Friday, October 2, 2026

Hosts of Freaky Ghosts - Certified Genius or Authentic Waacko?

The Strange Life and Mysterious Disappearance
of Professor Sebastian Pott


Professor Sebastian Pott
New York City, NY 1968


Sebastian Pott was born in Amityville, New York to Doctor Samuel Pott and Mrs. Gwendolyn 'Wendy' Pott on Friday, October 13th, 1922. His father, a veteran of the first World War, worked as a local pediatrician. His mother was an aspiring novelist.

Dr. and Mrs. Pott with baby Sebastian,
Amityville, NY, March 1923.


At a very young age Sebastian had an affinity for the generally unseen world of the supernatural. He would claim to see things like shadow people and hear disembodied voices. His parents took him to see doctors but none could find anything definitively wrong with the boy. Most chalked it up to a vivid imagination. 

Discussing Sebastian's 'observations' was discouraged by his parents but, unfortunately for them and perhaps fortunately for us, encouraged by his father's older brother, his uncle Jack.

Jack Pott in New York City, NY, 1930

Jack Pott was a Medium, Spirit Photographer, and clever, talented charlatan who cashed in on the public's fascination with the paranormal in the late 1920s and into the 1930s. He loved to drop by the Pott residence, freeload for a few days, and regale the family with tales of his travels and the strange and terrible wonders he had seen.

As time went on and Sebastian got older, Uncle Jack would talk to him about what ghostly phenomena he'd seen or heard and then Jack would incorporate the material into his act. By the time Sebastian was 13, Uncle Jack came by less and less often, stayed for shorter and shorter periods, and spoke less and less about the supernatural. While part of the reason for this was Sebastian's father Sam tiring of his brother's antics, Sebastian himself felt there was something else, something peculiar, going on with his Uncle. 

The last time Sebastian saw his Uncle Jack, indeed the last time anyone did, was on a Winter evening in 1937. It was the night before Thanksgiving and Sebastian went outside to fetch extra firewood, only to see his Uncle sitting on the back porch, drunk, scarred, and sobbing. When Sebastian asked what had happened, Jack Pott gave him a barely coherent, rambling tale of his life over the previous year. His story was sketchy and incomplete, many elements being unclear and even out of sequence. There was something about a coven or cult, money, a baby, and...a demon? A demon baby? Sebastian tried to convince his uncle to come inside but Jack refused. He stood up, kissed Sebastian's forehead, said goodbye and to give his love to his parent, the rest of the family, and then he walked off into the cold, windy night never to be seen again.

Sebastian Pott at New York University
New York, NY, 1941


This traumatic event didn't dissuade Sebastian from pursuing his interest in parapsychology but rather spurred it onward. In whatever spare time he had, the young Pott read anything he could find on the supernatural, from ghost stories to academic studies on the subject. Sebastian attended elementry, middle, and high school locally but with his gifted intellect he was able to win an academic scholarship to attend college at New York University. There he studied English Literature, History, International Cultural Studies, Parapsychology, and Philosophy. Two years after entering NYU, Sebastian was drafted into the US military to serve in World War II. His high intelligence and various areas of knowledge had him rapidly assigned to the Military Intelligence Division and soon after the Office of Strategic Services. 

Pott was honorably discharged in the Autumn of 1945. While offered a job to work in Washington, DC, Sebastian decided to immediately return to NYU and complete his master's degree. Actually degrees; three of them to be exact. After graduation, he spent a year touring the United States, investigating locations said to be haunted or the sites of assorted strange phenomenon. He also met with and interviewed over twenty-five different clergyman, writers, historians, Native American elders, and others on the subjects of classic [old world] folklore, urban folklore, mythology of the Indigenous People, and reported psychic activity. It was at this time that Pott began recording much of what he learned under the title, 'The Curious Cases', which were copied down in a series of composition notebooks. 

