Drs. Egon Spengler and Raymond Stantz designed and fabricated the original iterations of the Ghostbusters franchise equipment, laying groundwork for paranormal defense that remains relevant even to this day. Everything is broken down into four equipment categories: Detection, Capture, Containment, and Vehicle.
"This category includes the various ghostly detection methods developed by the fine staff at Ghostbusters International.." - Egon Spengler, (flatly reading off a cue card)
Using Kirlianography, these active-sensing goggles send out repeated high-frequency bursts similar to those used to irradiate Kirlian photography subjects. The specialized optics in the goggle mount translate the return signals and reveal the presence of spirits or invisible entities. Most living things’ auras are too weak to be read by these goggles, and masking software eliminates them where possible to give clear readings.
Effect: Allows you to see invisible spirits (but not spirits possessing objects). You suffer -3D to notice anything outside of a very narrow field of view. Also allows you to take photos of what you see on Polaroid Instant film
Hands: 1
Muscles: 0.5
Cost: $4,000
Ecto Goggle Upgrades
Ecto Monocle
A modern update that breaks down and redistributes the active-sensing technology of the Ecto Goggles to an attachment on the belt, leaving a lightweight monocle on the head. This reduces chiropractor bills nearly 55%!
Effect: Doesn't change the overall weight of the Ecto-Goggles, but does relax the penalty to notice anything outside of the field of view to -1D because of the loss of depth perception.
Upgrade Cost: +$1,000
PKE Display Transceiver
Allows for PKE Meter readings to appear within the field of view of the Ecto Goggles. This option only needs to be purchased on the PKE Meter or the Ecto Goggles, not both.
Effect: No real game effect, but this is a quality of life upgrade that makes a lot of sense.
Upgrade Cost: +$500
One of the oldest inventions of the Ghostbusters, the PKE Meter (also known as the aurascope) detects psycho-kinetic energy and allows one to track ghosts. The design of the device is a small screen, mounted on a handle, with a pair of sensor wings protrude from either side.
Effect: Allows you to detect hidden ghosts, detect PKE energy, and identify classifications of spirits with a successful Brains roll.
Hands: 1
Muscles: 0.5
Cost: $2,000
PKE Meter Upgrades
Ghost Taser
An upgrade intended to make sure a Ghostbuster fully in investigation mode remains armed and ready. Simply press a small red button on the back of the PKE meter to engage taser mode, which swings the sensor arms up and emits a small stream of protons.
Effect: Weapon damage +1D
Upgrade Cost: +$500
Selenium Sensor Arms
Replaces the original antenna in the PKE meter with selenium sensors capable of picking up minute changes in psycho kinetic activity.
Effect: Brains +2D to detect and identify classifications of ghosts
Upgrade Cost: +$1,000
PKE Display Transceiver
Allows for PKE Meter readings to appear within the field of view of the Ecto Goggles. This option only needs to be purchased on the PKE Meter or the Ecto Goggles, not both.
Effect: No real game effect, but this is a quality of life upgrade that makes a lot of sense.
Upgrade Cost: +$500
A more modern invention. This is a remote PKE sensor used to cover rooms that have already been cleared. Very useful in an investigation in large areas.
Effect: Sends a sensor ping back to a PKE meter that lets the players know a PKE sensor has been tripped. Players can then make a Brains roll with their primary PKE meter to find out information about the ghost.
Hands: 0
Muscles: 0.5
Cost: $500
"These hardly qualify as weapons, but federal and state regulations describe them as such. We further categorize these ghost capturing devices into proton packs, slime blowers, and exotic particle devices." - Ray Stantz
The core technology of this device was developed in a Columbia University labratory in the early-1980s and has proven itself in private industry and government applications. A miniature nuclear accelerator in a backpack unit creates a protonic field, shunted through a magnetic hose into a handheld projector, which streams the resulting particle beam towards a spectral target.
