Ghostbusters RPG Game (IC only)

Gerald rolled a 30 for his “strut my stuff” skill, so the DM has given me permission to go full-on 80s awesome for my entrance

Gerald struts into the room and kicks the nearest workbench, sending it spinning away from him. A small portable radio falls to the ground and crackles to life, blasting out the chorus of Bon Jovi’s latest hit, “Livin’ on a Prayer.” He slips a large plastic comb from his back pocket and runs it through his hair, then points it at the apparition.

“Hey, space cadet! What’s the 411?”

  1. First Contact

“Yeee-Haw! I don’t believe it, someone done showed up! C’mon in, boys, and mind yer steppin’… there’s rattlers in this here pond!”

The entire map (henceforth known as Ghostbusters HQ: Offices) is now visible to the players. I’ll see if I can’t make a link to show it to observers as well.
This should be it.
Gerald rolled a 30 for his STRUT, no ghost was rolled. As it’s more fun to see his version of his character than mine, I asked him to provide his own entrance.

As they enter the warehouse/garage area at the back of the building, a male voice comes from their left. They look, and see a large man scrambling around on top of the workbenches, knocking things to the ground and fumbling with something in his hands, clearly doing all he can to avoid the attacks hurled by the phantasm. This is J.T. Roth, as they will soon find out. He wears simple clothing: a flannel shirt with the sleeves rolled up to his elbows, a pair of well-worn bluejeans, and cowboy boots. Well, boot. His left leg is missing at the knee; a bandaged stump sticks out of the end of his cut-to-fit jeans.

“She’s a feisty one, boys! If y’all’re here to help, y’all’s just in time!” says J.T. “My name’s J.T. Roth” he says “And I’m the one who put out the ad. But we ain’t got time for that now, I need y’all’s help!”

Kristopher rolled a 13 to use his EQUIPMENT EXPERT skill. This is enough for him to be able to identify much of the various equipment scattered about the workshop.

Kristopher, his presence somewhat overlooked due to Gerald’s showy entrance, makes his way unmolested towards the nearby workbench. Much of what was once here has been knocked to the floor, but it doesn’t look like any substantial damage has been done. This area contains Ghostbusting equipment: Proton packs, Ghost traps, PKE meters and the like, much of which is in various stages of assembly.

Specifically useful at the moment are:
3 Proton Packs. One is fully assembled, although not powered up. One is nearly complete; an EQUIPMENT or similar skill test at difficulty 5 will allow a character to bring it to fully working condition. The third pack is not much more than out-of-the-box; it would require an EQUIPMENT roll of 15 or higher to make this one operational.

2 Ghost Traps. Both appear to be fully assembled and ready for use.

2 PKE Meters. One has been stepped on and is broken beyond repair. One appears to be functional, but until it is switched on you can’t be certain.

1 Ecto-Visor. It appears unharmed.

There are various other items here, such as tools and electrical equipment, but none of it seems to be particularly appropriate for this situation.

As Gerald, riding a wave of Coolness, kicks the workbench it passes harmlessly through the incorporeal form of The Phantasm. From this close, the humanoid shape barely visible within the mist has a distinctly female form… at least, from the waist up it does; the lower half of the being (if it has one) is imbedded within the workbench. However, his entrance did have an effect on the ghost… the glow surrounding the ball-peen hammer (I like saying ball-peen) suddenly fades, and the hammer drops harmlessly onto the table with a solid THUNK!

The Phantasm turns, unable to help herself as her attention is drawn to the smooth, masculine moves of the newcomer. She seems mesmerized by his sudden appearance… “Ralph?” she moans, hesitantly. “Ralph, help me, this man is trying to… trying to…” She seems to grow agitated again, quickly. “But I won’t LET HIM! STOP HIM, Ralph! HELP ME!”

J.T. speaks again: “If you’re here for the job, you’re hired! Believe me, you’re hired, and howdy!” You notice that he’s wearing a Proton Pack on his back; this is what he’s been fiddling with, and this is what he now aims at the Phantasm. “Grab that Proton Pack over there, and power it up… help me blast this (nice lady)!”

[spoiler]J.T. makes a MOVES roll to fire his proton pack at the phantasm. He rolls a 2, no ghost.[spoiler]

J.T., who didn’t actually say ‘nice lady’ there by the way, lets loose a blast of polarized photons, which due to his unfortunate position and haste fails completely to land anywhere near its target. It does, however, dislodge a pigeon in the rafters, who doesn’t appear pleased by the situation.

