GHOST
IN THE SHELL
THE TECHNOLOGY OF GHOST IN THE SHELL

 
 
 
Cyberbrains
Cyberbrains are artificial brains used in AI machines, but the most interesting aspect of the cyberbrain is that of a supplemental brain for human use. When implanted in a cyborg, the cyberbrain acts as a supplemental brain, which processes data, in turn taking the workload off the brain. With a cyberbrain, a human being's mental capabilities are greatly augmented. One can think faster, react faster and even learn faster. Reading skills are greatly increased as the brain takes in pages of data at a time rather than word by word. The cyberbrain also allows a direct interface with computer networks where information can be acquired as fast as the computer can process data. In game terms the cyberbrain increases the players intelligence by +2 and allows 2x the IP in intelligence related skills. Reading time is cut by 75%. It also allows an interface with computers, computer networks, vehicles, firearms etc. - 10,000 - 30,000 eb 

 

Cyberware
In Ghost in the Shell cybernetics are commonplace but most modifications are subtle. Almost everybody has plugs (usually on the back of the neck) and most of the neuralwear, implants and optics detailed in CP2020 are readily available. On the other hand, limbs and cyber-weapons are rarely seen. In the case of limbs, they are only used in special cases (such as an amputee) and do nothing to enhance the owners abilities. In short, cyberlimbs are useless to the military community. Instead they prefer to invest in full-conversion cyborgs, which are explained below. (click for an amusing explanation by Shirow himself )
 
 
 
Cyborgs
In the world of G.i.t.S. cyborgs are used frequently used in the military and police fields because they can greatly enhance a humans abilities. The word cyborg refers to an individual who's body has been partially or almost completely replaced by artificial organs and parts. Most of the G.i.t.S. cyborgs are full-conversion, and almost indistinguishable from humans (35 to detect). The brain and spinal column of a full-conversion are housed inside a special shell inside of the artificial body. Special tissues, such as the tongue, and reproductive systems are vat grown, and then transplanted into the body. The skin is then applied and the 'borg is subjected to a "sensory element." This "sensory element" forms a fiber optic film, which is highly sensitive, and allows tactile sensations that far exceed that of a normal human. Many 'borgs are also equipped with a supplemental cyberbrain to handle some of the info processing work load. 

As far as game mechanics go, G.i.t.S. cyborgs closely match their CP2020 counterparts (especially the Gemini conversion). Below is a set of stats for the average combat full-conversion. There are, of course, many modifications on this theme available. 

MEGATECH CLASS-A BODY (UNMODIFIED) 
The Class-A body by Megatech is a high end cyborg body that is being widely used in the industry today. Motoko uses this body (albeit it is modified) as does the Foreign Minister's interpreter (who was later ghosthacked by the Puppetmaster). The Class-A is known for its highly sensitive tactile elements. The body is a 162, indicating that the micromachines used for skin sensation a extremely tiny. As well as being highly sensitive, the Class-A is also highly durable and quick even without modification. Different body styles are available on the open market and the apparent body type can be changed without affecting the actual strength of the unit.
Class-A Physical Stats
 
Reflex: 12
Attractiveness: 2-10 (can be chosen)
Movement Allowance: 10
M/turn 30m MPH: 20
Jump (up): 6m  Jump (broad): 8m
 
Body: 12
Lift: 480 kg Throw: 120 kg
Damage Mod: +4  
Physical Structure
 
Head
SP: 10
SDP: 25 (disabled) 35 (destroyed)
Right Arm w/ Hand
Torso
Left Arm w/ Hand
SP: 10
SP: 10
SP: 10
SDP: 25/35
SDP: 35/45
SDP: 25/35
Right Leg w/ Foot
  Left Leg w/ Foot
SP: 10
  SP: 10
SDP: 25/35
  SDP: 25/35
Options
2 sets of interface plugs, cyberbrain, sexual implant, tactile boost, olfactory boost, cellular cyber-
net link. Visual Systems: teleoptics, thermograph, IR, image enhancement. Audio: amplified hearing, phone splice, level damper.

Micro-Machines
Micro-Machine is simply another word for nanite or nanoid. In G.i.t.S. they are used for a great many things, and are integral in creating an artificial intelligence.
 
 

Robots
With the advent of the Micro-Machine, the AI became truly possible. Specialized neurochips allowed robots to learn and interact. Robots in 2029 serve many functions such as cleaning, security etc. More advanced robots serve as waitpersons, receptionists and even love dolls.
 
Fuchikomas
Fuchikomas have their own AI and can act as backup or support on their own recognizance. They can also act as an assault vehicle, and even stealth missions benefit from the Fuchikoma. The AI of the Fuchikoma is actually a learning computer. During a the course of the day, an individual Fuchikoma will have its own individual experiences, but at the end of the day all Fuchikoma's under the same ownership will assimilate their data into a mainframe, and then extract the information downloaded by their fellow Fuchikoma. They are listed here because when in vehicle mode the driver is strapped in like in a land mate (hence owners referring to them as their suits). This marvelous machine is even able to run along walls and climb trees! It really is one hell of creation. (fuchikoma reprinted from Deric Bernier's Masamune Shirow Landmates; see for stats).

