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Thank you for your support. Over 85% of you have now completed the Pledge Manager and should have received the Rulebook PDF. We hope you're already enjoying exploring the world of The Ghost in the Shell Tabletop RPG!
As a reminder, if you are a Pay Over Time backer, you will receive your Pledge Manager survey once all four payments are completed; however, if you'd like to access the Rulebook PDF early, we can manually send it to you. Please send your details and request to [email protected].
This is a huge passion project, and game designer Alessio Cavatore wanted to share a short thank-you video now that the campaign has finished, before we get our heads down to finalise all the files.
Rulebook Feedback
Please leave your feedback here: The Ghost in the Shell Rulebook Feedback
This feedback form is to help us correct typos, grammatical errors, unclear rules or any contradictions before the rulebook goes to print. Please note that we cannot make any substantial changes to the rulebook as The Ghost in the Shell Rulebook has already undergone a rigorous approval process with Kodansha and Shirow Masamune to reach this stage.
Feedback is open until September 23rd - Thank you!
What's next?
The first bonus mission, "Puppets on a Wire", is the closest to being finished, at around 32 pages across its 8 parts. We'll share more about its progress once we're able!
This project has been a new process for us, both in delivering a Rulebook PDF immediately after the campaign ended and sending mission PDFs as they are written. Our goal was always to let you get to the fun of play faster, with the rest of your rewards following on the usual timelines. We've already had messages from the community about playing, and we hope many more of you will be able to jump into Section 9 and start playing over the coming months.
Until next time, thank you for joining us on this great adventure.
- Ross and Team Mantic
Yesterday we sent the smoke test, and as it appears to have gone smoothly, we've now sent survey invites to everyone. Section 9 awaits!
Surveys take a little while to go out, so I'd allow 24 hours for them to show up in your inbox.
For those who receive the email today:
Your Rulebook PDF is available to download on the confirmation screen once you confirm your pledge.
If you Paid Over Time, your Pledge Manager survey arrives after your final payment has cleared. However, we know many of you are excited to get playing, so if you want to access your Rulebook PDF earlier, send us an email with your backer details to [email protected] and we can get that sent out to you manually. Just allow us 24-48 hours to resolve your query. Unlike other backers, we have to manually step in to make this happen before your payment is completed.
This is a new process for us, so we appreciate your patience. If you have any questions, let me know!
- Ross and Team Mantic
Soon, a lucky 5% of you will receive an email from us with a special link to your BackerKit survey. It’s essential to respond to your survey as quickly as possible since we need this information to fulfil your rewards and, more importantly, ensure the Pledge Manager is working correctly.
This process, known as a smoke test, allows us to verify that everything is set up correctly before we send the surveys to the remaining 95%. If you haven't received an email, don't be alarmed; if all is good with the smoke test, you should receive your invite tomorrow.
For those who receive the email today:
Your Rulebook PDF is available to download on the confirmation screen once you confirm your pledge.
- Ross and Team Mantic
What a wild last day. Between the 35C/95F heat and that 8 hour backer train taking us into overtime, today has been one heck of a ride. As this campaign closes, I wanted to send a huge thank you from myself and the whole team. We've really appreciated your enthusiasm, curiosity and kindness during this campaign. It's been a wonderful one to be a part of.
I've named this update Campaign Epilogue, but really it's a prologue to the stories yet to come. Your journey into Section 9 is just beginning. More on that below!
Whether you're new to crowdfunding or not, now is a great time to go through the next steps so you know what to expect and can ask any questions you need to in the comments below.
A common question during the campaign is when and how can you get the Rulebook PDF. This ties directly into the Pledge Manager process that everyone needs to take, so let's go through those steps below.
- Once the campaign ends, your pledge is fully charged (Pay Over Time is taken in instalments).
- BackerKit processes these payments and gives you time to fix declined or failed cards. This process will take around 14 days. After this, we receive the campaign funds.
