12 to Midnight: Green's Guide to Ghosts
This is the Savage Worlds edition. A d20 System edition is also available.
So you think strapping a nuclear reactor to your back and waving a proton-thingamahoochie around makes you a ghost hunter? Think again! My name is Jackson Green¸ and I'm a professional ghost hunter. I've seen some stuff that would make your hair curl if it's straight or straighten it out if it's curly. Ghost hunting is a job that requires preparation. Walking into a supernatural situation without the right instruments and knowledge is like trying to fix a '56 Chevy without a toolbox.
This guide is your toolbox. It's a collection of notes from my close brushes with the supernatural¸ and hopefully this book can help you avoid some of the bumps and bruises I earned by learning things the hard way. You may be familiar with some of these techniques as published in Last Rites of the Black Guard and Bloodlines¸ but most parts have never seen the light of day before now.
My guide tells you:
- How to conduct a ghost hunt if you're a player or how to run one if you're a GM
- Ghost hunting equipment used by real-world ghost hunters and advice on how to use it
- Detailed information about the different kinds of ghosts
- A guide for creating ghosts the SAVAGE way!
- A random Seance outcome table
- Three ghost-themed adventure outlines for GMs
- FORTY-SIX additional adventure seeds¸ just 'cause I'm a cool guy
- A Paranormal Lexicon with terms and concepts vital to ghost hunters.
- A short list of websites that make for great research
- Bonus chapters on Mystics and Rituals.
And here's the nitty-gritty:
- 51 pages¸ not counting front cover
- Color cover¸ illustrations¸ and helpful sidebars throughout.
- Includes "printer-friendly" version with all color and artwork removed.
- Requires free Acrobat PDF Reader 5.0 or newer ( available here )