TEXT: Ghost Club
  Ghost Club
  You see dead people… well, their spirits, their ghosts. You and your 
  companions are the few individuals that can see these lost spirits, and 
  you’ve banded together to do what you can to help these wayward 
  wisp’o wills move on to their ﬁnal reward. Some will welcome the help, 
  and others… well, that’s why you have that holy water or cross. You are 
  playing 10-13 year olds, who’ve formed a group you call Ghost Club. 
  The club’s goal is to help out those who may not know they are dead. 
  Because adults don’t believe in ghosts, you must remember the ﬁrst 
  rule of Ghost Club:
  Don’t talk about Ghost Club. 
  Characters 
  Your character has three Traits:
  Body: Your physical strength, health, overall agility and dexterity, and 
  how fast you can move.
  Brains: Your intellect, learning, training, and general knowledge.
  Heart: Your social skills, charisma, and how well you play with others. 
  Also your ability to see other people as people.
  You get 12 points to spend on these three Traits. Minimum is 2 points 
  and maximum is 6 points. You can also spend 1 Trait point to improve 
  your Club House.
  You also have a Fear Trait. Ghosts are scary, and you never get used to 
  seeing them. The Fear Trait is equal to the average of you Brains and 
  Heart trait rounded up. You’ll use this to make Fear tests.
  Besides your Traits, you’ve met a ghost before joining Ghost Club. Write 
  down that encounter and how you reacted to your ﬁrst encounter with a 
  ghost. It probably wouldn’t be a pleasant event, but it will inform how 
  you deal with them afterwards.
  Doing Things 
  To do stuﬀ, the GM sets the Diﬃculty Number. Then the player picks a 
  Trait that they’re going to use and rolls 2d6 plus the Trait value. You 
  have to roll higher than Diﬃculty Number to succeed.
  Easy: 4, Simple: 6, Average: 8, Hard: 11, Diﬃcult: 13, Challenging: 
  15, Near Impossible: 17
  Other characters can help. They say which Trait they are using. Explain 
  how that can help and then they add half of the Trait’s level, rounded 
  down, to the kid making the roll.
  If you fail the roll, you might still do what you wanted, but it might take 
  longer than expected. Or you just fail, and the results of any failure just 
  last for one scene. You can try each round to recover from the results.
  If you fail a Body test, you are Knocked Silly, and must make an 
  Average Body test to recover. If you fail a Brains test, you are 
  Confused and must make an Average Brains test to clear your mind. 
  If you fail a Heart test, you are Despondent and must make an 
  Average Heart test to recover your composure.
  If you fail a Fear test, you are panicked and can’t get near the ghost. 
  Your companions can try to calm you down and overcome your fear 
  with a Diﬃcult Heart test. If they fail, you don’t get worse. You can try 
  to overcome your fear by yourself, but it’s a Challenging Heart test.
  Club House 
  You and your companions have a club house that you get together at to 
  plan out your missions to ﬁnd ghosts. It could be a treehouse built from 
  cast oﬀ building materials, a room at school, or someone’s basement 
  rec room. This is where you keep all your information on local legends 
  and possible haunted houses. 
  The club house has a limited number of +1’s that can be used during a 
  game session when a club member is in the club house. This 
  represents research material, sites on the Internet, or other items that 
  aid the club members. These bonuses can be spent on any Trait test by 
  anyone when in the club house.
  For every player in a game session, the club house has a +1 bonus. If, 
  during character creation, a person spends a Trait point on the Club 
  House, they can boost one bonus to +2. The player then describes what 
  this bonus represents: Books, videos, or other items to aid the club 
  members.
  These bonuses can be used to research a haunting, open locked 
  objects, come up with an excuse for your parents, help a panicked 
  character to overcome their fear, and other things. 
  hauntings 
  To generate a Haunting, use the following tables, roll or choose what 
  you like:
  Where: roll 1d6
  1. At School, especially if it’s an old building.
  2. An old, abandoned building.
  3. That spooky old house at the end of the cul-de-sac.
  4. A store or shop in town, the older the better.
  5. The Hotel downtown, the one built in 1910.
  6. The house built on the graveyard/Native American holy site.
  Why: roll 1d6
  1. The spirit has an unﬁnished task that it must complete.
  2. Traumatic death causes the spirit to haunt the location.
  3. The spirit doesn’t know that it’s dead.
  4. The spirit wants vengeance on the person that killed it.
  5. The spirit is bound to the site as a warning or guard.
  6. The spirit can’t leave because its loved one is in danger.
  Nature of haunting: roll 1d6
  1. Benign: The spirit doesn’t want to involve others, it just wants to 
  accomplish its goal by itself. Average Fear Test.
  2. Bothersome: The spirit creates disturbances and can cause minor 
  property damage. Hard Fear Test.
  3. Disruptive: The spirit has got its mad on. It moves furniture 
  purposefully tries to scare people. Diﬃcult Fear Test. 
  4. Destructive: The spirit goes on a rampage, pushing people, 
  stacking furniture, locking doors, and moaning, shrieking, or 
  laughing at odd hours at night. Can be a pain in the butt. Diﬃcult 
  Fear Test.
  5. Dangerous: This spirit isn’t above hurting people, by hitting or 
  tripping them. Objects ﬂy at people, which takes a Hard Body Test 
  to dodge. Challenging Fear Test.
  6. Bad Things Are Going Down: This is just the ﬁrst of a series of 
  related hauntings caused by something or someone. Roll again for 
  the nature of this haunting, and reroll 6s. Roll 1d6 times more for the 
  other hauntings, ignoring 6s on this table.
  Complications: roll 1d6
  1. Grounded: One of the club members has been grounded. Explain 
  why you’re grounded, and can you sneak out and not get caught?
  2. Homework: The teachers have loaded up everyone with a ton of 
  homework. Can you get it done in time to get out there to 
  investigate that haunting? Make a Hard Brains test to get it done 
  quick. Fail the test and you leave it undone and get grounded.
  3. Relatives: One or more club members have relatives staying at their 
  house, and they are responsible for their younger cousin. The kid is 
  going to tag along everywhere or he will rat out the club member.
  4. Weather: Be it a mammoth rainstorm, tornadoes, blizzards, or other 
  weather phenomenon, you still have to get out there to deal with 
  that haunting. The GM sets the diﬃculty.
  5. Summer Camp: The setting has changed, and it’s now at Camp 
  Crystal Lake and there’s a 9PM curfew. GM adjusts the setting.
  6. Halloween: All Hallows Eve, where spirits and kids all get out and 
  go door to door trick or treating. Which one is the spirit and which 
  one is the kid with a wizard make-up artist for a parent?
  To put a spirit to rest, you need to know what’s causing it to remain in 
  the mortal world. Once you know why, you can then work out how to 
  help it move on to the afterlife. 
  Ghost Club by John H. Reiher Jr. is licensed 
  under a Creative Commons Attribution-
  NonCommercial 4.0 International License.
  
SOURCE: textdata/thevault/Collections/Kid Friendly/3. Rules Lite Collection/Ghost Club/GhostClub.pdf