Galloping Ghoul CLASS 1 CLASS To Hit · Galloping Ghoul These Class 1 ectoplasmic ghosts often...

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Miss Trapped slime slime slime slime slime slime slime slime 2 spaces ©2015 CPII. All rights reserved. ©2015 CZE Galloping Ghoul These Class 1 ectoplasmic ghosts often appear during a significant surge in Psychokinetic energy. They can be harbingers of a potentially calamitous paranormal event. Skittish and unpredictable by nature, simple application of a proton stream is usually effective. However, upon impact of positively charged ions, ectoplasm is dispersed in all directions. Keep a safe distance when engaging. To Hit : or higher, add a Stream To Trap : 1 Stream When Hit : See When Trapped. When Trapped : Each Ghostbuster adjacent to this Galloping Ghoul gets Slimed, then place it on your Character Card. When Missed : Moves 2 spaces in a random direction. Special : When two Galloping Ghouls occupy the same space, remove both from the scenario, and then one Ghost from outside the scenario with the next highest Class enters that space. Slippery devils. -R.S. Galloping Ghoul CLASS 1 CLASS 1 + = Galloping Ghoul Galloping Ghoul Gruesome Twosome or other Ghost higher than Class 1

Transcript of Galloping Ghoul CLASS 1 CLASS To Hit · Galloping Ghoul These Class 1 ectoplasmic ghosts often...

MissTrapped

slime

slimeslime

slime

slime

slime

slimeslime

2 spaces

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Galloping Ghoul

These Class 1 ectoplasmic ghosts often appear during a significant surge in Psychokinetic energy. They can be harbingers of a potentially calamitous paranormal event. Skittish and unpredictable by nature, simple application of a proton stream is usually effective. However, upon impact of positively charged ions, ectoplasm is dispersed in all directions. Keep a safe distance when engaging.

To Hit: or higher, add a Stream

To Trap: 1 Stream

When Hit: See When Trapped.

When Trapped: Each Ghostbuster adjacent to this Galloping Ghoul gets Slimed, then place it on your Character Card.

When Missed: Moves 2 spaces in a random direction.

Special: When two Galloping Ghouls occupy the same space, remove both from the scenario, and then one Ghost from outside the scenario with the next highest Class enters that space.

Slippery de

vils.

-R

.S.

Galloping GhoulCLASS 1 CLASS 1

+ =Galloping Ghoul Galloping Ghoul

GruesomeTwosome or other Ghost higher than Class 1

Hit

Add aStream

Move 1 space

1.Miss

Move 1 space

Then

1 space

©2015 CPII. All rights reserved. ©2015 CZE

These Class 2 manifestations are significantly more aggressive than their Class 1 counterparts. They have a stronger hold on our plane of existence and are able to manipulate and pass through physical matter. Positively charged ions from proton packs are usually effective. Once engaged they will usually not flee.

Frightful Features! -P.V.

+ =

Gruesome TwosomeCLASS 2

Gruesome TwosomeCLASS 2

To Hit: or higher, add a Stream

To Trap: 2 Streams

When Hit: Moves 1 space towards that Ghostbuster.

When Trapped: Place it on your Character Card.

When Missed: Moves 1 space towards that Ghostbuster, then moves 1 space in a random direction.

Special: When two Gruesome Twosomes occupy the same space, remove both from the scenario, and then one Ghost from outside the scenario with the next highest Class enters that space.

Boogaloo

Manifestation

or other Ghost

higher than

Class 2

GruesomeTwosome

GruesomeTwosome

Even Movement Roll Odd Movement Roll

Hit

Add aStream

Move 1 space

1.Miss

Move 2 spaces

Then

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At least he’s not

electric , too. -P.V.

Boogaloo ManifestationCLASS 3

Boogaloo ManifestationCLASS 3

To Hit: or higher, add a Stream

To Trap: 3 Streams

When Hit: Moves 1 space towards that Ghostbuster.

When Trapped: Place it on your Character Card.

When Missed: Moves 2 spaces towards that Ghostbuster, then moves 1 space in a random direction.

Special: After Miss Movement, Slime in 4 directions based on the Movement Die result.

