TEXT: oVERVIEW
  Some say it’s the “end times,” that the world will end with the close of the 
  millennium—or even before that. The dead are restless, ancient demigods 
  strive to take over the world, and occasionally a giant marshmallow 
  man or the Statue of Liberty strides through Manhattan. Even with the 
  apocalypse nigh, plenty of folks want to get on with their ordinary lives, 
  without inconvenient interruptions by the “living impaired.”
  That’s where the heroes come in, as members of a local Ghostbusters 
  franchise. After all, not every haunt happens in New York City.
  Also, not every haunt involves full-torso apparitions or free-roaming 
  vapors, let alone corporeal manifestations. Sometimes a Ghostbusting 
  gig requires careful research and investigation, staking out a haunted 
  site with cameras and various sensors to try to pinpoint the location of 
  minor PKE spikes and ectoplasmic formation, before it’s time to switch on 
  the proton packs and toss out the ghost traps. Therefore, a wide variety 
  of skills is useful for a Ghostbusters team—not just good aim with a 
  neutrona wand.
  Our story unfolds sometime circa the late 1980s or very early 1990s, after 
  the events as portrayed in the movies Ghostbusters and Ghostbusters 
  II. The world has been saved from nigh-apocalyptic supernatural 
  catastrophes twice by the original Ghostbusters gang, but paranormal 
  activity is still on the rise. Best of all, customers are paying good money to have the Ghostbusters do 
  something about it.
  So, strap on your proton pack, make sure the light is green on your ghost trap, and check the 
  batteries on your PKE meter and ecto-goggles. It’s time to bust some ghosts!
  Who ya gonna call? 
  Written and illustrated by Jordan Peacock, with playtesting and idea contributions by John Boulton, Wendy 
  Peacock, Russ Savage, Chris Stadler, Scott Venable, and John Zielinsky.  Last updated 16 Mar 2012.
  Savage Worlds and “Smilin’ Jack” are trademarks of Pinnacle Entertainment Group (http://www.peginc.com). 
  Ghostbusters and the Ghost Logo are trademarks of Columbia Pictures.  
  This document is a fan creation, and no infringement of copyright or challenge to trademark status is intended.  
  Neither Pinnacle Entertainment Group nor Columbia Pictures endorses or makes any representation or warranty 
  as to the quality, viability, or suitability for purpose of this document.
  PlayER gUIDE
  
  
  a WoRlD oF ghoSTS To BE BUSTED
  In the “typical” campaign assumed for this setting, 
  the heroes are members of a small Ghostbusters 
  team, part of a growing franchise. Hauntings are 
  on the rise, as ghosts get bolder with the onset of 
  the coming “apocalypse.”
  BUSInESS aS USUal
  Even with giant marshmallow men and the 
  Statue of Liberty marching across New York City, 
  somehow the average man on the street still has 
  his doubts about paranormal activity, and life for 
  the most part goes on like normal. 
  There’s the occasional TV special or newspaper 
  headline about the latest ghost sightings, and 
  business is booming for the Ghostbusters. Still, 
  humanity is taking the presence of the undead 
  rather calmly—until, of course, a babbling ghoul 
  gets up in one’s face, and then it’s time to scream 
  like a little girl.
  Saving the city might get you a photo op with the 
  mayor, but it doesn’t get you a discount on your 
  morning paper. Even if you stop a titanic monster 
  from stomping across downtown, you’ll still get 
  chatty taxi drivers and nosy reporters asking you 
  afterward if this is all just a publicity stunt to boost 
  sales.
  TEchnology & ImPlIcaTIonS
  In the vaguely late-1980s/early-1990s time frame 
  of these adventures, there are a few differences 
  to keep in mind, particularly for those players not 
  old enough to remember what it was like back 
  then.
  The internet was in its early stages; college 
  students might be able to send email to each 
  other via campus terminals, and various 
  commercial networks were popping up to provide 
  access. There was no such thing as “WiFi” 
  access in cafes, no streaming video, no web-
  crawlers or dedicated search engine sites.  The 
  interface would usually be via text—without flashy 
  graphical interfaces.  Bulletin board systems 
  (computers devoted to maintain forums that 
  members contributed to by dialing in with their 
  home computers via modem) were still widely 
  in use.  Ghostbuster research still involves a 
  trip to the archives of the local library, or calling 
  contacts, rather than browsing web sites on a 
  tablet.
  Modular phones existed, but they were brick-
  like in size, coverage was spotty, and service 
  was expensive, relegating them to the “jet set.”  
  Vehicles didn’t have the convenience of GPS to 
  help them get around, or convenient web-based 
  maps to help their drivers plot courses.
  This doesn’t mean that in order to play in this 
  setting, players need to be overly worried about 
  anachronisms. It just means that in this time 
  period, the world is less “connected,” and the 
  heroes are more often on their own. 
  You can’t just snap out a cell phone and call 911 
  when the ghosts get out of hand. If you see a 
  mysterious shop you don’t remember being on 
  this street before, you can’t just check your smart 
  phone to learn that it doesn’t show up on satellite 
  maps. Some good old-fashioned investigation is 
  in order.
  lIFE goES on
  Money isn’t necessarily as important in this 
  campaign as in some. Ghostbusting is a job, 
  and we assume that a salary is involved, but 
  by and large the players won’t have to work 
  out budgets for their heroes. “Mundane” details 
  such as paying the rent, fueling the car, etc., 
  happen “off camera,” and are of little import to 
  the campaign. Any character money represents 
  “liquid assets” available for personal gear to take 
  along in addition to company-issued equipment, 
  or perhaps for the occasional bribe or gambling.
  If the heroes stop by a bar for a round of drinks or 
  your hero picks up the newspaper at the start of 
  the adventure, that’s just roleplay “fluff,” and the 
  group shouldn’t have to start divvying up costs 
  and erasing and rewriting their cash totals on 
  their character sheets.
  
  
  SETTIng RUlES
  The GM may deviate from this, but the following 
  are a few rules specific to this setting, for more of 
  a “feel” of adventures set in the universe of the 
  Ghostbusters.
  noT So SERIoUS InjURIES
  The heroes will regularly get slimed, zapped, 
  bludgeoned, and otherwise abused by the 
  undead and by the occasional technological 
  mishap. In extreme circumstances, they could 
  even wind up dead. However, this is not meant 
  to be a grim and gritty setting; heroes tend to 
  bounce back from their injuries.
  Except in the most extreme of circumstances, 
  Injuries suffered due to Incapacitation are not 
  permanent. No, that doesn’t mean that if a 
  Ghostbuster chops his hand off, it’ll grow back; 
  it just means that this isn’t a campaign in which 
  dismemberment of our heroes is likely to happen 
  in the first place.
  It is assumed that heroes are back to full health 
  at the start of each new adventure. Perhaps there 
  was a short hospital stay, or the injuries weren’t 
  as bad as they looked. The bottom line: Wounds 
  and Injuries go away by the next adventure 
  (unless it’s critical to the story).
  loW lEThalITy
  As in the movies, heroes often take actions 
  that would make them guilty of reckless 
  endangerment in real life, and yet when they’re 
  through, there’s no hint that there’s a high body 
  count as a result. Players should not be overly 
  concerned that if a gizmo explodes, or an entire 
  block gets slimed, there will be civilian deaths 
  galore. The GM shouldn’t be cruel; this is 
  supposed to be a light-hearted game.
  However, a bit of common sense and give-and-
  take is required. This doesn’t mean that heroes 
  can intentionally detonate explosives in crowds of 
  people, or push Granny off a cliff, and everything 
  will be just fine. 
  The “light-hearted” outcome might be that 
  everyone miraculously survives, but the offender 
  is sent to jail. The player can then come up with a 
  replacement character with a little less disregard 
  for innocent life.
  mISSED mE!
  In this campaign, the heroes may go up against 
  monstrosities that can smash through walls, 
  crush the Ectomobile, and bend steel. Getting hit 
  by such enemies should reduce a Ghostbuster 
  to paste ... yet somehow the heroes get lucky 
  breaks, just barely missed in the knick of time.
  If a Wild Card is struck by an attack, a Benny 
  may be spent to force the attacker to reroll 
  the attack roll, and take the worse result. The 
  decision to spend the Benny may be made after 
  damage has already been rolled. If the new result 
  would affect damage (e.g., a raise becomes a 
  mere success), then damage is rerolled, and the 
  worst result taken. Multiple Bennies may be spent 
  in this way. 
  The attacker can still spend Bennies (if he has 
  any) to reroll again, hoping for a better result.
  A pilot/driver with the Ace Edge may use this 
  rule to spend Bennies to force enemies to reroll 
  attacks against her vehicle.
  comPETEnT ExTRaS
  Some creatures or characters encountered may 
  be Competent Extras. Such a character may roll 
  a Wild Die when making trait rolls. In all other 
  respects, the character is still an Extra, and is still 
  Incapacitated upon taking a single Wound.
  cRITIcal FaIlS haPPEn
  Any time a hero suffers a Critical Failure on his 
  initial trait roll (not if a Critical Failure comes up 
  on a reroll due to spending a Benny—only the 
  initial roll counts!), it costs 2 Bennies to reroll the 
  Critical Failure, instead of the normal 1.
  There’s a carrot to go along with the stick, 
  however. If a hero suffers a Critical Failure and 
  keeps it (without spending a Benny to reroll it), 
  the GM should give him a Benny.
  
