Killer watt scenario:beta
Level 1 "Third Floor, Hardware and Home Appliances"
Ghostbusters have been called to action by the mayor as a New York Department store has been over run by ghost. When they arrive the ghostbusters are greeted with complete darkness. Then all the lights turn on and a spark of electricity stretches across the third floor of the department store, striking hardware tools and home appliances through out the department
3 level 1 drills
2 level 2 vacuums
1 level 3 oven
Hit on 2 or higher
When hit: level one galloping ghoul breaks free from drill and moves one space in random direction.
When miss: drill moves one space towards nearest GB.
Push- if drill enter space of GB, move that ghostbuster once space in same direction. That GB loses one xp.
Hits on 3 or higher
When hit: level 2 gruesome twosome breaks free from vacuum and moves one space in random direction
When miss: vacuum moves 1 space towards nearest GB
Push- if vacuum enters space of GB, move that ghostbuster once space in same direction. That GB loses one xp.
Special: (caught by the hose) if GB is within one spaces of possessed vacuum, that GB cannot take a move action.
Hits on 4 or higher
When hit: level 3 boogaloo appears breaking free from oven. Boogaloo moves one space in random direction.
When miss: oven moves one space towards nearest GB.
Push- if oven enter space of GB, move that ghostbuster once space in same direction. That GB loses one xp.
Special: (fiery flames) when oven moves, it projects flames in the direction it moves one space. If GB is hit by flame they lose one action(same as slime)
Killer watt is traveling from outlet to outlet. At the end of each round move killer watt one space towards the next outlet in the store. To win you must disable all outlets(these are represented by gates placed through out store. place similar to the slime tokens in the slimer scenario) and capture all ghosts in store so the people of New York can resume shopping. Outlets are disabled on hit of 3 or more.
Killer watt cannot be captured but if you disable all outlets before he gets to them and clear the department store you win
Level 2: "The Killer chase"
(This is a spin on the generic gate close scenario. You roll the event die for killer watt to call forth a ghost and ghost move on movement side like normal)
Leaving the scene the GB arrive back to the firehouse to deposit there traps. As they do so sparks emerge from the containment unit and it begins to glow. The power for the firehouse cuts out and a few ghost escape the unit. Luckily Egon had a backup generator after that last incident *cough* Peck*cough*. The generator kicks in but sparks again strike out and the generator is transformed by a ghost. Quickly the guys come up with a solution but those ghosts that escaped are running around the city. Killer watt is traveling from power post to power post and calling forth more spirits.
6 level 1 galloping ghouls
4 level 2 gruesome twosome
2 level 3 boogaloo manifestations
5 galloping ghouls
3 gruesome twosome
Win: Disable all the power post and return the ghost to the spirit world.
Lose: if no spirit is left in the spirit world when killer watt attempts to call them forth.
Level 3: "Lights out"
After chasing killer watt through the city the GB trace him to the power station outside of town. When they arrive killer watt has taken a massive form and possessed the reactor. He's brought friends with him this time and just to add insult something has possessed the ecto-1. After attempting to hit him with a proton stream he gets bigger and absorbs the energy. Now it time to turn him off. Inside the power plant are 5 generators that must be disabled to stop him from getting bigger and absorbing more energy. Be careful the plant has a few ghouls running a muck trying to stop you.
3 galloping ghouls
2 gruesome twosome
1 boogaloo manifestation
2 galloping ghouls
2 gruesome twosome
2 boogaloo manifestation
Possessed reactor(stay puft size): cannot be trapped. Once the generators are disabled killer watt breaks free from the reactor.
At the end of each round roll the event die. If a active generator is rolled, killer watt calls a ghost from it. If a closed gate, the possessed reactor moves one space towards nearest GB.
Push- if moved into a GB space move that GB one space in the same direction and loses 1 XP. ( GB and reactor cannot be moved off board)
To hit 4 or higher
To trap: 4 streams one from each GB
When hit: killer watt shoots a spark and causes a ghost to come from the nearest generator(active or disabled)
That ghost moves one space towards nearest GB
When missed: killer watt moves one space towards the nearest GB. Killer watt zaps all adjacent spaces and if GB in space they lose an action(slimed)
Takes 4 or more to hit:
Two streams to break ghost from Ecto-1. On second stream hit, gruesome twosome appears in random space adjacent to ecto-1.
Ghost cannot be deposited into ecto-1 until it is no longer possessed
When hit: vehicle moves three spaces towards nearest GB.
When miss: vehicle moves two towards nearest GB and two in a random direction.
Dodge- if moved into a GB space move that GB one space to the left or right (your choice ) out of the cars path and loses 1 XP
Win: capture killer watt
Lose: killer watt calls forth more ghost, and the spirit world is empty.