Seriously, I think I might convert the Doctor Who Role Playing Game by FASA to Ghostbusters next. It works for Star Trek (I think). The FASA Doctor Who game even ranks attributes I-VII and uses six-sided dice. I think it's worth a try.
16 April 2026
15 March 2026
Star Trek via Ghostbusters: Goals
In "Star Trek via Ghostbusters: Character Basics," I briefly described how Luck and Goals operate. Here is the lengthier version.
Luck
Instead of Brownie Points, characters have Luck (although some crewmembers prefer to think of it as "Achievement Points"). Luck can be saved, used as bonus dice, expended to reduce injury, or spent to improve Traits. Player characters start with 20 points of Luck.
Advancement
There are three methods of character advancement. Two of them, Mission Goals and Personal Goals, involve the awarding of Luck. The third, career advancement, does not.
Mission Goals
Mission Goals are the objectives issued by Star Fleet Command that starship crews are obligated to fulfill. When a crew accomplishes its mission, each crewmember is awarded Luck commensurate with the mission's level of success or failure.
For a failed mission, each crewmember is awarded half the Luck spent.
For a barely successful mission (such as success achieved at a high cost), each crewmember is awarded all the Luck spent plus one or two.
For a resoundingly successful mission, each crewmember is awarded half again the Luck spent.
In general, Mission Goals are accomplished by the efforts of the entire crew.
Personal Goals
Characters may also earn Luck through the pursuit of Personal Goals. In the United Federation of Planetsand Star Fleet in particularmany of these are influenced by a desire to promote the common good. At the Trek Master's discretion, player characters may be permitted to change their Personal Goal before each adventure. Players may select from the following list of Personal Goals or suggest their own.
Peace: Characters whose Goal is Peace gain 1D6 Luck points when their actions contribute to establishing peace between two hostile parties.
Order: Characters whose Goal is Order gain 1D6 Luck points when their actions contribute to restoring order.
Culture: Characters whose Goal is Culture gain 1D6 Luck points when their actions contribute to cultural preservation and/or education.
Health: Characters whose Goal is Health gain 1D6 Luck points when their actions contribute to improving health conditions for a community.
Prosperity: Characters whose Goal is Prosperity gain 1D6 Luck points when their actions contribute to improving the economic wellbeing of a struggling or impoverished community.
Exploration: Characters whose Goal is Exploration gain 1D6 Luck points when their actions contribute to the discovery of strange new worlds and new civilizations.
Science: Characters whose Goal is Science gain 1D6 Luck points when they participate in scientific discoveries.
Investigation: Characters whose Goal is Investigation gain 1D6 Luck points when they participate in successful investigations involving research, interviews, detection, etc.
Recreation: Characters whose Goal is Recreation gain 1D6 Luck points when they successfully apply their expertise in various forms of recreation to a mission-related task.
Hobby: Characters whose Goal is Hobby gain 1D6 luck points when they successfully apply their expertise in a hobby to a mission-related task.
Career Advancement
Career advancement is marked not by Luck, but by promotion in rank and/or asssignment to various positions and/or ships, starbases, etc. This is based on the crewmember's performance, the judgement of superiors, the nature of the organization, and sometimes outside influences of one form or another.
