Showing posts with label japan. Show all posts
Showing posts with label japan. Show all posts

Friday, October 19, 2018

The Karate Guys

My d20 take on the two main protagonists from The Karate Kid trilogy.

DANIEL LARUSSO (circa the “All-Valley Under 18 Karate Championship” in The Karate Kid,
1984)
Male Human Fast Ordinary 1/Tough Ordinary 1/Strong Hero 1; CR 2
Medium-size Humanoid (height 5’ 8”, weight 125 lb.); Age 17

Init +1; Senses (core) Listen -1, Search +1, Spot +2; Senses (house) Listen/Spot +2, Search +1
Languages English

Defense 16, touch 13, flat-footed 15 (+1 Dex, +5 class)
hp 19 (3 HD); Mas 11
Fort +4, Ref +2, Will -1
Action Points 6

Speed 30 ft.
Melee unarmed strike +2 (1d4 lethal/nonlethal, 20) or
Ranged by weapon +2
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +1; Grp +0
Atk Options none
Special Qualities none

Abilities Str 9, Dex 13, Con 14, Int 12, Wis 9, Cha 14
Allegiances Mr. Miyagi, karate, good; Rep +0; San 47
Feats Combat Martial Arts, Karate, White Crane
           Note: Feats listed in italics were taken from the Blood and Fists supplement.
Skills (core) Balance +5, Climb +1, Drive +2, Hide +3, Knowledge (current events) +5, Knowledge (popular culture) +6, Knowledge (streetwise) +5, Meditation +0, Perform (dance) +6, Read/Write English, Speak English, Spot +2, Swim +1, Tumble +3
Skills (house) Athletics +3, Control +5, Drive +2, Knowledge (current events) +5, Knowledge (popular culture) +6, Knowledge (streetwise) +5, Meditation +0, Perceive +2, Perform (dance) +6, Read/Write English, Sneak +3, Speak English, Tumble +3
Talents (Strong Hero) Melee Smash
Starting Occupation Student (+1 on Knowledge [current events, popular culture], Perform [dance] as permanent class skill)
Possessions (carried weight 2 lb.) casual outfit (street clothes; 2 lb.), Mongoose BMX bicycle (see Urban Arcana)
Wealth Bonus +0

“MISTER” MIYAGI NARIYOSHI (circa The Karate Kid, 1984)
Male Human Strong Hero 1/Fast Hero 1/Dedicated Hero 2/Contemplative Master 10; CR 14
Medium-size Humanoid (height 5’ 3”, weight 140 lb.); Age 59

Init +1; Senses (core) Listen +11, Search +1, Spot +4; Senses (house) Listen/Spot +19, Search +3
Languages English, Japanese

Defense 24, touch 24, flat-footed 23; Poise (+1 Dex, +13 class)
hp 53 (14 HD); Mas 11
Fort +7, Ref +9, Will +13
Action Points 12

Speed 30 ft.
Melee unarmed strike +10/+5 (1d4+2 lethal/nonlethal, 20) or
Melee kick +12/+7 (1d6+2 lethal/nonlethal, 20) or
Melee crane kick +12 (1d10+2 lethal/nonlethal, 20) or
Melee ridgehand +10 (1d6+2 lethal/nonlethal, 20) or
Melee snap kick +14/+9 (1d6+2 lethal/nonlethal, 20) or
Ranged by weapon +10/+5
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +9; Grp +10
Atk Options Block, Crane Kick, Crane Stance, Ridgehand, Snap Kick
Special Qualities ki (5/day; may alternately heal himself or another 1d4+4 hp*)
* Miyagi must expend 2 uses of ki to heal another instead

Abilities Str 12, Dex 13 (14), Con 11 (12), Int 13 (12), Wis 19 (16), Cha 12 (11)
'(-)' indicate original ability scores.
          Note: Mr. Miyagi has aging effects due to middle age.
Allegiances balance, good, karate, Daniel-san; Rep +4; San 85
Feats Attentive, Block, Builder, Combat Martial Arts, Crane Kick, Crane Stance, Karate, Kata, Ki, Poise**, Ridgehand, Simple Weapons Proficiency, Snap Kick, White Crane
** Miyagi retrained Personal Firearms Proficiency and gained Poise in its place.
           Note: Feats listed in italics were taken from the Blood and Fists supplement.
Skills (core) Balance +3, Craft (mechanical) +8, Craft (structural) +9, Diplomacy +5 (+2 after 1 min. of study), Drive +2, Investigate +3, Jump +5, Knowledge (earth & life sciences) +6, Knowledge (streetwise) +5, Knowledge (theology & philosophy) +8, Listen +11, Meditation +19, Pressure Points +10, Read/Write English, Read/Write Japanese, Sense Motive +14 (+2 after 1 min. of study), Speak English, Repair +7, Speak Japanese, Swim +4, Tumble +5, Zen Mastery +14
Skills (house) Athletics +7, Control +3, Craft (mechanical) +8, Craft (structural) +9, Deduce +3, Drive +2, Knowledge (earth & life sciences) +6, Knowledge (streetwise) +5, Knowledge (theology & philosophy) +8, Meditation +19, Perceive +19 (+2 on Sense Motive, +2 after 1 min. of study), Persuade +5, Pressure Points +10, Read/Write English, Read/Write Japanese, Speak English, Repair +7, Speak Japanese, Tumble +5, Zen Mastery +14
Talents (Strong Hero) Melee Smash
Talents (Fast Hero) Evasion
Talents (Dedicated Hero) Empathy
Talents (Contemplative Master) Mastery (Accurate Kick 1, Accurate Kick 2, Hard Kick 2, Ki Mastery 1, Ki Mastery 3)
Starting Occupation Military (Drive as permanent class skill, +1 on Swim; Personal Firearms Proficiency)
Possessions (carried weight 4 lb.) casual outfit (khaki attire w/heavy-duty belt; 4 lb.), hachimaki, deluxe mechanical tool kit (kept at house; 45 lb.), hashi
Wealth Bonus +12

"Wait a second! How did Daniel do the crane kick to win the tournament in the movie?! He doesn't even have the feat!!