At this point, it is time to decide a few things, and to prepare for combat.

First, who will take which item(s), if any? Each player may carry a total of 3(THREE) items on their character, and remain unhindered in combat. Typical Ghostbuster gear is a Proton Pack, a Ghost Trap, and either a PKE meter or a walkie-talkie. In this game, cards are used to represent these items. More items (one for each point of MUSCLES) can be carried at once, but doing so renders one unable to properly maneuver in a fight or other active situation.

When you have decided which (if any) item your character would like to take, right-click on the card and select “TAKE CARD” to move it into your hand. Remember to limit this to three items.

Gerald has established that his character is carrying a cellphone. These were big, bulky, expensive, and primarily a status symbol in 1986, which is why I don’t mind that he’s done so. But it counts as one of his three items! :smiley:

Equipping your characters will take one turn (one day in real life, about five seconds in game time.)

[spoiler]Kristopher, if he chooses the intact Proton Pack, may also choose to use his RAPID AIMING skill to make an attack on the Phantom this turn. This will require a difficulty roll of 20 or higher, due to the number of switches that must be switched.

Mahaloth, you may make this RAPID AIMING roll at any time; if it succeeds, go ahead and make a MOVES skill roll as well, to see if you hit (against an unknown difficulty.)[/spoiler]

I just looked it up. This was released in late 1986. You will earn an extra Brownie Point for excellent in-character-ness! (Awarded at the end of this phase of the game.)

I’ll also award Kris a Brownie Point for his completely in-character decision to give up virtual invisibility, in order to help someone in trouble!

“Ride the lightning!” Kris screams as he grabs the fully functional proton pack(he also grabbed a trap and a PKE meter). The ghost and Gerald assume this outburst is a battle cry. Kris was actually requesting a cooler song than a Bon Jovi one.

Kris decides to blast away at the phantasm.

Kris rolls for rapid aiming and rolls a 28.

Wow! If Kris was trying to make a first impression, he made a great one. He grabbed the weapon, activated it, and got a shot off almost instantly. But can he hit shit?

“And by the way, boys, I’m Kris! And ghosty, say hello to my little friend!!!”

Blast!

Kris rolls a 17 for his shot at the ghost

Gerald watches Kris flip that proton pack onto his back like a pro. He calculates that his probability of matching that level of awesome is roughly 0%, so he grabs a ghost trap instead, and attempts to slide it towards the apparition.

Gerald rolls an 11 and one of the die is a ghost, so we’ll see how THAT goes.

[spoiler] When the Ghost Die comes up 6, that means a GHOST was rolled; the 6 is not added to the other dice in this case, and is equivalent to a zero.

Gerald’s roll is (2+3+0 = 5) five, and ‘something bad’ happens…

If you’re wondering, yes, if the Phantasm (or any other opponent) were to roll a six on the Ghost Die, that ‘something bad’ would still happen to YOU.[/spoiler]

Louis Cornwall steps out of a well used rented sedan in a convenient spot outside 18465 Wicker Avenue, locks it, shrugs, and heads toward the commotion as quick as possible.

Kristopher, thinking quickly, dives forward into the pile of gear. In an instant he’s decked out; Proton pack slung on the back, Ghost-Trap strapped ready at the hip, and PKE meter shoved into his pocket. He flips the switches furiously as he unholsters the Proton Pack’s business end… the pack whines as the accelerator, uh… accelerates. Lights flash on. Red. Yellow. Green… fully charged!

Kristopher rolls a 28, no ghost, for his Rapid Aiming skill. Success! He’s able to power up the equipment and fire the instant the pack is ready!

Kristopher fires! A concentrated beam of charged protons (not photons, although there’s plenty of those as well) courses across the room towards the Phantasm!

Kris rolled a 17, no ghost, for his MOVES roll. Success, a hit!

Kris’ beam strikes the distracted phantasm dead on, the powerful stream of particles crashing through the barriers between dimensions and disrupting the spirit’s energy! A hit!

