Posts Tagged ‘dungeons and dragons’
(Artwork by Dan Schoening)
Armor and Shields
Generally speaking, the only armor most Ghostbusters are proficient with are their padded jumpsuit, which is little more than a janitorial jumpsuit with heavy boots, elbow- and knee-pads, and thick protective gloves. Police and military units may have more advanced armor, and there are certainly plenty of reports of ghosts clanking around ancient castles in haunted plate mail. Training in armor proficiency costs $500 and takes six weeks per armor type (or uses the appropriate feat).
Armor with the “ballistic” property (B) is designed to protect against bullets. In game terms, it provides resistance against piercing damage. Note that the Tactical Vest and Riot/Combat Gear armor also provide resistance against slashing damage (S).
|Light Armor||Cost||Armor Class (AC)||Strength||Stealth||Weight|
|Padded Jumpsuit||$50||11 + Dex mod||–||–||8 lbs|
|Light Vest (B)||$250||12 + Dex mod||–||–||5 lbs|
|Tactical Vest (B, S)||$500||14 + Dex mod||–||Disadv.||10 lbs|
|Riot/Combat Gear (B, S)||$750||18||Str 13||Disadv.||20 lbs|
|Riot Shield||$50||+3||–||Disadv.||5 lbs|
Weapons range from fists to Mark IV proton packs with dark matter projectors. Although statistics for guns are provided here, Ghostbusters almost never use them– the stats are provided for NPCs such as police officers who might carry them. Guns and some other weapons use the ammunition, burst fire, and reload properties from page 267 of the Dungeon Masters Guide.
The weapon proficiency groups for Ghostbusters are simple melee weapons, sidearms, longarms, proton packs, and slime blowers. Anything more exotic than that requires its own proficiency. The medieval-style weapons of D&D exist, of course, but are so rarely used that they require their own proficiency.
|Chain||$5||1d4 bldg||2 lbs||–|
|Billy Club||$5||1d4 bldg||2 lbs||light|
|Dagger||$15||1d4 prcg||1 lb||Finesse, light, thrown (range 20/60)|
|Hammer||$5||1d4 bldg||2 lbs||light, thrown (range 20/60)|
|Razor||$5||1d4 slsh||1 lb||Finesse, light|
|Pistol, automatic||$100||2d6 prcg||3 lbs||ammunition (range 50/150), reload (15 shots)|
|Revolver||$75||2d8 prcg||3 lbs||ammunition (range 40/120), reload (6 shots)|
|Rifle, hunting||$175||2d10 prcg||8 lbs||ammunition (range 80/240), reload (5 shots), two-handed|
|Rifle, automatic||$250||2d8 prcg||8 lbs||ammunition (range 80/240), burst fire, reload (30 shots), two-handed|
|Shotgun||$125||2d8 prcg||7 lbs||ammunition (range 30/90), reload (2 shots), two-handed|
|Proton Gauntlets||$500||2d6 radiant||3 lbs||melee, uses proton pack proficiency|
|Proton Pack Mk I||$500||3d8 radiant||15 lbs||ammunition (range 100/300), reload (30 shots), two-handed, capture|
|-boson dart||+$200||3d8 radiant||–||2d6 splash 5’ radius, uses 3 shots|
|Mk II: PDS (slime blower)||+$250||–||+2 lbs||ammunition (range 30/60), reload (30 shots), slime|
|Mk III: dark matter blaster||+$300||3d8 cold||+2 lbs||15’ cone (DC 15 Dexterity save)|
|-stasis stream||–||–||–||stasis (DC 15 Constitution save)|
|Mk IV: meson collider||+$300||3d8 force||+2 lbs||2d6 splash 5’ radius, uses 3 shots|
|-overload pulse||–||3d8 force||–||tracking (meson collider, 3 uses), uses 3 shots|
|Proton Pistol||($300)||3d6 radiant||3 lbs||ammunition (range 40/120), reload (50 shots), capture|
|Slime Blower Drum||$300||–||5 lbs||ammunition (range 50/100), reload (100 shots), slime|
New Weapon Qualities
Capture. A weapon with the capture quality can be used to catch ghosts or other “trappable” creatures. Weapons with the capture quality can affect creatures on the ethereal plane from the material plane (and vice versa), but creatures on the other plane only take half damage (as if they had resistance). When the wielder of a capture weapon successfully hits a ghost with ½ its maximum hit points or less or is incapacitated that is in line of sight, they may attempt to capture the creature as a reaction. The creature must attempt a DC 15 saving throw against its Constitution or Charisma (whichever is higher). On a success, the creature is unaffected. On a failure, the creature is grappled and restrained (even creatures normally immune to such conditions, such as phantasms). The creature may attempt a new saving throw at the end of each of its turns to escape the capture effect. The wielder of the capture weapon may move the captured creature up to 15’ as an action on their turn. Capture weapons must maintain line of sight, or the capture effect is immediately broken.
Slime. Against corporeal creatures, weapons with this quality impose the slimed condition. When used against ghosts or other non-corporeal creatures, each successful hit imposes a level of exhaustion (even in creatures normally immune to exhaustion, such as specters). Corporeal creatures subject to mind-affecting influences (including possession, fear, or confusion) may immediately make a saving throw with advantage to throw off the effect. Corporeal creatures hit by the slime weapon must also make a DC 15 Wisdom save or fall into a sappy euphoria that emulates the effects of charm person for one hour. Slime can also be used to create psychokinetic effects in inanimate objects, using 1 shot for a tiny or small object, 3 shots for a medium object, 10 shots for a large object, 30 shots for a huge object, or 90 shots for a gargantuan object. Slime weapons can also close black slime portals, using the same shots/size ratio.
Splash. When a target is hit by a weapon that does splash damage, every creature within the splash radius must succeed a DC 15 Dexterity save or also take the indicated amount of damage. Large creatures who are hit by the initial weapon are also subject to the splash damage if they are within the area of effect and fail the Dexterity save.
Stasis. When a creature is hit by a stasis weapon they must make a DC 15 Constitution save. On a success they are unaffected. On a failure, their speed becomes halved, they take a -2 penalty to AC and Dexterity saving throws. The creature may attempt another save at the end of each of its turns to remove the effect. If the creature is hit by another stasis effect during that time, they become paralyzed as well (even creatures normally immune to paralysis). A successful save ends both effects.
Tracking. A weapon with the tracking quality automatically hits a creature which has previously been hit by another weapon which marked it for a certain number of times. For example, a creature that has been hit by the meson collider of a Mk IV proton pack is “marked” for the overload pulse of the same proton pack. The next three uses of the overload pulse will automatically hit that target. This effect can go around corners and does not require line of sight, but will not penetrate barriers.
Other Ghostbusting Gear
These goggles give the wearer truesight 60’, but impose disadvantage on Dexterity and Charisma checks and saving throws and halve the wearer’s movement speed as they can’t really see where they’re going while wearing them and look dorky as hell. They can be put on as a bonus action on your turn and removed as a free action as long as you have a free hand.
Ghost Trap ($500)
When a ghost trap is activated, every trappable creature within the same 5’ square as the trap must make a DC 15 saving throw on their Dexterity or Charisma (whichever is greater). Any trappable creature that begins their turn in the area of effect must also attempt the save. On a failed save, the creature is restrained and paralyzed (even if it is normally immune to such conditions), and when the trap closes the creature is pulled in and held in an extradimensional space with properties similar to the “Minimus Containment” option of the imprisonment spell. On a successful save, the creature is unaffected. Most susceptible creatures will not hang around in the area of ghost trap, so you’ll probably need to use a capture stream to hold them in place for it. A trap can be placed in any spot you can see within 15’ as a bonus action. Opening a trap can be done as a bonus action or reaction, and closing the trap is a free action. Recovering a closed trap requires an action in the space where the trap is located or can be done by using 5’ of movement. Ghost traps have battery power to last up to five hours, after which time any creature still in the trap automatically escapes.
