Author Topic: Yakuza Core Classes and Variants  (Read 5806 times)

Offline bhu

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Yakuza Core Classes and Variants
« on: December 14, 2011, 05:14:28 AM »
« Last Edit: January 06, 2012, 01:12:07 AM by bhu »

Offline bhu

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Re: Yakuza Core Classes and Variants
« Reply #1 on: December 14, 2011, 05:16:10 AM »
TEKIYA


   
"Everyone lives by selling something."

 The Tekiya are itinerant peddlers, wandering merchants who traveled from one market or festival to another setting up their carts and portable stalls.  Think of them as Japanese carnies and snake oil salesmen.  Coming from lower castes they were forced to band together for protection, and together with the Bakuto eventually formed what would become the modern Yakuza when they started drifting into protection rackets.  Most Tekiya came from the Burakumin caste, people who were considered unclean by the Shinto religion because of their association with professions relating to death such as leatherworking, killing animals, and butchering meat.  Some also came from the Hinin (literal translation 'non-human') who were expelled from society because it was believed their crimes could taint the community as a whole.  Since no one wanted the jobs they had, they quickly gained monopolies on them, and weren't even taxed since taxes were levied on rice, which they didn't possess.  They were forced to live in their own towns or earn livings as itinerant salesman, performers, street cleaners, or hired guards.  Eventually they began to organize, and their heads even gained the right to carry Wakizashi.  Some even bought their way into Samurai clans fallen on hard times.

MAKING A TEKIYA
 You have no social position for the most part, you have no real formalized training, and your only real defense is begging because you aren't really a fighter.  You will have to rely on being quick, and dirty, and mean.  The rules don't apply to you, so you don't abide by them.  It's legal to kill or mistreat you, so why bother showing the outside world any mercy?
 Abilities: Charisma is all-important to you since so many of the skills you will need for survival are based on it.  Dex and Wis will also be of great importance, and a Con will be nice considering your constant exposure to the elements and not having enough food.
 Races: Mostly human, though if the Japanese could be moved to accept non-humans they might be included in the Tekiya.
 Alignment: Tekiya cannot be Good, and most are neither Lawful nor Chaotic (though some do have Lawful tendencies due to the organizational style).
 Starting Wealth: +(1d4)
 Reputation: +0
 Starting Age: Same as  Rogue.
 Edo Period Caste: If using the optional Edo period caste system, the Tekiya are strictly Eta or disreputable Hinin.

Class Skills
 The Tekiya's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Geography, Local)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skills Per Day at 1st Level : (8 + int)x4
Skills Per Day at Each Additional Level : 8 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +2    Salesmanship, Ki Pool, Ki Abilities
2. +1    +0     +3     +3    Slippery
3. +2    +1     +3     +3    Specialty
4. +3    +1     +4     +4    Salesmanship
5. +3    +1     +4     +4    Slippery
6. +4    +2     +5     +5    Specialty
7. +5    +2     +5     +5    Salesmanship
8. +6    +2     +6     +6    Slippery
9. +6    +3     +6     +6    Specialty
10.+7    +3     +7     +7    Salesmanship
11.+8    +3     +7     +7    Slippery
12.+9    +4     +8     +8    Specialty
13.+9    +4     +8     +8    Salesmanship
14.+10   +4     +9     +9    Slippery
15.+11   +5     +9     +9    Specialty
16.+12   +5     +10    +10  Salesmanship
17.+12   +5     +10    +10   Slippery
18.+13   +6     +11    +11   Specialty
19.+14   +6     +11    +11   Salesmanship
20.+15   +6     +12    +12   Professional Liar

Weapon Proficiencies: Tekiya are proficient with Light armor.   They may choose 6 weapons from the Yakuza list, and 1 exotic weapon.

Ki Pool (Ex): At 1st level the Tekiya first begins to learn to channel his Ki to perform acts he would be otherwise unable to do.  He may use his Ki a number of times per day equal to his Charisma Modifier (whichever is greater) plus once more per day for each level of tekiya he takes.

Ki Abilities (Ex): By tapping the power of his Ki a Tekiya can enhance his abilities in life.  A Tekiya learns one new use for his Ki Pool at each level if he meets the prerequisites.  If a Tekiya multi-classes into a PrC that allows him to continue to learn Ki Abilities, he may still choose Ki Abilities from the Tekiya Class list if he meets the prerequisites.  At 1st level he may expend up to 1 daily use of his Ki Abilities per round, and the benefits from the Ability last for 1 round.  This increases to twice per round at level 6 (with a duration of the entire encounter), and 3 times per round at level 13 (with a duration of 1 day).  Ki abilities are skills the Tekiya has trained to perfection, and despite being more than natural, they are not vulnerable to Antimagic Fields and as such are Exceptional Abilities unless it is noted otherwise.  They generally either reflect specific combat maneuvers from a school of martial arts, an enhanced use of a skill, or an enhanced use of a Feat.  A Tekiya may choose from the following School Ki Abilities:
 
Salesmanship: The Tekiya is a criminal occupation primarily, and players can receive training at various unethical activities as long as they remain Tekiya.  It gives you Bonus Feats at levels 1, 4, 7, 10, 13, 16, and 19 that you meet the prerequisite for.

Slippery (Ex): At 2nd level the Yakuza gains Lightning Reflexes as a Bonus Feat.

At 5th level the Yakuza gains Dive for Cover as a Bonus Feat (see Complete Arcane).

At 8th level gains Run Like Hell.  Once per round when targeted by an effect that requires a Willpower or Fortitude Saving Throw, the Yakuza may opt to use a Reflex Save instead.

At 11th level the Yakuza can make a Concentration Check to temporarily ignore any Stun or Daze effect for a number of rounds equal to his Dexterity Modifier.  The Check DC is equal to the original Save DC of the effect.

