PIRATES & PLUNDER
Pirates and Plunder is a TTRPG based on the world of One Piece from the great mind of Eiichiro Oda. The rules are based on the 2014 edition of Dungeons and Dragons 5e. Any rules not stated in the Player’s Handbook here or in the GM’s guide follow the rules of D&D 5e, or it is put up to GM interpretation. Coming with 8 Classes with at least 3 Archetypes per class, 9 Races with their own unique genetic abilities, fortifications, and empowerments, an expansive subclass system with an entire Devil Fruit Encyclopedia, as well as an incredibly in-depth Haki Skill Tree system with almost 300 DIFFERENT ABILITIES AND UPGRADES! With everything at a player’s disposal, you can rest assured knowing you’ll never make the same character twice, with a truly unfathomable amount of customization.
Before creating a character, there are a couple things to know about the system of P&P that differ from your standard 2014 Dungeons and Dragons rules.
Table of Contents
Chapter 0: Basic Information
Levels, Proficiency Bonuses, and Hit Dice
Unlike D&D with 20 levels, Pirates and Plunder goes with a maximum of 10 levels. Most campaigns end with characters around 10, so we thought it would be a good change to keep the pace going. To cope with the lower amount of levels, you gain more hit die and maximum HP to go along with that starting at level 4, gaining double the normal amount of hit die. Instead of having to roll for your added HP upon a level up, you simply take the highest possible number.
Shown below is a table with the levels for a class and its corresponding hit die and proficiency bonus.
| Level | Proficiency Bonus | Hit Die |
|---|---|---|
| 1 | +2 | 1 |
| 2 | +2 | 2 |
| 3 | +3 | 3 |
| 4 | +3 | 5 |
| 5 | +4 | 7 |
| 6 | +4 | 9 |
| 7 | +5 | 11 |
| 8 | +5 | 13 |
| 9 | +6 | 15 |
| 10 | +6 | 17 |
Skills
Almost every skill remains the same as their D&D counterparts, with two notable skills having interesting changes when adapted to the world of One Piece. First off, the simpler change is turning Intimidation into a Constitution skill as opposed to a Charisma skill. The second change is complicated and left up to GM interpretation, but the use of Arcana is changed. As Arcana is the skill associated with magic, there is almost no magic in P&P, save for the powers of the World Government. So, Arcana must be used sparingly or interpreted as a check in association with Devil Fruits and Haki or something else “magical” in One Piece.
Strength Skills
- Athletics
Dexterity Skills
- Acrobatics
- Sleight of Hand
- Stealth
Constitution Skills
- Intimidation
Intelligence Skills
- Arcana
- History
- Investigation
- Nature
- Relgion
Wisdom Skills
- Animal Handling
- Insight
- Medicine
- Perception
- Survival
Charisma Skills
- Deception
- Performance
- Persuasion
Stat Abilities
Upon reaching certain milestones in a given stat, you are granted an ability. You get these abilities at 20 points in a stat, and then another ability at the peak of the stat, that being 30. If you are given a temporary bonus to a stat like the Fist’s Motivated state that puts you at the threshold for a Stat Ability, you gain the ability, but it goes away when you drop below the threshold.
Strength Abilities
- King of Strength. Pre: 20 in Str. If you did not have proficiency in Strength saving throws, you do now. You can carry things well over 100,000 pounds, but it is up to the DM to decide if you have an exhaustion level while carrying them. Additionally, a number of times a day equal to your Str mod, you can choose to automatically pass a Strength based check.
- God of Strength. Pre: 30 in Str. You can choose to not take any knockback from an incoming attack. You can also immediately end either the Grappled, Restrained, or Petrified conditions a number of times a day equal to half your Str mod. You also add your Str score instead of your Str mod for damage to attacks. Additionally, you never roll below a 15 on a Dex saving throw.
Dexterity Abilities
- King of Dexterity. Pre: 20 in Dex. You move at truly impossible speeds. You can make a number of attacks a long rest equal to your Dex mod unreactable as a free action. Additionally, you gain an additional 5 extra running speed every other point in Dex after 20 (22 is +5, 24 is +10, etc).
- God of Dexterity. Pre: 30 in Dex. You have lightning fast reflexes, meaning you can react to attacks that would otherwise be unreactable. Additionally, you never roll below a 15 on a Dex saving throw.
Constitution Abilities
- King of Constitution. Pre: 20 in Con. You have double the amount of failures on death saves, meaning that you must fail 6 saves when rolling death saves. You still only must roll 3 successful saves to live.
- God of Constitution. Pre: 30 in Con. You never go down without a fight. When you are dropped to 0 HP, instead of falling unconscious and rolling death saves, you remain conscious while rolling. Hits against you still result in failed saves. If you succeed on your three saves, you go back up to 1 HP, however this health dissipates if you exit combat.
Intelligence Abilities
- King of Intelligence. Pre: 20 in Int. You never roll below a 15 on an Int saving throw. You have a perfect memory, and you have expertise in History checks.
