
  3 lb. 
  17 
  Infrared Camera 
  Small 
  2 lb. 
  16 
  Leon Zundinger’s Magicians, Martyrs, And 
  Madmen 
  Diminutive 
  1 lb. 
  20 
  PKE Meter 
  Small 
  1 lb. 
  20 
  Spooks Illustrated 
  Diminutive 
  - 
  10 
  Super PKE Detector 
  Small 
  3 lb. 
  25 
  Technology Tomorrow 
  Diminutive 
  - 
  10 
  The Roylance Guide To Secret Societies And 
  Sects 
  Diminutive 
  1 lb. 
  20 
  Tobin's Spirit Guide 
  Diminutive 
  1 lb. 
  20 
  Video Camcorder 
  Small 
  2 lb. 
  16 
  Walkie-Talkie 
  Small 
  1 lb. 
  15 
  Who's Who and What's That? 
  Diminutive 
  - 
  10 
   
  Alpine Gear 
  All of the tools and equipment that climbing 
  enthusiasts use to make climbing easier and, in 
  some cases, possible, including ropes, pulleys, 
  helmet and pads, gloves, spikes, chocks, 
  ascenders, pitons, a handax, and a harness. It 
  takes 10 minutes to remove the gear from its 
  pack and outfit it for use. Use this gear with the 
  Climb skill. 
  Cellular Phone 
  A digital communications device that comes 
  in a hand-held model or as a headset, a cell 
  phone uses a battery that lasts for 24 hours 
  before it must be recharged. It works in any area 
  covered by cellular service. 
  Ecto-Visor 
  Ecto-visors use passive light gathering to 
  improve vision in near-dark conditions. They 
  grant the user the ability to see in darkness, also 
  called darkvision—but because of the restricted 
  field of view and lack of depth perception these 
  goggles provide, they impose a –4 penalty on all 
  Spot and Search checks made by someone 
  wearing them. Ecto-visors must have at least a 
  little light to operate. A cloudy night provides 
  sufficient ambient light, but a pitch-black cave or 
  a sealed room doesn’t. For situations of total 
  darkness, the goggles come with an infrared 
  illuminator that, when switched on, operates like 
  a flashlight whose light is visible only to the 
  wearer (or anyone else wearing ecto-visors). 
  Ecto-visors are licensed Ghostbuster products 
  and require a license to purchase. 
  Infrared Camera 
  Portable video cameras use some format of 
  videotape to record activity. The tape can be 
  played back through a VCR or via the camera 
  eyepiece. It has darkvision to 60 feet. 
  Leon Zundinger’s Magicians, Martyrs, 
  And Madmen 
   
  A collection of chapters about magicians, 
  martyrs, and madmen; gives detailed 
  biographies of them (including Prince Vigo Von 
  Homburg Deutschendorf.). It has many chapters 
  and pages. If a Ghostbusters makes a Research 
  check (DC 20), the book bestows a +2 
  equipment bonus to Knowledge (arcane lore) 
  checks pertaining to the topic he researches. 
  PKE Meter 
  A PKE meter measures the Psychokinetic 
  energy in a 60-foot radius. Entities that register 
  PKE must be outsiders or undead.  An entity's 
  PKE is determined by its Challenge Rating * 50. 
  PKE Reading 
  Result 
  1-300 
  No Threat, small to no 
  paranormal activity. 
  301-450 
  Trouble, you have a faint trace 
  of a spook. 
  451+ 
  Biblical proportions; don't let 
  anyone in your house named 
  "Zuul". 
   
  Using a PKE meter accurately requires a 
  Computer Use check.  A successful Computer 
  Use check (DC equal to the ghost's challenge 
  
  36 - Ghostbusters: Who Ya Gonna Call? 
  rating) allows the user to substitute his 
  Computer Use skill for a Survival skill to track 
  ghosts, even without the Track feat.  
  It is not uncommon for a P.K.E. Meter to 
  overload. If a PKE meter detects an entity of 
  over 550 PKE, the meter must make a Fortitude 
  save (DC 20) or inflict 1d6 electrical damage to 
  the wielder and itself for every 20 PKE over 550. 
  PKE meters are licensed Ghostbuster products 
  and require a license to purchase. 
  The Roylance Guide To Secret 
  Societies And Sects 
   
  Similar to Tobin’s Spirit Guide, only it 
  specializes in secret societies, sects, and the 
  beings they worship (including Zuul, Gatekeeper 
  of Gozer, and Vinz Clortho, Keymaster of Gozer, 
  Volguus Zildrohar, Lord of the Sebouillia.). If a 
  Ghostbusters makes a Research check (DC 20), 
  the book bestows a +2 equipment bonus to 
  Knowledge (arcane lore) checks pertaining to 
  the topic he researches. 
  Spooks Illustrated 
  In the 1930’s, Charles Foster Hearse began 
  his publishing empire, featuring such eclectic 
  magazines as Spooks Illustrated, which would 
  eventually be read by all four of the future 
  Ghostbusters (Venkman especially enjoying the 
  swimsuit issue.). Hearse would be succeeded by 
  his heirs; son Charles Foster Hearse, Jr.; and in 
  1984, grandson Charles Foster Hearse III. If a 
  Ghostbusters makes a Research check (DC 10), 
  a subscription to Spooks Illustrated bestows a 
  +1 equipment bonus to Research checks that 
  involve the supernatural and Knowledge (arcane 
  lore) checks. 
  Super PKE Detector 
  This device works similar to a PKE meter 
  except that it has a much more powerful radius 
  of 1 mile. PKE meters are licensed Ghostbuster 
  products and require a license to purchase. 
  Technology Tomorrow 
   
  A futuristic technology magazine; Dr. Egon 
  Spengler reads it. If a Ghostbusters makes a 
  Research check (DC 10), a subscription to 
  Technology Tomorrow bestows a +1 equipment 
  bonus to Research checks involving technology 
  and Knowledge (technology) checks. 
  Tobin’s Spirit Guide 
   
  In 1 A.D., the Council of Eight, self-
  proclaimed “Guardians of the Universe”, 
  selected a thirty-five year old Alexandrian scribe 
  named Tobin to replace Carthio as the 
  “Chronicler of the Spirits”. Tobin was reputedly 
  the writer of the famous occult compendium, 
  Tobin's Spirit Guide. Tobin's Spirit Guide is 
  basically a collection of ghosts, with their powers 
  and skills explained (including Ivo Shandor, the 
  architect of 555 Central Park West, and the 
  secret society he started that worshiped Gozer.). 
  The Ghostbusters commonly use this. If a 
  Ghostbusters makes a Research check (DC 20), 
  the book bestows a +2 equipment bonus to 
  Knowledge (arcane lore) checks pertaining to 
  the topic he researches. 
  Video Camcorder 
  Portable video cameras use some format of 
  videotape to record activity. The tape can be 
  played back through a VCR or via the camera 
  eyepiece. 
  Walkie-Talkie 
  This hand-held radio transceiver 
  communicates with any similar device operating 
  on the same frequency and within range. It has 
  only a few channels. Anyone else using a similar 
  walkie-talkie within range can listen in on the 
  character’s conversations. It has a range of 2 
  miles. 
  Who’s Who and What’s That? 
   
  A popular Science magazine; Dr. Egon 
  Spengler has a subscription. If a Ghostbusters 
  makes a Research check (DC 10), a 
  subscription to Who's Who and What's That 
  bestows a +1 equipment bonus to Research 
  checks that identify scientific personalities and 
  Knowledge (current event) checks. 
  
