TEXT: This supplement references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertain-
  ment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product. Ghostbusters
  ® is a registered trademark of Columbia Pictures; no challenge 
  to trademark or copyright is intended.  Artwork (with the exception of Savage Worlds and “No Ghosts” logo) by T. Jordan Peacock (http://greywolf.critter.net/ghostbusters.htm). This is a fan work, free to print and use.
  WhAT Is ThIs?
  This is a fan-made supplement to your Savage 
  WorldsTM Adventure Deck, meant for use by the GM to 
  customize it to better fit a Ghostbusters-themed setting.
  First, you will need the original Adventure Deck, which 
  can be found on the official Pinnacle online store at:
  http://www.studio2publishing.com
  CUsToMIzInG YoUr ADvEnTUrE DECk
  These cards are meant to supplement the basic 
  Adventure Deck with effects more specific to the universe 
  of the Ghostbusters movies and games. Please take a close 
  look at the effects of these cards, to determine whether 
  or not you want them in your campaign. some of them 
  can be rather disruptive, or potentially confusing to new 
  players.
  hoW To UsE ThIs DECk
  For full rules, see those included with your Adventure 
  Deck. At the start of the session, each player draws one 
  Adventure Card per his character’s rank (novice = 1, 
  Legendary = 5). he may play one card during the session; 
  any remaining cards are discarded. Players may trade 
  cards at any time, though they cannot give them away; it 
  must be a trade.
  If a card instructs the players to draw another card 
  from the Adventure Deck, they may play an additional 
  card that session, even if they’ve played one already. (This 
  is used for certain cards that make things more difficult 
  for the heroes; as a trade-off, the players get a chance to 
  draw and play an extra Adventure Card.)
  The GM gets final say on how the Adventure Card is 
  played out, though players are encouraged to be creative 
  in their suggestions.
  some cards could be potential “plot-breakers,” so 
  remember that the GM has final veto. As GM, you should 
  give the player the option of playing the card later at a 
  more “plot-appropriate” moment, or you can take the card 
  out of circulation and let the player draw a replacement 
  from the Adventure Deck.
  nEW rULEs
  InITIAL DrAW
  When drawing Adventure Cards at the beginning of the 
  session, each player may elect to discard one or more of 
  his cards and draw replacements. If he doesn’t care for the 
  replacements, he’s still free to trade with other players.
  EnCoUnTErs & sCEnEs
  An “encounter” or “scene” is an inspecific duration, 
  long enough to resolve the current combat, or until the 
  next major event happens. It’s up to the GM to determine 
  when a “scene” or “encounter” has ended.
  bonUsEs AFTEr ThE FACT
  some cards grant a bonus to a particular type of 
  roll. Unless stated otherwise, you can decide to spend 
  an Adventure Card to grant a bonus to a roll right after 
  the roll has been made (giving you a chance to figure out 
  whether it’s worth playing the card or not).
  CArD noTEs
  knoCkbACk
  This card is appropriate against normal-sized 
  creatures—not so much against giant avatars of destruction 
  capable of stomping buildings. As a rule of thumb, the GM 
  might double the knockback distance for smaller creatures 
  (size –1 or –2), but halve the distance for every size step 
  of +1 or higher. Although no damage is caused directly 
  by the knockback, it’s possible that a villain standing on 
  a narrow catwalk or a ghost standing right in front of an 
  active ghost trap might be knocked into a perilous spot.
  shorT-CIrCUIT
  The idea behind this card is to allow for a piece of 
  ghostbusting equipment to be sacrificed to avoid personal 
  injury, or for some harmful device (e.g., a chainsaw held 
  by an animated statue of a lumberjack—it could happen!) 
  to break down. If, however, the adventure centers around 
  some diabolical engine of destruction that can only be shut 
  down by shattering the four protective shielding units and 
  then overloading the central capacitor while fending off 
  attacks from swarming ghosts attracted to the machine ... 
  it’d be kind of a let-down if someone just trips over the 
  plug and disables it. (“The end!”) or, it’d be a royal pain if 
  an impish player played this to fry someone else’s proton 
  pack out of spite. hence, a GM is fully within rights to veto 
  this one if the device in question has specific relevance to 
  the adventure, or the usage doesn’t fit the “spirit” of the 
  card.
