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GM Section
Events
As the game progresses the players will sometimes go into a story based event, to figure
out the experience to give the group for the event it’s good to set up a plan for several
possible outcomes with different rewards. Given when the group completes the events,
the best way to figure out experience this way is to reward the group greater based on the
closest result completing the story as it is planned out by the GM, with alternate options
to and rewards for different diverting paths.
Example:
In one quest the players are to acquire a package from a group of shady looking people
and returning it to a store owner for a reward without the package begin opened or
damaged.
The idea is for the players to steal the package without being caught and getting and
returning it to the shop owner in perfect condition. This option would grant the group 5
experience based on the difficulty of the theft.
Alternate options would be.
1. Lowering the EXP reward if the package was returned damaged or opened. -1 EXP
2. Lowering the EXP reward if the group fought the thieves. -1 EXP
3. Lowering the EXP reward if the group is captured by the thieves -1
4. Raising the EXP if the group got the package from the thieves with diplomacy +1 EXP
5. Breaking free after being captured by the thieves and avoiding further encounters +1
EXP
6. Taking out the thieves by killing them or capturing them in surprise rounds only +2 EXP
Fights
Gain EXP from encounters is standard in games
Example:
1. The groups of six players confront a group of goblins.
2. The groups levels are one player is level 1 three are level 2 and two are level 3, the
groups average is level 2.
3. There are five goblins, one is level 4 and the rest level 2.
4. Minions 2+2+2+2=8
5. Minion divided by the highest level 8/4=2
6. Encounter level 4+2=6
7. Gained EXP 6 -2= 4
Fighting a solo
When a player goes solo against an encounter they don’t count the parties average but
just their level in the battle when figuring out the EXP.
Kill Point
When facing a tough challenge but playing within a party the player that slays the beast
(must be more than the parties combined Level [each players level averaged]) the player
that deals the final blow gains a bonus experience point
Treasure
The system allows multiple ways for gaining treasure in Power / Comedy plays players
can gain items and even money off of the bodies of defeated encounters. In normal and
Survival the players can harvest from the bodies. Intelligent begins and some monster
choices will still gather treasure and items, but many cases the treasure that is there is
stuff like meat, feathers, bones and hides all of which have uses some even alchemically
(See Item rules for potions ingredients). These items can be sold in cities and towns, or
used to craft items vehicles and more. The Gm can still tack on a rare find in such a
creature, but otherwise it won’t drop normally. Under each monster listing is possible
stuff players can harvest from creatures.
Duels
At any point two characters or a player and an encounter with normal or higher
intelligence can enter a duel. Duels don’t just mean fighting them physically but also can
be skill, ability or even mental duel. The quote rules of the duel are setup before battle
and the players. When its player vs player the conditions and rewards of the duel are
placed up solely by the two players. But when the player is facing an encounter the GM
will set up a rare item or bonus EXP or Build points as the reward should the player when
the duel. Should the play lose the Gm can humiliate or destroy an item of the player if
the rule of the duel wasn’t to the death. Of course if the duels rule is to the death then the
duel is one when one dies.
Suggested Types of Duel rules
Types of Encounters
Solo encounter
Solo encounters are when the group faces an encounter of one creature equal or no higher
than two levels above the players.
Group Encounter
Group encounter is when the group faces an encounter of 2-8 creatures equal or one level
above the group.
Swarm Encounter
Swarm encounter is when the group faces 1 or more (Best not to do more than three for
average group sizes) swarms.
Boss Encounter
Boss encounters causes the group to fight a stronger and more powerful enemy more
often at least 2 levels higher but no higher than 6 levels above the groups average.
Army Encounter
Army Encounters causes the group to fight a group of 10 or more equal or lower level
creatures, the larger the groups numbers the higher the level of the encounter.
Additive Encounters
Additive Encounters are elements that increase the creature encounters difficulty, based
on a number of issues, Such as fighting in a hazardous situation, fighting massive waves
of enemies.