Boogaloo was the leader of thousands of demons that terrorized the Earth two thousand years ago. A deal was struck between Boogaloo and a group of druids. Boogaloo and the worst of his demons would go off to the Netherworld on the condition that they were remembered, which led to the celebration of Halloween. A loophole was found in which Boogaloo could send manifestations of himself back to earth in order to wreak some havoc on his old stomping grounds.

Hit

Add aStream

Move 2 spaces

Miss slime

slime

slime

slime

slime

slime

slime

slime

Then

2 spaces

©2015 CPII. All rights reserved. ©2015 CZE

Slimer is a “focused, non-terminal repeating phantasm or a class 5 full roaming vapor” made of pure Ectoplasm. Prior to his first run-in with the Ghostbusters, Slimer had been haunting the five-star Sedgewick Hotel, specifically the 12th floor. Slimer is well-known for a voracious appetite and leaving slime behind after passing through solid objects... especially humans.

SlimerCLASS 5

SlimerCLASS 5

To Hit: or higher, add a Stream

To Trap: 4 Streams (from at least 2 Ghostbusters)

When Hit: Moves 2 spaces towards that Ghostbuster.

When Trapped: Place it on your Character Card.

When Missed: Each adjacent Ghostbuster gets Slimed, then Slimer moves 2 spaces in a random direction.

Special: • At the end of each round, Slimer moves 2 spaces toward the nearest Slimed Ghostbuster.

• If Slimer leaves the map, he re-enters the map on the opposite side of the map.

Ugly little spud! -R.S.

Hit

Add aStream

Move 2 spaces

Miss 2 spaces

©2015 CPII. All rights reserved. ©2015 CZE

Packs a pu

nch.

-R

.S.

IdulnasCLASS 6

Idulnas, also known as the Third Minion of Gozer, is a powerful demonic entity. After the defeat of Gozer by the Ghostbusters on the rooftop of the Shandor Building, Idulnas began his mission on our earthly plane, which is to bring about a re-selection of the Destructor Form of Gozer. Idulnas’s powers include moving across mirrored surfaces and paintings, possession, animation, generating PKE. blasts, and generating a magical obsidian recreation of the Temple of Gozer.

IdulnasCLASS 6

To Hit: or higher, add a Stream

To Trap: 6 Streams

When Hit: Moves 2 spaces towards that Ghostbuster.

When Trapped: Place it on your Character Card.

When Missed: That Ghostbuster moves 2 spaces in a random direction (obstacles and map edges stop movement).

Special: • At the end of each Ghostbuster’s turn, Idulnas moves 2 spaces towards the Ecto-1.

• Idulnas cannot leave the map.

Hit

Add aStream

Move into

Ghostbuster’s

space and

Push him back

.

Miss1 space

©2015 CPII. All rights reserved. ©2015 CZE

It just popped in there! -R.S.

Stay Puft Marshmallow ManCLASS 7

The Stay Puft Marshmallow Man is a Class 7 Outsider Avatar. He was the chosen Destructor Form of Gozer, when Dr. Ray Stantz let the idea “just pop in there.” His accidental choice resulted in Gozer being manifest in the form of a 112-and-1/2 foot tall homicidal marshmallow man bent on destroying the

Ghostbusters and New York.

Stay Puft Marshmallow ManCLASS 7

To Hit: or higher, add a Stream

To Trap: 10 Streams (from at least 4 Ghostbusters)

When Hit: Moves into that Ghostbuster’s space (see Special).

When Trapped: Place it on your Character Card.

When Missed: Moves 1 space in a random direction.

Special: • Push- When Stay Puft moves into a Ghostbuster’s space, they get Slimed and are moved 1 space in the same direction.

• Terrain and Ghosts do not block Line of Sight to Stay Puft.• At the end of each Ghostbuster’s turn, Stay Puft moves 1 space towards the nearest Ghostbuster.

• Stay Puft cannot leave the map.

1.Miss

Then

Sleep

1 space

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Stock up on Coffee! -W.Z..

John Milton wrote, “Easy is the descent into Hell, for it is paved with good intentions.” This rogue Sandman is committed to an idealistic crusade to end all of humanity’s wars by putting everyone to sleep for 500 years. However, the combination of an inflated ego and lack of foresight proves he is incredibly dangerous to the lives he is attempting to protect.

Armed with numerous powers including sleep inducement, dream manipulation, teleportation and flight, Sandman is formidable. Training in the ability to be lucid under his spell is one’s best defense.

