TEXT: Forever Halloween
  A Halloween Ghostbusters adventure
  adapted from the Real Ghostbusters episode, 
  “When Halloween Was Forever” by Michael J. Straczynski
  Adventurized by Jason J. Patterson, Oct 24, 2013
  Summary
  The Lord of Night, Samhain, has been brought to the
  USA and your fair city, by accident, and unleashed upon
  the nice folks by a pair of hench-goblins. His plan is to
  bring about eternal night – eternal Halloween!
  Opening Scene
  The story opens on a  new  job at a local multi-story
  landmark-historical society;  busting a small round furry
  gremlin that's mostly mouth, and a green, mop-like ghost
  with two red horns.  Both will be surprisingly difficult,
  compared to usual busting gigs.
  Opening Narration For Players
  “Spectral  activity seems  to  have  grown  recently,  so
  much that it looks like it will severely start cutting into
  your free time, even if it nets you some additional dough. A
  duo of what sound like minor semi-solid manifestations are
  your current targets for this job at the four story Historical
  Society building, which is also a local landmark. 
  You arrive and shoo off as many people as you can
  before you  set  up  your  official Ghostbusters  barricade,
  while  being  hounded  by  questions  from  a  local  TV
  reporter, about how long you expect it to take, how difficult
  it's likely to be, and other things you couldn't know yet.”
  A group of about half a dozen people, from executives
  and  employees,  to  joggers  and  homeless,  are  gathered
  around to see what happens,  as you enter the evacuated
  building. Just as reported, you shortly see two small, hyper
  creatures tearing through the place, smearing slime all over
  the walls and knocking over furniture and generally being a
  pair of pains in the posterior.
  GHOST
  Br
  Ms
  Mv
  Co
  Pow Ect
  Furbite
   1
   2
    4
   2
    2
    5
  Hairbull
   2
   1
    3
   2
    2
    5
  ANOTHER EASY JOB
  Having vanquished yet two more nasties, you are once
  again  assaulted  with  questions  outiside  the  Historical
  Society,  asking  if  your  franchise  looks  forward  to
  Halloween, as it tends to generate more jobs for you.
  Back At Ghostbusters Headquarters
  The GB have a short bit of time to relax and get their
  bearings and perform any research they want, before it is
  time to head to the next section of the adventure.
  Brains/Research
  * PKE readings have been increasing all across the city all
  day. If compared to recent readings, it seems they have
  been increasing steadily for over a week.
  * Ancient ruins from 7th century Ireland arrived two weeks
  ago for display in the local museum.
  * The relics date back to Halloween's origin, brought to the
  US by Irish/Scottish immigrants, as legend has it, as part of
  a deal struck between Druids and Netherworld demons.
  -1-
  
  GM Info
  * Activity started at the local museum in which the relics
  are housed; the ruins attracted goblin type ghosts that freed
  Samhain from a stone inner structure.
  *  Various  strange  things  begin  to  manifest  late  in  the
  afternoon of October 31; clock  faces and other objects
  become animated, gargoyles fly overhead, etc.
  Trick or Treat!
  The Ghostbusters Headquarters
  doorbell rings, as it has done a
  few times already today, under
  the  fingers  of  early  trick-or-
  treaters  or  pranksters.  Your
  secretary  rolls  her  eyes  and
  growls as she gets up from her
  desk to answer the door.
  “Oh my goodness,” she begins in a bored tone, but her
  voice becomes more animated as she finishes her spiel,
  seeming to be genuinely impressed. 
  “What great costumes! Those are really terrific,” she says,
  and grabs a handful of cheap foil-wrapped chocolate bon-
  bons and pitches some into each of the sad brown sacks
  carried by the the children, who are dressed in generic but
  creative goblin costumes. 
  The little faces look into the bags silently, staring at the
  obviously unwanted bon-bons; you can almost hear the
  disappointment in their very souls. A moment later, the
  secretary is blown backward by a huge gust of wind that
  knocks her completely off her feet, and she lands against
  the  front of her  desk,  stunned.  The  door slams  closed
  uncannily fast as you hear the muffled tittering of the two
  departing trick-or-treaters.
  Investigating the Goblins
  * PKE meters directed toward the fled goblins (who are out
  of sight by the time anyone gets to the door) or their
  previous  positions  at  the  door  indicate  very  faint
  psychokinetic  energy  signatures,  as  well  as  residual
  ectoplasmic traces on the front step.
  An errant pass of a PKE meter by the door indicates a
  marked increase in general PKE activity in the city, which
  might  point  to  a city-wide manifestation,  which  would
  suggest a mass of hauntings and ghost encounters, but there
  have been no phone calls for over an hour.  
  Massive  amounts  of  visible  ghosts and  spectral  energy
  darting  all  across  the  darkening  city  sky  indicate  a
  worsening trend for the citizens.
  The phone lines only respond with a humming hiss; if
  followed up on, they've been dead for a couple of hours.
  GM Info
  *  Samhain  is  calling all
  of the  ghosts to himself,
  gathering an army on the
  roof  of  an  abandoned
  hotel  within  a  block  of
  the  museum  where  he
  entered  this  world.  He
  intends to  enact his plan
  to make Halloween night
  last forever!
  -2-
  