Okay, for you purists out there. Here's the deal. Daniel is shown practicing the crane stance and famous kick on the wooden pylon at the beach during those training montages. Having observed Miyagi enough, it's reasonable to assume he knew the basics of how it's performed, if not how to do it on command when needed like Miyagi did. Daniel will ultimately get that feat; he's essentially building toward it. That said, it's also reasonable to assume that Daniel haggled with the GM and burned a couple action points to be able to use the crane kick. Once. He's only shown using the crane kick with any success once in any of the films. This is a great example of how a character can do things that aren't written down yet. Work with your GM, be creative, and build off what's established in the campaign, and there's really no reason why a character shouldn't be able to at least try things they've never done before.

Plus, the rules are really more guidelines, anyway!

Tuesday, July 24, 2018

Ghosts of the Inaka

A year and a month on, I finally am able to publish the body of video I shot in Aomori, Japan. This is wholly a work of true fiction. In it, you take on the role of a ghost hunter having come to the countryside of northern Japan (the "inaka") in search of a restless spirit.

Can you uncover the mystery in this travelogue adventure? Click below and find out!

Wednesday, July 4, 2018

Two of New Port City's Cyber Finest

d20 Modernized versions of the two main protagonists from Mamoru Oshii's adaptation of Ghost in the Shell, one of the truly greatest sci-fi films ever made!

Major MOTOKO KUSANAGI (circa Ghost in the Shell, AD 2029)
Female Human Unique Cyborg Strong Hero 1/Fast Hero 2/Dedicated Hero 2/Field Officer 6*/Tracer 5*; CR 16
Medium-size Humanoid (height 5’ 6”, weight 260 lb. [appears about 130 lb.]); Age mid-late 20s
* See Future

Init +7; Senses (core) Listen +6, Search +9, Spot +7; Senses (house) Listen/Spot +18, Search +17
Languages English, Japanese, Mandarin (speak only)

Defense 31, touch 28, flat-footed 26; Defensive Martial Arts, Dodge (+5 Dex, +13 class, +3 equip)
hp 89 (16 HD); Mas 18; DR 3/—
Fort +10, Ref +13, Will +10 (+2 vs. mind-affecting effects)
Action Points 13

Speed 40 ft.
Melee unarmed strike +19/+14/+9 (1d4+6 lethal/nonlethal, 19-20) or
Melee by weapon +19/+14/+9
Ranged CZ-100 autoloader +21/+16/+11 (2d6+5 ballistic, 20, 30 ft., S, 13 box) or
Ranged M22 carbine +21/+16/+11 (2d8+2 ballistic, 20, 70 ft., S/A, 50 box) or
Ranged by weapon +21/+16/+11
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +14; Grp +20
Atk Options Burst Fire, Kata Calculator (Offensive; +1 on weapon damage w/i 30 ft.), Point Blank Shot, Shot on the Run, Swift Strike +2d6, Tactical Expertise, Target Species (human; +2 on damage)
Special Qualities damage reduction 3/— (always suffers at least 1 point of damage), electricity vulnerability, immunities (disease, poison, stunning, medicines, chemical boosters, and all powers, spells, or attacks that would normally affect human physiology or respiration), see below

Abilities Str 18 (14), Dex 20 (14), Con —/18 (14), Int 16 (15), Wis 15 (14), Cha 13
'(-)' indicate original ability scores.
Allegiances her ghost, good, Public Security Section 9; Rep +5; San 65
Feats Acrobatic, Advanced Firearms Proficiency, Armor Proficiency (light), Burst Fire, Combat Martial Arts, Combat Throw, Cybertaker (see Future), Defensive Martial Arts, Dodge, Drive-by-Attack, Gearhead, Improved Combat Martial Arts, Mobility, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Shot on the Run, Track, Urban Tracking (see Future), Weapon Finesse (autoloader)
          Note: As a member of Section 9, Kusanagi receives the Armor Proficiency (light) feat for free.
Skills (core) Climb +10 (–2 w/armor), Computer Use +22, Demolitions +5, Diplomacy +9 (+2 after 1 min.), Disable Device +14, Drive +12, Gather Information +5, Hide +12 (+20 when using thermoptic-camouflage, -2 w/armor), Intimidate +6 (+2 after 1 min.), Investigate +11, Jump +23 (–2 w/armor), Knowledge (behavioral sciences) +13, Knowledge (current events) +9, Knowledge (streetwise) +13, Knowledge (tactics) +18, Knowledge (technology) +10, Knowledge (all others [cyberbrain]) +7, Listen +6, Move Silently +13 (–2 w/armor), Read/Write English, Read/Write Japanese, Repair +7, Research +5, Search +9, Sense Motive +10 (+2 after 1 min.), Speak English, Speak Japanese, Speak Mandarin, Spot +7, Survival +8, Swim +9 (-23 due to cyber body, -26 w/equip also), Treat Injury +3, Tumble +16 (–2 w/armor)
Skills (house) Athletics +18 (–2 on Climb w/armor, +10 [+12 w/o armor] on Jump, -3 on Swim w/equip), Computer Use +22, Deduce +15 (+2 on Search), Demolitions +5, Disable Device +15, Drive +12, Gather Information +5, Knowledge (behavioral sciences) +13, Knowledge (current events) +9, Knowledge (streetwise) +13, Knowledge (tactics) +18, Knowledge (technology) +10, Knowledge (all others [cyberbrain]) +7, Perceive +18 (+2 on Sense Motive after 1 min.), Persuade +14 (+2 on Diplomacy, Intimidate after 1 min.), Read/Write English, Read/Write Japanese, Repair +7, Research +5, Sneak +18 (+20 on Hide when using thermoptic-camouflage, –2 w/armor), Speak English, Speak Japanese, Speak Mandarin, Survival +8, Treat Injury +3, Tumble +16 (-2 w/armor)
Talents (Strong Hero) Melee Smash
Talents (Fast Hero) Evasion
Talents (Dedicated Hero) Skill Emphasis (Disable Device)
Talents (Field Officer) August Leadership, Leadership, Tactical Expertise, Uncanny Survival
Talents (Tracer) Swift Strike +2d6, Target Species (human), Uncanny Stealth (full speed)
Starting Occupation Law Enforcement (Diplomacy as permanent class skill, +1 on Knowledge [tactics]; Combat Martial Arts)
Cybernetic Replacements Advanced Full-Body Prosthesis (w/artificial muscle & twitch fiber [see Cyberscape]; see below), Cyberbrain (includes mind screen & data archive [see Future]; see below)
Cybernetic Enhancements Feat Plexus (Acrobatic, Drive-by-Attack, Gearhead, Weapon Finesse), Initiative Implant, Jump Pistons, Kata Calculator (Offensive), Prosthetic Enhancer (4, both arms/legs), Skill Plexus (Computer Use, Demolitions, Disable Device, Search), Targeting Optics
Possessions (carried weight 19 lb.) fatigues (Section 9 urban issue; 3 lb.), CZ-100 (see Weapons Locker; 2 lb.), M22 (as “FN P90,” see Weapons Locker; 8 lb.), thermoptic-camouflage bodysuit (see below), blackout goggles (see Future Tech), bodycomp (incorporated into her advanced full-body prosthesis [unique]; see Future Tech), light combat armor (black, -2 check penalty, see Future; 6 lb.), various personal items
Wealth Bonus +12

