Showing posts with label West End Games. Show all posts
Showing posts with label West End Games. Show all posts

Sunday, May 4, 2025

A Fourth To Be Reckoned With



A very Happy Star Wars Day to all!

This has been a very interesting year for Star Wars fans, with the Star Wars Celebration fan convention of 2025 having taken place in Japan from April 18-20. While news from the show may not have been abundant, much of what was announced was intriguing to say the least. 

We got updates on the next two films, The Mandalorian and Grogu and Starfighter, as well as an announcement of the new Star Wars Animated Series Maul: Shadow Lord. Plus, there's Tales of the Underworld, a six episode limited series releasing, wait...Today! Nice!
 
What intrigued me the most, not surprisingly, was the information about Star Wars VISIONS Volume 3 and the introduction of Star Wars VISIONS Presents...




For those unfamiliar with this project, Star Wars Visions is an animated anthology series created and produced by a variety of international animation studios. Volume 1 featured studios that were all from Japan. Volume 2 had a world wide collection of animators from countries such as England, Chile, France, Ireland, and South Korea to name a few.

Volume 3 returns to Japan with 8 Studios and 9 Episodes including 3 that are continuations of characters and stories first seen in Volume 1! I am incredibly excited for this, especially the 'reoccurring VISIONS'.

Heheh. See what I did there?




Kamikaze Douga/ANIMA are returning to the black and white + a shock of color world of DUEL, featuring a Sith Ronin hunting other Sith in a galaxy heavily influenced by Japanese Samurai films. The new installment is called 'Payback' and looks to be easily as insane as the original. 

Production I.G., the venerable Anime studio behind Ghost in the Shell: Stand Alone Complex and Kaiju No. 8, brings back The Ninth Jedi, arguably the most popular episode of the first VISIONS. 'Child of Hope' is a sequel to the entry that so many found intriguing that...hold on. Not yet. I don't want to ruin the surprise.
 

The Ninth Jedi: Child of Hope


Lastly, 'The Lost Ones' features the young female Jedi introduced in The Village Bride. While that a fine episode, it wasn't one of my favorites. That said, I absolutely thought the Jedi was cool and wanted to see more of her. Now we will thanks to the work of Kinema Citrus, Co. 

In addition to these follow-ups there are several brand new stories including:

  • Yuko's Treasure - Another entry by Kinema Citrus, Co. 
  • The Smuggler - By Studio TRIGGER (who do my beloved Delicious in Dungeon!).
  • The Bounty Hunters - By WIT Studio
  • The Song of Four Wings - By Project Studio Q
  • The Bird of Paradise - Polygon Pictures
  • Black - David Production

The first two VISIONS Volumes contain some of my all time favorite examples of Star Wars content. I absolutely love the mix of art styles, cultural elements, and creative alternate takes on that galaxy far, far away. Really looking forward to seeing what Volume 3 brings. 




As for Star Wars VISIONS Presents, it's a new Star Wars animation 'imprint' in which one of the stories from VISIONS is expanded beyond the original, beyond a sequel episode, and into a full one animated series! The first of these continues the story of The Ninth Jedi from Volume 1. So after this year's sequel 'Child of Hope', we'll get an entire season of stories set in this variation of the Star Wars universe. Honestly, this new blew me away. Can hardly wait for this!
 



Since you're on the Barking Alien blog you've probably figured out that a major factor in my desire to see this new anthology is that I'm hoping to incorporate components of Star Wars VISIONS Volume 3 (and its predecessors) into some far, far away gaming. I've been trying to figure out how best to merge elements of the Japanese TRPG 'Space Ship Story' with the awesome Star Wars D6 game by West End Games. 

And I think I've done it...

This and other Star Wars gaming thoughts coming soon. In the meantime go watch Tales from the Underworld, Andor Season 2, and as always May The Force Be With You!

AD
Barking Alien





Saturday, January 11, 2025

31 Days / 31 Characters - GABRIEL ZIMMERMAN

What happens when you create an officially licensed Ghostbusters RPG but spend an unusual amount of energy and creativity on Extraterrestrials and Outer Space early in its incarnation, two things not related to Ghostbusters?

If you're me, you create a Player Character...



Character: Gabriel Poindexter Zimmerman

AKA: Professor Zimmerman, The Innovative Ghostbuster, The Intellectual One

Player: Adam Dickstein, Michael Moss.

System: Ghostbusters, The RPG, 1st Edition - West End Games. Modified with Houserules.
 