  Time Waits For … Some Things
  As the early evening arrives, ghosts and supernatural
  creatures  continue  to  harass  people  all  over  town,
  prompting the need for the GB to be called out (or go out
  on their own as their civic duty) to engage in one or two
  busting scenes, before continuing on. 
  [Insert busting scene if desired] + See Spookmaker
  Brains/Perception
  After either the above busting session or enough player
  activity to consume several hours,  the GB  notice  their
  watches are not keeping the right time. After consulting
  other timekeeping devices and a quick bit of astronomical
  and/or internet investigation, it turns out the clocks are
  right, but time is wrong. 
  “Your  bodies  tell  you  that  you've  been  out  on  the
  streets, stemming the flow of ghosts wandering the city,
  without even denting a fraction of them, for at least five
  hours, but watches and other devices insist you only just
  left HQ an hour ago.”
  Halloween Night
  An  errant  news  report  informs  the  GB:  “Night  is
  spreading, with dark clouds appearing all over the world,
  Europe,  Asia  and  South  Africa,  causing  darkness  in
  opposing places at same time, where it just can't happen!”
  Brains
  Conclusion, if time continues to slow at its present or an
  accelerated rate, by midnight, it will be Halloween forever.
  Where'd You Learn To Drive?
  A car with giant purple monster controlling it from its
  position on the car's roof appears, driving crazily near the
  GB or their HQ, cackling and gibbering like a loon as it
  takes  corners  dangerously  and  a  young  man  narrowly
  avoids being hit.
  Presumably the GB will chase or fire on the car and its
  driver, causing the car to crash expensively but harmlessly
  into the grill of a flatbed truck with some sort of large tarp-
  covered device behind the vehicle's cab. 
  Coincidentally, this area is near the museum, and this
  truck, and four others like it on different streets nearby,
  belong  to  the  museum,  each  bearing  (once  a  tarp  is
  removed) a small-car-sized spotlight, used with the others
  to highlight the museum for grand exhibitions, illuminating
  it to visible for miles. The lights can be connected to each
  other with cables and although the usual power connector
  is a highly specialized affair, it is possible to adapt city
  electric or even a proton pack to power the lights, at least
  briefly, for a very inventive and clever Ghostbuster.
  The Goblin Lord of Night
  The big purple creature attempts to flee the scene of the
  wreck on bouncing, awkward bipedal steps, but streams
  from proton packs will  pull  the  creature back toward the
  GB.  Before  anyone can throw a trap,  however,  a  large
  section of red brick wall drops without warning from the
  sky, landing between the creature and the GB, cutting off
  the proton streams long enough for the ghost to escape,
  right before the wall continues its inevitable fall, towering
  toward the GB, who must make Moves checks to avoid it!
  -3-
  
  An incredibly tall and lanky pumpkin-headed creature
  in flowing drab-brown robes looks down on the GB from a
  nearby  three  story  building  roof,  lowering  his  arms,
  presumably  after  the  completion  of  whatever  ritual  or
  activity was required to hurl a wall between the GB and the
  escaped spectre.
  "Why are you bothering my little ones?" asks the gourd-
  headed thing in thick Irish brogue, its body over eight feet
  tall, floating slightly above the roof of the building. 
  If fired on, he acrobatically flits and floats to another
  position on an adjacent roof, and says  in a perturbed tone,
  "I repeat: why are you bothering my little ones?!"  He
  points a clawed, elongated finger at your group. He replies
  to any answer  with a sickly greenish-black energy bolt,
  directed at the speaker.
  "These children - all things of the night - are mine, on
  this night more than any other – for I am Samhain. I am
  Halloween!" (remember the Irish voice) 
  "Trapped in stone for so many centuries... I have come
  to give my gift of eternal night, eternal Halloween... eternal
  me!" he laughs, and fires another arcane ebon bolt.  He
  seems to remain as much in the shadows as possible. 
  GM Info
  Samhain is susceptible to bright light, including strong
  flashlights, and he will flinch away as though stung, and
  flee by flying away, if possible. If exposed to strong light
  and unable to flee, he is injured and weakened. As soon as
  this is discovered, the city suffers a blackout, ruining any
  plans depending on city power.
  The creature has been tracking reports from his “little
  ones” all night, about the Ghostbusters, and has left his
  “base”, an abandoned hotel about a block from the museum
  where he entered this world, to come see and confront the
  group of meddlers himself.
  Brains/Research
  * Samhain is an unstoppable, primal force of nature, being
  night and darkness. Halloween was originally called "The
  Feast of Samhain", as part of the Druid's Bargain.
  * At various times during this initial (and futher) meetings
  between Samhain and the Ghostbusters, allow Brains or
  Perception Checks for characters to notice Samhain flinch
  and blink and make pained expressions, especially during
  any proton streams thrown at him, even if they don't hit
  him. How or if any characters conclude that he has an
  aversion (or worse) to light is up to the GM. Eventually the
  Goblin Lord of Night will flee into the night sky, leaving
  the Ghostbusters another brief bit of breathing room.
  Grand Theft Ecto
  If the GB have not decided to use the museum's flatbed
  trucks with lights, or even if they have,  a group of goblins
  and ghosts  have a hankering for some joyriding, so will
  soon be seen driving some of the flatbeds from the museum
  to Samhain's hotel haunt, as  recklessly  as possible with
  small trucks weighed down by such cargo. The ghosts are
  easily distracted and incited by taunts and can be lead to
  inadvertently position the lights around Samhain's fortress;
  they will also attempt to run down any GB they see. 
  The  trucks  can  be  immobilized  with  Moderate
  Difficulty, even with a well-aimed steam, and the flatbed
  trailers can also be shot loose, to coast into position at the
  foot of Samhain's fortress.
  See the Spookmaker if necessary
  -4-
  
