GURPS: Michinoku: Difference between revisions
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==Campaign Background== | ==Campaign Background== | ||
'''Michinoku''' was a historical region of Japan that comprised the northeastern portion of Honshu, the main island of Japan. It was first officially designated c. 654 during the Asuka Period. This shortly followed the Taika Reform, which is the law that put into place the civil structure that gave rise to the Samurai class and social structure that persisted during the Japanese middle-ages up through the Tokugawa era. Michinoku consists of two provinces, Dewa to the west, and Mutsu to the east. The events of GURPS: Michinoku will | [[File:Chokai.jpg|450px|thumb|right|Mt. Chokai, the highest point in Dewa.]]'''Michinoku''' was a historical region of Japan that comprised the northeastern portion of Honshu, the main island of Japan. It was first officially designated c. 654 during the Asuka Period. This shortly followed the Taika Reform, which is the law that put into place the civil structure that gave rise to the Samurai class and social structure that persisted during the Japanese middle-ages up through the Tokugawa era. Michinoku consists of two provinces, Dewa to the west, and Mutsu to the east. The events of GURPS: Michinoku will start in the Dewa province, in the area that is known as the Akita Prefecture in modern Japan, during the Nara Period, which itself commenced in 710. GURPS Michinoku is set in an alternate timeline, but is based on real-world Nara Japan. | ||
Michinoku in the Nara period was overrun with strife, conflict, and intrigue. Loyalists to the court at Nara were pushing the Empress’s borders northward, vying for power with each other and disloyal lords and people of the Emishi and Ainu groups, who were largely outside the social structure of feudal Japan. | Michinoku in the Nara period was overrun with strife, conflict, and intrigue. Loyalists to the court at Nara were pushing the Empress’s borders northward, vying for power with each other and disloyal lords and people of the Emishi and Ainu groups, who were largely outside the social structure of feudal Japan. | ||
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'''Society/Government Type:''' Feudal | '''Society/Government Type:''' Feudal | ||
'''Control Rating: | '''Control Rating:''' CR4 | ||
'''Exceptions to General Control Rating:''' Status goes a long way; CR can vary by region, but in most of Dewa is is about CR4 | '''Exceptions to General Control Rating:''' Status goes a long way; CR can vary by region, but in most of Dewa is is about CR4 | ||
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'''Starting Point Value Allowed for PCs:''' 175 | '''Starting Point Value Allowed for PCs:''' 175 | ||
'''Disadvantage Limit ( | '''Disadvantage Limit (Excluding Quirks):''' -80 | ||
'''Quirk Limit:''' -5 | |||
'''PC Races Allowed:''' Human | '''PC Races Allowed:''' Human | ||
'''Attribute Limits:''' 15 ST, 15 DX, 15 IQ, 15 HT; 20 Per, 20 WIll. Secondary attributes such as HP, FP, BS, and BM follow the guidelines for realistic games in Chapter One of ''GURPS Basic Set: Characters''. | |||
'''Especially Appropriate Professions:''' Feudal Lord, Hunter, Royal Guard, Provincial Officer, Samurai, Servant, Soldier, Taiko Drummer, Warrior-Monk (possibly of Chinese or Korean origin) | '''Especially Appropriate Professions:''' Feudal Lord, Hunter, Royal Guard, Provincial Officer, Samurai, Servant, Soldier, Taiko Drummer, Warrior-Monk (possibly of Chinese or Korean origin) | ||
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'''Languages Available:''' Japanese, Chinese (Tang), Korean (Silla), Emishi, Ainu, Ryukyu. Others may be available if they are appropriate to the character. | '''Languages Available:''' Japanese, Chinese (Tang), Korean (Silla), Emishi, Ainu, Ryukyu. Others may be available if they are appropriate to the character. | ||
==Advantages, Disadvantages, and Skills== | ==Advantages, Disadvantages, and Skills== | ||
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'''Samurai Template:''' Code of Honor (Bushido), Duty, Status, Style Familiarity (Kenjutsu), Style Familiarity (Jujutsu), Broadsword, Judo, Karate, Two-Handed Sword. | '''Samurai Template:''' Code of Honor (Bushido), Duty, Status, Style Familiarity (Kenjutsu), Style Familiarity (Jujutsu), Broadsword, Judo, Karate, Two-Handed Sword. | ||