“Gawdamn, son! Now that’s some shootin’! You weren’t hangin’ round in Dallas back in '63, were ya?” J.T. wonders aloud. “Naw, just kiddin’ with ya, kid! Ya hit it, an’ that’s good, but a single shot’s not enough, not for any kinda real haunting. This (nice lady) is a tough one, and she’s not gonna go down easy! Lucky for you, we’ve been scrappin’ back and forth for a couple days now, and I managed to get a few shots in, so she’s not at full strength. I think she’s ready to trap…just keep her in your sights, and switch over to “Containment” on your proton pack… that’s right, that toggle there. Good. Now hold her in place long enough for me to get a second beam on 'er…”

Three steps are required to bring down a ghost with a proton pack and a ghost trap:
1: All ghosts have an “Ectopresence”, a rating of their connection to our dimension. The higher the Ectopresence, the harder it is to subdue the creature. Normal ghosts might have a rating from 1 to 5; tough ghosts can be indefinitely higher. Zuul is listed as having an ectopresence of 100. One shot from the proton pack on the regular settings will reduce the Ectopresence by one point, with wild successes having the possibility of multiplying this damage; Ectopresence is roughly equivalent to a character’s Hit Points, or in this case Brownie Points. Once the spirit’s Ectopresence is reduced to 0 (Zero), it can be CONTAINED.
2: Containment is a special setting on the Proton Pack; instead of causing direct ‘harm’ to the spirit, it is now possible for the beam to hold the spirit in place. One beam can hold a spirit in place for a single turn. A second beam is required to both contain the ghost, and maneuver it into position over the Ghost Trap. If both beams are not able to make Containment for the entire turn, the ghost cannot be trapped; this means it’s ‘Impossible’ (see Kris’ previous roll for definition of Impossible!) for a single character to trap a ghost.
3: The Ghost Trap must be placed in position, and the ghost brought to it (or vice versa). At this point, the operator of the trap (who can also be operating a Containment beam) presses or steps on the pad, and the trap opens, sucking the ghost inside. One trap can hold one ghost, ghoul, spectre, or the like, and they will remained trapped inside for as long as the Ghost Trap has power (Generally 4-6 hours, long enough to get it to the Primary Containment Unit at HQ).
Warning: Don’t look directly into the trap!

J.T. rolls 1d6 for his MOVES, and rolls a 6. A ghost die. His roll scores a 0, and something bad is going to happen!

J.T. fires, and although it seems impossible, his shot is even less accurate than before!

Gerald rolls a 5 and a GHOST for his MOVES to activate the ghost trap. Although he manages to trigger the trap, something bad is about to happen.

Gerald smoothly struts up to the nearest ghost trap and grabs it, sliding it toward the phantasm and stomping on the release.

Unfortunately, he stepped too quick… not only isn’t the ghost properly contained yet, but the trap’s managed to hit some of the debris on its way over, and has tipped sideways! It teeters as the panels on the top open… slowly seems to rock back upright… then CLUNK! it falls open onto its side, the bright radiance of its internal energy field slash dimensional rift spilling out into the workshop area! The small radio, being immediately in its path, is sucked in with a faint “fwoop!”, never to be seen or heard from again.

The GM makes MOVES rolls for each participant, to avoid looking directly into the trap…
J.T. Rolls moves: 6! A ghost die! There’s too many ghost dice around right now, so the GM decides it doesn’t count. J.T. rolled a 5 instead!
Gerald Rolls moves: 3d6 come up all sixes! However, what did I just say? That’s right, two sixes and a five = 17.
Kris Rolls moves: 4d6 come up 1,5,4, and the Ghost Die is 4. Total is 14.

The trap is facing directly toward J.T., who is now (temporarily) blinded by the light. He’s unlikely to rev up like a deuce, however, for reasons which will become clear in the future. “Ahhh, my EYES!” he screams, adding a few other four-letter words for punctuation.

Gerald watches with growing horror as the trap tips over… but manages to avert his eyes at the last moment. He is merely dazzled, but that’s enough to impair his abilities for a few moments.

Gerald will make all rolls for the next few minutes (game time) at a -2 penalty; a difficulty of 10 will therefore require a 12 to succeed, as an example.

Kristopher manages to avert his gaze entirely, and is unaffected. However, he loses his grip while switching his pack to the Containment setting, and the Phantasm escapes!

“Noooooo!” wails the phantasm, recovering from the damaging blow Kris managed to land before all hell broke loose (figuratively speaking, at least for now!) “Ralph, how could you! Why would you do this? I told you those things were death traps, and now just look what you’ve done! Aaaaaahhhh!”

