For those new to the blog or with short attention spans, my aim is to make Chanbara the OSR game where Akira Kurosawa movies meet Ghostbusters. PCs are samurai, ninja, etc. in a fantasy equivalent of Japan (set in the same world as Flying Swordsmen) tasked with beating back the hordes off supernatural threats that plague the land, and bringing back treasure for the greater glory of lord, clan, temple, etc.
I've waffled over the past, what, three years or so? Should I have a small number of classes with profiles for customization, like in Flying Swordsmen? Or a bunch of distinct classes like in AD&D/3E/5E? Non-human races or not? Things like that.
The current goal is to be as simple and concise as possible. To that end, I've decided to leave out non-humans (I can add them in an expansion later), and only have three classes, each with three or four profiles for specialization. Also, I had an idea for backgrounds that provide some skills, starting gold/equipment, and guidelines for Allegiances (like in d20 Modern, instead of alignment). The idea is very similar to what showed up in 5E, and while I did have the idea before the Next Playtest stuff was released (pretty sure I've still got some files to prove it...), I've gone ahead and taken some other inspiration from 5E for this game. It's still going to be OSR. You could easily use Chanbara characters in a FLAILSNAILS game, although like Flying Swordsmen they'll possibly be a bit higher powered than your average BX/BECMI or AD&D character.
After working up some general notes/guidelines to follow for this revision, I wrote up the Bushi [Warrior] class. Of course, this is still subject to change, but here's a taste:
Character
Classes
Select Bushi if
you wish to face challenges primarily by combat, Shinobi for stealth
and trickery, and Mahotsukai for magic. Each class has ten levels,
granting more and more powerful abilities as the PC gains experience
points. Each class is given a description, basic game mechanics, a
level advancement chart, and details of the profiles that go with
that class.
Bushi
[Warrior]
Loyal
samurai, wandering ronin, peasant heroes, yakuza enforcers, and
shiftless mercenaries are all examples of bushi. They are versed in
the use of weapons and armors, tough, and effective in combat. Their
utility outside of combat is dependent on their background skills and
player inventiveness.
HD:
d10
Bonus
Dice: Combat
Level
|
XP
|
BAB
|
Special Abilities
|
1
|
0
|
+2
|
Combat
Dice, Profile Ability
|
2
|
1500
|
+2
|
+1
Combat Die
|
3
|
3000
|
+3
|
Profile
Ability
|
4
|
6000
|
+3
|
+1
Combat Die
|
5
|
12,000
|
+4/+4
|
+1
Combat Die
|
6
|
25,000
|
+4/+4
|
Profile
Ability
|
7
|
50,000
|
+5/+5
|
+1
Combat Die
|
8
|
100,000
|
+5/+5
|
+1
Combat Die
|
9
|
200,000
|
+6/+6
|
Profile
Ability
|
10
|
400,000
|
+6/+6/+6
|
+2
Combat Dice
|
Bushi
gain combat bonus dice. Any time the bushi makes an attack,
they can roll a standard combat die in addition to the roll to
attack. The amount of the combat die is added to both the chance to
hit, as well as the damage if the attack succeeds. Only one combat
die may be used per round of combat. At first level, the bushi gains
three combat dice, plus or minus the prime ability bonus of their
profile (minimum one). Expended combat dice are refreshed after a
night's rest.
Bushi Profiles
Abarenbo:
Abarenbo [Rowdy] are typically lower-class strongmen, bandits, yakuza
enforcers, brawlers, and the like. Their prime ability is Con. They
may select either the Noumin or Choumin background (a rikishi, or
sumo wrestler may have the Buke background with the GM's approval),
and gain the Intimidation skill for free. They may select any two
other skills from their background of choice. Abarenbo are proficient
with basic and improvised weapons only, as well as light and medium
armor.
Abarenbo
Special Abilities
1st
level: Show of Strength
– By spending one combat die, the abarenbo's Str bonus is doubled
for 10 minutes.
3rd
level: select either Knockout Strike
or Vitality.
Knockout
Strike
– Whenever a
natural 20 is rolled to hit with a blunt weapon, or by spending one
combat die, the opponent must Save vs. Wood or be knocked unconscious
for 1d4 rounds.
Vitality
– The abarenbo can
spend combat dice to heal damage, healing an amount equal to the roll
of the die, plus their Con modifier (minimum 1).
6th
level: select either Rugged
or Solid Footwork.
Rugged
– Roll one combat die and
gain damage reduction equal to the total plus Con modifier (minimum
1) for 10 minutes.
Solid
Footwork – By
spending one combat die, the abarenbo gains a +2 bonus to AC, TD and
all saving throws, and cannot be tripped or pushed for a number of
rounds equal to the roll of the die.
9th
level: select either Paralyzing
Strike or Strong
Willed.
Paralyzing
Strike
– Whenever
a natural 20 is rolled to hit with a blunt weapon, or by spending one
combat die, the opponent must Save vs. Wood or be knocked paralyzed
for 1d4 minutes.
Strong
Willed – Whenever
the abarenbo is under the effects of a spell that incapacitates the
body or mind (sleep, hold, charm, paralysis, etc.), they may make a
new saving throw every round. This ability does not require spending
any combat dice.
Kensei:
Kensei [Weapon Master] are warriors who devote themselves to mastery
of a single weapon. Some are simply dedicated martial artists, others
are wandering duelists, and some are elite soldiers. Their prime
ability is Dex. They may select Buke, Noumin or Chonin background,
and gain the Craft: Weaponry skill for free. They may select any two
other skills from their background of choice. Kensei are proficient
with basic and samurai weapons (plus their weapon of choice, if it is
a ninja or classical weapon), but are not proficient with any armor.