Nature: Long Campaign: Ghostbusters: The Home Office 

Gamemaster: Joseph Vitaliano Jr. and others. Adam Dickstein when run by Mike Moss.

Circa: Original Campaign 1986-1989. Returned in 2019 and 2020. Looking forward to future appearances.




Origins: I'm not really a horror guy. I'm a Sci-Fi guy. 

One of the things I love most about Ghostbusters - the setting that is - is that even though the Ghosts are considered 'Supernatural', a few mad geniuses figured out how to effect them using [Super] Science. Science Fiction can fight against the Paranormal here, unlike in many settings where Magic trumps science and technology. 

As such, Egon Spengler was absolutely my favorite character. Thanks largely to the incredible comedic acting talent of the late, great Harold Ramis, Egon is a man as brilliant as he is odd and I wanted in on that action.

As each of the other players pitched their PC concepts for our Ghostbusters: The Home Office campaign, I was happy to hear that no one had created an 'Egon character'; nobody had decided to be our Mad Scientist/Tech Savant guy. 'Perfect', I thought and then jumped in with my idea for Gabriel Zimmerman.I was given the thumbs up by the GM and read some more of the game's rules and setting material to develop more of a story for him. 

As I did, I came across references to UFOs and related phenomena and was very surprised. I also checked out Ghostbusters second pre-made adventure, Hot Rods of the Gods, which (Spoilers!) is a module in which your Paranormal Investigators face off against alien punks in a flying car.




Huh? That's not a Ghostbusters story, it's more Men in Black (which wouldn't come out for another 11 years). However...it did give me an idea. 

Backstory: Originally hailing from Chicago, Illinois, Gabriel P. Zimmerman was a genius student excelling in the studies of astrophysics and astronomy. He was also incredibly socially awkward, excelling in making other students confused and uncomfortable with his often absent minded nature and other peculiarities. Before graduating college he worked at the university observatory, discovering a number of stellar objects and improving the operations of the facility's primary telescope, the latter without permission. It simply wasn't operating as effective as it could be, so he fixed it. Why were people upset? 

Right after graduation Zimmerman was recruited by NASA and eventually assigned to a variety projects at their Space Center in Houston, TX. He was working there when the events of the first Ghostbusters film occurred. Fascinated by the development of the technology being used to 'fight ghosts', Gabriel nonetheless didn't believe in the existence of the paranormal. It was his professional and scholarly assessment that the phenomena the Ghostbusters were encountering had more sensible and logical origins. 

That was until the Ghostbusters themselves arrived at the Space Center, called in amid reports of a 'Phantom Astronaut' moving through sections of the main facility and causing computers and other equipment to go haywire. Dr. Ray Stanz and Dr. Egon Spengler contacted Zimmerman and requested his assistance on the matter. They believed they'd identified the ghost and were informed Zimmerman was particularly knowledgeable about the mission the man had been attached to. He gladly joined the boys in gray in hopes of getting to the bottom of whatever was really going on. 

The Ghostbusters and Gabriel Zimmerman encountered the Spectral Spaceman and there was no denying this entity defied the conventional science that Zimmerman was familiar with. Following the 'Space Ghost''s capture, Gabriel remained with NASA for a time but all the while he read up on metaphysics, parapsychology, and anything and everything he could find on the supernatural. He even went so far as to get several degrees in those fields (in his spare time). Eventually, he quit his job to apply to work for Ghostbusters, Inc. and was hired to work with the Home Office. 

Overview: I don't know what to say beyond I absolutely love this character. He is just so much fun to play and easily ranks among the top 5 most fun characters I've ever had. He isn't necessarily the deepest, his background and personality largely played for story context or laughs but he's enjoyable to portray and that's what matters. 

Since just prior to the Covid Pandemic I've been able to reconnect with some of my high school friends, including many I hadn't seen in almost 35 years. Among them is the brilliant and very funny Michael Moss, an artistically talented guy as well as a truly kind and intelligent person. When I've run Ghostbusters: The Home Office since, Mike has taken over playing Zimmerman on my request and he's not only nailed it, he enhanced the character. I honestly like his take on Zimmerman even more than my own. He just gets the whole theme of subdued zaniness that makes the character special.

The Highlights: 

Boy, this is hard. There were both so many cool moments and it was so long ago that I played him it's very difficult to parse out highlights. 

