Monday, November 25, 2013

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Sunday, November 24, 2013

Sample Character: Thor Hidol

Hello friends, in collaboration with my grandfather I've created a sample character in an alternate settling (modern day) to our own. Below is the background of that character, Thor Hidol, as well as links to his completed Character Sheet and to his GURPS Character Assistant File.



Sample Character: Thor Hidol's Background

A native of New York City born to immigrant Scandinavian parents in 1983, Thor worked mightily to bring both himself and his family out of the tenement housing that he grew up in. He transformed his parent's single struggling bakery into New York's finest foods supplier off the profits he garnered from the smuggling operation that lies at the core of his business's success. He deals in arms, drugs, human, and every other sort of trafficking for all manner of purposes and clients.

Like his namesake, Thor is charming, strong, and rash. The local government of New York serves as his patron on many an occasion and he has developed a relationship with the mayor's office, the NYPD, and the District Attorneys Office, among others. There is a cautious tension present as they are yet unaware of his criminal identity.          

Monday, November 18, 2013

Honorbound - Introduction

During the waning years of the 15th century, many of the peasants in the countryside and the rural villages began to feel the mighty weight of taxation to support the various daimyo's military establishments. With many of the local samurai afield, it wasn't long before the hushed whisperings of uprising began to spread. The Ikkō-ikki, a resistance purportedly operating for the common people, rose up organically across the provinces of Japan. Craftsmen, peasants, monks, ronin, bandits, sorcerers, and even ninja are rumored to be among its ranks.

Meanwhile, the Oda and Chōsokabe clans are having a major dispute. Due to each clan's holdings and respective alliances, the looming war could threaten the uneasy peace that covers the realm. Do you side with the masses, back one of the leading clans, or attempt to bring peace to the land? Will you exploit the instability or defend the reign of the shogun? Or will you sit back and watch the world burn?

- Sam

p.s.  An example character is soon to come!
    

Thursday, November 7, 2013

Password protected downloads

GURPS Resources and GURPS Character Assistant are now password protected. Facebook message, text, email, or otherwise get ahold of me to download the files.

- Sam

Click to download Honorbound Campaign Outline

http://www.mediafire.com/view/h4proynkhi5rlj3/CampaignPlanning-Fillable.pdf

Character Templates

A character template is a list of attributes, advantages, disadvantages, and skills that a player can choose from to build a specific character type quickly, without neglecting important abilities or becoming bogged down in the rules. The point costs of these abilities are listed; their total is the “template cost.” The player pays this cost, selects the options desired, writes those abilities down on his character sheet and spends any remaining points to customize his character. Templates are optional guidelines, not rules. Templates are just a way of speeding up character design; they have no in-play effects and are not discounted package deals. The abilities listed are only suggestions, just like those in the Character Types sections of other GURPS books. The player can alter any or all items on the template, or just use it for inspiration during ordinary character design.


Bijutsuka (Artist) or Geinin (Entertainer) 40 points

Artists come from all social ranks. Amateur artists wander the roads, drawing scenes or composing poetry – and bartering their work for their stay at an inn if the innkeeper is willing. Troupes of professional actors, dancers, and singers also wander the country, performing (and residing) at the local theaters. Lower-class street entertainers beg for money and entertain the public with their songs, stories, and sleight of hand. This is a good cover for a ninja (being that the ninja is not a lawful profession in Japan), though few ninja would have time to become good at entertaining.

Attributes: ST 10 [0], DX 11 [10], IQ 12 [20], HT 10 [0].
Advantages: 15 points from Appearance [5 or more], Charisma [5/level],
Literacy [5], Musical Ability [1/level], Patron [varies], Reputation [varies],
Versatile [5], and Voice [10].
Disadvantages: -20 points from Alcoholism [-15], Gregarious [-10], Jealousy
[-10], Obsession [-5 to -15], Poverty [-10], Reclusive [-10], Sense of Duty
[varies], Status -1 [-5] (for street entertainers), and Workaholic [-5].
Primary Skills: 8 points in one Artistic skill (difficulty varies) or Acting or
Performance, (both M/A).
Secondary Skills: 2 points in each of two more Artistic skills, Acting or
Performance.
Background Skills: A total of 3 points in Savoir-Faire, Scrounging (both M/E),
Merchant, Streetwise (both M/A) or Carousing (P/A; HT).