Pott eventually returned to New York City and began teaching classes at both NYU and Columbia University. His focus was on World Folklore and Mythology. He also wrote and assisted with numerous peer reviewed papers on the subjects of folklore and parapsychology over the next 25 years or so before taking a three year sabbatical to focus solely on research and write the copious amount of notes that would eventually become his legacy. Prof. Pott continued investigating claims of paranormal in person and had numerous first hand encounters with the supernatural, though he confined the details to his own writings and the confidence of only his closest friends and colleagues, of which he maintained only a few. One of these people was his personal assistant for over 35 years, Nancy Strode. Strode was known to be fully supportive of Professor Pott and his work but also constantly insisted he take a real vacation once in a while. He never did. 

In the fall of 1978, Doctor Samuel Pott passed away and Sebastian, at the age of 56, traveled back to Amityville to take care of things and relocate his mother to live with him in New York City. On the way, approximately 13 miles from his destination, Sebastian became lost as a result of a sudden thunderstorm with high winds that created limited visibility. He ended up in the small New York village of Meretown. The place looked idyllic and peaceful but driving through it filled Pott with dread and he went through it without stopping until he was able to reach the correct road. He would later discover that no such place as 'Meretown, NY' existed. 

Sebastian's Mother passed peacefully in her sleep in 1982 and he was left very much alone family wise. Most other members of his extended family had moved away from New York State over the decades and he had lost touch with the majority of them some time prior. As 1984 approached, Prof. Pott noted a noticable increase in ghost sightings and unconfirmed reports of supernatural phenomena all around the New York City area. He looked into dozens of incidents, certain that the increase was no accident. 

Just a few months prior to the formation of the Ghostbusters and the Manhattan Crossrip of 1984, a 62 year old Prof. Sebastian Pott told his assistant and friend Nancy Strode that he was finally taking that vacation she was always suggesting. He left a manilla envelope for her, as well as keys to a safe deposit box she was previously unaware of. Included was a note on top that read...

 'Off to visit Meretown. 

Thank you for your friendship and all you have done over the years.

With Warmest Regards,

Pott.'




The fate and final whereabouts of Professor Sebastian Pott after that day are unknown. He left hundreds of thousands of dollars to Nancy Strode, as well as making her the executor of his will. Included in his final wishes were that a large contribution of the money he had made through investments and savings be donated to New York University, Columbia University, and various scientific and parapsychology organizations and institutions. Also included in his will was a request that his life's work, the in-depth study of the supernatural and all he had written on the subject, 'go where you feel they will do the most good'.

This final notation is what eventually led to his material being shared with the Ghostbusters. Recently, the full and final transfer of all his notebooks, sketchbooks, photography, and other research has been transfered to Ghostbusters Inc., International. The money exchanged that didn't cover the legal and other expenses of the process went to a scholarship fund in Prof. Pott's name.

-From 'The Strange Life and Mysterious Disappearance of Professor Sebastian Pott - A Brief Biography of a Parapsychology Pioneer', by Adam Dickstein and Dr. Raymond Stantz. Appearing after the introduction in the book 'Professor Sebastian Pott's Hosts of Freaky Ghosts', published 2026 by Ray's Occult Books and Ghostbusters Inc., International. 

According to Nancy Strode, now Nancy MacNeil, Prof. Pott had encounters with anomalous events and entities for most of his life. He revealed to her at one point that he had personally seen no fewer than 100 ghostly apparitions, witnessed objects move and even levitate all on their own, heard and recorded hundreds of hours of audio evidence including voices, laughter, screams, and indistinct Electronic Voice Phenomena, and felt everything from cold spots to sudden extreme heat to a sticky, ectoplasmic residue that rapidly dissipated. 

His writings will share details on those encounters in the upcoming excerpts from his book.

Stay tuned,

Adam Dickstein
Ghostbusters Inc., International.

AD
Barking Alien

There are numerous classic Horror Film references in this post, exclusively from the 1960s and 1970s. Did you catch them? To be revealed! 




Thursday, October 1, 2026

Hosts of Freaky Ghosts - The Usual Literature

“The Ghostbusters have a wide variety of resources available to us when looking into the specific details of a supernatural entity or event. Regardless of how we go about our research for a particular case, at some point we’re going to want to reference the key written works dedicated to the study of the paranormal; These include Spate’s Catalog of Namesless Horrors, Tobin’s Spirit Guide, The Roylance Guide to Secret Societies and Sects, and Leon Zundinger's Magicians, Martyrs, and Madmen.

