Val CHA Cost Roll Notes 25 STR 15 14- Lift 800 kg; 5d6 HTH Damage 21 DEX 33 13- OCV: 7/DCV: 7 20 CON 20 13- 15 BODY 10 12- 18 INT 8 13- PER Roll 13- 15 EGO 10 12- ECV: 5 20 PRE 10 13- PRE Attack: 4d6 16 COM 3 12- 5 PD 0 Total: 8 PD (3 rPD) 5 ED 1 Total: 8 ED (3 rED) 4 SPD 9 Phases: 3, 6, 9, 12 10 REC 2 40 END 0 38 STUN 0 Total Characteristics Cost: 121 Movement: Running: 7"/14" Superleap: 12" Swimming: 0" Cost Powers & Skills 96 Equipment: Variable Power Pool (Gadget Pool), 75 base + 37 control cost; All Powers Must Be IIF Minimum (-1/4), Can Only Be Changed At Armory/base (-1/2) 60 Net Diving Programs: Multipower: 90-point pool; Attacker And Target Must be Linked To Net (-1/2) 12 1) m User Attack Program: Ego Attack 6d6, Reduced Endurance (0 END; +1/2) 12 2) m Command Override Program: Mind Control 12d6 versus Human Minds, Reduced Endurance (0 END; +1/2); Uses INT Instead Of EGO (-0) 6 3) m Net Search: Mind Scanning 12d6, Reduced Endurance (0 END; +1/2); Uses INT instead of EGO (-0), Concentrate (1/2 DCV, must Concentrate throughout; -1/2), Extra Time (Full Phase; -1/2), Requires Computer Interface (-1/2) 6 4) m Data Search: Telepathy 12d6, Reduced Endurance (0 END; +1/2); Uses INT instead of EGO (-0), Concentrate (1/2 DCV, must Concentrate throughout; -1/2), Extra Time (Full Phase; -1/2), Requires Computer Interface (-1/2) 12 5) m Attack Barrier: 3d6 Ego Attack, Damage Shield (+1/2), Continuous (+1), Reduced Endurance (0 END; +1/2) 2 6) m Coded Link: Mind Link: Any Mind, up to 8 at once; Can Only Be Maintained With Others Who Have Mind Link (-1) Martial Arts: Commando Training Maneuver OCV DCV Damage 4 Block +2 +2 Block, Abort 4 Choke -2 +0 Grab One Limb; 2d6 NND (2) 4 Disarm -1 +1 35 STR Disarm 4 Punch +0 +2 7d6 Strike 3 Throw +0 +1 5d6 + v/5; Target Falls 2 Use Art With Clubs, Knife 9 Cyborg Body: Armor (3 PD/3 ED) 20 Cyborg Body: Physical Damage Reduction, Resistant, 1/2; STUN Only (-1/2) 15 Cyborg Body: Does Not Bleed 2 Cyborg Body: Knockback Resistance (-1") 17 Attack Barrier: Mental Defense (20 points) 2 Cyberlegs: Running: +1" (7" Total), 1 END 8 Cyberlegs: Leaping: +7" (12" forward, 6" upward), Reduced Endurance (0 END; +1/2), No Noncombat Leap (-1/4) -2 Cyborg Body: Swimming: -2" (0" Total) (-2) Perks 2 Contact: Hacker 11- 2 Fringe Benefit: Concealed Weapons Permit 3 Membership: Agent of Section 9 Skills 16 Combat Skill Levels: +2 with Combat 10 Combat Skill Levels: +2 with Firearms 10 Data Jack: +3 with Computer-Related Skills; Requires Interface Capable Computer (-0), Requires Accessible Datacable (-1/2), 3 Acrobatics 13- 3 Breakfall 13- 3 Bureaucratics 13- 3 Climbing 13- 3 Combat Pilot: Fuchikoma 13- 3 Computer Programming 13- 5 Fast Draw (Firearms) 14- 2 KS: Criminal Law and Procedure 11- 4 KS: Espionage World 14- 4 KS: Terrorist World 14- 2 PS: Section 9 Operative 11- 5 Shadowing 13- 3 Stealth 13- 3 Streetwise 13- 3 Systems Operation 13- 5 Tactics 14- 4 TF: Common Motorized Ground Vehicles, Fuchikoma, SCUBA 4 WF: Small Arms, Knife, Thrown Knife 411 Total Powers & Skills Cost 532 Total Character Cost 200+ Disadvantages 15 Distinctive Features: Cyborg (NC) 15 Hunted: Assorted Terrorists (As Pow) 11- 10 Hunted: Other Governmental Departments (MoPow, NCI, Watching) 8- 20 Hunted: Section 9 (MoPow, NCI, Watching) 14- 15 Physical Limitation: Cannot Swim (needs specialized flotation device) (I, F) 15 Physical Limitation: Does Not Heal Body; Must be Repaired (F, G) 10 Physical Limitation: Requires Specialized Medical Attention (I, G) 5 Physical Limitation: Weight (~400 pounds) (I, S) 15 Psychological Limitation: Emotionally Detached, Cannot Form Strong Friendships (C, S) 15 Psychological Limitation: Quick-Tempered And Sharp-Tongued (C, S) 15 Psychological Limitation: Rebel -- Does not respond well to authority (C, S) 5 Reputation: Agent of Section 9 8- 5 Rivalry: Agents of other security departments (Prof.) 15 Social Limitation: Secret ID (Section 9 Operative) 20 Social Limitation: Subject To Orders (VF, M) 137 The Ghost In The Shell Bonus 532 Total Disadvantage Points Optional Powers: 100 Entering Cyberspace (Ghosting): Duplication (creates 500-point cyberspace form), Altered Duplicate (100%; +1), Reduced Endurance (0 END; +1/2); Original Character Is Incapacitated And Helpless While Duplicate Exists (-1), Requires Computer Interface (-1/2)
Major Motoko Kusanagi is the central character of Shirow Masamune's 360-page manga Ghost in the Shell. GITS presents us with a near-future world (2029 to be exact) where advancements in neurochips (organic microchips) has enabled the creation of artificial humans (androids) and full-body cyborgs. It is a semi-dark future (not as depressing as the average cyberpunk setting, but certainly not the optimistic setting of Star Trek), in which artificial humans are bought and discarded like appliances, and the question of who is a human and who's not is confused by the presence of highly-capable Artificial Intelligences. Needless to say, GITS greatly influenced elements of my own Kazei 5 worldbook and setting.