  SAMHAIN'S FORTRESS
  Gargoyles and ghosts, their bodies glowing with eerie
  spectral energy, are seen circling the top of a tall building,
  an abandoned hotel by the looks of it; Samhain's base.
  COMBATING SAMHAIN
  One example plan  is to arrange  the  five large, heavy
  spotlights  into  place,  accompanied  with  a  portable
  generator or proton pack. 
  If the GB attempt to confront him head-on,  Samhain
  prevents his minions from accosting the GB, and allows
  them to approach, on the roof if they so desire, as he likes
  to verbally fence with his victims.
  "You have been very, very
  bad. Picking on such poor,
  innocent  creatures."  he
  mocks.  "Surrender  your
  weapons and  accept your
  fate,  and  you  will  be
  assimilated into my army
  of night." he offers.
  Sufficient  bright  lights  and  spotlights  directed  at
  Samhain will destroy him, but that isn't necessary, as lesser
  exposure to light will stun and weaken him enough to be
  susceptible to the proton packs. When this happens, he can
  be trapped, and the other ghosts  are  vacuumed into the
  same stream, or otherwise dissipate into nothingness, their
  essence removed from the physical objects, as the unifying
  force helping keep their forms intact is now nullified.
  Samhain, Goblin Lord of Night
  Physical, Intelligent
  Traits
  Brains:
  5
  Occult
  Muscles:
  5
  Menace
  Moves:
  7
  Hong Kong Dodge
  Cool:
  9
  Orate
  Power:
  12
  Ecto Presence:
  15
  Special Abilities
  Flight
  PKE Analysis
  Proton Immunity (L)
  Control Mind
  Summon Pests
  Terrorize
  Weaknesses
  Defense Cracker (Strong Light)
  Inhibitor (Strong Light)
  -5-
  
  Spookmaker (Ghost Generator)
  This will allow you to quickly create random ghosts, either 
  completely at random, by rolling 2D6 to determine the 
  Toughness, or general power level of a ghost, or by picking
  a Toughness, and rolling indicated dice for various stats.
  2D6
  Toughness
    POW
   ECTO    Br/Ms/Mv/Co
       AP
     3
  Pushover
     