My best recommendation would be to check out my Tag for 'The Home Office'. I've updated it so all the references to that campaign are under one heading. The exploits of Prof. Zimmerman and the entire gang can be found there. 

Game Info:

Thanks to Joe Vitaliano Jr., my dear friend and the primary GM of our original campaign, I have the 35 year old character sheets for all the Home Office members...except Zimmerman.

*Sob*

It seems I may have taken that one home with me at some point and lost it over the last three decades or so. So pissed I can't tell you. 

I do have his revised sheet from the games where Mike played him and ultizing my homebrew/kitbash system detailed in past posts (Search for Tag 'Ghostbusters').




Notable on here besides his penchant for Birdcalls is his Specialty in Paranormal Phenomena. This indicates his knowledge in areas of supernatural events, commonalities, anomalies, and other such side effects of ghost activity moreso than understanding the ghosts themselves. For example, he is familiar with things like Dimensional Crossrips and Portals, Symmetrical Bookstacking, Cold Spots, and physical beings or objects being transported in another plane of existance. 

Like the rest of the original Home Office team, Gabriel uses a custom Neutrona Wand/Proton Pack assembly known as the Positron Field Generator. This device can function as a standard particle thrower but has two additional functions (actually a single function with two settings):





Positron Capture Field: Zimmerman can place a bubble of charge protons around the Ghost, holding it in a fashion similar to a Capture Stream but more stable. The being or creature must be smaller than the maximum field size of 20 feet in diameter. A Technology-Modifications Roll with a minimum of 2 Successes can increase this size but only for a round or two. 

Entities held in this way must roll their PKE versus Zimmerman's Technology + 1D for the Proton Pack. If Gabriel gets more successes than the ghost in this case, he is able to contain it in the bubble field. This allows 1 Ghostbuster per Success over what the Ghost got to take an action (other than Zimmerman himself) so that can position themselves to Blast, ready an additional Capture Stream, or drop a Ghost Trap. 

Position Force Field: Zimmerman can protect himself with a roughly sphereical bubble of Protons that prevent PKE empowered Ectoplasmic entities from touching him. The field is approximately 20 ft. in diameter and forms in a radius around him. In order to use the device in this way he must make a successful Technology-Modifications Roll (only 1 Success is needed under normal circumstances but this can be increased based on a variety of conditions). 

This Proton Bubble reduces the effects of many of their attacks by 1D per Success he achieves with a Technology + 1D Proton Pack Roll. The Force Field will cause Ghosts Ectoplasm damage if they try to push through it. Touching the field is that same as being hit by a Blast Stream; Zimmerman's player rolls Technology + 1D for Proton Pack and the Ghost/GM rolls the entity's Ectoplasm Dice. For every Success Zimmerman does over the number the Ghost gets, the Ghost losses 1 point of Ectoplasm. If the Ghost gets more Successes than Zimmerman it still takes 1 point of Ectoplasm damage but Zimmerman's Proton Pack loses its +1D Bonus and must be repaired to get it back.

Notes: 

Gabriel Zimmerman looks a little like the version of Egon Spengler from 'The Real Ghostbusters' animated series but was actually created just before that show first aired. Literally days before.

There is also a resemblence between Prof. Gabriel Zimmerman and Dr. Jillian Holtzman from the it-should-never-be-spoken-of-again-and-I-will-punish-myself-harshly-for-mentioning-it-here Ghostbusters...film...from 2016. Honestly she was the best part of that debacle. 

Gabriel's next of kin is his younger sister who lives in Chicago and would probably look a lot like the aforementioned character. 

My version of Zimmerman is a tad more scatterbrained than Mike's depiction, thinking so many things so quickly that he's often lost in his own thoughts and unable to find his way back. Mike's take has him as a much more focused, deliberate thinker but one so focused on what's on his own mind he isn't always processing what others are saying until he's finished with the idea in his head. 

Legacy:

Man oh man oh man! I am chomping at the bit to get to run for the ol' Home Office gang again and see what Mike Moss does with Zimmerman next!

Anytime guys, I'll be waiting.




AD
Barking Alien





Saturday, January 4, 2025

31 Days / 31 Characters - DEENO

Are you enjoying the new Star Wars Disney+ series 'Skeleton Crew'? I clearly am...




Character: Deeno

AKA: Captain Deeno, Formerly 'Quasar 3' 

Player: Adan Dickstein

System: Star Wars, The Roleplaying Game (D6 System, West End Games), 2nd Edition
 
Nature: Not yet applicable.