'''Especially Appropriate Advantages:''' Combat Reflexes, Enhanced Defenses (1 level maximum in any defense), Extra Will, Fearlessness, Hard to Kill, Hard to Subdue. | '''Especially Appropriate Advantages:''' Combat Reflexes, Enhanced Defenses (1 level maximum in any defense), Extra Will, Fearlessness, Hard to Kill (up to two levels), Hard to Subdue (up to two levels). | ||
'''Disallowed:''' All Exotic, Supernatural, and Cinematic advantages, disadvantages, and skills. | '''Disallowed:''' All Exotic, Supernatural, and Cinematic advantages, disadvantages, and skills. This includes Trained by a Master and Weaponmaster. | ||
'''Are PC Gadgeteers allowed?''' Yes, but not cinematic Gadgeteers | '''Are PC Gadgeteers allowed?''' Yes, but not cinematic Gadgeteers | ||
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==Martial Arts Styles== | ==Martial Arts Styles== | ||
'''For Anyone of Japanese Origin:''' Bajutsu, Jujutsu, Kenjutsu, Kyujutsu, Naginatajutsu, Shurikenjutsu, Sojutsu | '''For Anyone of Japanese Origin:''' Bajutsu, Bojutsu, Jojutsu, Jujutsu, Kenjutsu, Kyujutsu, Naginatajutsu, Shurikenjutsu, Sojutsu | ||
'''Notes:''' Some styles and weapons had not yet been invented in the Nara Period, such as Sumo or Taihojutsu. The kusari was not invented until centuries later, thus Kusarijutsu also doesn’t exist. Even Okinawan Karate (the Karate style given on MA169), a mainstay of Japanese martial arts today, was still centuries from development. Naginatajutsu was in its infancy and was a popular choice among women. Some samurai eschewed swords altogether, preferring instead to fight with spears ( | '''Notes:''' Some styles and weapons had not yet been invented in the Nara Period, such as Sumo or Taihojutsu. The kusari was not invented until centuries later, thus Kusarijutsu also doesn’t exist. Even Okinawan Karate (the Karate style given on MA169), a mainstay of Japanese martial arts today, was still centuries from development. Naginatajutsu was in its infancy and was a popular choice among women. Some samurai eschewed swords altogether, preferring instead to fight with spears (Sojutsu). Characters with an unusual background may know Chinese or Korean martial arts, to be determined on a case-by-case basis. For this setting, we will use the expanded ‘Optional Traits’ for each style, giving the characters access to a broader range of skills and techniques. No cinematic skills or techniques will be available. Please review the sections on Style Familiarity and Style Perks on MA49 when considering how to use Martial Arts styles. | ||
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''GURPS Power-Ups 2 - Perks'' | ''GURPS Power-Ups 2 - Perks'' | ||
''GURPS Mass Combat (if needed) | ''GURPS Power-Ups 3 - Talents'' | ||
''GURPS Mass Combat'' (if needed) | |||
==See Also== | |||
[[Michinoku Character List]] | |||
[[Michinoku Locations]] | |||
[[Michinoku Rules and Optional Rules]] | |||
[http://en.wikipedia.org/wiki/List_of_provinces_of_ancient_Japan Provinces of Ancient Japan] | |||
[[Category: Michinoku]] |
Latest revision as of 22:24, 28 September 2014
Campaign Background
Michinoku was a historical region of Japan that comprised the northeastern portion of Honshu, the main island of Japan. It was first officially designated c. 654 during the Asuka Period. This shortly followed the Taika Reform, which is the law that put into place the civil structure that gave rise to the Samurai class and social structure that persisted during the Japanese middle-ages up through the Tokugawa era. Michinoku consists of two provinces, Dewa to the west, and Mutsu to the east. The events of GURPS: Michinoku will start in the Dewa province, in the area that is known as the Akita Prefecture in modern Japan, during the Nara Period, which itself commenced in 710. GURPS Michinoku is set in an alternate timeline, but is based on real-world Nara Japan.
Michinoku in the Nara period was overrun with strife, conflict, and intrigue. Loyalists to the court at Nara were pushing the Empress’s borders northward, vying for power with each other and disloyal lords and people of the Emishi and Ainu groups, who were largely outside the social structure of feudal Japan.
