Work as once again gone nuts. But in my spare time, I have been experimenting with some campaign rules for Ghostbusters, Pulp Alley style. The campaign has specific rules that permit the Ghostbusters to detect, wrangle and capture ghosts as well as fight animated objects. The rules are still in their draft form, given I haven't had much time to write, paint or craft of late, but I thought I would show the cards for two of the ghosts in the campaign.
Ghosts have PKE rather than Health. PKE functions the same as Health on normal characters in Pulp Alley, however PKE can only be damaged by a proton stream or proton grenade.
Once a ghost's "health" (i.e. its PKE) is reduced to its Down state, the Ghostbuster can undertake the Ghost Wrangle Challenge on the ghost's card to drag the ghost into a ghost trap's capture cone. Failure sees the ghost immediately escape 1d8 inches in a random direction. Ghostbusters must spend an action to drop a ghost trap on the table (or pick it up again). A Ghostbuster can attempt the Ghost Wrangle Challenge in the same turn that he takes the ghost Down. Ghost can regain PKE at the end of the Turn in exactly the same way characters can with their health. A proton packs' stream is 12 inches, so as long as the Ghostbuster is within 12 inches of a trap, he can attempt to wrangle a Down ghost into the trap.
So here is Slimer's and The Gruesome Twosome's cards for Pulp Alley.
More mini's for this still to paint, and some more cards to make too. Hopefully work will ease off soon.