Environment Encounter
Environment Encounters are when the environment itself provides a high level of
difficulty for the group in a whole. Such as fighting in water or while climbing a Cliffside,
as an additive encounter it increases the level of the encounters of creatures by +2. On its
own it counts a ½ the parties level in EXP.
Examples of Environment Encounters
1. Fighting on a Cliff / Confided foothold
2. In water or open space
3. In swamp, sand dunes, or uneven ground
4. Zero Gravity
5. Fighting in Midair
6. Fighting on treetops
Nature Encounter
Nature Encounters are when environmental factors such as weather come into play,
causing a degree of difficulty. The more dangerous the force of Nature that is active
during an encounter, when out of tasks the degree of difficulty can also reward bonus
experience equal to ¼ the parties level.
Examples of Nature Encounters
1. Fighting in a Blizzard
2. Fighting in a Heavy Storm
3. Fighting in High Winds
4. Fighting in Earthquake
5. Fighting in Volcanic eruption
Money system
BRP (Base Retail Price)
Base Retail Price is the given costs in the rules for players to purchase and sell items,
however its set to be allowed to have the money value increased or decreased depending
on any number of factors.
The cost is based on a random money amount. The way it’s designed is based on this
concept in the real world. Something with a BRP of 100 is equal to a real world of $1.00,
thus when figuring out the money system for your game when figuring the cost of some
items should keep in mind that the BRP is equal to a normal cost by moving the decimal
point passed the first two numbers.
Modern US Currency
Platinum Coin / $100 Bill 1 = 10000
Gold Coin / $10 Bill 1 = 1000
Silver Coin / $1 Bill 1 = 100
Lead Coin 1 = 10
Copper Coin 1 = 1
every 10 +5 +5 +2 +1 +2 +1 +1
points DC
of the
Build
Reputation
As a choice for the player’s actions and succeeding in completing complicated encounters
they may be rewarded with Reputation. There are many abilities both class and other
wise that allows the players to use their reputation to affect many things. The most
important thing of note depends on the reactions from the public. Reputation is divided
into two types, good and bad. Depending on how the reputation falls depends on how
open or inviting the public will act to the players.
Example of Reputation
Player with no Reputation wanting to buy from a store has to pay the normal rates.
Player with a Positive Reputation wanting to buy from the same store may be given a
discount, bonus items or shared information.
Player with a Negative Reputation wanting to buy is likely to suffer higher prices and
discrimination from the shopkeeper.
The opposite is true when dealing with illegal matters where a Bad Reputation will be
befitting for the player.
Players can often influence reputations with some abilities, diplomacy, or through giving
the person some extra funds.
Giving Reputation
The Degree of Reputation given to a player from an event or encounter relates on the
public opinion of the area they are in. Such as if a player kills a lord of a city it’s
normally bad and will likely stand as a -5 Reputation, but if that lord is despised and
hated by the people it may be a positive reputation of +5.
Guilt by Association
The standing points for player’s actions can increase of decrease their reputation through
their actions. It’s important to figure out the Reputation for each player actions separately,
but a player with an excessively high or low Reputation may influence the Rep of others
scores depending on guilt by association.
Island Creation
It’s Important to play in both travel and island types to take into play weather conditions and other
outstanding conditions of the island, While the events of each island is up to the GM along with
the islands inhabitants. Things such as plant life, animal life and general weather conditions that
may cause issue with the players, handling a one on one battle with pirates is nothing like facing
the full furry of a Hurricane.
When traveling the seas each Island effects the climate conditions as you approach them so its
important for the GM to know (mainly when going to the grand line) what type of island they are
headed to
Grand Line Island Types
First roll 1d4 to determine to Main Climate
01 Spring
02 Summer
03 Fall
04 Winter
(Note: When playing in the grand line its important after the first roll a second roll on the 1d4
determines the secondary climate, Duplicate climates such as Summer +Summer – is highly
likely a Dessert while opposing
The next roll required is to sum up the islands makeup to do this it’s a good idea that the GM
figures the basic size of the island Small Islands are 1 – 10 miles in size, Medium 11 – 30 miles in
size, Large 31 – 60 miles in size, Huge 61 - 100 miles in size, Any thing larger can be considered
a content which is not very likely in the Grandline but is likely in ether of the 4 seas. The make up
the islands depending on the size may require more then 1 roll, it is suggested to roll twice for
each size category.
