Ghost in the Shell -- Known Events

A D V A N T A G E S     &     D I S A D V A N T A G E S

Taking a radical departure from D20, now Players Characters can give them a much-needed initial XP boost by taking deficits in their character. Unlike other games, there are not pages and pages of them. In addition, a character can spend XP and get new abilities and even attribute boosts.

In the future, disease and bodily injury can be fixed rather easily with Micromachines and Cybernetics. It also should be noted that these are all organic abilities and not brought on by cybernetics. If you take a Strength boosting advantage, it’s gone the moment you switch to a Cybernetic body. Disadvantages stay with you from Character Generation on. If one wants to remove one (GM discretion and usually only for Physical or Psychological ones) later on, they must role play the experience AND spend the x2 the bonus they got during PC generation (yup, x2). They might have to spend XP for a cybertnetic as well.

Some Advantages and Disadvantages have mirrors and both should not be taken. These can ONLY be chosen at Character Generation and not bought later on. Also, the GM has control over how many a PC can take. I suggest no more than 3 on either side. Unless specified, double choices don’t stack. Taking 2 Fast Reflexes, for example, will not give you +4 Dex.

Table: Advantages and Disadvantages

Advantages

XP Cost

Description

Ally

500 - 2000

Character gains an ally offering physical or hacking assistance.

Contact

200 - 1000

Character gains an information source.

Eidetic Memory

500

+2 to all Knowledge skills of 1 rank or more, +1 skill rank cap.

Fast Healer

400

Double recovery and heal rate.

Fast Reflexes

1000

+2 to Dexterity permanently.

High Pain Threshold

750 / 1200 / 2000

+4 to all Fort Saves and DR 2/-, DR 3/-, or DR 4/-

Improved Charisma

1000

+2 to Charisma Permanently.

Improved Constitution

1000

+2 to Constitution Permanently.

Improved Intelligence

1500

+2 to Intelligence Permanently.

Improved Wisdom

1200

+2 to Wisdom Permanently.

Lucky

300

+2 Action points as part of her permanent pool.

Night Sight

200

see twice as far in low light.

Physical Strength Boost

1000

+2 to Dexterity permanently.

Seasoned

300

+2 to all Knowledge rolls they have at least 1 rank in (this stacks with Eidetic Memory or Cyberbrains).

Disadvantages

XP Award

Description

Addiction

200 / 400 / 800

The character has a mental addiction that simply did not go away if they acquired cybernetics.

Cybernetic Rejection

1500

The character cannot have or ever take cybernetics.

Cyberbrain Sclerosis

500 / 1500 / 2000

The character has been diagnosed…

Dependant

200 / 400 / 800

character is obligated or wishes to take care of another. They require protection, support, and help.

Decreased Constitution

700

-2 to Constitution Permanently (min3)

Decreased Charisma

600

-2 to Charisma Permanently (min3).

Decreased Intelligence

900

-2 to Intelligence Permanently (min3).

Decreased Wisdom

800

-2 to Wisdom Permanently (min3)

Enemy

Special (see below)

Someone or many people are out to get you

Low Pain threshold

450 / 650 / 1000

-4 to all Fort saves and takes

Physical Weakness

700

-2 to Strength permanently.

Slow Healer

300

Recovery takes twice as long and knockout recovers half as long.

Slow Reflexes

700

-2 to Dexterity permanently.

Unlucky

150

lose 2 Action points from you permanent pool.

A D V A N T A G E S

Ally: These are general contacts the PC can enlist upon to help when needed. These are continuous and are not considered favors. These are FRIENDS and the PC and should not take advantage of their kindness. Don’t confuse friends with Contacts or Favors. Sometimes these allies show up when not called simply because they knew the PC was in danger. Thankfully, an Ally’s power is comparable to the PCs so they maintain their usefulness throughout game progression. They are not necessarily good for information…but they may know where to get it. How powerful they are and what they can send against the enemies of the PC depends on the XP cost.

XP Cost Result
500 -2 PC power level. Can provide minor assistance or whose ability is limited to a small area. Ally only arrives when contacted.
1000 Equal to PC power level. Can bring in friends of their own or has contacts throughout the region or country. Ally may arrive under good reason or cause (30%)
1500 +2 PC power level. Ally often can bring in allies. Ally can also show up when not asked (50%).
2000 +3 PC power level. Ally has access to more weapons and most likely is a class A hacker of a military cyborg. Often shows up when needed (70%)

Contact: Not like Allies, Contacts are really only good for information and it costs the Character every time. Their usefulness depends on how often they can deliver correct information.

XP Cost Result
200 Unreliable. Gather Information / Knowledge rank (with Attribute Bonus) = +10. 20% of giving incorrect information.
400 Occasionally Useful. Gather Information / Knowledge Rank (with Attribute Bonus) = +15. 10% of giving incorrect information.
700 Creepy amount of Knowledge. Gather Information / Knowledge Rank (with Attribute Bonus) = +20.
1000 Inside Man. Contact risks life and limb talking to the Character. Gather Information / Knowledge Rank (with Attribute Bonus) = +25.

