TEXT: The Ghostbusters™ game, including rules and components is copyright ©1986 West End Games, Inc. This document is not intended to
  challenge the trademarks or copyrights held by West End Games or Columbia Pictures Industries, Inc.
  Ghostbusters RPG Summary
  Character Creation
  Traits and Talents
  Each ghostbuster has 12 points to divide amongst 4 Traits. Assign at least 1 point, but not more than
  5, to each Trait.
  Brains
  How smart you are
  Muscles
  How strong you are
  Moves
  Measures your dexterity, grace, style and sexiness
  Cool
  Measures your unflappability under pressure
  For each trait, pick a Talent – an area of special ability within the Trait. Each Talent is 3 points
  higher than the associated Trait. For example: Dr. Nerdman has great Brains (7 pts), but is
  preeminently nifty when it comes to Physics (10 pts).
  Brownie Points
  New ghostbusters get 20 Brownie Points (BPs). They use up BPs to increase chances of success.
  They earn BPs as rewards for completing adventures. 30 BPs can be traded in for 1 point to add to
  your Traits. In addition, if you run out of BPs, you can trade in one Trait point for 20 BPs.
  Personal Goal
  Each ghostbuster should choose a personal goal, such as sex, soulless science, money, etc. As they
  achieve their goals, the GM will award them extra BPs.
  Distinctive Mannerisms
  NPCs also have Distinctive Mannerisms to help identify them.
  Action Resolution
  When the ghostbuster attempts an action, he rolls a number of dice equal to his Trait (or Talent, if
  applicable), adds them together, and compares that with a GM-chosen difficulty level. If he meets
  or exceeds the difficulty, he succeeds.
  Difficulty
  Roll Needed
  Example
  Automatic Success
  no roll needed
  eating a hotdog (Muscle)
  Easy Jobs
  5 or more
  figuring out Tax Form 1040EZ (Brains)
  Normal Jobs
  10 or more
  picking up an Irish Setter (Muscle)
  Hard Jobs
  20 or more
  winning an argument about politics (Cool)
  Impossible Jobs
  30 or more
  blasting a ghost with your eyes shut (Moves)
  
  Ghostbusters RPG Summary
  Ghostbusters™ game, including rules and components is copyright ©1986 West End Games, Inc.   
  Page 2 of 4
  Ghost Die
  One of the dice has a ghost instead of the 6. If you “roll a ghost,” then something bad happens – a
  plot complication of some kind. Add up your other dice. If you still succeed, it will just be a minor
  annoyance. If you fail, then it’s Big Time Trouble.
  Opposed Actions
  If an action involves two characters, each opponent rolls his appropriate Trait (or Talent) and the
  higher roll wins.
  Combat
  There are two kinds of combat, Hand-to-hand (based on Muscle) and Ranged Weapons (based on
  Moves). Weapons add to the number of dice used:
  Dice
  Weapon
  +1
  brass knuckles
  +2
  switchblade
  +4
  chainsaw
  The difficulty level for ranged weapons is as follows:
  Roll Needed
  Range
  5
  Point-blank
  10
  Normal
  20
  Long Distance
  Damage
  Damage causes a loss of Brownie Points. If you run out, you can exchange 1 point of a Trait for 20
  BPs.
  Attacks:
  1BP for a nick to 10 BP for really hurt
  Falls:
  1 BP per story to max of 5 BP
  Fire:
  1 BP to 20 BP
  Drowning:
  1 BP/minute
  Poison:
  1 BP for a stomach ache to 15 BP for really nasty stuff
  Healing
  There are no rules on healing, but if you lose a lot of BPs, the GM may send you to the hospital for
  a week or two.
  Equipment
  Alpine Gear
  Aura Video-Analyzer
  Beach Kit
  Bullhorn
  Cellular Phone
  ECTO-1
  Ecto-visors
  Geiger Counter
  Ghost Trap
  Infrared Camera
  Parachute
  PKE Meter
  Protection Grid
  Proton Pack
  Scuba Gear
  Video Camcorder
  Walkie-Talkies
  
