Risus in The Shell: Life On The Streets
Risus in The Shell: Life On The Streets
Risus in The Shell: Life On The Streets
BY ZAMIEL AL'SHAITAN
SOURCEBOOK INFORMATION
Risus in the Shell: Life on the Streets is a sourcebook by Zamiel Al'Shaitan for
Risus: the Anything RPG by S. John Ross. In this sourcebook I will present the background
information for running a Ghost in the Shell themed campaign, revolving around the
characters “on the street” - the street thugs, vigilantes, hackers and the like.
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.
CHARACTER CREATION
Characters should be created using 10 dice, plus one for hook and one for tale, double
pump cliches are allowed (and encouraged) and funky dice are not used. Characters are
“street operatives” - characters without (current) military or police affiliation, and quite
often on the wrong side of the law. They may be absolute criminals, or grim vigilantes
stalking the streets bringing down the criminals that the law can't.
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.
COMMON CLICHE
As always, this is only a sampling of possible cliche. Feel free to come up with
your own cliche befitting of a dark near-future campaign (with GM approval, of course).
Cliche Description
Ex-Cop You used to be with Public Peace, but now you're not. Either you
retired, or were kicked off the force, you still have your skills but not
the benefits of a Public Peace armory or pseudomilitary status.
Cyborg Cyborgs are rather common in 2029, from the common prosthetic bodies
used to “cure” quadriplegics, to the combat cyborgs created by MEGATECH
for use by Section 9. The Cyborg cliche not only gages the power of the
cybernetic body, but also the user's skill in manipulating it.
The character should also note what abilities the body has, and whether
it's a civilian prosthetic body or a blackmarket military cyborg body.
Doctor You're a medical doctor, whether you have the shiny glass-and-gold
framed diploma that says so or not. Maybe you went to Med School,
maybe you did a stint in the military, maybe you just practiced until you
started getting things right (poor kitties...) - but the point is, now you're
not too bad. You're capable of all manner of doctorly-tasks such as
diagnosing and treating illnesses (easy task), and stopping the bleeding
from a sucking chest wound (moderate) to installing cybernetics (darn
difficult). You might be a respected doctor with a storefront practice, or
you may be a “street doctor”, helping those in need for little or nothing
in return.
Cliche Description
Drifter You're a drifter - a rover, wanderer, nomad, vagabond – call it what you
will. You probably don't have much cash, and might not smell too nice,
but you probably have a pack of others like you to watch your back,
your bike, and loan you ammo when you run low. You can live off the
land.
Engineer You can build stuff and fix things pretty well. In the field, you can
probably get your vehicle to limp back to your hideout (at half dice) or
clear a jammed assault rifle pretty easy (easy task), but for more
substantial repairs like restoring a heavy weapon to firing order after
going full-auto with hv/ex ammo (difficult task) you'll need a shop.
You can possibly fix cybernetics, too (very difficult), but it won't be
pretty.
Information The information broker buys and sells information. They know how and
Broker where to dig up dirt on people, Public Peace and corporations. These
figures often work as middlemen, garnering information on “jobs” from
prospective employers, and hiring out street operatives.
Kid Why is there ALWAYS an annoying kid hanging around? Ok, you might be
good as bait, you might be able to go unnoticed where the
aforementioned 9' tall combat 'borg can't, but to be really honest,
you're rather useless ;-)
Media You're a journalist – might be for the nightly news, might be a writer
for the local paper, either way, you've got a knack for getting the
“dirt”. You probably have a log of every second of your life for the last
10 years on microdisc – and probably carry it on you – just in case you
need to look up a long-gone fact for your latest story.
Mercenary You're a soldier, loyal to the highest bidder. You know how to use darn
near anything that goes “BANG!” Be it a gun, grenade, bomb, or tank.
You're also probably pretty tough – otherwise you'd be dead already.
Cliche Description
Musician Maybe you're a cyber-hippie, or maybe you're a heavy metal rocker with
a chrome-plated skull and a guitar that doubles as an assault rifle..
Whichever.. Your greatest power is in your flocks of followers – you can
play them just as easy as that powerchord...
Programmer The typical programmer or hacker is capable of writing complex code
/ Hacker quickly, often while sleep-deprived and running on caffeine and
adrenaline alone. They are able to find information on the global
infonet quickly and easily, break-and-enter into secured systems, and
some are even capable of ghosthacking. Most have cyberbrains, and
many have multi-sectioned fingers, but few would voluntarily choose to
become full-conversion cyborgs, knowing how easy it would be to hijack
their bodies. . .
Sneak Sneaks, thieves, spies, assassins – they're all generally the same – they
use stealth (and possibly stealth technology) to fill their roles. Maybe
you walk the streets looking for an easy mark, maybe you break into
corporate facilities for data or product, or maybe you work for the
corporation, as an espionage agent, raiding (and possibly destroying)
their competition...
Street Urchin You know the streets – where to buy or sell drugs, information, or
anything else, and you probably have some street cred, but no other type
of cred ;-)
Street Vendor Maybe you sell “Polex” watches on the street corner, or pirate vid copies
at a swap meet, maybe you act as a “fence”, or even sell the latest
tweak to come out of some college student's lab kit – whatever it is,
you know how to work the streets, make a profit, and avoid the eyes of
the law. You also know how to find information – rumors and the like -
which can often be the most valuable “product”.