PKE Meter ($250)
This hand-held device detects and tracks psychokinetic energy (PKE) disturbances. Although its readings are often little more than “warmer/colder” in nature, a successful Intelligence (tool proficiency) check with the PKE meter can identify previously-scanned creatures or effects, or be combined with use of Ecto-Goggles to reveal information about a particular creature, including details about its origin, abilities, or weaknesses, at Ghostmaster discretion.
Zippy, looks cool. Minimal cargo capacity.
Sports Car ($25,000)
Also zippy and gives you cool points. Only carries two people and gear or three people without gear, and they keep bonking their knees.
Station Wagon or SUV ($25,000)
Less zippy, but can still look badass. Station wagon can carry up to five people and their gear in relative comfort; SUV can only carry three people with gear (or four people without gear) but is much better suited for off-road or hazardous conditions.
RV or Work Van ($35,000)
The ultimate in non-zippiness. Big, bulky, awkward, dorky. But it can carry a team of six with all their gear plus a portable lab (purchased separately).
Work Boat ($50,000)
Like a work van that can go on water. Makes endearing “chug-chug” noises.
Your team acquires a GBI-branded four-passenger helicopter, how friggin’ cool is that? It comes with a small radar unit (that’s actual radar, not “Ecto-radar”), a winch and paramedic-style rescue platform, and six parachutes. You might want to make sure someone has proficiency before you take off.
Your team acquires a GBI-branded four-passenger mini-sub, for underwater exploration. Haunted wrecks can be very profitable.
“Ecto-1 Equipment Package” ($5,000)
“Ecto-radar” PKE sweep, recharge package, first-aid kits, GPS, integrated cellphone, roof-mounted video and infrared camcorder, and VHS/DVD player (satellite radio not included). This requires a vehicle of station wagon size or larger.
Muon Trap “Super-Slammer” ($3,000)
A vehicle-mounted ghost trap with 5’ radius area effect centered on the top of the vehicle, the Super-Slammer has a capture DC of 20 instead of 15 and can capture any number of creatures at a time. It requires a vehicle of station wagon size or larger.
Gadget List Gadgets ($500 per prodigy-level gadget slot, $750 per genius-level gadget slot)
Don’t have an inventor on your team? No sweat. With time and money, anyone with basic ghost-busting experience can cobble together new equipment. After all, that’s what the original team did! One nice thing about this option is that once the item is bought, it stays around forever (or until you lose or break it, this is why we can’t have nice things).
Workshop ($5,000 per skill benefitted)
A workshop contains tools, reference materials, spare parts, and whatever else you might need to make life easier for someone working on a particular type of task. When making skill or tool proficiency checks, you have advantage in a workshop, and it takes half the usual time. The workshop types available are Electronic, Mechanical, Science, Parapsychology, and Arcana.
Staff Upgrade ($20,000)
Most GB franchises have a NPC secretary/receptionist who books jobs, does light accounting, and will empty their own wastebasket, but that’s about it. This upgrade gets you the services of a regular cleaning staff, an on-call lawyer/accountant, and a vehicular mechanic (negating up to 3 RP of environmental damage or other associated costs per session as appropriate).
Stuff You Can Buy Online (varies)
Camcorders, laptop computers, Elvis’s autograph? Prices may vary.
Whattya think? Next time… The Gadget List.
With this piece in place, the actual creating of Ghostbuster characters is possible, although equipping them will have to wait until the next post.
This is what you were before you became a Ghostbuster, your character’s “back story” as it were. It provides you with some proficiencies, a special feature, and your characteristics (Trait, Ideal, Bond, and Flaw). The ones listed here are far from exhaustive– if you have a background idea that doesn’t fall into any of these (for instance, if you wanted to play a former police detective turned Ghostbuster, who therefore has proficiency with guns and the Investigation skill), you should work with the GM to create a custom background that suits your character.
Random tables have been provided in order to quickly select characteristics, but you should not feel required to roll. Pick characteristics that suit you or make up your own. These are intended as roleplaying prompts, not a straightjacket.
You may have become a Ghostbuster straight out of college, or possibly you are still a student or professor. The point is that you’re a lot more comfortable among the books than you are taking the hard knocks of the real world.
Skill Proficiencies: Parapsychology, choice of: Electronics, History, Medicine, Religion, Science
Tool Proficiencies: computers
Languages: Latin, one other of your choice
Equipment: smart phone, laptop or tablet, lots and lots of books
Feature: Research Savant
You have advantage on Intelligence (Investigation) checks made to look up information. When you attempt to learn or recall a piece of lore, if you don’t know the information, you at least have a pretty good idea where and from whom you can obtain it, if it’s available.
d8) Personality Trait
1) I use polysyllabic words that convey the impression of great erudition.
2) I’ve read every book in the world’s greatest libraries– or I like to boast that I have.
3) I’m used to helping out those who aren’t as smart as I am, and I patiently explain anything and everything to others.
4) There’s nothing I like better than a good mystery.
5) I’m willing to listen to every side of an argument before I make my own judgement.
6) I… speak… slowly… when talking… to idiots… which… almost… everyone… is… compared… to me.
7) I am horribly, horribly awkward in social situations.
8) How do I stay so energetic in the lab all the time? Coffee coffee coffee coffee coffee!!!
1) The Greater Good. The purpose of learning is to serve mankind.
2) Beauty. What is beautiful points us beyond itself toward what is true.
3) Logic. Emotions must not cloud our logical thinking.
4) No Limits. Nothing should fetter the infinite possibility inherent in all existence.
5) Discovery. The world is amazing! Let’s see what’s out there!
6) Aspiration. The goal of a life of study is the betterment of oneself.
1) It is my duty to protect my students from the horrors lurking out there.
2) I have an ancient text that holds terrible secrets that must not fall into the wrong hands.
3) Funding is being cut, cut, cut! The only way the university will be able to keep open its doors is if we go to work.
4) My life’s work is the definitive modern rewrite of the Spates Catalog of Nameless Horrors in a 20-volume set.
5) I’ve been searching my whole life for the answer of just what that thing really was under my bed when I was six.
6) Nobody will ever again suffer the same fate as Professor Armitage. Not while I have the tools to prevent it.
1) I am easily distracted by the promise of information.
2) Most people scream and run when they see a demon. I stop and take notes on its anatomy.
3) Unlocking an ancient mystery is worth the price of a civilization.
4) I overlook obvious solutions in favor of complicated ones.
5) I speak without really thinking through my words, invariably insulting others.
6) I can’t keep a secret to save my life, or anyone else’s.
You’re a rip-roarin’ rootin’-tootin’ adventurer, busting spooks where in an another era you might have been wrangling cattle or punching Nazis over mystic artifacts. You’ve probably got a name like “Montana Smith” or “Billabong Jack” and you’re prone to wearing a hat of some variety… which looks ridiculous with a Ghostbusters jumpsuit but you wear it anyway. At least you’re dedicated.
Skill Proficiencies: Athletics, Survival
Tool Proficiencies: cars, mechanic tools, rope, a musical instrument
Equipment: pickup truck, mechanic tools, climbing gear, cowboy boots, a hat, a musical instrument
You were bitten by a poisonous snake when you were a child, but you were so tough it was the one who died. Ever since then you’ve had advantage on saving throws against poison and advantage on Wisdom (Survival) check that involve dealing with critters.
d8) Personalty Trait
1) I have endless tales of the open road, of jackalopes on the prairie and sasquatch in the Pacific Northwest. Yessirree, I’ve seen it all and done it all.
2) I watch over my friends as if they were a litter of newborn pups.
3) I once punched a man so hard his kneecaps plum shot off his legs.
4) This reminds me of when I was being chased by cultists in Malaysia. Good times, good times.
5) Money and manners won’t save you from a ragin’ werewolf, sonny!
