17 March 2024

Ghostbusters via Tricube Tales: Combat

In a previous article, I explained the challenge resolution rules of Tricube Tales as I thought they might be applied to Ghostbusters. Here, I shall attempt to describe how Tricube Tales resolves combat and how I would apply it to, again, Ghostbusters. Please read the previous article (and the article previous to that) for a better understanding of this one.

In addition to karma, which can be spent to reduce the difficulty of challenges, characters start with 3 points of resolve each. Characters lose resolve (usually 1 point for a failure and 2 points for a critical failure) whenever they fail a dangerous challenge such as combat. Characters whose resolve is reduced to 0 are eliminated from the scene (although they can usually return later with restored resolve) and/or may be given an affliction, which operates as a quirk.

Combat encounters are assigned both difficulty and 2 to 3 effort tokens. If the challenge is lost, the character loses resolve. If the challenge is won, an effort token is removed for each successful die result. When all of the effort tokens are depleted, the enemy is vanquished.

How do we use these rules in the world of Ghostbusters? Perhaps ghosts with 2 effort tokens require one challenge to weaken them with a proton pack and one challenge to maneuver them over a ghost trap. Ghosts with 3 effort tokens require two Ghostbusters to each make a successful challenge followed by a third challenge to slide a ghost trap under them (although maybe a very qualified Ghostbuster could do it alone with a lucky roll). Difficulty will vary, of course, and certain entities may have effort tokens in excess of 3, or they may require more complicated means of disposal. In addition to difficulty and effort tokens, ghosts will, of course, have other (mostly paranormal) abilities. The GM would be wise to exercise these abilities to ridiculous extremes.

Let's look at an example of an encounter between a Ghostbuster and a ghost in need of busting.

Winston Zeddemore
Trait: brawny
Concept: Ghostbuster
Perk: combat expert
Quirk: Ghostbusting novice

Slimer Junior
Difficulty: 5
Effort: 2
Description: free-floating poltergeist

Winston Zeddemore, responding to a call from a local restaurateur, discovers a free-floating poltergeist haunting the dumpster behind the restaurant in question. Priming his proton pack, Winston must make an agile roll. Since his trait is brawny, not agile, but the challenge is related to his concept (Ghostbuster), he rolls two dice. If he wants to regain some previously lost karma, he can raise the difficulty to 6 before he rolls by using his quirk of being a novice at Ghostbusting, but in this example he chooses to roll against the normal difficulty of 5.

With two dice, Winston rolls 5 and 4. The 5 is a success. He hits the target and Slimer Junior loses 1 effort token. The 4 is not a success. He can either roll again and hope for another success (at the risk of failing and losing 1 resolve as a consequence), or he can use his perk of being a combat expert to lower the difficulty to 4, which would give him two successes immediately, bagging and trapping the ghost in one fell swoop.

And that's how I would adapt Ghostbusters to Tricube Tales.

I think.

Playtesting would be in order.

No comments:

Post a Comment