Showing posts with label characters. Show all posts
Showing posts with label characters. Show all posts

24 April 2024

The Ghost Busters via Ghostbusters: Ghosts

Here are the ghosts of The Ghost Busters as they appear in order of original air date. They have been adapted for The Ghost Busters: A Clever, Courageous, and Strong Role-Playing Game (That Is Completely Unofficial), which is based on Ghostbusters: A Frightfully Cheerful Roleplaying Game.

SPOILER ALERT!

The mansion or castle from The Ghost Busters (1975).

Big Al Caesar

Power 3
Ectopresence 2
Special Abilities: Materialize, Teleport
Goal: To steal the Maltese Monkey.

Appearance: Episode 1, "The Maltese Monkey" (6 September 1975)


Dr. Frankenstein

Power 4
Ectopresence 4
Special Abilities: Materialize, Teleport, Materialize Object
Goal: To transplant the brain of the world's most gullible fool into the body of his Monster.

Appearance: Episode 2, "Dr. Whathisname" (13 September 1975)


The Monster

Power 2
Ectopresence 5
Special Abilities: Materialize
Goal: To obey Dr. Frankenstein.

Appearance: Episode 2, "Dr. Whathisname" (13 September 1975)


Sir Simon de Canterville

Power 3
Ectopresence 6
Special Abilities: Materialize, Teleport, Immune to the Ghost De-Materializer
Goal: To break his curse of haunting the family castle until he does a brave deed.

Appearance: Episode 3, "The Canterville Ghost" (20 September 1975)


Harry Albert, Werewolf

Power 2
Ectopresence 4
Special Abilities: Materialize, Transform into Werewolf
Goal: To be cured of lycanthropy.

Appearance: Episode 4, "Who's Afraid of the Big Bad Wolf?" (27 September 1975)


Sophia

Power 3
Ectopresence 3
Special Abilities: Materialize, Teleport, Use Crystal Ball
Goal: To cure Harry Albert of lycanthropy.

Appearance: Episode 4, "Who's Afraid of the Big Bad Wolf?" (27 September 1975)


Captain Aloysius Beane

Power 5
Ectopresence 3
Special Abilities: Materialize, Teleport, Materialize Object
Goal: To recruit a crew for his ship, the Flying Dutchman.

Appearance: Episode 5, "The Flying Dutchman" (4 October 1975)


Scroggs

Power 4
Ectopresence 2
Special Abilities: Materialize, Teleport, Materialize Object
Goal: To obey his captain.

Appearance: Episode 5, "The Flying Dutchman" (4 October 1975)


The Phantom of Vaudeville (with Elmo)

Power 3
Ectopresence 7
Special Abilities: Materialize, Teleport, Immune to the Ghost De-Materializer
Special Vulnerability: Can only be sent back to the Great Beyond by being unmasked.
Goal: To settle a score with rival vaudevillians Slapsy, Maxie, and Nijinsky

Appearance: Episode 6, "The Dummy's Revenge" (11 October 1975)


Queen Forah of the Nile

Power 5
Ectopresence 4
Special Abilities: Materialize, Teleport, Materialize Object, Use Sun Disk
Goal: To find the sorcerer Simios who can lead her to Spen-Zah, keeper of the secret of immortality.

Appearance: Episode 7, "A Worthless Gauze" (18 October 1975)


The Mummy

Power 2
Ectopresence 5
Special Abilities: Materialize, Materialize Object, Mummy's Touch (physical contact causes instant mummification)
Goal: To obey Queen Forah.

Appearance: Episode 7, "A Worthless Gauze" (18 October 1975)


The Witch of Salem

Power 5
Ectopresence 5
Special Abilities: Materialize, Teleport, Materialize Object, Transform, Illusory Disguise, Control Mind, Concoct Potion, Use Crystal Ball
Goal: To have revenge on the descendant of Edward Spencer, Spell-Dissolver of Salem.

Appearance: Episode 8, "Which Witch Is Which?" (25 October 1975)


Gronk

Power 1
Ectopresence 1
Special Abilities: Materialize
Goal: To obey the Witch of Salem.

Appearance: Episode 8, "Which Witch Is Which?" (25 October 1975)


Billy the Kid

Power 3
Ectopresence 1
Special Abilities: Materialize, Teleport, Materialize Object
Goal: To round up a gang and rustle cattle so they can get victuals.