Busso (Buddhist Priest)
and Kannushi (Shinto Priest) 65/75 points

Becoming a Buddhist priest means renouncing one’s inheritance. A political figure might be forced to do so – or choose to do so to stop wasting time at lengthy social and religious rituals. Some temples disown priests who are not devout ascetics; some priests live by themselves or wander the roads, keeping vows of varying degrees of strictness. Buddhist priests shave their heads, wear black robes, and pray using a rosary.
A few devout Buddhist priests live in the wilderness and are rumored to know magic. Some priests claim to cure the sick by exorcising evil spirits. Physicians officially rank as Buddhist priests but they may marry.
Shinto priests claim to be able to win the favor of the kami (spirits) by singing, dancing, playing music, and offering sacrifices of food and sake. Contact with blood or sickness requires ritual purification.

Attributes: ST 10 [0], DX 10 [0], IQ 14 [45], HT 10 [0].
Advantages: Clerical Investment (Rank 1) [5], Literacy [5], Status 1 (for kannushi)
or 2 (for buss½) [5 or 10], and 15 points (10 points for buss½) from
Clerical Investment (Rank 2+) [5/level], Patron (Temple) [varies], Pious [5],
and Status [5/level]. In a campaign where their mystical powers are real,
select a total of 25 points (20 for buss½) from the list above and Blessed [10],
Divine Favor [varies], Oracle [15], and True Faith [15].
Disadvantages: Disciplines of Faith (Devout Buddhist or Shint½ Priest) [-5], and
-30 points in Charitable [-15], Duty (to Temple, non-hazardous) [-5 or -10],
Fanaticism [-15], Honesty [-10], Intolerance (Religious) [-5 or -10], Pacifism
[-15 or -30], Poverty [-10 or -15], or Sense of Duty [varies]. Buss½ must
include Pacifism (Self-Defense Only).
Primary Skills: Performance/Ritual (M/A) IQ [2]-14, Theology (Shintoism or
Buddhism) (M/H) IQ [4]-13/19. Buss½ add Meditation (M/H) IQ [4]-14;
Kannushi add Naturalist (M/A) IQ+1 [4]-15.
Secondary Skills: A total of 10 points in Occultism or Teaching, both (M/A),
Diplomacy, Exorcism, History, Meditation or Psychology, (all M/H). Buss½
can also select Language (Chinese or Sanskrit) (M/A); kannushi can also
select Sacrifice (M/H).
Background Skills: A total of 5 points in Singing (P/E; HT), First Aid (M/E),
Administration, Research or Writing, (all M/A), Law (Religious), Meditation
(M/VH), or Combat/Weapon skills (unarmed only for kannushi). Buss½ can
also select from Flower Arranging or Gardening, (both M/E), Musical
Instrument (Shakuhachi or Taiko), and Tea
Ceremony, (both M/H). Kannushi can also
select from Dancing (P/E), Animal Handling
(M/A), and Botany, Musical Instrument (Sh½),
and Zoology, (all M/H).

Customization Notes: In campaigns where magic works, and particularly those which take other historical liberties, kannushi may fill the role of typical fantasy druids – add Power Investiture and some spells from the Animal and Plant colleges. Kannushi are forbidden to use curative spells.. Busso can also take Power Investiture and learn spells from the Healing and Protection & Warning colleges, as well as Bless, Create Well, and Dry Well.

Dorobo (Thief) or Sanzoku (Bandit) 80 points

Sanzoku and dorobo come from all social ranks. Some end up as ward guards or judge’s assistants; others are executed for their crimes. Sanzoku can find many opportunities to ply their trade unmolested during the Warring States Period – the authorities are too often occupied with protecting their borders
rather than looking after the individual traveler. During times of peace like the Late Tokugawa Era, the thieves have to be a bit more discreet, but they can still practice their craft. Especially during the two
major famines that strike Japan during this time, the thieves may have an opportunity to play Robin Hood and return some of the taxes (taken in rice) to the peasants who are in dire straits.