The standard, Mark 1a Proton Pack has two basic settings: attack and containment. The beam can simply blast matter and ectoplasm, or it can create a stasis field to hold ghosts in place, typically to position them over a ghost trap.
The Mk 1a pack incorporates improvements designed between the events of the First Gozerian Incident and the Vigo the Carpathian Incident, namely, the ability to auto-switch between attack and containment settings based on the state of the ghost.
Range: 10 / 20 / 30
Hands: 2
Muscles: 2
Damage: +5D vs Ectoplasmic / 2D vs Corporeal
Kickback: If you move and fire your proton pack in the same round, any Ghost you roll automatically downgrades your result one full level.
Cost: $10,000
Proton Pack Upgrades:
Neutrona Wand Arm Mount
Allows you to always have your neutrona wand ready, but still leaves your hands free. This replaces the standard neutrona wand. If you buy this twice (back to 2H), not only do you look cool, but it provides +1D to Moves or Fire Weapon Talent.
Effect: Changes the Proton Pack from 2H to 1H and leaves your hand free so your neutrona wand is always "available"
Upgrade Cost: +$500
Proton Cannon
A complete rebuild of the standard proton pack that strips out all safety measures and redistributes everything along the length of an upsized neutrona wand. The cyclotron is located on the left side of the proton gun, in front of the shooter's body. Requires a harness to wear, but the weight and hands remains the same.
Effect: Increases all range bands by +5 each and weapon damage to +7D.
Extra Kickback: If you move and fire your proton pack in the same round, any Ghost you roll automatically downgrades your result two full levels.
Upgrade Cost: +$5,000
Proton Pistol
A secondary magnetic hose is added, which attaches to a much smaller, one-handed projector to the main proton pack. You can switch between the standard neutrona wand and the proton pistol as an action.
Effect: The Proton Pistol adds +2D to Moves or Fire Weapon Talent. Also changes the Proton Pack from 2H to 1H when using the Proton Pistol.
No bonus damage and No Kickback. Very useful against fast ghosts, but lacks staying power of standard neutrona wand.
Upgrade Cost: +$1,500
Proton Rifle
A ground up rebuild of the neutrona wand that incorporates ergonomic features, a stock (still attached to the proton pack hose). Also incorporates picatinny rail system.
Effect: The Proton Rifle adds +2D Moves or Fire Weapon Talent and removes Kickback Effect from original Neutrona Wand.
Upgrade Cost: +$3,000
Dual Vertical Grips
The addition of simple vertical grips changes allows the firer to absorb kickback.
Effect: Removes kickback effect, allowing movement while firing.
Upgrade Cost: +$250
Neutrona Shroud
A refinement to the Neutrona Wand's particle thrower that adds a collimating shroud which strengthens the capture stream.
Effect: +2D Muscles when maneuvering a Ghost with a capture stream.
Upgrade Cost: +$750
Mini Pack
A complete rebuild of the proton pack, lightening all materials and including an arm mounted proton pistol. The mini pack is small enough that the accelerator is strapped to the upper part of your arm and the proton pistol is strapped to the forearm. Cost of upgrade to a standard proton pack nets you 2X Mini Packs.
Effect: Mini Pack adds +2D to Moves or Fire Weapon Talent. Changes Proton Pack/Neutrona Wand combo from 2H to 1H and changes weight from 2M to 1M.
No bonus damage and No Kickback. Very useful against fast ghosts, but lacks the staying power of the full size pack and standard neutrona wand.
Upgrade Cost: +$1,500
Miniaturization Testbed Proton Pack
This is a complete rework of the power routing and mounting points of the Mk1a proton pack, designed to incorporate additional miniaturized technologies for field testing.
Effect: Increases weight of Proton Pack by + 0.5M, miniaturized technologies do not add to pack weight beyond this increase. Allows for 4 additional fire modes incorporated into the proton pack, which fire out of a specially modified neutrona wand.
