Ghost Trap

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Ghostbusters

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The Ghost Trap has been described as a miniature Ecto Containment Unit. It utilizes the same basic design as it's larger counterpart; a series of lasers designed specifically for the incarceration of spirits, however the overall size and power of an entity can determine how many entities can be contained in one ghost trap. The smaller the entities, the more can be contained in the trap. But the bigger the ghost, the less spirits can be contained. When two or more ghosts are trapped together, their molecules merge and cannot be separated without releasing both.

The Trap is an Electromagnetic Field Generator that is encased in an extremely strong and powerful Steel Grid and the EMF draws ghosts into the trap. The Trap is connected to a six to eight feet cable, which is connected to a "Stomp-on Pedal". The Cable Wire can be worn on a tiny hook/notch on the standard issue pistol belt. The ghost trap is operated as follows, one team member holds the spirit in a confinement stream, and a second team member rolls a standard Ghost Trap under the spirit. The Trap operator must shout "Trap Open!" He then activates the Stomp-on Pedal, activating the first stage if the trap. The Trap, now open is ready to receive the ghostly prisoner. The Trap operator then presses the Stomp-on Pedal once more to activate the EMF, the ghost is then sucked into the Trap and the Trap is then closed by removal of the Trap operator's foot from the pedal.

The Trap also runs on a rechargeable battery that lasts up to 48 Hours. So after trapping a ghost, be sure to get to the division headquarters as soon as possible, so you can contain the ghost in the Ecto Containment Unit and recharge the Trap's battery.

Safety Precautions: There are three warnings about the Ghost Trap that should be taken very seriously:

1) Do not look into the trap: It is not stated what exactly would happen if a human were to look into a Ghost Trap, however it is believed by most that the glare could cause eye damage and even blindness.

2) Do not overload the trap: Ghost Traps are extremely small pieces of equipment, and can only contain a certain amount of P.K.E., even if it is from a number of small ghosts. Generally the overloaded Trap would explode, then releasing its contents. Also only a certain number of ghosts can be contained in a Ghost Trap.

3) Do not forget to recharge the trap: This is extremely important, a Ghost Trap must be at 100% charge to work at peak efficiency. If a Trap is at less then 100% charge when it leaves the division headquarters then it is at risk of loosing it's charge when in operation, resulting in a similar explosion to a overload.