Ghost Banishers

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GHOST BANISHERS

AUTHOR
Richard Woolcock

SYSTEM
Tricube Tales <

Over the past few weeks, the city has been plagued by paranormal events—from ghostly visitations BACKGROUND
and sightings to terrifying apparitions and poltergeists! What was initially perceived as a hoax has Figu Design

rapidly spiraled out of control as the spooky activities continue to spread and escalate. STORY SYMBOLS
The public has reacted fearfully to this supernatural incursion, and even the government seems to be Delapouite, Lorc, Skoll
Game-icons.net <
in denial. Fortunately, several brave ghost hunters have stepped forward to offer their services, using a
combination of advanced technology, cold iron, and occult knowledge to dispel the restless spirits. ILLUSTRATIONS
Publisher’s Choice Quality
You are the “Ghost Banishers,” a team of amateur paranormal investigators armed with particle guns Stock Art © Rick Hershey /
and iron batons. Not everyone appreciates your efforts, but business is certainly booming right now! Publisher’s Choice Stock Art <

CHARACTER CREATION RESOLVING CHALLENGES PARANORMAL JOBS


Each player creates a character as follows: If a player attempts something risky, they roll 1-3 Roll on these tables to generate the latest job (see
1. Choose a trait: Agile (used for reflexes, dexterity, six-sided dice and must equal or beat a difficulty the next page for examples):
stealth, and ranged combat), brawny (covers strength, of 4-6 on at least one die. Succeed on multiple dice The team investigates a...
vitality, athletics, and melee combat), or crafty (covers for an exceptional success (narrate an additional A Violent poltergeist D Suspected possession
smarts, charm, alertness, courage, and mental combat). benefit). Rolling “1” on all dice indicates a critical B Terrifying apparition E Monstrous entity
2. Select a concept: Parapsychologist, firefighter, failure (introduce a complication to the scene). C Vengeful spirit F Phantom vehicle
private detective, priest, engineer, school teacher, The GM picks a trait and assigns a difficulty of Which leads them to a...
or scientist (specify type). 4-6 for each challenge (most should be difficulty A Public library D Restaurant or diner
3. Pick a perk: Perceptive, tech wizard, muscular, 5). Combat challenges use effort tokens—remove B Sewer or subway E Hospital or care home
special gadget (describe it), occult knowledge, gift 1 effort token for each die that succeeds. C High-rise building F Cinema or stadium
of gab, or exceptional reflexes. Players usually roll 2 dice, but roll 3 dice if the But they must also deal with...
4. Select a quirk: Arrogant, flippant, food junkie, challenge matches their trait. If a challenge falls A Local politics D A setup or betrayal
curious, impulsive, cynical, or hero complex. completely outside the scope of their concept (e.g., B A financial dispute E Collateral damage
5. Grab 3 karma tokens and 3 resolve tokens. a firefighter repairing a gadget), they lose 1 die. C Technical issues F Rival ghost hunters
6. Make up a name and introduce yourself to the

KARMA AND RESOLVE RUNNING THE GAME


group (e.g., “I’m Blake Wilson, a brawny firefighter
who has joined the team to help protect the city. I
am muscular, and I have a bit of a hero complex”). Each player has 3 karma and 3 resolve. Spend 1 The GM should describe the opening scene, react
karma after rolling to reduce the difficulty by 1, if to the players’ decisions, and assign the traits and
you can justify how your perk helps you. Recover difficulties for challenges. Offer players karma in
1 karma if you increase the difficulty by 1 before return for complications based on their quirks!
rolling, narrating how your quirk hinders you. For combat encounters, assign the challenge 2-
If you use a quirk and succeed at the challenge, 3 effort tokens per player. The enemy is defeated
you may recover 1 resolve instead of 1 karma. when all their effort tokens have been removed.
For dangerous actions (such as combat), failure The players should make all the rolls, narrate
costs 1 resolve (or 2 on a critical failure). If a PC the outcome of their actions, and drive the story
runs out of resolve, they are eliminated from the forward whenever possible. They can also spend
scene—but death is primarily a narrative conceit, 1 karma to influence the story or discover a clue
and the PC usually returns later at full resolve. through their perk, at the GM’s discretion.
OBJECTIVES LOCATIONS COMPLICATIONS
Described here are examples of objectives for the Described here are examples of locations for the Described here are example complications for the
adventure generator (first table): adventure generator (second table): adventure generator (third table):