New Cybernetic Replacement Advanced Full-Body Prosthesis (PL 8)
The recipient’s entire body, aside from its brain, is replaced with a cybernetic replica. Subjects that possess both a full-body prosthesis and a cyberbrain are said to have undergone “full-cyberization.” Full-body prosthesis cannot be taken through elective surgery, but only in rare medical or emergency cases that warrant it. Cost and maintenance of the recipient’s body is prohibitive to only the most advanced and wealthy nations, corporations, or government agencies.
          Benefit: Base installation includes advanced prosthetic arms and legs (see Future) with head and torso replacements (incorporating a modified organ replacement to match the recipient’s original body by use of integrated cybernetics and inobvious gadget mods, see Cyberscape). Upgraded models may include any number of torso enhancements (a trauma router and artificial muscle fibers and artificial twitch fibers of the +4 variety are preinstalled; see Cyberscape), including up to a total organ replacement, adding +4 to the PDC below for each. In addition, this advanced prosthesis does not count toward the total number of cybernetic attachments the recipient can have before taking negative levels (see Future).
          The recipient no longer heals damage naturally and must receive a Repair check to be healed (a DC 20 Repair check takes 10 minutes and restores 1d8 points of damage). The recipient’s effective Constitution score becomes 18 (when calculating cybernetic attachment limits, damage threshold, skills, saves, and other checks), though instead of receiving bonus hit points due to high Con, the body gains bonus hit points as a construct by size (small +5, medium +10, etc., plus an additional 150% of this bonus due to phenotype perfection in physiological design). She is immune to disease, poison, stunning, medicines, chemical boosters, and all powers, spells, or attacks that would normally affect her human physiology or respiration, though she is still subject to critical hits. The recipient’s weight is doubled. If she should later undergo the total organ replacement enhancement (see Cyberscape), these features become overwritten by those detailed under that enhancement.
          Drawback: The new body requires constant upkeep, with a DC 39 wealth check required at each new level to prevent cumulative negative levels from increasing, and weekly (1 full day minimum) lab visits to ensure integrated systems are working correctly and aging properly.
          Type: External/Internal
          Hardness/Hit Points: 10/30
          Base Purchase DC: 49
          Restriction: Restricted (+2)

New Cybernetic Replacement Cyberbrain (PL 8)
The recipient’s entire brain, save for encased gray matter and transistor matter from the recipient’s original body, is replaced with a cybernetic replica. The cyberbrain also warehouses all the subject’s collected knowledge and personality. Subjects that possess both a full-body prosthesis and a cyberbrain are said to have undergone “full-cyberization,” though such instances are rare and almost never elective on the part of the recipient.
          Benefit: Cyberbrains represent the highest in neural cyber tech. Base models incorporate a microcomputer (see Future), micro-aural communicator, and a neural computer link (both Cyberscape) through use of the integrated cybernetic devices gadget. Upgraded models may include a mindscreen implant and a data archive (see Future). In addition, this advanced prosthesis does not count toward the total number of cybernetic attachments the recipient can have before taking negative levels (see Future).
          Type: Internal
          Hardness/Hit Points: —/8
          Base Purchase DC: 44 (52, for upgraded model)
          Restriction: Restricted (+2)

New Gear Thermoptic-Camouflage (PL 8)
This nanotech engineered material of mimetic polycarbon renders the wearer invisible for a short period. Microsensors on the surface of the material detect surrounding imagery and project it on the opposite side, making the wearer appear as if they are not there. The material blends in with any background, and can be applied to a wide variety of surfaces, from land vehicles (up to gargantuan size), to cloaks, jackets, and skintight bodysuits (underneath which nothing else can be worn), with varying degrees of success.
          The material is particularly sensitive, however, and may malfunction as a result of contact with adverse atmospheric interference (e.g. extreme acrobatic movement, rain, falling debris, etc.). Material covering a vehicle has a 50% chance of failing under such circumstances, material used in clothing 25%, and a skintight bodysuit fails only 5% of the time under the effects described above.
          Activating or deactivating thermoptic-camouflage is a free action, and it functions for up to 1 minute (10 rounds) before exhausting its renewable energy cells, which recharge after 1 hour of no use. (In situations where the thermoptic-camouflage is not in motion, it will function for up to 1 hour before needing to be recharged.) Thermoptic-camouflage confers a +40 bonus on Hide checks if the object it covers is immobile, and a +20 bonus if the object is moving. Pinpointing the location of something that isn’t attempting to hide requires a Spot check (DC 40 if it is immobile or DC 20 if it is moving). Thermoptic-camouflage is light enough that it doesn't add appreciable weight to an object or person using it.