SandmanCLASS 6

SandmanCLASS 6

To Hit: or higher, add a Stream

To Trap: 4 Streams (from at least 3 Ghostbusters)

When Hit: Moves 1 space away from that Ghostbuster.

When Trapped: Place it on your Character Card.

When Missed: You are put to Sleep, and then Sandman moves 1 space in a random direction.

Special: • At the end of each round, Sandman teleports (without passing through intervening spaces) to a random space adjacent to the nearest Ghostbuster that is not asleep, then roll the Event Die– If a Closed Gate is rolled, that Ghostbuster is put to Sleep.

• Sleep: Lose all Streams and skip each of your turns. An adjacent Ghostbuster may spend an Action to wake you up.

• Sandman cannot leave the map.

Hit

Add aStream

Miss

1 space

Then

Move 1 space

1 space

Nearest Ghostbuster

Vinz (if on the map)

or

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So, she’s a dog. -P.V.

Zuul is a demigod and loyal minion to the Sumerian shape-shifting god of destruction, Gozer the Gozerian. Zuul, known as the Gatekeeper, and Vinz Clortho the Keymaster are harbingers of destruction and primary agents for summoning Gozer.Zuul appears as a corporeal Terror Dog, which is a large, powerful demonic monster with two horns and glowing red eyes. Zuul is able to possess a human being as a vessel in order to complete the ritual needed to secure Gozer’s arrival.

ZuulCLASS 6

ZuulCLASS 6

To Hit: or higher

To Trap: Zuul cannot be Trapped.

When Hit: Moves 1 space towards that Ghostbuster.

When Missed: Moves 1 space at random, then 1 space towards that Ghostbuster, or towards Vinz Clortho if it is on the map.

Special: • Fear - Ghostbusters adjacent to Zuul cannot take Actions.• Zuul cannot move through obstacles or leave the map.• Push- When Zuul moves into a Ghostbuster’s space, they get Slimed and are moved 1 space in the same direction.

Hit

Add aStream

Miss

1 space

ThenMove 1 space

1 space

Nearest Ghostbuster

Zuul (if on the map)

or

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Yes, have some. -L.T.

Vinz Clortho is a demigod and loyal minion to the Sumerian shape-shifting god of destruction, Gozer the Gozerian. Vinz Clortho, known as the Keymaster, and Zuul the Gatekeeper are harbingers of destruction and primary agents for summoning Gozer. Vinz appears as a corporeal Terror Dog, which is a large, powerful demonic monster with two horns and glowing red eyes. Vinz is able to possess a human being as a vessel in order to complete the ritual needed to secure Gozer’s arrival.

Vinz ClorthoCLASS 6

Vinz ClorthoCLASS 6

To Hit: or higher

To Trap: Vinz Clortho cannot be Trapped.

When Hit: Moves 1 space away from that Ghostbuster.

When Missed: Moves 1 space at random, then 1 space towards that Ghostbuster, or towards Zuul if it is on the map.

Special: • Fear- Ghostbusters adjacent to Vinz Clortho cannot take Actions.

• Vinz Clortho cannot move through obstacles or leave the map.• Push- When Vinz Clortho moves into a Ghostbuster’s space, they get Slimed and are moved 1 space in the same direction.

HitMiss

Then roll Movement Die

Roll Event Die

3 spa

cesHit

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Nimble little minx,

isn’t she? -P.V.

Gozer is a Sumerian shape-shifting god of destruction also known as Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler and Lord of the Sebouillia.

Gozer gains entry to worlds via a ritual performed by two demi-god minions: Vinz Clortho the Keymaster and Zuul the Gatekeeper. Upon entering a new world, a worshiper chooses the Destructor form that Gozer would use to destroy their world.

When Gozer demanded the Ghostbusters to choose the form of the Destructor, Ray Stantz tried to think of something that could never harm them and the Stay Puft Marshmallow Man “just popped in there.”

GozerCLASS 7

GozerCLASS 7

To Hit: or higher

To Trap: Gozer cannot be Trapped.

When Hit: Leaps 3 spaces away (does not pass through intervening spaces).

When Missed: Roll the Event Die until you roll a Gate, and then Gozer moves to a random space adjacent to that Gate.