 
 
Therm-optic Camouflage
This suit is very similar to the Militech M95 Ghost suit from CP2020 but is far superior, as the wearer becomes virtually invisible when the suit is activated. The suit is very hard to detect, but a slight blur can be seen when the wearer is in motion. As long as the wearer stays still they are virtually impossible to detect. While normally detectable by certain heat imaging optics some suits can be made which reduce IR signature. No EV penalties apply and this suit is usually worn under some type of armor, which must be taken off before use. This suit offers a -6 against visual awareness when standing still and -5 when moving. Cost is 6000eb standard and 8000 with IR baffling. Available only to military. (Therm-optic camouflage reprinted from Deric Bernier's Masamune Shirow Gear )

 

Computers and Hacking
I chose to put this last because the ideas here are pretty obvious. Computers permeate every level of human existence in Ghost in the Shell. They are in your car, in your home and in your head, but then you have probably already figured that out. Basically computers in G.i.t.S. are treated the same way they are in Chrome Books 2 and 3, with the exception of hacking. Sooo, I'll basically just use this space to talk about hacking in Ghost in the Shell.
 
 

Hacking
In Ghost in the Shell there is more than one type of hacking. First there is computer network hacking and then there is the more complex ghosthacking.

Computer Network Hacking
This is your normal, everyday, run of the mill hacking. Breaking into secured computer systems, swiping info, doing a little damage. This type of hacking is usually done by keyboard aided by interface plugs, and if you are lucky, a cyberbrain. Most serious cyborg hackers have also invested in multi-sectioned fingers (see below) to keep up with their cyberbrains. Hacking computer networks is done in the following way. The player makes a roll of INT + Interface + Computer INT + Program STR + 1D10 Vs. a difficulty rating set by the GM for each action.

Ex: Ishikawa decides that he wants to search for information on "Project 2501" and he also wants to override any security blocks set by Section 6. The GM decides that this is a pretty difficult task given that S-6 is so tight, so he assigns a 25. With his cyberbrain Ishikawa has an INT of 11, he is running off a mainframe with an intelligence of 5 and he is using a decryption program with a STR of +3. So its 11+5+3=18, Ishikawa will need to roll a 6 in order to break S-6's encryption. He rolls an 8, no problem. He is now past the encryption and he can use his Library Search skill to find the data he needs. On a more complex run, he might have to do more than just get through encryption, he may have to disable alarms, cover his tracks etc. Each action would require a roll and a little role playing.

Its not as visual as the silly CP 2020 dungeon bash netrunning rules, but it is simple. I think it more accurately represents the nature of hacking rather than fending off virtual dragons. It is also possible that you would go up against another hacker on the other side. If this happens it is a resisted role. Remember, there is no way to get physically hurt going up against another hacker in this manner (unless you accidentally slip on your spilled coffee), the worst thing that can happen is they will trace your physical whereabouts and then come hurt you.

Ghosthacking
Ghosthacking is an entirely different animal. Only the most skilled hackers can attempt this. Basically what this entails is reprogramming someone's brain. This can be done by diving into the persons ghost from an outside computer network (provided they have a full time connection to cyber-net). To do this you must first crack the persons "ghost key", which is extremely difficult. The second method is to interface with the person directly and "ghostdive" into their mind. Special software is required and it is highly illegal on the open market (very rare and expensive, can cost 50,000+ for usable software). So, in short is an extremely difficult process to pull off, but if one can do it the possibilities are endless. You can reprogram people to do your bidding, turn them into different people or replace their memories with new ones. It should be noted that once this is done, there is no going back, the changes are permanent (although they are somewhat shallow). Even if one has the equipment they are up against difficult odds. To crack a persons ghost key it is a resisted roll of INT+ Interface + 1D10 Vs. the victims COOL + EMP + 1D10. The hacker must beat the victims role by the amount of the victims cool. Note that although the victim is making a roll, he is most likely unaware that he is being ghosthacked.

Ex: Krolden has a total 20 + 1D10 and his victim has an COOL of 7 and an EMP of 6. The victim rolls an 8 giving him a total 21 Krolden must now roll an 8 ( Cool of 7 + the leftover point) in order to crack the victim's ghost key.

Once the ghost key has been hacked the hacker can try to mess around in the victims brain. He must make another INT+ Interface + 1D10 Vs. a difficulty rating set by the GM. It is very hard to tamper with the brain so the ratings should be high. Sample difficulties might be 25 to implant a memory simex (simulated experience), 30 to manipulate the victim into doing things out of character, 35 to change personas altogether. You may want to raise or lower these depending on the power level of your game. Oh yeah, if you fumble, the victim will be permanently brain damaged to the point of retardation.


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