Ninja vs Pirate Campaign [Archive] - Wizards Community

Post/Author/DateTimePost
ShinoAburame

08-08-07, 02:52 AM
This seemed like a natural thing to make sense people love them both. It'd obviously be a gestalt game, and obviously i'll have to do some editing to classes to makeup for thier power-curves mechanicaly.

Note: I don't have access to alot of matireal. So it's fairly limited.

FLUFF:
Ninja and Pirates co-exsist in a fantasy world inhabited by many monsters. Normal people have no idea of the secret blood-war between them. Yes, you heard me, blood-war! Ninja and Pirates are the result of demons and devils taking thier feud to the mortal plane! Devils teach thier evil secrets to mortals who become ninja, demons tempt mortals with raw power and become pirates.

CRUNCH:
Pirates and Ninja cannot gestalt together. For purposes of items, spell-effects, etc, treat pirates as chaotic evil and ninja as lawful evil. Actions, thoughts, and RP in general has no bearing on alignment. Leave RP in RP. Have a devil get ****** or a demon turn them into a newt. Whatever.

Pirate Classes:
Barbarian
Sorcerer
Wilder
Cleric
Paladin of Slaughter
Thug (Fighter Varaint)
Bard
Wizard
Archivist
Psychic Warrior

Ninja Classes:
Soulknife
Monk
Rogue
Paladin of Tyranny
Druid
Ranger
Fighter
Psion
Spelltheif
Psychic Rogue


CLASS CHANGES:
---Pirates---
Barbarian:
Now makes fortitude save 15, if successful, does not become fatigue after a rage.
Damage reduction is doubled.

Sorcerer:
1d20+cha mod spellpoints per level.

Wilder:
Hit die d12

Cleric:
1d6+wis mod spellpoints per level.

Paladin of Slaughter:
Smite now applies to ranged attacks
Smite works on any creature (no longer "smite good")
Good fort/will saves (use to be just good fort)
7th level: Add an additional dice of the same amount to damage. For example, a greatsword normaly deals 2d6, now it deals 3d6.
1d4+wis mod spellpoints per level.

Thug:
Gains bonus feat every level except 1st.
Good fort/ref saves. (Use to be just fort)
Profficientcy with exotic weapons.

Bard:
1d12+cha mod spellpoints per level.

Wizard:
1d6+int mod spellpoints per level.

Archivist:
1d8+int mod spellpoints per level.

Psychic Warrior:
Gains psicrystal 1st level.

---Ninja---
Soulknife:
Can 1/day per even soulknife level declare auto-critical with mindblade. Extraordinary ability.

Monk:
Full BaB.

Rogue:
1st level: Can apply poison to weapons without 5% penalty.
5th level: Increase critical hit margin by 1. For example, a dagger would normaly have critical success at 19-20. Now it's 18-20!

Paladin of Tyranny:
Same bennefits as paladin of slaughter.

Druid:
1d6+wis mod spellpoints per level.

Ranger:
Favored Enemy bonus applies to AC, bull-rush, grapple, checks.
7th level: Can declare auto-critical hit with normal damage (natural, unarmed, or weapon attack) 1/day. Extraordinary ability.
1d4+wis modifier spellpoints per level.

Fighter:
Gains a bonus feat every level.
Good fort/ref saves (use to be just good fort)
Proffcietcy with exotic weapons.

Psion:
Gains psicrystal 1st level.

Spelltheif:
1d12+cha mod spellpoints per level.

Psychic Rogue:
1st level: Can apply poison without 5% penalty.


Break Percentile:[/i]
All weapons, armor, and shields have a percentage chance of breaking when used. Say your struck with a weapon, roll a d100 check to see if your armor/shield breaks if it was used to increase AC. The same for the weapon inquestion that was used to strike you.

This was implemented to put gold to better use and keep people purchasing equipment. As well because some items are grossly supirior to others with no real differance. For example Glaive vs Halberd. So sense the Glaive weighs less and is cheaper, it will undoutedly be easier to break to compensate.


[b]Wound System:
Not wound points, wound system. Rather then stacking hp every level. You simply have a resivore of wounds you can take before you die.
d4=1
d6=2
d8=3
d10=4
d12=5

How It Works:
The GM rolls a d100 using two-differant colored d10 so it's easier to distinguish (though not nesscary) he rolls them and looks at them in-both directions.

If damage dealt is greater then one side, you are wounded.
If the GM rolls doubles, the damaged creature becomes wounded.
If both sides are lower, the character dies.
If both sides are supirior, nothing happens.

Keep a tab on how much damage you were dealt on each specific wound. As you will need to know when it becomes nesscary to heal. Healing must be done on an individual wound.

Healing Skill:
One way to get rid of wounds is through the heal skill, the skill can be peformed 1/day and heals an amount of points equal to the skillcheck result.

Sleep:
Eight hours of sleep can heal one wound of 1d12 points. Perhaps the worse way to get better.

Healing Spells:
The most efficient way. Say you use a heal minor wounds and roll 4+1 on the d8+1 cause of caster level. You cure 5 points of damage from one wound. If you've completely healed that wound good, if not, ohwell. A wound must be completely healed before it can go back on thier resivore.

Example Combat:
Ok, Joe is a gestalt wizard/sorcerer, he's one bad mutha pirate. But man is he weak! Some commoner douche clunks him on the head with a club for 6 whole damage!

