Tuesday, August 16, 2016

USR Ghostbusters 2016

Finishing off the official Ghostbusters teams with the new gang... These are mainly thanks to someone on Tumblr (I think): shame on me for not getting credit on the character cards for the actual Ghostbusters RPG that I found.

I still haven't actually seen the movie...


Erin Gilbert
Goal: Serving Humanity
Action: d8
Wits: d10
Ego: d6
Specialisms: Physicist (Wits; background), Athletics (Action), Follows Her Instincts (Ego), Tell Fibs (Ego)

Abby Yates
Goal: Fame
Action: d6
Wits: d10
Ego: d8
Specialisms: Parapsychologist (Wits; background), Proton Gloves (Action), Notice (Wits), Convince (Ego)

Jillian Holtzmann
Goal: Soulless Science
Action: d6
Wits: d10
Ego: d8
Specialisms: Gadgeteer (Wits; background), Proton Pistols (Action), Acts Weird (Ego), Run (Action)

Patty Tolan
Goal: Serving Humanity
Action: d10
Wits: d6
Ego: d8
Specialisms: History Buff (Wits; background), Proton Tractor Beam (Action), Brawl (Action), Quick With A Comeback (Ego)

Monday, August 15, 2016

USR: Ghostbusters 1984

Talon Waite over at the USR Google+ page asked for the Ghostbusters (the 1984 "boys" and 2016 "girls") with his new Ghostbusters USR rules. I have the old West End Games d6 system box set, except for the box itself, and the dice: it has the rulebooks and the flimsy, perforated cards for items and "character sheets." They're all in a brown paper bag from my FLGS.

Yep, I don't have the game box.

The cards are still perfectly playable, and I used them for inspiration for the USR characters. These stick to the rules in Ghostbusters USR (including 5 health and 3 Brownie Points each).

Peter Venkman
Goal: Sex
Action: d8
Wits: d6
Ego: d10
Specialisms: Smarmy Psychologist (Ego; background), Bluff (Ego), Seduce (Action), Parapsychology (Wits)

Ray Stantz
Goal: Serving Humanity
Action: d8
Wits: d10
Ego: d6
Specialisms: Enthusiastic Researcher (Wits; background), Occult (Wits), Run (Action), Driving (Action)

Egon Spengler
Goal: Soulless Science
Action: d6
Wits: d10
Ego: d8
Specialisms: Single-Minded Inventor (Wits; background), Physics (Wits), Good At Explaining (Ego), Focused (Wits)

Winston Zeddemore
Goal: Money
Action: d10
Wits: d6
Ego: d8
Specialisms: Secret Military Past (Action; background), Heavy Weapons (Action), Encourage (Ego), Bargain (Wits)

Sunday, August 14, 2016

Archetype: Schemer

The schemer is the character who plots and plans and manipulates people to do what he wants. It's hard to simulate in most games, because schemes are a long-term strategy, taking days, weeks, even years to carry out. They're not direct like most RPG encounters. This is the world of Cersei Lannister and Lex Luthor (unless he's wearing his green-and-purple battle suit).

Nick Fury
The rare example of a heroic schemer.

In USR, we can simply call "manipulative" a Specialism. Ego rolls are used for social combat, though a particularly oblivious character might use Wits to try and puzzle out what their more clever opponent is trying to say.

In Microlite 20, it's a MIND + Communication roll. The Performance class ability (page 19 of the Fantasy Expansion) is based on the D&D Bard ability, but a schemer character can use it, especially if it's limited to the Fascinate (distracting the target with words that discourage -- or arouse -- them) or Inspire Courage (a schemer is a master at giving a rousing speech) effects. The Connections class ability (page 18) is common, too.

Putting a long-term plan into play in a single game session would take a lot of set up. While planning a scheme can be fun in itself, the end results of one -- getting your opponent to give in without drawing your sword or using a spell -- can be simulated a lot more easily than it first appears.