Appearance: Episode 9, "They Went Thataway" (1 November 1975)


Belle Starr

Power 3
Ectopresence 1
Special Abilities: Materialize, Teleport, Materialize Object
Goal: To round up a gang and rustle cattle so they can get victuals.

Appearance: Episode 9, "They Went Thataway" (1 November 1975)


Count

Power 2
Ectopresence 3
Special Abilities: Materialize, Teleport, Transform into a Bat, Classic Vampirism
Goal: To find "donors."

Appearance: Episode 10, "The Vampire's Apprentice" (8 November 1975)


Countess

Power 3
Ectopresence 4
Special Abilities: Materialize, Teleport, Transform into a Bat, Classic Vampirism
Goal: To find "donors."

Appearance: Episode 10, "The Vampire's Apprentice" (8 November 1975)


Dr. Jekyll

Power 4
Ectopresence 3
Special Abilities: Materialize, Teleport, Materialize Object, Concoct Potion
Goal: To find an ingredient that will eliminate Mr. Hyde.

Appearance: Episode 11, "Jekyll & Hyde: Together, for the First Time!" (15 November 1975)


Mr. Hyde

Power 3
Ectopresence 2
Special Abilities: Materialize, Teleport, Materialize Object
Goal: To annoy Dr Jekyll.

Appearance: Episode 11, "Jekyll & Hyde: Together, for the First Time!" (15 November 1975)


The Red Baron

Power 3
Ectopresence 1
Special Abilities: Materialize, Teleport, Materialize Object
Goal: To have revenge against his old enemies.

Appearance: Episode 12, "Only Ghosts Have Wings" (22 November 1975)


Sparks

Power 3
Ectopresence 1
Special Abilities: Materialize, Teleport, Materialize Object
Goal: To assist the Red Baron.

Appearance: Episode 12, "Only Ghosts Have Wings" (22 November 1975)


Eric the Red

Power 3
Ectopresence 2
Special Abilities: Materialize, Teleport, Materialize Object
Goal: To find the banner that proves the Vikings discovered the New World and plant it before Lothar the Hun can dispute their claim.

Appearance: Episode 13, "The Vikings Have Landed" (29 November 1975)


Brunhilda

Power 3
Ectopresence 2
Special Abilities: Materialize, Teleport, Materialize Object
Goal: To find the banner that proves the Vikings discovered the New World and plant it before Lothar the Hun can dispute their claim.

Appearance: Episode 13, "The Vikings Have Landed" (29 November 1975)


Merlin the Magician

Power 2
Ectopresence 5
Special Abilities: Materialize, Teleport, Materialize Object, Dematerialize Object Goal: To find the trick that will enable him and Gronk to return to the Great Beyond.

Appearance: Episode 14, "Merlin, the Magician" (6 December 1975)


Gronk

Power 1
Ectopresence 1
Special Abilities: Materialize
Goal: To obey Merlin.

Appearance: Episode 14, "Merlin, the Magician" (6 December 1975)


Morgan le Fay

Power 6
Ectopresence 5
Special Abilities: Materialize, Teleport, Teleport Involuntary Subject, Materialize Object, Dematerialize Object, Use Crystal Ball, Create Smoke
Goal: To trap Merlin and Gronk on Earth.

Appearance: Episode 14, "Merlin, the Magician" (6 December 1975)


Dr. Centigrade

Power 4
Ectopresence 2
Special Abilities: Materialize, Teleport, Materialize Object
Goal: To transplant a warm heart into the body of the Abominable Snowman.

Appearance: Episode 15, "The Abominable Snowman" (13 December 1975)


The Abominable Snowman

Power 3
Ectopresence 3
Special Abilities: Materialize, Teleport, Materialize Object, Freezing Touch
Goal: Unknown.

Appearance: Episode 15, "The Abominable Snowman" (13 December 1975)


29 March 2024

The Ghost Busters via Ghostbusters: Characters

The Ghost Busters (1975) logo.

In 1975, a live-action Saturday morning television show called The Ghost Busters debuted (nine years before the unrelated movie coincidentally called Ghostbusters). Produced by Filmation, it starred Larry Storch as Spencer, Bob Burns as Tracy, and Forrest Tucker as Kong (collectively known as Spencer, Tracy & Kong, Ghost Busters). Spencer was a zoot-suiter, Tracy was a gorilla, and Kong was the one in charge.

The Ghost Busters (1975) office.

The three of them worked in a dingy office on the tenth floor of a building that was presumably shaped like the Flatiron Building (considering three of the walls had an exterior ledge).