  UnInvITED GUEsTs
  This card only works where haunts can happen. If 
  the heroes are in some area where ghosts aren’t able to 
  manifest, either this card can’t be played ... or the GM is 
  going to have to think of some other hostile entity that 
  might engage the heroes. (A feral dog? An angry former 
  customer whose house got trashed?)
  UnDEr ConsTrUCTIon
  This is a shortened version of a deck of custom cards 
  that has been used for some home games of “savage 
  Ghostbusters.” Alas, the original deck was pieced 
  together with images from the movies. For the purpose 
  of distribution, these cards are being reconstructed with 
  original art (most of the time just copied-and-pasted from 
  illustrations already done for other items in the “savage 
  Ghostbusters” suite of fan-made accessories). With any 
  luck (and some spare time), this set may get expanded a 
  bit.
  ADvEnTUrE CArDs
  for use with the Savage WORldS ™ adventure deck
  
  Savage Worlds and the Savage Worlds logo are trademarks of Pinnacle Entertainment Group.  (http://www.peginc.com)  Ghostbusters and the “No Ghosts” logo are registered trademarks of Columbia Pictures.
  No challenge to trademark or copyright is intended.  Original illustrations by T. Jordan “Greywolf” Peacock.  (http://greywolf.critter.net)
  Permission granted to print or copy for personal use.
  we have the tools
  “I’ll run this one through the spectrogram.”
  You just happened to have a useful gizmo along, 
  or hastily assembled it from spare parts. You 
  immediately get a piece of equipment worth up to 
  5 Requisition Points (or you can “trade in” one or 
  more items you haven’t used yet, for more points). 
  You can use this item for the remainder of the 
  current session.
  negotiations
  PaYBack
  introductions
  he sliMed Me!
  uninvited guests
  teaMwork
  save it for later
  “What sign are you waiting for?”
  Play this after you’ve made a successful trait roll. 
  It becomes a failure instead, but you get to “save” 
  the roll result (this makes the most sense if it was 
  especially high) and use it for later. At some later 
  time, you can use your “saved” result in place of a 
  lower trait roll made by yourself or an ally.
  “Heat ‘em up!” “SMOKIN’!”
  Declare a primary target. Gang-Up bonuses apply 
  for ranged attacks made against this target for the 
  encounter. If any team member attacks a different 
  target, he does not contribute toward the Gang-Up 
  bonus until he attacks the primary target again.
  “They’re bringing some thunder!”
  There is immediately another haunt encounter. 
  At the GM’s discretion, this is typically one Wild 
  Card ghost, or a group of swarmers (1-2 per 
  hero). There’s no guarantee you’ll get paid for the 
  extra work, but everyone gets to draw another 
  Adventure Card.
  “A little help here?”
  After a combat (or other disaster), spend an action 
  to help up a buddy. He instantly recovers from 
  any damage, Shaken status and/or Fear suffered 
  during the entire battle/scene. (This does not 
  affect any Injuries suffered, or previously-existing 
  conditions.)
  “What’s your name again, kid?” “No names. I don’t want to 
  get too attached to this kid. You know, just in case.”
  You get better acquainted with someone who was 
  previously “just one of the crowd.” An allied Extra 
  is “promoted” to Competent Extra status for the 
  remainder of this session, gaining the use of a 
  Wild Die in all trait rolls (but is in other respects 
  still an Extra).
  “This chick is toast!”
  You gain +2 to all attack and damage rolls against 
  an enemy who has previous harmed you or an ally 
  (caused at least one Wound, after Soaking), until 
  you succeed in inflicting at least as many Wounds 
  against the enemy as your ally suffered.
