Ghostbusters RPG Game (IC only)

Something has come up and I may not be able to post at midnight tonight.

So let’s go ahead and do this now:

Gerald spent 4 brownie points incorrectly; they should be rolled BEFORE your Trait/Talent/Ability roll but I’ll let it pass this time since you clearly indicated beforehand that you were going to use that many. to add +15 to his roll. His FAST TALK result was 21 +1 = 22, +15 = 37, no ghost. A clear success.

“Marie, sweewith you gotta listen to me.” says Gerald, in his calmest, most reasonable tone. “Ralph has a message for you. I spoke with him, just like I’m speaking with you. Do you want to hear it? I can’t talk to you like this and you know Ralph would hate to see you this this way.”

Surprisingly, Gerald’s words calm the Phantasm down! She stops to listen, but appears wary, as if she knows there’s a trick but isn’t quite sure what it is…

The wheel, floating in midair, continues to glow. It’s not quite clear how he can tell this, it being a round object and all, but Gerald has the distinct impression that it’s aiming right at him…

Johnny Bravo, it all depends on you now! Calm that nice lady down with your words, or infuriate her for probably the last time!

Please be specific in what result you want, as well… are you trying to get her to give up and go away on her own? Are you trying to distract her long enough for the others to blast her? Are you trying to become the focus of her anger? Are you trying to make her mad enough to make a mistake? Are you trying to get her to leave the group alone long enough to enact some other plan? Are you trying to get her to talk to you about what has happened? Are you trying something else that I perhaps haven’t thought about?

This is the important part of the question: What is your character’s intent? He’s already succeeded in getting her attention; the more clearly I know what you want her to do, the more accurately I can decide her reactions!

No dieroll is needed. Take as much time as you need.

I’ll post her reaction when I can.

After that, everyone should be back in play for tomorrow night’s turn, which may be delayed by a day depending on how things go for me.

See y’all tomorrow!

Brian set up the camera, right? Gerald’s main goal right now is mostly to ham it up for the tape. Presumably an eldritch wind is whipping through the area, tousling his perfect hair and making his jacket flutter. He maneuvers so that he’s in the foreground of the shot and the ghost is in the background.

“Listen, sweetie!” he says. “Ralph says he misses you. But he can’t come to you. You have to go to HIM. You can feel him, can’t you? He’s reaching out for you. He needs you to go to him. Nothing is keeping you in this place! Oh, Marie, he misses you so much and only you can help him! He’s counting on you, Marie!”

If he’s lucky, he can get Marie to move on, but that seems unlikely. Plan B is just distracting her long enough to give the rest of the team time to move back into position.

  1. The Final Battle

Gerald takes stock of the situation: The only way this is going to end is with Marie going into the Containment Grid, and they both know it. He knows that a phantasm of this sort (Class IV Full-torso Localized Repeater; standard extermination value $4,000 plus expenses) will never stop haunting its location; the psychic energy of its loss and pain is irrevocably tied to the site of its passing. Despite the team’s best efforts, it has proven impossible for them to placate the phantasm; closure cannot be found for this poor spirit, and the only thing left to do is to remove it by any means necessary.

That doesn’t mean he can’t be cool while he does it.

Gerald moves into Brian’s Camera’s view, toward the apparition, an eldritch wind whipping through the area, tousling his perfect hair and making his jacket flutter. He maneuvers so that he’s in the foreground of the shot and the ghost is in the background. Casually, he continues speaking to the ghost as he watches his teammates recover from their fright and take up their positions around the garage.

His fast talking holds the phantasm in place, temporarily. He can tell that the Phantasm isn’t buying a word of it, but he confidently keeps talking, knowing that every second he speaks is another second for his friends to get ready.

The wheel from the Chevrolet Suburban seems to follow him as he moves. The sickly red glow continues to intensify, and the wheel itself starts spinning in midair, revving itself up for an intensely destructive impact…

“Listen, sweetie!” he says. “Ralph says he misses you. But he can’t come to you. You have to go to HIM. You can feel him, can’t you? He’s reaching out for you. He needs you to go to him. Nothing is keeping you in this place! Oh, Marie, he misses you so much and only you can help him! He’s counting on you, Marie!”

Marie, for her part, hovers in midair, glaring at Gerald, growing angrier and angrier at each passing word. “Liiieeesss…” she hisses, quietly, her seething rage growing (and being caught in perfect focus on the video camera!) “Yoouuuu… aasss baaad aasss doooctoooorsss…” she snarls, hatefully, as Gerald presses on. “If Iiii can neeverrr leeaave… Nor Shall YOU!”

And, ACTION!
All players, use this turn to position yourselves for the final battle. Anywhere on the map is fine, movement is unlimited (The ghost’s distracted enough for you to take your time.)

When tonight’s TURN ticks over, things will happen in the following sequence:

1: The ghost will fire its attack: one Psychotelekinetically Charged Wheel. It will aim at Gerald, who will get a GM-rolled MOVES to avoid it.
Johnny Bravo, if you wish to add brownie points to this roll, please let me know by midnight.