The Ghost Busters (1975) driving.

To receive their Ghost Buster assignments, Kong would send Spencer and Tracy to a general store across town (with Tracy at the wheel of a 1929 Whippet) to retrieve it in the form of an audio tape concealed in a random object, which, after playing a message from someone named Zero, would self-destruct in usually five seconds.

Kong, Spencer, and Tracy in the cemetery in The Ghost Busters (1975).

Invariably, their mission was to intercept a ghost or two and send them back to the Great Beyond. The ghosts were drawn like magnets to the same cemetery every week, and they would inevitably decide to take residence in what they called a castle (which is confusing because it resembled a castle from the inside, but its exterior appeared to be a creepy mansion).

Spencer holding the Ghost De-Materializer in The Ghost Busters (1975).

Dispatching a ghost typically involved zapping it with the Ghost De-Materializer, but occasionally it required fulfilling other conditions specific to the ghost.

Spencer faces Queen Forah and a mummy in the cemetery in The Ghost Busters (1975).

Ghosts, in general, seemed to be more substantial as they were incapable of passing through solid matter and frequently interacted with physical objects. They could, however, teleport, which they did frequently, and some could turn invisible. Some had unique powers, such as the mummy's ability to transform any mortal it touched into a mummy.

Tracy, Spencer, and Kong in The Ghost Busters (1975).

Could The Ghost Busters be adapted to a role-playing game using the rules of Ghostbusters: A Frightfully Cheerful Roleplaying Game? It can! The question ought to be, "Should it?" We'll do it anyways.

Spencer with bomb and Tracy with seltzer in The Ghost Busters (1975).

Welcome to The Ghost Busters: A Clever, Courageous, and Strong Role-Playing Game That Is Completely Unofficial. (The title makes sense if you've heard the theme song.)

And here are the titular characters...


Spencer

Brains 2 (Ventriloquism 5)
Muscles 3 (Flee 6)
Moves 3 (Music 6)
Cool 4 (Impersonate Celebrities 7)
Goal: Fame

Tracy the Gorilla

Brains 2 (Magic 5)
Muscles 7 (Intimidate 10)
Moves 2 (Art 5)
Cool 2 (Prop Comedy 5)
Goal: Fame

Kong

Brains 3 (Library Science 6)
Muscles 3 (Flee 6)
Moves 3 (Aim Ghost De-Materializer 6)
Cool 3 (Boss Others 6)
Goal: Wealth

Between the three, they have a jalopy for transportation, a Ghost Kit (including a Ghost De-Materializer), a wide assortment of hats for Tracy, a few books, many filing cabinets, an antique typewriter, an antique telephone, and various art supplies (again, for Tracy).

ZAP!

Kong zaps a ghost with the Ghost De-Materializer in The Ghost Busters (1975).

14 February 2024

Ghostbusters via Tricube Tales: Characters

I have yet to play or run Tricube Tales, but I thought I would test its effectiveness at translating well-known fictional characters. Naturally, I chose Ghostbusters.

Tricube Tales (available here through DriveThruRPG) is a minimalist role-playing game that resolves actions using 1d6, 2d6, or 3d6. Characters are created by choosing a trait (agile, brawny, or crafty), a concept (selected or created by the player), a perk (which lowers a task's difficulty at the price of karma), and a quirk (which raises a task's difficulty, but awards karma).

This is how I translated the main characters of the first Ghostbusters movie:

Dr. Raymond Stantz, a crafty Ghostbuster who is an expert on Occult Studies, but overly enthusiastic.

Dr. Egon Spengler, a crafty Ghostbuster who is a brilliant inventor, but socially clueless.

Dr. Peter Venkman, a crafty Ghostbuster who is charming, but vain.

Winston Zeddemore, a brawny Ghostbuster who is a combat expert, but a Ghostbusting novice.

Janine Melnitz, a crafty secretary who is confident, but sarcastic.

Louis Tully, a crafty lawyer who is dedicated, but awkward.

Dana Barrett, an agile musician who is brave, but naïve.

29 February 2020

Calamity Jane via RisusRPG

The following is a character for Risus: The Anything RPG created in response to an #RPGaDay 2019 prompt. It was originally posted on Twitter and compiled in Applied Phantasticality.

#RPGaDay2019 25. "Calamity":


Calamity Jane

Gunslingin', Cross-Dressin' Cavalry Scout (4)
Frontier Hell-Raiser with a Heart of Gold (3)
Singin' and Dancin' Fool (3)

Lucky Shots: O O O

Hook: Hopelessly in love with Wild Bill Hickok.