There are many more as well, although they vary in completeness, quality of the information provided, and accessibility. I urge you to be open to the rare, independent, paranormal researchers as well, who have done phenomenal work in the field and are most assuredly worth looking into, even if they never published a collection of their notes. Arguably the greatest example of this are the deep dives into parapsychology by Professor Sebastian Pott, through his 'Curious Cases', which are all incredibly insightful…”

Dr. Raymond Stantz, ‘The Unsung Research of Professor Sebastian Pott.’
Lecture to the National Society of Supernatural Studies
Las Vegas, NV. USA 1992

Hey everybody, my name is Adam Dickstein and I’m a Ghostbuster.

I’ve been with the company since the mid-to-late 80s and I’ve always been fascinated by Professor Sebastian Pott; his life, his work, and his rather peculiar disappearance. 

Winston Zeddemore, through his company and on behalf of Ghostbusters Inc., International, was able to purchase Prof. Pott’s 'estate' (such as it was), which included all of his published papers, personal journals, and notes, with the blessings of lawyer and executors, only a few months ago.

With the approval of Prof. Potts lawyer and executor, Dr. Raymond Stantz, by way of the publishing arm of his company ‘Ray’s Occult Books’, has organized, edited, and assembled the Professor’s (literally) tons of notebooks, sketchbooks, and loose post-it notes into a single, massive volume titled, ‘Prof. Sebastian Pott’s Hosts of Freaky Ghosts’. I had the pleasure of assisting on this project. 




As such, Mr. Zeddemore, Dr. Stantz, and Dr. Venkman, have asked me to put together excerpts from the book to share with all of you, free of charge. I will be doing this with assistance from Ghostbusters from various franchise offices all across the United States and the world. I hope you will find these posts informative, helpful, and yes, entertaining. Most of all, I hope the knowledge conveyed here helps anyone who comes in contact with a spook, spectre, or ghost to be better prepared for their encounter.

Remember, do what you can to avoid the situation, to protect yourself, and then call the Ghostbusters.

We’re ready to believe you and here for all your paranormal investigation and elimination needs. Please leave battling cross dimensional ectoplasmic threats to the professionals.
 
A. Dickstein
Ghostbusters, New York.



AD
Barking Alien

*This is a work of Fan Fiction and Tabletop Roleplaying Game material and is not intended to infringe on the copyrights or trademarks of Ghostbusters, Ghost Corps, Columbia Pictures/Sony Entertainment, or any related entities.

Any resemblance or correlation between any person or persons living, dead, or undead is purely coincidental or for the purpose of parody. 

I am just a Ghostbusters fan making free material for those who play TRPGs. 

Thank you. 





Feelings of Dread

It's October 1st and that means Spooky Season has officially begun! Do I have a hefty helping of Halloween hijinks for you all this year? You're souls of the damned right I do!


First and foremost is Hosts of Freaky Ghosts, a Ghostbusters themed collection of 31 supernatural entities, one a day for every day this month, to battle, befriend, and baffle your paranormal investigators.


Pulled from the research of [fictional] parapsychologist Professor Sebastian Pott, each entry will also have ideas on how to use the spook, spectre, or ghost in an adventure.

In addition, time and energy allowing I hope to include posts on some other spectral shenanigans such as:

A Halloween themed adventure for The Smurfs Roleplaying Game
Ghostbusters: Tokyo Ghost Research
Peekaboo Horror, The Neighborhood Ghost Story TRPG

...and hopefully a few surprises! 

Along with celebrations of the supernatural, expect more posts on The Adventures of Bani and Easy, High Fantasy Heroes, The Smurfs, and whatever other crazy ideas come to me as the month goes on.

Join me won't you? I'm dying to show you what I've come up with!

Muwahahahaha!




Hold on! I almost forgot! The official Ghostbusters social media outlets have announced something strange in coming this year in the form of ECTOber, a month long celebration of Halloween by Sony Pictures and Ghost Corps!