  
  For this “Savage Ghostbusters” campaign, 
  player characters are built according to standard 
  Savage Worlds creation rules, with the following 
  setting-specific variations:
  STaRTIng EqUIPmEnT
  •	
  In	addition	to	mission-specific	gear,	Ghostbusters	employees	are	
  assigned	basic	gear	that	weighs	approximately	20 lbs	total,	
  consisting	of	either	a	proton	pack	or	slime-blower	pack,	uniform,	
  flashlight,	photo	ID,	notepad	&	pen,	walkie	talkie,	and	spare	batteries.	
  This	is	company-provided	and	does	not	come	out	of	player	starting	
  funds.	Expendable	items	are	replaced	for	each	mission	as	needed.
  •	
  Most	employees	receive	15 Requisition Points	(RP)	worth	of	
  additional	gear	(selected	from	equipment	cards	for	each	mission).	For	
  the	sake	of	game-play,	the	weight	of	these	items	isn’t	counted	toward	
  encumbrance.
  EDgES anD hInDRancES
  •	
  Edges	impacting	starting	funds	also	affect	Requisition	Points.	Rich 
  grants	45 Requisition Points and Filthy Rich	grants	75 
  Requisition Points	worth	of	starting	equipment.	This	assumes	
  that	the	character	has	a	greater	personal	investment	in	the	franchise.
  •	
  The	Poverty	Edge,	if	applied	to	an	employee,	affects	Requisition	
  Points,	due	to	being	a	general	ne’er-do-well.	He’s	just	not	trusted	with	
  as	much	expensive	equipment	as	the	rest	of	the	team.	A	character	
  with	Poverty	starts	with	0	Requisition	Points,	and	only	earns	half 
  any	Requisition	Points	awarded	for	missions	completed	(rounded	
  down).
  •	
  Damage	inflicted	directly	by	most	ghosts	is	considered	“arcane”	
  damage	for	purposes	of	the	Arcane Resistance	Edge.	Please	
  beware	that	ghosts	with	any	degree	of	intelligence	can	innately	sense	
  this	resistance,	and	thus	are	likely	to	consider	the	character	a	high	
  threat.	They	may	bypass	this	defense	by	using	other	forms	of	attack	
  to	deal	physical	damage	instead	(e.g.,	hurling	furniture,	starting	fires,	
  leading	the	victim	into	pitfalls,	possessing	animals).
  •	
  See	New	Edges	and	Professional	Edges	(c.f.)	for	more	options.
  aRcanE BackgRoUnDS
  •	
  In	the	Ghostbusters	universe,	proton	packs,	slime	blowers	and	other	
  devices	give	the	heroes	their	“punch,”	not	the	ability	to	lob	fireballs	or	
  “turn	undead.”	Thus,	Arcane	Backgrounds	are	not	covered	in	these	
  setting	rules.	“Psychics”	and	the	like	may	still	exist	(and	this	can	be	
  reflected	with	skills	and	Professional	or	Weird	Edges),	but	they	don’t	
  make	ostentatious	displays	of	raw	supernatural	power	the	way	more	
  conventional	Savage	Worlds	spellcasters	do	...	not	usually,	anyway.
  USEFUl knoWlEDgE SkIllS
  • 
  Knowledge (Computers):	Covers	general	usage	and	
  programming	of	computers	(circa	the	1980s).
  • 
  Knowledge (Nuclear Physics):	Following	1980s	movie	logic,	
  anyone	with	this	skill	also	has	a	general	understanding	of	all	sorts	of	
  sciences—but	in	particular	it’s	critical	for	development	of	ghostbusting	
  technology	and	for	spouting	out	technobabble	when	encountering	
  interdimensional	vortices	and	other	“scientific”	phenomena	in	the	
  course	of	work.
  • 
  Knowledge (Occult):	Used	for	identifying	ghosts	and	other	
  paranormal	phenomena,	and	coming	up	with	relevant	lore	that	might	
  give	any	clues	about	their	weaknesses	(or	at	least	knowing	where	
  to	go	for	further	research).	For	this	setting,	this	is	equivalent	to	
  “Knowledge	(Arcane)”	for	purposes	of	meeting	Edge	requirements.
  • 
  Knowledge (Security Systems):	This	skill	is	interchangeable	
  with	Lockpicking,	except	that	as	a	Knowledge	skill,	it’s	Smarts-based	
  (for	“geek”	types	who	can	bypass	alarms	but	aren’t	particularly	agile).
  TRIVIal knoWlEDgE
  •	
  Each	character	may	have	up	to	3	“trivial”	areas	of	knowledge	that	are	
  treated	as	valid	topics	for	Common	Knowledge	rolls	for	that	character.	
  Each	one	should	naturally	fit	with	the	character’s	background,	
  reflecting	hobbies,	professional	knowledge	and	other	special	interests	
  not	already	covered	by	skills	or	by	more	specific	Knowledge	areas	
  listed	above.	It’s	up	to	the	GM’s	discretion	as	to	what’s	really	“trivial”	
  ...	but	even	“trivial”	knowledge	may	come	in	handy	at	some	point,	
  especially	if	the	team	ever	comes	up	against	a	ghost	who	shared	the	
  same	interests	in	life.
  •	
  Be	sure	to	check	out	the	rules	for	Common	Knowledge	in	the	Savage	
  Worlds	core	rules.	While	pure	“knowledge”	related	to	one	of	these	
  “Trivial	Knowledge”	areas	is	handled	with	a	Smarts	check,	actual	
  performance	related	to	this	“knowledge”	area	may	utilize	another	trait	
  at	the	GM’s	discretion.	E.g.,	an	expert	chess-player	plays	against	a	
  vampire	mastermind,	resulting	in	an	opposed	battle	of	Smarts.	Or,	an	
  aspiring	guitarist	tries	to	use	the	“power	of	rock	and	roll”	to	win	over	an	
  audience	mesmerized	by	an	evil	ghostly	“Pied	Piper”;	the	GM	might	
  treat	this	as	a	contest	of	Persuasion.
  •	
  Sample	“trivial”	knowledge	areas	include	but	are	by	no	means	limited	
  to:	classic	cars,	dancing,	video	games,	chess,	politics,	religion,	
  finances/stocks,	music	(pick	an	instrument	you	play	in	your	spare	
  time),	monster	trucks	&	tractor	pulls,	and	conspiracy	theories.
  •	
  Trivial	knowledge	should not	replace	or	duplicate	an	actual	skill.	
  For	instance,	don’t	take	“The	Supernatural”	or	“Science”	and	expect	
  them	to	work	like	Kn	(Occult)	or	Kn	(Nuclear	Physics).
  chaRacTER cREaTIon oVERVIEW
  
  
    
  For this particular campaign, some skills have 
  special importance that might differ from other 
  Savage Settings. Here’s a quick guide:
  DRIVIng
  Most jobs are not on the road, but you still 
  need to get to the scene. It’s good to have one 
  member of the team with Driving skill to help you 
  navigate traffic to get to the scene quickly. It may 
  determine how much time you have on the scene 
  to investigate further, before the haunts start 
  kicking into gear.
  FIghTIng
  Proton packs may be the weapon of choice, but 
  this skill is still used to determine your Parry—
  and, hence, how likely you are to get slimed if a 
  ghost decides to charge you.
  gUTS
  This is useful for Ghostbusters who don’t want to 
  run away screaming from every encounter. 
  hEalIng
  Having someone trained in first aid on site can 
  help reduce the need for time-consuming trips 
  back to HQ when someone gets slimed.
  noTIcE
  Essential! Non-corporeal entities are notoriously 
  hard to spot.
  InTImIDaTE
  In this universe, ghosts can be intimidated! If you 
  want to talk tough to ghosts, or if you want to play 
  an exorcist priest trying to drive out evil spirits, 
  this is a useful skill.
  InVESTIgaTE
  It’s a matter of routine at the start of each mission 
  for someone to Investigate to find out more on 
  the site and details of a haunted site. It’s good for 
  any team to have at least one skilled Investigator.
  PERSUaSIon
  Any fully-rounded Ghostbusters team needs a 
  smooth talker, or someone attractive enough 
  to help negotiate responsibility for damages 
  incurred during the job.
  REPaIR
  Most equipment can be fixed back at HQ, but it 
  can still be useful to have someone who can do 
  emergency field repairs in a pinch.
  ShooTIng
  Any Ghostbusters employee should have at least 
  a d4 in this skill, since it’s used for the proton 
  packs and slime blowers.
  STREETWISE
  “Streetwise” isn’t just about the streets—it 
  represents your ability to make connections, 
  being “wise to the ways of the world,” and having 
  a good insight for when someone is being 
  honest or holding out on you. This is the skill for 
  interrogating witnesses for clues, or for “reading” 
  someone to see if something isn’t quite right with 
  him.
  TaUnT
  Ghosts may not be able to communicate with 
  anything more than shushes, grunts, or shrieks, 
  but somehow they know when they’re being 
  dissed. Any team should have at least one 
  strong-willed guy with Taunt who can wisecrack 
  even in the face of interdimensional rifts and the 
  wrath of ancient demigods.
  ThRoWIng
  This skill is occasionally useful for someone with 
  a trap who wants to get it under a ghost before 
  setting it off, from a slight distance.
  TRackIng
  This isn’t just about being woodsy. In Savage 
  Worlds, Tracking also covers things like 
  forensics—“reading the scene” to figure out what 
  exactly that green ectoplasmic goo means about 
  what sort of ghost is haunting this place, and 
  where it might have gone.
  SkIll gUIDE
  
  
  The following rules apply to each member 
  of a Ghostbusters team when determining 
  equipment for the mission. Each character can 
  buy additional personal equipment from starting 
  funds, but this is his or her own responsibility. It’s 
  against company policy to bring firearms on a 
  mission.
  BaSIc EqUIPmEnT
  •	
  You	get	one	backpack	unit:	either	one	proton	pack	(with	attached	
  neutrona	wand)	or	slime	blower.
  •	
  Included:	uniform	and	name	badge,	ID	card	(in	ectoplasm-resistant	
  protective	holder),	flashlight	(with	optional	red	filter),	walkie-talkie,	
  notebook,	and	pen,	plus	extra	batteries	for	flashlight	and	walkie-talkie.
  •	
  You	may	requisition	up	15 points	worth	of	additional	equipment.	
  Additional	allowances	may	be	made	for	more	experienced	team	
  members	who	have	proven	themselves	in	the	field	and	kept	
  environmental	damage	to	a	minimum.
  •	
  As	you	complete	missions,	your	Requisition	Points	allowance	may	
  increase.	Points	are	refunded	for	equipment	that	is	turned	back	in.
  •	
  If	two	team	members	want	the	same	item	of	gear,	they	may	“bid”	
  additional	Requisition	Points	on	it.	Whoever	bids	the	highest	pays	
  those	points	to	get	the	item	(and	gets	them	back	when	it’s	turned	in).
  •	
  You	may	“loan”	equipment	to	others,	but	you	are	personally	liable	for	
  any	lost	or	damaged	equipment	checked	out	in	your	name.	
  •	
  Lost	or	destroyed	equipment	equals	lost	Requisition	Points,	since	the	
  franchise	has	limited	resources.
  EqUIPmEnT claSSIFIcaTIonS
  • 
  Backpack:	You	can	wear	only	one backpack.
  • 
  Tank:	A	backpack	unit	can	be	equipped	with	only	one	optional	tank 
  item	at	a	time.	Please	note	that	some	tank	types	only	work	with	certain	
  backpack	items.
  • 
  Gear:	You	can	have	any	number	of	gear	items.
  • 
  Upgrade:	You	can	have	any	number	of	upgrades,	as	long	as	you	
  have	the	prerequisite	piece	of	equipment	that	is	being	modified.
  • 
  Option:	You	can	have	any	number	of	options,	as	long	as	you	
  have	the	prerequisite	piece	of	equipment	that	is	being	modified.	You	
  have	the	choice	to	use	an	option	at	any	given	time;	you	may	however	
  find	that	the	benefits	offered	by	an	option	are	balanced	by	the	costs	
  (such	as	increased	heat	buildup),	as	indicated.
  REchaRgIng
  •	
  Traps	and	ghost	bait	can	be	recharged	off	your	Ectomobile’s	power	
  supply	if	necessary—a	process	that	takes	about	5	minutes.	To	empty	
  filled	traps,	however,	you	need	access	to	a	laser	containment	grid	
  (available	back	at	Headquarters).
  REPaIRS
  •	
  Overheated	proton	packs,	ruptured	slime	blower	tanks	and	
  other	damaged	equipment	can	be	repaired	or	replaced	back	at	
  Headquarters.	(Headquarters	has	enough	spares	to	make	sure	every	
  team	member	has	a	backup	proton	pack	or	slime	blower	for	any	
  mission.)
   
  ghoSTBUSTIng EqUIPmEnT SUmmaRy
  EqUIPmEnT caRD noTES
  •	
  The	image	to	the	right	shows	a	typical	equipment	card.		At	the	top	
  is	the	item	name.		In	the	circle	is	the	“cost”	in	Requisition	Points.		
  The	entry	starts	out	by	specifying	the	Equipment	Classification	(see	
  above),	followed	by	a	quick	rules	summary	for	the	item.		At	the	GM’s	
  discretion,	particular	types	of	equipment	might	be	used	for	something	
  other	than	their	original	intended	purpose,	depending	upon	the	
  “trappings”	of	the	item—but	Malfunctions	are	a	definite	possibility.
  •	
  The	default	“Malfunction”	for	special	equipment,	unless	specified	
  otherwise,	is	that	it	ceases	working	until	Repaired.
  •	
  Unless	specified	otherwise,	special	equipment	has	negligible	weight,	
  and	can	be	taken	out	of	a	holster/sling	or	put	away	as	a	free	action	(so	
  it’s	not	necessary	to	worry	about	holding	a	PKE	meter	one	round	and	
  having	to	free	up	both	hands	to	wield	your	neutrona	wand	the	next).	
  