6) I’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
7) I feel far more comfortable around animals than people.
8) I was, in fact, raised by wolves.
1) Raisin’ Hell. Yeee-haw! Life’s an adventure, let’s get at it!
2) Heroism. People need protecting, and we’re the ones to do it!
3) The Code of the West. It’s about law an’ order an’ doin’ what’s right. Eeyup.
4) I Can Lick Any Varmint In the World. Or the underworld, as the case may be!
5) Nature. Them things… they ain’t natural. The DEVIL made them things.
6) Fortune and Glory, Kid. My name in the paper and my picture on TV, and life is good.
1) I reckon they’re crazier than a bucket full o’ sidewinders, but my team-mates are my family.
2) I’ll protect what’s good in this world against those things from the outside.
3) I dunno what it was destroyed the farm, all I know it was all eyes and tentacles. But it’s out there still, and I’m gonna make it pay.
4) I’m the last of a dyin’ breed, son. But I’ll make sure those that came before me are remembered in legend.
5) I’m a lonely rambler, lookin’ for a home.
6) What’ve the dern sasquatch done to YOU? I’ll protect ’em from havin’ their homes paved over one way or another.
1) Fire-water. ’nuff said.
2) Y’all think too much! It’s time for some ACTION! YEEE-haw!
3) I remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me.
4) I don’t need this! I don’t need your fancy words and your crazy theories, and I don’t need YOU!
5) This is boring. I’mma go blow something up.
6) Don’t expect me to save those what can’t save themselves. It’s nature’s way for the strong to eat the weak.
You’re independently wealthy and have time to kill. You got into busting ghosts because it looked like a fun way to kill some time.
Skill Proficiencies: Persuasion, choice of one other
Tool Proficiencies: computers, cars
Languages: one of your choice
Equipment: expensive clothes, sportscar, credit cards, laptop
You can easily cover the cost of anything you break. No matter how many ghosts you roll, doors you kick in, or ectomobiles you crash, you never do any Environmental Damage. You are a high roller and a big tipper, welcome in high society, and people assume you have the right to be wherever you are.
d8) Personality Trait
1) My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.
2) Ordinary people love me for my kindness and generosity.
3) No one could doubt by looking at my style and flair that I am a person of wealth and taste.
4) I always have the latest gadget, the newest toy, the flashiest thingamabob. I don’t even know what half of it is for, but who cares? It looks cool.
5) Only the best food, the finest hotels, and the most interesting people. Why waste my time with less?
6) Well, yeah, technically I am what you’d call rich but it’s no big deal really. I mean we all breathe the same air, right?
7) Could we wrap this up please? I’ve got some people coming over later to discuss my investment portfolio.
8) Wow, this nuclear acceleration technology is amazing! But it’s what, thirty years old? We need to bring ghost-busting into the 21st century!
1) Respect. Rich or poor, mighty or powerless, all people deserve to be treated with dignity.
2) Responsibility. Life’s been good to me, and I feel it’s important to use that opportunity to make the world a better place.
3) Independence. I can handle myself! I don’t need my family, or their money, watching over me all the time!
4) Getting Even Richerer. You play your cards right, ghost-busting’s a great gig. That Peter Venkman acts like a jerk, but he’s a jerk with a niiiiice retirement fund.
5) Family. I’m not going to just fritter away the family fortune. I’ve got to earn my way and prove my place.
6) Noblesse Oblige. It’s my duty to protect and care for people, because I can, and if I don’t, who will?
1) I will face any challenge to win the approval of my family.
2) All of my wealth? It doesn’t mean anything against the vast wonder and horror of the cosmos…
3) My teammates are the first people who ever liked me just for me instead of just caring about my money.
4) God, America, and the Busting of Ghosts!
5) People see me as a pointless playboy. I’ll do whatever it takes to prove there’s more to me than money.
6) I’m in it for the kicks, man. What a riiiiide!
1) I secretly believe that everyone is beneath me.
2) I openly believe that everyone is beneath me.
3) I hide a truly scandalous secret that could ruin my public reputation forever.
4) Sex, drugs, and rock and roll. Not necessarily in that order.
5) In fact, the world does revolve around me.
6) What does “oblivious” mean?
Ghosts, vampires, the walking dead… it feels like home. You made a promise to only bust the bad ones, and in the meantime you’re going to stick with wearing black until you find something darker.
Skill Proficiencies: Parapsychology, Religion
Equipment: lots of black makeup, lots of black clothes, Joy Division CD
You tend to creep out the living, gaining advantage on Charisma (Intimidate) checks against them; on the other hand, spooks, otherworldly creatures and the like are “your crowd,” giving you advantage on Wisdom (Insight) checks against them. Go fig.
d8) Personality Trait
1) Don’t let the black eyeliner fool you, I actually hate Tim Burton movies. Such a poser.
2) I see omens in every event and action. The Powers try to speak to us, we just need to listen.
3) I have pockets lined with smaller pockets, and there’s a bangle, trinket, or small wad of money in every one. I also wear striped fingerless gloves with my Ghostbuster uniform.
4) I am tiny, scrawny, and thin, and seem for all the world to be little more than a layer of skin around a wire frame. My flexibility weirds people out.
5) I can stare down a hellhound without flinching. Like, whatever.
6) I am the happiest, perkiest goth you’ve ever met. I like butterflies with skull heads on their wings.
7) I write painfully beautiful poetry and leave it in coffeeshops for people to find and weep over.
8) I’m a hopeless romantic, always searching for that “special someone.”
1) Beauty. There can be no light without darkness… therefore the light shines purest into the dark places of the world.
2) Justice. It’s a hard life for those on the fringes of the world. Maybe I can find a way to make it better.
3) Live and Let Live. Hey, as long as the ghouls aren’t actually hurting anybody…
4) Freedom. Just because you don’t understand me, doesn’t give you the right to say I’m wrong.
5) Balance. I seek to comfort the disturbed… and to disturb the comfortable.
6) Sincerity. This makeup and these clothes are the real me. Deal with it.
1) I have in me the greatest work of literature yet to be written… I just need to find someone worthy to dedicate it to.
2) My teammates accept me for who I am. That’s worth everything.
3) Yes, it’s true. I fell in love with a ghost. It’s not easy for either of us.
4) It was supposed to be a game. We didn’t expect to be answered by a real demon. And now I have to undo our horrible mistake.
5) Sure, a lot of it’s for show. But there are real secrets, dark secrets, that I must keep out of the grasp of evil… things.
6) Ghostbusters get all the hottest chicks. Or dudes. Or both. Both is good.
1) My affinity for the darker side sometimes blinds me to real danger.
2) I can barely conceal my contempt for “norms,” and often don’t bother to try.
3) Everything to excess! Moderation is for monks.
4) Some people say I’m a flake. Whatever.
5) I am suspicious of strangers and expect the worst of them.
6) I don’t have flaws! YOU have flaws. You ALL have flaws! Nobody understands me!
You’ve got the moves, you’ve got the moxie. Or at least you think you do.
Skill Proficiencies: two from Deception, Persuasion, or Stealth
Tool Proficiencies: choice of: cars, computers, playing cards, or a musical instrument
Equipment: rusted out car, some cigarettes or cheap booze, a TV set
You have advantage on all Intelligence (Investigation) checks to find illicit goods, criminal activity, or people hiding out in urban environments, as well as Charisma (Persuasion) checks made to convince criminals or other shady types that you are safe to interact with.
d8) Personality Trait
1) I fall in and out of love easily, and am always pursuing someone.
2) I have a joke for every occasion, especially occasions where humor is inappropriate.
3) Flattery is my preferred method of getting what I want.
4) The best way to get me to do something is to tell me I can’t do it.
5) Anything you want… for a price.
6) Sarcasm and insults are my weapons of choice.
