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One Piece D6

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  1. One Piece: The D6 RPG - v0.1
  2.  
  3. One piece. If you're reading this you know of it, so let's get into the swing of things. This is meant to show off what the character creation looks so far, along with basic mechanics, so don't expect this to be anywhere near playable.
  4.  
  5. 0. Basic Mechanics
  6.  
  7. -0.1 Rolling
  8. OP: D6 RPG uses, surprisingly, D6s in its rolls. Whenever characters take any action where the result is uncertain, players roll the appropriate number of six-sided dice in accordance to stats and other factors. Each dice that comes up 3, 4, 5 or 6 count as one success, whereas dice that come up 2 or 1 do not add to the count. Successes add up and that is your total success, which will then be compared to Urgency.
  9.  
  10. -0.2 Urgency
  11. Urgency is meant to represent how difficult any action should be and how many successes are needed to break even. For example, busting open a door could count as Urgency 3, so a player rolling 3 or more success would acomplish this feat, while having less than 3 would not. The difference between Urgency and Success determines how well, or how badly, you did:
  12. - If Urgency beats your total Success by at least 4: Criticial Fail (No, and it gets worse...)
  13. - If Urgency beats your total Success by 3, 2 or 1: Fail (No)
  14. - If your total Success equals Urgency: Partial Hit (Yes, though not as smoothly...)
  15. - If your total Success beats Urgency by 1, 2 or 3: Hit (Yes)
  16. - If your total Success beats Urgency by at least 4: Critical Hit (Yes, and it gets better...)
  17. The GM decides the Urgency level. Urgency table with examples will be provided later
  18.  
  19. -0.3 Romance Points
  20. Romance Points (RP) are used for building up your character. Experience points would be too cubersome to keep track of and deciding how much would be needed to level up would be an even bigger headache. So, Romance Points are used to represent your character growth as they sees the world, beats enemies and grows as a person. It is here to emulate that discovery feeling One Piece is known for, where the world is ever changing and your next adventure is just over the horizon.
  21. These points are gained in character creation and through play. The ones earned during creation should all be spent, so players will start the game at 0. During play, RP can be cashed in at anytime, as long as it fits within the narrative and the GM allows it. For example, it would be a hard sell spending RP to learn Haki in East Blue, but not that ludricous to learn it as characters near the New World or if they find a master willing to teach them.
  22. As Romance Points are meant to work as experience, they are awarded solely by the GM. Increasing your bounty, defeating enemies, toppling a king, being invited to the shichibukai, striking an alliance with important figures, discovering ancient treasures, all these things and more can award RP. The amount awarded will also not always be the same, for example getting your first bounty could net 2 points, while particulary good roleplay could grant 1 point. Defeating a Shichibukai could award from 3 to 6 points, depending how tough an encounter was and how interesting its resolution.
  23.  
  24. -0.4 Advantage and Disadvantage
  25. The same action can be taken in different scenarios, by different characters. While busting up a lock could be a Urgency 3, it would be easier when attempted by thiefs rather than doctors. Whenever the GM declares a character is in an advantageous position when rolling the dice, dices that come up as 2 will also count as successes. If the character has a huge advantage, another dice may be added to the pool.
  26. On the other hand, climbing a rope would be Urgency 2, but doing so in the rain is harder. Rolling in disadvantage means only 5 and 6 count as success on the dice. Rolling in huge disadvantage would mean taking away a dice from the pool.
  27.  
  28. -0.5 Pushing a roll
  29. Need one more success? Want to bump up your hit to a critical hit? Well, today is your lucky day lad! Wherever you roll, you can temporarily burn one Will point to reroll any one dice that came out as failure. Burning more Will allows for more rerolls. Will refills when a scene ends or the character has a rest. Shorter rests may not fill up the total Will burned.
  30.  
  31. 1. Character Creation
  32.  
  33. -1.1 Concept and Dream
  34. Characters in One Piece are pretty wild. To that effect, a good concept helps solidifies who you want your character to be and will be a guiding thread that will help you not lose your way. A concept summarizes who your character is, what he does and how he behaves. Concepts should have between 3 to 5 words. Luffy's would look like "Free spirit charismatic rubberman idiot". And Zoro's concept could be "Proud and loyal alcoholic swordsman".