  
  Ghost traps are among the types of gear 
  available to a Ghostbusters team. It’s 
  recommended that each team member carry 
  one ghost trap; extras can be handy in the event 
  of mass haunts or failed capture attempts. The 
  following is a summary of ghost trap rules, also 
  found in the “Ghost Trap Guide” handout.
  USIng ghoST TRaPS
  •	
  First	it’s	usually	best	to	weaken/damage	the	ghost	with	protonic	
  disruption	via	a	proton	pack,	or	else	by	the	application	of	positively-
  charged	ectoplasmic	slime	with	a	slime	blower.	Lesser	paranormal	
  entities	(such	as	“swarmers”)	can	be	“destroyed”	by	protonic	
  disruption.	Other,	independent	entities	aren’t	“destroyed,”	but	they	can	
  be	weakened	(taking	Wound	penalties	or	even	being	Incapacitated)	so	
  that	they	are	less	likely	to	resist	being	caught	by	a	ghost	trap.
  •	
  Place	a	ghost	trap	in	a	location	where	the	ghost	is	likely	to	pass	
  over,	or	where	you	can	maneuver	it	with	a	particle	stream	or	slime	
  tether.	Placing	a	ghost	trap	in	an	adjacent	space	takes	one	
  Action—no	skill	check	required.	Alternately,	you	can	
  Throw	a	ghost	trap	(range	1/2/4)	into	position	with	a	
  successful	Throw	check;	failure	means	deviation	
  from	the	intended	target	though	you	might	
  still	get	lucky;	a	“1”	on	the	skill	die	means	
  it	doesn’t	land	upright,	and	fails	to	
  deploy.
  •	
  Once	the	trap	is	deployed,	activate	
  it	with	the	retractable	foot	pedal	
  (maximum	range	6”).	This	takes	
  a	single	Action,	no	skill	check	
  required.
  •	
  You	might	want	to	try	tossing	or	
  dropping	a	trap	AND	deploying	it	in	
  the	same	round:	two	actions.	In	this	
  circumstance,	you’ll	need	to	make	
  an	Agility	test	when	deploying	the	
  trap,	with	the	appropriate	Multi-Action	
  Penalty.	Failure	just	means	that	you	
  didn’t	manage	to	set	it	off	this	round,	
  and	you	can	try	next	round.
  •	
  An	activated	ghost	trap	is	anchored	to	the	
  nearest	stable	surface,	and	affects	a	Small	Burst	Template	
  around	it.	The	ghost	trap	can	remain	activated	for	about	5	
  minutes	(50	rounds)	before	it	has	to	be	recharged	back	at	
  the	Ectomobile.	A	ghost	trap	will	automatically	deactivate	
  once	it	has	caught	a	ghost,	sealing	its	prey	within.
  •	
  Advanced	muon	ghost	traps	automatically	trigger	once	deployed,	and	
  if	there	is	a	Snared	ghost	within	range—no	separate	action	required.	
  They	may	activate	any	number	of	times.
  •	
  Fellow	team	members	may	trigger	a	trap	for	you	if	they	are	adjacent	to	
  the	foot	pedal.
  •	
  A	ghost	within	the	Small	Burst	Template	must	make	a	Spirit	test	each	
  round	to	resist	being	drawn	into	a	ghost	trap.	If	you	have	it	Snared,	
  it	must	ALSO	beat	your	Shooting	roll	with	its	Spirit	test.	If	it	is	Snared	
  multiple	times,	each	snaring	Ghostbuster	rolls	Shooting,	and	the	
  ghost	must	beat	the	highest	of	the	Shooting	results.	Success	means	
  it	doesn’t	go	into	the	trap	...	yet.	A	ghost	can	still	try	to	break	free	from	
  your	Snare,	using	the	same	process	(Spirit	vs.	the	Shooting	of	all	
  snaring	Ghostbusters),	but	this	takes	up	its	action;	on	a	success,	it	is	
  free;	on	a	raise,	it	can	break	free	and	still	act	this	turn.
  •	 Don’t	forget:	Your	proton	pack	can	still	Malfunction	(tearing	up	the	
  place	further)	every	time	you	roll	a	“1”	on	your	Shooting,	and	a	
  Critical	Failure	means	a	total	shut-down.
  •	 Standard	ghost	traps	that	capture	a	ghost	must	
  be	emptied	into	a	laser	confinement	grid	(back	
  at	Headquarters)	before	they	can	be	used	
  again.		Advanced	muon	ghost	traps	can	
  compartmentalize	multiple	PKE	manifestations	
  ...	which	means	they	don’t	need	to	be	
  emptied	between	uses.
  •	 If	a	ghost	trap	is	left	activated	for	several	
  minutes	(5	or	so),	eventually	its	power	
  will	run	out;	it	can	be	recharged	back	at	
  the	Ectomobile	(a	process	that	takes	about	
  5	minutes	or	so).	Muon	ghost	traps	only	
  activate	when	a	ghost	is	in	range	to	capture,	so	
  this	is	less	of	an	issue	(they	can	effectively	fire	
  off	50	times	before	needing	a	recharge).
  •	 Some	apparitions,	particularly	lesser	
  “swarmers,”	are	not	independent	ectoplasmic	
  entities,	and	can	be	“destroyed”	by	protonic	
  disruption	or	ectoplasmic	charging.	These	entities,	
  if	they	fail	to	resist	the	attractive	field	of	a	ghost	trap,	
  are	not	actually	captured,	but	are	merely	disrupted	or	
  dispersed.	(In	other	words,	you	don’t	need	to	“empty”	
  the	trap	afterward,	because	nothing’s	really	in	there,	and	
  the	trap	does	not	deactivate.) 
  ghoST TRaPS
  
  
   
   
  There are two main backpack-mounted 
  weapons in the Ghostbusters arsenal: the 
  Plasma Distribution System (AKA “Slime 
  Blower”), and the Proton Pack.
  PRoTon Pack
  This is the primary tool for the Ghostbusters, 
  expandable with a wide range of modifications 
  off of the basic Neutrona Wand.
  Range 12/24/48+; Damage 2d6.
  • 
  Proton Stream:	Deals	energy	damage,	nonlethal	to	living	
  targets,	but	ignites	flammable	objects.
  • 
  Heat:	Default	of	1	Heat	Unit	buildup	per	use.
  • 
  Capacity:	Maximum	of	10	Heat	Units	(expandable	with	add-ons).
  • 
  Safety:	Will	not	fire	if	device	would	be	pushed	past	maximum	Heat.
  • 
  Hotwire:	Repair	check	can	be	made	to	disable	Safety.	ONE	attack	
  can	be	made	to	push	unit	past	10	Heat	Units,	but	it	will	fry	the	pack,	
  requiring	a	Repair	check	and	1d20	hours	to	repair	back	at	base.
  • 
  Hazardous:	Deals	Environmental	Damage	on	any	
  miss,	or	if	a	“1”	is	rolled	on	the	skill	die.
  • 
  Melee: Can	be	used	in	melee	(as	with	a	pistol),	but	
  wielder	is	still	considered	an	Unarmed	Defender	vs.	melee	
  attacks,	as	this	isn’t	meant	to	block	blows.
  • 
  Nonlethal:	Cannot	cause	more	than	Shaken	result	
  against	living	targets	(extra	damage	is	ignored).*
  • 
  Vent:	At	the	end	of	each	round	a	Proton	Pack	is	unused,	
  it	cools	off	1	Heat	Unit.
  • 
  Capture Stream	(optional	attack	mode):	No	
  damage,	but	target	is	Snared	(Entangled)	as	long	
  as	beam	is	maintained.	Snared	ghosts	can	be	
  moved	up	to	6”	per	round	with	opposed	Shooting	
  vs.	Spirit.	Targets	may	attempt	to	break	free	with	
  a	successful	Spirit	or	Strength	test	opposed	by	
  the	wielder’s	Shooting;	on	a	raise,	the	target	can	
  immediately	take	an	action	upon	breaking	free.
  • 
  Strafe	(optional	attack	mode):	+2	to	Shooting	and	
  Damage,	but	3x	Heat	Buildup,	and	automatically	
  does	Environmental	Damage.
  • 
  Variable Range: Long	range	for	this	device	
  is	at	least	24”,	but,	depending	upon	varying	
  environmental	factors,	can	reach	a	few	miles.		
  BackPackS
  SlImE BloWER mk. II
  This “kinder, friendlier” tool that doesn’t 
  have the same punch or flexibility 
  of the Proton Pack, but can be 
  valuable to keep down 
  collateral damage (and 
  minimize friendly fire).
  Unlike the original Slime 
  Blower, it uses “green slime” 
  that is less prone to extreme 
  psychomagnatheric reactions.
  Range 6/12/24; Damage 2d4.
  • 
  Slime:	Deals	slime	damage,	which	is	nonlethal,	supernatural,	and	
  treated	as	“arcane”	damage.
  • 
  Slime Units:	Variable	usage;	1	Slime	Unit	for	Small	Burst	
  Template;	2	for	Medium	Burst;	4	for	Cone	or	Large	Burst.	Targets	may	
  evade	by	rolling	Agility	and	beating	the	user’s	Shooting	roll.
  • 
  Capacity:	10	Slime	Units	(expandable	to	20	with	upgrades).
  • 
  Malfunction:	On	roll	of	“1”	on	the	skill	die,	user	is	hit	by	backsplash	
  for	2d4	slime	damage.
  • 
  Stun:	Cannot	cause	more	than	Shaken	result	against	living	targets	
  (extra	damage	is	ignored).
  • 
  Melee:	Can	be	used	in	melee	(as	with	a	pistol),	but	wielder	is	
  considered	an	Unarmed	Defender	vs.	melee	attacks.
  • 
  Semi-Hazardous:	Unlike	the	proton	pack,	does	not	cause	
  Environmental	Damage	automatically	on	a	miss—only	on	a	Critical	
  Failure.	However,	damage	is	applied	against	specific	items	caught	
  within	the	blast	radius	(e.g.,	fragile	glassware,	or	using	a	slime	blower	
  to	try	to	knock	a	door	down).
  • Regenerate:	At	the	end	of	any	round	the	Slime	Blower	is	unused,	it	
  regenerates	1	Slime	Unit.
  • Reveal:	Invisible/ethereal	targets	touched	by	slime	are	easier	to	
  spot;	Shooting	and	Notice	penalties	due	to	invisibility	are	negated	
  once	“tagged”	by	a	hit	(even	if	it	causes	no	damage).
  *“nonlEThal” PRoTonS
  Proton pack damage is “nonlethal,” but it’s 
  not safe. This is just a trope of the setting: 
  Nobody ever really gets hurt by a proton 
  stream, but in the “game reality,” it’s still 
  feared and treated as a serious hazard.
  
  
  cloSE comBaT
  Team members are typically treated as Unarmed 
  Defenders, because neutrona wands and slime 
  blower nozzles aren’t effective at parrying blows 
  ... and ghosts wouldn’t be deterred by a solid 
  object anyway.
  cRITIcal FaIlURE
  All sorts of horrible things can happen when a 
  hero scores a Critical Failure (rolls 1 on both 
  dice); the typical result for a proton pack or 
  slime blower is that the device Malfunctions and 
  immediately breaks down.
  A broken-down proton pack or slime blower 
  cannot be used until it is repaired. This requires 
  a Repair check and 1d20 minutes of work 
  (assuming that proper tools are available). 
  Otherwise, the pack is assumed to be repaired or 
  replaced in between missions.
  Don’T cRoSS ThE STREamS
  In general, this is a very bad idea.
  Fortunately for the heroes, crossing the streams 
  is pretty difficult to do accidentally. (It only 
  happens if at least two Ghostbusters using proton 
  streams suffer a Critical Failure in the same 
  round while shooting at the same target ... or if 
  they deliberately cross the streams.)
  Crossing two or more proton streams results 
  in total protonic reversal, which is resolved at 
  the end of the round. The result is a 24” radius 
  explosion dealing 1d8 energy damage per proton 
  stream involved. (In the event that somehow 
  the wielders of the proton packs are outside this 
  radius, due to equipment upgrades, etc., they still 
  take full damage from the backblast.)
  This is treated as Heavy Weapon damage, and 
  knocks normal-sized characters back 1d12”. It 
  also does quite a number on the surroundings; 
  damage is doubled for purposes of working out 
  Environmental Damage. 
  Each proton pack involved is fried and unusable 
  until rebuilt, and unlike the typical rule for proton 
  stream damage, this damage isn’t limited to 
  BackPack TEchnIcal noTES
  merely causing Shaken results against living 
  victims (though at the GM’s discretion it may be 
  treated as nonlethal).
  In general doing this is a pretty bad idea, but 
  occasionally it can be useful as a desperate 
  means to close interdimensional portals leading 
  to the underworld, and to roast giant avatars of 
  destruction (marshmallow or otherwise) caught in 
  the blast radius.
  ExoRcISm
  One useful application of the Slime Blower is to 
  “exorcise” possessed individuals. If used against 
  a possessed individual, damage is rolled both 
  against the possessed target, and against the 
  possessing spirit. If either one is Shaken, both 
  are. If enough damage is dealt to cause a wound 
  against the ghost, it is forced out of the body 
  instead of taking damage. (Please note that the 
  Slime Blower is still incapable of causing more 
  than a Shaken result to a living target, so the 
  host cannot actually be wounded by using this 
  method. It’s still terribly messy.)
  SlammIng ghoSTS
  An additional benefit of snaring ghosts with a 
  capture stream is that you can smack them 
  around a bit, while still keeping hold of them, 
  and maneuvering them into position over a 
  trap. Even though ghosts are ethereal, a side 
  effect of snaring them in a proton stream is that 
  they become “quasi-solid.” Hence, they cannot 
  be maneuvered through solid objects with the 
  capture stream ... and they can be smacked 
  around a bit if brought violently into contact with a 
  hard, solid surface.
  By taking an action to slam a ghost into a surface 
  (provided that the Ghostbuster manages to beat 
  the ghost’s resistance with a Shooting roll vs. 
  Spirit), 2d6 damage can be dealt to the ghost. If 
  this is a particularly solid surface (such as a stone 
  wall, rocky ground, paved street, etc.), this attack 
  has an AP rating of 4; thus, it can be useful for 
  “softening up” ghosts hiding in possessed objects 
  that are resistant to damage from proton streams.
  
