Just some quick rules to make Bound compatible with the GMC rules system.
I started with Synergy, since I felt it to be the most pressing need for conversion. Using the Humanity rules spoiled for Blood and Smoke, this is what I came up with. I welcome feedback and constructive criticism.
Synergy
Breaking Points
Synergy 10 (Five Dice)
Opening an Avernian Gate
Entering the Underworld
Refusing to communicate with a ghost
Synergy 9 (Five Dice)
Using Plasm from a Death Mask
Violating an Old Law
Using a ghost's Ban against it
Syngery 8 (Four Dice)
Closing an Avernian Gate
Refusing to help a ghost
Using a ghost's Bane against it
Arguing with your Geist
Synergy 7 (Four Dice)
Destroying a Charm or Fetter
Abjuring a ghost's Anchor condition
Interfering with a ghost's attempts to Influence or communicate
Synergy 6 (Three Dice)
Destroying a ghost
Destroying an Avernian Gate
Ectophagia
Synergy 5 (Three Dice)
Destroying a Vanitas
Reviving a dead person
Exorcising a ghost's Open condition
Refusing your Geist
Synergy 4 (Two Dice)
Destroying a Memorabilia
Destroying a Deathmask
Accidental murder or manslaughter
Synergy 3 (Two Dice)
Destroying a Keystone
Destroying a Geist
Synergy 2 (One Die)
Torture
Serial Murder
Synergy 1 (Zero Dice)
Mass Murder
Attempting Suicide
Attempting to destroy your own Geist
Ties
Ties bind a Geist and Bound together in the Bargain, reinforcing Synergy. Individual circumstance may drive the two apart, but Ties keep them together. . . most of the time.
Ties are things the Geist and Bound have in common, the things that initially drew the Geist to offer this dying mortal the Bargain. They are the points of commonality that form the foundation of their relationship.
Unlike a vampire's Touchstones, Ties are less people, places, and things, and more concepts, though a person, place, or thing representing a Tie is perfectly feasible. For instance, A Geist and Bound who were both murdered may fixate on solving their murders and bringing the criminal to justice, while a Geist who left children behind may bond to a dying mortal with kids, fixating on taking care of the children.
As with Touchstones, a Tie provides a +2 bonus to Discord rolls. Multiple Ties increase the bonus to +3. Ties are different from Touchstones, however, In that they are more difficult to lose, but can be resolved. A Bound who is murdered doesn't suddenly "lose" the drive to find her killer, but can actually resolve that Tie and bring her killer to justice.
Resolving a Tie provides a Geist with a unique opportunity. Should a Geist resolve the Tie to her satisfaction -- seeing her murderer sentenced to prison, for instance -- then she has two options. If she remains unfulfilled, she can set a new "goal" for her and her Geist, replacing the old Tie with a new one -- such as finding her Geist's murderer. Or, she can sit back, and let the feeling of accomplishment bind her and her Geist closer together. If she elects not to replace the old Tie with a new one, she gains a Resolved Tie. Resolved Ties are nor written on the character sheet at any Synergy level. Instead, they are always active, can never be lost, and provide a constant +1 bonus Discord rolls. A Bound can only have one Resolved Tie, but she may have one other Tie as well. In this case, the bonus to Discord rolls is +2, instead of +3 for having two regular Ties.
Like Touchstones, Ties are attached to dots of Synergy. The first Tie is attached to Synergy 6. If the Bound's Synergy drops below six, the Tie become unattached, and no longer provides its bonus. The Bound may spend a dot of willpower to re-attach the Tie to a lower Synergy dot, or may leave it unattached and improve her Synergy back to 6 or higher, at which point the Tie reattaches to Synergy 6 automatically. This reflects the increasing dissonance between Bound and Geist interfering with their mutual goals, and their decision to either let the common goal stand in the face of their separation, or re-unite themselves to continue their journey.
When a Bound acts in a way that reinforces the Tie, she regains a point of Willpower. If this action places her in jeopardy, she regains all her spent Willpower.
Example Ties
Acquisition
Whatever the reason, you died because you didn't have it. There have always been haves and have-nots, and you and your Geist were both among the terminal have-nots. Whatever you didn't have, be it food, water, air, weapons, or even medical insurance, you're never going to go without again. You'll acquire whatever you need to survive, by whatever means necessary, and your Geist will help you.
Children
You didn't want to die. What would your kids do without you? You couldn't leave them alone. You couldn't miss the rest of their lives. You Geist understands. She wasn't able to look after her children when she passed on. Now she'll help you protect yours.
Healing
You were lucky. You got a second chance. Thousands of people a day die, and they don't get to come back. So you do what you can to give everyone a fighting chance. Everyone deserves to live. . . for a time.
Murderer
You were murdered. The Geist knows what that's like: she was murdered, too. Together, the two of you seek to bring your killer to justice. And maybe look into that other murder that happened eighty years ago. . .
Redemption
It was no one's fault but your own. You understood that as you lay dying. You brought this on yourself. Every choice you made in life led you here, lying on the ground, dying. The Bargain gave you a second chance, but it's not enough to merely avoid the mistakes you made in the past. You have to fix what you fucked up first time around.
Understanding
You were killed by something you didn't understand. An animal, the whims of nature, random violence, whatever. Just as confused as you are, your Geist gives the tools you need to understand what happened to you, and maybe keep the same thing from happening to others.