Special: • At the end of the round, Gozer leaps 2 spaces towards the nearest Ghostbuster, then pushes all Ghostbusters within Line of Sight of Gozer 1 space towards the nearest edges of the map.

• If Gozer leaves the map, roll the Event Die until you roll a Gate symbol, and then place Gozer in a random space adjacent to that Gate.

Affectedby combat.

Unaffectedby combat.

Unaffectedby combat.

©2015 CPII. All rights reserved. ©2015 CZE

This night will never end. -E.S.

Samhain is the Ghost of Halloween. Believing that ghosts have been eternally mistreated, Samhain’s ultimate goal is to create a world ghosts rule and lord over humanity. Samhain is an incredibly formidable entity with powers including the ability to halt time, control legions of ghosts and expel black lightning.

He is not driven by pure malice, but righting what he feels is a wrong. Samhain also exhibits compassion when ghosts, goblins or trolls are threatened and will fight to aid them. His biggest weakness is captivity, which renders him nearly powerless.

SamhainCLASS 6

SamhainCLASS 6

To Hit: or higher, add a Stream

To Trap: 5 Streams

When Hit: Samhain moves 1 space towards that Ghostbuster.

When Trapped: Place it on your Character Card.

When Missed: A Ghost emerges from Samhain, then Samhain moves 1 space in a random direction.

Special: • Samhain is unaffected by combat unless he is in front of the Ecto-1 and within Line of Sight of the front space of the Ecto-1 (in the green spaces as shown at right).

• After Samhain moves, any Ghost within his Line of Sight moves 1 space in the same direction.

• At the end of each Ghostbuster’s turn, Samhain moves 1 space towards the nearest Open Gate.

• At the end of each Round, if Samhain is adjacent to an Open Gate, a Ghost emerges from him for each Closed Gate.

TrappedMiss3 spaces

3 spaces(twice)

©2015 CPII. All rights reserved. ©2015 CZE

Do not tip! -P.V.

Zombie Taxi DriverCLASS 1

Zombie Taxi DriverCLASS 1

Zombie Taxi Drivers are even crazier than living New York City Taxi drivers. These Class 1 ghosts are continuously “On Duty,” looking for a vehicle to commandeer and passengers to fleece. It’s best to keep them out of your car and yourself out of theirs.

To Hit: or higher, add a Stream

To Trap: 1 Stream

When Hit: See When Trapped.

When Trapped: If the Zombie Taxi Driver is on the Ecto-1, move the Ecto-1 3 spaces in a random direction. Then place it on your Character Card.

When Missed: If the Zombie Taxi Driver is on the Ecto-1, the Ecto-1 and this Ghost both move together 3 spaces in a random direction, twice.

Special: • At the end of each round, each Zombie Taxi Driver moves 1 space towards the Ecto-1.

HitHitMiss

Miss

Roll Event Die

Roll Event Die

Move to nearest adjacent space to

the Gate.

Move to nearest adjacent space to

the Gate.

Move to nearest

adjacent space to

the Ghostbuster.

Move to nearest

adjacent space to

the Ghostbuster.

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Get Her! -R.S. Symmetrical book stacking! -R.S.

The Grey LadyCLASS 3

LibrarianCLASS 3

(Vaporous, Full Torso Apparition) (Transmogrified Monstrous Form )

To Hit: or higher

To Trap: The Librarian cannot be Trapped.

When Hit: Roll the Event Die until you roll a Gate. The Librarian moves until she reaches the nearest space adjacent to a Gate, and then flip this card over to transform her into The Grey Lady.

When Missed: Moves to the nearest space adjacent to that Ghostbuster.

Special: • Ghostbusters within the Librarian’s Line of Sight have their Move Actions reduced by 1 space.

• When the Librarian leaves the map, roll the Event Die until you roll a Gate symbol, and then place the Librarian in a random space adjacent to that Gate.

To Hit: or higher

To Trap: The Grey Lady cannot be Trapped.

When Hit: Roll the Event Die until you roll a Gate. The Grey Lady moves until she reaches the nearest space adjacent to that Gate.

When Missed: Moves to the nearest space adjacent to that Ghostbuster.

Special: • Ghostbusters within The Grey Lady’s Line of Sight have their Proton Rolls reduced by 1.

• When The Grey Lady leaves the map, roll the Event Die until you roll a Gate symbol, and then place The Grey Lady in a random space adjacent to that Gate.