  Ghostbusters: Who Ya Gonna Call? - 37 
  Vehicles 
  Name 
  Crew 
  Pass 
  Cargo 
  Init 
  Maneuver 
  Top 
  Speed 
  Defense 
  Hardness 
  Hit 
  Points 
  Size 
  Purchase 
  DC 
  Restriction 
  Common 
  Car 
  1 
  4 
  275 
  lb. 
  –1 
  –1 
  185 
  (18) 
  9 
  5 
  30 
  L 
  26 
  Lic (+1) 
  Economy 
  Car 
  1 
  4 
  275 
  lb. 
  –2 
  +0 
  230 
  (23) 
  8 
  5 
  32 
  H 
  28 
  Lic (+1) 
  ECTO-1 
  1 
  5 
  275 
  lb. 
  –1 
  –1 
  220 
  (22) 
  9 
  5 
  30 
  L 
  26 
  Lic (+1) 
  ECTO-2 
  1 
  1 
  120 
  lb. 
  -4 
  -4 
  210 
  (21) 
  6 
  5 
  28 
  H 
  36 
  Lic (+1) 
  ECTO-3 
  1 
  0 
  675 
  lb. 
  -1 
  +1 
  95 (9) 
  9 
  5 
  22 
  L 
  23 
  Lic (+1) 
  ECTO-4 
  2 
  10 
  500 
  lb. 
  -4 
  -4 
  1,100 
  (110) 
  6 
  5 
  44 
  G 
  40 
  Lic (+1) 
  ECTO-
  500 
  1 
  1 
  250 
  lb. 
  –2 
  +0 
  310 
  (31) 
  8 
  5 
  32 
  H 
  32 
  Lic (+1) 
  Common Car 
  This ugly yellow car is a two-door family 
  coupe.  It is two squares wide and four squares 
  long. 
  Economy Car 
  This red car is a pile of junk. It is two squares 
  wide and three squares long. 
  ECTO-1 
  Mysteriously this car is sometimes called a 
  converted hearse, but is more often referred to 
  as a Cadillac ambulance. Ecto has lights, sirens 
  and gadgets, including an ecto cannon and an 
  ecto scope. ECTO-1 has emergency flotation 
  devices in case the vehicle is submerged. There 
  is also an onboard computer with a link to the 
  virtual Tobin's Spirit Guide. The ECTO-1 is two 
  squares wide and three squares long. 
  ECTO-2 
  ECTO-2 is a gyrocopter-like vehicle that can 
  be stored in the back of Ecto-1. It seats two 
  people, has a set of Cadillac tail fins, and is 
  festooned with lights, gadgets and fancy chrome 
  work. It has three aircraft tires, one at the front, 
  and two at the back. There is a particle 
  accelerator mounted on the front. ECTO-2's 
  blades are hidden in the bulk until needed. It is 
  two squares wide and three squares long. 
  ECTO-3 
  ECTO-3 is in the form of a motorized 
  unicycle with a small side cart that fit into one of 
  the fenders of the ECTO-1 and comes out with 
  the push of a button. The ECTO-3 is one square 
  wide and two squares long. 
  ECTO-4 
  ECTO-4 is a miniature rocket jet designed 
  exclusively for Ghostbusting activities. A Learjet 
  is ten squares wide (including wings; fuselage is 
  two squares wide) and twelve squares long. It 
  provides three-quarters cover for crew and nine-
  tenths cover for passengers. 
  ECTO-500 
  This souped-up sports car comes complete 
  with oversize exhaust pipes and Oversized 
  Engine. The engine has Ghost Catching nozzles 
  that jut out from the front of it. It is two squares 
  wide and three squares long.
   
  
  38 - Ghostbusters: Who Ya Gonna Call? 
  AAAAccccttttiiiioooonnnn    PPPPooooiiiinnnnttttssss    
   
  "I tried to think of the most harmless thing. Something I loved from my childhood. Something that could 
  never, ever possibly destroy us. Mr. Stay-Puft..." 
  -- Ray Stantz, Ghostbusters
  Action points provide Ghostbusters with the 
  means to affect game play in significant ways. A 
  Ghostbuster always has a limited amount of 
  action points, and while the Ghostbuster 
  replenishes this supply after every adventure, 
  the Ghostbuster must use them wisely.  
  Earning Action Points 
  Ghostbusters get action points for achieving 
  their goals.  If the Ghostbuster fails a mission, 
  he receives half the action points spent during 
  the mission. 
  If the Ghostbusters complete the job to 
  satisfaction, they receive their full action points 
  back at the end of the mission. 
  If the Ghostbusters do an excellent job, they 
  receive one and a half action points back at the 
  end of the mission. 
  Spending Action Points 
  A Ghostbuster can spend 1 action point to do 
  one of these things: 
  • 
  Alter a single d20 roll used to make an 
  attack, a skill check, an ability check, a level 
  check, or a saving throw. 
  • 
  Use a class talent or class feature during 
  your turn for which the expenditure of 1 
  action point is required. 
  When a Ghostbuster spends 1 action point to 
  improve a d20 roll, add 1d6 to the d20 roll to 
  help meet or exceed the target number. A 
  Ghostbuster can declare the use of 1 action 
  point to alter a d20 roll after the roll is made—
  but only before the GM reveals the result of that 
  roll (whether the attack or check or saving throw 
  succeeded or failed). A Ghostbuster can’t use 
  an action point on a skill check or ability check 
  when he or she is taking 10 or taking 20. 
  When a Ghostbuster spends 1 action point to 
  use a class feature, he or she gains the benefit 
  of the feature but doesn’t roll a d6. In this case, 
  the action point is not a bonus to a d20 roll. 
  A Ghostbuster can only spend 1 action point 
  in a round. If a Ghostbuster spends a point to 
  use a class feature, he or she can’t spend 
  another one in the same round to improve a die 
  roll, and vice versa. 
  Depending on the hero’s Ghostbuster level 
  (see the table below), he or she may be able to 
  roll more than one d6 when spending 1 action 
  point. If the Ghostbuster does so, apply the 
  highest result and disregard the other rolls.  
  Ghostbuster 
  Level 
  Action Point Dice Rolled 
  1st-7th 
  1d6 
  8th-14th 
  2d6 
  15th-20th 
  3d6 
  Ghostbusters don't normally die.  They get 
  hurt, they get beaten up, they get slimed…but 
  death should be rare.  This is a game about 
  zapping the immaterial dead with high powered 
  flashlights – realism it ain't. To simulate the 
  wacky world of Ghostbusters, players can spend 
  action points to convert lethal damage to non-
  lethal damage. 
  Action 
  Action Point 
  Max 
  Asphyxiation 
  1 AP/round 
  10 
  Fall 
  1 AP/10 feet 
  5 
  Fire/Radioactivity 
  1 AP/ damage 
  20 
  Hospital Recovery 
  1 AP/week 
  5 
  Physical damage 
  1 AP damage 
  10 
  Poison 
  1 AP/ ability damage 
  10 
   
  For example, a 10th-level Ghostbuster can 
  spend 1 action point to survive the explosion of 
  his proton pack at point blank range.  He suffers 
  3d6 points of damage for a total of 15 points of 
  lethal damage.  By using 1 action point, he rolls 
  2d6 dice and ends up turning 10 of the 15 lethal 
  points of damage into non-lethal damage.  So 
  the Ghostbuster only takes 5 points of lethal 
  damage and 10 points of non-lethal damage. His 
  face is blackened, his hair stands up on end, 
  and smoke smolders from his clothes – but he's 
  not dead yet!  
  30 action points can be spent to permanently 
  increase an ability score by 1 point. Conversely, 
  a Ghostbuster can permanently "burn" an ability 
  point to gain 20 action points. 
  
  Ghostbusters: Who Ya Gonna Call? - 39 
  PPPPllllaaaannnneeeessss    
   
  "Gozer the Gozerian, good evening. As a duly designated representative of the City, County and State 
  of New York, I order you to cease any and all supernatural activities and return forthwith to your place of 
  origin or to the nearest convenient parallel dimension." 
  -- Ray Stantz, Ghostbusters 
   