  10
  EqUIPmEnT caRD SUPPlEmEnTaRy noTES
  One problem with cramming equipment rules 
  on little cards is that there isn’t enough room to 
  cover the really complicated stuff. So, here are 
  some notes to help clarify some of the weirder 
  special equipment items.
  PmT SlImE Tank
  The original Psychomagnatheric Slime (AKA 
  “pink slime”) was found flowing in rivers under 
  New York City. It was used to remarkable effect 
  once positively charged, but it’s highly unstable 
  and prone to pick up negative emotions (which 
  are all-too-frequent in everyday life, let alone the 
  average Ghostbusting mission). On occasion, its 
  properties make it worth the extra risk, so some 
  Slime Blower operators carry around a PMT 
  slime tank in addition to the regular “green slime.”
  The attacker rolls Shooting as usual to hit a 
  ghost. On a successful hit, instead of dealing 
  damage (in most cases), the attacker makes a 
  Persuasion check opposed by the target’s Spirit. 
  (Charisma applies as normal.) In the case of a 
  raise on the Shooting roll, add a +2 bonus to the 
  Persuasion check.
  For each success and raise on the Persuasion 
  check, the ghost’s attitude is improved by one 
  step temporarily. A failure can make the attitude 
  worse, too. (See the rules for Persuasion on p. 
  10 of the Savage Worlds Explorer’s Edition. The 
  difference here is that it’s possible to increase the 
  attitude of ghost Extras by more than 2 steps if 
  the Persuasion check scores enough raises.)
  Any ghost improved to an attitude of Friendly or 
  better will fight Hostile ghosts, and is at –2 to rolls 
  to resist Ghost Traps. (However, if an attempt to 
  catch it fails, it won’t stay Friendly for long!)
  SlImE TEThER
  Shooting Roll:
  Two Shooting rolls are made as a single action, 
  but with only one Wild Die (in a fashion similar 
  to Auto-Fire). If either Shooting roll fails, nothing 
  is accomplished but to spray a bunch of slime 
  around. Note that a Malfunction can occur if 
  either Shooting die comes up a “1.”
  Slam-Dunking Ghosts:
  Ghosts are legitimate targets for slime tethers. 
  So are Ghost Traps. Put the two together, and 
  the Slime Blower operator doesn’t have to worry 
  about Snaring ghosts; he can just tether the 
  ghost to the trap, and it will have to try to break 
  free against the tether’s Strength of d12. 
  Slime Grapple-Gun:
  Optionally, the operator may make just one 
  Shooting roll, with herself as the second “target.” 
  This in effect treats the device like a grappling 
  gun, pulling the operator toward the target or vice 
  versa (see below). The operator can release the 
  slime strand as a free action, and thus doesn’t 
  have to break free.
  Tug of War:
  Which object gets pulled where? Ultimately, it’s 
  up to the GM (and, one hopes, common sense) 
  to determine. Two unanchored and roughly 
  equal-weight items ought to meet each other 
  in the middle. A creature tethered to a wall is 
  likely to be pulled to the wall (unless the wall is 
  incredibly flimsy). 
  Any targeted creature can resist being moved 
  by the tether by beating its Strength of d12 with 
  an opposed Strength check (with modifiers at 
  the GM’s discretion based on its ability to find 
  something sturdy to grab onto, etc.).
  Slime tethers cannot extend longer than 6”, and 
  cannot move an object further than 6” in a round.
  Please note that slime tethers are only sticky 
  when formed, and deteriorate over the course of 
  an hour; subsequent contact with the slime tether 
  will not cause a creature to become stuck.
  Breaking Free:
  Any creature, on its own action, may attempt to 
  break free (or pull a tethered object or creature 
  free) with a successful Strength roll opposed by 
  the tether’s Strength of d12. On a success, the 
  creature or object breaks free. On a raise, this 
  effort only takes a free action, and the creature 
  may still take an action this turn.
  
  11
  mIScEllanEoUS TEchnIcal noTES
  Don’T look InTo ThE TRaP
  This is another bad idea, and fortunately 
  isn’t likely to happen by accident. (In 
  game terms, there’s no mechanic 
  for this happening unless someone 
  deliberately looks into the trap when 
  it goes off, or if a GM picks it as the 
  result of a Critical Failure.)
  In such an unfortunate event, 
  a Spirit check is required at –4, 
  failure indicating that the careless 
  Ghostbuster is treated to the 
  disorienting and sanity-testing 
  view of a realm of non-Euclidean 
  geometries, and is Shaken as a 
  result. Paragoggles mute the effect, 
  removing the –4 penalty to the Spirit 
  check. On a Critical Failure, the 
  viewer faints and is unconscious 
  for up to 1 hour unless revived (by 
  slapping, dumping cold water on the 
  face, etc.).
  ExPERImEnTal Dog-moUnTED 
  ghoST TRaPS, ETc.
  Most Ghostbusters teams have their “resident 
  mad scientist,” and hence it’s not out of the 
  question for a “smart animal” team member to 
  help out by carrying special equipment. While 
  a dog, no matter how smart, doesn’t have the 
  hands to operate a proton pack or slime blower, 
  there’s still the possibility of being fitted with a 
  custom pair of ecto-goggles, or a “backpack” 
  ghost trap rig.
  Therefore, smart animal characters can use Gear 
  type equipment (ghost traps, ecto-goggles, PKE 
  meters, etc.). It’s assumed to be custom-fitted for 
  the creature’s use, as part of some sort of new 
  “experiment.”
  This option does not extend to spirit animals. 
  Their capricious nature and inherent PKE 
  signature make them poor test subjects for such 
  endeavors.
  SlImE conE
  As a point of clarification, if the slime blower 
  is used with a Cone Template, range is not a 
  factor; all targets under the Cone Template are 
  essentially within Short range.
  UnDERWaTER haUnTS
  Most Ghostbusters missions are on dry land, 
  because that’s where most of their customers 
  are. However, there’s the chance of having to 
  exorcise a swimming pool or chasing after a 
  ghost ship in a lake, and the equipment might 
  have to work in sub-optimal conditions.
  As a rule of thumb, Ghostbusters equipment 
  does not play nice with water. Submerged 
  equipment shorts out and is useless until it can 
  be fixed (Repair check and 1d20 hours of work 
  back at base). Water provides cover from proton 
  streams, so completely submerged ghosts are 
  untouchable, and nobody near the point of impact 
  is going to get “electrocuted” by the stream.
  Slime blowers can be used underwater, but range 
  bands are halved (templates are unaffected, so 
  the Cone Template is still just as useful).
  
  1
  ThE EcTomoBIlE
  A new Ghostbusters team starts with a Compact 
  Car (see Savage Worlds for statistics) that is fully 
  equipped for the job. In the event that this branch 
  has a team too large to fit into one car, other 
  team members will need alternate transportation 
  such as taking the bus or borrowing someone’s 
  personal car (exact details left up to the 
  imagination of the GM and players, without 
  getting too complicated about it).
  InSTallED EqUIPmEnT
  An Ectomobile has the following basic equipment, 
  though this might be expanded over the course of 
  a campaign:
  • 
  Lights & Siren:	Actual	color	of	lights	may	vary	with	region,	due	
  to	ordinances	to	avoid	confusion	with	actual	law	enforcement	and	
  emergency	vehicles.	Use	of	siren	is	supposed	to	be	for	emergencies	
  only.
  • 
  Recharger:	Discharged	ghost	traps	and	special	equipment	(such	
  as	ghost	bait)	can	be	recharged	here.	Please	note	that	a	standard	trap	
  that	has	actually	captured	a	ghost	needs	to	be	emptied	back	at	base	
  before	it	can	be	used	again,	or	else	the	trapped	ghost	will	be	let	loose	
  in	the	process.	The	charging	process	typically	takes	about	5	minutes,	
  so	it’s	not	so	fast	as	to	be	of	much	help	in	the	middle	of	some	ghost-
  busting	action.
  • 
  Repair Kit: Standard	tools	and	diagnostic	equipment	for	
  maintaining	Ghostbusters	equipment.	In	the	event	of	a	slime	blower	
  or	proton	pack	being	disabled	through	a	Critical	Failure,	the	tools	
  needed	for	someone	to	make	a	Repair	check	to	get	it	going	again	can	
  be	found	here.	Tools	are	also	available	to	swap	out	Tanks	(in	case	
  someone	used	Requisition	Points	to	get	alternate	Tanks	as	special	
  equipment,	keeping	the	spares	back	at	the	Ectomobile).
  • 
  First Aid/Desliming Kit: A	very	basic	first-aid	and	desliming	
  station	is	provided	at	the	Ectomobile,	to	allow	for	Healing	checks	to	
  recover	from	sliming,	ghostly	energy,	and	minor	cuts	and	scrapes.	
  It’s	essentially	a	non-portable	“first	aid	kit”	that	allows	a	user	of	the	
  Healing	skill	to	make	checks	without	taking	a	penalty	for	lack	of	proper	
  tools	if	he	doesn’t	carry	his	own. 
  • 
  CB Radio: For	communicating	with	Headquarters	and	any	other	
  equipped	Ectomobiles.
  • 
  Equipment Racks: Storage	racks	for	proton	packs,	slime	
  blowers,	and	other	special	equipment,	to	protect	it	in	the	case	of	
  accidents	(so	even	if	you	wreck	the	Ectomobile	on	the	way	to	the	
  scene,	you	can	still	pull	out	your	proton	pack	and	get	busting).
  STanDaRD TEam gEaR
  A fully-equipped Ectomobile includes the 
  following basic gear for the team to use. This 
  gear does not come out of individual members’ 
  Requisition Points, but team-members are still 
  responsible for any team gear that is lost or 
  destroyed during a mission.
  • 
  Ghost Traps (4):	Standard	ghost	traps,	empty,	fully	charged,	and	
  ready	to	go.
  • 
  PKE Meter:	One	standard	PKE	meter.	Grants	+1	to	Notice	and	
  Tracking	rolls	to	detect	paranormal	activity.	Technically	requires	one	
  free	hand	to	use	effectively,	but	the	standard	Ghostbuster	harness	has	
  a	holster	for	it,	so	it	can	be	quickly	(as	a	free	action)	tucked	away	so	
  the	user	can	have	both	hands	to	use	the	proton	pack	or	slime-blower	
  to	bust	ghosts.	
  • 
  Paragoggles (AKA “Ectogoggles”):	One	pair	of	goggles	
  that	allows	vision	of	paranormal	entities,	but	with	the	drawback	of	
  making	it	hard	to	see	perfectly	normal	things,	especially	with	the	lack	
  of	peripheral	vision.	Negates	up	to	–6	in	penalties	to	spot	or	hit	ghosts,	
  but	subjects	the	wearer	to	a	–4	penalty	to	Notice	anything	else.	The	
  goggles	can	be	flipped	down	into	place,	or	flipped	up	to	allow	normal	
  vision,	as	a	free	action.
   • 
  Spare Slime Blower & Proton Pack: One	spare	of	each	
  type	kept	on	the	rack.		This	is	on	standby	in	case	of	mishap,	or	in	case	
  everyone	brought	proton	packs	and	they	discover	they	need	a	slime	
  blower	instead,	or	vice	versa.
  It’s also possible that additional equipment 
  may be made available depending upon the 
  adventure. (E.g., an adventure may involve the 
  team being asked to field-test some experimental 
  new equipment sent from the Main Headquarters 
  back in New York City.)
  .
  