2: Each character, in turn, will take whatever actions they post, using whatever dieroll they get on Roll20. If you are unsure about what that might be, ask and I will do my best to answer before midnight. Generally speaking, these will take place in the order in which they’re posted, but if it seems logical to mix it up a bit for the final results, I will do so.

3: IF two characters successfully fire their Proton Packs at the ghost, it will be CONTAINED and the first character (including one of these) to successfully use a Ghost Trap will capture it. You may roll for both during your turn, if you expect this to happen.

4: After that… well, we’ll just have to see what happens, won’t we? :wink:

Is Kris free to move and attempt rapid aiming now? Or must I wait until tomorrow?

Brian rolls 4 brownie point dice, for a total of 15, and a total of 16, no ghost, for Orate

Brian shakes his head as the terror fades. He finds himself inside a bathroom, curled up on the floor. Evidence of being sick lingers in the room.

he stands and quickly peeks out of the room, in time to witness Marie threatening Gerald. Well, he thinks to himself, being nice didn’t work, maybe this will.

he confidently strides out of the bathroom and shouts at the ghost, with the hope that he can buy a little more time for Gerald to get away from the attack.

" Attention! This is the police. I will NOT tolarate violence in my precinct. Stand down immediately! Drop your weapons and maybe we can help you."

If he succeeds in getting her attention he will talk to her, asking what the problem is, until the others are ready with the proton packs. He hopes to distract her adn save Gerald a bad injury. This all depends, of course, on whether he can get this all out before the others activate their proton packs.

Yep; everyone is free to act as they wish now.
This is the big final battle… be ready for anything!

Kristopher’s RAPID AIMING skill will allow him to fire first in the round.

Lou becomes a bit more intelligible as the terror wears off. After shaking his head a bit, he clearly utters, “Maudit salope.

He edges closer to the action and prepares to throw his ghost trap.

Assuming things are heading into fighting, Kris attempts to rapid aim and fire his weapon at Marie.

“Ride the lightning!” Kris says, hoping folks notice the reference this time.

Kris rolls a 22+4(no ghost) for a 26 in rapid aiming.

And if a moves roll is required, I’ll roll that as well. 12+3 with no ghost for 15

So far I see Kris firing a proton pack, Louis readying the trap (I’ll need a dieroll for that, MOVES please), and Brian preparing a distraction…

Gonna need one more proton burst to contain this nice lady. Two Proton Packs, one Ghost Trap.

Gerald, are you prepared to fire?
Louis, would you like to fire as well as use the trap?
Should I wake J.T. up?
What should I have for dinner?

Questions, questions, always with the questions!

If Kris sees JT on the way, he will yell, “Get with it, you…YOU!” This sounds incredibly dumb, but Kris is hopeful it jolts JT into action.

Gerald moves up a bit - he wants to make sure the camera gets a nice profile shot of him activating the proton pack. He’s already envisioning the awesome television commercial that they’ll be able to make with the footage. With a flourish, he readies his proton pack and fires it, aiming the blast of plasma at the apparition!

I spent another brownie point and rolled my MOVES: 17, no ghost

It’s worth pointing out, in case anybody missed it, that we get all our spent brownie points back at the end of an adventure provided we didn’t royally screw things up, so it’s definitely worth it to spend points to ensure success.

Wasn’t on Roll20 at the time. :slight_smile:

Lou will try firing and throw a trap.MOVES 14, no ghost.

**Was 14 the total? Did you add the second roll or just avoid the ghost? **

Yeah, it should be 16. You get to add the GHOST die to your total, unless it’s a 6. Then it doesn’t count at all.

Johnny Bravo is correct; your MOVES roll is 16. I will take this as the roll for the throwing of the trap.

If you’d like Louis to also fire his proton pack, please make a MOVES roll for that before midnight.

If you don’t get the roll in in time, don’t worry… I think it’s pretty clear the team’s got that part covered. We’ll just have you on Trap-Duty.

Why does the phrase ‘trap duty’ sound incredibly dirty to me?:eek:

Louis is fine with being the trap thrower.

  1. The Grand Finale!

“If Iiii can neeverrr leeaave… Nor Shall YOU!” wails the Phantasm, furious with the anger and pain that only someone who’s been dead for 30+ years knows, and who has just had her last tiny glimmer of hope smashed. She intends to do some smashing of her own now!

Gerald nervously swallows, “Gulp!” as the tire, now spinning very fast indeed, flashes bright red…

The GM makes no roll here, because…

…as Brian, with the full authority only a teacher can command when faced with an unruly student, slams open the door of the bathroom he’s been hiding in!

" Attention!" Brian bellows confidently, in a Professor’s Bluff worthy of tenure. “This is the police. I will NOT tolarate violence in my precinct. Stand down immediately! Drop your weapons and maybe we can help you.”

Brian rolls 4 brownie point dice, for a total of 15, and a total of 16, no ghost, for Orate. End result: 31. Brilliant success!

Distracted by his sudden appearance, Marie flashes momentarily back to her youth… memories of being caught doing something naughty interfere with her concentration, and she turns to face Brian, a guilty look passing over her face for just a second.