     1D2   
     1D3    
      1D3
  1
   4-5
  Day's Work 
   1D2+2  
   1D6+3
    1D3+3
  3
   6-7
  Tough Nut
   1D2+4  
   1D3+9
    1D3+6
  4
   8-9
  Dangerous 
   1D3+6
  1D3+12
    1D3+9
  4
  10-11
  Demon Class  1D3+9
  1D6+15
    1D3+12
  6
    12
  Superghost
  1D3+12
  1D3+21
    1D6+15
  9
  (Pow)er = Energy used for Powers; analogs to Moves or Muscle
  (Ecto) Presence = Vitality and difficulty to subdue
  (A)bility (P)oints = Potency or arsenal of Special Abilities
  Special Abilities
  While you  have at least 2 “unspent” AP, roll 1D20  + 1D6.
  D6: 1-3 = Lesser Ability (1 AP); 4-6 = Greater Ability (2 AP).
  Find the 1D20 roll on the Lesser or Greater Ability list below.
  Repeat the above until you have 0 or 1 AP left (a Lesser Ability).
  Most Abilities are described starting on page 63 in West End
  Games' Ghostbusters International RPG booklet. 
  Wind Gust: The ghost may use this ability to buffet one or more
  characters backward forcefully with wing flaps or breath up to 30
  meters away – the further away the target, the more likely other
  objects and people will be affected. Victims of Wind Gust must
  make a Muscles or Moves Check vs. Difficulty 12 or be hurled
  backward a number of meters equal to 2D6 minus the character's
  Muscle. Use the Universal How Much Chart for possible injury.
  Mundane Skills
  These are what living Ghostbusters characters might have
  as Specialty Traits, but a ghost possesses one or more.
  For each Mundane Skill, roll 1D20 + 1D6.
  D6: 
  1-2= Brains Talent (includes Physical, Social Science)
    3 = Muscles Talent
    4 = Moves Talent
  5-6= Cool Talent
  Find the 1D20 roll on the appropriate Talent Chart.
  BRAINS TALENT CHART
  OTHER TALENT CHARTS
  Intelligence: Roll 1D6.
  1-3 = Mindless/Animal Intellect
  4-6 = Intelligent
  Manifestation: Roll 1D6.1-3 = Physical (Basic Traits)
  4-6 = Ectoplasmic
  Weaknesses: Roll 1D6. See page 68 in GBI booklet.
  1 = Backlash
  4 = Motivator
  2 = Defense Cracker
  5 = Secret Fear
  3 = Inhibitor
  6 = Secret Goal
  -6-
     1D20   
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17-19
  20
   (L)esser Ability  
  Creature Feature (L) 
  Dematerialize Self 
  Flight 
  Frog n' Prince (L)
  Materialize
  PKE Analysis (L)
  Murphy (L)
  Physical Immunity (L)
  Poltergeist (L)
  Possess
  Proton Immunity (L)
  Shrinking
  Slime
  Slumber
  Teleport
  Wind Gust
  1 Mundane Skill
  +1 Lesser Ability
   (G)reater Ability 
  Animate
  Control Mind
  Creature Feature (G)
  Dematerialize Object 
  Dimensional Transfer
  Frog n' Prince (G)
  Growing
  Invisibility
  Make Illusion
  Murphy (G)
  Physical Immunity (G)
  Poltergeist (G)
  Proton Immunity (G)
  Read Mind
  Summon Pests
  Terrorize
  2 Mundane Skills
  +1 Greater Ability
  1D20 
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
      Brains Talent 
  Acute Hearing
  Acute Smell
  Acute Vision
  Alchemy/Herbs
  Artwork
  Highly Literate
  Local Info
  Mechanical Repair
  Occult
  Photoshop
  Poetry
  Pop Trivia
  Puzzles
  Surfin' the Net
  Survival
  Tabletop Games
  Tracking
  Writing
  Physical  Science
  Social Science 
     Physical Science  
  Astronomy
  Biology
  Botany
  Chemistry
  Computer Tech.
  Ecology/Environ.
  Electronics Tech.
  Geology
  Hydrology/Wetlands
  Math and Logic
  Medicine
  Metaphysics
  Meteorology
  Oceanography
  Paleontology
  Physics
  Quantum Science
  Toxicology/Nutrit.
  Weird Invention
  Zoology
    Social Science   
  Accounting
  Anthropology
  Bureaucracy
  Business Admin.
  Criminology
  Demographics
  Education
  Geography
  History
  Internat'l Affairs
  Law
  Library Science
  Linguistics
  Media Commun.
  Military Science
  Philosophy/Theo.
  Polit. Sci./Gov't.
  (Para)Psychology
  Sociology
  Women's Studies
  1D20 
  1-2
  3-4
  5-6
  7-8
  9-10
  11-12
  13-14
  15-16
  17-18
  19-20
   MusclesTalent 
  Bare Knuckles
  Bear Wrestler
  Hack and Slash
  Lift and Tote
  Like a Fish
  Like a Monkey
  Menace
  Wrecking Crew
  Power Eating
  Tough as Nails
       Moves Talent    
  Crack Shot
  Dancing Fool
  Expert Outfielder
  Gleaming the Cube
  Hong Kong Dodge
  Marathon Runner
  Prodigal Musician
  Quickdigits
  Sneaky Devil
  Stunt Rider/Driver
      Cool Talent     
  Acting!
  Con
  Gamblin' Man
  Haggle
  Irresistible
  Lounge Lizard
  Orate
  Raise Kids
  So Darn Likable
  Streetwise
  
SOURCE: textdata/thevault/Kid Friendly/7. RPGs/Ages 13-15 (Competent readers, competent writers, Able to do all basic math, can handle darker themes)/Ghostbusters/Adventures/Ghostbusters - Forever Halloween.pdf