Attributes: ST 11 [10], DX 13 [30], IQ 12 [20], HT 11 [10].
Advantages: 15 points from Alertness [5/level], Ally or Ally Group [varies],
Contacts [varies], Danger Sense [15], Luck [15], and Night Vision [10].
Disadvantages: Status -2 [-10] and -20 points from Bully [-10], Compulsive
Behavior (Gambling or Spending) [-5 to -15], Disowned [-5 or -15], Enemy
[varies], Greed [-15], Illiteracy [-5], Loner [-5], Obsession [-5 to -15],
Overconfidence [-10], Poverty [-10 or -15], Reputation [-5/level], and Sense
of Duty to the peasantry [-10] or to a particular household or village [-5].
Primary Skills: Area Knowledge (city or province) (M/E) IQ [1]-12, Streetwise
(M/A) IQ+2 [6]-14, and one of Intimidation or Lockpicking, both (M/A)
IQ+3 [8]-15, Pickpocket (P/H) DX+1 [8]-14, or Stealth (P/A) DX+2 [8]-15.
Secondary Skills: Any three of Holdout, Lockpicking, Shadowing, Survival,
Tracking or Traps, (all M/A) IQ [2]-12, Knife (P/E) DX+1 [2]-14, Climbing,
Shortsword or Stealth, (all P/A) DX [2]-13, Escape or Pickpocket, (both
P/H) DX-1 [2]-12, or Running (P/H; HT) HT-1 [2]-10.
Background Skills: A total of 4 points in Combat/Weapon skills, Gesture
(M/E), Fast-Talk, Gambling, or Merchant, (all M/A), or other unchosen
skills listed above.

Geisha 61 points

Geisha are literally “art people” – as are the entertainers (geinin) above. The geisha is a specialized entertainer, however, and always female. They entertain their influential clients at banquets, and the entertainment consists of dancing, singing, conversation, and playing the samisen. They may have many clients, but some favored clients may pay the significant costs for their elaborate kimono and their continuing fine-arts education. Geisha are not prostitutes, but geisha may be hired to entertain for courtesans and their clients. And it is not uncommon for a geisha to be intimate with some of her own patrons.The geisha occupation originated when the government begins licensing pleasure quarters in the larger cities (Edo’s pleasure quarter is Yoshiwara; Kyoto’s is Shimabara).

Attributes: ST 9 [-10], DX 11 [10], IQ 12 [20], HT 12 [20].
Advantages: Fashion Sense [5] and 20 points from Appearance [5 or more],
Charisma [5/level], Cool [1], Empathy [15], Literacy [5], Musical Ability
[1/level], Patron [varies], Sensitive [5], and Voice [10].
Disadvantages: Duty (to okiya, or geisha house, quite often, non-dangerous)
[-5], Social Stigma (Valuable Property) [-10], Status -1 [-5] and -10 from
Duty (Involuntary) [an extra -5], Gregarious [-10], Illiteracy [-5], Jealousy
[-10], and Poverty (Struggling) [-10].
Primary Skills: Bard (M/A) IQ+2 [6]-14, Savoir-Faire (M/E) IQ+2 [4]-14, and
one of Dancing (P/A) DX+1 [4]-12, Musical Instrument (Samisen) (M/H) IQ
[4]-12, or Singing (P/E; HT) HT+2 [4]-14.
Secondary Skills: Any four of Make-Up or Origami, (both M/E) IQ+1 [2]-13,
Professional Skill (Hairdresser) or Performance, (both M/A) IQ [2]-12, Sex
Appeal (M/A; HT) HT [2]-12, Carousing (P/A; HT) HT [2]-12, or two
points in an unchosen primary skill.
Background Skills: A total of 4 points in Flower Arranging (M/E), Poetry
(M/A), Artist or Tea Ceremony, both (M/H), or Calligraphy (P/A).

Customization Notes: In a campaign with 100-point characters, this template
leaves a lot of room for flexibility (taking 10 more points of disadvantages and 5
quirks will leave 54 points still to be spent). Those will be needed to provide a
way for the geisha to both be useful in an adventure (not every problem can be
solved with clever conversation) and the ability to go on an adventure in the first
place (a powerful Patron, lots of Luck, an Unusual Background, or even some
magical abilities, depending on the campaign).

Junrei (Pilgrim)

A pilgrimage is a legally and socially acceptable reason – practically the
only one – for a person to leave family and job and enjoy the delights of tourism.
Travelers from all social classes, often in groups, set off to visit a holy shrine (or
a set of them). They collect souvenirs, keep diaries, and sometimes hire tour
guides. Pilgrims are not particularly pious, or even necessarily honest.
Other than their journey, junrei do not have a lot in common, and certainly
not enough to define a template. Any of the other character types, though, may
undertake a pilgrimage – just remove any job-based Duty or other disadvantages
and pack a bag!

