Fudge Ghostbusters

Contents

1.  Legal
2.  Introduction
3.  Translating characters from the original Ghostbusters RPG
4.  Traits
5.  Rolling the dice
6.  Equipment
7.  Combat
8.  Fudge Points
9.  Character Sheet

Legal

DISCLAIMER

The following materials based on FUDGE, entitled FUDGE Ghostbusters, are created by Christopher A. Goodwin and made available by Christopher A. Goodwin, and are not authorized or endorsed in any way by Steffan O’Sullivan or any publisher of other FUDGE materials. Neither Steffan O’Sullivan or any publisher of other FUDGE material is in any way responsible for the content of these materials. Original FUDGE materials © Copyright 1992-1995 Steffan O’Sullivan, All Rights Reserved.

ABOUT FUDGE

FUDGE is a role-playing game written by Steffan O’Sullivan, with extensive input from the Usenet community of rec.games.design. The basic rules of FUDGE are available on the internet via anonymous ftp at ftp.csua.berkeley.edu, and in book form or on disk from Grey Ghost Games, P.O. Box 838, Randolph, MA 02368. They may be used with any gaming genre. While an individual work derived from FUDGE may specify certain attributes and skills, many more are possible with FUDGE. Every Game Master using FUDGE is encouraged to add or ignore any character traits. Anyone who wishes to distribute such material for free may do so - merely include this ABOUT FUDGE notice and disclaimer (complete with FUDGE copyright notice).  If you wish to charge a fee for such material, other than as an article in a magazine or other periodical, you must first obtain a royalty-free license from the author of FUDGE, Steffan O’Sullivan, P.O. Box 465, Plymouth, NH 03264.

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Introduction

Fudge Ghostbusters is a translation into Fudge of West End Games' classic first edition Ghostbusters RPG (itself based on the classic movie of the same name).  It's pretty much straight across, and seems to work pretty well; the original is itself a rules light system, very Fudge-like in its implementation, and thus was an obvious candidate for Fudge-ification.

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Translating characters from the original Ghostbusters RPG

It shouldn't be too difficult if you're familiar with both systems -- Ghostbusters PCs have an attribute range of 1-5, with some exceptional NPCs having attributes as high as 7.  Consider a 5 in Ghostbusters to be equivalent to Great, with one-to-one correspondence going up or down.  (Egon Spengler has a Legendary Brains.)

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Traits

Attributes:

Characters have four attributes in Fudge Ghostbusters:

Brains: This is your basic brainpower. Intelligence.

Muscles: Physical strength.

Moves: This is your agility and dexterity.

Cool: This is how suave and debonair you are.

Characters start with Fair in each attribute. Through trading levels around, you can go up to Great in any attribute. There are no free attribute levels.

Skills (Talents):

Characters take one Talent for each attribute, which is based on that attribute. That Talent has a level of one higher than the relevant attribute. The Talent can be as broad (Moves talent: Hand-to-hand combat) or as focused (Muscles talent: Open beer bottles with teeth) as you want.

For all other uses of skills that you don't have listed, roll against the attribute in question.

Goals/Gifts/Faults:

Characters must each have a Goal. Sample goals are Sex, Wealth, Fame, Soulless Science, or Serving Humanity. These aren't by any means the only Goals characters can take, but are suggested as starting points.

Each character must take at least one fault. You can take "normal" gifts like photographic memory, absolute direction sense, and the like, but no supernormal powers allowed. You have to take one additional fault for every gift you take. Usually a character's fault will be related to his/her goal (lecherous for characters with a goal of sex, greedy for wealth, etc.).

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Dice rolling

All attribute and talent checks will be done on 4dF plus a Ghost Die. The Ghost Die is 1d6; ideally, you'd use a Ghost Die from West End Games' Ghostbusters RPG, but I know that not everyone has one. Use the '6' on the d6 for the ghost symbol. The Ghost Die doesn't add to dice rolls, but when a Ghost (or a 6) comes up, something bad/strange/weird/funny happens to the PCs. The character may succeed, if his roll was good enough to succeed, but even so something will still happen to help the ghosts. If the ghosts roll a ghost, it helps them.

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Equipment:

Items are small (handheld, weigh from nothing to a few pounds, and/or can be attached to the belt; cellular phones are a good example), large (bulky things taking their own carrying case, anything over about 5 pounds and/or must be used with two hands; proton packs and laptop computers fall in here) and immobile (anything that a Ghostbuster can't just pick up and carry with him; desktop computers, the containment grid, and the Ectomobile). Characters can carry up to 3 large items, +1 if Muscles are Great or higher, and +1 if the character has Carry Heavy Items as a Muscles talent. Two small items count as one large item. If you have the original Ghostbusters game, use the equipment cards from that. Otherwise, feel free to make up equipment cards on 3x5 index cards (cut them into pieces for best results).  Or don't bother with cards at all; just note down the pieces of equipment on the character sheet.  (Cards are more fun, though.)