  Ethereal Plane 
  The Ethereal Plane is coexistent with the 
  Material Plane and often other planes as well. 
  The Material Plane itself is visible from the 
  Ethereal Plane, but it appears muted and 
  indistinct, its colors blurring into each other and 
  its edges turning fuzzy. 
  While it is possible to see into the Material 
  Plane from the Ethereal Plane, the Ethereal 
  Plane is usually invisible to those on the Material 
  Plane. Normally, creatures on the Ethereal 
  Plane cannot attack creatures on the Material 
  Plane, and vice versa. A traveler on the Ethereal 
  Plane is invisible, incorporeal, and utterly silent 
  to someone on the Material Plane.  
  The Ethereal Plane is mostly empty of 
  structures and impediments. However, the plane 
  has its own inhabitants. Some of these are other 
  ethereal travelers, but the ghosts found here 
  pose a particular peril to those who walk the fog. 
  It has the following traits. 
  No gravity. Individuals on a plane with this 
  trait merely float in space, unless other 
  resources are available to provide a direction for 
  gravity’s pull. 
  Alterable morphic. The plane contains little 
  to alter, however. Objects remain where they are 
  (and what they are) unless affected by physical 
  force or magic. You can change the immediate 
  environment as a result of tangible effort. 
  Normal magic. Spells function normally on 
  the Ethereal Plane, though they do not cross 
  into the Material Plane.  
  The only exceptions are spells and spell-like 
  abilities that have the force descriptor and 
  abjuration spells that affect ethereal beings. 
  Spellcasters on the Material Plane must have 
  some way to detect foes on the Ethereal Plane 
  before targeting them with force-based spells, of 
  course. While it’s possible to hit ethereal 
  enemies with a force spell cast on the Material 
  Plane, the reverse isn’t possible. No magical 
  attacks cross from the Ethereal Plane to the 
  Material Plane, including force attacks. 
  The Boogieman's Realm 
  The Boogieman's Realm is an in-between 
  place he uses to access children's' closets all 
  over the world. Through use of the doors, he can 
  leap from closet to closet. It has the following 
  traits. 
  Subjective Directional Gravity. The 
  strength of gravity is the same as on the Material 
  Plane, but each individual chooses the direction 
  of gravity’s pull. Such a plane has no gravity for 
  unattended objects and nonsentient creatures. 
  This sort of environment can be very disorienting 
  to the newcomer, but is common on “weightless” 
  planes. Characters can move normally along a 
  solid surface by imagining “down” near their feet. 
  If suspended in midair, a character “flies” by 
  merely choosing a “down” direction and “falling” 
  that way. Under such a procedure, an individual 
  “falls” 150 feet in the first round and 300 feet in 
  each succeeding round. Movement is straight-
  line only. In order to stop, one has to slow one’s 
  movement by changing the designated “down” 
  direction (again, moving 150 feet in the new 
  direction in the first round and 300 feet per 
  round thereafter). It takes a DC 16 Wisdom 
  check to set a new direction of gravity as a free 
  action; this check can be made once per round. 
  Any character that fails this Wisdom check in 
  successive rounds receives a +6 bonus on 
  subsequent checks until he or she succeeds. 
  Infinite: Planes with this trait go on forever, 
  though they may have finite components within 
  them. Or they may consist of ongoing expanses 
  in two directions, like a map that stretches out 
  infinitely. 
  Divinely Morphic: Only the Boogieman has 
  the ability to alter objects, creatures, and the 
  landscape on planes with this trait. Ordinary 
  characters find these planes similar to alterable 
  
  40 - Ghostbusters: Who Ya Gonna Call? 
  planes in that they may be affected by spells 
  and physical effort. But the Boogieman may 
  cause these areas to change instantly and 
  dramatically.  
  Wild Magic: Spells and spell-like abilities 
  function in radically different and sometimes 
  dangerous ways. Any spell or spell-like ability 
  used in the Boogieman's Realm has a chance to 
  go awry. The caster must make a level check 
  (DC 15 + the level of the spell or effect) for the 
  magic to function normally. For spell-like 
  abilities, use the level or HD of the creature 
  employing the ability for the caster level check 
  and the level of the spell-like ability to set the DC 
  for the caster level check. Failure on this check 
  means that something strange happens; roll d% 
  and consult the following table. 
   
  d% 
  Effect 
  01–19 
  Spell rebounds on caster with normal effect. If the 
  spell cannot affect the caster, it simply fails. 
  20–23 
  A circular pit 15 feet wide opens under the 
  caster’s feet; it is 10 feet deep per level of the 
  caster. 
  24–27 
  The spell fails, but the target or targets of the spell 
  are pelted with a rain of small objects (anything 
  from flowers to rotten fruit), which disappear upon 
  striking. The barrage continues for 1 round. During 
  this time the targets are blinded and must make 
  Concentration checks (DC 15 + spell level) to cast 
  spells. 
  28–31 
  The spell affects a random target or area. 
  Randomly choose a different target from among 
  those in range of the spell or center the spell at a 
  random place within range of the spell. To 
  generate direction randomly, roll 1d8 and count 
  clockwise around the compass, starting with 
  south. To generate range randomly, roll 3d6. 
  Multiply the result by 5 feet for close range spells, 
  20 feet for medium range spells, or 80 feet for 
  long range spells. 
  32–35 
  The spell functions normally, but any material 
  components are not consumed. The spell is not 
  expended from the caster’s mind (a spell slot or 
  prepared spell can be used again). An item does 
  not lose charges, and the effect does not count 
  against an item’s or spell-like ability’s use limit.  
  36–39 
  The spell does not function. Instead, everyone 
  (friend or foe) within 30 feet of the caster receives 
  the effect of a heal spell. 
  40–43 
  The spell does not function. Instead, a deeper 
  darkness and a silence effect cover a 30-foot 
  radius around the caster for 2d4 rounds. 
  44–47 
  The spell does not function. Instead, a reverse 
  gravity effect covers a 30-foot radius around the 
  caster for 1 round.  
  48–51 
  The spell functions, but shimmering colors swirl 
  around the caster for 1d4 rounds. Treat this a 
  glitterdust effect with a save DC of 10 + the level 
  of the spell that generated this result. 
  52–59 
  Nothing happens. The spell does not function. Any 
  material components are used up. The spell or 
  spell slot is used up, and charges or uses from an 
  item are used up. 
  60–71 
  Nothing happens. The spell does not function. Any 
  material components are not consumed. The spell 
  is not expended from the caster’s mind (a spell 
  slot or prepared spell can be used again). An item 
  does not lose charges, and the effect does not 
  count against an item’s or spell-like ability’s use 
  limit. 
  72–98 
  The spell functions normally. 
  99–
  100 
  The spell functions strongly. Saving throws 
  against the spell incur a –2 penalty. The spell has 
  the maximum possible effect, as if it were cast 
  with the Maximize Spell feat. If the spell is already 
  maximized with the feat, there is no further effect.  
   
  Flipside Dimension 
  The Flipside Dimension is an evil shadow of 
  the Prime Plane. "New York, the Big Apple" is 
  known as "Boo York, the Big Pumpkin."  There 
  are no Ghostbusters, but there are 
  Peoplebusters, who use proton packs tuned to 
  work against living beings.  Everyone in the 
  dimension is undead. 
  Strongly Evil Aligned: Most of the 
  inhabitants of these planes also are evil. In 
  addition, creatures of alignments contrary to the 
  plane have a tougher time dealing with its 
  natives and situations. The alignment trait of the 
  plane affects social interactions there. 
  Characters who follow other alignments than 
  most of the inhabitants find life more difficult. 
  A –2 circumstance penalty applies on all 
  Charisma-based checks made by all creatures 
  not of the plane’s alignment. In addition, the –2 
  penalty affects all Intelligence-based and 
  Wisdom-based checks, too. 
  Ecto-Containment Unit 
  The Ecto Containment Unit is a bleak 
  repository for souls of many species. Strange 
  lights, mists, and spectral shapes waft about 
  aimlessly. Human-like figures lean against the 
  walls in despairing convict poses. Others flit and 
  hang on the ceiling. It is a sad and frightening 
  limbo and a most unholy makeshift asylum. 
  Like it's smaller counterpart, the Containment 
  Unit utilizes a revolutionary laser containment 
  system. If we think of ghosts as a magnet block 
  (such as those used in science lessons at 
  school), the ghosts are the South (Negative) 
  end, and the proton packs are the North 
  (Positive) end. As we know when you put North 
  and South together they attract. The same thing 
  happens with the packs and ghosts, the two 
  charges attract each other and they merge. 
  If the laser grid around the inside of the ECU 
  (which is a large trap) were positive like the 
  Proton streams, the ghosts would merge with 
  the stream, and possibly be able to escape in 
  the same way they occasionally escape the 
  
  Ghostbusters: Who Ya Gonna Call? - 41 
  streams. However, if the grid lasers were 
  negatively charged (Electrons) a South on south 
  effect would happen. As the ghost approached 
  the edge of the ECU it would be propelled 
  backwards due to the shared charge, just as it 
  would should you put two south magnets 
  together. 
  The ECU is essentially its own mini-plane. 
  Time: The ECU is timeless. Time still 
  passes, but the effects of time are diminished. 
  How the timeless trait can affect certain activities 
  or conditions such as hunger, thirst, aging, the 
  effects of poison, and healing varies from plane 
  to plane. 
  The danger of a timeless plane is that once 
  one leaves such a plane for one where time 
  flows normally, conditions such as hunger and 
  aging do occur retroactively. 
  Shape: The ECU has a finite shape, not 
  unlike a prison.  It has boundaries preventing 
  ghosts from straying beyond a certain limit.  
  Although the ECU is inconceivably large, it can 
  get crowded like a physical prison. 
  Morphic Traits: The ECU is unchanging. 
  Visitors cannot affect living residents of the 
  plane, nor objects that the denizens possess. 
  Any spells that would affect those on the plane 
  have no effect unless the plane’s static trait is 
  somehow removed or suppressed. Spells cast 
  before entering a plane with the static trait 
  remain in effect, however. 
  Even moving an unattended object within a 
  static plane requires a DC 16 Strength check. 
  Particularly heavy objects may be impossible to 
  move. 
  Magic Traits: The ECU is a dead magic 
  plane. A plane with the dead magic trait 
  functions in all respects like an antimagic field 
  spell. Divination spells cannot detect subjects 
  within a dead magic plane, nor can a spellcaster 
  use teleport or another spell to move in or out. 
  The only exception to the “no magic” rule is 
  permanent planar portals, which still function 
  normally.
   
