Ghost Busting Gear:
Proton Packs:
Your standard back pack sized
unlicensed nuclear accelerator and positron collider used to neutralize
ectoplasmic entities, and hold them in stasis until they can be trapped
in a Ghost Trap and finally safely contained in a high voltage
ecto-containment grid. It also makes some a great light show, and
really nifty scorch marks on walls and whatever else the beam hits.
The proton pack has two settings the
standard blast useful for weakening ghosts and doing a lot of property
damage. On this setting the Proton Pack does 16 points of fire type
physical damage, incorporeal entities take damage only equal to success
levels to its Brains Score. The second setting is a Stasis Field that
can hold an incorporeal entity in one place. On this setting the ghost
uses its Brains score as a defense against the Ghost Buster’s roll to
hit. Once caught in a stasis field the ghost can attempt to break free
similar to a grapple test with Brains instead of Muscle, more than one
Ghost Buster can put a ghost in a stasis field similar to the ganging
up rules.
Proton Packs use Pistol Ranges and have
100 shots or Dramatic ammunition, meaning they usually have more shots
unless the GM is planning something nasty and thinks it’s dramatically
appropriate, running out of shots in the middle of a Ghost hunt would
most definitely qualify a character for a Drama point under the bad
things happen to good people rule. Proton Packs are also highly
inaccurate use (Dex + Gun Fu or Wild Card: Proton Pack)-3
(These rules are still in the beta phase but it should
work to mimic the Movie’s reality of having to blast a ghost then rope
it and drag it into an open trap.)
Ghost Traps:
This is the standard lunchbox sized
ghost trap that uses a laser containment grid to temporarily trap and
contain an ectoplasmic entity. A single trap can only hold 30 points
worth of ghost Brains score. Two or more Ghosts can be trapped but only
if their combined Brains scores do not exceed 30 and they must be
caught at the same time. The ghost trap is normally used against Ghosts
held in a Proton Pack stasis field and is done automatically as long as
the Ghost does not escape the stasis field, but if the trap is used
against a free roaming spook or specter make a (Dex + Gun Fu)-5.
PKE Meter:
This Ghost Busting device detects
Psycho Kinetic Energy valances. Enabling a user to detect the presence
of supernatural beings or energies, the device basically grants a rough
equivalent of the Supernatural Senses: Basic or the Sight Qualities.
The user makes a Perception + Science
roll to detect and track supernatural energies. With a better roll the
user can use a PKE Meter to determine the nature of the supernatural
energy or entity.
Ecto Goggles:
Using a combination of thermal,
electromagnetic and psychokinetic imaging sensors Ghost Goggles enable
the user to perceive invisible entities. Useful for tracking ghosts,
spirits, and invisible scientists or teenagers.
Slime Blowers:
These large back mounted units use
compressed air to throw a positively charged psychomagnotheric plasm
that has both psychokinetic and dispossessive properties.
The blower loaded with positively
charged slime can coat inanimate objects and imbue them with movement
and anthropomorphic qualities, or if a person is possessed by a
negative entity the slime can exorcize the entity.
The Slime blower uses Pistol ranges,
has 250 shots and uses (Dex +Gun Fu)+1 as it was designed to spread
slime over a large area.
Ecto-Containment Grid:
The Ecto-Containment Grid is a high
voltage laser containment grid that holds all ectoplasmic entities. The
grid is very stable and shouldn’t fail unless some petty,
pencil-necked, bureaucrat gets a court order to shut off power to the
grid. The Ecto-Containment Grid is basically a large stationary Ghost
Trap that can hold thousands of Brains Score points worth of captured
ghosts. Just remember: “The light is green, the trap is clean.”
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