TEXT:  
  CONVERTED TO CYBERPUNK 2.0.2.0. BY PAUL MINOR  
   
  Welcome to the Ghost in the Shell (or "G.i.t.S.") sourcebook! What you will find here 
  is a complete sourcebook for the world of Ghost in the Shell. If you are not familiar 
  with Ghost in the Shell, you should be, as it is one of the great cyberpunk works of the 
  1990s. The sourcebook is based on data collected from the manga series written by 
  Masamune Shirow, (available from Dark Horse Comics in graphic novel format) the 
  1995 animated film directed by Mamoru Oshii, and the art book for the Play Station 
  video game. Both the manga and the film are essential to running a successful 
  campaign in the G.i.t.S. setting, as they will lay down the mood and feel that you 
  should try to achieve. Although you need not replay the events in the manga or film 
  (and I don't recommend it), the major characters, who will be introduced as NPCs 
  have been included here. The article will focus on the political factions, world events, 
  setting and new technology of 2029. What else will you need? I would say at the 
  least: the CP 2020 rulebook, Maximum Metal, the Chrome Books and the Pacific Rim 
  sourcebook. You will also need Deric Bernier's Masamune Shirow Conversions. 
   
   
   
  THE WORLD OF GHOST IN THE SHELL 
  It is the near future. The world has become highly information-intensive, with a vast corporate network 
  covering the planet, electrons and light pulsing through it. But the nation-state and ethnic groups still survive.  
  And on the edge of Asia, in a strange corporate conglomerate-state called "Japan" ... 
  - Masamune Shirow, Ghost in the Shell 
   
  2029, a dark, gritty future where the crime levels have skyrocketed in the inner cities, 
  and political unrest is at a boiling point in every major nation. A future where the mega-
  corporations duke it out on the covert battlefield and governments are constantly 
  fending off terrorism. The net has permeated every level of our everyday lives and 
  technology has run rampant through society, bringing about a new era on the verge of 
  information overload. Sound familiar? It should… if you've been playing Cyberpunk 
  2020 at all, or have ever read a William Gibson novel. The point is that Ghost in the 
  Shell is going to be familiar territory for most Cyberpunk players. It's mood and themes 
  are similar to those presented in the Cyberpunk 2020 game. What makes it interesting, 
  is the complex political setting and intrigue that G.i.t.S. presents. Having said that, we 
  must introduce several of the concepts and elements that stray from the CP 2020 that 
  you are used to.  
   
  THE CONCEPT OF THE "GHOST"  
  In Ghost in the Shell the concept of the "ghost" is an important one. As the title itself implies, the "ghost" is 
  one's soul or consciousness and the "shell" is simply where it is housed, be it in the human body or in a 
  machine or computer. In Ghost in the Shell, technology has come to the point where this "ghost" can be 
  manipulated, programmed or even downloaded in to a computer (ghostdubbing). Obviously, this sort of thing 
  has raised interesting questions about the morality of such acts. This concept of the "ghost" and the questions 
  surrounding it is one of the major themes of Ghost in the Shell and they should be played up as much as 
  possible in your game.  
  
   The World  
  The world of G.i.t.S. is still in a state of postwar flux following the recent WW III and WW IV. Economies 
  have shifted, and it is apparent that the new world superpower is none other than Japan. The following are 
  current profiles of countries & international organizations. Immediately following the profiles is an in depth 
  look at Japan.  
  Countries & International Unions 
   
   
  By 2029, Asia has become the most important and most powerful economic region in the entire world, and at 
  the helm of all the prosperity in the Pacific-Rim is none other than Japan. Home to the biggest and most 
  technologically advanced cites in the world. See in depth report on Japan 2029.  
   
   
  The European Union (EU) - previously called the European Community (EC) and sometimes known as the 
  Common Market - is an intergovernmental organization of 12 Western European nations with its own 
  institutional structures and decision-making framework. The aim of the EC's founders was to construct a 
  united Europe through peaceful means and create conditions for economic growth, social cohesion among the 
  European peoples, and for greater political integration and cooperation among governments. The member 
  nations of the EC are Belgium, Denmark, France, Germany, Greece, Ireland, Italy, Luxembourg, the 
  Netherlands, Portugal, Spain, and the United Kingdom. Despite criticism early on, the EU has become a 
  formidable economic competitor to Japan and the United States. Although relations are good between the EU 
  and Japan, this economic rivalry has become the basis for several corporate sponsored covert actions between 
  the two entities.  
   
   
  Although still a very important nation, the United States' superpower status was been giving way to the 
  economic behemoth of Japan in recent years. Currently, the United States is suffering from a faltering 
  economy and a divided population. Class and racial lines have divided people into separate groups, each 
  struggling against the others. Crime has risen to an all time high and the underfunded government can't keep 
  enough police on the streets to do anything about it. The major corporations have stepped in somewhat 
  offering privatization off law enforcement in some areas. As for foreign policy, the U.S. government is 
  looking to do anything that will improve their status economically.  
   