Hit MissMove two

spaces towards

Ghostbuster.

Determine nearest Open Gate.Roll Movement Die

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No, not again! -E.S.

Boogieman is a malicious, supernatural creature who has been terrorizing human children all over the world and feeding on their fear for generations. His many powers are fueled by children’s fear and include: reality altering, portal creation, superhuman dexterity, superhuman strength and a powerful scream which can knock people off their feet.

Boogieman used to terrify Egon Spengler when he was child. It was these encounters that inspired young Egon to study the paranormal which led to becoming a co-founder of the Ghostbusters.

BoogiemanCLASS 6

BoogiemanCLASS 6

To Hit: or higher, add a Stream

To Trap: 4 Streams (from at least 3 Ghostbusters)

When Hit: Moves 2 spaces towards that Ghostbuster.

When Trapped: Place it on your Character Card.

When Missed: Boogieman moves to a random space adjacent to the nearest Closed Gate.

Special: • At the end of each Ghostbuster’s turn, Boogieman moves 1 space towards the nearest Closed Gate.

• At the end of each round, if Boogieman is adjacent to a Closed Gate, roll the Event die and if you rolled any Closed Gate’s symbol, open the Gate he is adjacent to.

• Fear - Ghostbusters adjacent to Boogieman cannot take Actions.

©2015 CPII. All rights reserved. ©2015 CZE

Architect of “Spook Central”. -E.S.

As a human, Ivo Shandor was leader of the Cult of Gozer and the architect who designed the building at 55 Central Park West as a giant altar to the Sumerian God of Destruction.

Upon dying, Ivo Shandor became a powerful supernatural being and went into hiding lording over minions. He is committed to finding means to bring forth the coming of Gozer.

Ivo ShandorCLASS 6

Ivo ShandorCLASS 6

To Hit: or higher, add a Stream

To Trap: 4 Streams (from 4 Ghostbusters)

When Hit: A Ghost from the Spirit World emerges from Ivo Shandor’s space.

When Trapped: Place it on your Character Card.

When Missed: Roll the Movement Die, then lose that much XP.

Special: • Ivo Shandor in unaffected by Combat until the Gates are Closed.

• At the end of each round, the highest-Class Ghost from the Spirit World emerges from Ivo Shandor’s space.

©2015 CPII. All rights reserved. ©2015 CZE

The Spectral Ghostbusters manifested out of the Ghostbusters uniforms via a tremendous amount of absorbed psychokinetic energy from both the battle with Gozer on the rooftop of the Shandor Building and leakage in the Containment Unit. Dr. Venkman was responsible for properly disposing of the uniforms after the Gozer confrontation, but in putting off the task he unwittingly gave birth to these nasty doppelgangers. Their sole purpose is to eliminate their human counterparts.

What we’re dealing

with is us! -R.S.

Spectral GhostbustersCLASS 3

Spectral GhostbustersCLASS 3

To Hit: or higher, add a Stream

To Trap: 1 Stream per Spectral Ghostbuster on the map

When Hit: Moves 1 space away from that Ghostbuster.

When Trapped: Permanently remove the Spectral Ghostbuster from the scenario.

When Missed: Moves 1 space in a random direction.

Special: • (Set-Up) When starting a scenario, roll the Event Die. Place a Spectral Ghostbuster adjacent to each Gate, except for the symbol rolled (re-roll on Chaos Symbol).

• At the end of each round, each Spectral Ghostbuster moves 1 space towards the nearest Ghostbuster. Then, each one rolls a Proton Die against the nearest Ghostbuster within Line of Sight. On a roll of 4 or higher, that Ghostbuster loses 1 XP.

©2015 CPII. All rights reserved. ©2015 CZE

Acolytes that serve the big guy! -R.S.

The Spawn of Cathulhu are acolyte creatures that are blindly loyal to and serve the powerful entity, Cathulhu. They are corporeal beings that can be damaged by proton streams, but only temporarily as they have the ability to regenerate damaged tissue in an alarmingly short amount of time.

Spawn of CathulhuCLASS 2

Spawn of CathulhuCLASS 2

To Hit: or higher, add a Stream

To Trap: 3 Streams

When Hit: Moves 1 space towards that Ghostbuster.

When Trapped: Place it on your Character Card.