01 Grassland
02 Urban
03 Forrest
04 Jungle
05 Rolling Hills
06 Mountainous
07 Rocky
08 Dessert / Bad Lands
09 Swamp
10 Tundra
11 Farmlands
12 Coral Bed
13 Heavy Cloud
14 Plant life
15 Massive Animal
16 Sand
17 Ship Wreck / Junk/ Bone
18 Cavernous
19 Volcanic
20 Other
01 Sunny
02 Partly Cloudy
03 Cloudy
04 Clear / Frost / Sizzle [Frost causes 1d4 Cold damage, Sizzle 1d4 Heat damage]
05 Humid [sense of temps is felt as the next category higher/ lower in cold climate]
06 Fog / Haze [Notice Check required to stay on course when traveling in this]
07 Drizzle / Flurries/ Dew
08 Rain / Snow/ Dust
09 Storm/ Snow Storm/ Dust Storm [Fort Save DC 15 vs. Temp Blindness]
10 Maelstrom/ Blizzard/ Sand Storm [Fort Save DC 30 vs. Temp Blindness]
11 Hail/ Ice Storm/ Twister [Hail 1d6 a round bashing SS/ 1d10 Cold damage/ Debris flying]
12 Oddity (GM Decides on the weather Event)
Wind Conditions
With out the wind in the sails the ship wont move or will use up precious power sources to push
onward. The wind is a fickle thing and can shift, increase or stop all together at times (ANY travel
in the calm belt the wind is always None forcing the players to rely on other sources to move
through before they become Sea King Chow). Direction of the wind isn’t important unless you the
GM wants to or it is based on some story element
01 No Wind Ship Can’t move with out Engine or alternate form of movement
02 Breeze ½ Movement rate
03 Wind Normal Move
04 Gust Normal Move
05 Strong Wind + ½ Movement rate
06 Cross Breeze Normal Move [+20 Navigate check DC to stay on course]
07 Heavy Wind Double Movement Rate [+20 Pilot Check to keep ship from damage
4d10 bash]
08 Hurricane Winds [+40 Pilot check vs. damage 8d10 bashing from winds], Flying debris
09 Fresh Wind Normal movement, relaxation effect removing exhaustion, stress based
penalties
10 Foul Wind Normal movement, Players must make Save vs. Sickness
Temperature
(Humid temps will affect players greater then dry days, aka cold damage or fatigue will set in)
[some results may require a re-roll based on the islands climate] The temps are pretty much
stagnant unless a major weather changing event occurs. So rolling the temps is only important to
be done once for the island and again when a major weather event occurs, or in game event
occurs. Some depending on the time of year may determine set location on the roll charts below.