  
   
  Russia, or the Russian Federation, is the largest country in the world, extending from the Baltic Sea in the 
  west to the Pacific Ocean in the east, and occupying more than half of the Eurasian landmass. From 1922 to 
  1991, Russia was the main constituent republic in the Union of Soviet Socialist Republics. In the early 2000s 
  a hard-line communist faction seized control of the Russian Federation once again, but by the end of WW III 
  it became apparent that economically, Russia would have to change. After a plot to gain access to EU markets 
  through a German connection failed, Russia turned to Japan for help. In order to grease the gears between the 
  two nations, Russia withdrew its presence from the Northern Islands (which it has occupied since 1945), 
  returning them to Japan.  
   
   
  The League of Arab States was formed in Cairo on Mar. 22, 1945, by Egypt, Saudi Arabia, Syria, Lebanon, 
  Iraq, Transjordan (now Jordan), and Yemen. The main aim of the league is to coordinate the political action 
  and safeguard the sovereignty of the Arab states. In the council of the league, on which each member has one 
  vote, only unanimous decisions are binding. The Iraqi invasion of Kuwait in 1990 split the league. Twelve of 
  its members condemned Iraq, and nine sent ground forces to join the anti-Iraq coalition in the 1991. The 
  league was split again during World War III when 11 members left the League for good. Today the League, 
  has negotiated lucrative trade agreements between several of its members and Japan. This has, of course, led 
  to problems with Israel, and the fighting has spilled over into the streets of Japan. Recently, Japan's Foreign 
  Minister, Hidaka, tried to remedy the problem by getting Japanese corporations to form joint ventures with 
  Israeli corps. The whole thing was scraped when it was discovered that the Mossad was manipulating events 
  in order to sway public opinion over to the Israeli cause.  
   
   
  The United Nations (UN) is a general international organization established at the end of World War II to 
  promote international peace and security. The main purposes of the organization were to "save succeeding 
  generations from the scourge of war." It has since participated in almost every major war including the 
  "peacekeeping actions" that escalated into World War III and WW IV. It should be noted that by 2029 Japan 
  has become a principal supplier of military aid to the UN.  
   
   
     
     
  
  Other International Entities 
   
  Terrorist Organizations  
  In the post-war scenario of 2029, terrorism has escalated to record 
  levels. There are many different groups operating inside of Japan. 
  Prominent groups include Islamic factions as well as South East 
  Asians. Since S-9 is a counter-terrorist agency all crimes committed by 
  these groups fall under their jurisdiction. For In depth info on terrorism 
  and terrorist groups you can use in your campaign, check out my 
  article: Techno Jihad.  
  Corporations  
  Corporations in 2029 have a tremendous degree of power and 
  resources. These mega-corporations survive to meet only one 
  goal. To make money. This means that they will pursue profit 
  over anything else, and will engage in morally questionable 
  acts to meet these ends. Violence is often used as a means to 
  this end. Assassinations, sabotage and corporate espionage 
  have all become common tactics among businesses. Here are 
  just a few of the corporate giants that inhabit Japan.  
  MEGATECH  
  Megatech is one of the major manufacturers of prosthetic bodies, robots and AIs. They are known in the 
  industry for producing top of the line equipment, and for their highly popular Class-A prosthetic body. All the 
  cyborgs in Section 9 have bodies and parts from Megatech, and the SDF maintains contracts with them as 
  well. Their headquarters is in Newport City.  
  HANKA PRECISION INSTRUMENTS  
  Hanka Precision Instruments is a major manufacturer of AI robots. They manufacture a variety of different 
  models from defense to waitpersons. Recently, they were caught in a scandal where they were dubbing the 
  ghosts of children into a robot known as the Tomliand Prototype to achieve a greater sense of human 
  personality. When these robots started going berserk, their plot was found out and their president was arrested. 
  Hanka is still in business but their profits have severely dropped. It is uncertain if they will make it through 
  the next five years.  
  SAGAWA ELECTRONICS INC  
  Sagawa Electronics Inc. is the main company of the Sagawa Group. The Sagawa Group is a massive corporate 
  Zaibatsu which has its hands in every piece of the corporate pie. Sagawa Electronics was once a midsize 
  corporation who manufactured a variety of electronic goods: optics, cyberware, toasters etc. (think IEC) until 
  the Public Security Bureau stepped in during the war. A man named Kagasaki (who is now Minister of the 
  Interior) used the corporation to get close to the Russian bases. Along the way he embezzled enough money to 
  launch the Sagawa Group into a prosperous future.  
   