Kensei
Special Abilities
1st
level: Weapon of Choice
– The kensei gains a +1
bonus to hit and +2 to damage when using their weapon of choice. They
do not need to spend any combat dice to gain this bonus.
3rd
level: select either Fighting Stance or Iaijutsu.
Fighting
Stance – By
spending one combat die, the kensei gains a bonus to AC and TD equal
to the result of the die +1 per two levels (rounded up) for one
minute (10 rounds).
Iaijutsu
– At the beginning of
combat, the kense can roll a combat die, which is added to initiative
for the remainder of the combat. Also, the bonus is added to their
initial attack. If this attack hits, damage is doubled.
6th
level: select either Counterstrike
or One with the Weapon.
Counterstrike
– When the kensei is
struck by an opponent, they may spend one combat die and make a free
attack back on their opponent, with the die result added to hit and
damage. If the kensei already acted this round and used a combat die,
they may still use this ability but may NOT use a combat die in the
following round.
One with
the Weapon – Whenever
a natural 20 is rolled to hit with their weapon of choice, or by
spending one combat die, the attack
deals normal damage and counts as a tactical attack.
The kensei may choose to
trip, disarm, push, or any other tactical effect on top of the
damage.
9th
level: select either Blade
Tempest or Master
of Forms.
Blade
Tempest – By
spending one combat die, the kensei can make one melee attack per
target within the reach of their weapon, or a number of ranged
attacks equal to the result of the combat die plus their Dex modifier
(for firearms, they must have one firearm prepared for each attack).
Roll to hit and damage normally against each target, no more than one
attack per target allowed.
Master
of Forms – By
spending a combat die, all damage dealt by the kensei's weapon of
choice is maximized for one minute (10 rounds). Bonus damage from
subsequent combat dice are not maximized, only the base weapon
damage.
Samurai:
Samurai [Warrior Aristocrat] are typically high-class warriors who
devote their lives to the service of a master, although ronin who
serve no master are also members of this profile. They are the most
common type of Bushi in the Jade Islands. Their prime ability is Str.
Samurai may select Kuge, Buke or Noumin (if recently raised to
samurai status through meritorious service) backgrounds. They gain
the horsemanship skill and either letters or warfare skills for free,
and may select any two other skills from their background of choice.
Samurai are proficient with basic, samurai and classical weapons, and
all forms of armor.
Samurai
Special Abilities
1st
level: Stalwart
– all combat dice are d8
instead of d6.
3rd
level: select either Defender
or Kiai Shout.
Defender
– When rolling a standard
combat die, add that value to AC and TD for the round in addition to
the normal bonus to hit and damage.
Kiai
Shout – When
rolling a standard combat die, heal a number of hit point of damage
equal to the result in addition to the normal bonus to hit and
damage.
6th
level: select either Fearsome
Reputation or Power
Strike.
Fearsome
Reputation – Gain
a bonus to AC, TD and saving throws equal to 1/2 level, rounded up,
when fighting an opponent who knows your identity. This ability does
not require spending any combat dice.
Power
Strike – Whenever
a natural 20 is rolled, or by spending one combat die, base damage
from the attack is tripled in addition to the combat die's bonus
damage if one is used.
9th
level: select either Deflection
or Greater Kiai.
Deflection
– By spending a combat
die, the samurai gains a bonus to AC and TD equal to the die result,
and also may make a save vs. metal to negate any attack that strikes
the samurai that round.
Greater
Kiai – When
rolling a standard combat die, gain double the bonus rolled to attack
and damage, and also force all opponents of 4HD or less to save vs.
earth or flee in terror for 1d6 minutes.
Sohei:
Sohei [Warrior Monk] are monks who practice combat to defend their
temples, monasteries, convents and shrines. Some are instead samurai
who have take some holy orders but serve in a lay position in the
religion. Their prime ability is Wis. Sohei may select either the
Buke or Shukyo background. They gain the Religion skill for free, and
may select any two other skills from their background of choice. They
are proficient with basic, samurai and classical weapons, and with
all types of armor.
Sohei
Special Abilities
1st
level: Frenzied Attack
– By spending a combat
die, the sohei may make one additional attack equal to the result of
the combat die, but all attacks that
round take a penalty to hit
equal to the combat die result instead of a bonus. They gain no bonus
or penalty to damage.
3rd
level: select either Piety
or Tenacity.
Piety
– Spend one combat die to
cast a 1st
level Soryo spell.
Tenacity
– By spending one combat
die, the sohei can prevent a number of opponents equal to the result
of the die from closing to melee, disengaging in melee, or moving
past the sohei for that round. The sohei also gains a bonus to AC and
TD equal to the die result for 1 minute (10 rounds).
6th
level: select either Immunity
or Wide Swing.
Immunity
– By spending one combat
die, the sohei becomes immune to one type of magical attack (from a
creature) or one type of spell (yin, yang, elemental type) for 10
minutes.
Wide
Swing – Whenever
a natural 20 is rolled, or by spending one combat die, the sohei can
make an additional attack against an opponent adjacent to the one
just attacked.
9th
level: select either Iron
Body or Unstoppable.
Iron
Body – The
sohei takes 1/2 damage from one type of weapon damage. Select blunt,
slashing or piercing. This ability does not require spending any
combat dice.
Unstoppable
– When using a basic
combat die, all rolls that round for the combat die, to hit, damage,
and even saving throws may be rolled twice, and the better result
taken.
1st level D8 bonus to combat for Samurai? Guess who makes up the front line of my murderhobo party in World of Chanbaracraft :)
ReplyDeleteOnly a few times per day. ;)
DeleteGlad to see your back at it.
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