First announced earlier this year, the plan is for brand collaborations, fan events, and more, though details are being kept silent as the grave. 

Stay tuned, as I will likely be covering anything that I find particularly cool and interesting.

Spook you later,

AD
Barking Alien





Tuesday, September 29, 2026

High Fantasy Heroes - Rules Cyclopedia

I've got a lot of TRPG projects to work on right now: These include continuing Star Wars Visions Heroes and The Adventures of Bani and Easy, more thoughts on Smurf Houses, and of course October's rapidly approaching Spooky Season and Hosts of Freaky Ghosts. 

Additionally there are the games I am running and playing in: Gamemastering my bi-weekly Star Trek: Prosperity campaign, two separate weekly Superhero campaigns, and a limited run, 5 episode, Star Wars Heroes game (a Star Wars game using the Space Opera Heroes rules). I'm playing in our bi-weekly Hogwarts/Wizarding World campaign and a number of periodic one-shots.

The last thing I need right now is a new endeavor in my ever-shrinking free time.

So let's start one why don't we!



High Fantasy Heroes is what you get when you've fallen in love with the Space Opera Heroes rules system and you're sick and tired of not being able to find a Medieval Fantasy TRPG that fits your preferred mechanics and style of play*. 

Converting Space Opera Heroes to High Fantasy Heroes is fairly easy as it turns out I want many of the same tropes and parameters to apply to it (see my post Eight Ball in The Corner Pocket).

Let's quickly recap the system's basic mechanics:

In order to take a dramatic Action, one that may have obstacles or be opposed, the Player 'spends' one of their Character's Action Points and then makes an Action Check. An Action Check involves adding the PC's Ability Score appropriate to the situation to an appropriately related Skill (using the Skill's Level) and finally the result of a 1D6 'Exploding' Die roll. 

If a Warrior had a Strength of 3 and a Sword Skill of 3 and rolled a 3 on the D6, the total of their Action Check would be 9.

The final total is compared against a Target Number that reflects the Difficulty of the Action/Task, as determined by the Gamemaster.

The Target Numbers in general are as follows:

3 - Very Easy (Usually not worth rolling for)
4 - Fairly Easy
6 - Easy
8 - Standard
9 - Tricky. Slightly Difficult.
10 - Difficult
12 - Very Difficult
15 - Extremely Difficult

Since the D6 being rolled 'Explodes', if the die comes up a '6', add the result and roll again. If it comes up a 6, add the result and roll again until it does not come up a 6. If the final Action Check total is high enough, the Action can cause extra damage or it may have Situational Benefits or Special Effects. See this chart:

Check Total vs. Target Number

Total is < The Target Number = Failure. (Unless...See below)
Total is = or > the Target Number = Success!
Total is > the Target Number +5 = Effective Success. +1 Damage or Situation Benefit.
Total is > the Target Number +10 = Critical Success. +2 Damage or 2 Situation Benefits.
Roll is > the Target Number +15 = Extraordinary Success. +3 Damage or 3 Benefits.
Roll is > the Target Number +20 or more = Legendary Success. +4 Damage or 4 Benefits.

Lastly, at least for the basics, if the Action Check total is below the Target Number, the Action fails. The Player may spend a Hero Point to change that failure to a Success with Consequence. 

Hero Points are pretty awesome and can be used to do a number of things, such as:

Hero Point Uses for Player Characters:

• If you Fail a Judgement Roll for any Action Check, spend 1 HP and make it a Success with Consequence
•Spend 1 HP and an Attack against your PC misses. Beware! Something or someone else likely got hit!
•Otherwise, spend 1 HP to lower the Damage Rank your character has taken.
•Spend 1, take an Attack meant for someone else. You take damage. Spend an additional 1 to reduce as above.
•Spend 1 to have a one-time item you need. You find it nearby or in your pack.
•Spend 1 to gain Skill you don't already have. Must be related to one on your sheet or to your Archetype in general.

OK, now that we have the basics down, I'm going to spend the next post on explaining Player Characters and Character Creation. 