  
  42 - Ghostbusters: Who Ya Gonna Call? 
  MMMMoooonnnnsssstttteeeerrrrssss    
   
  "Today the entire Eastern Seaboard is alive with talk of hundreds of reported incidents involving 
  multiple sightings in what can only be described as extreme events of paranormal extraphenomenical 
  proportions. It seems everybody is willing to bring their old ghosts and skeletons out of the closet." 
  -- Roger Grimsby, Ghostbusters 
  Classification 
  Class I 
  This type of entity is defined as an 
  undeveloped form, insubstantial and difficult to 
  see. The Class I's interaction with the physical 
  environment is limited and enigmatic (i.e. 
  spectral lights, voices, sounds).  Simple 
  application of a proton pack beam is normally 
  effective. 
  Class II  
  Class II entities are incorporeal undead that 
  have visible characteristics and can physically 
  manipulate things (i.e. poltergeist). Class II 
  forms tend to be vague and inconsistent, like 
  hands or a face just floating there. Although a 
  proton pack beam is normally effective, some 
  Class II entities have the capacity to return 
  attacks. 
  Class III  
  When an incorporeal entity begins to take an 
  actual distinct human form (i.e. face, torso, 
  arms) it's classified as a Class III. III's can often 
  change their forms as well. If established, entity 
  is reassigned as Class IV. Often difficult to deal 
  with, Class III entities generally possess 
  sophisticated means of defense. 
  Class IV  
  When investigation reveals the former identity 
  of a Class III entity, it is reclassified as a Class 
  IV. Class IV entities are usually indistinct from 
  the chest down.  Economic disposal methods 
  include research into the background of said 
  entity, as well as possible communication with it. 
  Class V 
  Class V entities are incorporeal beings that 
  have a non-humanoid form. Theory supposes 
  that Class V's are formed from emotionally 
  charged events or locations. These typically 
  require extensive proton pack implementation to 
  eradicate. 
  Class VI 
  Class VI entities are incorporeal animals. 
  Unique solutions are often required to handle 
  these entities, including research into habitats, 
  allergies, natural enemies, etc. 
  Class VII 
  Class VII entities are outsiders with extra-
  dimensional powers far beyond human ken. 
  Powers often include the ability to change form 
  at will, dematerialize objects, summon pests, or 
  possess people and animals.  
  Focused 
  An entity that is "focused" is unable to leave 
  the area or building where it first appears.  
  Free Floating 
  An entity that is not tied to a specific area as 
  opposed to a focused entity. 
  Full-Torso 
  Few entities appear in humanoid form.  Full 
  torso entities have two arms, two legs, and a 
  head. 
  Repeater 
  An entity that will continue to return until the 
  source of the PKE that summons it is 
  discovered. 
  Vapor 
  An entity that is incorporeal.  
  
  Ghostbusters: Who Ya Gonna Call? - 43 
  New Monsters 
  Animated Object 
   
  Animated Object, Tiny 
  Animated Object, Small 
  Animated Object, 
  Medium 
    
  Tiny Construct 
  Small Construct 
  Medium Construct 
  Hit Dice: 
  1/2 d10 (2 hp) 
  1d10+10 (15 hp) 
  2d10+20 (31 hp) 
  Initiative: 
  +2 
  +1 
  +0 
  Speed: 
  40 ft. (8 squares); 50 ft. 
  legs, 60 ft. multiple legs; 
  80 ft. wheels 
  30 ft. (6 squares); 40 ft. 
  legs, 50 ft. multiple legs, 
  70 ft. wheels 
  30 ft. (6 squares); 40 ft. 
  legs, 50 ft. multiple legs, 
  70 ft. wheels 
  Defense: 
  14 (+2 size, +2 Dex), 
  touch 14, flat-footed 12 
  14 (+1 size, +1 Dex, +2 
  natural), touch 12, flat-
  footed 13 
  14 (+4 natural), touch 10, 
  flat-footed 14 
  Base 
  Attack/Grapple: 
  +0/–9 
  +0/–4 
  +1/+2 
  Attack: 
  Slam +1 melee (1d3–1) 
  Slam +1 melee (1d4) 
  Slam +2 melee (1d6+1) 
  Full Attack: 
  Slam +1 melee (1d3–1) 
  Slam +1 melee (1d4) 
  Slam +2 melee (1d6+1) 
  Space/Reach: 
  2-1/2 ft./0 ft. 
  5 ft./5 ft. 
  5 ft./5 ft. 
  Special Attacks: 
  See text 
  See text 
  See text 
  Special 
  Qualities: 
  Construct traits, 
  darkvision 60 ft., low-light 
  vision; also see text 
  Construct traits, 
  darkvision 60 ft., low-light 
  vision; also see text 
  Construct traits, 
  darkvision 60 ft., low-light 
  vision; also see text 
  Saves: 
  Fort +0, Ref +2, Will –5 
  Fort +0, Ref +1, Will –5 
  Fort +0, Ref +0, Will –5 
  Abilities: 
  Str 8, Dex 14, Con —, Int 
  —, Wis 1, Cha 1 
  Str 10, Dex 12, Con —, Int 
  —, Wis 1, Cha 1 
  Str 12, Dex 10, Con —, Int 
  —, Wis 1, Cha 1 
  Skills: 
  — 
  — 
  — 
  Feats: 
  — 
  — 
  — 
  Environment: 
  Any 
  Any 
  Any 
  Organization: 
  Group (4) 
  Pair 
  Solitary 
  Challenge 
  Rating: 
  1/2 
  1 
  2 
   
    
  Animated Object, Large 
  Animated Object, Huge 
  Animated Object, 
  Gargantuan 
    
  Large Construct 
  Huge Construct 
  Gargantuan Construct 
  Hit Dice: 
  4d10+30 (52 hp) 
  8d10+40 (84 hp) 
  16d10+60 (148 hp) 
  Initiative: 
  +0 
  –1 
  –2 
  Speed: 
  20 ft. (4 squares); 30 ft. 
  legs, 40 ft. multiple legs, 
  60 ft. wheels 
  20 ft. (4 squares); 30 ft. 
  legs, 40 ft. multiple legs, 
  60 ft. wheels 
  10 ft. (2 squares); 20 ft. 
  legs, 30 ft. multiple legs, 50 
  ft. wheels 
  Defense: 
  14 (–1 size, +5 natural), 
  touch 9, flat-footed 14 
  13 (–2 size, –1 Dex, +6 
  natural), touch 7, flat-
  footed 13 
  12 (–4 size, –2 Dex, +8 
  natural), touch 4, flat-footed 
  12 
  Base 
  Attack/Grapple: 
  +3/+10 
  +6/+19 
  +12/+31 
  Attack: 
  Slam +5 melee (1d8+4) 
  Slam +9 melee (2d6+7) 
  Slam +15 melee (2d8+10) 
  Full Attack: 
  Slam +5 melee (1d8+4) 
  Slam +9 melee (2d6+7) 
  Slam +15 melee (2d8+10) 
  Space/Reach:  
  10 ft./5 ft. (long) 
  10 ft./10 ft. (tall) 
  15 ft./10 ft. (long) 
  15 ft./15 ft. (tall) 
  20 ft./15 ft. (long) 
  20 ft./20 ft. (tall) 
  Special Attacks: 
  See text 
  See text 
  See text 
  Special 
  Qualities: 
  Construct traits, 
  darkvision 60 ft., low-light 
  vision; also see text 
  Construct traits, 
  darkvision 60 ft., low-light 
  vision; also see text 
  Construct traits, darkvision 
  60 ft., low-light vision; also 
  see text 
  