There are a few cultural points to consider that makes Michinoku different than other areas and periods. First, the climate in Dewa is characterized by cold, snowy winters. It is also rugged, with vast tracts of forest and mountains, including some active volcanoes. Modern Akita dogs are named for the area and were bred from Matagi dogs, which were well adapted to the cold and rugged terrain and used by bear and boar hunters in the vast forests of the region to hunt in the winter. Also of note, during the Nara Period, women were allowed to be samurai. This tradition didn’t carry on into later periods of feudal Japan, but there were women lords and samurai at the time. Finally, early samurai did not fight with a two-weapon style, but they did carry two swords, either two katanas or a katana and wakizashi (the wakizashi later became standard gear for a samurai, but it was not ubiquitous in the Nara period). Only samurai were allowed to carry two swords.
Campaign Name: GURPS: Michinoku
Starting Year: 720
Genre: Historical, Martial Arts
Realistic or Cinematic? Realistic
Are there multiple planes of existence? Unknown
Mana Level: ???
Campaign’s location: Northern Dewa Province, Japan (Modern-day Akita Prefecture)
Society/Government Type: Feudal
Control Rating: CR4
Exceptions to General Control Rating: Status goes a long way; CR can vary by region, but in most of Dewa is is about CR4
Tech Level: TL3
Information for PCs
Starting Point Value Allowed for PCs: 175
Disadvantage Limit (Excluding Quirks): -80
Quirk Limit: -5
PC Races Allowed: Human
Attribute Limits: 15 ST, 15 DX, 15 IQ, 15 HT; 20 Per, 20 WIll. Secondary attributes such as HP, FP, BS, and BM follow the guidelines for realistic games in Chapter One of GURPS Basic Set: Characters.
Especially Appropriate Professions: Feudal Lord, Hunter, Royal Guard, Provincial Officer, Samurai, Servant, Soldier, Taiko Drummer, Warrior-Monk (possibly of Chinese or Korean origin)
Base Wealth: $1,000
Wealth Levels Allowed: -3 through +4
Starting Status Levels Allowed: -2 through +4 (All Samurai must be at least Status 1. The governor of the entire Dewa province has a Status of 6; the highest ranking lord in northern Dewa (Lord Abe) has Status 5, his immediate family has Status 4, as do some lesser lords and the head of the provincial police.)
Starting Rank Allowed: Feudal Rank 1-4; Police Rank 1-4 (Rank is not required for Samurai, but some have it)
Languages Available: Japanese, Chinese (Tang), Korean (Silla), Emishi, Ainu, Ryukyu. Others may be available if they are appropriate to the character.
Advantages, Disadvantages, and Skills
Samurai Template: Code of Honor (Bushido), Duty, Status, Style Familiarity (Kenjutsu), Style Familiarity (Jujutsu), Broadsword, Judo, Karate, Two-Handed Sword.
Especially Appropriate Advantages: Combat Reflexes, Enhanced Defenses (1 level maximum in any defense), Extra Will, Fearlessness, Hard to Kill (up to two levels), Hard to Subdue (up to two levels).
Disallowed: All Exotic, Supernatural, and Cinematic advantages, disadvantages, and skills. This includes Trained by a Master and Weaponmaster.
Are PC Gadgeteers allowed? Yes, but not cinematic Gadgeteers
Martial Arts Styles
For Anyone of Japanese Origin: Bajutsu, Bojutsu, Jojutsu, Jujutsu, Kenjutsu, Kyujutsu, Naginatajutsu, Shurikenjutsu, Sojutsu
Notes: Some styles and weapons had not yet been invented in the Nara Period, such as Sumo or Taihojutsu. The kusari was not invented until centuries later, thus Kusarijutsu also doesn’t exist. Even Okinawan Karate (the Karate style given on MA169), a mainstay of Japanese martial arts today, was still centuries from development. Naginatajutsu was in its infancy and was a popular choice among women. Some samurai eschewed swords altogether, preferring instead to fight with spears (Sojutsu). Characters with an unusual background may know Chinese or Korean martial arts, to be determined on a case-by-case basis. For this setting, we will use the expanded ‘Optional Traits’ for each style, giving the characters access to a broader range of skills and techniques. No cinematic skills or techniques will be available. Please review the sections on Style Familiarity and Style Perks on MA49 when considering how to use Martial Arts styles.
Books and Resources
GURPS Basic Set
GURPS Martial Arts
GURPS Low Tech
GURPS Social Engineering
GURPS Power-Ups 2 - Perks
GURPS Power-Ups 3 - Talents
GURPS Mass Combat (if needed)