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Cryptids in the Ghostbusters RPG

Contrarian, August 28, 1998June 13, 2025

The Ghostbusters Roleplaying rules suggest the use of non-ghosts for adding variety to campaigns, but don’t really offer much advice. Here are some quick guidelines I developed for classifying non-ghosts critters, and creating non-ghostly critters for the game.

Cryptid Terminology

First, let’s give the players some gibberish to spout. The Common Ghostly Terminology described in the Ghostbusters Roleplaying Game rules are a good example of pseudo-science for gaming, but they
don’t describe non-ghostly opponents (like Bigfoot or the Loch Ness Monster) very well. I whipped up a simple Cryptid Terminology for my campaign, because Soulless Science just doesn’t work without some big words to throw around.

I suggest introducing this typology to the campaign as something not developed by Spengler and Stantz. The categories used in this "monsterology" system intentionally overlap with the ghostology categories, in order to promote some rivalry between ghostologists and cryptozoologists. (Non-violent rivalries are always a good source for comic insults, as any scientist will tell you.)

The Ghostmaster should feel free to credit this system to any mad scientist or eccentric adventurer already existing in his campaign, or create a new one. (If all else fails, ascribe the Cryptid Typology to the Dr./Mr./Mz./Rev. Grey mentioned on page 24 of Ghostbusters International as refuting Egon’s analysis of the Jersey Devil.

Cryptid Types

The word cryptid simply means "secret thing" or "unknown thing". In this system, "cryptid" refers to any unknown living thing Ghostbusters might investigate. (In other words, if a critter doesn’t fit in the traditional Ghost Classification, use the Cryptid Typology. If a critter doesn’t fit either system, you’ve got a whole new problem.


Type 1 (Beasts)
These are cryptids of obviously nonhuman form and animal intelligence. The Lake Erie Monster would be a Type 1 Cryptid.

Type 2 (Creatures)
These are cryptids of hominoid form (two arms, two legs, and head, standing upright). They often have human or near-human intelligence, and should be approached with caution until intelligence (or lack thereof) is established. Bigfoot and the Creature From the Black Lagoon are Type 2 Cryptids.

Type 3 (Monsters)
These problematic cryptids may or may not have significant levels of PKE, which would suggest some are more appropriate for Ghostologists to investigate. Monsters normally appear solid (unlike ghosts, who normally appear immaterial), have abilities that cannot be explained by traditional science (often involving shapechanging), and may in fact be paranormal. Garboids and Werewolves are Type 3 Cryptids. (In Ghostbusters International (page 24), Egon Spengler asserts that Werewolves are weak Class VII Ghosts.)

Type 4 (Spirits)
Definitely paranormal, often intangible and/or ectoplasmic, these species have powers and abilities much like ghosts, but have never been dead. Fairies and Gremlins are Type 4 Cryptids. Dr. Egon Spengler has argued in the Journal of Unexplained Happenings that Type 4 Cryptids are merely misclassified Class V Ghosts.

Cryptid Traits

Although the list of Traits used to discuss cryptids is not as extensive as that used to discuss ghosts, it is more regularized. The common subcategories of xenospecies are:


Construct
An artificially constructed life-form, like the Frankenstein Monster or the HAL 9000.

Cryptospecies
A normal animal, except for the fact it is not currently recognized by zoologists. (In other words, there’s probably a whole breeding population hiding out in the wilderness somewhere.)

Extraterrestrial
Any cryptid from a planet other than Earth.

Mutant
A cryptid resulting from the alteration of a standard species through unnatural evolution — radiation, drugs, watching too much television, etc.

Out-of-Place
An Out-of-Place cryptid (abbreviated OOP) is one mysteriously found outside its natural territory. (For example, Bigfoot is normally a Type 2 Cryptospecies, but Bigfoot in the Bronx would be a Out-of-Place Type 2 Cryptospecies.)

Creating Cryptids

Type 1 and 2 Cryptids can be created using my advice on using animals in Ghostbusters games. Type 4 Cryptids can be designed using the already existing Ghostology rules. Type 3 Cryptids are a little tricky — treat them as NPCs with Powers.

If you’re married to the idea of using the Ghostbusters International Ghostology classifications (page 62 of the GBI rules, under "Traits & Talents"), the Cryptid Types sort out as:



  1. Physical, Mindless
  2. Physical, Mindless or Physical, Intelligent
  3. Physical, Intelligent
  4. Ectoplasmic, Intelligent

Example Cryptids

Bigfoot
Type 2 Cryptospecies

"Bigfoot" is an unrecognized primate that lives in forested and swampy areas of North America. Six to eight feet tall, Bigfeet weigh at least 500 pounds each and walk upright, much like a human being. Fur (of almost any color) covers all of a Bigfoot’s body except for the hands, feet, and gorilla-like face. Bigfeet have pointed heads and short necks, giving them a "bullet-head" silohette. They are often reported to smell like rotting food. Bigfeet live alone or with a mate and children. They have no permanent lairs.