  44 - Ghostbusters: Who Ya Gonna Call? 
  Saves: 
  Fort +1, Ref +1, Will –4 
  Fort +2, Ref +1, Will –3 
  Fort +5, Ref +3, Will +0 
  Abilities:  
  Str 16, Dex 10, Con —, 
  Int —, Wis 1, Cha 1 
  Str 20, Dex 8, Con —, Int 
  —, Wis 1, Cha 1 
  Str 24, Dex 6, Con —, Int 
  —, Wis 1, Cha 1 
  Skills: 
  — 
  — 
  — 
  Feats: 
  — 
  — 
  — 
  Environment: 
  Any 
  Any 
  Any 
  Organization: 
  Solitary 
  Solitary 
  Solitary 
  Challenge 
  Rating: 
  3 
  5 
  7 
   
  Animated Object, Colossal 
  Colossal Construct 
  Hit Dice: 32d10+80 (256 hp) 
  Initiative: –3 
  Speed: 10 ft. (2 squares); 20 ft. legs, 30 ft. 
  multiple legs, 50 ft. wheels 
  Defense: 11 (–8 size, –3 Dex, +12 natural), 
  touch –1, flat-footed 11 
  Base Attack/Grapple: +24/+49 
  Attack: Slam +25 melee (4d6+13) 
  Full Attack: Slam +25 melee (4d6+13) 
  Space/Reach: 30 ft./20 ft. (long) 30 ft./30 ft. 
  (tall) 
  Special Attacks: See text 
  Special Qualities: Construct traits, darkvision 
  60 ft., low-light vision; also see text 
  Saves: Fort +10, Ref +7, Will +5 
  Abilities: Str 28, Dex 4, Con —, Int —, Wis 1, 
  Cha 1 
  Skills: — 
  Feats: — 
   
  Environment: Any 
  Organization: Solitary 
  Challenge Rating: 10 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: — 
  Level Adjustment: — 
   
  Animated objects come in all sizes, shapes, 
  and colors. They owe their existence as 
  creatures to the animate power of ghosts. 
  COMBAT 
  Animated objects fight only as directed by the 
  ghost. They follow orders without question and 
  to the best of their abilities. Since they do not 
  need to breathe and never tire, they can be 
  extremely capable minions.  An animated object 
  can have one or more of the following special 
  abilities, depending on its form. 
  Blind (Ex): A sheetlike animated object such 
  as a carpet or tapestry can grapple an opponent 
  up to three sizes larger than itself. The object 
  makes a normal grapple check. If it wins, it 
  wraps itself around the opponent’s head, 
  causing that creature to be blinded until 
  removed. 
  Constrict (Ex): A flexible animated object 
  such as a rope, vine, or rug deals damage equal 
  to its slam damage value plus 1- 1/2 times its 
  Strength bonus with a successful grapple check 
  against a creature up to one size larger than 
  itself. An object of at least Large size can make 
  constriction attacks against multiple creatures at 
  once, if they all are at least two sizes smaller 
  than the object and can fit under it. 
  Hardness (Ex): An animated object has the 
  same hardness it had before it was animated. 
  Improved Speed (Ex): The base land speed 
  given in the statistics block assume that an 
  animated object lurches, rocks, or slithers along. 
  Objects with two legs (statues, ladders) or a 
  similar shape that allows faster movement have 
  a +10 foot bonus to speed. Objects with multiple 
  legs (tables, chairs) have a +20 foot bonus to 
  speed. Wheeled objects have a +40 foot bonus 
  to speed. Objects might have additional modes 
  of movement. A wooden object can float and 
  has a swim speed equal to half its land speed. A 
  rope or similar sinuous object has a climb speed 
  equal to half its land speed. A sheetlike object 
  can fly (clumsy maneuverability) at half its 
  normal speed. 
  Trample (Ex): An animated object of at least 
  Large size and with a hardness of at least 10 
  can trample creatures two or more sizes smaller 
  than itself, dealing damage equal to the object’s 
  slam damage + 1-1/2 times its Strength bonus. 
  Opponents who do not make attacks of 
  opportunity against the object can attempt 
  Reflex saves (DC 10 + 1/2 object’s HD + 
  object’s Str modifier) to halve the damage.
  
  Ghostbusters: Who Ya Gonna Call? - 45 
  Ghost 
   
  Ghosts are the spectral remnants of 
  intelligent beings that, for one reason or another, 
  cannot rest easily in their graves. 
  A ghost greatly resembles its corporeal form 
  in life, but in some cases the spiritual form is 
  somewhat altered.  
   
  CREATING A GHOST 
  “Ghost” is an acquired template that can be 
  added to any aberration, animal, dragon, giant, 
  humanoid, magical beast, monstrous humanoid, 
  or plant. The creature (referred to hereafter as 
  the base creature) must have a Charisma score 
  of at least 6. 
  A ghost uses all the base creature’s statistics 
  and special abilities except as noted here. 
  Size and Type: The creature’s type changes 
  to undead. Do not recalculate the creature’s 
  base attack bonus, saves, or skill points. It gains 
  the incorporeal subtype. Size is unchanged. 
  Hit Dice: All current and future Hit Dice 
  become d12s. 
  Speed: Ghosts have a fly speed of 30 feet, 
  unless the base creature has a higher fly speed, 
  with perfect maneuverability.  
  Defense: Natural armor is the same as the 
  base creature’s but applies only to ethereal 
  encounters. When the ghost manifests (see 
  below), its natural armor bonus is +0, but it gains 
  a deflection bonus equal to its Charisma 
  modifier or +1, whichever is higher. 
  Attack: A ghost retains all the attacks of the 
  base creature, although those relying on 
  physical contact do not affect creatures that are 
  not ethereal. 
  Full Attack: A ghost retains all the attacks of 
  the base creature, although those relying on 
  physical contact do not affect creatures that are 
  not ethereal. 
  Damage: Against ethereal creatures, a ghost 
  uses the base creature’s damage values. 
  Against non-ethereal creatures, the ghost 
  usually cannot deal physical damage at all but 
  can use its special attacks, if any, when it 
  manifests (see below). 
  Special Attacks: A ghost retains all the 
  special attacks of the base creature, although 
  those relying on physical contact do not affect 
  non-ethereal creatures. The ghost also gains a 
  manifestation ability plus one to three other 
  special attacks as described below. The save 
  DC against a special attack is equal to 10 + 1/2 
  ghost’s HD + ghost’s Cha modifier unless 
  otherwise noted. 
  Animate (Su): The ghost can imbue 
  inanimate objects with mobility and a semblance 
  of life for 2d4 rounds. Each such animated 
  object then immediately attacks whomever or 
  whatever the ghost initially designates. An 
  animated object can be of any nonmagical 
  material. The ghost may animate one Small or 
  smaller object or an equivalent number of larger 
  objects per caster level. A Medium object counts 
  as two Small or smaller objects, a Large object 
  as four, a Huge object as eight, a Gargantuan 
  object as sixteen, and a Colossal object as 
  thirty-two. The ghost can change the designated 
  target or targets as a move action, as if directing 
  an active spell. This spell cannot animate 
  objects carried or worn by a creature. Animate 
  objects can be made permanent with a 
  permanency spell. 
  Corrupting Gaze (Su): A ghost can blast 
  living beings with a glance, at a range of up to 
  30 feet. Creatures that meet the ghost’s gaze 
  must succeed on a Fortitude save or take 2d10 
  points of damage and 1d4 points of Charisma 
  damage. 
  Corrupting Touch (Su): A ghost that hits a 
  living target with its incorporeal touch attack 
  deals 1d6 points of damage. Against ethereal 
  opponents, it adds its Strength modifier to attack 
  and damage rolls. Against non-ethereal 
  opponents, it adds its Dexterity modifier to attack 
  rolls only. 
  Control Mind (Su): The ghost can control the 
  actions of any humanoid of Medium-size or 
  smaller for 2d4 rounds. The ghost establishes a 
  telepathic link with the subject’s mind. If the 
  ghost and the subject share a common 
  language, the ghost can generally force the 
  subject to perform as he or she desires, within 
  the limits of the subject’s abilities. If no common 
  language is shared, the ghost can only 
  communicate basic commands. The ghost 
  knows what the subject is experiencing but does 
  not receive direct sensory input from him or her. 
  Subjects resist this control, and those forced to 
  take actions against their natures receive a new 
  saving throw with a bonus of +1 to +4, 
  depending on the type of action required. 
  Obviously self-destructive orders are not carried 
  
