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===Character Definitions=== Ghostbusters have four Traits: Brains, Muscle, Moves, and Cool. Each Trait is assigned a numerical value. The higher number a Trait is, the better a character does when using it. You have twelve (12) points to allot among your Ghostbusters’s Traits. You must assign at least one point to each Trait, and you may not assign more than five points to any one Trait. '''Brains:''' Brains shows how smart your Ghostbuster is. Very smart people (Brains/5 or more) can do calculus in their heads, write computer programs which work the first time they run, and speak foreign languages like a native. Bozos like to watch Lost in Space reruns on TV without realizing its a rerun. '''Muscle:''' Muscle tells how strong your Ghostbuster is. Strong Ghostbusters (Muscle/5 or more) can rip phone books in half, intimidate puny characters at a glance, bite the caps off beer bottles, or throw bureaucrats into the garbage. Weaklings get their tongues caught on postage stamps. '''Moves:''' Moves determines how dexterous and physically adept your Ghostbuster is. Ghostbusters with decent Moves scores are better at shooting guns, catching baseballs dodging or throwing rocks, observing, picking locks, juggling, driving, and creeping a long ledges. They like to flirt, they like disguises and they like to dress up. Maladroits get personal things caught in their zippers. '''Cool:''' Cool people are bold, brave, and brassy. Cool people have aplomb - they don’t scare themselves into useless activity, and they know their own capacities with a Cool/5, you maintain your pace, even if you show up at a black-tie ball in a chicken suit. On the other hand, a Ghostbuster with Cool/1 calls the FBI when his toilet backs up.
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