BATOU (circa Ghost in the Shell, AD 2029)
Male Human Cyborg Strong Hero 3/Soldier 6/SpecOp 3*/Tracer 3**; CR 15
Medium-size Humanoid (height 6’ 2”, weight 240 lb.); Age early 30s
* See Urban Arcana
** See Future

Init +3; Senses (core) Listen +5, Search +8, Spot +10; Senses (house) Listen/Spot +19, Search +9; Darkvision 60 ft.
Languages English, German (speak only), Japanese

Defense 26, touch 22, flat-footed 23; Defensive Martial Arts (+3 Dex, +9 class, +4 equip)
hp 134 (15 HD); Mas 18
Fort +13 (+4 vs hot/cold environments, suffocation/drowning, and see below), Ref +12, Will +7
Action Points 11

Speed 40 ft. (30 ft. w/armor)
Melee unarmed strike +18/+13/+8 (1d4+8 lethal/nonlethal, 19-20) or
Melee by weapon +18/+13/+8
Ranged Jericho 942 autoloader +18/+13/+8 (2d8+3 ballistic, 20, 30 ft., S, 9 box) or
Ranged ManPTDS +17/+12/+7 (10d8+1, 20, 80 ft., S, 8 int.) or
Ranged by weapon +17/+12/+7
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +13; Grp +18
Atk Options Burst Fire, Swift Strike +1d6, Tactical Aid, Target Species (human)
Special Qualities electricity vulnerability, immunities (blinding/light-effects, disease, poison, stunning, medicines, chemical boosters, and all powers, spells, or attacks that would normally affect human physiology or respiration), see below

Abilities Str 20 (17), Dex 16, Con 18 (17), Int 13, Wis 14, Cha 9
'(-)' indicate original ability scores.
Allegiances Motoko Kusanagi, good, Public Security Section 9; Rep +5; San 58
Feats Advanced Firearms Proficiency, Armor Proficiency (light, medium), Athletic, Burst Fire, Combat Martial Arts, Cybertaker (see Future), Cybernetic Surgery, Defensive Martial Arts, Endurance, Exotic Firearms Proficiency (heavy machine guns), Exotic Firearms Proficiency (rocket launchers), Personal Firearms Proficiency, Oathbound (Motoko Kusanagi; see Future), Renown, Simple Weapons Proficiency, Stealthy, Surface Vehicle Operation (powerboat), Surgery, Track, Urban Tracking (see Future)
          Note: As a member of Section 9, Batou receives the Armor Proficiency (medium) feat for free.
Skills (core) Climb +13 (-2 w/armor), Computer Use +4, Demolitions +8, Diplomacy +1, Drive +8, Hide +10 (+2 in at least one-quarter concealment, -2 w/armor), Handle Animal +0, Intimidate +4, Investigate +9, Jump +11 (-2 w/armor), Knowledge (behavioral sciences) +8, Knowledge (current events) +7, Knowledge (streetwise) +11, Knowledge (tactics) +11, Knowledge (all others [cyberbrain]) +5, Listen +5, Move Silently +12 (-2 w/armor), Navigate +4, Read/Write English, Read/Write Japanese, Repair +2, Sense Motive +8, Speak English, Speak German, Speak Japanese, Spot +10, Survival +10, Swim +11 (-12 w/equip), Treat Injury +4
Skills (house) Athletics +16 (+1 [+3 w/o armor] on Climb, -2 on Jump w/armor, -12 on Swim w/equip), Computer Use +4, Deduce +9, Demolitions +8, Drive +8, Handle Animal +0, Knowledge (behavioral sciences) +8, Knowledge (current events) +7, Knowledge (streetwise) +11, Knowledge (tactics) +12, Navigate +4, Perceive +19, Persuade +6, Read/Write English, Read/Write Japanese, Repair +2, Sneak +11 (+2 [+4 in at least one-quarter concealment] on Hide, +4 on Move Silently, -2 on Hide/Move Silently w/armor), Speak English, Speak German, Speak Japanese, Survival +10, Treat Injury +4
Talents (Strong Hero) Melee Smash, Improved Melee Smash
Talents (Soldier) Improved Critical (unarmed), Tactical Aid, Weapon Focus (autoloader), Weapon Specialization (autoloader)
Talents (SpecOp) Hunt and Evade, Night Mover, Specialist (weapons)
Talents (Tracer) Swift Strike +1d6, Target Species (human)
Starting Occupation Military (Drive as permanent class skill, +1 on Climb; Personal Firearms Proficiency)
Cybernetic Replacements Advanced Prosthetic Arm (2), Advanced Prosthetic Leg (2), Cyberbrain
Cybernetic Enhancements Anti-Flare Implants, Feat Plexus (Athletic, Endurance, Stealthy, Surgery), Internal Organ Replacement (see below), Nightvision Optics, Prosthetic Enhancer (4, both arms/legs), Targeting Optics, Telescopic Optics
Possessions (carried weight 62.5 lb.) casual outfit (street attire; 3 lb.), IMI “Jericho” 942 .50 AE (see Weapons Locker; 3.5 lb.), ManPTDS (see below; 48 lb.), medium combat armor (black, -2 check penalty, see Future; 8 lb.), various personal items
Wealth Bonus +13

New Weapon Heavy Man-Portable Tank Defense System (ManPTDS)
Damage: 10d8; Critical: 20; Type: —; Range: 80 ft.; ROF: S; Magazine: 8 int.; Size: L; Weight: 48 lb.; Purchase DC: 22; Res: Mil (+3)

This Progress Level 7 semi-automatic heavy weapon is used primarily for mobile armored vehicle defense, firing shells capable of penetrating tank skin. Its shells are designed to ignore 10 points of hardness belonging to a vehicle, building, or object. While it can be handled by a single person, the weapon is clumsy and the user may not move more than a single move action per round when wielding the ManPTDS. Reloading the ManPTDS after exhausting its 8-round magazine always requires 1 round. The weapon requires the Exotic Firearms Proficiency (rocket launchers) feat.