12 February 2026
Star Trek via Ghostbusters: Characters
James T. Kirk (Captain, Commanding Officer, USS Enterprise, Human)
Command +2, Navigation +2
Intellect 5 (History +2)Physique 4 (Hand-to-Hand Combat +2)
Coordination 3 (Acrobatics +2)
Composure 4 (Bluffing +2)
Spock (Commander, First Officer, Science Officer, USS Enterprise, Vulcan)
Science +2
Intellect 6 (Trivia +2) {Mind Meld 10}Physique 3 (Endurance +2) {Remarkable Strength 7}
Coordination 3 (Musicianship +2) {Nerve Pinch 7}
Composure 4 (Coolness Under Fire +2) {High Pain Threshold 8}
Limitations: Interspecies Social Awkwardness, Logical to a Fault, Code to Preserve Life
Montgomery Scott (Lt. Commander, Chief Engineer, USS Enterprise, Human)
Engineering +2
Intellect 5 (Inventiveness +2)Physique 3 (Hand-to-Hand Combat +2)
Coordination 4 (Musicianship +2)
Composure 4 (Coolness Under Fire +2)
Leonard McCoy (Lt. Commander, Chief Medical Officer, USS Enterprise, Human)
Medicine +2
Intellect 5 (Medicine +2)Physique 3 (Alcohol Tolerance +2)
Coordination 5 (Bartending +2)
Composure 3 (Carousing +2)
Uhura (Lieutenant, Chief Communications Officer, USS Enterprise, Human)
Communications +2
Intellect 4 (History +2)Physique 4 (Health +2)
Coordination 4 (Musicianship +2)
Composure 4 (Singing +2)
Hikaru W. Sulu (Lieutenant, Chief Helmsman, USS Enterprise, Human)
Helm +2, Science +2
Intellect 4 (Horticulture +2)Physique 5 (Fencing +2)
Coordination 4 (Marksmanship +2)
Composure 3 (Carousing +2)
Pavel Chekov (Ensign, Navigator, USS Enterprise, Human)
Navigation +2
Intellect 4 (Cartography +2)Physique 4 (Endurance +2)
Coordination 3 (Concealment +2)
Composure 3 (Debating +2)
Christine Chapel (Ensign, Head Nurse, USS Enterprise, Human)
Medicine +2, Science +2
Intellect 4 (Vulcan Studies +2)Physique 3 (Endurance +2)
Coordination 3 (Cooking +2)
Composure 4 (Counselling +2)
Janice Rand (Ensign, Yeoman, USS Enterprise, Human)
Operations +2
Intellect 4 (Administration +2)Physique 4 (Running +2)
Coordination 3 (Hiding +2)
Composure 3 (Etiquette +2)
N.B. Some of these characters were created with 16 points instead of 14 to reflect their greater experience.
11 February 2026
Star Trek via Ghostbusters: Species
For our experimental Star Trek role-playing game based on the rules of Ghostbusters: A Frightfully Cheerful Roleplaying Game (q.v.), we are concentrating on the original television series of the 1960s and the animated series of the 1970s. As such, all species conform to those depictions. Powers are normally used in conjunction with their governing Traits. They are not stackable with Talents or Specializations. Most Powers confer 4 bonus dice. Powers ranked as Tremendous are worth 6 dice. In general, a species has as many Limitations as it has Powers.
HumanPowers: Nil
Limitations: Nil
Psi Potential: Moderate
Vulcan
Powers: Mind Meld (Intellect), Remarkable Strength (Physique), Nerve Pinch (Coordination), High Pain Threshold (Composure)
Limitations: Interspecies Social Awkwardness, Logical to a Fault, Code to Preserve Life
Psi Potential: High
Romulan
Powers: Remarkable Strength (Physique), High Pain Threshold (Composure)
Limitations: Code of Honor, Never Surrenders
Psi Potential: Moderate
Klingon
Powers: Nil
Limitations: Nil
Psi Potential: Nonexistent
Orion
Powers: Nil
Limitations: Nil
Psi Potential: Low
Gorn
Powers: Superior Peripheral Vision (Intellect), Tremendous Strength (Physique), Armored Hide (Physique)
Limitations: Slow-Moving, Slow Reflexes, Blunt
Psi Potential: Low
Andorian
Powers: Keen Hearing/Antennae (Intellect)
Limitations: Warrior Code
Psi Potential: Moderate
Tellarite
Powers: Remarkable Resilience (Physique), Low Food/Water Requirement, Immunity to Intoxication
Limitations: Argumentative, Distrustful, Stubborn
Psi Potential: Low
Caitian
Powers: Keen Sight (Intellect), Keen Smell (Intellect), Remarkable Agility (Coordination)
Limitations: [pending further study]
Psi Potential: Moderate
Edoan
Powers: Keen Touch (Intellect), Remarkable Dexterity (Coordination)
Limitation: Shy, Reserved
Psi Potential: Low
Skorr
Powers: Keen Sight (Intellect), Flight (Coordination)
Limitations: [pending further study]
Psi Potential: Low
10 February 2026
Star Trek via Ghostbusters: Specializations
Specializations (as mentioned in "Star Trek via Ghostbusters: Character Basics") pertain to suites of skills that any qualified Star Fleet officer of a particular position would have. It is assumed that any such character has all the skills of the chosen Specialization and all the skills of Mandatory Training (plus all the skills of Command if appropriate). Only the Specialization itself needs to be listed on the character sheet.