WWPHITM: Doris Day


This version of Calamity Jane was made possible with the rules of Risus: The Anything RPG, available for free here.

WWPHITM stands for "Who Would Play Him/Her In The Movie" and is borrowed from QAGS, available for purchase here.

11 January 2020

Noble Sir Hugh's Not-So-Noble Band

The following is a roster of characters for Risus: The Anything RPG created in response to an #RPGaDay 2019 prompt. It was originally posted on Twitter and compiled on Applied Phantasticality.

Enter Noble Sir Hugh's not-so-noble band stage right...


#RPGaDay2019 20. asks, "[What is] Noble [in life?]"
Answer: Noble Sir Hugh the Noble. And so are his comrades three.



Sir Hugh ("The Noble")

Knight Errant (4)
Uplifter of Spirits and Imbiber of Same (3)
Occasional Gambler (2)

Lucky Shots: O O O O O O

Hook: Thinks warnings are jokes.

WWPHITM: Michael York



Cyril Hamm ("The Mad")

Troubador (3)
Humor Innovator (2)
Escape Artist (3)
Aspiring Alchemist (2)

Lucky Shots: O O O

Hook: Easily distracted by anything related to alchemy or comedy.

WWPHITM: Gene Wilder



Anonymous Plumm

Trouvere (3)
Court Jester (2)
Friend to All Animals (3)
Acrobat (2)

Lucky Shots: O O O

Hook: Will never harm an animal, and may sometimes take contradictory advice from them.

WWPHITM: Marty Feldman



Elspeth Shelley

Herb-Gathering, Curse-Throwing Young Crone (4)
Probably a Witch (3)
Brewer of Mead and Other Things (2)
Teller of Fortunes and Detector of Lies (1)

Lucky Shots: O O O

Hook: Wanted by "the authorities."

WWPHITM: Madeline Kahn



Noble Sir Hugh's Not-So-Noble Band was made possible with the rules of Risus: The Anything RPG, available for free here.

WWPHITM stands for "Who Would Play Him/Her In The Movie" and is borrowed from QAGS, available for purchase here.

20 August 2018

The Aquabats Super Unofficial Super RPG Part 1: The Aquabats

A photo depicting the heroic stare of The Aquabats, shown from left to right: Eaglebones Falconhawk, Crash McLarson, The MC Bat Commander, Jimmy the Robot, and Ricky Fitness.

The Aquabats have a VERY IMPORTANT KICKSTARTER PROJECT to #BringBackTheAquabats. You, too, can join the Legion of Righteous Comrades and help The Aquabats help the children help the world. You can also relive their adventures and more through the magic of Risus: The Anything RPG, a free game created by S. John Ross and subverted by me to produce something I am calling "The Aquabats Super Unofficial Super RPG." Starring The Aquabats.

Part 1

The Aquabats

On a mission to fight evil and destroy boredom!

A photograph of The Aquabats, arms akimbo.

The MC Bat Commander

Crime-Fighting Lead Singer of The Aquabats (3)
Fearless Leader and Chief Strategist (3)
All Around Swell Guy (3)
Battle Dancer (1)

Sidekick: Battletram, The Aquabats' Mobile Headquarters (3)

Hook: Insecure about his lack of superpowers.



Jimmy the Robot

Crime-Fighting Keyboardist of The Aquabats (3)
Team Scientist and Pillar of Logic (2)
Superpower: Is a Robot [3]

Hook: Confused by human emotions.



Crash McLarson

Crime-Fighting Bassist of The Aquabats (3)
Arguably a Big Strong Overgrown Baby (2)
Superpower: Becomes a Giant When Experiencing Stress [3]

Hook: Cowardly.



Ricky Fitness

Crime-Fighting Drummer of The Aquabats (3)
Handsome Healthy Lifestyle Role Model (2)
Superpower: Is Super Fast [3]

Hook: Distracted by feminine wiles.



EagleBones Falconhawk

Crime-Fighting Guitarist of The Aquabats (3)
Spiritual Visionary with the Gift of Second Sight (3)
Superpower: Laser-Shooting Electric Guitar (3)

Sidekick: "The Dude," an invisible spirit bird of prey, female (6)

Hook: Cocky. Sometimes a little too cocky.

A photograph of The Aquabats with instruments.

AQUABATS! LET'S GO!