7) An enemy says nice things to your face and nasty things behind your back. A friend is the exact opposite.
8) I’d be late for my own funeral. Preferably, I’d skip it all together.
1) Independence. I am a free spirit– nobody tells me what to do.
2) Fairness. I never take advantage of people who can’t afford it… or don’t deserve it.
3) People. I’m loyal to my friends, not to my ideals. And everyone else can lump it.
4) Creativity. I never use the same bit twice.
5) Redemption. People don’t think much of me… but I’m going to prove myself.
6) Fun. Life’s too short to not be having a blast.
1) I’m trying to pay off an old debt to somebody, whether they want me to or not.
2) I owe everything to my mentor– a horrible person who’s probably rotting in jail somewhere.
3) Hey, I may crack wise, but when the chips are down, I’m a professional.
4) Someday, my name will be in lights. I’ll be one of the greats.
5) I made a mistake… and somebody got hurt. I’m not gonna let that happen again.
6) Maybe you don’t like me. Maybe I don’t like me either. But my friends like me. So I’m not gonna let ’em down.
1) I just can’t shut up. It drives people crazy the way I go on and on about anything and everything that comes into my head for hours and hours, even when it’s perfectly clear I’ve made my point and there’s no need for me to keep talking about it any longer.
2) If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.
3) I’m right behind you, all the way. Like, literally. You go first.
4) I’m convinced there’s no way anybody could fool me as easily as I fool others.
5) If somebody gets on my nerves, I’ll do whatever it takes to make their life miserable.
6) I’ll take any risk, no matter how life-threateningly stupid, if there’s a big enough payoff.
Egghead, professor, doc, Mr. Wizard, science guy… you get the idea.
Skill Proficiencies: Medicine, Science
Tool Proficiencies: chemistry tools, electronics tools
Equipment: chemistry tools, electronics tools, scientific library, a personal laboratory
Your scientific researches have given you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your research. It might be a great truth about the cosmos, a fantastic invention from the Gadget List, or some relic of the past that could rewrite history. Work with the GM to determine the details of your discovery and its impact on the campaign.
d8) Personality Trait
1) I’ve spent so long being wrapped up in my studies that I rarely speak, preferring gestures and the occasional grunt. I do send a lot of texts, though, with perfect grammar and spelling.
2) I am too busy being fascinated by the traits of the monster to notice when it tries to eat my head.
3) One of my old professors told me something very interesting about this very topic and I’m going to tell you all about it in great detail now.
4) I speak in a low monotone. I raise my eyebrow when I get truly excited.
5) I determine the numeric probability of success or failure for every action before taking it. This occasionally makes crossing the street difficult.
6) I’m sorry, what were you saying? I was calculating trajectories in my head. It relaxes me.
7) THAT. WAS. AWESOME. Scrape up the pieces, let’s get some readings!
8) I’m not going to waste time trying to explain this to someone who was educated with a banana and an inner tube.
1) Greater Good. The advances of science are meant to be shared for the good of all humanity, not the profit of one single person or group.
2) Logic. Emotions cloud our sense of what is right and true, which is why I had mine surgically removed.
3) Free Thinking. Inquiry and curiosity are the pillars of progress.
4) Power. They call me mad. But soon they will fear my name!
5) Truth. There are those who fear the universe to be a place of sheer cold terror. Even if it is, we must learn to understand it.
6) SCIENCE! ’nuff said.
1) My discovery will change the world! And I’ll make sure it does!
2) Ia! Ftagn! (cough) I mean, fascinating.
3) There is more in Heaven and Earth than is dreamt of in your philosophy. Let’s find out what it is, shall we?
4) I can’t go any further on theory– now I must put my discoveries into practice.
5) I obliterated my family fortune to pay for my discovery. So that’s a problem.
6) Einstein, Tesla, Curie… and me!
1) I like keeping secrets and won’t share them with anyone.
2) Science can fix anything! Or anyone. Even if they aren’t broken.
3) I can tell you anything about fusion, but I wouldn’t notice if my best friend were heartbroken.
4) I let my need to win arguments overshadow friendships and harmony.
5) Anyone not as smart as I am, is an idiot. Which means almost everyone.
6) My mind has been dominated by an alien intelligence since I was five.
There’s bad stuff out there, and somebody’s gotta protect people! So who ya gonna call?
Skill Proficiencies: Insight, Intimidation
Tool Proficiencies: cars, one other of your choice
Equipment: tools matching your proficiency choice, economy car
Feature: Friend of the People
In your years of helping people out, you’ve earned a lot of favors. Maybe it’s Mrs. McGinty, who sends you cookies every Christmas. Maybe it’s that cop you helped out on a case and who’ll let you peek into the files now and again. Maybe it’s the creepy gal who works the night shift at the library and has access to the special collection. Whenever you need something, there’s probably somebody in town who can give you a hand.
d8) Personality Trait
1) If someone is in trouble, you know I’ll be there to help.
2) When I set my mind to something, I follow through no matter what gets in my way.
3) I have a strong sense of fair play and always try to find the most equitable solution to arguments.
4) I’m confident in my own abilities and do what I can to instill confidence in others.
5) I’m cheerful but not always the brightest. Kind of like a giant, adorable dog.
6) This is no time to talk! Someone needs help!
7) I make loud pronouncements about myself! It boosts morale and adds courage!
8) Tell the truth? Ghosts are just neat.
1) Respect. Treat other people the way you’d want to be treated. That’s just basic courtesy.
2) Sincerity. There’s no good in pretending to be something I’m not.
3) Community. We can build a better world– together!
4) Charity. We have to do what we can to make things right for people– or ghosts– in trouble.
5) People. What can I say? I love everybody, and I want to make their lives better.
6) Glory. I can hold my head up high, because I know I’m somebody. I’m a Ghostbuster!
1) Your team? They’re like your family. You watch out for each other, and you’ll all be okay.
2) When I was just a little kid, a spook called “The Bogeyman” carried me off to another dimension! It was the Ghostbusters who saved me. I’m just carrying on the torch.
3) There’s somebody special in my life, and I hope to prove myself worthy of them.
4) My little sister looks up to me! I’ve got to show her what it means to do the right thing.
5) I was weak and afraid once. Never again. Never. Again.
6) I don’t know what these things we fight really are, but I know that they want to cause chaos and destruction, and I’m not going to let that happen!
1) I can handle anything! By myself if I have to! Nothing’s too big for me!
2) I have no idea what I’m doing.
3) So what if I can’t keep a secret? Secrets are for losers anyhow! And I do NOT have a big mouth!
4) My big talk is just to cover my crushing insecurity and loneliness.
5) I don’t have a chip on my shoulder, you take that back!
6) Honestly? I’m totally afraid of ghosts.
You make the scientist look like a well-adjusted and mainstream member of society. You ramble about conspiracies, talk to the shadows, and make people really uncomfortable. The worst part? Is when the shadows talk back.
Skill Proficiencies: Parapsychology, choice of Religion or Science
Languages: choice of German, Greek, or Latin
Equipment: ritual knife, a copy of the Necronomicon or other tome, a lot of aluminum foil
Feature: On the Fringe
You are connected with a vast network of people on the edges of society… or beyond it. Researchers, crackpots, lunatics and visionaries, all dismissed by ordinary people, but all willing to help out fellow “seekers” like themselves with information that may or may not be useful, strange inventions or items that may or may not actually do anything, or even just someone to watch your back when you go down into the tunnels of the mole people. The truth is out there… and these people will help you find it.
d8) Personality Trait
1) I’m haunted by the memory of… things I cannot and must not recall!
2) I seem perfectly normal until I begin to explain to you calmly and rationally about the cats who live on the moon and come down at night to whisper to you in your dreams.
3) I. Never. Stop. Smiling.
4) Well of course I wear an aluminum foil hat, who in their right mind doesn’t? But do you know about lining your SHOES?