When Missed: Moves 1 space towards that Ghostbuster, then moves 1 space in a random direction.

Special: • At the end of each Ghostbuster’s turn, all Spawns of Cathulhu move 1 space towards the nearest Ghostbuster, then remove the oldest Stream Token from each Spawn of Cathulhu.

• Push- When a Spawn of Cathulhu moves into a Ghostbuster’s space, they get Slimed and are moved 1 space in the same direction.

• Spawns of Cathulhu cannot leave the map and obstacles stop their movement.

©2015 CPII. All rights reserved. ©2015 CZE

Its power is completely

off the scale! -E.S.

Cathulhu is one of the “Old Ones,” which are a race of extra-dimensional beings who once ruled Earth, but has since been banished by unknown means for unknown reasons. Cathulhu has since dwelled at the bottom of the ocean, and every 60 years the stars are in correct alignment to rise again.

CathulhuCLASS 8

CathulhuCLASS 8

To Hit: or higher

To Trap: Cathulhu cannot be Trapped.

When Hit: Moves 2 spaces towards that Ghostbuster.

When Missed: Moves 2 spaces towards that Ghostbuster, then moves 1 space in a random direction.

Special: • (Set-Up) Cathulhu starts with 3 Slime tokens on it.• Terrain and Ghosts do not block Line of Sight to Cathulhu.• When Cathulhu is adjacent to a Gate as it closes, remove a Slime token. When Cathulhu has no Slime tokens, remove it from the scenario and each Ghostbuster gains 3 XP.

• At the end of each Ghostbuster’s turn, Cathulhu moves 1 space towards the nearest map edge. If Cathulhu leaves the map, you lose the game.

• Push- When Cathulhu moves into a Ghostbuster’s space, they get Slimed and are moved 1 space in the same direction.

©2015 CPII. All rights reserved. ©2015 CZE

He’s ugly and his mother

dresses him funny. -P.V.

BoogalooCLASS 7

BoogalooCLASS 7

Boogaloo is the leader of thousands of demons. A deal was made keeping Boogaloo and his minions in a netherworld on the condition that they were always remembered. Boogaloo would now very much like to end the deal.He is evil by nature but also likes to party down. Possessing great strength, the ability to animate objects, create manifestations and shoot fireballs and energy bolts, Boogaloo is never to be taken lightly.

To Hit: or higher, add a Stream

To Trap: 9 Streams

When Hit: Moves 2 spaces towards that Ghostbuster.

When Missed: A Ghost from the Spirit World emerges from that Ghostbuster’s space , and then that Ghost and Boogaloo move 1 space in a random direction.

When Trapped: Remove Boogaloo from the scenario instead and each Ghostbuster gains 3 XP.

Special: • Terrain and Ghosts do not block Line of Sight to Boogaloo.• When two Boogaloo Manifestations occupy the same space, remove them both from the scenario and place Boogaloo (from outside the scenario) into that space.

• At the end of each round, each Ghostbuster within Boogaloo’s Line of Sight move 1 space at random, three times (obstacles and map edges stop movement).

Even Movement Roll

Odd Movement Roll

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These Class 1 mobile toilets of terror endlessly spew ectoplasm in every direction. It’s unknown what initially possessed them, but they have since become a menace to lavatories and anywhere else they grace with their foul presence. Fortunately, their level of annoyance is not matched with power as a proton stream is very effective in dispensing of them.

Fearsome FlushCLASS 1

Fearsome FlushCLASS 1

To Hit: or higher, add a Stream

To Trap: 1 Stream

When Hit: See When Trapped.

When Trapped: Fearsome Flush Slimes 2 spaces away in 4 directions (roll the Movement Die): Even numbers (2, 4, 6, & 8) Odd numbers (1, 3, 5, & 7). Then place it onto your Character Card.

When Missed: Moves in a random direction until an obstacle or map edge stops movement.

Can’t we call a plumber? -P.V.

MissTrapped

slime

slimeslime

slime

slime

slime

slimeslime

©2015 CPII. All rights reserved. ©2015 CZE

To Hit: or higher, add a Stream

To Trap: 1 Stream

When Hit: See When Trapped.

When Trapped: Each Ghostbuster adjacent to ANY Galloping Ghoul gets Slimed. Then place it on your Character Card.

When Missed: EVERY Galloping Ghoul moves 2 spaces in a random direction.