   
   
   
  
  JAPAN 2029 
   
    JAPAN  
  Capital: Tokyo  
  Population: 142,449,703  
  Literacy: 99%  
  Currency: yen (¥)  
  Climate: Varies from tropical in south to cool 
  temperate in north.  
  Maritime claims: 12 nm; 3 nm in the international 
  straits - La Perouse or Soya, Tsugaru, Osumi, and 
  Eastern and Western Channels of the Korea or 
  Tsushima Strait  
  Defense Branches: Japan Ground Self-Defense Force 
  (Army), Japan Maritime Self-Defense Force (Navy), 
  Japan Air Self-Defense Force (Air Force)  
   
  OVERVIEW  
  By 2029, Asia has become the most important and most powerful economic region in the entire world, and at 
  the helm of all the prosperity in the Pacific-Rim is none other than Japan. Home to the biggest and most 
  technologically advanced cites in the world, Japan is at the forefront of scientific research and industry. 
  Although Japan is mostly mono-racial, ratios of Koreans, South Americans, and Europeans have gone up in 
  recent years.  
  ECONOMY  
  Government-industry cooperation, a strong work ethic, mastery of high 
  technology, and a comparatively small defense allocation (roughly 1% 
  of GDP) have helped Japan advance with extraordinary rapidity to the 
  rank of the most powerful economy in the world. One notable 
  characteristic of the economy is the working together of manufacturers, 
  suppliers, and distributors in closely knit groups called keiretsu. 
  Industry, the most important sector of the economy, is heavily 
  dependent on imported raw materials and fuels. The much smaller 
  agricultural sector is highly subsidized and protected, with crop yields 
  among the highest in the world. Usually self-sufficient in rice, Japan 
  must import about 70% of its requirements of other grain and fodder 
  crops. Japan maintains one of the world's largest fishing fleets and 
  accounts for nearly 25% of the global catch. The crowding of the habitable land area has been Japan's major 
  long-run problem.  
     
     
  
  GOVERNMENT  
  Japan's governmental system in 2029 is heavily influenced by the English Parliamentary system. It is divided 
  into three branches, the bicameral Diet (legislative), The Judicial and the Administrative. The public elects the 
  members of the Diet, who then elect a Prime Minister. The Prime Minister then appoints the heads of the 
  Ministries.  
   
  IMPORTANT MINISTRIES  
  Ministry of Justice:  
  Judicial affairs, including the courts (which are not a jury system).  
  Ministry of Internal Affairs:  
  National affairs including public works and police.  
  Ministry of Foreign Affairs:  
  Also known as MOFA, this ministry is responsible for all maters of international diplomacy.  
  Ministry of National Defense:  
  Responsible for defense matters involving the SDF.  
   
  PUBLIC SECURITY BUREAU  
  The Public Security Bureau is a national police force used by the Ministries. It is almost military in nature and 
  often engages in espionage and special operations. There are 9 distinct sections, each of which answers to one 
  Ministry or another.  
  Note: Due to lack of information, I only know the function of three sections, sorry!  
  Section 1:  
  Section 1 is in charge of drug enforcement, and is similar in scope to the US' DEA. Section one utilizes 
  combat trained personnel and investigations personnel in its operations. Since all agents are cross-trained, 
  they can engage in either activity. Section 1 answers to the Ministry of Internal Affairs.  
  Section 6:  
  Section 6 contains all investigations, combat and special operations personnel used by The Ministry of 
  Foreign Affairs. This section is highly secretive and is deeply rooted in espionage and covert operations. 
  Comparative to the US' CIA or the British MI-6. There are no (official) full-cyborgs in S-6. Section 6 answers 
  directly to the Prime Minister.  
  Section 9:  
  Section 9 is the Ministry of Internal Affairs counter-terrorist, cyborg crimes, and assassination squad. It is a 
  paramilitary organization, and most of its members are full cyborgs. It is no coincidence that Section 9 
  resembles the German GSG9 (Without a doubt, the most extensively trained and equipped counter-terrorist 
  squad on the planet), and like each GSG9 agent, each S-9 member is extensively trained in combat, anti-
  terrorism and investigations. When a terrorist incident occurs it is S-9's job to either stop it, or investigate the 
  aftermath and find those responsible. This unit is cleverly headed by Daisuke Aramaki while tactical 
  command was once the responsibility of the very talented Motoko Kusanagi. Unfortunately she was forced to 
  flee the country. Her whereabouts are unknown.  
  
  Recruitment  
  Recruitment for S-9 is mostly done from the special forces of the GSDF. Typically the most talented full 
  borgs with tactical and investigations training are offered positions in Section 9. Occasionally S-9 will recruit 
  from the police, which is where Togusa came from.  
  Equipment  
  S-9 has access to a wide range of equipment. They are allowed to carry their choice of sidearm and a variety 
  of SMGs and assault rifles are provided for them. S-9 also employs the use of therm-optic camouflage (as 
  does S-6 of the PSB and S-4 of the Rangers) and also has access to Fuchikoma. See Technology of G.i.t.S.  
   