  35. Characters in One Piece are also moved by dreams. Your character should have an ideal or objetive it strives to. These can be anything, as long as it is not readily avaible. Eating a hotdog is not a very interesting dream, for example. Anytime a character makes progress towards his dream, players should be rewardede wtih RP.
  36.  
  37. -1.2 Races
  38. The world is a really big and it is not exclusive to humans. Many a races populate the world of One Piece, some more humanlike and some less so. The character's race will determine their starting RP pool, bonuses and quriks.
  39.  
  40. A) Human - the most prevalent race in One Piece, humans come in various shapes, sizes and colors . It is the default race, with no bonuses nor quirks.
  41. - Starts with 12 Romance Points
  42. - Can have one Trait free of charge, though it should cost no more than 2 RP
  43.  
  44. B) Longleg/Longarm - humans with double the size of said members. Longarms have two elbows on each arm, while Longlegs do not have two knees, just largers legs.
  45. - Starts with 10 Romance Points
  46. - Trait: [Long Reach] Can have advantage on melee rolls using their longer members
  47. - Quirk: [Rivalry] - the two tribes have a long history of conflict and have a difficult time finding common ground. Disadvantage when dealing with the opposite tribe, especially with the hostiles ones.
  48.  
  49. C) Skypean/Shandian: living up in the clouds, these humans have developed wings, though they are not fuctional.
  50. - Starts with 10 Romance Points
  51. - Trait: [Dial Tech] Has advantage when using dials and can start the game with one dial free of charge
  52. - Quirk: [Religious] - the sky people have a strong sense of religion, focused on a figure they call God. This God though is not mystical, just one among them who was chosen for this position. This means that there good and bad Gods, but the most important is that their word is law and sky people have disadvantage trying to resist their orders
  53. -OR-
  54. - Quirk: [Rivalry] - when the Shadian's home was sent above the clouds a long and bloody war was started for it. This hatred runs deep, so Shandians are compelled to fight and even kill any Skypean they see. This may also grant disadvantage when trying to interact peacefuly with Skypeans
  55.  
  56. D) Fishman: half man and half fish. Most of them are from Fishman island, which sits at the bottom of the ocean and it is said a single fishman is stronger than 10 humans.
  57. - Starts with 8 Romance Points
  58. - The player has to decide which species of fish (or sea creature) the character is. The character then becomes a [Species]-Fishman. They may gain one trait free of charge that pertains to the species selected. (Example: an Octopus-Fishman may gain the trait of [Spilling ink])
  59. - Can breathe underwater
  60. - Quirk: [Prejudice] - fishmen were wildly used as slaves by the elite, and so a deep prejudice agaisnt them is still present. Fishman are not welcome in some places by humans and some fishman have decided to throw this hate back to the humans.
  61.  
  62. E) Giant: big and strong, giants live for a long time in One Piece. Most of them come from Elbaf, an island in the New World, though they can come from other backgrounds.
  63. - Starts with 7 Romance Points and can increase their body stat by one
  64. - Trait: [Try bringing me down] Has advantage when trying to be knocked prone and grapling enemies
  65. - Quirk: [Enormous] - simply put, the world was not made to scale for giants. They have a hard time fitting inside buildings and boats not built specifically for them. They have disadvantage on stealth rolls
  66.  
  67. F) Dwarf - way smaller than your average dwarf, these ones can fit in the palm of your hand. Living in secret on the island of Green Bit, they are suprisingly quick and stealthy.
  68. - Starts with 8 Romance Points
  69. - Trait: [So small!] Can have advantage on stealth rolls thanks to their small size
  70. - Quirk: [Gullible] - drawfs are easily fooled by the words of humans and will believe most things they are told, until proof of otherwise is presented. When rolling to fool or lie to these characters, the enemy may roll in advantage or even huge advantage
  71.  
  72. G) Mink - half human and half mammal, Minks live on the back of a giant elephant who wanders the waters of the New World.
  73. - Starts with 7 Romance Points
  74. - Starts with [Electro], which can imbue melee attacks with eletricity
  75. - Players have to decide which species of mammal the mink is. The character then can gain one trait that relates to the species (Example: bunny minks can jump higger, canine minks have a great sense of smell)
  76. - Quirk: [Cut off] - very rarely does a mink live their home and adventurers are few and far between, so they know little of the sea that surrounds the world. They have disadvantage on knowledge rolls about the outside world and get excited over most things
  77.  