Special: When two Galloping Ghouls occupy the same space, remove both from the scenario, and then one Ghost from outside the scenario with the next highest Class enters that space.

Slippery de

vils.

-R

.S.

Galloping GhoulCLASS 1

Galloping GhoulCLASS 1

+ =Galloping Ghoul Galloping Ghoul

GruesomeTwosome or other Ghost higher than Class 1

These Class 1 ectoplasmic ghosts often appear during a significant surge in Psychokinetic energy. They can be harbingers of a potentially calamitous paranormal event. Skittish and unpredictable by nature, simple application of a proton pack stream is usually effective. However, upon impact of positively charged ions, ectoplasm is dispersed in all directions. Keep a safe distance when engaging.

These Class 2 manifestations are significantly more aggressive than their Class 1 counterparts. They have a stronger hold on our plane of existence and are able to manipulate and pass through physical matter. Positively charged ions from proton packs are usually effective. Once engaged they will usually not flee.

MissHit

Add aStream

Move 1 space

Moves 1 space

1.

2.

Move 1 space

Each

Each

©2015 CPII. All rights reserved. ©2015 CZE

Gruesome TwosomeCLASS 2

Gruesome TwosomeCLASS 2

To Hit: or higher, add a Stream

To Trap: 2 Streams

When Hit: EVERY Gruesome Twosome moves 1 space towards that Ghostbuster.

When Trapped: Place it on your Character Card.

When Missed: EVERY Gruesome Twosome moves 1 space towards that Ghostbuster, then 1 space in a random direction.

Special: When two Gruesome Twosomes occupy the same space, remove both from the scenario, and then one Ghost from outside the scenario with the next highest Class enters that space.

Frightful Features! -P.V.

+ = Boogaloo

Manifestation

or other Ghost

higher than

Class 2

GruesomeTwosome

GruesomeTwosome

MissHit

Add aStream

Move 1 space

Moves 2 spaces

1.

2.

Move 1 space

Every

Every

©2015 CPII. All rights reserved. ©2015 CZE

At least he’s not

electric , too. -P.V.

Boogaloo ManifestationCLASS 3

Boogaloo ManifestationCLASS 3

To Hit: or higher, add a Stream

To Trap: 3 Streams

When Hit: EVERY Boogaloo Manifestation moves 1 space towards that Ghostbuster.

When Trapped: Place it on your Character Card.

When Missed: EVERY Boogaloo Manifestation moves 2 spaces towards that Ghostbuster, and then 1 space in a random direction.

Special: After Miss Movement, each Ghostbuster adjacent to Boogaloo Manifestation gets Slimed.

Boogaloo was the leader of thousands of demons that terrorized the Earth two thousand years ago. A deal was struck between Boogaloo and a group of druids. Boogaloo and the worst of his demons would go off to the Netherworld on the condition that they were remembered, which led to the celebration of Halloween. A loophole was found in which Boogaloo could send manifestations of himself back to earth in order to wreak some havoc on his old stomping grounds.

Hit

Add aStream

Move 2 spaces

Miss slime

slime

slime

slime

slime

slime

slime

slime

Then

2 spaces

©2015 CPII. All rights reserved. ©2015 CZE

Slimer is a “focused, non-terminal repeating phantasm or a class 5 full roaming vapor” made of pure Ectoplasm. Prior to his first run in with the Ghostbusters, Slimer had been haunting the five star Sedgewick Hotel, specifically the 12th floor. Slimer is well known for a voracious appetite and leaving slime behind after passing through solid objects... especially humans.

SlimerCLASS 5

SlimerCLASS 5

To Hit: or higher, add a Stream

To Trap: 4 Streams (from 4 Ghostbusters)

When Hit: Moves 2 spaces towards that Ghostbuster.

When Trapped: Place it on your Character Card.

When Missed: Each Ghostbuster adjacent to Slimer gets Slimed, then Slimer moves 2 spaces in a random direction.

Special: • Slimer’s “To Trap” is increased by 2 for each Slime on the Ghostbusters.

• At the end of each round, Slimer moves 2 spaces toward the nearest Slimed Ghostbuster.

A real nasty one! -R.S.

©2015 CPII. All rights reserved. ©2015 CZE

Reckless driv

er!

-R

.S.