5) I have a crippling, irrational fear of pickles.
6) I have a crippling, rational fear of pickles.
7) I wipe everything down with antiseptic spray. Including my lunch. And the people I’m talking to.
8) I pick up things and pocket them. I also pull strange things out of my pocket and leave them in random places. It has to do with the feng shui, you see.
1) Truth. I shall find it. I shall reveal it. Whether it saves us or destroys us, hardly matters, as long as we face it.
2) Comfort. I know what it is to feel isolated, confused, and alone. I shall do what I can to prevent anyone else from knowing that pain.
3) Security. If the whole world knew the truth of the cosmos, humanity would run screaming into the peace and comfort of a new dark age. We are their bulwark.
4) Determination. There are secrets out there, secrets that are being kept from me. I will know the truth, or die trying!
5) Greater Good. Learning the true nature of the cosmos may be a painful wrench at first, but in the long run it’s necessary to face the truth and learn to cope.
6) Power. Trapping ghosts is merely phase one. These “Ghostbuster” fools have only begun to scratch the surface!
1) I lost loved ones to unnameable, unknowable things. While I live, never again!
2) Yes, my friends think I’m crazy. Let them laugh. But I shall protect them in spite of themselves.
3) Battling the demons that haunt others, helps me battle the demons that haunt myself.
4) One day I shall be strong enough to return to that cursed place, and destroy the thing that whispers to me in the night.
5) This book holds all the secrets of the cosmos! Unfortunately, it’s written in no Earthly language. Darn.
6) I vow that I shall drive back the darkness that gnaws at the edges of reality!
1) Where to start?
2) We are all just pawns in a giant cosmic chess game. If it is our place to fall, we shall fall. It is inevitable.
3) Why are you disturbing me with trifles! “Take a shower. Pay the rent. Your hair is on fire.” Can’t you see I’m busy?
4) I sometimes doubt my own sanity. Other times, I doubt yours.
5) I must go. My planet needs me.
6) I’m a werewolf. Don’t tell the guys.
It’s not just an adventure! It’s a job.
Skill Proficiencies: Insight, choice of: Athletics, Electronics, Investigation, Mechanics, Medicine, Parapsychology, Perception, Stealth, Survival
Tool Proficiencies: cars, two others of your choice
No matter how world-class weird it gets in your line of work, you stay grounded and relatable. That doesn’t mean you don’t freak out every now and again, but even when you freak out you keep your head about it. When you are subject to confusion effects, you roll twice and take the preferred result. Furthermore, in situations where having a “voice of reason” would be beneficial, you or any ally within 30′ that can hear you has advantage on Charisma (Persuasion) checks.
d8) Personality Trait
1) I’m always polite and respectful.
2) I didn’t have a lot of school, but my momma didn’t raise no fool.
3) I face problems head-on. A simple, direct solution is almost always the best path to success.
4) Zap ’em, cap ’em, trap ’em. It’s Miller Time.
5) I’m the strong, silent type.
6) Check out this badass gear! Do I look awesome or what?
7) I come up with funny names for everybody, including and especially the spooks we bust.
8) I’m snarky, but with a heart of gold. Well, silver, anyway.
1) Teamwork. I got their backs, they got mine. Glory’s good, but getting’ the job done is better.
2) Pride. I do a good job, that earns me respect and an honest living.
3) Kickin’ Undead Butt. Those spooks have gotta be busted, and I’m the one for the job!
4) Doing the Right Thing. Sometimes it just feels good to lend a hand, y’know?
5) Toys! I don’t even know what a thermoplasmic interphaser is, but I totally want to smoke some spuds with it.
6) Action. You get to blare a siren, see horrifying monsters, blast a proton pack, dodge flying debris, and swing from cables… and that’s just orientation! This is the best job ever!
1) All my life I’ve wanted to be really good at something. Maybe this will be it.
2) Gettin’ some thrills while I pay the bills, baby! WOOOOHOO!
3) We do important work. I’m proud to be a Ghostbuster.
4) Don’t tell the guys I said so, but I love ’em all, the giant bozos.
5) I’m not letting any moldy Babylonian god bring about the end-times in MY town!
6) If there’s a steady paycheck in it? I’ll believe anything you say.
1) I do what the boss says… even if I think they’re wrong.
2) I quickly lose patience with anything too complex, subtle, or just plain boring.
3) I’m prone to run away first, and ask questions later.
4) I’d say anything to avoid doing a little extra work.
5) I’m easily talked or intimidated into doing the stuff nobody else wants to do, and I resent it.
6) Can we cut all the chatter and BLAST something please?
Well that should keep you roleplaying nerds busy for a while! 😉 Next time: equipment.
Wits (First Draft)
Hit Die: d8
Hit Points at 1st Level: 8 + your Constitution modifier
Saving Throws: Dex, Cha
Proficiencies: two toolsets, languages, or musical instruments of choice
Skills: Choose three from Acrobatics, Driving, Insight, Intimidation, Investigation, Mechanics, Occult, Parapsychology, Perception, Persuasion, Pilot, Religion, Science, Stealth
|1||+2||Slick Operator, Make a Remark|
|2||+2||Jack of All Trades|
|6||+3||Rally the Troops|
|9||+3||The Hair of Your Teeth|
|11||+4||Go Get ‘Em!|
|14||+5||Work the Crowd|
|19||+6||Stroke of Luck|
Choose two skills from: Acrobatics, Intimidation, Investigation, Persuasion, Perception, Stealth. When make ability checks using those skills, your proficiency bonus is doubled.
Make a Remark
You can use your wit to bring cheer to your friends or dismay your foes. As a bonus action on your turn, choose a creature within 60′ who can hear and understand you. If you are making a cheering remark, that creature may add a Ghost Die to one attack roll, saving throw, or ability check they make within the next minute. Alternatively, they may roll a Ghost Die and regain that many hit points. If they Roll a Ghost when restoring hit points, then they regain a number of hit points equal to their Constitution score (or 6, whichever is greater). If you are making a cutting remark, you roll a Ghost Die on their next d20 roll: they must subtract that amount from their roll. Alternatively, you may choose to roll a Ghost Die and subtract that number from their hit points. If you Roll a Ghost when making a cutting remark, the affected creature must subtract a number equal to your Charisma score (or 6, whichever is greater). You may use this ability a number of times equal to your Charisma modifier (minimum 1). After that, you must complete a short or long rest to use it again.
Jack of All Trades
Starting at 2nd level, you can add half your proficiency bonus (rounded down) to any ability check that does not already include your proficiency bonus.
At 3rd level, you choose a specialty for character. The choices are The Pro and Snarkmaster General. You immediately gain the first benefit associated with that specialty, and gain another benefit at 9th, 12th, 16th, and 20th level.
Whenever this option comes up, you have your choice of one of the following options: increase one ability score of your choice by +2, increase two ability scores of your choice by +1 each, or gain a feat.
Beginning at 5th level, you may use your action to weave a distracting string of words, causing a creature of your choice within 60′ who can hear and understand you to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). Any creature that can’t be charmed succeeds the saving throw automatically, and if you our your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the beginning of your next turn or until the target can no longer hear you. The effect immediately ends if the creature takes damage from any source. You may extend this effect for a number of rounds equal to your Charisma modifier (minimum 1) by using a bonus action on each turn to continue talking. You must complete a short or long rest before you can use this ability again.
Rally the Troops
At 6th level, you use your charm and humor to bolster the morale of your allies. Every friendly creature within 60′ who can hear and understand you (including yourself) immediately gains a Ghost Die of hit points + your Charisma modifier. If you Roll a Ghost on this roll, the creatures regain hit points equal to their Constitution score (or 6, whichever is higher) + your Charisma modifier. You may use this ability of number of times equal to your proficiency bonus, after which you must complete a long rest before you can use it again.