Gamemaster: Not yet applicable

Circa: December 25, 2024. Not yet used.




Origins: Pretty simple: As soon as I saw Roona, the little Vazooan girl that Neel has a crush on in the first episode of Star Wars: Skeleton Crew, I knew I want to make a character of that species. Aside from being adorable, I wondered why that alien in particular was found on the same 'Old Republic' planet as Star Wars mainstays such as the Ithorians and Rodians. 

As far a role or job, I'm almost always going to go for a Pilot when playing Star Wars, which I'll be honest isn't the brightest idea on my part. I've found that few GMs know how to include a Pilot on a team of non-pilots. For this reason, Deeno is built more like a Smuggler than a Brash Pilot. 

Backstory: I don't have details on Deeno's childhood or his background prior to the Galactic Civil War but during the Rebellion against the Galactic Empire, Deeno became a Starfighter Pilot serving with Quasar Squadron. He was eventually given the position of Quasar 3 and fought in a number of battles in the Outer and Mid-Rim regions. 

Following the fall of the Empire, Deeno purchased a used Light Freighter, customized it a bit, and then used it to make supply runs to areas on the Mid-Rim border struggling with post-war rebuilding. After a few run-ins with members of the Imperial Remnant, Deeno teamed up with other independant spacers to help keep New Republic citizens safe. 


'Shyyyo's Nest'
YX-950 Industrial Freighter,
Design by EC Henry




Overview: In many ways, Deeno is kind of a generic Star Wars character. There really isn't much here to work with but then again, that's kind of the point. When it comes to Star Wars, I don't like developing massive backstories. I like to learn about my character as I play, adding a personality and history over the course of the game. This is pretty common for me across settings actually but especially in Star Wars. Why? Well, partly because I would just be so happy to play an Alien Star Pilot in the Star Wars universe that this alone is all I'd need to get excited about my character. 

The Highlights: None yet. 

Game Info: 

I've built many dozens of custom player character Templates for the Star Wars D6 RPG since the game's debut in 1987. The fact that you can easily do so is one of the reasons I absolutely love this game. It's also one of the reasons that I grew to look down on systems that use 'Classes' without giving you simple, straightforward mechanics for building your own. 

'Vazooan Star Pilot' is based on a mix of the Smuggler, Brash Pilot, and a few other related Templates given in various official West End Games products. The species Special Ability is, as noted, my own creation. 




Notes: As I mentioned above, Deeno was inspired by Roona, a character seen in the first episode of Skeleton Crew. According to information on the Star Wars/Lucasfilm official website, Roona is a Vazooan. They are noted for their large black eyes, large ears, and small antennae resembling giraffe horns. They come in different colors: blue, brown, light purple, and of course green, My thinking is the species evolved from a nocturnal creature often preyed upon by fast and deadly nightime predators. To counter these beasts, the Vazooan's ancestors developed heightened senses of various sorts. This is reflected in their Limited Danger Sense [noted on their character sheet]. 

Legacy: Legacy? I haven't played him yet. I do hope he lives long enough and does well enough to have a legacy though. I like him.  




AD
Barking Alien





Sunday, September 8, 2024

Kessel Spice and Everything Nice


In the early days of the Star Wars Artists Guild (SWAG) I came across the work of a regular contributor who went by the username of 'Reverend Strone'. In real life, Reverend Strone is none other then Daniel Falconer, a New Zealander who has worked as a concept artist and designer for some of the top projects by WETA Workshop, including the Lord of the Rings trilogy and the Narina film series. 

Daniel and I chatted online a few times, the most common subject discussed being a Star Wars D6 RPG campaign he was part of from which most of his fan art originated. I don't recall if he was a player or the GM but the idea behind the game was awesome to me. It took place solely on Tatooine and the PCs rarely left the desert world. The campaign focused on these people living on a world in the Outer Rim who ran a ranch (I forget if they were Nerf or Bantha Herders) and had to deal with rustlers, gangsters, sand people raids, family drama, and the limited resources of Tatooine. 


Imotta the Hutt getting a massage.

A small time crimelord operating a smuggling ring and a legitimate restaurant, 
Imotta is a nephew of Jabba the Hutt.
 
Art by Daniel 'Reverend Strone' Falconer.


If The Mandalorian is a Star Wars 'Space Western' version of the Rifleman, then this campaign was a Star Wars version of Bonanza.