Temperate Climate (East Blue, Near Spring Island, Near Fall Island, or Temperate Climate
Islands)
01 0 or above [long term exposure Cold damage 1d6 SS]
02 10’s [long term exposure Cold damage 1d6 SS]
03 Lower 20’s [long term exposure Cold damage 1d6 SS/ Fresh Water starts to freeze]
04 Upper 20’s
05 Lower 30’s
06 Upper 30’s [Frost can form and kill plants]
07 Lower 40’s
08 Upper 40’s
09 Lower 50’s
10 Upper 50’s
11 Lower 60’s
12 Upper 60’s
13 Upper 70’s
14 Lower 80’s
15 Upper 80’s [Water begins to Evaporate / may face plants wilting]
16 Lower 90’s
17 Upper 90’s [long term exposure Heat damage 1d6 SS]
18 Lower 100’s [long term exposure Heat damage 1d6 SS]
19 Upper 100’s [long term exposure Heat damage 1d6 SS]
20 110’s [long term exposure Heat damage 1d6 SS]
Hot Climate (West Blue, South Blue, Summer Island, or Hot Climate Islands)
01 Upper 60’s
02 70’s
03 80’s
04 Lower 90’s
05 Upper 90’s [long term exposure Heat damage 1d6 SS]
06 Lower 100’s [long term exposure Heat damage 1d6 SS]
07 Upper 100’s [long term exposure Heat damage 1d6 SS]
08 110’s [long term exposure Heat damage 1d6 SS]
09 120’s [long term exposure Heat damage 1d8 SS]
10 130’s [long term exposure Heat damage 2d6 SS]
11 140’s [long term exposure Heat damage 2d12 SS]
12 150’s [long term exposure Heat damage 2d20 SS]
Water Conditions
roll 1d10 for the water conditions for ocean travel, if the result of 9 or 10 re-roll if ether comes up a
second time that event occurs, roll a 1d8 to see the rest of the days water conditions. If you want
to save the results of 9 and 10 for better moments then simply roll water conditions on a d8.
* = Reflex Move is when one tries normal movement on a ship they have a chance at tripping and
falling forcing them at a half / cautious movement [Sea Legs Ability avoids this roll]
Pose Time
While some islands hold their own magnetic field that causes poses to act odd most in the grand
line have a set pull from a set path of islands in the first half there is divided in 7 routes from
Reverse Mountain, The second half while in the part of the Grand line dubbed “The New World”
there a several islands that the more environmentally sever the island the strong the pull it has on
the pose plus some islands have a hidden magnetic field thus make the pose useless in locating.
Also many inhabited islands have log poses that are set with their own magnetic field and can be
purchased around the world. When landing on an island it takes time for standard and New World
Poses to lock on the next islands locations, roll 1d6 on the chart below then roll the dice it
requires for the time. In the four Seas (North, East, South, West) a normal compass is usable
and does not reset.
Travel Time
Personally I suggest in the early parts of the game the GM create an idea of all locations in the 4
sea that they start the players in and draw up a map to determine the basic distance. I state this
as it lets the players wander on their own exploring the area. And with this you can figure ahead
the basic time it takes from the island they are on to the next one. Meanwhile in the Grand line
“Paradise” as long as they follow their Log pose the time between the islands can be days based
on the chart below. “New World” also would
the time it takes to get from the last island to this one, roll 1d6 to determine the amount of days it
takes to get to the next island, once the d6 is rolled follow the chart on the next roll to determine
the time that it would take under normal conditions to arrive.
Once you have all the setup in the lines above you need to work on event/ adventures of each
island. This is based how creative of a GM you can be. Most islands will have at least 1 or 2
major events that lead to battles. (Example: In the series the Straw hats arrived at Drum Island in
the need of a doctor, on it they had that search for a doctor as a major event and it lead into the
battles with Wappo’s forces, The Lapin Battle with Sanji and Luffy, a town battle with Ussop, Zoro,
and Vivi. Yet the secondary events occurred such as Zoro’s training, or Ussop and Vivi aiding the
town from the Avalanche caused in the Lapin battle.) So minor events occur ether based on the
island, characters in the party, or outside forces (As the group missed picking up on Ace showing
up leading to the White Beard Plotline). Personally I make sure to note any large fish / fish
schools / Sea kings on maps I make for my own use.
Also noting places for materials to be collected is important, caves, mines, farms, ranches, forests
and such all hold a collection of useable items the group can gather in their down time when they
aren’t running around. The following is the amount of time it takes to handle tasks that help gather
supplies or money.
Unique Diseases and Cures, This is on top of common diseases of the real world
Unlike in the real world Surgery is a major advancement. So much to the point, that some
surgeons have been able to create monstrous creations, by surgery. Provide legs for creatures
that never had legs or even create mythical hybrids with attaching animal body parts to other
animals. Such Surgeries take about a few hours and the subjects recover within a day or so.