  46 - Ghostbusters: Who Ya Gonna Call? 
  out. Once control is established, the range at 
  which it can be exercised is unlimited, as long as 
  the ghost and subject are on the same plane. 
  The ghost need not see the subject to control it. 
  Protection from evil or a similar spell or power 
  can prevent the ghost from exercising control or 
  using the telepathic link while the subject is so 
  warded, but it does not prevent the 
  establishment of domination or negate it. 
  Draining Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack drains 
  1d4 points from any one ability score it selects. 
  On each such successful attack, the ghost heals 
  5 points of damage to itself. Against ethereal 
  opponents, it adds its Strength modifier to attack 
  rolls only. Against non-ethereal opponents, it 
  adds its Dexterity modifier to attack rolls only. 
  Frightful Moan (Su): A ghost can emit a 
  frightful moan as a standard action. All living 
  creatures within a 30-foot spread must succeed 
  on a Will save or become panicked for 2d4 
  rounds. This is a sonic necromantic mind-
  affecting fear effect. A creature that successfully 
  saves against the moan cannot be affected by 
  the same ghost’s moan for 24 hours. 
  Horrific Appearance (Su): Any living creature 
  within 60 feet that views a ghost must succeed 
  on a Fortitude save or immediately take 1d4 
  points of Strength damage, 1d4 points of 
  Dexterity damage, and 1d4 points of 
  Constitution damage. A creature that 
  successfully saves against this effect cannot be 
  affected by the same ghost’s horrific appearance 
  for 24 hours. 
  Malevolence (Su): Once per round, an 
  ethereal ghost can merge its body with a 
  creature on the Material Plane. This ability is 
  similar to a magic jar spell (caster level 10th or 
  the ghost’s Hit Dice, whichever is higher), except 
  that it does not require a receptacle. To use this 
  ability, the ghost must be manifested and it must 
  try move into the target’s space; moving into the 
  target’s space to use the malevolence ability 
  does not provoke attacks of opportunity. The 
  target can resist the attack with a successful Will 
  save (DC 15 + ghost’s Cha modifier). A creature 
  that successfully saves is immune to that same 
  ghost’s malevolence for 24 hours, and the ghost 
  cannot enter the target’s space. If the save fails, 
  the ghost vanishes into the target’s body. 
  Manifestation (Su): Every ghost has this 
  ability. A ghost dwells on the Ethereal Plane 
  and, as an ethereal creature, it cannot affect or 
  be affected by anything in the material world. 
  When a ghost manifests, it partly enters the 
  Material Plane and becomes visible but 
  incorporeal on the Material Plane. A manifested 
  ghost can be harmed only by other incorporeal 
  creatures, magic weapons, or spells, with a 50% 
  chance to ignore any damage from a corporeal 
  source. A manifested ghost can pass through 
  solid objects at will, and its own attacks pass 
  through armor. A manifested ghost always 
  moves silently. A manifested ghost can strike 
  with its touch attack or with a ghost touch 
  weapon (see Ghostly Equipment, below). A 
  manifested ghost remains partially on the 
  Ethereal Plane, where is it not incorporeal. 
  Opponents on either the Material Plane or the 
  Ethereal Plane can attack a manifested ghost. 
  The ghost’s incorporeality helps protect it from 
  foes on the Material Plane, but not from foes on 
  the Ethereal Plane. 
  When a spellcasting ghost is not manifested 
  and is on the Ethereal Plane, its spells cannot 
  affect targets on the Material Plane, but they 
  work normally against ethereal targets. When a 
  spellcasting ghost manifests, its spells continue 
  to affect ethereal targets and can affect targets 
  on the Material Plane normally unless the spells 
  rely on touch. A manifested ghost’s touch spells 
  don’t work on non-ethereal targets. 
  A ghost has two home planes, the Material 
  Plane and the Ethereal Plane. It is not 
  considered extraplanar when on either of these 
  planes. 
  Murphy (Su): The ghost gains limited 
  omniscience, causing the victim who fails a Will 
  save to reroll a saving throw, attack roll, or skill 
  check, and use the better of the worse rolls for 
  the result. 
  Make Illusion (Su): This power creates the 
  visual illusion of an object, creature, or force, as 
  visualized by the ghost. Sound, smell, and 
  thermal illusions are included in the effect. While 
  concentrating, the ghost can move the image up 
  to 400 feet away. The image disappears when 
  struck by an opponent unless the ghost causes 
  the illusion to react appropriately. 
  Read Mind (Su): The ghost reads surface 
  thoughts. The amount of information revealed 
  depends on how long the ghost studies a 
  particular area or subject: 
  • 
  1st Round: Presence or absence of 
  thoughts (from conscious creatures with 
  Intelligence scores of 1 or higher). 
  • 
  2nd Round: Number of thinking minds and 
  the mental strength of each. 
  • 
  3rd Round: Surface thoughts of any mind in 
  the area. A target’s Will save prevents the 
  ghost from reading its thoughts, and the 
  ghost must manifest read mind again to 
  
  Ghostbusters: Who Ya Gonna Call? - 47 
  have another chance. Creatures of animal 
  intelligence have simple, instinctual thoughts 
  that the ghost can pick up. 
   
  Intelligence 
  Mental Strength 
  1–2 
  Animal 
  3–5 
  Very low 
  6–9 
  Low 
  10–11 
  Average 
  12–15 
  High 
  16–17 
  Very high 
  18–21 
  Genius 
  22–25 
  Supra-genius 
  26+ 
  Godlike 
   
  Note: Each round, the ghost can turn to read 
  minds in a new area. The power can penetrate 
  barriers, but 1 foot of stone, 1 inch of common 
  metal, a thin sheet of lead, or 3 feet of wood or 
  dirt blocks it. 
  Poltergeist (Su): The ghost moves objects or 
  creatures by concentrating on them. The power 
  can provide either a gentle, sustained force or a 
  single short, violent thrust (ghost’s choice).  
  • 
  Sustained Force: A sustained force moves 
  a creature or object weighing up to 25 
  pounds per ghost level up to 20 feet per 
  round. A creature can negate the effect 
  against itself or against an object it 
  possesses with a successful Will save or 
  with power resistance. This version of the 
  power lasts up to 1 round per ghost level, 
  but it ends if the ghost ceases concentration. 
  The weight can be moved vertically, 
  horizontally, or both. An object cannot be 
  moved beyond the range of the power. The 
  power ends if the object is forced beyond 
  the range. If the ghost ceases concentration 
  for any reason, the object falls or stops. An 
  object can be telekinetically manipulated as 
  if with one hand. The ghost might even be 
  able to untie simple knots, though fine 
  actions such as these require Intelligence 
  checks against a DC set by the DM.  
  • 
  Violent Thrust: Alternatively, the telekinetic 
  power can be expended in a single round. 
  The ghost can hurl one or more objects or 
  creatures that are within range and all within 
  10 feet of each other toward any target 
  within 10 feet/level of all the objects. A ghost 
  can hurl up to a total weight of 25 pounds 
  per ghost level. The ghost must succeed at 
  attack rolls (one per creature or object 
  thrown) to hit the target with the items, using 
  his or her base attack plus Intelligence 
  modifier. Weapons cause standard damage 
  (with no Strength bonus). Other objects 
  cause damage ranging from 1 point per 25 
  pounds (for less dangerous objects) to 1d6 
  points of damage per 25 pounds for hard, 
  dense objects.  
  Creatures who fall within the weight capacity 
  of the power can be hurled, but they are allowed 
  Will saves to negate the effect, as are those 
  whose held possessions are targeted by the 
  power. If creatures are telekinetically hurled 
  against solid surfaces, they take damage as if 
  they had fallen 10 feet (1d6 points). 
  Slime (Su): Strands of ectoplasm wrap up the 
  subject like a mummy. The subject can still 
  breathe but is otherwise helpless, being unable 
  to see or take any physical actions. The subject 
  cannot speak because the ectoplasmic strands 
  muffle sounds, but the subject’s nostrils are 
  clear. The subject can execute purely mental 
  actions (such as manifesting powers). The 
  writhing, regenerating nature of the cocoon 
  prevents its occupant from making a physical bid 
  for escape. However, cutting or damaging a 
  large enough strand can free the cocooned 
  victim. The strands have hardness 17 and 30 hit 
  points. Creatures that are cocooned high in the 
  air fall, and cocooned swimmers may drown. 
  Summon Pests (Su): The ghost summons a 
  swarm of bats, rats, or spiders (ghost's choice), 
  which attacks all other creatures within its area. 
  (The ghost may summon the swarm so that it 
  shares the area of other creatures.) If no living 
  creatures are within its area, the swarm attacks 
  or pursues the nearest creature as best it can. 
  The ghost has no control over its target or 
  direction of travel. 
  Telekinesis (Su): A ghost can use telekinesis 
  as a standard action (caster level 12th or equal 
  to the ghost’s HD, whichever is higher). When a 
  ghost uses this power, it must wait 1d4 rounds 
  before using it again. 
  Special Qualities: A ghost has all the special 
  qualities of the base creature as well as those 
  described below. 
  Rejuvenation (Su): In most cases, it’s difficult 
  to destroy a ghost through simple combat: The 
  “destroyed” spirit will often restore itself in 2d4 
  days. Even the most powerful spells are usually 
  only temporary solutions. A ghost that would 
  otherwise be destroyed returns to its old haunts 
  with a successful level check (1d20 + ghost’s 
  HD) against DC 16. As a rule, the only way to 
  get rid of a ghost for sure is to determine the 
  reason for its existence and set right whatever 
  prevents it from resting in peace. The exact 
  means varies with each spirit and may require a 
  good deal of research. 
  