The equipment list:

Immobile Items:

Large Items: Small Items: Return to contents.

Combat:

The majority of combat will be player characters vs. ghosts. I won't cover human vs. human combat very much except to say that Ghostbusters is supposed to be a humorous genre, and that very seldom does anyone ever die. Fudge handles this well enough, thank you very much.

A hit from a proton pack set to attack does 1 Ectopresence worth of damage to a ghost. For most cosmic level entities, hitting them with a proton pack is of little use (especially since many of those entities have the ability to regenerate lost Ectopresence) -- you might get their attention, but that's about it. Once an entity has been reduced to 0 Ectopresence, it can be held in place and/or moved with proton packs set for containment. One proton pack can hold the ghost in place, while it *usually* takes two or more proton packs to move a ghost. Insert lots of suspense and warnings about crossing the streams, but in truth it won't happen unless either done deliberately, or all characters involved roll ghosts on the Ghost Die *and* the GM wants it to happen.

Note to the GM: You're gonna get real sick of hearing the players say "Let's cross the streams!" if it looks like they're up against something they can't handle. We suggest you blow up a few city blocks the first time they try (and have it fail, to boot!) to curb them of this tendency.

Missed shots from a proton pack do lots of collateral damage.

Ghosts:

Ghosts really have two attributes: Ectopresence and Power. Ectopresence measures a ghost's connection to its source of psychokinetic energy. This is measured as a number rather than an attribute. Smaller ghosts will have Ectopresence ratings in the 1-5 range (the spud from Ghostbusters might have had a 2). Tougher ghosts will have in the 6-10 range (think Zuul and Vins Clortho). Cosmic entities such as Gozer the Gozerian have Ectopresence ratings upwards of 100.

Power is rated on the standard Terrible, Poor . . . Superb scale, and the really cosmic level entities (Gozer-level) can sometimes have Power ratings of Legendary or higher. In general, entities will have one special ability per level of Power they have, and all of their rolls for their special abilities will be rolled against their Power. There are always exceptions, though.

Proton pack range table:
 
Distance  Difficulty
1-5 feet:  Fair
6-10 feet:  Good
11-20 feet:  Great
21-30 feet:  Superb
31-50 feet:  Legendary

Proton beams will not travel further than 50 feet.

Wounds:

For wounds, use a damage track for Ghostbusters. Characters won't die; instead, when a character reaches To the Hospital, he's in for a long hospital stay. (This is most likely the case with lower levels of hurt, although the hospital stay won't be as long.) Use the 3d6 damage method, although you most likely won't read anything higher than the median die, although there are exceptions (charging a ghost on top of a 12 story building, only to slip in a patch of slime and skid off the edge, landing in a dumpster might read the min and max dice, for example).
 
1, 2 3, 4 5, 6 7, 8 9+
Wound: Scratch  Hurt  Very Hurt  Pretty Whacked  To the Hospital 
O O O O O O O O O O

Pretty Whacked is the equivalent to Incapacitated; a character who is Pretty Whacked can't do much except stagger around, groan, and maybe bleed.  A character who is on his way To the Hospital can't even stagger around.

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Fudge Points:

Characters should start with at least 10 Fudge Points. With the frequency with which bad things can happen (basically, a 1 in 6 chance with every dice roll) GMs should feel free to be fairly liberal with the Fudge Points. A brownie point can reduce an injury by one level, down to a scratch.

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Fudge Ghostbusters Character Sheet:


/---FUDGE Character Sheet--------\    Character Name:
|                           | EP |    Goal:
| +3 Superb                 | 8  |    Player:
| +2 Great                  | 4  |    Date Created:
| +1 Good                   | 2  |    Unspent EP:
| +0 Fair                   | 1  |    Fudge Points:
| -1 Mediocre               | 1  |    Starting Limits:
| -2 Poor ... Skill Default | 1  |    
| -3 Terrible               | 1  |    Character Story & Personality:
|--------------------------------|    
| Any Talents not specified on   |
|  the character sheet default   |
|  to the Attribute level.       |
|--------------------------------|
| EP = Raising skills to that    |  
|   level with Experience Points |  
\--------------------------------/  

            1,2     3,4      5,6         7,8              9+
Wounds:   Scratch   Hurt  Very Hurt  Pretty Whacked  To The Hospital
           O O O    O O      O O         O O              O

----------------------------------------------------------------------
   Attributes:         |        Talents:           |        Gifts:
-----------------------|---------------------------|------------------
                       |                           |
Brains:                |                           | 
                       |                           |
Muscles:               |                           |
                       |                           |
Moves:                 |                           | 
                       |                           |
Cool:                  |                           | 
                       |                           |
-----------------------|---------------------------|-------------------
Mass:                  |   Supernormal Powers:     |        Faults:
-----------------------|---------------------------|-------------------
                       |                           |
                       |         [if any]          |
                       |                           |
                       |                           |
                       |                           |
                       |                           |
                       |                           |
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Last Updated:  7/30/99 3:46pm EDT