She recovers quickly, however… it’s not the police, it’s not even her teacher, she hasn’t been in school in a long, long time, after all. This strange man must be one of the terrible doctors, who have been holding her in this horrible place for so long!

Marie, never one for concentration even when she was alive, turns her attention away from Gerald and focuses her rage on Brian instead! “YOU! Leave me alone… LET ME GOOO” she screams, and the wheel (Really, how does one know which direction a wheel is pointing? I mean, it’s round, it’s not really pointing anywhere! Eh, who cares, forget it.) comes around to ‘point’ at Brian!

The red light flashes. The wheel begins to hurl through the air at incredible speed, directly towards Brian…

ZZZZAAPPP!
Suddenly, seemingly from out of nowhere, a slightly soggy Kristopher appears! “RIDE THE LIGHTNING!” he yells, from within recently-moistened trousers, and fires off a blast of Protonic Energy from his pack!

Kristopher rolls a 26, no ghost, for his RAPID AIMING skill, allowing him to fire his proton pack at the exact best possible second… this one.
Kristopher rolls a 15, no ghost, for his MOVES skill to attack the phantasm. A hit!

Set to CONTAIN, Kristopher’s Proton Pack’s beam shoots across the garage, catching the Phantasm in mid-scream!
The wheel, cut off from it’s supply of psychokinetic energy, flies wildly across the garage, missing Brian completely and crashing instead into what’s left of the break area, seriously destroying a brand-new and expensive looking coffee machine. This results in absolutely no harm to anyone, except those with a fondness for coffee. You idly wonder if the coffee machine’s warranty covers “Acts of Ghost”.

The Phantasm is held in the Proton Beam! It screams and struggles, trying desperately to break free…

As Gerald sees his chance. With a flourish, he readies his proton pack and fires it, aiming the blast of plasma at the apparition!

Gerald rolled a 5 for a Brownie Point. Adding this to his roll of 12 gives him a total of 17, no ghost, for his MOVES roll to attack the phantasm. A hit!

ZZZZAAPPP!

The second beam hits the ghost dead-on (heh!), encasing her firmly in the two CONTAINMENT beams needed to fully control an incorporeal entity of this sort. The Ghostbusters have her solidly in their grip. Now all they need is a Ghost Trap…

Louis shakes off the last lingering bits of terror, and says something odd in French for some reason. :wink: He edges closer to the action and prepares to throw his ghost trap.

Louis rolled a 16, no ghost, for his MOVES roll to position and activate the Ghost Trap.

Sliding across the floor, the Ghost Trap comes to a stop directly underneath the roaring, screaming, struggling form of the Phantasm.

Slowly… carefully… making sure not to cross the streams… Gerald and Kristopher lower the ghost down… down… and directly above the trap now…

FWOOSH!
The Trap’s cover flies open. A blinding light flashes from within, surrounding the helpless Phantasm, drawing it into a pandimensional rift from which nothing can escape…

“Nooo[SIZE=“6”]ooo[SIZE=“5”]ooo[SIZE=“4”]ooo[SIZE=“3”]ooo[SIZE=“2”]ooo[SIZE=“1”]oooooo!”[/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE] screams Marie as she is sucked into the Trap. Louis releases the foot-switch, and the doors slam shut; the Ghost Trap shudders once… twice… and is still. A faint whisp of smoke rises from it, and the red light comes on, indicating a successful capture and the presence of a spirit, contained within!

Kristopher and Gerald switch off their Proton packs as she is captured, and everyone breathes a sigh of relief. The room is silent for a moment…

Clap! Clap! Clap! J.T. Roth limps unsteadily into the warehouse area, applauding the team with a huge smile on his face and a rapidly bruising lump on his head from his fall.

“Well I’ll be dipped in pig slop… mighty fine work, boys, mighty fine!” cheers J.T. “Y’all done in one night what I’ve been tryin’ to do for a week now! If’n y’all are still up for it after this, y’all are hired! Every last one of you, hired! Hell, might just give ya a raise, too, while I’m at it, that *was *some mighty fine work, boys, mighty fine!”

J.T. limps over to the refrigerator, miraculously untouched throughout all of this, and pulls out a six-pack of Lone Star beer (or a Dr. Pepper, if you don’t do alcohol!), handing one to each of you in celebration.

The team looks around the warehouse. They look at each other. Comprehension slowly sinks in… they did it! They, working as a team, have just Busted their first Ghost!

Congratulations, everyone!

Well done! You’ve successfully completed your first assignment!
Take some time to relax, congratulate each other, and enjoy your beer or other refreshing beverage of choice… you’ve earned it!

I’ll tally up the results and have them ready for you by tonight.
…and then, we’ll see what your next assignment is gonna be! :confused::eek:;):smiley:

PS: Pizza. Frozen pizza is what I had for dinner. q;}

While the room is silent, Gerald makes sure to holster the arm of his proton pack. He turns towards the camera and nods reassuringly, then flashes a grin and a thumbs-up.

Brian grins and nods at the team members. Then he focusses on the trap, bends down to study it, without touching it.

The other team members hear him say “fascinating”