- At around 14 days, you will receive a Pledge Manager survey (via email, but I'll share an update too) where you will:
- Confirm your shipping address
- Finalise your pledge
- Purchase add-ons or extras
Note: Shipping will be charged closer to the fulfilment of physical items - Once you've completed the Pledge Manager, you'll receive the Rulebook PDF!
- After this we'll share the bonus missions as they are finished. These will be sent via BackerKit and I'll be sure to post an update incase you miss the email.
The above is great for knowing when to expect the Pledge Manager, Rulebook PDF and missions, but let's zoom out a little further to view the fulfilment of all other items. Here is our estimated timeline at this stage.
2026
AUG: Crowdfunding ends. Late Pledges become available.
AUG: Physical refunds can be issued at 90% (due to platform fees). Digital PDF is non-refundable once downloaded.
AUG: Pledge Manager opens.
OCT: Pledge Manager closes.
DEC: Order confirmed with the factory. No refunds are available beyond this point.
2027
JAN: Pre-production Feedback
FEB: Manufacturing begins.
APR: Shipping addresses are now locked in the Pledge Manager.
APR: Pledges are shipped to regional hubs.
MAY: Fulfilment of pledges from hubs to backers.
If anything changes with these timelines, we'll be sure to keep you up to date.
Thanks to everyone who has voted so far on which VTT platform you want to see The Ghost in the Shell TTRPG on. Over 300 of you have voted, so I've extended the poll by a few days to give all the new backers a chance to participate. Please have your say below.
Your support of this campaign and participation in this vote have made us think that VTT for this game IS POSSIBLE. While we're not quite ready to guarantee this will happen (yet), we've been speaking with all the relevant people to understand the landscape, platforms, and costs involved. Just to set expectations for development, it takes around 12 weeks, so if we did proceed, this wouldn't happen overnight.
We'll be making decisions on this very soon and will, of course, keep you all updated.
Expect monthly updates big and small, as we continue to work on the project. Our next update will focus on the Pledge Manager (and perhaps more news on VTT), but whatever the news we'll stay in touch until your pledges are finalized.
Until next time, thank you for joining us on this great adventure.
- Ross and Team Mantic
They say that time flies, and it really has, as somehow we're now entering the final 48 hours. Whether you've been with us since day one or are one of the many people just arriving, thank you for supporting our work in creating this game and making this such a fun campaign to run.
In our last update, we asked you which Virtual Tabletop platform you'd want to see this game appear on. If you're a VTT player, be sure to have your say.
If you are a GM, or someone who simply wants to get a better look at the game, this series will give you great insight into the experience of play. We hope you enjoy!
Episode 1 - The Story Begins
Episode 2 - The Rescue Attempt
Episode 3 - Trickle Down Tinderbox
Thanks for all your Support
Don't forget to vote in the trivia poll below! Until next time, thank you for joining us on this great adventure.
- Ross and Team Mantic
As we enter our final week we've passed another landmark, with 3000 agents ready to enter the world of Section 9. As we look to the future of the game, there's one topic we've kept returning to, Virtual Tabletop. In this update, we'd love to hear your thoughts on that subject.
What is Virtual Tabletop?
VTT is software that lets people play traditional tabletop games, especially RPGs, online. VTT's let you connect through a digital platform that provides things like maps, character sheets, dice rolling, and communication tools.
Read this beginners guide to find out more.
Why should I be interested?
There's a whole bunch of reasons (like communication tools, automated dice, character sheets), but the biggest reason is that you can organize and play games with people anywhere in the world.
How do I share my thoughts?
Please vote for the platform you'd love to see The Ghost in the Shell TTRPG on most.
If we did proceed, this would most likely be offered as an add-on, priced appropriately. Would you be interested? Have your say below. The more votes we get, the more likely this is to happen, now, or in the future.
ALL BACKERS GET THREE BONUS MISSIONS
- Rulebook Mission: Lost Patriot
- Bonus Mission 1: Puppets on a Wire
- Bonus Mission 2: The Cruise
- Bonus Mission 3: Cell Island Syndrome
All backers, from the PDF tier upwards, will now be sent THREE BONUS MISSIONS as digital PDFs once they are finished and approved by Kodansha. Backers with the Collector's Edition Hardback, will also have these included included within their printed book.