Upgrade Cost: +$1,000 for testbed + cost of miniaturized upgrades (see Boson Dart Caster, Composite Particle System, Dark Matter Generator, and Slime Blower)
Enhanced Cooling System
A complete overhaul of the cooling system on the proton pack, for use with a Boson Dart Caster.
Effect: Boson Darts fired from miniaturized testbed proton packs only cause the pack to overheat if a Ghost is rolled.
Upgrade Cost: +$1,500
Frame Rebuild
Rebuilds the frame with lighter materials.
Effect: Proton Pack only weighs 1.5M when determining encumbrance (down from 2M)
Upgrade Cost: +$1,000
Boson Darts are extremely effective bursts of protons that can quickly disperse big chunks of a target's PK energy. While this tool can be used in conjunction with the Proton Stream for a powerful one-two punch, the Boson Dart can also be used by itself to knock large enemies back or to disperse groups of smaller enemies. Use Boson Darts against small packs of creatures to inflict damage over a wider range or to blow off chunks of PK energy from moderately sized targets.
Effectively, Boson Darts behave like a grenade or rocket launcher: a slow-moving projectile which detonates on impact, dealing intense damage to anything in its immediate proximity. This applies to the corporeal and incorporeal alike. Boson Darts are effective for taking out groups of low-level manifestations with minimal effort, and can deal severe damage to more violent P.K.E. phenomena.
Range: 10 / 20 / 30
Hands: 1
Muscles: 1
Damage: +6D to primary target (+4D to secondary targets within 2 meters)
Overheat: Must cool down for 1 turn after each use.
Cost: $5,000
Boson Dart Caster Upgrades
Miniaturization
Miniaturizes the Boson Dart Caster for incorporation into a Miniaturization Testbed Proton Pack
Effect: Allows the Miniaturization Testbed Proton Pack to have a Boson Dart Caster.
Upgrade Cost: +$1,000
Almost all of the Ghostbusting Equipment was used or designed for capturing Ghosts. This posed a problem when dealing with the un-dead, demons and other Ecto-Protoplasmic-base hybrids or semi-organic entities of supernatural origins (Vampires, Zombies, etc...), so Egon fashioned a weapon to combat these non-spectral, supernatural, corporeal organisms. Thus the Composite Particle System was born. The Composite Particle System, or CPS for short, is designed to weaken or 'rekill' these supernatural, corporeal lifeforms with rapid fire supercharged meson plasma pulses, simple yet effective (all relatively speaking of course).
Range: 10 / 20 / 30
Hands: 2
Muscles: 1.5
Damage: +2D vs Corporeal
Rapid Fire: Can forgo extra damage to make two attacks against different targets.
Cost: $10,000
Composite Particle System Upgrades
Miniaturization
Miniaturizes the Composite Particle System for incorporation into a Miniaturization Testbed Proton Pack
Effect: Allows the Miniaturization Testbed Proton Pack to have a CPS.
Upgrade Cost: +$1,000
The Dark Matter Generator collects invisible Dark Matter particles and projects them through a modified Neutrona Wand as a high-damage shotgun-like blast. Gain
Range: 5 / 10 / 15
Hands: 2
Muscles: 1.5
Damage: +3D at Short range
Effects: Gain +2D Moves or Fire Weapon Talent at Short Range. Or, forgo that bonus to hit multiple targets at once, using the same Moves or Fire Weapon Talent roll. Does not cause environmental damage on a miss.
Cost: $10,000
Dark Matter Generator Upgrades
Miniaturization
Miniaturizes the Dark Matter Generator for incorporation into a Miniaturization Testbed Proton Pack
Effect: Allows the Miniaturization Testbed Proton Pack to have a DMG.
Upgrade Cost: +$1,000
The slime blower was developed in response to the psychomagnatheric slime outbreak in New York during the Vigo the Carpathian Incident. The pack consists of two small tanks of positively charged psychomagnatheric slime and a large tank of compressed air (although any suitable gas would work). The compressed gas needs to be highly pressurized enough to propel the slime from a nozzled blower.