The phantasm, now terrified and hurting badly, sinks into the floor and disappears. Something tells you it’s not over yet, tho…

Silence reigns for a moment as each of you takes a deep breath to try to regain your composure, the only sound a high-pitched whine coming from J.T.'s Proton Pack.

“That’s… not a good sound” he says.
Meanwhile!

At the front of the building, a car pulls into place, somehow managing to find a parking spot (unusual in this part of town, at this time of night.) Louis Cornwall, crumpled newspaper in hand, hurries into the building towards the commotion, hoping he’s not too late for the interviews…

Phew! Lotta stuff going on that Turn!

Everyone, welcome Louis Cornwall to the game. Lou, feel free to introduce yourself as you choose.

Movement is unlimited for now; combat is over at the moment (although the battle is not yet won) and until something changes that, y’all are more or less free to do whatever you want. Talking is highly recommended.

A new character sheet should be available in each of your JOURNALS: J.T.Roth. He’s an NPC (non-player character), but you should feel free to look over his abilities and such. He will remain in the GMs control, of course, not yours.

J.T.Roth’s story:

[spoiler]Born and raised in a suburb of Dallas, Texas, John Thomas (J.T.) Roth was mercilessly teased for being fat as a child. His weight still bothers him, despite the fact that he was easily six feet tall by seventh grade, and reached his full height of 6’9" before most of those who were teasing him got their first chest hair. Today, he easily weighs in at 350 pounds, but now the vast majority of that is bone and muscle. And a bit of a beer belly, true, but very few people tease him about it!

Once they get past his size, the first thing most people notice about J.T. is that he’s (usually) wearing an artificial left leg; the organic part ends at his knee, beyond that is a curious contraption of metal and rubber. Anyone who’s been to the movies lately will notice a resemblance to the mechanics of a certain unstoppable robot which featured quite prominently in one. J.T. made this himself, modeled on the one in the movie, to replace the one he lost in a freak car accident a few years ago. On the whole, he doesn’t mind it too much… it’s better than a wheelchair, but it does severely limit his activity.

Also unusual is the fact that, despite his size, J.T. Roth isn’t your typical big burly idiot. His hands are unusually small for his size (something else it’s not polite to mention in his presence!) and have incredible dexterity. This, and his powerful and well-read mind, have gifted him with unusual talents at maintaining, repairing, and inventing mechanical devices of all sorts, including his artificial leg.[/spoiler]

I will attempt to check the thread several times over the next 24 (23) hours, to answer questions asked in character, to point out items/areas of interest should they come up, and for similar reasons.

Enjoy!

Kris approaches JT. “So, do you own this place? And if so, did this other guy and I just get hired? Oh, and is that ghost thingy coming back soon?”

  1. Exposition and Exploration
    J.T. speaks “Yeah, this here’s my place. Bought it out cheap when I heard it was haunted… only cost me a leg, I got to keep the arm! Get it? Ha! No, seriously, I’d just gotten my settlement money for the accident when I heard they were offering franchises and I thought, why not? Packed my saddlebags, hit the dusty trail, and came up north to see what I could do for y’all yankees up here!”

“You? Son, if I could shoot like you just did, I wouldn’t be wondering what to do with my life! You’re on the payroll just as soon as we get a revenue stream! Your buddy, Mr. Kicky over there… him, I ain’t so sure about! Guess we’ll see what we can see when I can see again!”

“And as far as the ghost is concerned… yeah, she hasn’t shown any sign of leaving on her own yet. Ya know, I wasn’t sure she was real, at first. Thought the plumbing in the crappers was just wonky or something. Then, the thing with the telephones happened, and I thought okay maybe it’s the neighborhood punks makin’ mischief. But then I bought that ol’ jalopy over there…” J.T. points across the garage at a partially disassembled Chevrolet Suburban. “An’ that, I reckon, is what pushed that (nice lady) over the edge. She attacks me every time I go near the thing. I ain’t got a clue why, neither. Wish I did!”

I’ll be AFK for a while. Discuss amongst yourselves, I’ll be back to answer more questions later tonight!

Kris is looking towards Gerald. “Hey, buddy, you got any way to figure out why that car over that draws the attention of our lady ghost?”

