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  #1  
Old 12-20-2005, 03:39 AM
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Skadedyr Skadedyr is offline
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[Ghost in the Shell] Section 9 RPG

So what would be your first pick for a Ghost in the Shell RPG? Full-body cyborgs, e-brains, tachikomas, offensive firewall, camouflage, terrorists, corporations, and government agencies.

I'm almost tempted to try a SLA Industries adaptation of GitS.
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Old 12-20-2005, 03:43 AM
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Re: [Ghost in the Shell] Section 9 RPG

Didn't we have this thread just last week?

Anyway, I'd use Mutants & Masterminds if I went for the relatively bright Stand Alone Complex feel. For the more gritty Movies stuff I'd use SilCore.
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Old 12-20-2005, 03:52 AM
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Re: [Ghost in the Shell] Section 9 RPG

GURPS, with Transhuman Space for the tech.
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  #4  
Old 12-20-2005, 03:55 AM
Plasma_storm Plasma_storm is offline
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Re: [Ghost in the Shell] Section 9 RPG

Try Fuzion

http://www.thefuze.com/

http://www.sysabend.org/champions/we...ro_Fuzion.html

with GURPS Transhuman Space, + others
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Old 12-20-2005, 05:09 AM
dbisdorf dbisdorf is offline
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Re: [Ghost in the Shell] Section 9 RPG

Without hesitation, Cyberpunk 2020. It gives you cyberware and netrunning out of the box. With the Maximum Metal book you get powered armors, and with the later Chromebooks (3 and 4, I think) you get total cyborg conversions.

If you wanted to stay absolutely true to the GITS style of netrunning, you'd have to add some house rules that allowed you to hack into people's cyberware. But otherwise, I'd say that the tech level and the gritty combat style are dead-on.

As second and third choices, I'd go with HERO (where I could just build all the cyberware, powered armor, and netrunning "powers" from scratch, and in detail) or else Fudge (where I could just skip all the rules fiddling, slap together some characters, and go). But CP2020 would give the best out-of-the box match, for me.
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Old 12-20-2005, 05:17 AM
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Re: [Ghost in the Shell] Section 9 RPG

Definitely Transhuman Space.
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Old 12-20-2005, 05:39 AM
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Re: [Ghost in the Shell] Section 9 RPG

Probably Mekton Z. I'd handle brain-hacking with psi-powers rules and the full 'borgs would be built as 'Oids (SMT).

I'd want something that's both a little gear-heady and at the same time resolves action scenes quickly and with a minimum of fuss and MZ is well-suited on both counts. I think I'd build the Fuchikomas as roadstrikers with lots and lots of weight efficiency.

(Note: I've only seen the original movie and read the comics - I haven't seen the SAC series)
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  #8  
Old 12-20-2005, 06:22 AM
Tamoline Tamoline is offline
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Re: [Ghost in the Shell] Section 9 RPG

My wife ran a successful game using the Ex Machina rules. I can't remember all of the conversion rules. I know Dynamic powers were used to simulate the uber hackers and Tachikomas were bought servants.
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Old 12-20-2005, 07:58 AM
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Re: [Ghost in the Shell] Section 9 RPG

Here's what I've dug up in my own wanderings on the net:

Appleseed D6 (has some Ghost in the Shell material)
Shirowtech (CP2020 conversions for Appleseed and Ghost in the Shell)

Hope this gives you some direction.

Pax et bonum,

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  #10  
Old 12-20-2005, 09:38 AM
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Re: [Ghost in the Shell] Section 9 RPG

I've actually been giving this a ton of thought recently.

M&M would probably be a good fit, but I don't know about the feel. It should have at least a LITTLE grit, and it should be possible to one-shot anyone.

Savage Worlds is a personal preference. Would let me run it without too much effort, but I'd have to come up with a good hacking minigame. Maybe adapt the mass-battle system? Hm...

Gonna say no to BESM, don't like the system.

Unisystem would be good in a pinch.

I think RandomAnime could handle it, but I'd need to amp the damage rules a mite.

Choices, choices...
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