The slime blower is very useful against possessed targets and can, in certain circumstances, be used to animate objects provided a source of control is available. Against a non-possessing ghost, the slime blower functions similar to ghost mace and will drive a spirit back temporarily.
Range: 5 / 10 / 15
Hands: 2
Muscles: 2
Damage: +2D to Moves or Fire Weapon Talent and +2D damage to a ghost possessing a person or object (and more importantly does not injure or damage the target). On standard ectoplasmic non-possessing entities, it's +1D and it drives the ghost away like pepper spray.
Slime Tether: When fired at two objects, it contracts, pulling with 4D Muscles during the initial round, 2D Muscles for the second round, and 1D Muscles for the third and final round. Tethering a ghost next to an open trap can allow the ghost to be trapped without lowering its Ectopresence if the ghost does not escape before the tether snaps. No bonus to Moves or Fire Weapon Talent when using Slime Tether.
Positively Charged: The Slime Blower neutralizes black slime, helps seal inter-dimensional portals, and reveals invisible ethereal entities and structures that reside on this plane. The Slime Blower has enough positively charged ectoplasm to be fired for 20 consecutive rounds it needs to be recharged back at HQ.
Cost: $15,000
Slime Blower Upgrades:
Handheld
Shrinks the Slime Blower down to a hand held design, similar to a small
Range: 5 / 10
Hands: 1
Muscles: 0.5
Effect: Functions like standard slime blower, but has a reservoir of 5 rounds of continuous use.
Downgrade Cost: -$12,000
Miniaturization
Miniaturizes the Slime Blower for incorporation into a Miniaturization Testbed Proton Pack
Range: 5 / 10
Effect: Allows the Miniaturization Testbed Proton Pack to have a Slime Blower.
Upgrade Cost: +$1,000
Fungal Hybridized Self Replicating Psychomagnatheric Slime
Dr. Egon Spengler managed to hybridize a species of fungus that now exists within the slime blowers which allows slime levels to self replicate.
Effect: Allows standard Slime Blower to refill in 10 rounds. Allows handheld Slime Blower to refill in 5 rounds. Allows miniaturized Slime Blower to recharge in 2 rounds.
Upgrade Cost: +$1,500
"Aaaaaaaaand BOOM goes the dynamite." - Peter Venkman
A modified hand grenade that emits a protonic discharge that is harmful to supernatural entities.
Effect: Use Moves or Throw talent to place the grenade. Everything within a 3 meter radius takes 6D.
Hands: 1
Muscles: 0 (6 grenades equals 1 M)
Cost: $300
A modified smoke grenade, the Slime Grenade releases aerosolized positively charged psychomagnatheric slime.
Effect: Use Moves or Throw talent to place the grenade. Everything within a 10 meter radius takes 2D slime and makes the area very slippery.
Hands: 1
Muscles: 0 (6 grenades equals 1 M)
Cost: $200
"Really, we don't exterminate, we relocate. These are the tools used to capture a ghost after the pretty light show." - Winston Zeddemore
The Ghost Trap is a portable unit used to capture and transfer a ghost's PKE energy. This is made possible by a Muon Field Generator that acts as a transfer conduit, drawing in PKE and shunting it to a containment cell via an activation switch. Once a trap has captured a ghost and has closed, it cannot be re-opened without releasing the ghost contained within. For this reason, the Ghostbusters must each carry several traps. The Mk I has enough power to store the ghost for 4 hours before it needs to be recharged.
The ghost trap is made up of two core parts: the cartridge (which contains the capture cells and muon field generator) and the cradle (originally wheeled with a spooled cable and foot activation switch).
Effect: Can hold 1 ghost for 4 hrs
Hands: 1
Muscles: 0.5
Cost: $4,000
Ghost Trap Upgrades:
Miniature Capture Cells
Fits two capture cells within a cartridge, activating them each in sequence when the activation switch is used.
Effect: Ghost Trap can hold two ghosts from separate activations for up to 4 hours.