New Cybernetic Enhancement Internal Organ Replacement (PL 7)
The recipient’s major internal organs, excluding his brain, are replaced with cybernetic replicas.
          Benefit: Due to the fact that, in part or as a whole, the recipient’s lungs, liver, kidneys, stomach, intestines, and even heart have been replaced with synthetic versions, he becomes immune to disease, poison, stunning, medicines, chemical boosters, and all powers, spells, or attacks that would normally affect his human physiology or respiration, except for those that target the skin or other non-cybernetic parts of his body; he receives a +4 bonus against any such effects that target these areas. He is still subject to critical hits. If he should later undergo the total organ replacement enhancement (see Cyberscape), these features become overwritten by those detailed under that enhancement.
          Type: Internal
          Hardness/Hit Points: 0/6
          Base Purchase DC: 29
          Restriction: Restricted (+2)

Sunday, July 30, 2017

JapanQuest '17: Ewanification Vacation

Ewan: "Say, Daddy, why don't we take a closer look at the Land of the Rising Sun? The place where Mommy is from. You know, right? The place that makes me at least half of what I am."
Me: "Absolutely, son. Let's go now."
"Here we are at the jumping-off point, Sac Metro Airport. Can you hear the distant sound of the shamisen out past the ukulele?"
"Aloha! I'm with Mommy in Hawaii at the airport in Hololulu."
"Now where are we? Is this Japan, Daddy? What are some of these things behind me?"
A genuine elephant's tusk ivory carving! In Japan?
A tiny detailed boat in a bottle! But is it Japanese?
A katana? No way!
Yes.
Yes!
YESSS!
I am a samurai-Jedi!
I am Leonardo!
I am Duncan MacLeod!
Ooohh baby!
Me: "I am a huge geek."
Ewan: "DADDY! You okay? Anything else?"
Ahem. Hmm. Well, let's see … an intricate doll in samurai costume.
shimenawa kept in the kamidana room of a traditional Shinto household. It serves to enshrine a god.
And a baseball team … complete with Japanese high schoolers and my wife's brother, Makoto (pictured center in the second row). Yup! No doubt. This is Japan!
"Cool! I wonder what else is out there? And who's that coming up the way?"
"Cousin Asahi! What fun we'll have!"
Most of the time…
Obaachan to the rescue! For love that stretches across an ocean, coming close together is something special.
"But it's fun also to get out and cut loose!"
"Like this play area; crossing up my wires in the best way possible!"
"Or eating sakuranbo (Japanese cherry) ice cream!"
"And visiting a local petting zoo!"
"Or biking to the park for a picnic…"
"…home-made bento style!"
"Mmm, yum!"
"While Daddy viewed a Japanese angel…!"

Hmm? New York City?
Nope! It's Icho Kouen (Liberty Park) in Oirase-cho, Aomori!

"Enough of nature, Ewan? How about some art?"
"Here we are in Aomori City, home of the famous Nebuta Festival and the Aomori Bijutsukan (Art Museum)."
Ahh, Japan! How I love thee!
MacArthur?
"Kali ma … Kali ma … Kali ma, shakthi deh!"
"Arigatou Aomori-ken!"

Friday, June 5, 2015

The World Warriors

Another pair of iconic video game characters go from digital to your tabletop, d20 style! (I've been on a tear lately, gotta admit!)

RYU
(circa Street Fighter II)
Male Human Legendary Strong Hero 2/Fast Hero 1/Tough Hero 2/Martial Arts Master* 9/Street Warrior** 3; CR 17
Medium Humanoid (height 5' 9”, weight 150 lb. [157 lb. in winter]); Age 27
Init +3; Senses (core) Listen +8, Search +1, Spot +9; Senses (house) Listen/Spot +21, Search +1
Languages Chinese (read/write only), English, Hindi (read/write only), Japanese, Korean (read/write only), Russian (read/write only)
* See Blood and Fists
** See Urban Arcana

Defense (core) 28, touch 28, flat-footed 25; Defense (house) 28, touch 20, flat-footed 25; (+3 Dex, +15 class)
hp 135 (17 HD); Mas 16
Fort +16, Ref +11, Will +7
Action Points 14

Speed 30 ft.
Melee unarmed strike +18/+13/+8 (1d6+3 lethal/nonlethal, 20) or
Melee punch +19/+14/+9 (1d6+3 lethal/nonlethal, 20) or
Melee axe kick +18 (1d10+4, 20) and/or
Melee circle kick +18/+13/+8 (1d10+3, 20) or
Melee jab +21/+16/+11 (1d6+3, 20) or
Melee leg sweep +18 (1d8+3 plus trip, 20) and/or
Melee snap kick +20/+15/+10 (1d8+3, 20) or
Melee uppercut +19 (1d8+3, 20) and/or
Melee shoryuken +19 (1d10+4 lethal only, 19-20) and/or
Melee metsu shoryuken +19 (1d10+4, 16-20/x3-x5) or
Melee tatsumaki senpuu kyaku (circle kick) combo +18/+15 (1d10+3/1d10+5, 20) or
Melee by weapon +17/+12/+7 or
Ranged (touch) hadouken (ki blast) +18 (3d6+5 force, 20) or
Ranged (touch) shinku hadouken +18 (3d6+5, 17-20/x3-x5) or
Ranged by weapon +18/+13/+8
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +15; Grp +18
Atk Options Axe Kick, Block, Circle Kick, Combination, Jab, Inner Power, Ki, Ki Blast, Leg Sweep, Snap Kick, Streetfighting, Shoryuken, Uppercut
Special Qualities ki (6/day), legend traits (2)

