Spooktacular
| Spooktacular: A Cheerfully Spooky Role-Playing Game | ||
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| RPG published by Yaruki Zero Games |
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| Rule System | Sixtacular | |
| Authors | Ewen Cluney | |
| First Publication | 2018 | |
Spooktacular: A Frightfully Cheerful Cheerfully Spooky Role-Playing Game is a retroclone of Ghostbusters: A Frightfully Cheerful Role-Playing Game with select elements from Ghostbusters International. This one was written by Ewen Cluney, aka the faggot who translated Maid RPG. It follows in the wake of many such attempts to revive the spirit of old or abandoned games, and in one key regard it definitely succeeds, as just like the games it's inspired by it's a transparent cash grab.
System
The author has very graciously released the entire Sixtacular system under an open game license, which shows his talent extends to borrowing things from Wizards as well as West End Games. It's just the proto-D6 System ruleset from Ghostbusters RPG, but with a few changes cribbed from GBI.
Muscles and Moves have become Action. Brains and Cool still exist, but the fourth stat Contact incorporates elements that Cool and Moves used to cover. You still assign 12 points, between 1 and 5 to these. Talents add 3 extra dice just like with the original.
However, new to Spooktacular is the Archetype mechanic, which gives you 6 (or 12, if you want weirder ones) mini-splats to give your character something cool to do, generally spend Brownie Awesome Points on.
Equipment rules in Sixtacular are nonexistent: the best the rules can offer is "figure it out yourself, lol." The Spooktacular rules themselves handle this a little better, but it's very minimal, with every character getting a Proton Pack Etheric Ray Thrower plus two more choices from the list of important gear, and the group as a whole getting a Ghost Trap. Much like the first Ghostbusters RPG the rules mention that Equipment Cards are a good rules-lite choice to handle encumbrance, then it completely fails to provide them even in the PDF.
Setting
Blatantly phoning it in here, since Cluney is a fa/tg/uy and knows that everyone is going to skip this crap and run a Ghostbusters franchise in their hometown. There are three paranormal investigation companies briefly detailed in the book, namely Wraithzappers, Ghost Rooter and Phantom Finders. The book encourages groups to invent their own, and are helped by a table to generate the name, so look out for Creature Eaters, Specter Keteers and Curse Dusters. There's no overall setting (except for the obvious), although the book has a short section on how paranormal investigations would look in a number of locales.