I started with Synergy, since I felt it to be the most pressing need for conversion. Using the Humanity rules spoiled for Blood and Smoke, this is what I came up with. I welcome feedback and constructive criticism.
Synergy
Breaking Points
Synergy 10 (Five Dice)
Opening an Avernian Gate
Entering the Underworld
Refusing to communicate with a ghost
Synergy 9 (Five Dice)
Using Plasm from a Death Mask
Violating an Old Law
Using a ghost's Ban against it
Syngery 8 (Four Dice)
Closing an Avernian Gate
Refusing to help a ghost
Using a ghost's Bane against it
Arguing with your Geist
Synergy 7 (Four Dice)
Destroying a Charm or Fetter
Abjuring a ghost's Anchor condition
Interfering with a ghost's attempts to Influence or communicate
Synergy 6 (Three Dice)
Destroying a ghost
Destroying an Avernian Gate
Ectophagia
Synergy 5 (Three Dice)
Destroying a Vanitas
Reviving a dead person
Exorcising a ghost's Open condition
Refusing your Geist
Synergy 4 (Two Dice)
Destroying a Memorabilia
Destroying a Deathmask
Accidental murder or manslaughter
Synergy 3 (Two Dice)
Destroying a Keystone
Destroying a Geist
Synergy 2 (One Die)
Torture
Serial Murder
Synergy 1 (Zero Dice)
Mass Murder
Attempting Suicide
Attempting to destroy your own Geist
Ties
Ties bind a Geist and Bound together in the Bargain, reinforcing Synergy. Individual circumstance may drive the two apart, but Ties keep them together. . . most of the time.
Ties are things the Geist and Bound have in common, the things that initially drew the Geist to offer this dying mortal the Bargain. They are the points of commonality that form the foundation of their relationship.
Unlike a vampire's Touchstones, Ties are less people, places, and things, and more concepts, though a person, place, or thing representing a Tie is perfectly feasible. For instance, A Geist and Bound who were both murdered may fixate on solving their murders and bringing the criminal to justice, while a Geist who left children behind may bond to a dying mortal with kids, fixating on taking care of the children.
As with Touchstones, a Tie provides a +2 bonus to Discord rolls. Multiple Ties increase the bonus to +3. Ties are different from Touchstones, however, In that they are more difficult to lose, but can be resolved. A Bound who is murdered doesn't suddenly "lose" the drive to find her killer, but can actually resolve that Tie and bring her killer to justice.
Resolving a Tie provides a Geist with a unique opportunity. Should a Geist resolve the Tie to her satisfaction -- seeing her murderer sentenced to prison, for instance -- then she has two options. If she remains unfulfilled, she can set a new "goal" for her and her Geist, replacing the old Tie with a new one -- such as finding her Geist's murderer. Or, she can sit back, and let the feeling of accomplishment bind her and her Geist closer together. If she elects not to replace the old Tie with a new one, she gains a Resolved Tie. Resolved Ties are nor written on the character sheet at any Synergy level. Instead, they are always active, can never be lost, and provide a constant +1 bonus Discord rolls. A Bound can only have one Resolved Tie, but she may have one other Tie as well. In this case, the bonus to Discord rolls is +2, instead of +3 for having two regular Ties.
Like Touchstones, Ties are attached to dots of Synergy. The first Tie is attached to Synergy 6. If the Bound's Synergy drops below six, the Tie become unattached, and no longer provides its bonus. The Bound may spend a dot of willpower to re-attach the Tie to a lower Synergy dot, or may leave it unattached and improve her Synergy back to 6 or higher, at which point the Tie reattaches to Synergy 6 automatically. This reflects the increasing dissonance between Bound and Geist interfering with their mutual goals, and their decision to either let the common goal stand in the face of their separation, or re-unite themselves to continue their journey.
When a Bound acts in a way that reinforces the Tie, she regains a point of Willpower. If this action places her in jeopardy, she regains all her spent Willpower.
Example Ties
Acquisition
Whatever the reason, you died because you didn't have it. There have always been haves and have-nots, and you and your Geist were both among the terminal have-nots. Whatever you didn't have, be it food, water, air, weapons, or even medical insurance, you're never going to go without again. You'll acquire whatever you need to survive, by whatever means necessary, and your Geist will help you.
Children
You didn't want to die. What would your kids do without you? You couldn't leave them alone. You couldn't miss the rest of their lives. You Geist understands. She wasn't able to look after her children when she passed on. Now she'll help you protect yours.
Healing
You were lucky. You got a second chance. Thousands of people a day die, and they don't get to come back. So you do what you can to give everyone a fighting chance. Everyone deserves to live. . . for a time.
Murderer
You were murdered. The Geist knows what that's like: she was murdered, too. Together, the two of you seek to bring your killer to justice. And maybe look into that other murder that happened eighty years ago. . .
Redemption
It was no one's fault but your own. You understood that as you lay dying. You brought this on yourself. Every choice you made in life led you here, lying on the ground, dying. The Bargain gave you a second chance, but it's not enough to merely avoid the mistakes you made in the past. You have to fix what you fucked up first time around.
Understanding
You were killed by something you didn't understand. An animal, the whims of nature, random violence, whatever. Just as confused as you are, your Geist gives the tools you need to understand what happened to you, and maybe keep the same thing from happening to others.
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