Star Fleet Academy
Mandatory Training: Computer, Damage Control, Environmental Suit, EVA, First Aid, Hand-to-Hand Combat, Marksmanship, Operations, Piloting (Shuttle), Survival, Tricorder, Tumbling
Communications: Communications, Cryptanalysis/Cryptography, Electronics
Engineering: Electronics, Engineering, Life Support, Mechanics, Tractor Beam, Transporter, Warp Drive
Helm: Helm, Navigation, Physical Sciences, Sensors, Ship's Weapons, Tactics
Medicine: Life Sciences, Medicine, Nursing
Navigation: Deflector Shields, Helm, Navigation, Physical Sciences, Sensors, Tactics
Science: Earth Sciences, Life Sciences, Physical Sciences, Sensors, Social Studies
Security: Criminology, Interrogation, Intimidation, Security, Surveillance, Tactics, Tracking
Command School
Command: Administration, Command, Diplomacy, History, Law, Tactics, Teaching
[If this were to be adapted to a later D6 system, Talents and Specialization subskills would be part of a traditional skill system and possibly a career path system.]
09 February 2026
Star Trek via Ghostbusters: Talents
Previously, I described the basics of character creation for an experimental Star Trek role-playing game based on the rules of Ghostbusters: A Frightfully Cheerful Roleplaying Game. Here is a sample of the Talents that could be used for each Trait in such a game. (It should be noted that categorization is flexible. For example, a player could argue in favor of taking two apparently physical Talents by linking one of them to Intellect on the basis that a signifant aspect of that Talent is mental as well. These are only suggestions.)
Intellect-Related Talents: Administration, Agronomy, Anthropology, Archaeology, Camouflage, Cartography, Collecting, Computer, Connoisseurship, Criminology, Cryptanalysis/Cryptography, Demolition, Earth Sciences, Economics, Electronics, Fine Art, First Aid, Foraging, History, Horticulture, Inventiness, Law, Life Sciences, Literature, Mechanics, Medicine, Music, Nursing, Philosophy, Physical Sciences, Politics, Sailing, Scrounging, Social Studies, Surveillance/Countersurveillance, Survival, Tactics, Teaching, Tracking, Trapping, Trivia, etc.
Physique-Based Talents: Climbing, Endurance, Hand-to-Hand Combat, Health, Jumping, Kicking, Lifting, Running, Spelunking, Sprinting, Swimming, Wrecking, Wrestling, etc.
Coordination-Based Talents: Acrobatics, Balancing, Bartending, Catching, Concealment, Cooking, Dancing, Dodging, Escapology, Hiding, Juggling, Knot-Tying, Lockpicking, Marksmanship, Piloting, Riding, Sleight of Hand, Stealth, Throwing, etc.
Composure-Based Talents: Acting, Bluffing, Carousing, Coolness Under Fire, Counselling, Debating, Diplomacy, Disguise, Etiquette, Flirting, Gambling, Haggling, Interrogation, Intimidation, Leadership, Mimicry, Oratory, Posing, Singing, Ventriloquism, etc.
Starship-specific skills are folded into Specializations, which include both basic and specialized skills learned in Star Fleet Academy, the Cadet Cruise, and, if applicable, Command School. This will be detailed in another article. [Edit: See Specializations.]
08 February 2026
Star Trek via Ghostbusters: Character Basics
As a thought experiment, what might a Star Trek role-playing game based on Ghostbusters: A Frightfully Cheerful Roleplaying Game look like?
Traits
Characters start with 14 points to distribute amongst four Traits. Each Trait must have at least 1 point. Instead of Brains, Muscles, Moves, and Cool, characters have:
- Intellect
- Physique
- Coordination
- Composure
Talents
Characters have one Talent per Trait. Each Talent adds 2 dice to its related Trait roll. Most Talents pertain to skills appropriate to Star Fleet personnel, but players can create just about any Talent they can imagine with the Trek Master's approval. Talents and Specializations are stackable.
(I may add examples in the future. [Edit: And I did.])
Specializations
Each character has one (or, rarely, more than one) Specialization and receives 2 bonus dice to all duties pertaining to that Specialization. [Edit: Optional examples are given here.] Specializations and Talents are stackable. The following are common Specializations found in a starship crew:
- Command
- Communications
- Engineering
- Helm
- Medicine
- Navigation
- Science
- Security
Powers
Characters of certain species may possess Powers at the expense of certain Limitations.