This sounded so cool to me for a variety of reasons but the main one, the element I want to focus on for this post, is the idea of a campaign where you 'live in the Star Wars universe'. The idea of a Star Wars Sandbox without galaxy threatening stakes sparks my creativity in a way that's hard to explain. A story about people just trying to make a living on a frontier planet puts me in a cozy, warm, and very inspired state of mind. I want to sit down, grab a cup of hot blue milk, and jot down ideas for what might be out there to challenge the PCs. 




This concept, common in Anime/Manga and Japanese TRPGs, is what the Japanese call kuki-kei (Airy-Themed Systen) or nichijo-kei (Daily System or Everyday Life System). The genre centers around [relatively] normal people going about their [relatively] normal lives. In Anime and Manga the characters are usually young girls (of course) and a common phrase for the genre is 'Cute Girls doing Cute Things'. This has greatly expanded in recent years, with series that focus on male and female characters trying to exist peacefully in a setting that is often strange and dangerous. 




I've probably mentioned this before but I am absolutely fascinated by the juxtaposition of the strange with the mundane. What is it like to be professional Pet Walker on Coruscant? What does a middle management Imperial Officer do all day?

Imagine being a Jawa Droid Mechanic who has a regular customer on the outskirts of Mos Taika on Tatooine. He combs the Dune Sea and bordering areas for Astromechs of all kinds and knows that this Human will buy them. Problem is, there hasn't been anything decent in weeks. The Jawa pulls up the ol' Sandcrawler to a Power Station to trade for some provisions.


The PCs work at the Power Station (picture it like a 1950s Gas Station mixed with the Tatooine aesthetic) and know this Jawa. He seems down and desparate and the gang offers to help. Maybe one of them knows about a starship wreckage kinda far to the South that might have some droids. Closing shop early to the dismay of some locals and a guy with a podracer, the team heads out to the shipwreck. Perhaps they find some vehicle parts they can use in the garage as well. 

What will they run into? Competing group of Jawas? The Pirates who downed the ship looking for salvage? A Stormtrooper who survived and has been living in the destroyed vessel for months? Who knows! The point is that the planet isn't at stake, the galaxy isn't doomed, and the Sith Warlord isn't your father. You are just a person who lives on Tatooine (or wherever) doing a local acquaintence a solid. Reward? Hopefully you'll find some good gear and your Jawa buddy will owe you one. 




The Japanese TRPG Mamono Scramble is all about this, which is one of the reasons I'm so interested in it. Like Ryuutama for Star Wars, ya know? More Star Wars: Outlaws and less Star Wars: The Acolyte

And anything that's less Star Wars: The Acolyte is OK by me. 

May The Force Be With You,

AD
Barking Alien

While I know this is a Star Wars post, I'd like to take this moment to wish everyone a Happy Star Trek Day! Here's to 58 years of exploring The Final Frontier. 





Monday, October 30, 2023

Dare Ni Denwa o Kakeru Nodesu Ka?


Whoa, that's strange.

What should we do?

Get the Ghostbusters!

Whoa, that's weird.

What should we do?

Get the Ghostbusters!*


Much like when I wondered how the Japanese Tabletop RPG community felt about playing in the Star Trek universe, it was inevitable that I would be curious about their interest in gaming Ghostbusters. When I become fascinated by a particular genre or setting, my deep interest in Japanese pop culture just makes me want to know how they treat the same subject. 

From past conversations with Japanese friends I know that the original film was very popular in Japan and the 2016 film did fairly well too. I don't have a clear idea how Ghostbusters II did. Around the time Ghostbusters: Afterlife was released in Japan I was speaking with a friend living in Chiba over DIscord (I think) and she indicated that had also been well-received.


Ghostbusters Japan
The Official Japanese Ghostbusters Fan Club


Thoughts drifted back to all this as Halloween 2023 approached. I knew I'd be talking about Ghostbusters RPGing and thought, 'Why not see if they play/played in the Ghostbusters world over there'. Honestly, I didn't expect to find much. If Star Trek only got a little coverage in their TRPG circles, what chance did I have of finding GB references?

I was pleasantly surprised...


Lucy, an original non-canon Ghostbusters character
Designed and illustrated by Shunya Yamashita
for Kotobukiya's Bishoujo Statues series.