  1
  TyPIcal haUnTS
  In the Ghostbusters universe, just about anything 
  paranormal could crop up. Even so, there are 
  certain characteristics common to most of the 
  foes the franchise deals with.
  mInoR haUnT
  The “typical” operation that keeps the 
  Ghostbusters in business during low-PKE 
  times might seem dull. There are no visible 
  manifestations, no piles of ectoplasm, and not 
  even a single proton stream may be fired. 
  The spirit is invisible, intangible, only occasionally 
  dropping the temperature, making odd noises, 
  moving furniture around, etc. Typical ghost-story 
  stuff. The job involves camping out in the haunted 
  area, investigating the identity of the spirit and 
  why it hasn’t passed on. This information can be 
  used to goad it into manifesting in a form (still 
  invisible) that can be caught in a ghost trap.
  majoR haUnT
  These are rare, and only crop up in the most 
  remote places, or when there’s a serious spike 
  in PKE in the area. The ghost might or might not 
  be visible to mortal eyes (e.g., –2 to –6 penalty 
  to target without paragoggles), and will probably 
  leave traces of slime whenever it interacts with 
  physical objects.
  If this is a solo haunt, it will likely be a Wild 
  Card; it can be Wounded by applications of 
  positive slime or a proton stream, but even 
  an Incapacitated result is only temporary 
  (regenerating energy over time, depending on 
  background PKE levels).
  On occasion, a haunt may consist of multiple 
  ghosts; in this case, each one is typically an 
  Extra, or in some occasions a group of Extras led 
  by a Wild Card. 
  An Incapacitated ghost is usually incapable of 
  resisting a ghost trap or snare, but if left free 
  will eventually regenerate to full “health.” Some 
  ghosts cannot be Incapacitated except by special 
  means and are otherwise only considered 
  Shaken; still, a Shaken ghost must recover 
  before breaking free from a snare or tether.
  SWaRmERS
  Swarmers only show up in high-PKE haunting 
  events; they are individually weak. Each swarmer 
  is an Extra, and, unlike the typical ghost, can 
  actually be destroyed by damage. The weakest 
  are destroyed even if Shaken, and a Toughness 
  score of 0 is not uncommon—making up for this 
  by sheer force of numbers.
  A haunting event won’t consist solely of 
  swarmers. Something is the source. Swarmers 
  are typically the minions of a Wild Card ghost, 
  part of a conglomerate entity, or projections of a 
  cursed relic.
  Poltergeist Activity: Objects animated by an 
  outside force. They can be destroyed by proton 
  streams or physical means, or deanimated by 
  applying positively-charged slime.
  Conglomerate Entity: Eventually, you will get 
  down to one swarmer left (even if you caught 
  the whole lot of them in a single devastating 
  area-effect attack). That last swarmer will have 
  the focus of the entire haunting event in it; it will 
  essentially be “promoted” to Wild Card status, 
  and it can then be weakened (Wounded) and 
  trapped like a typical Major Haunt.
  Cursed Relic: A curse aura may animate objects 
  (see Poltergeist Activity above) or spawn pseudo-
  spirits to attack. There is a maximum number 
  of swarmers the relic can maintain at any time, 
  but they “respawn” when destroyed. The only 
  way to defeat the swarm for good is to contain or 
  destroy the relic. A “destroyed” relic’s fragments 
  must still be taken back for containment, lest they 
  reassemble themselves when no one’s looking. 
  coRPoREal manIFESTaTIonS
  These are fortunately very rare. If the PKE level 
  is high enough to animate stone gargoyles or 
  human corpses, something big’s going down. 
  These can do physical damage, but can be 
  physically damaged in turn. Fortunately, slime 
  blowers can still weaken whatever’s animating 
  them, and proton streams are highly damaging. 
  Slime tethers and proton streams can be useful 
  for restraining or slamming them.
  
  1
  Employees in the Ghostbusters franchise are 
  human (at least as far as anyone knows). 
  However, there’s the possibility that somewhere 
  along the way, the team may pick up a friendly 
  ghost, a remarkably smart animal, or some other 
  “sidekick” or “mascot.”
  In Savage Worlds terms, this means that 
  there are a few additional “races” to choose 
  from. Humans get, as their “racial bonus,” one 
  extra Edge at the time of character creation. 
  Characters using one of these alternative races 
  forego that bonus for a package of benefits and 
  drawbacks listed under each type.
  ghoST
  Like candles to a flame, every now and then 
  ghosts are attracted to a Ghostbusters 
  team simply because of who they are. 
  This particular entity has (so far!) 
  avoided getting caught in a ghost 
  trap, and occasionally manifests 
  in areas with high 
  PKE—such as 
  just about 
  anywhere the 
  Ghostbusters 
  team is trying 
  to capture 
  ghosts.
  Manifested ghosts of this power 
  level rarely look recognizable 
  as their former selves, instead 
  appearing as monstrous caricatures 
  of themselves in life, and incapable of 
  intelligible speech.
  These are also characteristics typical of a Major 
  Haunt that the team might encounter.
  • 
  Fear Attack:	As	an	action,	once	per	encounter	the	ghost	can	cause	
  Fear,	prompting	all	present	to	make	a	Guts	check	at	–2.	Anyone	who	
  gets	a	raise	on	this	Guts	check	is	immune	to	future	Fear	attacks	from	
  this	ghost,	as	the	novelty	has	worn	off.
  • 
  Flight:	Flies/hovers	at	normal	Pace.
  • 
  Ghost Attack:	A	ghost	can	attack	another	ghost	with	a	regular	
  melee	attack,	dealing	its	Strength	in	damage.
  SmaRT anImalS anD FRIEnDly ghoSTS
  • 
  Limited Manifestation:	Most	of	the	time,	ghosts	are	“dormant,”	
  unable	to	interact	with	the	physical	world	except	in	areas	of	high	PKE.	
  This	typically	includes	the	headquarters	of	the	Ghostbusters	team	
  (due	to	a	concentration	of	high	PKE	around	the	Laser	Containment	
  Grid),	and	sites	where	the	Ghostbusters	are	hunting	manifested	
  ghosts.	The	rest	of	the	time,	the	ghost	is	just	quietly	and	invisibly	
  observing	from	the	shadows.	A	ghost	player	can	still	play	Adventure	
  Cards	when	not	manifested,	and	can	spend	a	Benny	to	enter	a	scene	
  even	when	there’s	no	high	PKE	activity.
  • 
  Mute:	Ghosts	normally	cannot	speak,	though	they	can	certainly	howl	
  and	scream	when	manifested.
  • 
  Nonsolid:	Ghosts	have	no	inventory,	since	they	can’t	normally	carry	
  or	interact	with	solid	objects.	Ghosts	consequently	can	pass	through	
  walls	(leaving	a	bit	of	ectoplasm	to	mark	the	spot),	but	old	habits	die	
  hard;	deliberately	passing	through	a	solid	barrier	requires	a	Spirit	
  check.	Upon	failure,	attempts	may	be	made	in	subsequent	rounds.
  • 
  Slime Attack:	An	angry	ghost	can	move	through	a	
  living	target.	This	is	a	Fighting	attack	against	the	target’s	
  Parry,	dealing	Strength	damage.	Unless	the	target	has	a	
  magical	or	holy	weapon	
  or	shield	(or	a	gadget	
  that	accomplishes	
  the	same	thing),	
  it	is	an	Unarmed	
  Defender	against	the	
  ghost’s	ethereal	attack.	Attacks	can	
  be	made	on	multiple	targets	along	the	
  ghost’s	path,	but	at	a	Multi-Action	Penalty	of	
  –2	for	each	additional	target.	Slime	damage	is	nonfatal,	
  magical,	and	goes	away	at	one	Wound	level	per	hour.
  • 
  Spirit Being:	Ghosts	lack	true	solid	substance.	They	
  are	normally	impervious	to	physical	damage	or	grappling,	but	
  subject	to	effects	that	work	against	undead	and	other	paranormal	
  entities.	Ghosts	can	interact	with	other	ghosts	as	if	they	were	solid.
  • 
  Spirit Sight:	Ghosts	ignore	darkness	penalties.
  • 
  Technically Undead:	Ghosts	are	“undead”	for	purposes	of	
  powers	and	such	that	specifically	target	them,	but	do	not	automatically	
  gain	the	special	abilities	normally	associated	with	the	Undead.
  • 
  Ugly Spud:	Whether	it’s	because	of	being	hideously	deformed,	or	
  bearing	the	gruesome	marks	of	their	death,	or	simply	because	they	
  are	obviously	unnatural,	ghosts	have	–2	to	Charisma.
  • 
  Uninsured:	Ghosts	don’t	get	(and	cannot	use)	proton	packs	or	
  slime	blowers,	and	don’t	get	Requisition	Points,	either.
  
  1
   SmaRT anImal
  “Bark! Bark!”  “What’s that, Laddie?  Timmy fell 
  down an interdimensional vortex?”  
  Occasionally, a Ghostbusters team may pick 
  up an animal sidekick that’s smarter than the 
  average bear (or dog or horse or what-have-
  you).  Maybe it’s an experiment by the local mad 
  scientist, or maybe it’s just that Ghostbusters 
  attract more than their fair share of general 
  weirdness.
  • 
  Animal Characteristics:	Choose	a	base	animal:	bat,	cat,	dog,	
  horse	(riding),	ferret,	raven,	or	snake.		This	character	has	the	same	
  attributes	and	special	abilities	as	a	standard	creature	of	this	type,	as	
  described	in	the	Savage Worlds	bestiary,	or	in	the	supplementary	
  bestiary	section	in	this	guide.
  • 
  Attribute Points:	Unlike	a	typical	character,	this	character	does	
  not	have	5	points	to	spend	on	increasing	attributes.		They	start	as	
  listed	for	the	animal	type.		However,	attributes	can	be	increased	
  with	character	points	by	taking	on	Hindrances,	or	later	on	by	using	
  Advances,	as	with	other	characters.
  • 
  Skills:	The	character	does	not	automatically	get	skills	listed	under	
  the	normal	animal’s	entry.		Instead,	the	character	has	15	skill	points	to	
  distribute,	as	with	normal	characters.
  • 
  Other Animal Types:	For	other	small	or	domestic	animals	not	
  listed,	the	“closest	match”	should	be	used,	or	else	the	GM	and	player	
  should	work	together	to	see	what	would	work	best.		Please	keep	in	
  mind	that	some	animals	are	going	to	be	a	lot	harder	
  to	get	away	with	bringing	along	on	a	mission	than	
  others;	not	all	animals	are	created	equal.		The	riding	
  horse,	for	instance,	has	more	impressive	attributes	
  than	a	house	cat,	but	can’t	readily	follow	the	team	into	a	
  haunted	house.
  • 
  No Hands, No Speech:	Despite	being	an	
  unusually	smart	animal,	this	character	cannot	speak,	
  and	is	limited	in	the	use	of	skills	by	a	lack	
  of	hands.		Performing	tasks	that	normally	
  require	hands	may	have	a	penalty	of	–4	or	
  more,	or	even	impossible,	as	determined	by	
  the	GM.
  • 
  Hindrances Assumed:	Animals	
  don’t	normally	have	money	or	use	proton	
  packs,	so	you	can’t	take	the	Poverty	
  Hindrance.		Animals	normally	can’t	read,	
  so	you	can’t	take	Illiterate.		You	can’t	take	a	
  Hindrance	unless	it	goes	above	and	beyond	the	
  normal	penalties	of	being	a	“dumb”	beast.
    
  SPIRIT anImal
  This character is closely related to the Smart 
  Animal, except for its distinctly supernatural 
  aspect. This character could be a Native 
  American “animal spirit” in corporeal form, or 
  perhaps a conjured entity.
  Use the same rules as for the Smart Animal, 
  except for the following additional characteristics.
  • 
  Off-Camera Antics:	This	character	is	limited	to	doing	things	
  that	only	a	normal	animal	could	do,	so	long	as	anyone	is	watching	
  (including	cameras).	However,	when	no	one’s	around	(ghosts	don’t	
  count),	this	character	can	use	any	skill	he	possesses,	regardless	of	
  normal	penalties	that	would	apply	to	skills	that	require	hands,	such	
  as	Lockpicking.	Note:	This	also	extends	to	behavior	you	physically	
  are	capable	of,	but	a	normal	animal	“wouldn’t	do.”	For	instance,	a	
  Smart	Animal	might	“bark	once	for	yes,	twice	for	no,”	or	stamp	a	hoof	
  so	many	times	to	indicate	a	number,	but	you	can’t	do	that	sort	of	thing	
  while	people	are	watching,	though	you	might	“accidentally”	bump	into	
  a	button	and	set	off	a	ghost	trap.	As	long	as	there	are	witnesses,	you	
  have	to	behave	as	“just	a	dumb	animal.”
  • 
  Spirit Sense:	This	character	may	ignore	visibility	penalties	for	
  manifested	ghosts,	as	if	wearing	Paragoggles.
  • 
  Spirit Touch:	This	character	may	interact	physically	with	
  paranormal	entities,	including	using	his	natural	weapons	against	or	
  even	grappling	ghosts.	Ghosts	cannot	make	“pass-through”	attacks	
  against	this	character,	but	they	can	attack	him	“physically”	
  in	the	same	way	they	can	attack	other	ghosts.	If	this	
  character	grapples	a	ghost,	and	a	ghost	trap	is	set	off,	
  the	ghost	is	treated	as	being	Snared;	the	character	
  uses	Fighting	instead	of	Shooting	to	resist	the	ghost’s	
  attempts	to	escape	a	trap.
  • 
  Paranormal Entity:	Although	
  this	character	has	corporeal	form	and	
  thus	is	in	no	danger	of	getting	caught	
  in	a	Ghost	Trap,	he	is	still	a	“paranormal	
  entity”	and	thus	can	be	affected	by	various	
  special	attacks	and	powers	that	only	apply	
  to	the	supernatural	(e.g.,	he	can	be	
  picked	up	by	Paragoggles	or	be	
  tracked	with	the	help	of	a	PKE	
  Meter).
  • Uninsured:	Spirit	animals	don’t	
  get	(and	cannot	use)	proton	packs	or	
  slime	blowers,	and	don’t	get	Requisition	
  Points,	either.
  