IdulnasCLASS 6

Idulnas, also known as the Third Minion of Gozer, is a powerful demonic entity. After the defeat of Gozer by the Ghostbusters on the rooftop of the Shandor Building, Idulnas began his mission on our earthly plane, which is to bring about a re-selection of the Destructor Form of Gozer. Idulnas’s powers include moving across mirrored surfaces and paintings, possession, animation, generating PKE blasts, and generating a magical obsidian recreation of the Temple of Gozer.

IdulnasCLASS 6

To Hit: or higher, add a Stream

To Trap: 8 Streams

When Hit: Moves 2 spaces towards that Ghostbuster.

When Trapped: Place it on your Character Card.

When Missed: That Ghostbuster targets the nearest Ghostbuster in Line of Sight by rolling a Proton Die. On a roll of 4 or higher, that Ghostbuster loses all attached Streams and its target loses 1 XP. This does not cost an Action.

Special: • At the end of each Ghostbuster’s turn, Idulnas moves 2 spaces towards the Ecto-1. Then, if he is on the Ecto-1, move Idulnas and the Ecto-1 3 spaces in a random direction. If an obstacle or map edge stops the Ecto-1, remove the Ecto-1 from the scenario.

• Idulnas cannot leave the map.

©2015 CPII. All rights reserved. ©2015 CZE

I’m terrified beyond the

capacity for rational

thought.

-E.S.

Stay Puft Marshmallow ManCLASS 7

The Stay Puft Marshmallow Man is a Class 7 Outsider Avatar. He was the chosen Destructor Form of Gozer when Dr. Ray Stantz let the idea “just pop in there.” His accidental choice resulted in Gozer being manifest in the form of a 112-and-1/2 foot tall homicidal marshmallow man bent on destroying the

Ghostbusters and New York.

Stay Puft Marshmallow ManCLASS 7

To Hit: or higher, add a Stream

To Trap: 30 Streams

When Hit: Moves 1 space towards that Ghostbuster.

When Trapped: Place it on your Character Card.

When Missed: Moves 1 space in a random direction, then 1 space towards that Ghostbuster.

Special: • Terrain and Ghosts do not block Line of Sight to Stay Puft.• If Stay Puft enters the same space as a Ghostbuster, place them on Stay Puft’s Ghost Card (Grabbed). While on its card, they lose all Actions and Streams. Up to two Ghostbusters can be on Stay Puft’s Ghost Card at a time.

• If a third Ghostbuster would be Grabbed, they get Slimed and pushed 1 space away instead.

• When Stay Puft is Hit, place any Grabbed Ghostbusters into random spaces adjacent to Stay Puft.

• At the end of each Ghostbuster’s turn, if there are any Streams on Stay Puft, it moves 1 space towards the Ghostbuster with the most Streams on it.

• Stay Puft’s “To Trap” is reduced by 5 for each Closed Gate.

• Stay Puft cannot leave the map.

PARANORMAL CONTRACTSOVERSIGHT COMMISSION

Inspection Notice: At then end of each Ghostbuster’s turn, Walter Peck moves 1 space towards the nearest Ghostbuster, then if he is adjacent to a Ghostbuster, all their Trapped Ghosts emerge from their space.

Years ago, Walter Peck had been a skeptical low-level bureaucrat with the EPA, tasked with investigating the Ghostbusters’ onsite storage facility. After being turned away, he received permission from the courts to shut the facility down, which caused an explosion and released hundreds of captured ghosts.

Following that mess, Walter Peck lost his position within the EPA. He then proved that you can’t keep an efficient bureaucrat down. Peck rose through the municipal ranks until he found himself appointed the head of the Paranormal Contracts Oversight Commission, a special body assembled to oversee the work of the Ghostbusters. Peck was pleased to accept the post; he believes in the danger of the supernatural now, but still harbors doubts about the Ghostbusters’ competence.

Shut it off! If Walter Peck is within Line of Sight of the Ecto-1, Trapped Ghosts cannot be deposited into it.

Note: Walter Peck can get Slimed. While Peck is Slimed, he cannot move. At the end of each round, remove all Slime from him.

Walter Peck The Rumor is true. -P.V.

There’s NO DOUBT he’s a jerk.

Butt-kisser

PARANORMAL CONTRACTSOVERSIGHT COMMISSION

A true genius at work.