Kris wonders if the ghost just needs talking to. Or if any of these other folks will be able to properly work a trap so they can get rid of it.

Kris makes sure all the equipment is in working order, repairing or activating anything necessary.

Kris rolls a 20 in equipment expertise, if it is needed for his equipment check.

Gerald rubs the heels of his hands over his eyes, still blinking out the dazzling light of the trap. Then he pulls out of a pair of baby blue shutter shades and puts them on. This probably doesn’t help, but it’s totally rad in any case. He looks over at Kris, still squinting.

“That’s not a bad idea. I’ll have a look.”

Gerald slowly looks the care over, as well as the area around it, for any signs of paranormal funkiness.

Gerald rolls a 17, no ghost.

J.T.'s proton pack is damaged; it is likely that it could overload catastrophically if not properly repaired.

Doing so will occupy Kris for the next 10 minutes of GameTime, so that will be the length of this Turn. Kris is still able to converse, ask questions and talk to people, but cannot move or examine anything else while doing so. Results of this repair attempt will be posted at midnight.

Gerald takes a minute to examine the car, which is your standard late-70s model Chevrolet Suburban. It is not in particularly good condition, but doesn’t seem to be damaged, just well-used, dinged up, and in need of maintenance and a new paint job. Judging by the tools and parts laying around, it appears as if someone were doing this when interrupted: the oil filter has been removed and is laying on the floor, in a small puddle of oil, while the plug has been removed and the oil drained into a nearby container. The hood is open and some of the spark plugs have been replaced; the wires are removed from the battery terminals; various caps and covers have been removed to ease access to the engine’s parts. The rear seat has been removed, and the beginnings of an attempt to convert the rear compartment for gear storage is visible. A careful inventory shows that a few parts, nothing particularly important, are missing… chief among them is a hubcap, but Gerald knows exactly where it may be found!
There is no ectoplasm, no scorch marks from a proton pack or other energy source, no arcane occult symbols, or anything else unusual except a few pieces of leftover pizza in the delivery box on the roof, something J.T. doesn’t look like the type of person to ignore.

On closer inspection, the Suburban doesn’t use the generic Flying Saucer style hubcap I had imagined when I designed this. No matter… this one does, I guess!

To the naked eye, there is no sign of anything particularly paranormal here, just your standard vehicle undergoing an overhaul.

Gerald is still free to move around the building, talking or observing, as he wishes; this presumes that he didn’t touch or move anything, but only looked for clues. I’m trying to keep this part from becoming too slow, since there’s unlikely to be much action but a lot of conversation/exploration, so just let me do a time thingy.

Louis, you too are more than welcome to participate.

More to follow, possibly before midnight! Keep looking, keep asking questions!

“I’ll get things working here,” Kris says as he fiddles with the equipment.

“JT, have you tried talking to the lady ghost thingy? I’m all for trapping it, but I wouldn’t mind having a shot at talking to it next time it appears. I have a way…well, I can be persuasive.”

“Ya know, funny y’all should say that” muses J.T. thoughtfully, while rubbing his eyes. “I didn’t think so at first, but yeah, I reckon maybe I have talked to her a couple times. No, not while we were tusslin’ about… usually that’s her shoutin’ at me to stop makin’ her get in the car, an’ me tryin’ to convince her to relax a moment so I could get her in the trap. But ‘fore that… now that I think about it, the voice on the phones, that sounded a bit like her. And she kept askin’ for “Ralph”, which is what she called Mr. Kicky just now. I still wonder what that was all about.”

“Well, gosh, maybe we should ask her. Next time she shows up, I’ll talk to her.”

Lou saunters down the corridor closest to where he figures the commotion originated.

“Looks lahk ah missed a par-tay,” says he.

“Voices on the phone? Don’t suppose you’ve made any tapes?”

“Tapes? Naw, I didn’t think to get a cassette player. Sure sounded like her, tho.” JT explains.

“Lemme think here… far as I recall, she just asked for Ralph. I’d say he’s not here, and I don’t think she was listening. She just kept askin’ for Ralph, sayin’ he needed to come get her because ‘they’ wouldn’t let her leave? Then she’d just get upset, start screaming, and next thing I knew the phone was in a million pieces on the floor.”

“Happened two or three times, I reckon. Then I came in one morning, and every last telephone in the place was shattered. You’ll find 'em over in that office, if yer interested…”

J.T. points in a random direction, being blind and all.