As with most primates, Bigfeet are nonviolent and occasionally visit human camps out of curiosity, but run away (at astounding speed) if if at all threatened or challenged. They are omnivores, eating plants, fish, and wild animals, occasionally stealing domestic animals if food is scarce (As human civilization encroaches on traditional Bigfoot territory, such encounters are becoming more common). Bigfeet seem to encounter women and children more often than men, and some paranormalists suggest they can sense and avoid aggressive people such as hunters. Dogs usually refuse to track or fight Bigfeet.

Bigfeet will fight back if cornered, and their prodigious strength (coupled with long fingernails, not claws), make them dangerous in a fight. Bigfeet are also reported to become quite violent if they see another Bigfoot killed. Although they are not intelligent enough to make tools, they often throw rocks or sticks. The density of their musculature allows them to shrug off small arms fire, making an angry Bigfoot very difficult to get rid of.


Brains 2 Detect Hunter 5
Cool 1 Frighten Dog 4
Moves 3 Sneak 6
Muscles 8 Run Away 11

Goal: Live In Peace

Distinctive Mannerism: Leaves footprints everywhere

Design Notes

You’ve probably noticed that this description (as with the Loch Ness Monster description) is written a lot more seriously than usual. Three reasons:


  1. It’s easier to start serious and work towards funny than it is the other way around.
  2. There are lots of conflicting descriptions of "real" critters like Bigfoot, so I wanted to be clear about which theories I’m using.
  3. Roleplayers are more likely than most people to have read a book or watched a documentary about things like Bigfoot. A Ghostmaster need more detailed background information for real critters, or his players will show him up.

The Jersey Devil

The Jersey Devil is an paranormal entity first sighted in colonial times, and far encountered only in the New Jersey Pine Barrens. According to legends recorded then, a woman named Mother Leeds (who already had twelve children) became pregnant. Not wanting anymore children (Can you blame her?), she became hysterical, crying "I am tired of children! Let it be a devil!" which, much to her dismay (not to mention the obstetrician’s), it was. The strange creature escaped immediately after birth, and is reported to haunt the Pine Barrens to this day, killing wild animals and livestock.

Although a paranormal entity, the Jersey Devil always appears Materialized, causing most observers to classify it as an animal. It has a horse-sized body with four hooved limbs (it stands on the longer rear limbs) and bat-like wings. Its long neck supports a horse-like head with curving horns, and the long tail similarly sports a forked tail. The Jersey Devil is noted to have a frightening call that starts out like a high-pitched whistle and ends in a low-pitched groan.

In the most recent incident involving the Jersey Devil, it exited a dimensional cross-rip opened by a hysterical child with uncontrolled psychic powers. Dr Egon Spengler has since suggested that the Jersey Devil is an extradimensional creature and that Mother Leeds had similar uncontrolled powers which summoned it to the Pine Barrens. Dr Spengler also points out that there could conceivably be a whole dimension full of Jersey Devils somewhere, just waiting to be summoned to our universe by more cross-rips.

Special Abilities: Materialize (The Jersey Devil is always Materialized); Terrify (The strange call mentioned above); Zip (The Jersey Devi can fly at Moves 12).

  • Power: 4
  • Ectopresence: 8
  • Goal: Scare People Out Of The Pine Barrens

Design Notes


I’m not sure I like this one, myself. I never actually got a chance to use it in a game, either.


The Loch Ness Monster

Type 1 Cryptospecies

The Loch Ness Monster (and related lake creatures like Champ and Ogopogo) appear to be modern descendants of plesiosaurs that adapted to colder freshwater environments. They have been sighted in various bodies of water in Europe and North America.

Although minor variations have been reported, all such lake monsters are similar: a large roundish body, a stubby tail and flippers, a long neck, and a comparatively small head. They are about 40 feet long from head to tail. The creatures are non-malevolent and unintelligent, usually relying on the murky waters of their homes for protection.


Brains 1 Find Fish 4
Cool 1 Remain Unimpressed By Paranomalists 4
Moves 2 Avoid Sonar 5
Muscles 12 Swim 15

  • Goal: Live in Peace Underwater
  • Distinctive Mannerism: Never leaves the water.
Ghostbusters RPG

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