  1
  The following statistics are provided for 
  alternative Smart Animal or Spirit Animal 
  character types that might accompany the group 
  (or an animal sidekick that a team member might 
  have via the Beast Bond Edge).
  BaT
  Attributes: Agility d8, Smarts d4(A), Spirit d6, 
  Strength d4, Vigor d6
  Skills: Climbing d8, Fighting d4, Guts d4, Notice 
  d8, Stealth d8
  Pace: 4; Parry: 4; Toughness: 3
  Special Abilities
  • 
  Alertness:	The	senses	of	bats	are	so	keen	that	they	can	pick	tiny	
  insects	out	of	the	air	at	night.	They	gain	+2	to	all	Notice	checks.
  • 
  Climbing Claws:	Str+d4.	Bats	gain	+2	to	Climbing	rolls.
  • 
  Flight:	Bats	can	fly	at	a	Pace	of	8.	They	“run”	with	a	d10	when	flying	
  instead	of	d6.
  • 
  Size –2:	Attackers	subtract	2	from	attempts	to	hit	this	tiny	creature.	
  It	gains	a	+2	bonus	to	attacks	against	other	creatures.	These	two	
  modifiers	cancel	out	if	attacking	another	Size	–2	creature.
  • 
  Sonar:	Bats	can	“see”	by	making	high-pitched	shrieks,	often	outside	
  the	range	of	human	hearing.	They	may	ignore	darkness	penalties.
  FERRET
  Attributes: Agility d6, Smarts d4(A), Spirit d4, 
  Strength d4, Vigor d6
  Skills: Climbing d6, Fighting d4, Guts d4, Notice 
  d4, Stealth d6
  Pace: 6; Parry: 4; Toughness: 3
  Special Abilities
  • 
  Climbing Claws:	Str+d4.	Ferrets	gain	+2	to	Climbing	rolls.
  • 
  Low Light Vision:	Ignore	darkness	penalties	in	all	but	complete	
  darkness.
  • 
  Contortionist:	Ferrets	get	+2	to	any	rolls	made	to	escape	
  bindings.
  • 
  Size –2:	Attackers	subtract	2	from	attempts	to	hit	this	tiny	creature.	
  It	gains	a	+2	bonus	to	attacks	against	other	creatures.	These	two	
  modifiers	cancel	out	if	attacking	another	Size	–2	creature.
  RaVEn
  Attributes: Agility d6, Smarts d6(A), Spirit d6, 
  Strength d4, Vigor d6
  Skills: Fighting d4, Guts d4, Notice d6, Stealth 
  d6 
  Pace: 4; Parry: 4; Toughness: 3
  Special Abilities
  • 
  Beak/Talons:	Str+d4.
  • 
  Flight:	Ravens	can	fly	at	a	Pace	of	8.	They	“run”	with	a	d10	when	
  flying	instead	of	d6.
  • 
  Size –2:	Attackers	subtract	2	from	attempts	to	hit	this	tiny	creature.	
  It	gains	a	+2	bonus	to	attacks	against	other	creatures.	These	two	
  modifiers	cancel	out	if	attacking	another	Size	–2	creature.
  • 
  Vocalization:	Ravens	are	capable	of	mimicking	sounds	they	hear,	
  even	individual	words	or	short	phrases	of	human	speech.
  ExTEnDED BESTIaRy
  
  1
  nEW hInDRancES
  The following new Hindrances are available for 
  characters in this setting. (Please note that these 
  are designed with the tropes of this setting in 
  mind, and may not be properly balanced for other 
  Savage settings.)
  nEgaTIVE kaRma (mInoR)
  Requirements: Novice 
  Note: Formerly “Trouble Magnet,” but changed to 
  avoid confusion with the Pirates RPG Edge of the 
  same name. 
  This character doesn’t need to have his fortune 
  told; it’ll come up bad every time. Any time 
  a ghost attacks, and there are two (or more) 
  equally-valid targets it could go for, it’ll go for 
  this character if that’s an option. If swarmers are 
  evenly distributed against the whole team, this 
  character will get all the “leftovers” in addition 
  to his fair share. If there’s a random chance of 
  anyone in the party being targeted by a curse, 
  possession, trap, or random accident, this 
  character is the target. He probably got hired to 
  the team because of this trait (and his nickname 
  is probably something like “Ghost Bait”).
  TRUE BElIEVER (mInoR)
  Requirements: Novice 
  You might be skeptical the rest of the time, but 
  there’s just something about the supernatural that 
  causes you to drop your guard. If a spectral entity 
  shows up and claims to be your spirit guide, a 
  ghost of a long-lost ancestor, or a benevolent 
  angel, you’re likely to give it the benefit of the 
  doubt and then some. 
  You are at –2 to any Notice, Spirit, or similar rolls 
  to see through illusions, break free of possession, 
  or to tell if an obviously supernatural entity is lying 
  to you. (If it starts chewing on you or your friends, 
  you’ll probably snap out of it, but this could still 
  get you into situations that a “genre-savvy” hero 
  would know was a trap from the start.)
  This is not a complete loss, however: A side-
  effect of your rose-tinted-ectogoggles view of the 
  universe is that you also gain a +2 to Guts checks 
  made to resist fear caused by supernatural 
  displays (this does not stack with Brave).
  UnInSURED (majoR)
  Requirements: Novice; human or smart animal 
  This character isn’t actually a Ghostbusters 
  employee, and therefore is not issued a 
  proton pack or slime blower, and does not get 
  Requisition Points. This Edge is appropriate for 
  “tag-along” characters who aren’t officially part of 
  the team, and hence don’t get to use all the “cool 
  stuff” the others do. 
  Technically, there’s nothing to stop this character 
  from helping out by setting or springing a user-
  friendly device such as a ghost trap, but it’s 
  against official company policy.
  (Later on, this Hindrance can be “bought off” 
  by spending two Advances, once the character 
  proves her worth to the team. Otherwise, at the 
  GM’s discretion, it can be replaced with another 
  Major or two Minor Hindrances if the situation 
  warrants.)
  Ghosts and spirit animals are already treated as if 
  they have this Hindrance, and hence can’t take it.
  
  1
  The following new Edges are available for 
  characters in this setting. (Please note that these 
  are designed with the tropes of this setting in 
  mind, and may not be properly balanced for other 
  Savage settings.)
  BRaVE
  Requirements: Novice 
  This hero gets a +2 bonus to checks to resist 
  Fear, Terror, or Intimidation Tests of Will. (Bonus 
  does not combine with Strong-Willed.)
  chEERlEaDER
  Requirements: Novice, Charisma 0+, 
  Persuasion d6+ 
  This hero can spur allies on when the going 
  gets tough. She can spend an action to use 
  Persuasion as a cooperative roll to assist an ally 
  in just about any trait roll. In order to do so, she 
  must be able to communicate with (or at least to) 
  the recipient, and it must not be a task that would 
  be hindered in the process (e.g., trying to sneak 
  along with a Stealth check while someone is 
  loudly celebrating the fact that you’re doing so).
  DISTRacTIng
  Requirements: Novice, Charisma 0+, 
  Persuasion d6+ 
  You have the knack for fast-talking, flirting, or just 
  confusing the undead to distraction, even when 
  by rights they should be immune to your charms. 
  You can use Persuasion (applying your Charisma 
  bonus) in a Test of Wills against a supernatural 
  entity, opposed by Smarts, as an action. On a 
  success, an ally chosen by you gets a +2 bonus 
  on her next action against the distracted entity 
  OR you can penalize the distracted entity’s next 
  action by –2; on a raise, the target is Shaken 
  (though this does not do any damage if it is 
  already Shaken). 
  galloWS hUmoR
  Requirements: Novice, Taunt d6+ 
  When the team is faced with a Fear or Terror-
  inducing situation, this hero helps to defuse the 
  situation with a quick wisecrack, put-down, or wry 
  observation.
  The hero can immediately make a Taunt roll as 
  a free action before any Guts checks are made. 
  Instead of its usual effects, each success and 
  raise on this roll adds a +1 bonus to any Guts 
  checks made by allies (including herself) for the 
  immediate situation, up to a maximum of +4.
  Normally, this benefit only applies to allies who 
  can hear her, but even when that doesn’t work, a 
  timely roll of the eyes or mocking gesture can still 
  communicate the same sentiment visually.
  ghoST WRanglER
  Requirements: Seasoned, Strength d6+ 
  Your hero has perfected the art of snaring ghosts 
  to the point where he can manhandle the capture 
  stream without breaking contact, thus freeing 
  him to use brute force to oppose a squirming 
  ghost. When a ghost attempts to break free of his 
  Snare, this hero may oppose it with his choice of 
  Fighting, Throwing, Shooting, or Strength. 
  InScRUTaBlE
  Requirements: Novice 
  Your hero is far removed from the normal 
  human experience. He’s emotionless, robotic, 
  or perhaps just crazy. Whatever the case, he’s 
  immune to Fear and Terror, and is unaffected 
  by Tests of Will. While he’s well-equipped to 
  face unspeakable horrors, others are unsettled 
  by his strangeness; he suffers a –2 penalty to 
  Charisma.
  PET ghoST
  Requirements: Veteran 
  Your hero has somehow acquired a little ghostly 
  “friend.” Perhaps it’s the ghost of his faithful 
  pet dog, fetching sticks from beyond the grave. 
  Perhaps it’s just some ugly little spud tagging 
  along. Whatever the case, the hero gets a ghostly 
  sidekick (an Extra), with equivalent statistics 
  to a dog/wolf (see core rules), but with all the 
  modifiers for the ghost “race” applied.
  Pet ghosts do not gain experience, nor do they 
  advance as do normal NPC allies. (This is the 
  trade-off for having a sidekick who’s practically 
  indestructible.) If the owner wishes for his “pet 
  ghost” to gain any Ghost Edges or make any 
  nEW EDgES
  
  1
  other improvements, he will have to donate 
  Advances for the purpose.
  RESIlIEnT
  Requirements: Novice, Vigor d6+ 
  Your hero may go down, but she’ll get up again; 
  nothing’s going to keep her down. Anyone 
  treating your hero’s wounds gets a +2 to Healing 
  checks. (This also applies if you’re the one 
  treating yourself.)
  Slam DUnk
  Requirements: Novice, Agility d6+ 
  This hero has perfected the very specialized 
  art of “slam-dunking” a ghost into a trap. When 
  moving a ghost via a capture stream or any other 
  sort of Snare (e.g., Slime Tether), he may choose 
  to “slam” it into a trap. This activates the trap (if 
  it wasn’t activated already), and instantly dunks 
  the ghost into the trap (if it failed to resist being 
  wrangled by the capture stream in the first place).
  Note: If the ghost has the Capture Resistance 
  Edge, it may apply its +2 bonus to resist being 
  moved by the capture stream, if the intent is to 
  “slam dunk” it into a trap. 
  TRIckSTER
  Requirements: Novice, Agility d6+, Smarts d6+, 
  Taunt d6+ 
  This hero has a knack for pulling pranks, gaining 
  a +2 bonus to any Tricks and Taunt attempts that 
  she initiates.
  This bonus does not stack with the Dirty Fighter 
  Edge, the bonus to Agility checks granted by 
  the Acrobat Edge, or the bonus to Tests of Will 
  granted by the Strong-Willed Edge. 
  This Edge does not grant any bonus to resist a 
  Trick or Taunt played by someone else.
  