Abilities Str 15 (14), Dex 16 (15), Con 16 (15), Int 12, Wis 17 (16), Cha 10
'(-)' indicate original ability scores.
Allegiances self-discovery, “the fight,” good, Ken; Rep +6; San 77
Feats Ansatsuken (new feat, see below), Axe Kick, Block*, Brawl, Circle Kick, Combat Martial Arts, Combination (Circle Kick x2), Jab, Inner Power*, Inner Strength, Ki, Ki Blast (new feat, see below), Leg Sweep, Simple Weapons Proficiency, Snap Kick, Streetfighting, Shoryuken (new feat, see below), Uppercut
* Bonus feats from the Legend template.
          Note: Feats listed in italics were taken from the Blood and Fists supplement.
Skills (core) Balance +8, Climb +11, Concentration +9, Gather Information +3, Intimidate +4, Jump +13, Knowledge (current events) +4, Knowledge (streetwise) +7, Knowledge (theology and philosophy) +4, Listen +8, Meditation +11, Read/Write Chinese, Read/Write English, Read/Write Hindi, Read/Write Japanese, Read/Write Korean, Read/Write Russian, Sense Motive +12, Speak English, Speak Japanese, Spot +9, Survival +10 (+4 in urban areas), Swim +9, Tumble +6
Skills (house) Athletics +21, Control +20, Gather Information +3, Knowledge (current events) +7, Knowledge (streetwise) +9, Knowledge (theology and philosophy) +4, Perceive +21, Read/Write Chinese, Read/Write English, Read/Write Hindi, Read/Write Japanese, Read/Write Korean, Read/Write Russian, Speak English, Speak Japanese, Survival +9 (+4 in urban areas), Tumble +9
Talents (Strong Hero) Melee Smash
Talents (Fast Hero) Evasion
Talents (Tough Hero) Second Wind (recovers 5 hp, 3/day)
Talents (Martial Arts Master) Accurate Punch 1, Hard Kick 1, Ki Focus 1, Ki Focus 2, Ki Focus 3
Talents (Street Warrior) Improvised Weapons, Urban Survival
Starting Occupation (core) Adventurer (+1 on Climb, Jump; Brawl)
Starting Occupation (house) Adventurer (+1 on Athletics, Knowledge [streetwise]; Brawl)
Possessions (carried weight 8.5 lb.) signature white karate gi w/black belt & sparring gloves (3.5 lb.), red bandanna, large canvas duffel (w/spare clothes, dry rations, various personal items; 5 lb.)
Wealth Bonus +5

New Feat Ki Blast
You focus your ki into a ball of energy that you can hurl at an opponent.
          Prerequisites: Dex 13, Wis 13, Combat Martial Arts OR Improved Unarmed Strike, Ki, BAB +8
          Benefit: You can expend two daily uses of your Ki feat as a move action to create an orb of raw ki energy. You can then throw the seething orb as a standard action with a maximum range of 60 feet (no penalty). This ranged touch attack deals 3d6 + your Wis modifier damage. The ki orb is a force effect.
          If you fail to throw the orb before the end of your turn, it dissipates harmlessly.
          When you take this feat, you gain an additional daily use of ki.
          Special: You may also add your Str modifier to damage with this feat if you have the Inner Power feat. The only way to block a ki blast is with another ki blast. Should you block a ki blast with a natural 20, your ki blast carries through the blocked ki blast to hit your attacker; roll damage for both, subtracting your attacker’s ki blast damage from your own ki blast’s critical damage, and the remaining damage is subtracted from your attacker’s current hit points.

New Signature Martial Arts Maneuver Feat Shoryuken (Ansatsuken)
You channel your ki into an immense rising uppercut attack.
          Prerequisites: Ansatsuken, Uppercut
          Benefit: Your Uppercut attack inflicts an extra die of damage, does 1.5x Str mod on damage, and its threat range is increased by one. If you miss this attack, you must make a DC 15 Jump check or risk an attack of opportunity (if you succeed at the Jump check, you are flat-footed until the start of your next turn). You may only use this maneuver once per round.

New Martial Arts Mastery Ansatsuken “Assassination Fist”
          History: A Japanese martial art rooted as an art of assassination. This art stems from traditional karate (e.g. shotokan), but focuses more heavily on ki focus, special repeated maneuver combinations, and the signature shoryuken (“rising dragon punch”). Famous practitioners of this martial art in the Street Fighter universe include Akuma and Gen.
          Prerequisite: Combat Martial Arts
          Effect: You are proficient in punch and kick attacks, and are considered armed while making these attacks. This feat adds Jump and Meditation to your list of class skills, and allows you to use Circle Kick multiple times in a single combination (i.e. tatsumaki senpuu kyaku or "whirlwind kick"). Ansatsuken is an external style whose attacks are modified by Strength.

ANSATSUKEN
          Mastery: Accurate Kick 1, Accurate Punch 1, Accurate Punch 2, Hard Kick 1, Hard Punch 1, Hard Punch 2, Ki Focus 1, Ki Focus 2, Ki Focus 3
          Bonus Feats: Acrobatic, Alertness, Athletic, Axe Kick, Back Kick, Block, Body Blow, Circle Kick, Combat Expertise, Combat Reflexes, Dodge, Elbow Slam, Great Fortitude, Heart Punch, Hip Throw, Improved Block, Jab, Jump Kick, Leg Sweep, Poise, Power Attack, Snap Kick, Sunder, Thigh Kick, Toughness, Uppercut.