  MAJOR CITIES  
  Japan contains some of the biggest and most technologically advanced cities in the world. This section will 
  contain general information about Newport City and Bertarve. Yes, Tokyo and Osaka are still important 
  cities, but I think that the CP 2020 Pacific Rim Sourcebook goes into them with enough detail that I don't 
  really need to mess with them.  
  NEWPORT CITY  
  Note: Due to an imperfection in the book, I am only about 89% 
  sure of the location of Newport City. The Manga says it is off the 
  Shinhama prefecture, only there is no Shinhama prefecture. I did 
  some research and found out Shinhama is a ward of the 
  Tokushima prefecture. If you look at the picture the geography 
  matches the map.  
  Built in the port off of the Shinhama ward of the 
  Tokushima Prefecture (Japan is subdivided into 47 
  administrative districts, known as prefectures), Newport City has become a major city for trade, international 
  relations and foreign affairs. The city was built in the early part of the millennium when issues of space 
  started arising. There was generally not much of an urban metropolis in the Tokushima area before the port 
  was opened in the 1990s. The area prospered, and its residents grew exponentially. In the early 2000s work 
  began on the floating metropolis that is now known as Newport City. The city has become one of the thriving 
  new metropolises of the new millennium. Although Tokyo and Osaka are still very important cities in Japan, 
  Newport City has become the significant international city. Major international corporations have their 
  headquarters here, and many political conferences are now held here instead of in Tokyo.  
  As for the city's geography itself, it is built in an almost fortress-like fashion. 
  The biggest corporate towers loom ominously in the center of the floating 
  section, while thousands of smaller buildings surround them. There is an 
  inner waterway which surrounds the middle section. This waterway 
  branches off into smaller canals that wind around parts of the city. The 
  second ring is made of up large shipping piers (which are equipped to handle 
  the largest sectional cargo ships) and warehouses. The rest of Shinhama, 
  which is on land, is known as "Old Town." There is still a Manhattan / HK 
  feel to this part of the city, the buildings just aren't as new or automated as 
  those on the floating section. The northern areas of Tokushima are more 
  spread out, and it is here where you find large estates and traditional pagoda 
  style architecture.  
  
  There are many mega-highways that lead to the floating section, unfortunately once you are on the island it is 
  nothing more than a hindrance to drive a car. Newport City is very dense and heavily populated, so the best 
  ways to get around are by the elevated train system, the electric busses or by boat (provided you are going 
  somewhere on the canal).  
  BERTARVE  
  Bertarve is located at the southernmost tip of the island of Etorofu. 
  Etorofu along with Kunashiri, Shikotan, and the Habomai island group 
  were occupied by Russia from 1945 until the end of WW III. In those 
  days Bertarve was a Russian city and the location of a Soviet sub base. 
  When Russia withdrew and returned the Northern Islands to Japan they 
  set demo charges and buried the sub base. In recent years Bertarve has 
  grown up quite a bit. There are still many Russians that live in the area, 
  but many Japanese have moved back in. Corporate Support for this 
  area has been high due to its strategic northern location, and most 
  major corporations have branch offices in the area. The city's major 
  problem is crime. With little time to change over police forces and to 
  get an adequate system in place, Bertarve has fallen victim to a skyrocketing crime rate. The city has become 
  a haven for wanted criminals, gangs and spies working on Russian targets. A thriving black market operates 
  here, and due to the corruptibility of local police, it goes on in plain view in a large street market style setting. 
  If it is illegal, and you want it, you can find it here.  
  The geography of Bertarve is quite interesting. The city is built at and around 
  the base of Mt. Bertarve, which is about 4,500 meters high. As you can see, the 
  skyscrapers block out a lot of the view of the mountain because they are quite 
  tall. Some of the larger buildings are over 2 kilometers tall! From the center 
  the city sprawls out in 11-12 kilometers each direction. There are major 
  shipping ports situated on all sides of the city making it a major Japanese port. 
  Etorofu is connected to the other islands and the mainland by the Tohoku 
  Maglev train. As far as social geography goes, the rich live high in the towers 
  above the poor who wander about the streets. With arial walkways connecting 
  a lot of the towers, the rich never have to come down to ground level.  
  Like Newport City, Bertarve is extremely dense and driving a car here is a 
  hindrance. Most of the streets are filled with people, and for most of them the 
  preferred method of travel is walking. As mentioned before a Maglev runs 
  through the city as well as a major mega-highway, both of which connect 
  Etorofu to the other islands.  
   
   
   
   
   
   
  
  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.  
   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.  
  