At 7th level, your ability to spin fascinating but ultimately spurious talk has been honed to such a degree that any creature affected by your Social Aggro ability also becomes charmed and incapacitated.
The Hair of Your Teeth
At 9th level, when you are targeted by an attack or forced to make a saving throw, you may add a Ghost Die to your AC or your d20 roll. You may choose to do this before or after the attack or saving throw result is revealed, but before the damage or effects are applied. You must complete a long rest before you can use this ability again.
Go Get ‘Em!
At 11th level, you have become very effective at getting other people to achieve. On your turn, if you take no actions (except a possible reaction) and do not move, you may instruct one friendly creature within 60′ who can hear and understand you to take an action instead. That creature immediately gets the benefit of an Action Surge (as the Brawn class ability). You must complete a short or long rest before you may use this ability again.
At 12th level, when using the Make a Remark or Rally the Troops abilities, you roll two Ghost Dice and take the more favorable result.
Work the Crowd
By 14th level, you have become so adept at Social Aggro (and by extension Confusion Attack) that it affects all creatures of your choice within 60′ who can hear and understand you.
At 16th level you’ve mastered the art of rolling with a flub. When you expend a use of Make a Remark, Social Aggro, or Hair of Your Teeth and receive no or minimal benefit (rolling a 1 on the Ghost Die, failing the saving throw anyway, etc.), that use is automatically recovered. (The result does not change, but the use is no longer considered to have been expended.)
At 17th level, when you make a cutting remark, the affected creature must make a Charisma saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failure, the creature becomes stunned until the end of their next turn.
Stroke of Luck
At 19th level, if your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. Once you use this feature, you must complete a short or long rest before you can use it again.
More Skills to Pay the Bills: At 3rd level, you gain three more skills, tool proficiencies, languages, or musical instrument proficiencies of your choice.
Pinch Hitter: At 3rd level, you can “fake it” well enough to emulate the 3rd level specialty of another class for 24 hours. For instance, you might choose to emulate the Inventor specialty of the Brain class, or the Danger Magnet specialty of the Moves class (or even the Snarkmaster General specialty of the Wits class). This confers all of the abilities that specialty would at 3rd level, but any ability must be one that stands alone rather than building on another ability of the class for you to be able to use it– you couldn’t emulate the Heart of the Team ability of the Guts class for instance, because it requires you to have the Got Your Back ability first. You may even choose non-spellcasting specialty trees from classes not in the Ghostbusters game with Ghostmaster approval, selecting the Thief specialty of the Rogue class from the Players Handbook, for example.
You may choose which ability you wish to emulate at any time; once the choice is made, it cannot be changed until you finish a long rest or a maximum of 24 hours. Once the 24 hours is up, any benefits granted by your current choice end immediately– the gadgets fall apart, for example, or you just can’t quite get the knack of those Slick Moves. Even if you choose the same specialty again, it is effectively “reset” to a fresh start.
Flexible Thinking: At 8th level, you are such a quick thinker that you can manage to twist even the most thorough compulsion to your own ends. You have advantage on all saving throws to resist all mind-affecting effects, including charm, fear, or confusion. Your character may very well be dominated by that Class IV possessor, but with a successful save they still remain completely under player control.
Quick Study: At 13th level, when you emulate the specialty of another class, you gain all of the abilities in that specialty tree up to 13th level.
The Pro From Dover: At 18th level, when you emulate the specialty of another class, you gain all of the abilities in that specialty tree up to 18th level.
No Job Is Too Big, No Fee Is Too Big: Starting at 3rd level, when negotiating to mitigate damage or increase your team’s fee for a bust, you have advantage on your Charisma (Persuasion) check.
Fast Talk: Beginning at 3rd level, you have such a gift of gab that you can suggest a wildly improbably or even outrageous course of action (limited to a sentence or two) to someone within 30′ who can hear and understand you, and they must make a Wisdom saving throw (DC = 8 + your proficiency bonus = your Charisma modifier) or they will pursue it to the best of their ability for up to 8 hours (or until they complete the action, whatever it is). Creatures that can’t be charmed are immune to this effect. Asking a creature to actively harm themselves or do something completely contrary to their basic nature immediately ends the effect. For instance, you might convince a police officer to stand guard over a sofa instead of questioning you, but you couldn’t convince him to shoot himself. You may also specify actions that will trigger a special activity during the 8-hour period. For instance, you might convince the police officer to arrest the first ghost they see– but if the police officer doesn’t see any ghosts before the 8 hours are up, he can’t very well arrest them. Once you have used this ability, you must complete a short or long rest before you can use it again.
Deadpan Snarker: Beginning at 8th level, you’ve become so jaded that you gain proficiency with Wisdom saving throws and have advantage on all Wisdom and Charisma saving throws.
Mind Trick: At 13th level, you’re so good at fast talking that you can actually make people doubt their memories. By taking an action to weave an at least marginally-convincing alternative scenario, you can force a creature within 30′ that can hear and understand you to make a Wisdom saving throw (DC = 8 + your proficiency bonus = your Charisma modifier). Creatures that can’t be charmed are immune to this effect, and if you are fighting the creature, it has advantage on the saving throw. On a failed save, the creature becomes charmed by you for one minute. During that time the creature is incapacitate and unaware of its surroundings, though it can still hear you. If the creature takes damage for any reason the effect ends and none of the creature’s memories are modified. While the charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the even with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event. The modified memories take hold when the charm ends. A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. Once you have used this ability, you must complete a short or long rest before you can use it again.
Reality Distortion Field: By 18th level, your powers of persuasion are so off the charts that the stuff you come up with doesn’t even have to be believable any more. When using Fast Talk, Mind Trick, Social Aggro, or Devastating Quip, all creatures targeted by the abilities have disadvantage on their saving throws. (Alternatively, creatures with advantage on their saving throws have that advantage canceled out.) You still cannot force a creature to do something clearly suicidal or completely against its true nature, no matter how persuasive you are. But you can make them think about it, which is creepy enough.
That’s it for the classes! Whattya think? Next time, Ghostbuster Backgrounds (Traits, Ideals, Bonds, and Flaws).
(Artwork by T. Rex Jones. Thanks for the heads-up, Softpaw!)
Why just bust ghosts, when you can do it with style?
Moves (First Draft)
Hit Die: d8
Hit Points at 1st Level: 8 + your Constitution modifier
Saving Throws: Dex, Cha
Proficiencies: two toolsets, languages, musical instruments, or other equipment of choice
Skills: You are proficient with Acrobatics. You may also choose three from Athletics, Driving, Insight, Intimidation, Investigation, Mechanics, Occult, Perception, Performance, Persuasion, Pilot, Religion, Stealth
|1||+2||Nice Moves, Nimble Minx|
|2||+2||Action Surge (one use)|
|14||+5||Action Surge (two uses)|
|18||+6||Action Surge (three uses)|
|19||+6||Just That Good|
Choose one proficiency from your skills, tool proficiencies, or musical instrument proficiencies. Your proficiency bonus is doubled when making any checks on Dexterity (Acrobatics) and the chosen proficiency.
On your turn, you may use a bonus action to take the Dash, Dodge, or Disengage actions.
At 2nd level, on your turn, you may take an extra action, on top of any other action and possible bonus action. You must complete a short or long rest before using this ability again. At 14th level you have two uses between short or long rests, and at 18th level you have three uses between short or long rests.
At 3rd level, you choose a specialty for character. The choices are Marksman or Razzle Dazzle. You immediately gain the first benefit associated with that specialty, and gain another benefit at 9th, 12th, 16th, and 20th level.
Whenever this option comes up, you have your choice of one of the following options: increase one ability score of your choice by +2, increase two ability scores of your choice by +1 each, gain a feat.
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Beginning at 6th level, your movement is not hampered by difficult terrain. Also, you may return to a standing position from being prone on your turn without expending movement.
Beginning at 7th level, your weapon attacks score a critical hit on a roll of 19 or 20.