Mahotsukai (Sorcerer) 93 points

A mahotsukai (“magic bearer”) is a Japanese sorcerer, able to command the elements: Earth, Fire, Water, Metal, and Wood. Believing that all practitioners of the magical arts are capable of great evil and destruction (the word for magic, maho, means “evil spirit rites”), the Japanese fear and distrust most mages. The only Japanese who readily accept mages as part of their families and households are ninja clans.

Attributes: ST 9 [-10], DX 10 [0], IQ 14 [45], HT 11 [10].
Advantages: Literacy [5] and Magery 3 [35].
Disadvantages: Disciplines of Faith (Ritualism) [-5], Disowned [-15] or Social
Stigma (Outsider) [-15], Status -1 [-5].
Primary Skills: Occultism (M/A) IQ [2]-14 and either Philosophy (Confucianism)
or Theology (Shintoism or Zen Buddhism), (both M/H) IQ-1 [2]-12/18.
Secondary Skills: Astrology (M/H) IQ-2 [1]-12, Chinese Ideographs (M/A) IQ-
2 [!/2]-12, Physics (M/H) IQ-2 [1]-12.
Background Skills: Physiology (M/VH) IQ-4 [!/2]-10, Survival (Mountain or
Woodlands) (M/A) IQ-2 [!/2]-12, Yin/Yang Healing (M/H) IQ-3 [!/2]-11.
Spells: The spell list below. One point was spent on each spell, and each is
learned at level 15:
Earth [5]: Create Earth, Earth to Stone, Predict Earth Movement, Seek Earth,
Shape Earth.
Fire [5]: Create Fire, Extinguish Fire, Ignite Fire, Resist Fire, Shape Fire.
Metal [5]: Identify Metal, Purify Metal, Seek Metal, Shape Metal, Sharpen.
Water [5]: Create Well, Dry Well, Purify Water, Predict Weather, Seek Water.
Wood [5]: Heal Plant, Identify Plant, Plant Growth, Seek Plant, and either Create
Plant or Wither Plant.

Customization Notes: Reibai (mediums) and uranaisha (diviners) do not suffer
the same revulsion shown towards other mah½tsukai; drop all Disadvantages
except Disciplines of Faith. Reibai reduce Magery to One-College Magery 2 [13]
in Communication & Empathy and replace the spell list above with Sense Life,
Sense Spirit, and Summon Spirit (2 points each for level 15). The Reibai template
costs 72 points. Uranaisha replace Magery 3 with Divination Talent [5] and
drop the spell list above for one Divination spell: Geomancy, I Ching, or
Senseijustu (astrology) at IQ+1 [6]-15 and 13 other spells (Seeker, Trace,
History, and the 10 prerequisites for the Divination spell chosen; two Seek spells
may need to be added if they cannot be included in the 10) with 1 point each at
level 12. The Uranaisha template costs 77 points.

Ninja 80/150 points 

Ninja are spies, assassins, and saboteurs. They live in a twilight world that touches all of Japanese society, but is never a part of it. They are useful but never respectable. They are pieces of the night that reach out to strike, then vanish. In a society that values conformity above all, they are the pieces that have no place. One of the classic scenes of Japanese film is of a daimyo contacting his ninja with a mission. The daimyo enters a room. The audience can see the daimyo, and on the wall the shadow of a man. The daimyo gives his instructions and leaves. The camera pans back to the room, and the shadow is gone. Ninja clans must keep not only their missions but also their very existence secret, in a society where everyone is watched from birth to death. In a world of interwoven relationships, their only real contacts are with the other ninja of their own clan. All the details that define a Japanese life – family, job, temple, status – are illusions for a ninja. Identity is a fleeting necessity for a mission. He has no permanent home, only fronts and safe houses. His training must begin in childhood – nearly in infancy – and leaves little time for any off-duty life. Ninja make better NPCs than adventurers. For one thing, unless the party is all ninja, other Japanese will normally refuse to associate with a known ninja. Anyone who uses distinctively ninja weapons or skills will be suspected of being ninja and treated as one . . . with fear and suspicion. Ninja are more suitable as a menace or a deus ex machina than as day-to-day companions. The Japanese firmly believe that ninja have magical powers. They also believe that ninja are consummate tricksters who use Sleight of Hand, Chemistry, Hypnotism, and their ninja weapons and tools to simulate magic. The GM is free to have either be true in her campaign, or even both simultaneously.