  THE CHARACTERS OF GHOST IN THE SHELL  
  Note: In order to satisfy everyone, these characters were not made with Ocelot's system. Those of you who do use the Alternate Character 
  Generation System should have no problem modifying the following characters to fit your needs. 
      "MAJOR" MOTOKO KUSANAGI:  
  Public Security Section 9  
  AGE: Unknown (presumably in her late 30s)  
  ROLE: SOLO/COP  
  INT: 9 REF: 15 TECH: 6 COOL: 7 ATTR: 9  
  LUCK: 6 MA: 10 BOD: 15 EMP: 5  
  SKILLS: combat sense 9, authority 7, leadership 4, endurance 8, 
  strength feat 7, stealth 6, swimming 3, intimidate 6, interrogation 6, 
  social 3, streetwise 5, awareness notice 6, education and general 
  knowledge 8, hide evade 5, shadow track 6, library search 4, 
  wilderness survival 3, athletics 4, dodge/escape 4, driving 6, 
  handgun 7, heavy weapons 4, martial arts 7, melee 6, rifle 7, 
  submachine gun 8, demolitions 6, forgery 4, pick lock 7, 
  weaponsmith 6, SCUBA 6, interface 3, expert (covert operations) 7, 
  expert (counter terror) 6.  
  Kusanagi's background is almost completely a mystery. What is known is that she served with some sort of 
  military before, were she undoubtedly acquired the nickname "Major" (no it's not her section 9 rank). The 
  "Major's" section 9 career began when she was scouted from the special maneuver team of the Ministry of 
  Home Affairs. She is extensively trained in covert tactics, intelligence, and demolitions. Motoko is a full borg 
  and only a part of her brain is from her original body. Although her body is made to look like a standard body, 
  it is in fact highly advanced, top of the line combat model. Like all borgs of her type she is equipped with an 
  advanced cyber-brain. Motoko appears to be in her early 20's but her actual age is estimated at being in her 
  late 30's.  
     
    BATOU:  
  Public Security Section 9  
  AGE: Unknown  
  ROLE: SOLO/COP  
  INT: 8 REF: 12 TECH: 6 COOL: 10 ATTR: 5  
  LUCK: 6 MA: 10 BOD: 12 EMP: 6  
  SKILLS: combat sense 9, authority 5, endurance 9, strength feat 7, 
  swimming 3, intimidate 8, interrogation 6, streetwise 5, stealth 5, 
  awareness notice 8, education and general knowledge 6, hide evade 
  5, shadow track 6, library search 3, wilderness survival 5, athletics 4, dodge/escape 4, driving 8, motorcycle 7, 
  handgun 9, heavy weapons 6, martial arts 5, melee 7, rifle 7, submachine gun 5, demolitions 6, pick lock 5, 
  weaponsmith 6, SCUBA 4, expert (covert operations) 6, expert ( counter terrorism) 6.  
  Batou is a brawny man who, like Motoko, is an expert in covert operations. He has been working as Motoko's 
  partner for many years, and it is likely that they may have to served together in the armed forces. He is almost 
  always cool and level headed, and acts as a foil to the Major's sometimes-rash judgement. Like Motoko, 
  Batou is a full borg. Unlike Motoko he seems to have an overtly military body. (speculation due to the 
  protruding eye coverings) 
  
   
     
    TOGUSA:  
  Public Security Section 9  
  AGE: 27  
  ROLE: COP  
  INT: 8 REF: 7 TECH: 6 COOL: 7 ATTR: 7 LUCK: 4 MA: 6 BOD: 7 EMP: 8  
  SKILLS: authority 5, swimming 3, intimidate 3, interrogation 6, streetwise 5, stealth 
  5, awareness notice 8, education and general knowledge 7, human perception 6, hide 
  evade 5, shadow track 5, library search 3, wilderness survival 5, athletics 4, 
  dodge/escape 4, driving 7, motorcycle 5, handgun 9, brawling 4, rifle 4, submachine 
  gun 4, pick lock 5, expert (law) 6.  
  Togusa is considered an outsider by the other members of Section 9, because his body 
  is completely human (except for his plugs and neural connection to the 
  communications networks) and because he is married with kids. These are precisely 
  the reasons that Kusanagi had him transferred to Section 9 from the police department. 
  Motoko claims that his humanity acts as a foil to the rest of the members of Section 9, 
  who are mostly cyborgs transferred from the military. Although Togusa is not as 
  experienced as the rest of the Section 9 members, he is an integral part of the team. He 
  prefers the use of his Mateba revolver to any of Section 9's high tech weaponry.  
   
    DAISUKE ARAMAKI:  
  Chief, Public Security Section 9  
  AGE: Unknown (But obviously old)  
  ROLE: COP/POLITICIAN  
  INT: 9 REF: 5 TECH: 6 COOL: 10 ATTR: 4  
  LUCK: 5 MA: 4 BOD: 4 EMP: 7  
  SKILLS: leadership 9, authority 10, intimidate 6, interrogation 
  8, social 7, persuasion 7, streetwise 4, awareness notice 6, 
  education and general knowledge 8, library search 4, driving 6, 
  handgun 6, expert (covert operations) 7, expert (counter-
  terrorism) 7, expert (international law) 7, expert (bureaucracies) 8, English 8.  
  Aramaki is the sly chief of Section 9. He is a shrewd player and has been in the intelligence business for as 
  long as anyone can remember. He is the kind of guy who always has something up his sleeve, and isn't afraid 
  to go head to head with politicians. Despite his trickiness he does seem to care about what happens to those 
  under his command, and will put his own ass on the line to help them out.  
   
