Ghost in the Shell Stuff

Ymdar

Explorer
Cyberbrain (PL 7)

This is the thing for you baby. If you want a portion of your brain removed and replaced by cold steel and silicon.. Your brain is surrounded by almost indestructible titanium. You can now bang your head to everything..not a scratch. Aside from this you can access the world wide network of information and to your external memory.


The cyberbrain gives the following benefits:
+2 Int (comptuters can do wonders baby)
The following abilities are granted while connected to the web:
Integrated Videophone (no need for those hand held things and you could always speak with anyone this is your connection to the web too)
Polyvox (advanced search routines allow you to understand every word they say)
AV Recorder (to send the images you see through the web)
Bardic Knowledge (Your brain records everything and sends it instantly to your external memory so you’ll never forget anything anymore. If you can find it though…): You can take 20 if connected to your external memory physically but you can’t take 10 or 20 when only accessing it via the web.
+10 to Navigate checks

The cyberbrain has the following drawbacks:
Hackalicious: You can be ghost hacked while connected to the web

Special: While the cyberbrain remains intact the recipient can be raised from death to a cloned body or to a robot body. (Raising characters in this fashion is just like robot resurrection)

Type: Internal
Hardness/Hit Points: 10/varies. The cyberbrain has one quarter the maximum hit points of the recipient
Purchase DC: 24
Restriction: None

Ghost hacking:
By ghost hacking someone with a cyberbrain you can control the actions of the defendant. Essentially you control the hacked character as your puppet. You use every stat of the hacked character except your mental abilities. You cannot read the memory of the hacked character. Every roll you make while hacking a character gets a -2 penalty. Your real body is motionless and waiting for your return while hacking someone. If your real body is killed while hacking another character the hacking stops immediately. If the hacked body is killed while you are inside it you immediately roll a Will save (DC 15+every minute spent hacking) or you become dazed for number of rounds equal to the minutes spent hacking. The timelimit of the hacking is 1 minutes per level + 1 minute per 5 ranks in Computer Use. A failed ghost hack can be repeated every 15 minutes.
The attacker must first see the target (either visually or by computer targetting systems. The attacker must have access to Ghost hacking software (descibed later). The attacker makes a Comuter Use check and the defender makes a will save (+2 for every 5 ranks you posess in the computer use skill) or an opposed computer use check. Ghost hacking takes 10 minutes. Every -2 the attacker assigns to his/her check reduces the base time by 1 minutes (to the minimum of 1 minute).
NOTE: You cannot ghost hack a dead subject.


Ghost hacking software (PL 7): If you install this software to your cyberbrain (or a dedicated computer) you can ghost hack people who have cyberbrains
Purchase DC: 20
Restriction: Illegal (+4)

This is v1.0 of my Cyberbrains.
Opinions? Questions?
 
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Nice cyberenhancement Ymdar.

Makes me think of a few things I have often thought of since the idea of hardwiring your brain into the Internet/Matrix/whatever the network will be called :)

The first though is roughly concerned with the prevalence of viral code on todays internet. Obviously this will still be a threat at PL6/7/8 and new versions will come along.

So obvious enhancements to Cyberbrain technology would be antivirus sub routines, firewall style device.

Viral code would have a variety of payloads. One version may transmit the images the subject sees back to the authors server. Other could take over the body of the individual and yet more could erase partial or whole memories.

Anyway, thats enough random rambling from me for now. More when my fevered imagination comes up with it :D
 

In Ghost in the Shell, firewalls for cyberbrains are rather common. Remember in the episode where the guy got his brain put into a tank, it was thought of as surprising that it lacked any anti-hack barriers.
 

The Setting

By the way. For those who haven't seen the Ghost in the Shell anime here's a little overview:
Its 2030. The world is through the nuclear WW3 and the nonnuclear WW4. This is a strongly cyberpunk setting where terrorists roam free, hackers hack the brains of others, corporate people are involved in dark conspiracies. Its also a techno thriller setting where you make use of your smart little gadgets and cyberware to outsmart the enemy (be it the police or a terrorist group). A world that can be quickly deadly. The "Japanese Miracle" has been introduced since WW3 witch can reduce or negate background radiation.
The police uses cyborgs and intelligent tanks as weapons. Speaking of cyborgs: They were deployed in the dawn of WW4 (30 years ago) and many people have been turned into 98% cyborgs.
Since this anime is fairly known throughout the world I think I'll use some words that some won't understand. In this case I apologise.
 
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Advanced Ghost Hacking Software (PL 7)
Description: This gives you "teh haXxXorz". You can install this software to either your cyberbrain or to a dedicated computer.
Benefit: Advanced viruses give a one time insight bonus to your ghost hacking (or simple hacking) check depending on the strength of the software: +2 (lite produced by SoftwareKings) +4 (moderate produced by GenSoft) +6 (professional edition produced by Megatech)
Restriction Illegal (+4)
Purchase DC: varies. 15 (lite) 18 (moderate) 22 (pro edition)

Advanced Firewall Routine (PL 7)
Description: This gives you "teh p0w4". You can install this software to either your cyberbrain or to a dedicated computer.
Benefit: Advanced logical subroutines protect the hacked individual from illegal hacking. Only once per Firewall software used. You can store multiple firewall software in your memory. Firewall routines give a one time insight bonus to your save or roll against (ghost) hacking depending on the strenght of the logical routines of the software: +2 (lite) +4 (Pro edition)
Restriction None.
Purchase DC: varies. 12 (lite) 14 (Pro edition)
 

I don't have future... but those Purchase DC's seem really low.