1. HEARD BUT NOT SEEN 1. CITY LIBRARY 1. DOUBTING THOMAS


An aggressive poltergeist is terrifying people and The interior of this public building is a labyrinth This local politician doesn’t believe in ghosts, and
driving away customers. The team is paid to deal of narrow aisles and towering bookshelves under he tries to put the team out of business, referring
with it, but the job must be handled discreetly. the watchful eye of a cranky old librarian. to them as “grifters” and even “terrorists.”

2. DEAD-END JOB 2. GHOST STATION 2. UNHAPPY CLIENT


A listless employee died several weeks ago, but he Although trains never stop at this disused subway The job proves far more expensive than its initial
doesn’t seem to realize he’s dead! His ghost floats station, there are occasional sightings of shadowy estimate, or maybe the client is unhappy with the
around and ignores people—unless disturbed. figures waiting on the platform. outcome. Either way, they refuse to pay the bill.

3. KAREN FROM HELL 3. MIRRORGATE HOTEL 3. DEAD BATTERY


She terrorized the neighborhood while alive, and This luxury high-rise hotel is the source of many Sabotage, carelessness, or perhaps something else
now she’s back for more! This angry spirit is on a spooky tales and mysterious events—along with a causes one or more essential pieces of equipment
rampage, and she needs to be stopped. shocking number of unsolved murders! to run out of power at a critical moment.

4. JOYRIDER 4. SOUTHBAY CUISINE 4. PLANS WITHIN PLANS


The ghost of a teenager who died while joyriding This pretentious seafood diner is infamous for its The entire job is a setup, an orchestrated plan to
has possessed a host, and now they’re using their mediocre food and rude service—yet somehow, it discredit the team. But in an unexpected twist of
stolen body to steal more cars! still has a waiting list for table reservations. fate, a real ghost makes a sudden appearance!

5. GRIM REAPER 5. FAIRWOOD SANITARIUM 5. PARTICLE GUN DAMAGE


A ghostly hooded figure ruthlessly stalks both the This former hospital was shut down decades ago This tenacious spirit is difficult to banish without
living and the dead, claiming one victim after the following a series of brutal murders. The building causing extensive structural damage. Worse still,
next. But there is something about their behavior lies abandoned, as it was never demolished. the client is unwilling to cover the repair costs!
that doesn’t quite add up.
6. HORROR SHOW 6. GHOST BLASTERS
6. HELL ON WHEELS This old cinema has been screening scary movies This rival team of ghost hunters lurches from one
A monstrous phantom car is terrorizing the area, every night since the manager died several weeks disaster to the next, leaving a trail of destruction
attacking vehicles and terrifying pedestrians with ago. However, the owner claims that her business in their wake. Their sloppy efforts undermine the
its fanged mouth and lashing tongue. has closed—she thinks the building is locked up! credibility of the entire ghost-hunting profession.

ADDING A TWIST TO THE STORY


For further inspiration, roll two dice on the table below and use the symbol as an improvisational prompt (you don’t need to interpret it literally). For example,
A E might symbolize wisdom, knowledge, information, truth, secrets, or even a library, while rolling C A could represent an invitation, transition, boundary,
barrier, opening, entrance, or exit, and F C might indicate a transaction, wealth, status, bribery, financial remuneration, or economic value.
AA AB AC AD AE AF BA BB BC BD BE BF CA CB CC CD CE CF DA DB DC DD DE DF EA EB EC ED EE EF FA FB FC FD FE FF

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