   
   
   
   
  
   
  GHOST IN THE SHELL SMALL ARMS CATALOG  
  WARNING: There are lots of large images on this page. May load slowly on some systems.  
  All weapons used cased ammunition. 
  HANDGUNS   
  ZASTABA CZ-M100 HANDGUN 
    P +2 J P 2D6+1 (9mm) 15 2 VR 
  The CZ-100 is rigid polymer-frame 
  9mm handgun manufactured in the 
  Czech Republic. Originally designed 
  for law enforcement personnel, the 
  CZ-100 sports a hexagonal barrel for 
  better reliability and accuracy. This 
  pistol can also be fitted with a quick 
  release laser aiming system. 650eb 
   
  JERICHO 942FS HANDGUN 
  P +1 J P 4D6+2 (12.7mm) 8 2 VR 
  The Jericho 942FS is an Israeli manufactured 
  handgun. It may, in fact, be a direct descendant of the 
  IMI "Desert Eagle." This weapon is chambered to 
  .50AE (12.7mm), so it packs one hell of a punch. The 
  Jericho 942FS seems to be a popular large frame 
  handgun, and it is used in several organizations 
  throughout Japan. This autoloader also sports 
  hexagonal shaped rifling for greater control. 450eb 
   
  MATEBA MODEL 207 HANDGUN 
  P +3 J P 2D6+1 (9mm) 
  6 1 VR 
  This strange revolver, built sometime in the 1990s, is 
  Togusa's weapon of choice. It is chambered for the 
  9mm Parabellum cartridge and it's six round cylinder 
  is hinged at the top of the frame rather than the 
  bottom. The M207's hexagonal barrel is lined up with 
  the bottom-most chamber for greater accuracy and the 
  weapon's strange design is counter-balanced by a top 
  mounted weight. It should be noted that the Mateba's 
  greatest feature is its accuracy. Unfortunately, it is not 
  as quick or as high powered as most automatics. 
  Additionally, its design causes problems with loading, 
  making it less than an ideal choice in situations where 
  a lot of ammo is being expended. Features ergonomic 
   
  
  grips and interchangeable barrels. 400eb 
  SUBMACHINEGUNS  
  STEAR TMP SUBMACHINE GUN 
  SMG +2 J C 2D6+1 (9mm) 
  30 35 VR 
  A standard light SMG used by Section 6. It is rugged 
  9mm SMG with many features, such as ambidextrous 
  cocking. It is a common SMG and it is used the world 
  over. The Section 6 version includes a laser aiming 
  system. 520eb 
   
  ZASTABA NOSLE C Z N - M 22 "9WEAPON" 
  SMG +2 L P 3D6 (5.7mm) 30 1/3/30 VR 
  The CZN-M22 is Section 9's standard issue weapon. 
  It appears to be a direct descendent of the FN P90 and 
  like its predecessor it is chambered to the 5.7mm 
  round. It features a selector switch that allows you to 
  choose between single shot, three round bursts and 
  full-auto. The "9Weapon" also comes with a field kit 
  which includes interchangeable barrels for firing HV 
  loads without adverse effects, and a single shot 25mm 
  grenade launcher (see Militech 25mm grenade 
  launcher for stats).  
  800eb 
   
  CAMOUFLAGED SMG 
  
  SMG +1 N P 2D6+1 (9mm) 
  15 35 VR 
  The briefcase gun from the manga was covered by 
  Deric Brenier in his Masamune Shirow Weapons, but 
  as he stated the briefcase weapon in the manga was a 
  camouflaged 5.56mm weapon that was built into the 
  briefcase, while the one in the film is a smaller SMG 
  that comes completely out of the briefcase. A switch 
  on the handle drops the bulk of the briefcase off 
  revealing a Stear TMP with two attached 15 round 
  clips of ammunition. The case itself is armored to SP 
  10 for use as a sort of last ditch effort shield. 
  Although the Stear TMP was used, many other SMGs 
  can be used for this type of concealment. 800eb 
   
  RIFLES AND HEAVY WEAPONS  
  SIG 541 ASSAULT RIFLE 
  RIF +1 N C 5D6 (5.56mm) 30 1/3/25 VR 
  The SIG 541 is the standard assault weapon of 
  NATO special forces (and section 6). It uses 
  standard 5.56mm rounds, and features a shorter 
  length than most full size assault rifles. The SIG 
  541 also features a selector switch that allows you 
  to choose between single shot, three round bursts 
  and full-auto. This is a common weapon the world 
  over, and can be found in most major countries. 
  750eb 
   