  48 - Ghostbusters: Who Ya Gonna Call? 
  Turn Resistance (Ex): A ghost has +4 turn 
  resistance. 
  Abilities: Same as the base creature, except 
  that the ghost has no Constitution score, and its 
  Charisma score increases by +4.  
  Skills: Ghosts have a +8 racial bonus on 
  Hide, Listen, Search, and Spot checks. 
  Otherwise same as the base creature. 
  Environment: Any, often as base creature. 
  Organization: Solitary, gang (2–4), or mob 
  (7–12). 
  Challenge Rating: Same as the base 
  creature +2. 
  Treasure: None. 
  Alignment: Any. 
  Level Adjustment: Same as the base 
  creature +5. 
  Ghostly Equipment 
  When a ghost forms, all its equipment and 
  carried items usually become ethereal along 
  with it. In addition, the ghost retains 2d4 items 
  that it particularly valued in life (provided they 
  are not in another creature’s possession). The 
  equipment works normally on the Ethereal Plane 
  but passes harmlessly through material objects 
  or creatures. A weapon of +1 or better magical 
  enhancement, however, can harm material 
  creatures when the ghost manifests, but any 
  such attack has a 50% chance to fail unless the 
  weapon is a ghost touch weapon (just as magic 
  weapons can fail to harm the ghost). 
  The original material items remain behind, 
  just as the ghost’s physical remains do. If 
  another creature seizes the original, the ethereal 
  copy fades away. This loss invariably angers the 
  ghost, who stops at nothing to return the item to 
  its original resting place.
   
   
   
   
  
  Ghostbusters: Who Ya Gonna Call? - 49 
  LLLLiiiinnnnkkkkssss    
   
  "Ray, when someone asks you if you're a god, you say, "Yes!" 
  --Winston Zeddemore, Ghostbusters 
    
  Books  
  For more information about books that were 
  used to help create this document, see Section 
  15 of the Open Gaming License. 
  • 
  Breakout At Hq (The Real Ghostbusters) 
  • 
  Ghostbuster Of The Year 
  • 
  Ghostbuster Of The Year 
  • 
  Ghostbusters 
  • 
  Ghostbusters 
  • 
  Ghostbusters (Collector Book With Stickers) 
  • 
  Ghostbusters Big Clr/Act Book 
  • 
  Ghostbusters Giant Clr Bk 
  • 
  Ghostbusters Gut-Busting Joke Book (The 
  Real Ghostbusters) 
  • 
  Ghostbusters Ii 
  • 
  Ghostbusters Ii (Book Of The Film) 
  • 
  Ghostbusters Ii (Yearling) 
  • 
  Ghostbusters Ii Joke, Puzzle And Game 
  Book 
  • 
  Ghostbusters Joke And Riddle Book 
  • 
  Ghostbusters Mark & See Bk 
  • 
  Ghostbusters Paint W/Water Bk 
  • 
  Ghostbusters Role-Playing Game (Stock 
  No. 30023)  
  • 
  Ghostbusters Sticker Fun Book 
  • 
  Ghostbusters Two Sticker Book 
  • 
  Ghostbusters Uk 
  • 
  Ghostbusters, Book 1 
  • 
  Ghostbusters: A Storybook 
  • 
  Ghostbusters: Book Of Movie Madness 
  • 
  Ghostbusters: Coloring Book 
  • 
  Ghostbusters: Haunted House Activity Book 
  • 
  Ghostbusters: Puzzle Fun Book 
  • 
  Ghostbusters: The Supernatural Spectacular 
  • 
  Ghostbusters-Meet The Ghost 
  Riders/Cassette 
  • 
  Hijack In Ecto-1 (The Real Ghostbusters) 
  • 
  Janine's Genie (The Real Ghostbusters) 
  • 
  Making Ghostbusters 
  • 
  My Sticker Dictionary (The Real 
  Ghostbusters) 
  • 
  Official Ghostbusters Training Manual: A 
  Guide To Catching Ghosts  
  • 
  Real Ghostbusters In Haunted House 
  Mystery 
  • 
  The Bathtub Ghost (The Real Ghostbusters 
  Pop-Up) 
  • 
  The Birthday Ghost (The Real Ghostbusters 
  Pop-Up) 
  • 
  The Demon From Under The Earth (Real 
  Ghostbusters) 
  • 
  The Ghostbusters Activity Book (Character 
  Activity Books) 
  • 
  The Ghostbusters Colouring Book 
  (Character Colouring Books) 
  • 
  The Great Ghost Show (Real Ghostbusters) 
  
  50 - Ghostbusters: Who Ya Gonna Call? 
  • 
  The Healthclub Ghost (The Real 
  Ghostbusters Pop-Up) 
  • 
  The Real Ghostbuster On Parade: A Story 
  Book To Colour 
  • 
  The Real Ghostbusters (Presto Magix Super 
  Transfer Sets/2425) 
  • 
  The Real Ghostbusters 2: Ghosts-R-Us 
  • 
  The Real Ghostbusters 3: Slimer Come 
  Home 
  • 
  The Real Ghostbusters Sticker Book 
  • 
  The Real Ghostbusters Storybook 
  • 
  Who Ya Gonna Call?: The Story Behind 
  Ghostbusters (Collector Books With 
  Stickers) 
  DVD  
  • 
  Ghostbusters 
  • 
  Ghostbusters 2 
  Video 
  • 
  Extreme Ghostbusters: Volume 1 
  • 
  Extreme Ghostbusters: Volume 2 
  • 
  Extreme Ghostbusters: Volume 3 
  • 
  Extreme Ghostbusters: Volumes 1-3 
  • 
  Real Ghostbusters: Cry Uncle 
  • 
  Real Ghostbusters: Ghostfight at the O.K. 
  Corral 
  • 
  Real Ghostbusters: Volume 1 
  • 
  Real Ghostbusters: Volume 2 
  • 
  Real Ghostbusters: Volume 4 
  • 
  Real Ghostbusters: Volume 5 
  • 
  Real Ghostbusters: Volume 6 
  Games 
  • 
  Ghostbusters (Sega Genesis) 
  • 
  Real Ghostbusters (Game Boy) 
  • 
  Extreme Ghostbusters (Playstation) 
  Music 
  • 
  Ghostbusters (Banda Bahia) 
  • 
  Ghostbusters [EXTRA TRACKS] 
  • 
  Ghostbusters 2 (Audio CD) 
  • 
  Ghostbusters II (1989 Film) 
  [SOUNDTRACK] [IMPORT] 
  • 
  Ghostbusters: Encore Collection 
  • 
  Ghostbusters: Original Soundtrack Album 
  [SOUNDTRACK] 
  Toys 
  • 
  Ghostbusters Ecto 1 Snap Kit 
  Web 
  For more information about web sites that 
  were used to help create this document, see 
  Section 15 of the Open Gaming License. 
  • 
  Ghostbusters Fan Club 
  • 
  Ghostbusters Headquarters 
  • 
  Ghostbusters Official Site 
  • 
  Ghostbusters Prop Archive 
  • 
  Ghostbusters.net 
  • 
  Proton Charging 
  • 
  Real Ghostbusters Fan Page 
  • 
  Spook Central 
  • 
  The Ghostbusters Homepage 
  • 
  The River of Slime 
  • 
  Unholy Toledo
   