  78. -1.3 Stats
  79. There are six stats that govern play
  80. - Body: represents endurance, physical fitness, strength
  81. - Agility: represents coordenation, dexterity, precision
  82. - Brains: how smart your character is, how well they can apply their knowledge
  83. - Charisma: the character's social skills, how well they can inspire and lead others
  84. - Will: how unbending the character is in front of a challenge. Can be temporarily burnt to push a roll
  85. - Specialty: the character's role/job. The exact specialty should be denoted in brackets. Ex: Specialty [Cook]
  86.  
  87. Stats can go from 0 to 10, except for specialty. The number represents how many D6s can be rolled. When rolling your specialty, it grants advantage on the appropriate stat roll (Ex: the cook wants to learn a new recipe, they must roll Brains in advantage). All stats begin at zero and are increased by buying with stat points. Beginner characters should start with a pool of 24 points, though the GM may increase this pool should they wish.
  88. To increase a stat, refer to this table
  89. - 1 point: 0 -> 1 -> 2
  90. - 2 points: 2 -> 3 -> 4 -> 5
  91. - 3 points: 5 -> 6 -> 7 -> 8
  92. - 4 points: 8 -> 9 - > 10
  93. The only exception is Specialty, where if you spend 8 points in it, it will become Specialty*, meaning when specialty is applicable you can roll one extra die and push one roll per scene without need to burn Will.
  94.  
  95. -1.4 Quirks and Traits
  96. In the One Piece manga and anime, characters ooze personality. No character is like another, so for this effect we have quirks and traits. Quirks are habits, disabilities or disadvanteges your character carries. They may be greedy, pathological liars, have a really big sweet tooth, narcolepsy, the list goes on! But why would I want to add quirks to my character you may ask? Why, because quirks can give you more RP to spend during character creation! The more outrageous your quirk is, the more RP it can give you, with the cap being at 3 RP max per quirk and 5 RP total. The following list present some example and how much you can gain from them:
  97.  
  98. - [Greddy]: you just love that money and will go to great lengths to have it all for yourself. (Gain 1 RP)
  99. - [Narcolepsy]: you just fall asleep at the darnest of times, with no warning of it coming. Roll a d10 in any scene that does not involve combat, if it comes a 1 or 2 you must fall asleep and then wake up later on the scene (Gain 3 RP)
  100. - [Lost]: the damn walls keep moving around you, it's not your fault! Roll in disadvantage wherever you need to follow a map or find your way by yourself. (Gain 2 RP)
  101. - [Sole survivor]: tragedy struck and you found yourself all alone. You find it difficult to trust new people and the past may just be around the corner. (Gain 2 RP)
  102. - [Pervert]: there is something about the human body you just can't get enough! You have to hit on any member of the preferred sex when you encounter them for the first time and you have disadvantage when beign persuaded by them. (Gain 1 RP)
  103.  
  104. Traits on the other hand will cost you RP and can provide knowledge, abilities and advantages. Traits with better benefits will have a higher price attached to them, with no cap for their cost. The following list can be used as an example:
  105.  
  106. - [Weather Forecast]: you have a knack for sensing changes to the weather. Roll brains with advantage to predict the weather. (Costs 2 RP)
  107. - [Swimmer]: you learned to brave the seas with just your body, should the need arrise. Roll body with advantage when you need to swim through any body of water. (Costs 1 RP)
  108. - [Followers]: you made the headlines somehow, or you inspire loyalty in those that meet you. You have followers that can aid during your adventure or fight alonside you. (Costs 4 RP)
  109. - [Loose Canon]: you make your own rules, but you get the job done. Your Marine superiors will let some things slide, as long as you show results. (Costs 2 RP)
  110. - [Forbidden Knowledge]: you can read the Poneglyph and uncover the true history of this world. Beware your enemies though. (Costs 5 RP)
  111.  
  112.  
  113. -1.5 Fighting Styles / Devil Fruits
  114.  
  115. -1.6 Equips
  116.  
  117. -1.6 Moves
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