  “Oh, that’s okay. We can just put it right back in there.”
  Get a +4 bonus to a single Persuasion check 
  (which can come in awfully handy when 
  negotiating responsibility for damages).
  
  Savage Worlds and the Savage Worlds logo are trademarks of Pinnacle Entertainment Group.  (http://www.peginc.com)  Ghostbusters and the “No Ghosts” logo are registered trademarks of Columbia Pictures.
  No challenge to trademark or copyright is intended.  Original illustrations by T. Jordan “Greywolf” Peacock.  (http://greywolf.critter.net)
  Permission granted to print or copy for personal use.
  we Be fast
  “Now!”
  You act (or may designate an ally to act) as if you 
  had a Held action. If you’re interrupting someone, 
  opposed Agility tests are required as normal. This 
  is in addition to your normal action per round (even 
  if you actually have a Held card) so you can act 
  twice in this round.
  according to Plan
  handY revelation
  PandeMoniuM
  theMe song
  ooPs!
  knockBack
  getting acQuainted
  “Take me now, sub-creature!”
  Make a case for why this should happen, and 
  you make a very favorable impression upon a 
  character, even a hostile one. You might gain a 
  new ally or even a love interest. It doesn’t grant 
  you control; if you play this on a vampire queen, 
  for instance, she might just “save you for last,” 
  or become obsessed with making you join her in 
  “unlife.”
  “When someone asks you if you’re a god, you say YES!”
  Any one successful attack (whether or not it 
  actually does any damage), in addition to its usual 
  effect, knocks the target(s) back 3d6” (may be 
  modified based on the target’s Size, at the GM’s 
  discretion). This causes no extra damage. This 
  can be played on yourself, friends, or foes (it might 
  be beneficial to get a little distance from your 
  attacker, for instance).
  “Shorten your stream! I don’t want my face burnt off!”
  Play to negate the effects of “friendly fire” from you 
  or an ally (Bystander Rule, ally caught in a burst 
  template, case of mistaken identity, crossed the 
  streams, etc.). Any damage and related effects 
  are negated for you, your allies, and any “innocent 
  bystanders,” though damage against enemies or 
  the environment is unaffected.
  “Suck in the guts, guys. We’re the Ghostbusters!”
  It’s one of those “inspiring music movie moments” 
  when the heroes get their second wind!  You and 
  all allies who can see your signal or hear your 
  voice (walkie-talkies count) recover automatically 
  from Shaken status and any Fear effects, due to 
  your inspiring words. Anyone who’s possessed 
  immediately gets a new chance to resist (if 
  applicable).
  “Cats and dogs living together, mass hysteria!”
  A freak disaster or supernatural event happens 
  that interrupts the action, most likely ending 
  combat and giving the heroes a chance to escape 
  the immediate scene and catch their breath, 
  while any ghosts and such just waste the time 
  being scary (rather than actually attacking). 
  On the downside, expect at least 1 “Wound” of 
  environmental damage.
  “I found it in Tobin’s Spirit Guide.”
  Gain a +4 bonus on any one Knowledge, Common 
  Knowledge, Investigation, Streetwise, or Notice 
  check (or grant this bonus to someone else’s 
  check), as you share a handy bit of previously 
  trivial-seeming information you just recalled at a 
  critical moment.
  “We’re in position! The trap is set!”
  Play this card to “reveal” that you somehow 
  anticipated exactly where the ghost was going 
  to be, and set up a trap ahead of time. In game 
  terms, this lets you (or an ally) deploy and activate 
  a trap as a free action. No Throwing check is 
  required (since it’s “already there”). This can also 
  be used for ghost bait or a similar device.
  
  Savage Worlds and the Savage Worlds logo are trademarks of Pinnacle Entertainment Group.  (http://www.peginc.com)  Ghostbusters and the “No Ghosts” logo are registered trademarks of Columbia Pictures.
