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  • SPOOKBUSTERS

    2

    SPOOKBUSTERS

    2

    WRITINGMark Newman

    COVER AND INTERIOR ARTOctographics

    EDITINGPatrick Kapera, Penny Williams

    GRAPHIC DESIGNMichal E. Cross

    SPYCRAFT CREATED BY PATRICK KAPERA AND KEVIN WILSON

    PLAYTESTERSWalter Christensen, Nathan Devonshyre, Charles Etheridge-Nunn,

    Robert Harris, Lisa Murray, Jason Olsan, Andrew M. Popowich, Unit 13 (Alex Flagg, Kevin Ripka, Jimmy Taylor, and Tyler Johnson), and our guests at the GenCon 2009 Play with the Designers event (Chris Alemendinger, Steve Almendinger, Nicholas Allen, Michael Allport, Chris Cowles, Aaron D. Fleming, Jim Fortsas, Jerry Ham, Brock Jaworski, Ron Kaufman Jr., Alan D. Kohler, Ryan Webster, and David Wells)

    INTRODUCTION . . . . . . . . . . . . . . . . . . . 3

    SPOOKBUSTERS INC . . . . . . . . . . . . . . . 5

    STORY SEEDS . . . . . . . . . . . . . . . . . . . . .7

    ASSEMBLING THE TEAM . . . . . . . . . . 8

    GHOSTS . . . . . . . . . . . . . . . . . . . . . . . . . . 8

    CHARACTER OPTIONS . . . . . . . . . . . . 9Origins. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9Spookbuster (Expert Class) . . . . . . . . . . . . . . . . . . . . . . . . . 10Legendary Ghost (Master Class) . . . . . . . . . . . . . . . . . . . . . 11Unarmed Combat Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12Covert Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12Gear Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12Advanced Skill Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13Style Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14Terrain Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15

    SUBPLOTS . . . . . . . . . . . . . . . . . . . . . . . 15

    GEAR . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15Kits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15Electronic Picks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15Resource Picks. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15Weapon Picks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15Vehicle Picks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16

    EXORCISMS . . . . . . . . . . . . . . . . . . . . . 16

    EVENTS . . . . . . . . . . . . . . . . . . . . . . . . . 20

    NPC QUALITIES . . . . . . . . . . . . . . . . . . 20

    CONDITIONS . . . . . . . . . . . . . . . . . . . . . 21

    SAMPLE NPCS . . . . . . . . . . . . . . . . . . . 22

    CAMPAIGN QUALITIES . . . . . . . . . . . 24

    SPOOKBUSTERS CAMPAIGNS . . . . 24

    SIDEBARSReal World Parapsychology . . . . . . . . . . . . . . . . . . . . . . . . . . 4Sample Branch: Sydney Australia. . . . . . . . . . . . . . . . . . . . . . 6Real Life Spookbusting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8Ectoplasmic Residue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9

    TABLESTable 1: The Spookbuster . . . . . . . . . . . . . . . . . . . . . . . . . . 10Table 2: The Legendary Ghost . . . . . . . . . . . . . . . . . . . . . . . 11Table 3: Electronic Picks . . . . . . . . . . . . . . . . . . . . . . . . . . . 16Table 4: Resource Picks . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17Table 5: Weapon Picks. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17Table 6: Vehicle Picks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Table 7: Exorcism Strategies & Advantages. . . . . . . . . . . . . 19

    OGL / OGC . . . . . . . . . . . . . . . . . . . . . . . 25

    CRAFTY GAMES PRODUCT 20215

    Spycraft and all related marks are ™ and © 2014 Alderac Entertainment Group, Inc.

    and used under license. All rights reserved.

    All characters, names, places, and text herein is copyrighted by Crafty Games.

    Reproduction without Crafty Games’ express permission is expressly forbidden,

    except for the purpose of reviews and when permission to photocopy is clearly stated.

    The mention of or reference to any company or product in this release is not a

    challenge to the trademark or copyright concerned.

    This release may use governments, intelligence agencies, and political figures

    as settings, characters, and themes. All such uses are intended for

    entertainment purposes only.