.
AD
Barking Alien

*Outside of Ars Magica and Smurfs that is. 

As an inconsequential aside, Barking Alien, the blog that is, is apparently ranks #194 out of 2.2K RPG gaming blogs globally, placing this odd little corner of the tabletop game blogosphere in the top 10%. That's crazy! I talk about playing Smurfs and Ghostbusters. What's wrong with you people?!

I'm kidding of course. Thank you so much to everyone out there who comes by, checks out my mad musings, and enjoys what I have to offer. It really means a lot to me.




Saturday, September 26, 2026

What Is The Point of This Conversation?

Most Humans love to talk. Sadly, fewer love to listen.

It is could also be said that while people love to speak, they don't always have something to say.

The games I run and play feature a lot of roleplaying in the form of dialogue between the Players and the Gamemaster or, less often, between one Player and one or more others. 

Something I've noticed over the years is that these discourses don't always seem to serve a purpose. Instead, a player - through their PC - tries to convince an NPC of something and the NPC is unconvinced. This is often because of reasons the NPC has hinted at or outright explained but which the PC and player have ignored. In other cases, the PC is hoping to get information from an NPC and that NPC simply doesn't want to reveal anything and so they don't really. I've witnessed discussions taking 20 minutes or more of real time between PCs and NPCs - so one or more Players and their Gamemaster - that ends exactly as it started and moves nothing forward.

In one particular game I'm in, this happens alot. A LOT. A Player/PC parlays with a GM run NPC. The PC fails to change the NPC's mind while simultaneously not understanding the mindset of the NPC [and why the PC's argument isn't working on them]. The GM fails here as well, perhaps because the Player didn't pick up on how the NPC thinks or because the GM has decided NPC 'X' acts 'THIS WAY' and has set their attitude and outlook in proverbial stone.

Sure, sometimes a PC asks an NPC for advice and does get something useful; real, actionable recommendation that the Player(s) need. Unfortunately, those conversations are often more plot driven than character driven. Still, its better than nothing. 

Every time I go into an in-game conversation as both a Player and as a GM, my first thought is, 'What is the point of this conversation?'.Why does my PC or a given NPC want to communicate with this other character. Do they want to? What is the PC trying to achieve? What am I, as GM, trying to accomplish?

I noticed in a recent session that when other Players got into conversations, those discussion just went on and on and on and little ground was gained by either side. On the other hand, when my PC got into a conversation with another PC and a group of friendly NPCs, I purposely allowed for my character to take in what they were suggesting to me. From this discourse, I came up with an approach to my PC's personal family issues subplot that incorporated the dialogue we'd had.

The PCs/Player and NPCs/GM had an in-character conversation. I saw a way to integrate what they were trying to say into what I wanted/needed to do. This also allowed me to shorten the length of the back-and-forth. Instead of having it go on forever, I had my PC repeat what one of the NPCs said, asked another PC a question, and then indicated to the GM I was taking an action. Boom!

  • First, ask yourself 'What is the point of this conversation?'
  • Enter the in-game character conversations with a goal. Know what your PC wants to say.
  • As a GM or Player, decide if you are trying to inform, convince, learn, or entertain. 
  • Say what you want to say but listen to the other Player or the Gamemaster. 
  • Analyze not just what they are saying but how they are saying it. 
  • Try to understand the opposing point of view and the mindset of the other character. 
  • Allow yourself to say AND mean, "Maybe I'm wrong", "OK, I see your point", "I don't agree but I get where you're coming from", "You know, I never thought of it that way", "Do you get where I'm coming from", "Is there any chance I'm getting through and maybe you agree with me?", or any number of other phrases that show you're flexible enough to have a true exchange of ideas. 

The bottom line - I love listening to Players talking and interacting in character. I love when GM's do it with NPCs as well. I especially like when it reveals something about their characters and shows that they are 'people' in a living, breathing universe. I love when people say funny things. I like when they explain what drives them. 

I do not like rambling conversations that last 20+ minutes and start and end at the bottom of a  mountain words that get neither side any closer to the top.

AD
Barking Alien