- God of Intelligence. Pre: 30 in Int. You choose one of three areas of expertise. You can learn to develop the Mother Flame, master the Lineage Factor, or develop Sea Beast Weapons. Each piece of research takes months if not years to develop. The Mother Flame is a source of infinite energy that you know how to not only produce but also contain. The Lineage Factor is the study and research behind all things to do with Green Blood, Seraphim creation, and perfectly constructed clones. Additionally, you never fail Int saving throws.
Wisdom Abilities
- King of Wisdom. Pre: 20 in Wis. You know how to lay out the perfect plan. Any time you make one specific plan, you have advantage on all Wis and Int based checks while following your plan specifically. Additionally, you never roll below a 15 on an Int saving throw.
- God of Wisdom. Pre: 30 in Wis. You add your Wis mod to all checks, attack rolls, and saves. Any time you add your Fruit mod on top of damage with devil fruits, you add twice your Wis mod to your Fruit mod. Additionally, you never fail a Wis saving throw.
Charisma Abilities
- King of Charisma. Pre: 20 in Con. You can smooth talk your way out of certain situations. After a creature misses an attack against you, you can force them to make a Wis saving throw, with the DC being 10 + your Cha mod. If they fail, they become Charmed by you until they are hit by you or an ally, or until the creature can make saves on a successive turn. You can do this a number of times a day equal to your proficiency bonus.
- God of Charisma. Pre: 30 in Con. You have the captivating presence of fame and glory. Every creature that can hear or see you in combat must make a Wis saving throw or fan out in your presence on the start of their turns, meaning they become Charmed until they pass a save on a successive turn or get hit by you or an ally. After they pass, they are immune to your charm for 2 turns, and after that they go back to making saves. Additionally, you never roll below a 15 on a Cha saving throw.
Chapter 1: Races
Before putting your character into action, you have to assign them a race. There are 9 races in the Player’s Handbook, with two of them being allowed or disallowed by the GM of the game. The races are as follows: Humans, Fishmen, Skypieans, Giants, Minks, Tontattas, Cyborgs, Oni, and Lunarians. Each race gets at least one ability at level one, as well as having their own stat buffs, movement speed, and average life expectancy all listed on their individual pages.
Humans
Humans are a very common and customizable race with a very formidable array of abilities to make up for their lackluster genetics. Click the button below to view.
They have the abilities of Indomitable Spirit, Avenger, and Hasshoken Arts, unlocking at levels 1, 5, and 7 respectively.
Fishmen
Fishmen are a very powerful and versatile race. There are three main types, those being Shark, Octopus, and Fish, each with their own abilities. Click the button below to view.
They have the abilities of Advanced Genetics, Sea Shield, and Nautical Bane, unlocking at levels 1, 5, and 7 respectively.
Skypieans
Skypieans hail from somewhere in the Sky Islands above Paradise in a world of their own, with several different people in those Sky Islands like Birkans, Shandians, and others. They are very recognizable with their angelic wings. Click the button below to view.
They have the abilities of Mantra, Feather Fall, Heavenly Blood, and Favored One, unlocking at levels 1, 1, 5, and 7 respectively.
Giants
Giants mainly come from the land of Elbaph and are recognizable by their massive size, hence where the name comes from. Their incredible stature gives them access to several abilities. Click the button below to view.
They have the abilities of Hearty Living, Pride of the Giants, and High and Mighty, unlocking at levels 1, 5, and 7 respectively.
Minks
Minks are a very unique race, taking on the resemblance of a variety of different animals while retaining their human shape. They are said to have incredible powers under the glow of the full moon… Click the button below to view.
They have the abilities of Sulong, Quick as a Hare, Like Lightning, and Adrenal Rush at levels 1, 1, 5, and 7 respectively.
Tontattas
Tontatta are the smallest race in the One Piece world, standing at only a couple of inches tall. Despite their small size, they are still very brave and powerful warriors, being on average faster and stronger than Humans. Click the button below to view.
They have the abilities of Short and Sweet, Elusive, and Unifying Force at levels 1, 5, and 7 respectively.
Cyborgs
Cyborgs have a unique origin, as they are not a race of their own but a modification of other races. Many have internal or external mechanisms within them to bolster their power in combat. Click the button below to view.
They have the abilities of Specialized Design, Integration, and Overclock at levels 1, 5, and 7 respectively.
Oni
Oni stand among the most powerful races in the world of One Piece, being larger, stronger, and more durable than Humans, with demonic horns on their heads. Although few in number, they are a mighty few. Click the button below to view.
They have the abilities of Indestructible Anatomy, Immovable Object, and Unstoppable Force at levels 1, 5, and 7 respectively.
Lunarians
Lunarians are the race that are the smallest in number but certainly one of the most powerful. They are very recognizable with their tan skin, white hair, black wings, and a billowing flame where the wings meet. Click the button below to view.
They have the abilities of Back Flames, Soul Embers, and Ancient Flame at levels 1, 5, and 7 respectively.
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Ut elit tellus, luctus nec ullamcorper mattis, pulvinar dapibus leo.