For example, Vulcan Powers would include Remarkable Strength (Physique), Mind Meld (Intellect), Nerve Pinch (Coordination), and High Pain Threshold (Composure). Vulcan Limitations would include Interspecies Social Awkwardness (possiby involving a penalty to certain rolls involving negotiation or etiquette outside of Vulcan-to-Vulcan interactions), Logical to a Fault, and Code to Preserve Life.
As a standard rule, each Power confers a bonus of 4 dice to relevant Trait rolls. (This may vary. Powers described as Tremendous grant 6 dice.) Powers are not stackable with Talents or Specializations.
Luck
Instead of Brownie Points, characters have Luck, which functions identically. Each character starts with 10 points of Luck. Or 20 points. (I'm still pondering this.)
Advancement
When characters achieve Mission Goals, they are awarded Luck points that may be used in the same manner as Brownie Points: they can be saved, used as bonus dice, expended to reduce injury, or spent to increase Traits.
Advancement is also marked by promotion in rank and/or assignment to various positions in the crew.
02 February 2026
RPG Campaign Tour Challenge 2026: Day 02
[This is a placeholder. Actual article coming soon.]
Actual article begins here (on 3 February 2026). Sort of. It turns out I'm stumped already and it was only the second day of the challenge. I can't decide which non-player character to use as a campaign tour guide, I can't find my campaign notes (although I know I saw them a week ago), and I just realized the Toledo Ghostbusters campaign has been on hiatus since 2020. I'm not proud of that. I need to get that campaign moving again as soon as possible. If I can start it up again this year, maybe I'll have enough material to answer these questions next year.
Maybe this was the kick in the jumpsuit I needed.
In the meantime, I am managing to participate with my Mutant Crawl Classics RPG campaign, the Zem of Null, in Applied Phantasticality.
[For more information about RPG Campaign Tour Challenge 2026, read this.]
01 February 2026
RPG Campaign Tour Challenge 2026: Day 01
1. Campaign Introduction and Overview
This might be overly ambitious of me, but I'm attempting to tackle Adam Dickstein's RPG Campaigh Tour 2026 in two separate blogs. In Applied Phantasticality, I am describing my upcoming Zem of Null campaign for Mutant Crawl Classics RPG. Here in Decidedly 6-Sided, I will be describing my on-again-off-again Toledo Ghostbusters campaign.
The campaign is known as Toledo Ghostbusters. The system is Ghostbusters: A Frightfully Cheerful Roleplaying Game (the first and best edition). Although I have tinkered with many different house rules in this blog, I have used none of them in this campaign, choosing to play by the rules as written simply because so far the rules as written have been more than sufficient. They allow us to do everything we need or want to do. So far. If I need to tinker later, I will, but I am consistently pleasantly shocked by how well Ghostbusters does what it does.
The setting, as one might guess, is Toledo, Ohio, U.S.A. in 1980-something. The player characters (as I mentioned in "Ghostbusters Go Zoom") include:
- Carroll "Carl" Düsseldorf (played by Sarah),
- Ray Stantz, PhD [helping out while staying with relatives] (played by Mary Lou), and
- Thalia Wainwright (played by Emily).
[For more information about RPG Campaign Tour Challenge 2026, read this.]
27 January 2026
My Blogging Challenge Sense Is Tingling
Adam Dickstein is starting a new blogging challenge in February called Barking Alien's RPG Campaign Tour Challenge 2026. I think it's an excellent idea, and I think it behooves us as bloggers to share this idea widely.
[This article is cross-posted here in Applied Phantasticality.]
18 January 2026
Simple Binary Dice Conversion for Ghostbusters
These are the quick and easy house rules for converting the Ghostbusters rules for use with binary randomizers such as coins, binary dice, or counting the even numbers of ordinary dice.
The Ghost Die is rolled in addition to the binary randomizers (instead of replacing a die), and the only face that is read is the Ghost. It has no numerical value of its own, but it helps ghosts and hinders Ghostbusters in the usual way. Any non-Ghost result on the Ghost Die is ignored.
Difficulty is divided by 5. A difficulty of 20 becomes 4, 15 becomes 3, 10 becomes 2, and 5 becomes 1. If the difficulty is not divisible by 5, round it to the nearest number that is.
And, I think that covers it. I am probably forgetting something (being distracted by supernatural phenomena and other concerns), so please leave a comment if you think of anything I might have missed.