Find out more in the "Missions" section of the campaign page.
BONUS MISSION 3: Cell Island Syndrome
Backers will receive 'Cell Island Syndrome' mission as a separate digital PDF as soon as it's ready.
Thanks for all your Support
Until next time, thank you for joining us on this great adventure.
- Ross and Team Mantic
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Project Update: Thank You From Alessio, 85% of Pledges Complete and Rulebook Feedback
Thank you for your support. Over 85% of you have now completed the Pledge Manager and should have received the Rulebook PDF. We hope you're already enjoying exploring the world of The Ghost in the Shell Tabletop RPG!
As a reminder, if you are a Pay Over Time backer, you will receive your Pledge Manager survey once all four payments are completed; however, if you'd like to access the Rulebook PDF early, we can manually send it to you. Please send your details and request to [email protected].
This is a huge passion project, and game designer Alessio Cavatore wanted to share a short thank-you video now that the campaign has finished, before we get our heads down to finalise all the files.
Rulebook Feedback
Please leave your feedback here: The Ghost in the Shell Rulebook Feedback
This feedback form is to help us correct typos, grammatical errors, unclear rules or any contradictions before the rulebook goes to print. Please note that we cannot make any substantial changes to the rulebook as The Ghost in the Shell Rulebook has already undergone a rigorous approval process with Kodansha and Shirow Masamune to reach this stage.
Feedback is open until September 23rd - Thank you!
What's next?
The first bonus mission, "Puppets on a Wire", is the closest to being finished, at around 32 pages across its 8 parts. We'll share more about its progress once we're able!
This project has been a new process for us, both in delivering a Rulebook PDF immediately after the campaign ended and sending mission PDFs as they are written. Our goal was always to let you get to the fun of play faster, with the rest of your rewards following on the usual timelines. We've already had messages from the community about playing, and we hope many more of you will be able to jump into Section 9 and start playing over the coming months.
Until next time, thank you for joining us on this great adventure.
- Ross and Team Mantic
Engaged with this project 20+ times 🌟
So I have an associate who's been kicking around ideas for player characters with me. I'll give you one he came up with, and ask the community how they think it'd be possible to deploy this in a reasonable fashion in the game: The PC in question is a former intelligence officer from whatever we're calling Russia in this game. He's fully cyberized like the Major, with a body that looks at least two decades younger than his brain's actual age, but unlike her the people who built his new body didn't have consistent access to top-of-the-line components, and as a result his body doesn't have quite the same level of physical superiority -- in fact it gives him a few problems similar to a human body about his real age. It was Aramaki, just before the creation of Section 9, who convinced him to defect on the promise of obtaining upgrades for him, one part at a time; having faked his death, he now deploys his skills in surveillance, wiretapping, and close-quarters gun combat for the Ministry for Home Affairs. So what would you recommend for implementing this? I think it's interesting enough that I'd let his creator try it -- the defective cyborg body seems like a way of keeping him from physically outshining the rest of his team. (His creator also decided he's going to have the Addiction setback -- after he realized his new body wasn't susceptible to cancer or lung disease, he rapidly became a chain smoker.)