The Major herself is a member of the elite (and highly secretive) anti-terroist unit known as Section 9. She is the unit's commander, and in charge of finding evidence of criminal activity (which includes such things as illegal cyborgs shops, counterespionage, smuggling, and internal affairs). She has extensive military experience, and has been involved in various convert operation in her past (up to and including assassinating a possible defector).
Kusanagi seems to be very emotional detached. She has her current boyfriend fully checked out by Section 9 (even though he works in Section 6), she tells Togusa (one of her operatives) that he was going to die soon -- the sooner the better for his wife, and she seems very detached and unconcerned in court after killing a kid/suspected terrorist. Kusanagi is also very sharp-tongued and quick-tempered, chewing out Togusa several times, throwing objects at Batou's (another fellow operative) head and getting the Minister of Defense to punch himself in the face. Finally, she is a bit of a rebel (see above about the minister), who constantly call her boss "ape-face"(usually behind his back).
As a cyborg, Kusanagi is stronger, faster and tougher than an unmodified human. She is capable of leaping great distances, doesn't really bleed if cut, is hard to stun, and probably can't get sick (but since there may be viruses tailored to mechanical bodies in the GITS universe, I wasn't certain if she should have the appropriate Life Support or not). Interestingly enough, Kusanagi cannot swim, since her weight to power ratio is such that unassisted, she'd sink like a rock. Actually, Kusanagi can swim if she wants, but has to be outfitted with a flotation vest in order to do so.
Kusanagi's most important power is her ability to "dive" into the worldwide computer network. Actually, she can enter (or "dive") into any computer system, projecting her consciousness (i.e. "ghost") into the computer in order to scan for data and/or look for other users also within the network. As a side note, these "ghost-diving" powers are not clearly spelled out in the series, and the following powers are based on conjecture and a desire to create something that could be used in a game context. A similar problem occurred when attempting to define the Visonaire powers of Lebia Mavelick from the series "Silent Mobius".
Kusanagi's powers are:
A a member of Section 9, Kusanagi can draw upon a large equipment store. This includes weapons, body armor, explosives, thermo-optic camouflage (i.e. Invisibility), sensing gear, communications gear and other items.
The Major's favorite weapon is the Seburo C-25A, which has the following stats:
Seburo C-25A: RKA 2d6, Autofire (5; +1/2), 50 Charges (+1/2) (60 Active Points); OAF (-1) (total cost: 30 points) plus +1 OCV, +1 Range Mod (8 Active Points); OAF (-1) (total cost 4 points). Total Cost: 34 Points.
Major Kusanagi is of above-average height, standing about 5'8" or so. Her hair is black and cut shoulder length, in a variation of the "pageboy" style. Kusanagi is fairly slim, and athletic in proportions, and is rather attractive.
Naturally, all of this is a sham, as Kusanagi is a full-body cyborg who weighs in excess of 300 pounds. Her brain (and possibly her spinal column) have been implanted into a complete artificial exoskeleton. Her entire body is synthetic, and heavily wrapped in sensory films to enable her to feel such things as heat, cold, pain and/or pleasure so she can experience the world around her properly (and not be driven insane by a lack of sensory data). Kusanagi (and all other cyborgs like her) can eat, sleep and experience sex, just as if they were fully organic. The major difference is that Kusanagi's body isn't alive, meaning she can suffer severe physical trauma (like having her arm shot off) with a minimum if ill effects.
As a side note, Kusanagi's body is a modified mass-production model. This means there may be other bodies out there very similar to hers. This point was driven home in the anime version of Ghost in the Shell, where the Major spots a woman (I presume she was a cyborg as well) who looks identical to her, even down to the same face and hair style. And, of course, if your entire body is synthetic, how do you know your brain isn't synthetic as well? That your thoughts are those of a computer and not an organic mind? This theme runs through the manga Ghost in the Shell and was also somewhat central to my own Kazei 5 campaign.
In general, Kusanagi's disadvantages should be fairly clear. Her cyborg body can be detected in various ways (including weight sensors); she is pursued by old enemies and terrorist groups she has tangled with in the past; her cyborg body means she can't swim normally and requires constant checkups and tune-ups to operate properly; she has built a tough rep for herself; doesn't care much for many of the agents in other Sections; has a classified identity and is closely monitored by her Section and her government.
(Major Motoko Kusanagi created by Masamune Shirow, character sheet created by Michael Surbrook with help from Mark Doherty)
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