Attributes: ST 10 [0], DX 13 [30], IQ 13 [30], HT 10 [0].
Advantages: 15 points chosen from Absolute Direction [5], Absolute Timing
[5], Acute Senses [2/level], Alertness [5/level], Contacts [varies], Double-
Jointed [5], Literacy [5], Manual Dexterity [3/level], Night Vision [10], and
Patron (Ninja clan, 6 or less) [8]. In a cinematic campaign, add Trained by a
Master [40].
Disadvantages: Extremely Hazardous Duty [-20] and either Status -3 [-15] or
Secret (Ninja) [-10], and -10 points from Enemy [varies], Loner [-5],
Overconfidence [-10] or Poverty (Struggling) [-10].
Primary Skills: 30 points (60 points in a cinematic campaign) in Ninjutsu martial-
arts style skills and maneuvers (see p. 81).
Secondary Skills: Area Knowledge (M/E) IQ [1]-13 and 10 points in
Lockpicking, Shadowing, Streetwise or Traps (all M/A) or Poisons (M/H).
Background Skills: 4 points in Gesture or Savoir-Faire, both (M/E), Chinese
Ideographs, Gambling, Hidden Lore (City Secrets), Intimidation or
Language (Korean, Mandarin or Portuguese), all (M/A), Calligraphy (P/A),
Chemistry or Hypnotism, both (M/H), or Sleight of Hand (P/H).

Customization Notes: In a magical campaign, a ninja mage can be a formidable
entity. Add Magery 1 [15], and 5 points in the spells Control Illusion, Hide,
Illusion Disguise, Independence, Mage-Stealth, See Invisible, Walk on Water, or
their prerequisites. Increase template cost by 20 points. Nukenin are ninja who
have left their clan – probably acquiring the clan as an Enemy in the process.

Samurai 96 points

At the top of the warrior ranks are the samurai, the noble warriors who serve their lords with unparalleled loyalty. The most celebrated historical example is Miyamoto Musashi. Samurai men alone have the right to wear the daisho, the paired katana and wakizashi. Most samurai women (as well as many samurai men) have some skill with the naginata. Samurai are expected to be skilled in bunbu ryodo, that is, both the literary arts and the martial arts.

Attributes: ST 11 [10], DX 13 [30], IQ 10 [0], HT 11 [10].
Advantages: Status 2 [10], Literacy [5], and a total of 20 points from Alertness
[5/level], Combat Reflexes [15], Fit [5], High Pain Threshold [10], Military
Rank [5/level], Patron [varies], Reputation [varies], Strong Will [4/level].
Disadvantages: Code of Honor (Bushid½) [-15] and a total of -15 points from
Bad Temper [-10], Bloodlust [-10], Duty [varies], Fanaticism [-15], Glory
Hound [-15], Overconfidence [-10], Sense of Duty [varies], and
Stubbornness [-5].
Primary Skills: 24 points in martial-arts style skills and maneuvers (at least 2
points in each of Katana and Shortsword, even if the styles do not require
them), Riding (P/A) DX [2]-13.
Secondary Skills: Leadership (M/A) IQ+2 [6]-12, Swimming (P/E) DX [1]-13,
Tactics (M/H) IQ [4]-10.
Background Skills: A total of 4 points in Calligraphy (P/A), Falconry or
Tracking, (both M/A), History, Literature, Philosophy (Confucianism and/or
Zen Buddhism), Strategy (Land), and Tea Ceremony, (all M/H). Savior-Faire
(M/E) can also be bought up from its default of IQ+2 (from high Status).

Customization Notes: Japanese samurai all rank as warriors in the Confucian
scheme, but some are bureaucrats rather than professional fighters. This is especially
true during the Late Tokugawa Era, when years of peace have lessened the
need for true warriors. For the more bureaucratic type, reduce the Primary Skills
in martial arts to 8 and add Administration (M/A) IQ+2 [6]-12. The template
cost drops to 76 points. Ronin are samurai who have been disowned by their daimyo, or whose clan
has been abolished. Some look for a new daimyo who might accept them as a
samurai, or a rich commoner in need of a bodyguard, or a martial arts school that
could be taken over. Some nurse plans of revenge, while others throw away their
money at gambling or in a life of dissipation. They rank lower than other samurai
– drop Status to 1. The will not have a Patron or Duty, but may have a Secret,
negative Reputation or an Obsession. They might even not have the Code of
Honor, which could be why they were disowned.