PROTOTYPE EQUIPMENT CARDS

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PROTOTYPE EQUIPMENT CARDS Each hero starts with 1 Requisition Points, which can be spent for extra equipment represented on the following cards; the cost is listed in a circle in the upper right corner. As more (successful) missions are completed, and the business improves, characters may earn more Requisition Points. Requisition Points are refunded for items that are turned back in at Ghostbusters HQ. If items are lost in the course of work, or completely destroyed (not merely broken), the Requisition Points are lost. For equipment that benefits the entire group, the team can pool Requisition Points together, and purchase improvements by general consensus. (That, however, is up to the team members to decide for themselves.) Unless otherwise specified, special equipment has negligible weight for game purposes, and comes with any applicable fittings, holster, etc. Ectomobile Standard Team Gear: An Ectomobile commonly includes the following equipment that doesn t count against anyone s Requisition Points pool: 4 Standard Ghost Traps 1 PKE Meter 1 pair of Paragoggles 1 Backup Proton Pack 1 Backup Slime Blower Equipment types include: GEAR: Regular gear does not have any prerequisites. Ghost Traps, Paragoggles and PKE Meters are included in this category, among others. TANK: Tanks are available as add-ons for Slime Blowers or Proton Packs. Only one tank can be attached to a Proton Pack or Slime Blower 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. Artwork and design by Jordan Peacock, with creative contributions and playtesting by John Boulton, Wendy Peacock, Chris Stadler, and John Zielinsky. Last Update 23 Mar 12. at one time. Extra tanks can be kept back at the Ectomobile to swap out as needed. Taking an extra tank along is impractical (effective weight of 0 lbs for encumbrance purposes, and requires both hands or a cart to carry). UPGRADE: This is a general improvement to the type of equipment listed (PKE Meter, Paragoggles, Proton Pack, or Slime Blower). Equipment can have multiple upgrades, but duplicate benefits don t stack. OPTION: This feature gives an alternate usage for the Proton Pack or Slime Blower, often granting benefits (more damage, better range, larger area of effect, etc.) but at a cost of increased Heat Buildup or Slime Unit usage, or some other trade-off. The user can change between options (or just use the usual attack mode) as a free action each round.

Giga-Meter PKE Meter PKE Meter GEAR: Experimental device to measure psychomagnatheric energy, granting +2 to Notice and Tracking rolls vs. paranormal activity. Malfunctions (useless until Repaired) on a 1 on the skill die. GEAR: Detects spikes in psychokinetic energy. +1 to Tracking and Notice rolls to detect paranormal activity. GEAR: Detects spikes in psychokinetic energy. +1 to Tracking and Notice rolls to detect paranormal activity. Multi-Band Paragoggles Paragoggles Paragoggles GEAR: Wear/remove as a free action. Negates up to -6 in vision penalties to spot or hit ghosts, but -2 to Notice vs. everything else while worn due to lack of peripheral vision. GEAR: Wear/remove as a free action. Negates up to -6 in vision penalties to spot or hit ghosts, but -4 to Notice vs. everything else while worn due to lack of peripheral vision. GEAR: Wear/remove as a free action. Negates up to -6 in vision penalties to spot or hit ghosts, but -4 to Notice vs. everything else while worn due to lack of peripheral vision. Muon Ghost Trap Ghost Trap Mk I Ghost Trap Mk I rules. As regular Ghost Trap, but can hold multiple ghosts without emptying. Automatic activation if a Snared ghost is within range. rules. 1 action to rules. 1 action to up to minutes or until up to minutes or until Muon Ghost Trap Ghost Trap Mk I Ghost Trap Mk I rules. As regular Ghost Trap, but can hold multiple ghosts without emptying. Automatic activation if a Snared ghost is within range. rules. 1 action to up to minutes or until rules. 1 action to up to minutes or until

Panoramic Scanner Proton Inhibitor Coil Stream Focusing Unit GEAR: Scans 360 and converts to video. Treat as an Extra with d4 Notice skill vs. paranormal activity giving the wielder an extra set of eyes to detect ghosts. Allows you to reduce the maximum range on your stream, minimizing errant hits. (Environmental Damage reduced by 4.) Upgrades your Neutrona Wand to grant a +1 bonus to Shooting. Accelerator Coil Shock Blast Coil Meson Collider Neutrona wand proton stream has Rate of Fire of up to 3. (See Rate of Fire rules; Heat Buildup applies for each shot.) 1 Roll Shooting at +2; all within Cone Template are attacked for 2d6 damage and Size +0 targets (or smaller) are knocked back 1d6. Damage counts as hitting environment. Heat Buildup x3. Range 24/48/96. Snapshot Penalty (-2 to hit if user moves in same turn). Damage 2d8, AP 6. Target is Tagged. Heat Buildup x. 1 Lightweight Casing PDS Generator Mod Rapid Venting Ejector UPGRADE (PROTON PACK or SLIME BLOWER): Reduces total weight of ghostbusting pack and equipment to 1 lbs. OPTION (PROTON PACK): Proton Pack 2 Spend an action 2 can act as a Slime Blower, but builds up Heat instead of using Slime Units. to actively vent the pack, and clear all heat units (set to 0). Pack cannot be used in the same round. Improved Coolant Unit Overload Pulse Unit Boson Dart Cyclotron Automatically vents 1 Heat Unit per round, even when in use, and in addition to normal venting. 1 Attack Medium Burst Template for 2d6 damage, +2 to hit. Homes in on Tagged ghosts (extra +2 to hit, ignores visibility, Indirect Fire). Heat Buildup x4. Attack Small Burst Template for 2d6 damage, AP 4, +2 to hit. Heat Buildup x3.