  ULTIMA RATIO 
  RIF +3/+6 N R 8D6+2 (7.62 APFSDS) 6 1 VR 
  The "Ultima Ratio" is Public Security's premier 
  sniper system. This weapon fires 7.62mm Armor-
  Piercing Fin-Stabilized Discarding Sabot ammo, 
  which consists of a depleted uranium sub-caliber 
  round that easily punches through armor. It also 
  features a recoil absorbing stock and a 
  gyrostabilized mount. However, the real beauty of 
  this weapon is its targeting system. The "Full 
  Sensing" version (The standard version with a 12x 
  Zeiss is pictured, but the "full sensing" scope is 
  pictured to the above left of the rifle.) is equipped 
  with a full spectrum, computer controlled targeting 
   
  
  system which offers unparalleled accuracy. This 
  system can see through walls as well as detect 
  therm-optic camouflage. The "Full Sensing" scope 
  must be interfaced with the sniper. 3000eb 
  SPIW MINI 14 "PENETRATOR" 
  HVY 0 N R 6D10 (14.5mm HEAT) 
  8 1 ST 
  Known affectionately by Batou as "your standard issue big 
  gun", the "Penetrator" is truly a monstrous weapon. Basically, 
  this weapon is an armor buster, for taking out even the 
  toughest of opponents. This semiautomatic fires 14.5mm 
  HEAT shells from an over-the-shoulder position. It uses an 
  advanced long-travel recoil absorption system, but even still, 
  the recoil for this weapon is tremendous, and only the toughest 
  troops can manage it. A BOD roll of 15+ is required to avoid 
  taking 3pts of bruise damage to the firing arm. Armor is at 1/2, 
  but any damage goes through at full value. 3050eb 
   
   
  GHOST IN THE SHELL VEHICLE AND MECHA CATALOG  
  STANDARD LIGHT WEIGHT TANK  
  with crab-type runing gear  
  This is a state of the art light weight tank designed for urban deployment. It utilizes "crab-type" running gear 
  for high speed and maneuverability over almost any terrain. It is filled to the brim with options, and it comes 
  equipped with therm-optic camouflage and a cybernetic linkage.  
     
  Top Speed: 60 mph  Acc/Dcc 
  15/50 
  Crew: 
  1 
  Range: 
   200mi 
  Passengers: 
  0 
  Cargo: 
  0 
  Maneuver: 
  +3 
  SDP: 
  250 
  SP: 
  160 
  Type: 
  MBT 
  Mass: 41 tons 
  Cost: 8 million eb  
   
   
  Special Equipment:  
  Composite Armor, amphibius modifications, environment control, fire extinguisher, cybernetic linkage, 12 
  hours life support, IR smoke despensers, military radio, laser and visual rangefinders, military radar, 
  thermograph, image enhancement, +3 computer targeting on the 12.7mm gatlings, satellite uplink, micro-
  manipulator arms (2), therm-optic camouflage.  
  Weapons:  
  Twin 12.7mm Gatling Guns. Can fire HV ammo with no problems.  
  (These are actually specified as 7.62mm gatlings, but I uped the power to stay consistant with MaxMetal standards. Use 7.62 if you 
  wish.)  
  Two 5.56mm machineguns for anti-personnel use fold out of the tops of the two front legs.  
     
    MILITARY STYLE FUCHIKOMA  
  
  Much like the original Fuchikoma, only beefed up for military combat duty. The military fuchikoma is 
  available in two different models: the anti-personnel model and the tank hunter model. The anti-personnel 
  model is equipped with dual 40mm auto grenade launchers while the tank hunter has twin 20mm cannons. 
  Both have the standard 7.62mm minigun.  
  Top Speed: 80 mph  Acc/Dcc 
  15/40 
  Crew: 
  1 
  Range: 
   100mi 
  Passengers: 
  0 
  Cargo: 
   0 
  Maneuver: 
  +3 
  SDP: 
  80 
  SP: 
  40 
  Type: 
  walker 
  Mass: 1.5 Tons  
  Cost: 150,000 eb  
   
   
  Special Equipment: Amphibious off road capability, AI (INT 9), cybernetic interface, military com gear, 
  tight beam commo, full audio and visual spectrum abilities, satellite uplink, spot light, painting laser loud 
  speaker, command control computer, therm-optic camouflage, and VR interface, micromanipulator arms.  
  Weapons: 7.62mm minigun, twin 20mm cannons or twin 40mm grenade launchers.  
     
    
  SECTION 6 SNIPING HELICOPTER  
  The unique sniping helicopter is Section 6's premier piece of equipment. This chopper is designed specifically 
  for sniping targets at extreme ranges from an airborne position. When the helicopter is in position, the sides 
  fold out and the floor lowers creating a platform for four snipers, two on each side. The snipers jack into 
  "device drivers" which control their cardiovascular functions and ensure weapon stabilization. Once jacked in, 
  the snipers and their "Ultima Ratio" rifles become a part of the helicopter. They use its small targeting pods 
  for extremely accurate target acquisition. There is no more precise sniping system in the world, and with the 
  aid of the AWACS helicopter, the two are an almost unstoppable team.  
     