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  • SPOOKBUSTERS

    3

    SPOOKBUSTERS

    3

    INTRODUCTIONWelcome to Spookbusters, where everyday heroes rub shoulders

    with mad scientists, and employ cutting-edge technology to protect normal people from paranormal entities. Are you troubled by strange noises in the middle of the night? Do you experience feelings of dread in your basement or attic? Have you or your family ever seen a spook, specter, or ghost? If the answer is yes, then don’t wait another minute — pick up the phone and call the professionals. Our courteous and efficient staff is on call 24 hours a day to serve all your supernatural elimination needs. We’re ready to believe you!

    THE SUPERNATUR ALThe term “supernatural” is bandied about a great deal these days,

    in reference to many different areas and subjects. In its simplest definition, a supernatural (or paranormal) event is one that involves an order of existence beyond the scientifically visible universe. Supernatural phenomena include (but are not limited to): UFOs, astral projection, mental telepathy, ESP, clairvoyance, spirit photography, telekinetic movement, full transmediums, the Loch Ness Monster, and the theory of Atlantis, as well as sundry other conspiracy theories, urban myths, and works of pseudoscience.

  • SPOOKBUSTERS

    16

    Electronics Gear PR Cap Rng SZ/Hand Battery Save Weight Comp

    Caliber IEcto goggles — — — D/1h 6 hrs. +1 0.5 lb. 30/+1PKE wand 1 — 30 ft. D/1h 6 hrs. +1 0.5 lb. 30/+1Sonic trap 1 — — D/1h 24 hrs. +6 1 lb. 35/+2

    Caliber IIAura analyzer — — — D/1h - +0 15 lb. 25/+0PKE wand 2 — 40 ft. D/1h 12 hrs. +2 0.5 lb. 35/+2Sonic trap 2 — — D/1h 24 hrs. +8 1.5 lb. 45/+2

    Caliber III PKE wand 4 — 50 ft. D/1h 24 hrs. +2 0.5 lb. 40/+3Sonic trap 3 — — D/1h 24 hrs. +8 2 lb. 55/+4

    Caliber IV PKE wand 6 — 75 ft. D/1h 36 hrs. +3 1 lb. 45/+4Sonic trap 4 — — D/1h 24 hrs. +10 2.5 lb. 65/+4

    Caliber V PKE wand 8 — 100 ft. D/1h 48 hrs. +4 1 lb. 50/+5Sonic trap 5 — — D/1h 24 hrs. +10 3 lb. 75/+5

    Reputation/Net Worth Only Sonic containment unit — — — H/* - +15 2000 lb. 80/+6

    TABLE 3: ELECTRONICS PICKS

    SPOOKBUSTERS

    16

    Electronics Gear PR Cap Rng SZ/Hand Battery Save Weight Comp

    Caliber IEcto goggles — — — D/1h 6 hrs. +1 0.5 lb. 30/+1PKE wand 1 — 30 ft. D/1h 6 hrs. +1 0.5 lb. 30/+1Sonic trap 1 — — D/1h 24 hrs. +6 1 lb. 35/+2

    Caliber IIAura analyzer — — — D/1h - +0 15 lb. 25/+0PKE wand 2 — 40 ft. D/1h 12 hrs. +2 0.5 lb. 35/+2Sonic trap 2 — — D/1h 24 hrs. +8 1.5 lb. 45/+2

    Caliber III PKE wand 4 — 50 ft. D/1h 24 hrs. +2 0.5 lb. 40/+3Sonic trap 3 — — D/1h 24 hrs. +8 2 lb. 55/+4

    Caliber IV PKE wand 6 — 75 ft. D/1h 36 hrs. +3 1 lb. 45/+4Sonic trap 4 — — D/1h 24 hrs. +10 2.5 lb. 65/+4

    Caliber V PKE wand 8 — 100 ft. D/1h 48 hrs. +4 1 lb. 50/+5Sonic trap 5 — — D/1h 24 hrs. +10 3 lb. 75/+5

    Reputation/Net Worth Only Sonic containment unit — — — H/* - +15 2000 lb. 80/+6

    TABLE 3: ELECTRONICS PICKS

    A sonic trap can hold a number of incorporeal NPCs up to its Power Rating, but opening it releases any that are already inside. Thus the bigger traps are used to catch several ghosts all at once, rather than over time throughout a job.