As it turns out, while I came across only a handful of Ghostbusters RPG mentions, they were all very interesting. One Japanese gamer I spoke to on a TRPG forum said, "Horror games are the most popular type in Japan. Call of Cthulhu is our biggest game. We also include a lot of humor in our games, even that one (CoC). Ghostbusters is a good choice if you want both things."

To that end he directed me to an article on playing a Ghostbuster in Call of Cthulhu! Sort of. Really it was about using the Call of Cthulhu system to run a Ghostbusters game, much the way the Japanese seem to love using that system to run many other kinds of horror

Here's what I was able to translate...

Ghostbuster for Call of Cthulhu (TRPG Japan)

It is a profession that exorcises evil spirits as a business. In addition to those who own offices or are employees of those offices, there are also those who undertake individual/independent work. This person also has the job of a detective who investigates strange phenomena. They don't have any kind of psychic powers but if they are a famous Ghostbusters they may have powerful artifacts.

Driving (Car)
Electrical Repair or Electronics
Mechanical Repair
Occult
Psychology
Shooting (Handgun or Rifle)
Any 1 Interpersonal Skill

Any 1 Skill of Your Choice

Credit: 9~50%

Vocational skill points: EDU x 2 + DEX x 2


Art by Sato Sio


Cool, huh? What I find particularly interesting is the idea that there might be individual Ghostbusters not directly tied to a franchise. So, a freelance Ghostbuster? How would that work? It would be a really intriguing premise for a Solo or One-on-One (one Player, one Ghostmaster) campaign, no? 

Also curious is the idea that veteran Ghostbusters might have mystic relics in their possession (and hopefully not the other way around!). I've often wondered about books of ancient spells and such might be something a Ghostbusters group could look into. 

Lastly, I am surprised there isn't any direct mention of the Ghostbusters' equipment. Things like the Proton Packs, Ghost Traps, PKE Meters, and the like would seem to appeal to the Mecha loving Japanese pop culture crowd.


Art by Gurumeda for the Japanese movie magazine Cinema Today


Encouraged by my previous discovery I pressed on and was very excited to find that a session of the original West End Games Ghostbusters RPG had been run at a Japanese gaming convention called Hammakon in 2022.

The Gamemaster of that session, Onagi Sunaga, gave a promotional write-up of the adventure they planned to run as one would expect to see in an RPG con game preview. I was fortunate to message Onagi-san and received a response pretty quickly.  She was kind enough to clarify the premise of the story and a little of how it went. What follows is a write-up of that session, paraphrased and edited by me for this post. 

Ghostbusters International

GM: Onagi Sunaga

Number of players: 2-4
TRPG beginners: Welcome
System beginners: Welcome

Game/System Description

A humorous horror TRPG based on the American movie franchise 'Ghostbusters'. PCs become franchise operators of a Ghostbusters office and fight against the ghost turmoil. The game is a 1989 piece designed by Call of Cthulhu's Sandy Petersen and others (Referring to the Second Edition of the game - as noted - Ghostbusters International). The judgment is a success if the total number rolled on your ability dice exceeds the target value. However, there is a 1/6 chance that something strange will happen, so don't let your guard down!

Scenario Overview

Ghost extermination set in the city of Tokyo! Will you be able to finish in the black without getting confused on your way to the site or having strange photos of you posted on social media?

It is expected to be a two-part series: a tutorial scenario + an original scenario (the setting will be Tokyo).

We will prepare a pre-generated character but if people wish we will have them create an original PC. Be prepared to play in Japanese.

It is a good idea for the players to have 2 or more six-sided dice...or even 8. In addition, some items are available for rental [at the convention].

Additional Information

The setting is modern day Japan and the PCs played through the following situation:

A giant kashiwa mochi-like ghost appeared at the site of Tokyo Tower a few months ago, along with a few other spirits, and was defeated in the Tone River by the Tokyo Ghostbusters. Although this entity and others were defeated, the Ghostbusters didn't get rid of all the ghosts. Some of the spooks were able to escape capture. Therefore, Ghostbusters International decided to expand the Japanese franchise and took on the task of exterminating the ghosts that had run away in Tokyo. Ghostbusters International Inc. used this as an opportunity to increase the number of franchises in Japan as well.

After completing the training to become a Ghostbuster and signing the contracts, the PCs played through the scenario 'House Pests' included in the RPG rulebook [adapted to take place in Tokyo, Japan].

The scenario is about getting rid of ghosts that chased away a family who had just moved to the suburbs. We will enter a dungeon-like private house with about 10 rooms and hunt down the ghosts there. However, it doesn't go exactly as it should...