  Top Speed: 180 mph  Acc/Dcc 
  15/25 
  Crew: 
  3 
  Range: 
   600 mi 
  Passengers: 
  4 
  Cargo: 
   0 
  Maneuver: 
  +3 
  SDP: 
  200 
  SP: 
  60 
  Type: Heavy Helicopter 
  Mass: 8 tons 
  Cost: 
  5 million 
   
   
  Special Equipment: IR baffling, fire extinguisher, chaff and flare dipensers, military radio with scrambler 
  and laser communicator, auto pilot and navigation, cybernetic linkage, military radar, terrain-following radar, 
  laser detector, telescopic optics, thermal imaging, microwave rangefinder, +4 computer sights on all sniping 
  termanals.  
  Weapons: None except for four snipers armed with "Ultima Ratio" Full-Sensing sniping rifles.  
     
   SECTION 6 AWACS HELICOPTER  
  This vehicle is the helicopter equivalent to the AWACS airplanes. It is loaded with every sensor, radar type 
  and ECM device imaginable. It can be used for a variety of applications such as locating ground based drug 
  
  labs, hidden chemical weapons etc. It can also be used as ECM and ECCM support for a ground or air based 
  team. One of its most prominent roles is that of an airborne command and support center. This can be seen at 
  the end of the film as it acts as the command and support center for the two sniping helicopters.  
     
  Top Speed: 180 mph  Acc/Dcc 
  15/25 
  Crew: 
  2 
  Range: 
  600 mi 
  Passengers: 
  4 
  Cargo: 
   2 spaces 
  Maneuver: 
  +1 
  SDP: 
  200 
  SP: 
  60 
  Type: Heavy Helicopter 
  Mass: 8 tons 
  Cost: 
  2.5 million  
   
   
  Special Equipment: IR baffling, fire extinguisher, chaff and flare dipensers, military radio with scrambler 
  and laser communicator, auto pilot and navigation, satelite uplink, cybernetic linkage, ECM, ECCM, military 
  radar, look-down radar, radar ID, terrain-following radar, laser detector, telescopic optics, thermal imaging.  
  Weapons: None  
     
     
  SWIMMER DELIVERY VEHICLE  
  This submersible carries combat swimmers and their cargo inside a fully flooded compartment. The vehicles 
  launch and return to dry-deck shelters installed on host submarines. The SDV is operated from a non-flooded 
  chamber by a pilot, who is aided by an AI. In the event of a failure the SDV can be remote controlled or a 
  swimmer can jack in to the standard cyber-linkage system from the outside. The most startling feature of the 
  SDV is the completely malleable tail end, which has been built to copy the tail of a dolphin. This provides 
  extremely efficient propulsion and maneuverability  
    Top Speed: 35 mph  Acc/Dcc 
  5/15 
  Crew: 
  1 
  Range:  300mi 
  Passengers: 8-10 
  Cargo: 
   1 ton 
  Maneuver: 
  +3 
  SDP: 
  50 
  SP: 
  15 
  Type: 
  SUB 
  Mass: 3 tons 
  Cost: 2 million  
   
   
  Special Equipment: environment control, life support for 8 hours, military radio, navigational AI, full 
  spectrum viewing cybernetic linkage.  
  Weapons: None  
     
    POLICE APC  
  Standard APC used by various police agencies.  
  
    Top Speed: 80 mph  Acc/Dcc 
  15/30 
  Crew: 
  2 
  Range: 
   300mi 
  Passengers: 
  10 
  Cargo:  3300 kg 
  Maneuver: 
  0 
  SDP: 
  100 
  SP: 
  80 
  Type: 
  APC 
  Mass: 10 tons 
  Cost: 300,000 eb  
   
   
  Special Equipment: environment control, military radio, satelite uplink, auto-pilot, navigation systems.  
  Weapons: None  
     
  2029 TOYATA SEDAN  
  The average car of 2029. Alcohol powered, all-wheel-drive and steering, cybernetic linkage, GPS, heads-up-display and cup 
  holders.  
    Top Speed: 120  Acc/Dcc 
  15/40 
  Crew: 
  1 
  Range:  230mi 
  Passengers: 
  1 
  Cargo: 500 kg 
  Maneuver: 
  +3 
  SDP: 
  40 
  SP: 
  0 
  Type: 
  CAR 
  Mass: 20 tons 
  Cost: 20,000 eb  
   
   
  Special Equipment: environment control, cellular phone, GPS, mini-comp, HUD, cybernetic linkage, entertainment system, crash 
  control.  
  Weapons: None  
  
SOURCE: textdata/thevault/Cyberpunk/Unofficial/Datafortress 2020 Archives/Cyberpunk 2020 - Net - Sourcebook - Ghost In The Shell by Paul Minor.pdf