So, let’s see. Not much action to work out this turn, which is good for me…

Kristopher wisely chooses to occupy himself with putting things in order around the shop:

Kris rolls 20 for EQUIPMENT EXPERT, no ghost is rolled.

The proton pack J.T. was wearing had blown a fuse, which caused a feedback loop to open between the protonic accelerator coils and the electromagnetic hoozywhatsis. With the dampers out of phase in the parallel processing clamps, this would have fed entirely too much power into the coherence nozzle resulting in a overload of protons entering fifth-space! In other words, had anybody fired this thing again, it would have exploded. Big bada-boom!

The two remaining proton packs are easy, after that. Kris fastens on the last cover, and hangs them up neatly on the wall, ready for action.

Gathering up the pieces of the trodden-upon PKE meter easily convinces anyone that it is irreparable; into the trash it goes. The other one still looks fine, despite a small crack in the handle; Kris hangs on to this one, I assume, as well as his pack and the ghost trap on his belt. Unless he doesn’t.

As J.T.'s vision returns, he helps Kris clean up the rest of the area. In mere minutes, the place is back in shape, every tool in its place and every book on the shelf.

[spoiler]Johnny and Mahaloth: Y’all should remember the earlier ‘map’ page, with all the cards. Each card represented an item of gear in the Ghostbusters’ HQ. I can re-post thi… no. Ya know what, I’ll do this instead.
Gear RoomHmm. That could have come out clearer, but at least you can read the names.
One downside to the Roll20 interface is that, although I can store multiple maps at one time, the players can only have access to any one. I can change which, but that works better in direct games than it does in a play-by-post. Still… when/if you’re ready to gear up, let me know if I don’t let you, and I’ll switch you over to pick your cards.

The cards are your gear; what’s there is there. If you want more, you’ll have to find a way to buy, build, or steal it yourselves! Don’t break anything else please, it’s expensive![/spoiler]

Players are welcome to equip their characters at will, within the limits previously described. Note that some cards cannot be moved; the Protection Grid, for example.

Gerald begins to explore the building, starting with the aforementioned Suburban.

Gerald rolls a 17, no ghost, for his PARAPSYCHOLOGY ability. DAZZLE reduced this by two; his end roll equals 15, which is still quite good.

“…telekinesis.” says Gerald to nobody in particular. “Phantasms often have telekinesis, so that’s probably why I’m not finding any ectoplasmic residue. Seems like she’s able to just throw things with her mind… but there’s a limit. Doesn’t look like she’s picked up anything heavy; the car’s still in place, for example. That ball-peen hammer may be her limit.”

Gerald continues to roam, looking around for clues.

Shown on the map near the garage/warehouse/workshop area are two restrooms. Unlike the ones at the front of the offices, these have been recently renovated, and fitted with modern fixtures such as a sink, toilet, and the like. In addition, each one has a small shower stall included; the entire room is tiled, with a drain in the floor, for easy clean-up when needed.

Unfortunately, ‘easy clean-up’ refers to muddy boots, slimed coveralls, and the like. It doesn’t account for such things as exploded toilets, shattered ceramic sinks, or dozens of steel bolts, screwdrivers, and other hardware imbedded in the previously tiled walls. It looks like each bathroom, men’s and women’s alike, has been the target of a cannon loaded with shrapnel and fired at close range!

In the northernmost office to the right, in a pile on the floor in a corner, is the temporary final resting place of the remains of approximately a dozen 1950s style telephones. They’re shattered and probably beyond repair, although a solid effort might allow one to cannibalize enough parts from the whole pile to make one working phone… they built things a lot better in those days!

Each of the eight offices (four per side) has a dent in one wall or another, exactly the right size and shape to fit a telephone, were it to be flung at the wall at high speed. J.T.'s office has been tidied up, but he’s still using the original furniture. The hole in the wall has been plastered over, but not yet painted.

Louis Cornwall has arrived, and spends a few moments looking over the place before lending a hand to the general clean-up effort over by the workbenches.

This is by no means all that can be found here; keep searching, if you like.

Nothing else of note happens… at least not yet.

The time is now approximately 6:30 pm, June 15, 1986, because 30 is a nice round number.

PS: Tomorrow, much the same. Free movement, free conversation, roll dice only if you want to make a specific (unusual) action.