Unless you are actually running the Ghost in the Shell setting, those should probably be boosted by 10. If you want them this cheap, get a government agency to subsidize it.
 

Khorod:
This is the price for the government agencies. Nongovernment agencies and civilian individuals must pay the 'Illegal' fee to buy it or they have to buy it on the black market making 19/22/26 the purchase DC.
And don't forget: According to my rules you can only use ghost hacking software/firewalls only once. After one use they are "depleted"
 
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A disease.
Ghost in the Shell said:
Cyberbrain Schlerosis:
Following the progression of tuberculosis in the 19th century cancer in the 20th century and HIV at the end of the millennium as diseases that signified certain death, cyberbrain schlerosis was the next such illness at the beginning of the new century.
In terms of specific symptoms, slight memory loss is the disease's preliminary warning sign. As the illness worsens, symptoms include detoriation of speaking ability incompatibility with external memory storage units, amd severe memory deficiency. Eventually those afflicted will face certain brain death, or so it is thought. While it was possible to delay the symptoms' progress with the proper treatment, it was believed that schlerosis itself could not be cured, causing a momentary yet considerable panic within the cyberbrain-implanted population when the disease's existance was first disclosed to the public.
Concurrently the public jumped on the bandwagon resulting in the creation of many anti-cybernetics organisations represented by groups such as the Human Liberation Front andt those advocating the Rousseauian or return-to-nature movements.
Pressured by the public for a rapid response the government announced a new treatment involving micromachines (nanites) in order to pacify them. The publicized treatment did not have a significant effect and many questions remained. However the media dashed off to search for the next scandal after burying a few scapegoats, and the public also forgot their problems with customary alacirity once the media dropped the subject matter. As a result of such routine work, the hysteria over anti-cybernetics movements consequently subsided.
Disease name: Cyberbrain schlerosis
Type: Unknown DC25
Incubation Period: 1d10 months
Initial Damage: 1 Int
Secondary Damage: 1d3 Int

Viruses

Viruses: These software are items that can be used only once. As usual you can install them to either your cyberbrain or to a dedicated compuer. You can use them against people who also have cyberbrains and are not offline (autistic mode). Using viruses against people who are offline does not 'deplete' a virus. All viruses cause ability damage that can't kill a human being (they reduce the ability to 1 and stop dealing more damage) except when using the black version of the virus whitch causes permanent ability drain. The subject must make a save vs ghost hacking against the virus (the save DC always depends on the virus). Common save DCs include: 12,14,16.

Black IC (PL8)
Description: This is a template that can be applies to any of the existing viruses. The virus causes permanent ability drain from now on.
Purchase DC: +4
Restriction: Illegal (+4) ( Usually even the posession of 'black' software is punishable to death)
Save DC: +4
Ability Damage: Upgrade by 2 damage dice

Example:

Ego Whip (PL7)
Description: Commonly called by hackers as "Ego Trip" this virus hacks into the logical circuits of the cyberbrain and decreases the efficiency of the whole cyberbrain.
Purchase DC: 12
Restriction: Illegal (+4)
Save DC: 14
Ability Damage: 1d3 Int

Black Whip (PL7)
Description: Commonly called by hackers as "The Road to Hell" this virus burns the circuits of the cyberbrain out and possibly the soft tissues of the brain too.
Purchase DC: 16
Restriction: Illegal (+4)
Save DC: 18
Ability Damage: 1d6 permanent ability drain
 
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Ymdar said:
By the way. For those who haven't seen the Ghost in the Shell anime here's a little overview:
Its 2030. The world is through the nuclear WW3 and the nonnuclear WW4. This is a strongly cyberpunk setting where terrorists roam free, hackers hack the brains of others, corporate people are involved in dark conspiracies. Its also a techno thriller setting where you make use of your smart little gadgets and cyberware to outsmart the enemy (be it the police or a terrorist group). A world that can be quickly deadly. The "Japanese Miracle" has been introduced since WW3 witch can reduce or negate background radiation.
The police uses cyborgs and intelligent tanks as weapons. Speaking of cyborgs: They were deployed in the dawn of WW4 (30 years ago) and many people have been turned into 98% cyborgs.
Since this anime is fairly known throughout the world I think I'll use some words that some won't understand. In this case I apologise.

You are confusing both of Shirow Masamune's pivotal works. Appleseed, which takes place roughly in 2120, has two more world wars, with a nuclear WW3 in 1996 and non-nuclear WW4 in 1999.

The only obvious clue to any sort of widespread conflict in any Ghost in the Shell material occurs in the two TV series, where there are numerous episodes dealing with refugee and veterans issues. The TV shows suggest a widespread panasian conflict that seems to involve most of the easternmost continental nations and the various archipelagos of the western pacific rim, with the refugee problem literally crushing the economies of neutral nations in the region (namely Japan).

Aside from that, very nice work.
 

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