   
  
  Ghostbusters: Who Ya Gonna Call? - 51 
  AAAAbbbboooouuuutttt    tttthhhheeee    AAAAuuuutttthhhhoooorrrrssss    
   
  Michael Tresca 
  Michael "Talien" Tresca is a writer, communicator, speaker, artist, and gamer. He has an 11-year-old 
  D&D role-playing campaign, Welstar, which is one of the six worlds in RetroMUD and where many of his 
  short stories take place. Michael has published three D20 modules: "Tsar Rising", "All the King's Men," 
  and "The Dancing Hut" from MonkeyGod Enterprises. He has written numerous supplements, including 
  "Frost and Fur" and "Abyss," also from MonkeyGod Enterprises, "Mercenaries: Born of Blood" from 
  Otherworld Creations, and "Combat Missions" from Paradigm Concepts. Michael has also contributed to 
  "Relics" from AEG and "The Iron Kingdoms Campaign Guide" from Privateer Press. Michael has also 
  written magazine articles for Spectre Press' Survival Kit series, Dragon Magazine, Scrollworks, and D20 
  Weekly. He has written a multitude of reviews of role-playing and computer games for RPG.net, 
  Gamers.com, Allgame.com, and Talien and Maleficent's Bazaar. Michael has presented at various 
  panels, including Dragon*Con, I-Con, and Bakuretsucon. When he's not writing, Michael can be found as 
  his alter ego, Talien, on RetroMUD as an administrator. Michael lives in Connecticut with his wife, who is 
  an editor, and his cat, who is fluent in English. 
  Fritz Baugh 
  Fritz contributed the Ghostbusters Omnibus Timeline. Fritz was a pretty active gamer with a small 
  circle of friends throughout the late 80's and most of the 90's (before some of them moved away and the 
  demands of having Real Life Jobs took their tolls on everyone else).  They played D&D at first (like 
  everyone else) but moved on to other things, including several of the Palladium systems (their fantasy 
  RPG and Rifts both spawned campaigns lasting a couple of years apiece), Mayfair Games' DC Heroes, 
  dalliances with the World of Darkness, and yes, two separate runs of West End Games Ghostbusters 
  International.  Technically, they started with Ghostbusters: A Frightfully Cheerful Role Playing Game in 
  1986, about the same time The Real Ghostbusters was coming onto television and blowing their minds. 
  "Kids today just don't understand how groundbreaking it was for it's time," said Fritz, "when before that 
  pretty much every show was exactly like Scooby Doo, the Smurfs, or Filmation's awful Ghost Busters 
  cartoon." A lot of the Ghostbusters fan fics Fritz has posted at his site are based on ideas they had both in 
  the GBI RPG and the others.   
  Matthew D. Riddle 
  Matthew contributed the Ghostbusters Fact List.  Basically, the GB Fact List lists every fact about the 
  Ghostbusters, their tools, and their talents. The info was taken from the movies, cartoons, comic books, 
  and a few fan conjectures that are now considered canon by GB fans, or “Ghostheads” as they're known 
  as know. It has been formatted to go along with the Ghostbusters Omnibus Timeline. Ben King, A.K.A. 
  Kingpin, and Matthew offer the Fact List as a guide to the backgrounds of the Ghostbusters and basically 
  everything in their universe.  
   
   
   
   
  
  52 - Ghostbusters: Who Ya Gonna Call? 
  Open Gaming License Version 1.0a
  Open Gaming License Version 1.0a
  Open Gaming License Version 1.0a
  Open Gaming License Version 1.0a    
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the 
  Coast, Inc ("Wizards"). All Rights Reserved.  
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  License except as described by the License itself. No other terms or conditions may be applied to any 
  Open Game Content distributed using this License.  
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms 
  of this License.  
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant 
  You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to 
  Use, the Open Game Content.  
  5.Representation of Authority to Contribute: If You are contributing original material as Open Game 
  Content, You represent that Your Contributions are Your original creation and/or You have sufficient 
  rights to grant the rights conveyed by this License.  
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to 
  include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name 
  to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.  
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to 
  compatibility, except as expressly licensed in another, independent Agreement with the owner of each 
  element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any 
  Trademark or Registered Trademark in conjunction with a work containing Open Game Content except 
  as expressly licensed in another, independent Agreement with the owner of such Trademark or 
  Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a 
  challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open 
  Game Content shall retain all rights, title and interest in and to that Product Identity.  
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the 
  work that you are distributing are Open Game Content.  
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this 
  License. You may use any authorized version of this License to copy, modify and distribute any Open 
  Game Content originally distributed under any version of this License.  
  
  Ghostbusters: Who Ya Gonna Call? - 53 
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game 
  Content You Distribute.  
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the 
  name of any Contributor unless You have written permission from the Contributor to do so.  
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with 
  respect to some or all of the Open Game Content due to statute, judicial order, or governmental 
  regulation then You may not Use any Open Game Material so affected.  
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein 
  and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive 
  the termination of this License.  
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be 
  reformed only to the extent necessary to make it enforceable.  
  15. COPYRIGHT NOTICE  
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
  Ghostbusters: Who Ya Gonna Call?, Copyright 2002, Michael Tresca. 
  Deadlands d20, Copyright 2001, Pinnacle Entertainment Group, Inc. 
   
   
  
  54 - Ghostbusters: Who Ya Gonna Call? 
  OOOOppppeeeennnn    GGGGaaaammmmeeee    CCCCoooonnnntttteeeennnntttt    
  DESIGNATION OF PRODUCT IDENTITY: The following items are hereby designated as Product 
  Identity in accordance with section 1(e) of the Open Game License, version 1.0a: Any and all 
  Ghostbusters logos and identifying marks and trade dress, including all Ghostbusters product and product 
  line names, any elements of the Ghostbusters setting, including but not limited to capitalized names, 
  planet names, organization names, characters, equipment, historic events, and organization, and all 
  stories, storylines, locations, plots, plot synopses, thematic elements, quotes from characters; all artwork, 
  symbols, designs, depictions, illustrations likenesses, poses, logos, symbols or graphic designs; any 
  other unspecified incarnations of the Ghostbusters creative property, including elements either derived or 
  inferred from the Ghostbusters setting, and website support materials.  
  DESIGNATION OF OPEN CONTENT: All stat blocks, new rules, new equipment, and new monster 
  rules are open content that are not part of the product identity.  
  Trademarks and copyrights are cited in this document without permission. This usage is not meant in any 
  way to challenge the rightful ownership of said trademarks/copyrights. All copyrights are acknowledged and 
  remain the property of the owners. This game is for entertainment only.  
  D20 System and D&D is a trademark of Wizards of the Coast, Inc.©.  
  All original Ghostbusters images and logos are copyright of their respected companies: Ghostbusters 
  is (c) 1984 Columbia Pictures. The Real Ghostbusters is (c) 1986 Columbia Pictures Television and DIC 
  Productions. Ghostbusters 2 is (c) 1989 Columbia Pictures. Extreme Ghostbusters is (c) 1997 Columbia 
  Pictures Television and Adelaide Productions. All Rights Reserved. 
  Fritz Baugh contributed to the timeline and history sections.  Matthew Riddle contributed to the equipment 
  and planes chapter. 
  This document utilizes the Ghostbusters font. 
   
   
  
SOURCE: textdata/thevault/Ghostbusters International/Unofficial/Ghostbusters - D20 Conversion.pdf