Ki Focus 1
You may use your ki one additional time per day.

Ki Focus 2
You may use your ki one additional time per day.

Ki Focus 3
You may begin to charge latent energies (usually sparked by deep or strong emotions) lying dormant in your ki. Each round that you spend charging your ki as a move action, up to a number of rounds equal to your Wisdom modifier, you increase your threat range and critical multiplier by that amount until you make your next attack. You must also expend a daily use of ki for each round you spend charging. You may take no other actions while charging your ki each round other than a single move action and speaking, though you may defend yourself as normal (including the use of full defense as a standard action). For example, if your Wis mod was +3, you normally threatened a critical hit on 20, and you charged your ki using move actions on each of three consecutive rounds (expending 3 daily uses of ki), you would threaten on a natural 17-20 and inflict x5 damage should your next attack be a critical hit. Of course, charging your ki for fewer rounds is also possible. This attack may be melee or ranged. Your next attack must come on the following round after you charge your ki, though any ki uses are unspent if no attack occurs.
          Note: For more on these rules, see Blood and Fists for the d20 Modern game.

KEN MASTERS
(circa Street Fighter II)
Male Human Legendary Strong Hero 2/Fast Hero 2/Tough Hero 1/Martial Arts Master 6/Street Warrior 6; CR 17
Medium Humanoid (height 5' 9”, weight 159 lb. [169 lb. when not training); Age 26

Init +3; Senses (core) Listen +6, Search +1, Spot +8; Senses (house) Listen/Spot +17, Search +1
Languages English, Japanese

Defense (core) 27, touch 27, flat-footed 24; Defense (house) 27, touch 20, flat-footed 24; (+3 Dex, +14 class)
hp 122 (17 HD); Mas 15
Fort +15, Ref +13, Will +7
Action Points 13

Speed 30 ft.
Melee unarmed strike +18/+13/+8 (1d6+3 lethal/nonlethal, 20) or
Melee punch +19/+14/+9 (1d10+3 lethal/nonlethal, 20) or
Melee circle kick +18/+13/+8 (1d8+3, 20) or
Melee jab +21/+16/+11 (1d10+3, 20) or
Melee leg sweep +18 (1d6+3 plus trip, 20) and/or
Melee uppercut +19 (1d12+3, 20) and/or
Melee shoryuken +20 (3d4+4 lethal only, 19-20) and/or
Melee tatsumaki senpuu kyaku (circle kick) combo +18/+15 (1d8+3/1d8+5, 20) or
Melee tatsumaki senpuu kyaku (circle kick) imp. combo +18/+15/+11 (1d8+3/1d8+5/1d8+6, 20) or
Melee by weapon +17/+12/+7 or
Ranged (touch) hadouken (ki blast) +18 (3d6+3 force, 20) or
Ranged by weapon +18/+13/+8
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +15; Grp +18
Atk Options Block, Circle Kick, Combination, Improved Combination, Improved Feint, Improved Streetfighting (+1d4+2), Jab, Ki, Ki Blast, Leg Sweep, Shoryuken, Uppercut
Special Qualities ki (5/day), legend traits (2)

Abilities Str 15, Dex 16 (14), Con 15, Int 13, Wis 16 (14), Cha 13
'(-)' indicate original ability scores.
Allegiances “the fight,” self-discovery, Ryu, good; Rep +6; San 65
Feats Ansatsuken (new feat, see above), Block*, Brawl, Circle Kick, Combat Martial Arts, Combination (Circle Kick x2), Improved Combination (Circle Kick x3)*, Improved Feint, Jab, Ki, Ki Blast (new feat, see above), Leg Sweep, Streetfighting, Shoryuken (new feat, see above), Simple Weapons Proficiency, Weapon Finesse (fists), Weapon Focus (shoryuken), Uppercut
* Bonus feats from the Legend template.
          Note: Feats listed in italics were taken from the Blood and Fists supplement.
Skills (core) Balance +8, Bluff +11 (+2 to feint in melee, +6 in the U.S. [+8 to feint in the U.S.]), Climb +9, Concentration +5, Drive +8, Gamble +9, Gather Information +5 (+6 in the U.S.), Intimidate +10 (+6 in the U.S.), Jump +12, Knowledge (current events) +8, Knowledge (popular culture) +4, Knowledge (streetwise) +8, Listen +6, Meditation +5, Read/Write English, Read/Write Japanese, Sense Motive +9, Speak English, Speak Japanese, Spot +8, Survival +3 (+4 in urban areas), Swim +6, Tumble +8
Skills (house) Athletics +22, Control +13, Drive +8, Gamble +9, Gather Information +5 (+6 in the U.S.), Knowledge (current events) +8, Knowledge (popular culture) +4, Knowledge (streetwise) +9, Perceive +17, Persuade +20 (+2 on Bluff to feint in melee, +6 in the U.S. [+8 to feint in the U.S.]), Read/Write English, Read/Write Japanese, Speak English, Speak Japanese, Survival +3 (+4 in urban areas), Tumble +8
Talents (Strong Hero) Melee Smash
Talents (Fast Hero) Evasion
Talents (Tough Hero) Second Wind (recovers 3 hp, 2/day)
Talents (Martial Arts Master) Hard Punch 1, Hard Punch 2, Ki Focus 1
Talents (Street Warrior) Improved Streetfighting, Improvised Weapons, Street Cred, Urban Survival
Starting Occupation (core) Adventurer (Bluff, Intimidate as permanent class skills; Brawl)
Starting Occupation (house) Adventurer (+1 on Knowledge [streetwise], Persuade as permanent class skill; Brawl)
Possessions (carried weight 3.5 lb.) signature red karate gi w/black belt & sparring gloves (3.5 lb.), red Porsche 911 Carrera (see below), various personal items
Wealth Bonus +15

NEW Vehicle Porsche 911 Carrera (sports coupe)
Crew: 1; Pass: 1; Cargo: 175 lb.; Init: –1; Man: +0; Speed: 295 (29); Def: 8; Hard: 5; hp: 34; Size: H; Purchase DC: 35; Res: Lic (+1)

The Carrera is a luxury sports car powered by a 3.6L, 330-horsepower engine with a 5-speed manual transmission. A 4-speed automatic is also available. The Carrera is 2 squares wide and 3 squares long.