Eidetic Memory: Obviously one with a Cyberbrain gains this as well, so the ability does not stack. This is for those who cannot use Cybernetics. The PC remembers virtually any fact they are expose to. Any Knowledge skill with at least 1 rank gain a +2. The maximum level for all skill at first level is 4. With Eidetic Memory, it is now 5 (or Level +4 instead of Level +3).
XP Cost: 500

Fast Healer: An ability removed if full body prosthetics are used, the Character heals double the normal rate. Recovery takes half as long and knockout recovers twice as fast.
XP Cost: 400

Fast Reflexes: Void if cybernetics are used to replace arms, legs, OR full body, the Character gains a +2 to Dexterity permanently.
XP Cost: 1000

High Pain Threshold: An ability removed if full body prosthetics are used, the Character gains toughness to physical damage. The character gains a +4 to all Fort saves and gains Damage resistance depending on the XP spent.
XP Cost Result
750 DR 2/-
1200 DR 3/-
2000 DR 4/-

Improved Constitution: An ability removed if full body prosthetics are used, the Character gains a +2 to Constitution Permanently.
XP Cost: 1000

Improved Charisma: Void if the character has any attributes that reduce her Charisma or Charisma based skills (Like Neurochip, Poor Soul, or CCSS). The Character gains a +2 to Charisma Permanently.
XP Cost: 1000

Improved Intelligence: The Character gains a +2 to Intelligence Permanently.
XP Cost: 1500

Improved Wisdom: The Character gains a +2 to Wisdom Permanently.
XP Cost: 1200

Lucky: Born with a four-leaf clover in their but, the character gains +2 Action points as part of her permanent pool.
XP Cost: 300

Night Sight: Void if the characters eyes are swapped, they have low light vision, meaning they see twice as far in low light. They still cannot see in total darkness.
XP Cost: 200

Physical Strength Boost: Void if cybernetics are used to replace arms, legs, OR full body, the Character gains a +2 to Strength permanently.
XP Cost: 1000

Seasoned: The character has lived and seen it all. They know more about the world than the greens around them. The Character must be at least 30. However, they do gain a +2 to all Knowledge rolls they have at least 1 rank in (this stacks with Eidetic Memory or Cyberbrains).
XP Cost: 300

D I S A D V A N T A G E S

Addiction: The character has a mental addiction that simply did not go away if they acquired cybernetics. This may include eating, TV, smoking or even drugs. Either way, if they are kept away from them, the character suffers –3 to their Wis and –3 to their Con. Major addictions must be role-played and acquiring what is needed may involve heft costs.
XP Award Result
200 Cigarettes, A specific food, Working out
400 Minor Drug (Aspirin, Pain Killers)
800 Major Drug (Cyber drugs for Cyborgs)

Cybernetic Rejection: The character cannot have or ever take cybernetics. Their body possesses a fierce rejection. Even Cyberbrains are not permitted. (GM discretion on this one since many Campaigns require PCs have Cyberbrains)
XP Award: +1000

Cyberbrain Sclerosis: The character has been diagnosed and suffers from Cyberbrain Sclerosis. The character must have a Cyberbrain. Their XP award is dependant on how far the disease has spread. MicroMachine therapy holds it back but it is loosing the fight. Note: If this game is set after Season 1 of Stand Alone Complex, it can be assumed that the Murai vaccine may have been allowed to the general public. If so, the XP awards are reduced 90% as the symptoms can now be totally suppressed, meaning the bonus only applies to the annoying procedure of getting medication.
XP Award Result (unless suppressed)
500 Beginning stages. –1 to Int & Wis (min3) and an additional –1 to all Intelligence based skills (-2 total).
1500 Moderate Progression. –3 to Int & Wis (min3) and an additional –2 to all Intelligence based skills (-5 total).
2000 Final Stages. –6 to Int and Wis (min3) and an additional –4 to all Intelligence based skills (–10 total). Character has less than a year to live…

Dependant: The character is obligated or wishes to take care of another. They require protection, support, and help. They can be a friend, a little brother, or a whole family. Note that these dependants cannot be allies or contacts.
XP Award Result
200 Dependant is virtually self sufficient (younger sibling, friend) or a major dependant which is dead. Visit the grave often.
400 Dependant requires help in some regards (wife)
800 Major Dependants that require constant help (wife and kids, kids, wanted fugitive, dying relative, etc)

Decreased Constitution: Void if full body prosthetics are used, the Character incurs a -2 to Constitution Permanently (min3)
XP Award: 700

Decreased Charisma: The Character incurs -2 to Charisma Permanently (min3).
XP Award: 600

Decreased Intelligence: The Character incurs a -2 to Intelligence Permanently (min3).
XP Award: 900

Decreased Wisdom: The Character incurs a -2 to Wisdom Permanently (min3).
XP Award: 800

Enemy: The Character upset someone big time and they are out for blood. The bonus is dependant on how much the enemy is willing to throw and how far the enemy is willing to throw it. Add the two choices of the tables to get the final result.
XP Award Result
100 -2 PC power level.
300 Equal to PC power level
500 +2 PC power level.
700 +3 PC power level

XP Award Result
100 Is alone…
300 Can bring in friends to help and has contacts throughout the region or country. 400 Often brings in allies. Has ties with the military or a corporation.
600 Has overpowering influence in a corporation, the military, or in a rival government.

Low Pain threshold: Void if full body prosthetics are used, the Character hates being injured. It hurts…it really hurts. The character incurs a -4 to all Fort saves and takes more damage when injured
XP Cost Result
450 Damage inflicted is increased +15% (round up)
650 Damage inflicted is increased +20% (round up)
1000 Damage inflicted is increased +25% (round up)

Physical Weakness: Void if cybernetics are used to replace arms, legs, OR full body, the Character incurs a -2 to Strength permanently.
XP Award: 700

Slow Healer: An ability removed if full body prosthetics are used, the Character heals half the normal rate. Recovery takes twice as long and knockout recovers half as long.
XP Award: 300

Slow Reflexes: Void if cybernetics are used to replace arms, legs, OR full body, the Character incurs a -2 to Dexterity permanently.
XP Award: 700

Unlucky: Accident Prone, the character looses 2 Action points from her permanent pool.
XP Award: 150