  0
  PRoFESSIonal EDgES
  conToRTIonIST
  Requirements: Novice, Agility d8+ 
  This hero is adept at dislocating joints and other 
  tricks of the trade involved in getting into and out 
  of tight places, gaining a +2 to rolls to escape 
  from grapples, entangle effects and the like. At 
  the GM’s discretion, the hero can also get out of 
  simple bindings such as handcuffs with a simple 
  Agility check (without the +2 bonus), and can 
  squeeze through openings and into spaces that 
  would normally require her to be one Size step 
  smaller.
  DRIVER
  Requirements: Novice, Driving d4+, Streetwise 
  d6+ 
  This hero at some point in his 
  employment history was a pizza 
  delivery guy, a taxi driver, a beat 
  cop, a biker, etc., and knows his 
  way around the streets of the local 
  area. He gets a +2 bonus to all 
  rolls relating to plotting road trips, 
  finding shortcuts, and avoiding 
  “bad parts of town.” Specifically, this 
  applies to Driving rolls to quickly get 
  to a ghostbusting job.
  At the GM’s discretion, this bonus may 
  apply to Streetwise or Investigation 
  checks directly related to the character’s 
  “knowledge of the streets.”
  This Edge represents knowledge local 
  to the campaign; if the Ghostbusters 
  temporarily venture outside of their usual 
  domain, this bonus drops to +1 to reflect 
  general rather than specific experience. If 
  they make a permanent move to the new 
  location, this hero learns his way around 
  the new streets and picks up his full bonus 
  again after about a week. 
  ExoRcIST
  Requirements: Novice, Intimidate d4+, 
  Knowledge (Occult) d6+, Spirit d8+ 
  This hero relies upon the power of her 
  faith to drive away spirits, and thus gains +2 to 
  Tests of Will against supernatural entities, and to 
  Guts checks against supernatural horror. Note: 
  These bonuses do combine with bonuses from 
  other, more general Edges, such as Brave or 
  Strong-Willed, but only when the supernatural is 
  involved.
  gadgeteer
  Requirements: Novice, Smarts d8, Repair d8, Kn 
  (Occult) d6, Kn (Nuclear Physics) d6 
  Replaces Gadgeteer Edge in core rules. 
  Once per session, may “jury-rig” a piece of 
  Ghostbusters gear (upgrade, option, tank, 
  or gear) worth up to 5 Requisition Points per 
  Rank (e.g., 5 at Novice, 25 at Legendary), 
  by spending 1d20 minutes and making a 
  successful Repair check, provided that 
  spare parts are available. (On failure, 
  multiple attempts may be made. On 
  Critical Failure, no further attempts may 
  be made.)
  hackER
  Requirements: Novice, 
  Investigation d4+, Kn 
  (Computers) d6+, Kn (Security 
  Systems) d6+, Lockpicking d4+, 
  Repair d4+, Stealth d4+ 
  This hero gains a +2 bonus to all 
  rolls involving “hacking” computers, 
  sabotaging or rewiring electronics, 
  “phreaking” telephone lines, evading 
  or disabling electronic surveillance, 
  figuring out passwords, decrypting 
  data, and breaking into security 
  systems. It also applies to detecting 
  or opposing someone else’s 
  attempts to do the same thing.
  Mr. Fix it
  Requirements: Novice, Smarts d10, 
  Repair d8, any two of Knowledge 
  (Computers, Nuclear Physics, Occult, 
  or Security Systems) at d6 
  As per the Edge in the core rules, 
  except the requirements are 
  
  1
  changed as noted above (removing all Weird 
  Science requirements, and counting any of the 
  specialized Knowledge areas for this setting 
  as “scientific Knowledge areas” for purposes of 
  prerequisites).
  magIcIan
  Requirements: Novice, Agility d6+, Persuasion 
  d6+, Stealth d6+, Taunt d4+ 
  This hero is a stage magician, trained in the fine 
  arts of legerdemain and misdirection, gaining 
  a +1 bonus to any rolls involved in performing 
  magic tricks. For example, this could cover feats 
  ranging from palming small objects and then 
  “conjuring” them later, to misdirecting observers 
  while an associate “disappears.” You also gain 
  a +1 bonus to Notice anyone else using such 
  trickery.
  PSychIc
  Requirements: Novice, Knowledge (Occult) d4+, 
  Spirit d8+ 
  This hero has something of a “sixth sense,” able 
  not only to intuitively pick up on paranormal 
  phenomena, but also to interpret it. She 
  gains a +2 bonus to all Notice and Tracking 
  checks involving spirits and other supernatural 
  phenomena. These bonuses do combine with 
  bonuses from other, more general Edges, such 
  as Alertness or Woodsman, but only when the 
  supernatural is involved.
  
  
  The following Edges are available to ghosts:
  caPTURE RESISTancE
  Requirements: Novice, Ghost 
  This ghost is stubborn, with a +2 bonus to rolls to 
  resist being caught in Ghost Traps.
  EnERgy aTTack
  Requirements: Novice, Ghost 
  Some ghosts bear the fury of a violent death, 
  crackling with electrical energy from being 
  struck by a lightning bolt, carrying a smoking 
  gun from a lost duel, or perhaps 
  expelling noxious burps after 
  dying while overeating. 
  Whatever the case, he can 
  share the pain at a distance.
  By either spending a benny, 
  or taking a level of Fatigue 
  afterward, this ghost may make 
  a ranged attack (3/6/12) with 
  manifested energy dealing damage 
  equal to the ghost’s Spirit+d6. This 
  Fatigue is automatically recovered 
  the next time the ghost 
  manifests. 
  The player must choose 
  which skill (Throwing or 
  Shooting) is used to make this attack, and the 
  trapping of the attack, when taking this Edge. 
  Regardless of the trapping, it is treated as slime 
  damage in that it’s nonlethal, and can’t cause 
  worse than a Shaken result to living targets.
  PSychokInESIS
  Requirements: Novice, Ghost, Strength d6+ 
  This ghost, when manifested, can hold an object 
  in each hand, and may attempt to grapple with 
  living creatures (using its Strength characteristic).
  SElF-ImagE
  Requirements: Novice, Ghost, Spirit d8+ 
  This ghost has retained a stronger self-image 
  than most when manifested, and doesn’t have 
  the Ugly Spud attribute. The ghost can speak 
  with some effort when manifested (though many 
  ghosts choose not to).
  ghoST EDgES
  ImPRoVED SElF-ImagE
  Requirements: Novice, Ghost, Self-Image 
  This ghost has such a strong self-image that, 
  in the right circumstances, and for a limited 
  time, it can pass for a human being. When 
  manifested, if the ghost chooses, the spirit is 
  opaque and seemingly alive, as it appeared 
  in life. 
  However, if anything happens to shatter this 
  illusion (e.g., an object passes through the 
  ghost’s still-ethereal body, someone sees 
  that it casts no reflection, someone scans 
  it with a PKE meter, or someone asks 
  too-prying questions), it immediately de-
  manifests, and cannot reappear for the 
  remainder of 
  the scene.
  When 
  appearing in 
  this form, the 
  ghost may not fly, 
  pass through walls, 
  or deliberately take any 
  action that would betray its true nature 
  (even in the presence of people, such as 
  an experienced Ghostbusters team, who 
  should know better).
  SUPERnaTURal WEaPonS
  Requirements: Novice, Ghost 
  This ghost manifests with claws, bony fingers, 
  or perhaps even a ghostly “weapon” that is 
  effectively part of its being. Its attacks deal 
  Strength+d4 damage.
  ImPRoVED SUPERnaTURal 
  WEaPonS
  Requirements: Novice, Ghost, Supernatural 
  Weapons 
  Damage is increased to Strength+d6.
  
  
  The following Edges are available to smart 
  animals and spirit animals, as indicated:
  cUTE
  Requirements: Novice, Smart or Spirit Animal, 
  Charisma 0+ 
  This animal is a master of “sad puppy eyes” 
  or the like, gaining +2 to Charisma. This does 
  not combine with Attractive, Very Attractive, or 
  Charismatic.
  UnBEaRaBly cUTE
  Requirements: Cute 
  The Charisma bonus is increased to +4.
  lITERaTE
  Requirements: Novice, Smart or Spirit Animal 
  This animal isn’t so “dumb” after all; he can 
  read! (Spelling may be a bit off, though.) If this 
  character is a spirit animal, he can even write 
  mysterious messages (as long as no one is 
  watching when he does it).
  RElIc DEVoURER
  Requirements: Novice, Spirit Animal 
  This character can “devour” powers of a relic 
  by either actually eating it, or destroying it, 
  “absorbing” its essence in either case. (Please 
  note that the difficulty of destroying a relic is often 
  but not always comparable to its power.)
  This must be an item that would normally grant 
  a wearer or wielder some sort of supernatural 
  bonus, and any drawbacks are inherited as 
  well. Physical characteristics or some hint of the 
  item’s power may be reflected in the animal’s 
  appearance (e.g., a strange new mark in her fur).
  A magic chainsaw that doesn’t consume gas 
  won’t do much good, because a spirit animal 
  doesn’t run on gas; the character won’t suddenly 
  sprout “chain claws” or any such thing, since the 
  chainsaw’s physical form doesn’t constitute a 
  magical power. If, however, the chainsaw had 
  a supernatural +1 bonus to damage, the spirit 
  animal could gain the +1 bonus when using her 
  natural weapons. If the relic lists a drawback 
  (such as –2 to Stealth), the spirit animal inherits 
  that drawback as well.
  anImal EDgES
  If multiple entities with this ability are present 
  at the destruction of a magic relic, and wish to 
  absorb its power, an opposed Spirit test must be 
  made, with the highest roll gaining the power; on 
  a tie, the power is lost, as the two entities are too 
  busy fighting to absorb it before it dissipates.
  
  
  PaymEnT
  Most team members have a place to live, bills to 
  pay, and financial concerns. The money listed on 
  the character sheet just represents immediately 
  disposable income. Since Ghostbusting gear isn’t 
  for sale, it won’t likely have much impact on the 
  job. As the team completes jobs successfully, 
  members get access to more resources.
  Individual jobs vary, but a typical “busting” job 
  grants the team a total of up to 5 Requisition 
  Points per captured ghost, minus 1 point for 
  each point of Environmental damage caused 
  (as explained below). It’s possible to end 
  a “successful” job with no new Requisition 
  Points at all. Characters with Poverty only get 
  half Requisition Points (rounded down), and 
  characters who are Uninsured get none.
  EnVIRonmEnTal DamagE
  The main reason the heroes are unlikely to get 
  the full 5 Requisition Points each time is that 
  those pesky proton streams tend to dish out 
  massive damage everything in sight. Any time a 
  character with a proton pack misses a Shooting 
  roll against a ghost or rolls a “1” on his Shooting 
  die (regardless of the Wild Die), he deals damage 
  against “the environment.” 
  Slime-blowers tend to cause far less damage 
  against the environment, since the ectoplasm 
  can be cleaned up later; they deal Environmental 
  Damage only when a “1” is rolled on the skill die, 
  or when a specific valuable item is caught in the 
  blast area.
  Damage is also done to the environment when 
  heroes specifically target property (e.g., blasting 
  a door to get it open); in such a case, you’ll need 
  to make a separate damage roll to check for 
  Environmental Damage. (It’s possible to knock 
  down the door, yet not rack up enough damage 
  to score a “wound” against the environment—or 
  vice versa.)
  If damage is done to “the environment,” roll the 
  normal damage for the device, but DO NOT 
  include extra dice or damage bonuses due to 
  PaymEnT anD EnVIRonmEnTal DamagE
  called shots or getting a raise on the to-hit roll. 
  The surrounding environment has a Toughness 
  rating that abstractly represents the potential 
  for doing considerable damage (beyond what 
  insurance covers). A single “Shaken” result 
  indicates only superficial damage that will still 
  be covered by insurance—but dealing a second 
  “Shaken” result in the same area will cause 
  enough further damage to qualify as a “wound.”
  Please note that some missions may take place 
  in locations where environmental damage isn’t 
  an issue, such as a building already slated for 
  demolition. In that case, let loose with the proton 
  streams and have fun! (Just don’t hit any of the 
  neighboring buildings or the Ectomobile.)
  The following are suggested Toughness ratings 
  for different environments. Individual objects of 
  special value (e.g., luxury car, precious artwork) 
  caught in an area effect template or otherwise 
  damaged may add a “wound” or more to the total 
  tally at the GM’s discretion.
   Toughness Example Environment
   
  2 
  Mansion or museum full of precious 
  antiquities.
   
  4 
  Office building (lots of computers) 
  or store (merchandise).
   
  6 
  Typical furnished residence.
   
  8 
  Factory, construction site, cemetery.
   
  12 
  Most other outdoors locations.
  nEgoTIaTIon
  At mission’s end, a team representative can 
  minimize responsibility for Environmental 
  Damage with a Persuasion check at –4. The GM 
  may reduce this penalty in the case of particularly 
  compelling arguments. Treat it as a Soak roll; 
  each success and raise on the Persuasion check 
  negates one “wound” of Environmental Damage. 
  Other team members may assist in a cooperative 
  roll.
  If all “wounds” are negated, the team performed 
  a stunning job for a very happy client; not only 
  do they get the maximum Requisition Points, but 
  each member gets a $100 bonus. 
  