Engaged with this project 10+ times 🌟
I just wanted to share my experience GMing Lost Patriot and my players' feedback. First, our progress has been slow as we have been stopping to discuss and really learn the rules/mechanics. We've had two full sessions and are just starting part 3 (the players have learned of Lloyd-Cook's kidnapping and have found the boat, but we ended the session before getting stuck into the action scene because it was getting a bit late). The characters are Niet - a foreigner (Irish) who's reason for joining Section 9 is a mystery. He's an explosives expert and the teams "tank". Kenjiro - a former spy who worked undercover in the US before his cover was blown on mission. He made enemies and has joined section 9 in hopes of keeping a low profile and putting his skills to use. Hiro Osaki - a former yakuza who got his spine broken in a job gone bad. While in prison he was offered a cybernetic replacement and a pardon if he joined Section 9. The simulation - They handled it well, Kenjiro snuck in through the lobby to access the building's cameras, Hiro used a grapnel to climb the side of the building and repel into the apartment, Niet used a grapnel to swing from the building across the street, flash banged the whole room, including the hostage (Batou docked their performance score for that). They then systematically took out each terrorist and succeeded pretty handily. Syke - Kenjiro went to the local PD to see what they know and learned about the influx of weapons in the entertainment district. Hiro and Niet went to see one of Hiro's old underworld contacts, got into a small scrap with a Blue Eyes gang member, and learned about Syke. They then inflitrated the flat. Hiro snuck up the fire escape to get a view of Syke inside the flat, Niet went into the bar on the ground floor to watch the door so Syke couldn't run out while Kenjiro went up the main stairs to confront Syke. Kenjiro (with an exploding Presence die) convinced Syke to let him into the flat. Syke drew a gun from under a table before opening the door (Hiro noticed from outside and warned Kenjiro). Niet noticed the Blue Eyes gang members roll up and the team assumed that they were there to help Syke. Taking the initiative, Hiro decides to shoot Syke and injures his gun arm. Syke screams and the gangers rush the stairs/door to the flat. Niet follows behind. The lead ganger draws a hand canon and points it at Syke. Hiro leaps in an stun batons Syke. Kenjiro tries to calm the situation causing Syke to offer to talk if they don't let the gangers get him. Firefight happens, we spend time deconstructing the differences between dodge and dive for cover. Hiro ends up shooting out (destroying) one ganger's right leg. Kenjiro shoots out another ganger's right leg. The third ganger who was in a knife fight with Niet decides to retreat. Hiro chases him down and shoots out his right leg. They take Syke back to HQ for interrogation, learn all that there is to learn, infect him with interceptor nanites and make him call Lost Patriot with a bogus story about Syke having a group of nationalist paramilitary who need weapons. Lost Patriot calls Syke back, says he wants to help but has more pressing matters right now. Kenjiro, who is monitoring the nanites notices the boat clue. Then the emergency meeting about Lloyd-Cook's kidnapping and a bit of RP to find his location and that's where we are as of today. Things the players noted: They love the mission maps. They are clear enough to know where things are without the ambiguity of vaguer implementations of "zone based combat" without the strict restrictions of full on grid based battle maps. They also noted that they would be very easy for a GM to make on the fly. It took a while to figure out the value of different defensive options. Not that the rules are unclear, just that they brought some assumptions (like Dive for Cover was assumed to also be a dodge, even though there is nothing that says that) and we had to reread and discuss the dodge and dive for cover rules a couple times before they clicked. In the first session, they were kind of cold on the 3-point Ghost Whisper effect, but once they realized that to dodge most gunshots they would need at least an 8, often more, they quickly admitted the value and two people burned 3 GW to avoid taking bullets. They like the Requisition system as a means of choosing specific gear for their mission (they spent about 30 minutes discussing and planning their load outs for the rescue mission), but they are feeling how much they have to sacrifice when they want a specific, high cost item (in this case Therm-optic camouflage). Niet's player was bummed out when he asked if he could bring a fuchikoma and I said "no". Overall I'm enjoying GMing it and the group is enjoying playing it.
Engaged with this project 20+ times 🌟
A guide for creating special skills. One thing I think Mantic could do for *Ghost in the Shell* players is create a guide for developing special skills to serve as a reference. Such a guide would allow Game Masters and players to create skills accordingly while ensuring balance and preventing the game from breaking—especially since special skills function more like advantages than innate or learned abilities.
Previously backed this creator's crowdfunding project
Engaged with this project 10+ times 🌟
Came up in a game tonight - what is 'superior' about this over just a wired connection? Thoughts were it might stop the danger of being hacked back on a failure. Cheers
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