Starting at 10th level, whenever you make an ability check that allows you to add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Beginning at 11th level, you may add a Ghost Die to all saving throws to avoid the Grappled, Prone, or Restrained conditions.
Beginning at 15th level, you are so elusive that no attack roll against you has advantage while you are not incapacitated.
Just That Good
Beginning at 19th level, whenever you Roll a Ghost (for any reason), you may immediately take a free action.
Sharp Shot: At 3rd level, you acquire the Sharpshooter feat if you do not already have it. Also, you get +2 on all ranged attacks, including ghost capture attempts (or alternatively, add +2 to the DC a ghost must beat to avoid a capture attempt you are making). When using the Attack action with a ranged weapon, you may use your bonus action to make a second attack.
From the Hip: If you are surprised on the first round in combat, you may still draw and fire a ranged weapon as a reaction, but with disadvantage on the attack roll.
Boom! Headshot. Beginning at 9th level, when you make a critical hit with a ranged weapon, it automatically does the maximum amount of damage.
Double Barrels: Beginning at 12th level, when making a ranged attack, you may attack twice with the attack Action (similar to the Extra Attack feature of the Brawn class). This is in addition to any attack you make with your bonus action.
Use the Force, Buster! At 17th level, your instincts are so finely honed that you do not actually need to be looking at your target to hit them. You are never at disadvantage for blindness or target invisibility when making a ranged weapon attack. You can also shoot a target while looking the other way, which just plain looks badass.
Fireworks: At 20th level, when make a ranged attack with the Attack action, you may choose to make a single attack against every target within range. Doing so forfeits the extra attack from Double Barrels, but you may still use your bonus action to make a second attack if you wish.
Slick Moves: At 3rd level, you learn a number of maneuvers from the Battle Master maneuvers list from the Fighter Class of the Player’s Handbook equal to your proficiency bonus. Every time your proficiency bonus increases, you may select another maneuver. When you gain new maneuvers, you may also replace one maneuver you know with a different one if you choose. Your “superiority dice” are Ghost Dice and their size does not increase. You have a number of superiority dice equal to your proficiency bonus + your Dexterity modifier. The saving throw against any of your maneuvers is equal to 8 + your proficiency + your Dexterity modifier.
You may also expend one of your superiority dice to add a Ghost Die to any Dexterity check, Dexterity saving throw, or ranged attack roll, but you may only do this once per turn.
Super Fly: Beginning at 9th level, when you Roll a Ghost on a superiority die, the die is considered to have not been expended by its use.
Quicker Than the Eye: At 12th level, when you are hit by an attack or fail a Dexterity saving throw, as a reaction you may immediately move yourself up to 30′ away before the blow lands (as if taking the Dash action). If this takes you out of range of the attack or the area of effect, you remain unscathed. You must complete a long rest before you may use this ability again.
Ain’t Even Tired: Starting at 17th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
Phoning It In: At 20th level, if your attack misses a target within range, you may convert the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. You must complete a short or long rest before you can use this ability again.
Whattya think? Next time, the last of the classes: Wits.
Hah! Think you can defeat me, moving? I still have a keyboard and a personal hotspot, therefore I shall continue to geek out on gaming stuff! Time for the heart of the team.
Guts Class (First Draft)
Hit Die: d12
Saving Throws: Con, Cha
Proficiencies: Padded Jumpsuit, Proton Pack, Slime Blower, a toolset or language of your choice
Skills: Choose two from Acrobatics, Athletics, Driving, Electronics, History, Insight, Intimidation, Investigation, Mechanics, Occult, Perception, Pilot, Religion, Science
|1||+2||Adrenalin Rush, Durable|
|2||+2||Got Your Back|
|5||+3||Fast Movement, Bravery|
|11||+4||Still Got Your Back|
|17||+6||In This Together|
|19||+6||Walk It Off|
You rush into action before putting too much thought into how dangerous it is, going on the adrenalin rush. You may enter an adrenaline rush on your turn as a bonus action. During an adrenalin rush, you gain the following benefits:
- You have advantage on Strength checks and Strength saving throws.
- You add a Ghost Die of damage to all successful attacks in combat.
- You have resistance to bludgeoning, piercing, and slashing damage.
During an adrenaline rush, you are unable to do anything requiring concentration (including casting spells). The rush lasts for one minute, but it ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature, taken damage, or expended a hit die since your last turn. You may also choose to end the adrenaline rush on your turn as a free action.
You may enter an adrenaline rush a number of times equal to your proficiency bonus. Once they are expended, you must finish a long rest before you can go into a rush again.
You add your Constitution bonus to your AC, as well as your Dexterity bonus.
Got Your Back
Starting at 2nd level, on your turn you may take a bonus action to aid a friendly creature that you can touch. By expending one or more of your own hit dice (as if recovering hit points during a short rest), you may choose to give the creature a free saving throw plus a Ghost Die to end any one condition it is suffering, or the creature can immediately regain hit points equal to 1d12 + their Constitution modifier for every hit die expended, plus a Ghost Die. (Note that you do not regain any hit points from this action.) Your hit dice are recovered at the end of a long rest, as normal.
At 3rd level, you choose a specialty for character. The choices are Big Lug, or Danger Magnet. You immediately gain the first benefit associated with that specialty, and gain another benefit at 7th, 12th, and 18th level.
Whenever this option comes up, you have your choice of one of the following options: increase one ability score of your choice by +2, increase two ability scores of your choice by +1 each, or gain a feat.
Starting at 5th level, your movement speed increases by 10′ as long as you aren’t wearing heavy armor or under any other condition that would reduce your normal movement speed.
Beginning at 5th level you have advantage on all saving throws to resist the effects of fear.
Beginning at 6th level, during an adrenaline rush you make two attacks with the Attack action instead of one. Other than the adrenaline rush requirement, this is similar to the Extra Attack of the Brawn class.
Beginning at 9th level, all friendly creatures within 60′ who can see or hear you (not including yourself) may add a Ghost Die to any saving throws made to resist fear.
Starting at 10th level, you become a lot harder to knock out. Whenever you are at 0 hit points, you may choose to go into an adrenaline rush as a reaction. During an adrenaline rush, if you are reduced to 0 hit points, you may choose to remain conscious and active. However, you automatically fail all death saves to avoid going Down For the Count. While on this wild ride, your adrenaline rush will not end prematurely regardless of whether you attack anyone, take damage, or expend hit dice. (If your adrenaline rush expires due to coming to the end of a minute, you may enter another rush as a reaction, unless you have no more adrenaline rushes to enter.) If your adrenaline rush ends, you fall unconscious immediately.
Still Got Your Back
Starting at 11th level, when you expend your hit dice to help a friendly creature, they regain hit points equal to 2d12 + their Constitution modifier per hit die, plus a Ghost Die.
Beginning at 13th level, when you land a successful hit on a foe who has inflicted damage on you or any friendly creature during this combat, it is considered to automatically be a critical hit.
Beginning at 14th level, if you have expended any of your hit dice to help a friendly creature, you may roll a Ghost Die at the beginning of a short rest and recover a number of spent hit dice up to the result. (The hit dice recovered do not have to have been spent to help a friendly creature, you simply must have spent one or more dice to do so.) These recovered hit dice are available immediately and can be spent to recover your own hit points during the short rest if desired. If you Roll a Ghost during this recovery, you regain all of your spent hit dice, no matter how many.
At 16th level, you gain proficiency with all saving throws.
In This Together
Beginning at 17th level, when you expend one of your hit dice to help a friendly creature, you also regain hit points as if you had expended the hit die during a long rest (regaining hit points equal to 1d12 + your Constitution modifier). If the friendly creature Rolls a Ghost on their Ghost Die, you also gain the benefit of a maximum roll.