Dual Capacity Tank PMT Slime Tank Hyperreactive Slime Adds + to total Slime Unit capacity. Psychomagnatheric Attack Mode: Fires positivelycharged slime. DANGER: high chance of psychoreactivity! +2 damage vs. ghosts (ONLY), but explosion risk (2d6 burst damage centered on user, and tank destroyed) on a Malfunction result. Coolant Tank Ectoplasmic Generator Slime Booster Tank TANK (PROTON PACK): Increases maximum Heat range by +. - OR - +2 non-lethal cold slime damage vs. possessed creatures. Take an action during a round in which the slime blower is not used, to hyper-generate ectoplasm to refill the tank. (Slime Units reset to maximum.) Adds + to maximum Slime Unit capacity. Slime Pump Upgrade Slime Turbo-Booster Slime Super-Blower UPGRADE (SLIME BLOWER): Increases range to 6/12/24 (12/24/48 if outdoors) and causes 1d6 Knockback vs. normalsized targets in Short Range. BLOWER): May make a BLOWER): Roll one turbo-slime attack, for +2 to hit and +2 damage. Uses 3 Slime Units per attack. Shooting attack vs. all within Cone Template, doing 2d4 slime damage. Uses Slime Units. Slime Mine Launcher Plasma Growth Medium Slime Tether Generator BLOWER): Increases blast radius to Medium Burst Template. Uses 2 Slime Units per attack. UPGRADE (SLIME BLOWER): Slime blower regenerates 2 Slime Units per round it s not used, or 1 Slime Unit per round it s in use. BLOWER): Make a Shooting roll each for two targets up to 6 apart. If both hit, they are pulled together with Str d12. Uses 1 Slime Unit per 1 apart (min 1). Lasts up to 1 hour.

Panoramic Scanner Mk Proton Inhibitor Mk Stream Focuser Mk GEAR: Scans 360 and converts to video. Treat as an Extra with d6 Notice skill vs. paranormal activity giving the wielder an extra set of eyes to detect ghosts. Allows you to reduce the maximum range on your stream, minimizing errant hits. (Environmental Damage reduced by 6.) Upgrades your Neutrona Wand to grant a +2 bonus to Shooting. Accelerator Coil Mk Variable Shock Blast Heavy Meson Collider Neutrona wand proton stream has Rate of Fire of up to. (See Rate of Fire rules; Heat Buildup applies for each shot.) 30 Roll Shooting at +2; place Small (Heat x1), Med (x2) or Large (x3) Template next to user; all in blast attacked for 2d6 damage; Size +0 or smaller targets knocked back 1d6. Damage counts as hitting environment. Range 24/48/96. Snapshot Penalty (-4 to hit if user moves in same turn). Damage 3d8, AP 8. Target is Tagged. Heat Buildup x. 2 Stasis Booster Mk Stabilizer Unit Mk Alternator Mk Ghosts held by your proton stream are at -4 to rolls to break free or to evade traps. 30 During any round you don t use 1 +2 to Shooting and damage 40 your proton pack for anything else, it cools 1 Heat/round while maintaining a Snare, rather than building up with proton stream. (Doesn t stack with Shooting/ Damage bonuses from other Upgrades.) heat. Slime Bazooka Plasma Medium Mk Tether Generator Mk BLOWER): Increases blast radius to Large Burst Template. Uses 4 Slime Units per attack. UPGRADE (SLIME BLOWER): Slime blower regenerates 3 Slime Units per round it s not used, or 1 Slime Unit per round it s in use. 1 BLOWER): Make a Shooting roll each for two targets up to 12 apart. If both hit, they are pulled together with Str d. Uses 1 Slime Unit per 1 apart (min 1). Lasts up to 1 hour.

Dual Fermion Ring Fermion Absorption Ring Ghost Bait Grants personal immunity to Blowback damage from your proton attacks (though you can still be harmed by friendly fire or crossing the streams). Reduces Heat Buildup by 1 per use of the proton pack, to a minimum of 1. GEAR: Throw (3/6/12); all Ghosts and other spirits within Large Burst roll Smarts or head to bait until attacked. Roll 1d6 each round. On a 1, bait expires and effect ends. PKE Reference Guide PKE Scanner Ghost Sniffer UPGRADE (PKE): Consult the mini-database for +2 to Kn (Occult) checks (usable unskilled) to identify paranormal phenomena. UPGRADE (PKE): Take an action (and a Smarts check) to scan an entity so you and allies gain +1 to damage against it (and any entities of same type) for this encounter. GEAR: Samples the air for vapor trails. Treat as an Extra with d4 Tracking skill vs. paranormal activity only, giving the wielder a little help in hunting ghosts. Stasis Stream Booster Stabilizer Unit Polarity Alternator Ghosts held by your proton stream are at -2 to rolls to break free or to evade traps. No Heat Buildup +1 to Shooting and damage when maintaining a Snare. (You still have to hit the ghost first to initiate the Snare.) with proton stream. (Doesn t stack with Shooting/ Damage bonuses from other Upgrades.) Emergency Kit Plasma Projector Slam Dunk Tether GEAR: May perform first aid (Healing) on an adjacent ally to treat damage from slime or energy, as a single action. Grants +2 bonus to Healing. One use per mission. Damage increase of +2 vs. ghosts only. (Doesn t deal extra damage to living/corporeal creatures or the environment.) You can slam dunk a snared ghost by moving it into a ghost trap, activating it without having to spend an action to activate the trap.