COMMON HOOKS
Hook Description
Bloodthirsty Death & mayhem is your gig. Sure, you could try TALKING your
way out of a situation, but nobody would sprout a sucking
chest wound that way. . .
Cyborg Syndrome You've lost touch with what it was to be human. As far as
you're concerned, you and your 'borg body are a totally
different animal than those poor, weak 'fleshies'. You might
be homicidal, or simply emotionless.
Ghosthacked The character has been ghosthacked – they may not know their
past, or they may have some subliminal conditioning that may
make itself evident at some time in the future. The GM may
decide to add or change the details of a character's ghosthack
– You've been warned <G>
Gun Shy The character doesn't like guns. Using them, being around
them, and especially not being shot (at?) by them. This is not
to say the character is a pacifist, they may just prefer to use
other means of dismemberment.
Wanted You're a bona-fide criminal, or at least Public Peace thinks you
are. Sure, it might have been a set-up, but not likely.
TECHNOLOGY
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.
Reading time is cut by 75%. It also allows an interface with computers, computer
networks, vehicles, firearms etc.
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. 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 workload.
TACHIKOMA
Tachikoma have their own AI and can act as backup or support on their own. They
can also act as an assault vehicle, and even stealth missions benefit from the Tachikoma.
The AI of the Tachikoma is actually a learning computer. During a the course of the day,
an individual Tachikoma will have its own individual experiences, but at the end of the
day all Tachikoma's under the same ownership will assimilate their data into a
mainframe, and then extract the information downloaded by their fellow units. When
in vehicle mode the driver is strapped much like a small power armor (hence owners
often referring to them as their suits). This marvelous machine is able to run along walls
and climb trees, are equipped with therm-optic camouflage, and can fire tow/grapple
lines, in addition to their assault cannon. See a sample Tachikoma in the SAMPLE NPC's
section at the end.
Drugs are as much a problem in the Risus in the Shell world, most are simply
highly-addictive euphorics, however there are some specialty drugs available to those
who know where to buy them and have a lot to spend. When on any drugs, a character
suffers a -2 to all rolls involving technical skills (anything requiring great concentration)
due to their disconnected state. GM's should feel free to create more as needed.
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.
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.
TOOLS OF THE TRADE AND BONUS DICE GEAR
MELEE WEAPONS
Melee weapons are still quite common on the streets – from metal pipes to
chains, knives and baseball bats, street thugs commonly arm themselves with these when
there aren't enough handguns to go around. Common melee weapons grant no bonus
dice to their use, however there are a few special weapon types.
HANDGUNS
Handguns are commonplace, most likely anyone found on the street will have
some flavor of 9mm or .45 on hand. Here are some of the more notable small arms of
2029.
SUBMACHINEGUNS
Submachineguns are carried (openly) only by law enforcement and military units –
they are restricted weapons, illegal for private use.
CAMOUFLAGED SMG
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
for use as a sort of last ditch effort shield (+1 die to defend). Although the Stear TMP
was used, many other SMGs can be used for this type of concealment.
RIFLES AND HEAVY WEAPONS
Rifles are commonplace, 5.56 and 7.62 being the most common caliber
encountered. Used for hunting and sport, they may be purchased openly and owned by
any citizen.
Heavy weapons are normally only available to military personnel (including S-9)
upon special request, authorized by a division leader. These are large weapons of war,
not intended for ordinary skirmishes.
SPECIAL AMMUNITIONS
Special ammunition can give you an edge in combat, however it's often “shady”
at best and outright illegal in many cases, not to mention damaging to the firearms it's
used in. Most types of special ammunition add points to cliche rolls, rather than whole
dice. For combination ammunition totaling +3 or more (such as AP/HV/AT) add 1 die.
SILENCERS (Special)
Silencers are illegal, except for covert operatives from S-6 and S-9. The current
silencers use inverse sound wave technology to electronically baffle weapon report,
making them effectively silent, even for large-caliber weapons.
Common body armor is made from synthetic fibers that are stronger than steel yet
lightweight, often over a ceramic plate core to foil “old-style” armor-piercing
ammunition. When a character wearing body armor is “injured” (loses a round of a
lethal cliche contest) the dice are deducted from the armor value first. Once the armor
is depleted, dice are then lost normally. Normally anything heavier than light armor is
illegal for public use.
QUICKIES:
Junk Car or Truck(1), Typical Car or Truck(2), Sports Car(3)
Junk Motorcycle(1), Typical Motorcycle(2), Sports Bike(4)
Armored Car(2), Armored Truck(3), “Old-style” Tank(3)
POLICE APC(3)
This is a typical APC used by many police agencies and public defense sections. It
is a fast armored vehicle with good armor, though it is unarmed.
Here are some sample NPC's for your perusal/use. These were quickly written up
to give you an idea of a “typical” RitS:LotS character.
LordZamiel.is.Dreaming
lordzamiel.is.dreaming.org
You can find all my works here, free. Enjoy.
Ghost in the Shell, and Ghost in the Shell: Stand Alone Complex, episodes 1-22.
And various other websites and fanworks I've collected, downloaded and printed over the
past few years. I would have listed them here if ANY of them still had working URL's
*DOH!*