Saturday, January 17, 2015

Down Tokaido Way

I am still learning things about Japan, the country that became my second home. Thanks to the thoughtful Christmas gift given me by my brother, Yumeko and I have traveled a part of Japan even she knew little about. What follows is our first foray along the most famous of the Five Routes of the Edo period: Toukaidou.


The game Tokaido puts you into the shoes of a traditional Japanese traveler on his or her way from Kyoto (Japan's first capital) to Edo (Tokyo, the modern-day capital) by way of the eponymous road. The goal is to be the traveler who experiences the most eventful journey (measured by a point tracker, 0-100), buying the most diverse set of souvenirs (omiyage), enjoying the most trips to the hot springs (onsen), having the most colorful encounters, and eating the finest foods at the inns (ryokan) along the way (left to right).
You are randomly dealt two traveler cards (out of ten total) to select from at the start. I chose to play as "Chuubei the messenger," whose special talent allows him to have an extra encounter (draw an extra pink card) prior to eating at each of the interim inns. Not a rich character, he starts with 4 coins.
Only slightly more well-to-do than Chuubei, at 5 coins, Yume chose to play "Sasayakko the geisha." Her special talent grants her each time the ability to waive the cost of the cheapest souvenir when buying two or more so long as she has the coin needed to buy them legitimately. (Which begs the oh-so-obviously-answered question: What is the vendor getting in return for his charity?)
Lastly, the two-player rules require that a third non-player character (NPC) join on the journey. "Zen-emon the merchant," starting with 6 coins, can purchase one souvenir each time for 1 coin rather than the listed price (up to 3 coins). As an NPC, however, his only role is to act as a blocker under the control of the player who is farthest along the route each turn, and to donate coins at the temples (again at the players' discretion), creating added competition for bonus points based on donations made in the final tally; otherwise, Zen-emon takes no other actions during the game.
Yume (blue) demonstrated this strategy, as seen here, by using Zen-emon (gray) to block all available spaces at the nearest farm (the main means by which players earn back coin). No two player markers can occupy the same spot on the road (except for double spaces), and the player who is farthest back on the road takes the next turn. That meant I (gold) was stuck having to jump over the two of them on my way to the next location, and running low on coin. (Note: Only after playing did I realize that a 2- or 3-player game is not supposed to use the double-spaces. At least we were consistent in our error! :/)
Nearer to the first inn stop-off, I turn the tables and use Zen-emon to block Sasayakko-chan from getting access to the hot springs (an easy place to earn 2 or 3 points). By doing so, I've also ensured that Yume is the first player to reach the inn, giving her the greatest number of choices when selecting a meal. Meal cards, taken at the inns, are all worth 6 points, so if you don't have the coin to buy what's left at the inn when you arrive, that's 6 points you'll never get back!
Before the second inn stop-off, I'm lucky enough to secure some more coin at the farm, but Yume again reaches the inn first. Her choices are soba (a buckwheat noodle dish), donburi (a rice bowl dish topped with meat or fish and vegetables), nigirimeshi (rice balls wrapped in seaweed), and fugu (a notorious type of fish). 
I enacted a real coup here as I finished two different panoramas, placing myself in a commanding lead, 63-37. Panoramas are massive multipart paintings that you find time to complete as you journey along the road, provided you stop at the places on the route where your muse is at its best (green, white, or blue locations).
Luckily, at the previous inns, I twice drew the encounter card "Annaibito, the guide" (at bottom-left), who freely gives you a panorama card. You can see the two achievement bonus cards (3 points each) for the finished panoramas (at top). Each card you collect along the road grants you points or other needed items and tells the story of your journey. (Notice how I was at this time broke [no coins]; back to the farm!)
Leaving the final inn before Edo, I had arranged it so that Yume would be left with a choice of meals too expensive for her remaining coin, robbing her of an easy 6 points. Then here, I employ the blocking method again to keep Yume from a panorama location. Pretty scheisty, I'll admit, but at 83-54, I was enjoying my largest lead at that point.
By the end, Sasayakko-chan had cut considerably into that lead, but Chuubei-san's earlier run had proved too much. Despite my efforts, Yume had managed to piece together two out of three panoramas, even garnering the 3-point bonus for completing the three-piece green panorama first. She also got 3 bonus points for having the most expensive taste in cuisine (center middle).
Sasayakko had also posted the most coin at the temple, awarding her with 10 points. Chuubei and Zen-emon had tied, so they were both awarded the second place prize of 7 points. 
In the final summation, making sure you eat at each of the inns (a sure fire way to 24 points), and nabbing as many panoramas as possible (potentially 31 points) go a long way to ensuring victory. Above, you can see I finished all three panoramas (two of which I got the completion achievements for), and also scored 9 bonus points by visiting the hot springs most (middle left), having the most encounters (bottom left), and buying the most souvenirs (bottom middle).

All-in-all, the art design is elegant, the gameplay is intuitive but offers strategy, and the materials are of sturdy make. Time and further playthrus will tell whether playing as each of the other travelers offers a different but balanced play experience. My wife, Yume, herself Japanese, can't get over how delicious-looking all the meal card illustrations are. Perhaps, for me, the thing I love the most is how the game marries a real world place, with its own history and significance, into a game that never once feels dry or dated. Go out and get yours!