Wow. I love the backstory! For a one or two-shot session at a convention, that is some great world-building background material for a Tokyo Ghostbusters campaign setting. I want to know more about that first team. Not only who were they but did they all survive? Is that why they needed to hire the PCs? Did they all survive and separate to open other franchise offices in different cities in Japan? So many ideas!




More Ghostbusters art by Gurumeda


My third and final score was a mention of using the Japanese TRPG 'Ghost Hunters' to run Ghostbusters. Supposedly there was a fan-made supplement at one point, a Ghostbusters Doujinshi Sourcebook for use with Ghost Hunters 2nd Edition. Sadly, that is the extent of what I could find on the subject; a single reference, long out of date. Still and all, I felt inspired by this as it indicated to me that the first two occurrences of Japanese Ghostbusters RPG fandom weren't just flukes. If there were three, there could be more. 

My Ectogoggles are on and my PKE Meter is out. The search continues...

Until next time...

AD
Barking Alien

*Japanese translation of the Ghostbusters theme song, 1984

The post's title says, 'Who are you going to call?' in Japanese





We're Ready To Believe You

In my last post I talked about The Call: the shorter, less earth-shattering type of mission your Ghostbusters RPG PCs can expect to go on to get the feel of the game, see some action, role-play under pressure, and maybe, just maybe, find a small narrative piece to a larger plot puzzle.

Calls are more common than Cases, which are bigger, higher stakes adventures that may take one or more sessions to complete. Calls are usually a part of a session, though I suppose they could take up the entirety of one get together if your group only meets up for 3-4 hour get-togethers. 

Now let's take a look at the kind of entities that you'll likely get hired to handle.

Ghostbusters 'No Ghost' Logo Variant 
Art by Rafa Toro


Once the PCs are at the location [of The Call] they're likely to use their PKE Meters and Paragoggles [aka Ectogoggles] to pinpoint the spook and gage how powerful it is. It's Class and possibly Intensity may be detectable once Ghostbusters are close enough, certainly if they can get a clear look at it. As a related aside; remember that in my version of the Ghostbusters RPG two separate Class V Vapors can be very different in their capabilities and therefore in the threat they pose. See Tobin's Spirit Guide and Spates Catalog. Approach with caution.

I generally recommend the spooks be Class III to VI. You can certainly have the gang debunk a false haunting or bag a Class II Shade but don't do it too many times. It gets kind of boring and I usually find it more effective to have those Calls occur offscreen. What could be interesting is having a Class III show up along with two or more Class Is or IIs. The much weaker ghosts can cause distractions or confuse the PCs making it tough to trap even a lower Intensity Class III. 

The funky phantoms the PCs run into should on their Calls should be distinct, with each having its own specific look, abilities, and motivation or at least M.O.. Just because they aren't a threat to 'Life as we know it!' doesn't mean they shouldn't be memorable. You remember Slimer and Muncher don't'cha? Well there you go. 

Let me give you an example of a Call from a Ghostbusters short series I did set in Seattle, Washington. The three Ghostbuster PCs had the morning off. It was a Sunday and business had been a little slow. They'd all decided they would come in anyway, at some point later in the day, in order to get a few things done that they'd found themselves behind on (paperwork, reorganizing their locker, etc.).

They each started the day doing their own thing, which for one of them was to swing by Ghost Alley Espresso*. The place was hopping even early in the morning but it seemed the crowd was tinged with an air of concern and agitation. The Ghostbuster PC knew one of the Baristas and asked what was up.


Yep, it's a real place. So named to homage the considerable number of supposed hauntings in the vicinity.


She told them another coffee shop not far away had called them about some crazy person who rushed in and stole someone's order right off the counter. Just then the phone rang and it turned out another place had been hit but what they described was no common thief. It was a ghost!


Jitters, The Coffee Shop Ghost


As if on cue, a frothing brown Class V Full-Roaming Vapor barreled towards them, hellbent on grabbing an entire pot from behind the counter. The Ghostbuster reached for his Neutrona Wand but forgot...he wasn't wearing his gear! As the Focused Phantasm raced by him, chugging down the piping hot liquid, the PC told the Barista to call the GB Office and let them know what was going on and that he was on the scene.