  Ghostbusters RPG Summary
  Ghostbusters™ game, including rules and components is copyright ©1986 West End Games, Inc.   
  Page 3 of 4
  Ghosts
  Traits
  Ghosts have two main Traits:
  Ectopresence
  Measures its paranormal penetration of our dimension
  Power
  Measures its ability to manipulate psychokinetic energy (PKE)
  When a ghost is hit with a proton pack beam, its Ectopresence goes down by one. When it reaches
  0, it becomes helpless and can be trapped. Ectopresence ranges from 1-5 in weak ghosts to 100 for a
  metaspectre like Zuul. Power is the number of dice the ghost uses when it attempts to use its Special
  Abilities.
  Special Abilities
  Ghosts usually have one Special Ability per point of Power. Some Special Abilities include: Slime,
  Terrorize, Summon Pests, etc.
  Goals
  Ghosts also have goals; simple ghosts have simple goals not unlike simple humans.
  Ghost Classification
  Class I: These are undeveloped forms, insubstantial and difficult to see. Interaction with
  environment is limited and enigmatic (e.g. spectral lights, voices and sounds, ectoplasmic vapors,
  etc.). Simple application of a proton pack beam is normally effective.
  Class II: Manifestations focused in this time and space. Class II ghosts and up can physically
  manipulate things in this world. These forms are vague, inconsistent, or incomplete (e.g. floating
  sheets, ghostly hands, animated lips, etc.). Although a proton pack beam is normally effective, some
  Class II ghosts have the capacity to return attacks.
  Class III: Anonymous Hauntings. Distinct human form and personality is evident, but former
  identity (i.e. as a living being) is not established. If established, ghost is reassigned as Class IV.
  Often difficult to deal with, Class III ghosts generally possess sophisticated means of defense.
  Class IV: Identity established. Distinct human form and personality with known identity, such as
  General Custer or Cleopatra. Economic disposal methods include research into the background of
  said entities, as well as possible communication with it.
  Class V: These are ectoplasmic manifestations of definite but non-human form. Speculation
  includes the theory that Class V’s are formed from emotionally-charged events or as side effects
  from ritual summonings. These typically require extensive proton pack implementation to eradicate.
  Class VI: Ghosts from lower life forms. Ghost dogs, Giant Penguins, etc. Unique solutions are
  often required to handle these entities, including research into habitats, allergies, natural enemies,
  etc.
  
  Ghostbusters RPG Summary
  Ghostbusters™ game, including rules and components is copyright ©1986 West End Games, Inc.   
  Page 4 of 4
  Class VII: Metaspectres. Obsessively malevolent, exceptionally powerful, and exhibiting control
  over subordinate forms, such entities are potentially very dangerous. These are often identified by
  primitive cultures as “Demons.” Entities which fit this classification include Gozar and Zuul.
  Neutralizing them is usually a problematical undertaking at best. Most standard procedures are
  futile. The most realistic plan is to take measures to prevent these things from entering this sphere
  of influence in the first place.
  Traits
  Free-floating
  The ghost can move about at will.
  Focused
  The ghost is tied to a specific locale.
  Full Torso
  An apparition having arms and legs.
  Repeater
  Refers to a self-generating PKE force
  Vapor or Mist
  Having an undeveloped form, insubstantial.
  Ghostbusters International Changes
  The new edition introduced the Universal How Much (UHM) system. The level of success or
  failure is measured and can be increased or reduced by paying BPs. Failure cannot be modified to
  success, nor can failure or success be changed from a Very Little level.
  Difficulty
  Roll
  Amt. Succeed
  BP Cost 
  Damage
  Level 
  Needed
  /Fail By 
  to Improve
  Very Little
  1-3
  (0) 1-3
  -- 
  1
  Some
  4-8
  4-8
  2
  2
  A Good Amount
  9-13
  9-13
  4
  3
  Lots
  14-18
  14-18
  6
  4
  Whole Lots
  19-29
  19-29
  9
  5
  More Than You Can Imagine
  30+
  30+
  13
  6
  Weapons
  Ranged weapons are given a maximum range, and a range increment (both in hexes). For every
  increase in range increment up to the maximum, the level of difficulty goes up one level on the
  UHM scale. Some weapons are rated for “Bonus Damage.” If an attack succeeds, these extra dice
  are added in to determine the level of success.
  Damage and Healing
  Damage is included in the UHM system by reducing a Trait 1 point for every level of UHM. Once
  damage reaches –5 points, the character becomes unconscious. Normal healing is at a rate of 1 Trait
  point per week (1 point per day in a hospital). Doctors and others can roll to heal with medicine.
  The character heals 1 point per level of success, but this can only be attempted once per fight.
  Ghost and Character Creation
  Ghosts can now have Traits and Talents. Likewise some characters have Power and Special
  Abilities. When creating such a character, each point of Power costs 2 points and allows 1 Special
  Ability (with GM approval).
  
SOURCE: textdata/thevault/Ghostbusters International/Unofficial/Ghostbusters - Rules Summary.pdf