The GM rolls a d100, 35 one direction.. 53 the other direction.. the club snaps on over his head and now Joe's ****** off as obviously this whelp though he could actually defeat him! Nuke time!


A good way for Joe to keep track of his wounds is 1/0. X/Y.
X is how many wounds he can take.
Y is how many he's taken.
If Y becomes greater then X, Joe will tie.

Joe should also keep in a little bubble how much damage he's taken. So if that commoner hadn't been particularly unlucky..
1/1(6)

Someone call a cleric!!!


The Point of This System:
The simple truth is, I don't like the power-curve of levels. Sense the wound system doesn't stack. And someone with a hit d4 forever remains at the 1/0 scale from level 1 to level 20. The only thing that increases is his aptitude in spells, skill-potency, attackrolls, saving throws, etc. It's still pretty much a huge curve. But now Joe can't be an arrogant dumbass and actually has to concern himself with all potential dangers!!!



Skill-System:
Emulating more of whitewolf's system. Rather then additional modifiers. For every 4 ranks, you get to roll another d20. Joe has 8 ranks in bluff. This let's him roll 3d20 and take the highest result. He has an 18 charisma so he still retains the +4 modifier. And any bonuses from feats or whatever.

Why?
Again like with damage. Leveling should increase potential, not set in stone. A low level character could never make the DC check of a high level character unless you use the critical success rule. Now things will be a bit more even. Without the 5% randomness factor of hit and misses! Obviously now criticals don't apply to skillchecks.


Massive Damage:
Massive Damage still exsists. If you take damage equal to your con-score or more, you must make a fortitude saving throw equal to damage dealt or become unconsiouse. (Not automaticaly die)

Massive damage only applies to normal damage. Natural, unarmed, weapons.. bassicaly anything not magical.

Unarmed Damage:
Very unbalanced. Monk abuses it, but more importantly feats do too. Sense I let things stack like brawl and such, things could quickly get out of hand for unarmed compared to weapons. And weapons should scare you a little more then barefists. As such, unarmed attacks no longer have critical successes or multiplyers.

See, a dagger has critical hit: 19-20. Multiplyer: x2.
Unarmed attacks have neither.


Non-Lethal Damage:
No longer exsists. I think it's retarded.


Races:
Humans are extinct man! Humans were just *****-mongrels that wanted to prove thier main ability was how they could make half-everything. Luckiely in the wake of pirate and ninja destruction we were able to get ridof the whole promiscues lot'ofem.

Monsters:
All monsters, including good ones still exsist. Everything that isn't demon, devil, or humanoid is pretty much good game to kill. Infact, it's encouraged. Because missions revolve around destroying other living things to prove your supirority to the opposition. All these stupid ignoramus creatures have no idea they're being exploited for the demon princes and arch-devil's gain!

Spellpoints:
As used in Unearthed Arcana, but not that fruity table system. Psionics already do that. They do enough math for everybody! Regular spellcasters just roll dice and hope for the best!
queenfange

08-08-07, 11:14 AM
Very interesting concept. It could get out of control quickly, but it sounds like you and your players are looking for a somewhat wild environment in the campaign, so that's all good.

If there are no humans, what races are there?

I'm not so good with the rules changes, so hopefully someone else can give you feedback on whether it's balanced.

Good luck as you continue working on this rather unique setting!
Zousha_Omenohu

08-08-07, 12:14 PM
Why don't you have a dark version of the campaign as well, so you can have werewolves vs. vampires?:P
Warforged Goblin

08-08-07, 01:02 PM
Why don't you have a dark version of the campaign as well, so you can have werewolves vs. vampires?:P

Because, then you'd have werewolves with glowing Raver Sling Bullets, and that's just silly...
Zousha_Omenohu

08-08-07, 04:45 PM
Because, then you'd have werewolves with glowing Raver Sling Bullets, and that's just silly...

:uh-huh: Whaaaaaaaaaaaaa?
Aneutralshadeofblack

08-09-07, 04:09 AM
Because, then you'd have werewolves with glowing Raver Sling Bullets, and that's just silly...

Yeah, and then he could name it "Unaboveland" and try to dodge a lawsuit.

:uh-huh: Whaaaaaaaaaaaaa?

See above.
Skritz_the_Lizardmen

08-10-07, 03:21 PM
The way i see it is like this: Two group of fiend worshipper. One that enjoy chaos, bloodshed and pillaging and the other cold-blood assasination.
I think this could really evolve into something very cool, whit lots of tweak. Ill see what i can do.

I would actually love it as a very dark and violent setting, even whitouth relying on devil and demons.

Post-Apocalyptic Version

Setting:
A Post-Apocalyptic world, devastated by war. Its like earth, but its not. Its similar to earth but whit different culture and country and all that. There is no more governement. The world is a blasted landscape full of monster. People live in a small to medium-sized community. They world is slowly rebuilding itself but yet is turning back into a new middle age.

Power Groups:
Two powerfull faction wage war for the control of this devastated world. One of them is a group of cold-blooded and treacherous assasin who rely on stealth, similar to the ninja of old.
To oppose them are the "raider". A loose group of clan full of bloodthirsty savege bent of destruction.

The rest of the world is made of "normal people". Those are the descendant of survivor. They live in small village working as farmer, merchant and all this stuff.

Monster:
Anything nasty...i dunno, ill think of something!
TheHarrow

08-10-07, 08:58 PM
this is just pure ninja vs pirate goodness. I for one vote ninja, though
Keep up the good work (You know why it's good? because it is FUN).