Walk It Off
Starting at 19th level, you no longer go Down For the Count. You no longer have to worry about failing death saving throws, but you must still roll them in order to potentially come back from the brink. You can be revived by anything that restores you to at least 1 hit point.
Heart of the Team: Beginning at 3rd level, when you expend one of your hit dice to aid a friendly creature, you add your proficiency bonus to the number of hit points recovered. Also, if you Roll a Ghost doing this, you immediately recover the hit die expended as if you had finished a long rest.
Come At Me! Starting at 3rd level, when you are adjacent to a friendly creature, all attacks against that creature are made at a disadvantage.
Get Outa Dodge: Beginning at 7th level, you may take Dodge or Disengage actions as a bonus action on your turn.
Look Out! Beginning at 12th level, when a single friendly creature that you can see is called to make a saving throw, as a reaction you may also make the same saving throw, and the friendly creature may take whichever result they choose.
Take One for the Team: At 18th level, when a friendly creature adjacent to you is hit by an attack or fails a saving throw, you may choose to take the damage or effects instead. You may choose to use this ability before or after the attack, damage, or saving throw is rolled. You must finish a short or long rest before you can use this ability again.
Fools Rush In: At 3rd level, when you are surprised on the first round of combat, you may still choose to act on your initiative. If you do, all attacks made against you have advantage, and you have disadvantage on all saving throws until the beginning of your next turn.
Also, whenever random chance determines who will be attacked or suffer the effects of a spell, trap, or other hazard, and you are one of the potential targets of the effect, you can simply claim it.
Lucky: Beginning at 3rd level, whenever you roll a 1 on a d20 roll, you may immediately re-roll it and take the better result.
Evasion: Beginning at 7th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Gotta Go Through Me First: Beginning at 12th level, as a bonus action on your turn, you may choose a number of friendly creatures equal to your proficiency bonus who are within 10′ of you. These creatures gain resistance to all damage as long as they stay within 10′ of you, but when they take damage you lose the same number of hit points they do. (For instance, if the friendly creature is hit for 25 points of damage, both you and they lose 12 hit points.) For you only, this resistance “stacks” with any other damage resistance you may already have, including the resistance granted by Adrenaline Rush. (Thus, in the previous example, if you were in an adrenaline rush and your ally was hit for 25 points of slashing damage, they would lose 12 hit points and you would lose 6.)
Missed Me! At 18th level, when you are hit by an attack, you may turn it into a miss. Alternatively, if you fail a saving throw, you may turn it into a success. You may declare this before or after the damage is rolled or the effects of the saving throw are revealed. You must complete a short or long rest before using this ability again.
Whattya think? Next time, Moves.
(Illustration by Ryan Ottley)
Next up in our Ghostbusters classes, the Brawn class! Ghosts, this is gonna hurt.
Brawn Class (First Draft)
Hit Die: d10
Hit Points at 1st Level: 10 + your Constitution modifier
Saving Throws: Str, Con
Proficiencies: Simple Weapons, Proton Packs, Slime Throwers, Padded Jumpsuit, a toolset of your choice
Skills: Choose two from Acrobatics, Athletics, Driving, History, Insight, Intimidation, Medicine, Perception, Pilot, Survival
|1||+2||Second Wind, Strong Back|
|2||+2||Action Surge (one use)|
|9||+3||Indomitable (one use)|
|11||+4||Extra Attack (2)|
|13||+5||Indomitable (two uses)|
|17||+6||Action Surge (two uses), Indomitable (three uses)|
|20||+6||Extra Attack (3)|
Starting at 1st level, on your turn, you can use a bonus action to regain hit points equal to 1d10 + your Brawn level. You must take a short or long rest before you may use this feature again.
At 1st level, your carrying capacity (including maximum load and maximum lift) is doubled, and you may always add a Ghost Die to Strength checks made to push, pull, lift, or break objects.
Starting at 2nd level, on your turn, you can take one additional action on top of your regular action and a possible bonus action. You must take a short or long rest before using this ability again.
At 3rd level, you choose a specialty for character. The choices are Athlete, Brawler, or Master Blaster. You immediately gain the first benefit associated with that specialty, and gain another benefit at 7th, 10th, 15th, and 18th level.
Whenever this option comes up, you have your choice of one of the following options: increase one ability score of your choice by +2, increase two ability scores of your choice by +1 each, or gain a feat.
Starting at 5th level, when you use the Attack action on your turn, you can attack twice instead of once. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Starting at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Remarkable Athlete: Starting at 3rd level, you can add half your proficiency bonus (rounded down) to any Strength, Dexterity, or Constitution check that doesn’t already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier plus a Ghost Die.
Fast Movement: Starting at 7th level, your speed increases by 10′ while you aren’t wearing heavy armor or carrying anything that would otherwise impede your running speed.
Evasion: Starting at 10th level, when subjected to an effect that allows you to make a Dexterity saving throw to take half damage, you instead take take no damage if you succeed the throw, and half damage if you fail.
Roll With It: Starting at 15th level, you gain Resistance to falling damage or damage taken from slamming into walls or other obstacles. Also, when any effect knocks you prone, you may immediately return to a standing position as a reaction without expending any movement to do so.
Amazing Moves: At 18th level, when you Roll a Ghost, for any reason, you may immediately take an extra action (as if using your Action Surge).
Mighty Melee: Starting at 3rd level, your fists (feet, elbows, whatever) count as melee weapon attacks, doing a Ghost Die of damage. (Note that for critical hit damage roll calculations, a Ghost Die counts as a d6.)
Also, when you make a melee attack, Strength check, or Strength saving throw, you may add a Ghost Die to the d20 roll. You must take a short or long rest before you can do this again.
Hit ’em Where It Hurts: Starting at 7th level, when making a melee attack, your weapon attacks score a critical hit on a roll of 19 or 20. Also, your unarmed attacks gain +1d4 damage (on top of the Ghost Die they already do).
Blocking Blows: Starting at 10th level, you add your Strength bonus to your AC against all melee attacks. Also, the additional damage done by your unarmed attacks increases from +1d4 to +1d6.
Brutal Brawler: Starting at 15th level, when making a melee attack, your weapon attacks score a critical hit on a roll of 18-20, and you add an additional die of the type used by the weapon as well as the Ghost Die to the damage on a critical hit. Also, the additional damage done by your unarmed attacks increases from +1d6 to +1d8. (Thus, a critical hit with your fists would do a Ghost Die + 2d6 + 2d8 + your Strength modifier.)
Punishing Pugilist: Starting at 18th level, you add your proficiency bonus to all melee weapon damage rolls as well as your Strength bonus. Also, the additional damage done by your unarmed attacks increases from +1d8 to +1d10.
Nice Shootin’, Tex!: Starting at 3rd level, you gain +2 on all ranged attack rolls, including rolls made to capture ghosts (or add +2 to the DC a ghost must beat to avoid capture, as applicable).
Also, when you make a ranged attack, you may add a Ghost Die to the attack roll or damage roll. You must take a short or long rest before you can do this again.
Bullseye: Starting at 5th level, when making a ranged attack, your weapon attacks score a critical hit on a roll of 19 or 20, and when you make a critical hit with a ranged attack, you add a Ghost Die to the damage rolled.
Hose ‘Em: Starting at 10th level, once per turn you can use your action to make a ranged attack against any number of creatures within 10′ of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. Note that this only counts as one “attack” for purposes of the Extra Attacks ability, but any other attacks made on the turn must be normal attacks and not volley attacks.
Hardball: Starting at 15th level, when making a ranged attack, your weapon attacks score a critical hit on a roll of 18-20, and you add an additional die of the type used by the weapon as well as the Ghost Die to the damage on a critical hit.
Nice Grouping: Starting at 18th level, you may subtract up to your full proficiency bonus from your attack roll when making a ranged attack. If the attack hits, it does an extra +2 damage for each -1 to the attack roll.
Whattya think? Next time: Guts.