    Positioning the trap under or beside (in the same square as) a ghost takes a half action, and unless a ghost is will-ing to be trapped (very unlikely), a successful ranged attack roll is also required (see Defense on page 329 of the Spycraft 2.0 Rulebook). A miss sends the trap off in a useless direction, requir-ing you to reel it back in with a full action before you can try again.

    Activating a trap takes a half action, at which point you roll your base attack bonus and add twice the trap’s Power Rating. All ghosts in the same square oppose this attack check result with Athletics

    (Str), and any that fail are sucked in as the trap snaps shut. While in a trap ghosts are paralyzed, even if they’re normally immune to the condition.

  • SPOOKBUSTERS

    20

    SPOOKBUSTERS

    20

    EVENTSEvents are an excellent way to add a little extra zing to a mission

    that’s flagging a bit (see the Spycraft 2.0 Rulebook, page 399). Some events, like Endangered Bystanders, are particularly appropriate for a Spookbusters game, but in this setting the heroes tend to attract ghostly attention even when they don’t want it...

    HAUNTINGThe Spookbusters are visited by an uninvolved or unexpected

    ghost. This event can happen at any time, though more often than not ghosts voluntarily manifest in Dim or darker ambient light.

    The interloping spirit may be connected to the current mission, or know something about whatever the Spookbusters are facing just now. Alternately, it could be part of a character’s Subplot (see page 15), or even a neutral spirit that happens across the team’s path.

    The GC can spend action dice to trigger this event in two ways.

    • One NPC with the ghost quality appears per action die spent. Each NPC has a Threat Level of II and may either be built as needed or chosen from the sample ghosts on page 22.

    • The GC may then spend additional action dice to increase the Tier of all NPCs present by 1 per die spent (see Spycraft 2.0, page 452).

    The GC may spend no more than 4 action dice to introduce any single Haunting event, and specifically may not introduce Class Seven ghosts in this way.

    Event Triggers: During the current mission, the characters have encountered any character(s) with the ghost quality.

    NPC QUALITIESThe following NPC qualities can be used to showcase the many

    ways that ghosts differ from other characters, and the many abilities they possess. Of course, some of these qualities may be useful in many more settings than Spookbusters.

    Compulsive Haunt (+8 XP): This character can’t help but repeat some reflexive behaviour — usually something associated with his or her death. Choose one activity that can be completed with 1 action (or a Complex Task). Once per session when the character successfully completes this action, his action dice (or those of the GC) refresh to their maximum, as if this were the start of a new mission. No XP is gained from these extra action dice.

    This quality may only be applied to a character who already has the ghost quality.

    Credits/Table of ContentsIntroductionThe SupernaturalParapsychologyGlossary

    Spookbusters Inc.HistoryStructureOperations

    Story SeedsAssembling the TeamGhostsReal Life SpookbustingGhostly Abilities

    Character OptionsOriginsTalentsSpecialities

    Expert ClassesSpookbuster

    Master ClassesLegendary Ghost

    FeatsUnarmed Combat FeatsCovert FeatsGear FeatsAdvanced Skill FeatsSpecies FeatsStyle FeatsTerrain Feats

    Subplots

    GearKitsElectronics PicksResource PicksWeapon PicksVehicle Picks

    ExorcismsEventsNPC QualitiesConditionsSample NPCsCampaign QualitiesSpookbusters CampaignsSidebarsEctoplasmic ResidueReal World ParapsychologySample Branch: Sydney, Australia

    TablesTable 1: The SpookbusterTable 2: The Legendary GhostTable 3: Electronics PicksTable 4: Resource PicksTable 5: Weapon PicksTable 6: Vehicle PicksTable 7: Exorcism Strategies & Advantages

    OGL/OGC


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