  
  cURSED/holy RElIcS
  During some missions, the team may recover 
  relics—items that are imbued with PKE and 
  tainted by contact with paranormal phenomena. 
  These items often possess effectively magical 
  properties, for good or ill—or some mixture of the 
  two.
  These items have a point value to represent their 
  potential value for paranormal research. (Cursed 
  Relics cards, if used, come in the same format as 
  Equipment cards, and have this point value listed 
  in the same space that Requisition Point Cost is 
  listed on Equipment cards.)
  These items can be kept in the Ghostbusters 
  HQ and pulled out to try to make use of their 
  properties for future missions ... or else they 
  can be sent off to the main Ghostbusters 
  Headquarters in New York City for advanced 
  study. If this latter option is taken, the team gets 
  a number of Team XP equal to the point value of 
  the relic.
  Each character will improve individually over the 
  course of his missions, picking up new skills, 
  new Edges, and new equipment, but successful 
  missions also allow for improvement in the 
  resources available to the team as a whole. 
  Therefore, the Franchise Sheet (which has space 
  for statistics for the Ectomobile and Ghostbusters 
  HQ) has a space to keep track of XP earned for 
  the team as a whole.
  Team XP depends upon successful missions, 
  as it represents the increased prestige and 
  resources of the local branch. The following is a 
  rough guideline of how many “Team XP” may be 
  earned per mission, though it can be modified at 
  the GM’s discretion.
    Team XP 
  Conditions
   
  0 
  Failed to capture ghost, or such 
  extreme damages that team got no 
  Requisition Points for the job.
   
  1 
  Success, but with excessive 
  damages.
   
  2 
  Success, but with some damage (at 
  least 1 “Wound” of Environmental 
  Damage).
   
  3 
  Wildly successful; ghost(s) 
  captured, and no Environmental 
  Damage caused—or negotiator 
  successfully used Persuasion 
  to negate responsibility for all 
  damages. 
  Team XP is tallied up, and for every 5 Team 
  XP, the team gets an Advance. Advances 
  can generally be used to improve the local 
  Ghostbusters HQ or the Ectomobile—or perhaps 
  even to get another vehicle!
  DonaTIng aDVancES
  Characters may also “donate” Advances 
  toward improving their Ectomobile or toward 
  Ghostbusters HQ. Please note that it’s possible 
  to lose these benefits in extreme circumstances, 
  such as the complete destruction of the 
  Ectomobile or even Ghostbusters HQ. There 
  aren’t necessarily any “refunds” for such extreme 
  losses, so let the buyer beware.
  BUIlDIng ThE FRanchISE
  
  
  The following Edges are available for improving 
  Ghostbusters HQ (or moving to better digs). The 
  team’s headquarters gets ONE Headquarters 
  Edge for free at the start of the campaign. Others 
  may be purchased with Team Advances.
  aRmoRy
  Requirement: Headquarters 
  The base has extra equipment for use by the 
  team, in a dedicated storage area. Each team 
  member gets an extra +5 Requisition Points 
  worth of equipment when going out on a mission.
  comPUTER cEnTER
  Requirement: Headquarters 
  The base has top-of-the-line computers, 
  toolkits, spare parts, and a dedicated line dial-
  up connection, granting a +1 to Knowledge 
  (Computers) checks made back at base.
  FaST DEPloymEnT SySTEm
  Requirement: Headquarters  
  Whether fire poles leading down to the garage, 
  semi-automated systems to help the team get 
  geared up quickly, the base is designed so that 
  team members on standby can quickly get to the 
  Ectomobile and out to the scene without wasting 
  time. The team gets a +2 bonus to the Driving roll 
  to determine how quickly it gets to the scene for a 
  new job.
  holy gRoUnD
  Requirement: Headquarters 
  Ghostbusters HQ might be set up in an old 
  church, or perhaps a place of historic significance 
  with a few friendly spirits looking out for the team. 
  It’s no solid guarantee (as demonstrated when 
  the Stay-Puft Marshmallow Man stomped a 
  church in New York City), but any hostile ghosts 
  are at –1 to all trait rolls made while on premises. 
  hoSPITalITy cEnTER
  Requirement: Headquarters 
  Customers are greeted in a well-appointed and 
  comfortable waiting area and meeting room with 
  amenities. This grants a +2 bonus to Persuasion 
  rolls to try to Negotiate responsibility for damages 
  incurred during missions.
  ghoSTBUSTERS hq EDgES
  lIBRaRy
  Requirement: Headquarters 
  A secure library is full of historical and occult 
  references, so the team can keep up to date on 
  local “trivia” that could be relevant to a haunting. 
  This grants a +1 bonus to Investigation checks 
  made back at the base.
  laBoRaToRy
  Requirement: Headquarters 
  This well-stocked laboratory grants a +1 bonus 
  to any science-related Knowledge checks, such 
  as Knowledge (Nuclear Physics), made back at 
  base. (If your campaign uses Weird Science, it 
  also grants a +1 bonus to Weird Science checks.)
  REcREaTIon cEnTER
  Requirement: Headquarters 
  Some arcade games, a pool table, and/or some 
  other recreational facilities are set up for team 
  members on duty back at base in between jobs, 
  helping to boost morale. The team gets a special 
  “team benny” that is replenished each mission. 
  It can be spent (with general player consensus) 
  on any team member (even Extras)—or even to 
  force the GM to reroll (and take the worse result 
  in that case). 
  SEcURITy cEnTER
  Requirement: Headquarters 
  Advanced monitoring systems and technical 
  gizmos are installed to make it more difficult for 
  ghosts to break in or out of the headquarters, 
  thus buying a little more time if there’s a breakout 
  from the containment grid, or some spooks 
  decide to assault the heroes at their base. Ghosts 
  wishing to pass through walls, closed doors, or 
  other solid barriers have a –2 penalty to their 
  Spirit checks to do so.
  WoRkShoP
  Requirement: Headquarters  
  The garage has a well-equipped work area for 
  maintaining the Ectomobile and special gear, 
  granting a +1 bonus to Repair checks made back 
  at the base.
   
  
  
  EcTomoBIlE EDgES
  By default, the team starts off with a Compact 
  Car. This can be “upgraded” either by acquiring 
  the appropriate Edge, or by spending personal 
  character funds to get a bigger and/or better 
  vehicle. Any Ectomobile Edges are transferred to 
  the new vehicle in between missions.
  caR-moUnTED mUon TRaP
  Requirement: Vehicle must have a roof 
  The Ectomobile has an advanced Muon Trap 
  mounted to its roof. It behaves like a normal 
  Ghost Trap, except that it affects ghosts within a 
  Large Burst Template centered on the trap, and 
  it automatically activates when a Snared ghost is 
  in range. Alternatively, the driver or a passenger 
  can activate the trap manually. As usual, Ghosts 
  must pass a Spirit roll to evade being trapped. 
  As with other Muon Traps, it can hold multiple 
  ghosts, and does not need to be recharged 
  between uses.
  FIElD RESEaRch STaTIon
  Requirement: Mid-Sized Car/SUV or larger 
  The back of the car includes a mini-lab for on-site 
  chemical and spectral analysis, granting +1 to 
  Investigation checks when researching artifacts 
  and samples at the Ectomobile.
  FIRST aID STaTIon
  Requirement: Mid-Sized Car/SUV or larger 
  This improved first aid and de-sliming station 
  grants a +2 bonus to Healing checks made at the 
  Ectomobile, whether treating physical, energy, or 
  slime damage.
  ghoST 
  VacUUm
  Requirement: Vehicle 
  must have a hood 
  This hood-mounted 
  experimental device actually 
  allows the driver to run down ghosts! 
  A ghost hit by the Ectomobile must roll Spirit 
  vs. the driver’s Driving skill to evade. By itself, it 
  holds one ghost. If a Portable Laser Containment 
  Grid is installed, it auto-transfers the ghost into 
  confinement and resets itself for the next ghostly 
  roadkill.
  ImagE InTEnSIFIER
  Requirement: Vehicle requires a windshield 
  The windshield is upgraded with a high-tech 
  ectoplasmic overlay that reduces visibility 
  penalties to spot paranormal entities by up to –4. 
  It’s far safer than driving with paragoggles, since 
  this results in no loss of peripheral vision.
  ImPRoVED ShIElDIng
  Requirement: Enclosed vehicle 
  A variant of the technology used in the laser 
  containment grid is worked into the shell of the 
  vehicle to provide +2 Armor against paranormal 
  attacks. In addition, its full Toughness (including 
  Armor) applies against ghostly entities.
  laRgE 
  UPgRaDE
  Requirement: None 
  By default, the team 
  starts with a Compact 
  Car (see Savage 
  Worlds rules, under 
  “Vehicles”). This Edge 
  allows the Compact 
  Car to be swapped for 
  a Large Vehicle (van, 
  ambulance, “short bus,” 
  etc.).  Use statistics for 
  the SUV in the Savage 
  Worlds rules, but add 
  +2 Armor.  Handling is 
  reduced (–2 to Driving 
  checks to get to the 
  scene quickly), but 
  passenger and gear 
  capacity is greatly 
  increased, allowing for 
  larger improvements.
  Please note that if the characters have the 
  available funds to buy a new car, or otherwise 
  gain a new vehicle while adventuring, they can 
  transfer gear over to their new “Ectomobile” 
  in between missions (or just use it as a spare 
  means of transportation) without having to use a 
  special Edge to obtain it.
  
  
  the scene on time. Grants a +2 Handling bonus 
  to Driving checks for the purpose of getting to the 
  scene quickly. However, any penalties to Driving 
  checks due to driving off-road are doubled.
  SUV/oFF-RoaD 
  UPgRaDE
  Requirement: None 
  This Edge allows the default 
  Compact Car to be swapped 
  for an off-road SUV or truck.
  Handling is inferior (–2 to 
  Driving checks to get to 
  the scene quickly), but 
  any penalties to Driving 
  checks due to driving 
  off-road are reduced 
  by up to 4. 
  mID-SIZED UPgRaDE
  Requirement: None 
  This Edge allows the Compact 
  Car to be swapped for a Mid-
  Sized Car (e.g., a four-door 
  sedan, station wagon, or even 
  a hearse).  This (usually) has 
  no impact on Driving rolls to 
  get to the scene on time, but 
  allows for expanded capacity (as 
  a prerequisite for some of the 
  vehicle upgrades).  
  PInTlE moUnT
  Requirement: None 
  A standard proton pack or slime 
  blower can be hooked up to this swivel mount to 
  be fired from the vehicle, doubling the effective 
  range. Choose where the mount is located on 
  the vehicle, as this  determines its firing arc. E.g., 
  a hood mount allows for a forward arc, a rear 
  mount allows for a rear arc, while a roof mount 
  allows for 360° coverage (but leaves the operator 
  exposed). This upgrade can be taken multiple 
  times, to accommodate multiple passengers. 
  PoRTaBlE laSER 
  conTaInmEnT gRID
  Requirement: Compact Car or 
  larger 
  Ghost traps can be emptied and 
  recharged at this portable laser 
  containment grid, rather than 
  requiring a trip all the way back to 
  HQ.
  SPaRE VEhIclE
  Requirement: None 
  The team equips another vehicle as 
  an Ectomobile. If they don’t happen 
  to have a spare vehicle on hand, then 
  they acquire either a Compact Car 
  (which can then be further improved) or 
  a Motorcycle.
  SPoRTS caR UPgRaDE
  Requirement: None 
  This Edge allows the team to trade 
  up to a Sports Car. This confers no 
  benefits in terms of improved capacity 
  for gear, but it does help the team get to 
  VEhIclE manEUVERaBIlITy
  The Savage Worlds core rules don’t get down 
  into intricate details between the types of 
  vehicles, nor is it really necessary.  However, 
  for the sake of Chases against ghosts, and 
  mad dashes to get to the scene on time, each 
  vehicle class has a different Handling value 
  applied to the driver’s Driving rolls.
   
  Vehicle 
  Handling
   Motorcycle +2
   Compact +0
   Large-Sized –2
   Mid-Sized +0
   
  SUV 
  –2 (ignore up to –4 in off-road 
  terrain penalties)
   Sports Car +2 (off-road penalties doubled)
  Additionally, the GM may apply further 
  modifiers based on the type of vehicle and 
  the type of terrain encountered. 
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Ghostbusters/Savage Worlds - Ghostbusters - Player Guide.pdf