For his part, he got on his personal cell phone and called his two buddies (the other PCs - both Ghostbusters on their day off). One of them had taken an early morning jog and was close enough to the office to grab some Proton Packs, Traps, and other devices, get them on a Gear Cart (as seen in the video game Ghostbusters: Spirits Unleashed - see image below) and rush over there. The last member threw on his uniform and headed out as well. 


Ghostbusters: Spirits Unleashed Gear Cart
Design by Illfonic.


Here we have a Call with no actual call. This isn't a client trying to hire the Ghostbusters but a Ghostbuster running into a random supernatural disturbance. What made it extra awesome was that the PC figured out a way to get the company paid anyway, convincing the various coffee shops along the ghost's route to all chip in. Since he (the PCs) had a thing for the NPC Barista he in turn convinced GB Inc. to give them a discount. Everyone was happy, more or less. 

Anyway, the PCs all convene in the alley; one at one end, one at the other end, and our initial guy in the middle. By dodging and dashing in a run-and-gun style, the Ghostbusters were able to strike at the coffee guzzling ghost - dubbed, 'Jitters' - while avoiding getting blasted by steaming sprays of hot java. Eventually they realized that a good cup of joe was both Jitters weapon and reason for being. He drank coffee all the time but if he hosed you with the stuff he'd want to drink that much more to replace what he'd lost. Getting him pissed enough to fire and miss a few times, the team then tempted him with a fresh pot and were able to zap, lasso, and eventually capture him! Woohoo! It was a great sequence. 

Jitters is pretty typical of the kind of paranormal punk that works well for a Call. He's kinda tough but not overly so, has an obvious Focus and objective (Drink coffee! All the coffee!), a distinct look, and even a memorable quirk (Constantly shaking from all the caffeine). Let's look at his sheet...




As you can see, Jitters does have a few impressive and tricky abilities that make him no slouch (how could he be? He's wired as all get out!). Aside from his pretty effective attack of spraying hot coffee at people, he can replenish his Ectoplasm by consuming coffee. The flipside of course is that his Coffee Spray attack is expensive PKE-wise, draining two extra points if he spends any PKE to boost it up. That means 1 extra die would cost him 3, 2 would cost him 4, etc. He will attempt to remedy this by drinking coffee immediately after attacking but it won't do any good. He can only regain Ectoplasm through coffee consumption. He regains his PKE at the same rate as any other spectral spud. 

That reminds me, I'd like to direct your attention to an article in Gateways Magazine #5 by Richard Tucholka, author of another Horror meets Humor setting in the universe of the RPG Bureau 13 (aka Stalking The Night Fantastic). The article, 'Ghostbusters Approved', is a interesting collection of ideas for the old West End Games Ghostbusters RPG, much of it similar to some of what I've covered on this blog in the past. 

In the article, Mr. Tucholka makes a reference to a Random Haunts Generator from a Bureau 13 Adventure. I think it is also in Haunts, one of the Bureau 13 Sourcebooks. I was able to download a copy of the Random Haunts Generator and while it had some cool concepts it suffers from the same issue as many old school random tables. The rolls are largely geared to create uninteresting results. 

For example: On the Ghosts table, a roll of 1-50 gets you 'No Visible Manifestation'. So with a range from 1 to 100, fully half the possible rolls are Nothing. Why bother? If there is nothing to find why have that decided randomly? This happens a lot. 1-50 on the Odor table is No Odor. 1-75 on the Temperature table is No Spot. One to Seventy-Five! Good grief. 

Anyway, the ideas in the Random Haunts Generators actually have some potential and if you can I recommend checking it out. Roll a few times, ignore dud rolls, and adjust for things that would make more sense in the Ghostbusters setting. Just thought I'd pass the resource on. I'd like to try using this system to generate a few mid-range poltergeists and see how it goes. Keep an eye out for this in the near future. 

Before I forget, I found the Gateways article and information about the Random Haunts Generator at an amazing GB RPG Resources page on the blog Rended Press. Sadly, it appears the blog is no longer being updated as of this past August. 

Anyway, I hope all you Ghostheads enjoyed this and all the rest of the Ghostbusters RPG related content this month. My apologies if you came looking for something else but I'm a little obsessed at present. Heh.

If you see a ghost, pick up the phone and call the professionals...

AD
Barking Alien

*Ghost Alley Espresso is a real place! One of my players from the above game was just there! Wild! Check it out here. Turns out Seattle is a hotbed of hauntings and other paranormal activity. Lots of great ideas for a Washington State based Ghostbusters campaign can be found pretty easily.