Upgrade Cost: +$1,000
Remote Activation
Replaces the cabled foot activation switch on the cradle with a more modern wireless transmitter.
Effect: Replaces the 3 meter foot pedal with a keyed wireless remote with a range of 100 meters.
Upgrade Cost: +$250
Remote Trap Drone
Replaces the original wheeled cradle with a flying RC drone designed to hold a ghost trap.
Effect: Fast enough to keep up with a vehicle. Control and activation of trap done with wireless transceiver (Remote Activation upgrade required).
Upgrade Cost: +$250
Remote Trap Vehicle
Replaces the original wheeled cradle with a remote controlled RC vehicle designed to hold a ghost trap.
Effect: Fast enough to keep up with a vehicle. Control and activation of trap done with wireless transceiver (Remote Activation upgrade required).
Upgrade Cost: +$250
The Containment Unit (also known as as the Ecto-Containment System, Storage Facility or Protection Grid) is specialized piece of equipment whose only function is to hold trapped ghosts. While the initial Mk I containment grid is no longer used (as seen in Ghostbusters The Movie), the new standard Containment unit that was purchased with a Franchise kit has been updated to the latest standards for the safety of all involved.
The containment unit is the electro-mechanical device that projects a pocket dimension used to contain ghosts, where they are free to roam. As precautionary measure against break outs, there is a laser-confinement grid and an active muon field that has to be adjusted before the transfer of PKE energy into the dimensional space can be achieved. Should the Containment Unit lose power, the pocket dimension implodes shunting all spirits back into the real world (as seen in Ghostbusters).
Effect: There are no In-Game Stats for the Containment Unit. It is a plot device.
Cost: $50,000
The procedure to empty Ghost Traps is quite simple:
Unlock and open the system - The locking handle is rotated 90 degrees and a large access panel is rotated down to the horizontal, exposing a dock for loaded traps to be inserted for emptying.
Insert trap - A loaded trap is inserted into the dock. The outer case and carry-handle assembly can then be released and set aside, leaving the trap in the dock. A red warning light also comes on above the dock at this point, indicating that a live trap is now in the system.
Close and lock the system - The opposite of stage 1, the access panel is closed and locked.
Set entry grid - A single button-push aligns the laser grid to receive the trapped ghost(s).
Neutralize the field - Another single button-push operation, that disables the muon field and opens the portal to the Containment Dimension.
Empty the trap - Initiated by pulling down a mechanical lever, the traps contents are transferred into the Containment Unit. The red status light also goes out at this point and the green one illuminates to show that the system is now secure and that the trap can be removed, to be charged and used again.
"Really, we don't exterminate, we relocate. These are the tools used to capture a ghost after the light show." - Winston Zeddemore
Gunner Seat w/ Proton Pack
A switch automatically opens a gunner door and extends the seat outside the vehicle so that a ghostbuster can fire a weapon. Safety harnesses are included (although safety is a relative term). This upgrade includes a Proton Pack that is not removable and thus always part of the vehicle.
Cost: $15,000
Directional Vehicle Antenna
A directional vehicle antenna that allows a Ghostbuster to significantly amplify the detection range of an attached PKE Meter. Boosts the range by a significant amount, but you can only get basic, directional information. You'd still need to get out and do the work with the handheld unit to get specifics.
Cost: $5,000
Vehicular Ghost Trap
A directional vehicle antenna that allows a Ghostbuster to significantly amplify the detection range of an attached PKE Meter. Boosts the range by a significant amount, but you can only get basic, directional information. You'd still need to get out and do the work with the handheld unit to get specifics.
Cost: +$2,000
Mobile Containment Unit
A smaller containment unit that sits in the back of the company vehicle enabling Ghostbusters to empty full traps without driving all the way back to HQ.
Cost: $25,000
Ghost Trap Battery Extender
A series of lithium ion batteries that can double the battery charge of up to 10 ghost traps.
Cost: $1,000