  No challenge to trademark or copyright is intended.  Original illustrations by T. Jordan “Greywolf” Peacock.  (http://greywolf.critter.net)
  Permission granted to print or copy for personal use.
  convenient ProP
  “Ordinary household toaster.” “We’ll take your word for that.”
  There just happens to be a perfectly-placed 
  chandelier, wall mirror, kitchen appliance, tool, rug, 
  etc., for you to use for some kind of Trick, stunt, or 
  just a timely hiding space or improvised weapon. It 
  needs to make sense for the location, and the GM 
  has the veto option as usual.
  theY Be slow
  short-circuit
  we have the talent
  a little work
  desPerate Measures
  nice shootin’, tex!
  foul, oBnoxious Muck!
  “You’re nothing but an unstable, short-chained molecule!”
  Even in the middle of combat, you can fire off an 
  insult to distract your foes. Make an Intimidate Test 
  of Wills as a free action, with a +2 bonus on the 
  roll. This even works against the undead, or quasi-
  animate puddles of ectoplasmic slime.
  “Whoa, whoa, whoa!”
  Play on anyone who just missed his intended 
  target. The attack counts as a success with a raise 
  instead ... but with considerable collateral damage 
  as part of the bargain (even if using a type of 
  attack that doesn’t normally do collateral damage). 
  Roll damage as normal against the target; this 
  same damage gets applied to the environment 
  with a +4 bonus.
  “See ya on the other side.” “Nice working with you.”
  You make a “suicidal” last-ditch effort to save 
  your buddies and/or the world. All enemies 
  within 4” of you take 3d8 (Heavy Weapon, AP 3) 
  damage, and the environment takes a hit, too. 
  You are Incapacitated, and all your ghostbusting 
  equipment is fried (unusable until it can be 
  replaced or repaired back at headquarters).
  “Also new rings, muffler, a little wiring....”
  As an action, you perform a quick patch job on a 
  disabled pack or piece of gear, getting it back into 
  full working order. Either a proton pack has all heat 
  units dispersed, a slime pack is back to full slime 
  capacity, or else you can make a temporary repair 
  on a broken piece of equipment so it is usable for 
  the remainder of the encounter. Normal repairs are 
  required for a more permanent fix.
  “Wait, wait, wait! I’ve always wanted to do this....”
  You gain the benefits of an immediate Advance 
  of your choice. (Be sure and do the choosing 
  before you play this card so you don’t hold up 
  the action while “shopping” through the rules.) 
  You must meet any prerequisites. This benefit 
  (new skill, increased trait, new Edge, etc.) lasts 
  for the remainder of the session; your next actual 
  Advance must be spent on this same benefit.
  “This job is definitely not worth eleven-five a year!”
  Play this card, and a technological device 
  malfunctions; in addition to any special malfunction 
  effects, the device is unusable until repaired 
  (typically requiring a Repair check and 1d20 
  minutes work). Alternate use: Play this card to 
  sacrifice an item of special equipment, which 
  absorbs all damage from an attack. The item is 
  unusable until repaired.
  “On a mountain of skulls, in the castle of pain, I sat on 
  a throne of blood! What was will be! What is will be no more!”
  Play this card to interrupt an enemy’s action. He 
  immediately spends an action succumbing to 
  the temptation to gloat over his inevitable victory, 
  explain his plans for world domination, or maybe 
  just rattle his chains and scream, depending on his 
  style. He and any allies acting on his card suffer a 
  Multi-Action penalty if they do anything else.
  
  Savage Worlds and the Savage Worlds logo are trademarks of Pinnacle Entertainment Group.  (http://www.peginc.com)  Ghostbusters and the “No Ghosts” logo are registered trademarks of Columbia Pictures.
  No challenge to trademark or copyright is intended.  Original illustrations by T. Jordan “Greywolf” Peacock.  (http://greywolf.critter.net)
  Permission granted to print or copy for personal use.
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Ghostbusters/Savage Worlds - Ghostbusters - Adventure Cards.pdf