At 14th level the Yakuza gains a +4 Resistance Bonus on Opposed Checks as well as a +10' increase in Base Land Speed when he is Shaken, Frightened, or Panicked.

At 17th level if the Yakuza makes a successful Reflex Saving Throw against something that allows a Save for Partial Effect he takes no effect instead, and a Partial Effect if he fails the Save.

Specialty (Ex): Beginning at 3rd Level the Tekiya chooses one of the following specialties: Medicine Maker, Security, Fence, and Salesmen.  Medicine Makers are doctors or pharmacists fallen on hard times who make a living as snake oil salesmen, or who heal criminals for a price.  To qualify the Tekiya must have ranks in Craft (Medicine, Poison), and Heal.  Security provides security for fairs and festivals, and occasionally hire out as guards for towns who have trouble.  To qualify the Tekiya must have ranks in Intimidate, Listen, and Spot.  Fences are exactly what the term implies: buyers and movers of stolen merchandise.  To qualify the Tekiya must have ranks in Bluff, Knowledge (Local), and Sense Motive.  Salesmen are the actors at fairs and markets who move shoddy or stolen goods to the public (either for themselves or for Fences).

At 3rd Level

At 6th Level

At 9th Level

At 12th Level

At 15th Level

At 18th Level

Professional Liar (Ex): At 20th level the Tekiya has finally succeeded in promotion and become one of the local bigwigs (with all the perks and limitations that bears).  All allies within 60' gain a +2 Circumstance Bonus to Diplomacy Checks (+4 if they have at least 1 level of Tekiya).  If you have the Leadership Feat your Leadership score increases by an amount equal to your Charisma Modifier, but only when it applies to Cohorts/Followers with at least 1 level of Tekiya.  You also gain the legal right to carry a Wakizashi.

PLAYING A TEKIYA
 You're a liar and a thief.  Sometimes you might be slightly virtuous in helping a town against some of the more brutal Samurai by playing the part of trickster or blackmailer, but you're still a swindler.  And you still won't get official respect for what you've done.  Calling you bitter might be something of an understatement...  For this reason you are expected to conform.  Survival depends on doing what you're told by the boss immediately and without question.  Associating with outsiders leads to trouble.
 Religion: The Shinto religion treats your people pretty badly, as do most schools of Buddhism.  If you could be moved to religion (which is unlikely) you might go for Pure Land.
 Other Classes: Other classes hate and spit on you with the exception of fellow criminals, who will kill you for being a rival or exploit you as an asset. 
 Combat: Combat isn't your thing, you aren't trained for it.  You either fight in groups, or stab people in the back, or poison their sake.
 Advancement: Tekiya supposedly began the tradition of Oyabun (boss), Kobun (Under bosses), and followers.  If you're still a follower, your path is decided for you.  If the Tekiya blacklist you into exile, you've nowhere to go but the afterlife.

TEKIYA IN THE WORLD
"There's enough filth on my robes without you touching them.”
 The priests call you ritually unclean.  The peasants call you thieves but want your help against the Samurai.  The Samurai call you vermin, but need you to perform tasks they can't in times of war.  The other criminals see you as rivals for a small pool of resources.  In short, life is not good to you.
 Daily Life: Your life is spent traveling from one town festival to another, avoiding bandits, wars, monsters, and harsh weather.  During breaks you craft goods or prepare for your act.  Whatever it is you do to earn money. 
 Notables:
 Organizations: The Tekiya are fairly well organized, and eventually when they put down roots they quickly blossom into criminal groups once all other avenues of making a living are denied them.  Most of them are organized along clan lines, but they will accept fellow outcasts at times if one can somehow gain their trust.

NPC Reaction
 NPC's see you as a criminal, a less than human monster, a pawn who is expendable, etc.  You have no allies but for fellow Tekiya.

TEKIYA IN THE GAME
 This assumes you are a societal outcast, hated and reviled.  This could cause in-game conflict if all the other PC's aren't criminals as well.
 Adaptation: This is meant for a fairly dark campaign.  Life for you is pretty bad.  It can be adapted to a more light hearted one, but generally life is suffering for you.
 Encounters: Tekiya are generally encountered traveling  from one place to another or at local festivals (or in outcast towns).



EPIC TEKIYA

Hit Die: d6
Skills Points at Each  Level : 8 + int
Class Ability
Class Ability.
Bonus Feats: The Epic Tekiya gains a Bonus Feat every x levels higher than 20th
« Last Edit: March 02, 2022, 11:43:02 PM by bhu »

Offline bhu

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Re: Yakuza Core Classes and Variants
« Reply #2 on: December 14, 2011, 05:18:18 AM »
BAKUTO


   
"He was a degenerate gambler. That is, a man who gambled simply to gamble and must lose. As a hero who goes to war must die. Show me a gambler and I'll show you a loser, show me a hero and I'll show you a corpse."

 Bakuto are outcasts and criminals who have banded together to run gambling operations (which are highly illegal despite their popularity).  Performing shirtless to show they weren't hiding dice or cards, they developed elaborate full body tattoos to show off.  Sometimes they were hired by the government to swindle the peasantry, but just as often they conned the Samurai out of money through blackmail and loan sharking.  They have no real other choice.  They can no longer live inside city limits, and cannot make an honest living.  Their life is short, brutal, and demeaning, and many feel they are destined to lose throughout life. 

MAKING A BAKUTO
 You can pretty much be murdered on sight.  As an official outcast you have no rights at all, and your extensive tattoos make you easy enough to pick out.  Concentrate on building relationships within the game.  Charisma based skills will be your friend as they will give you the knowledge you need to leverage others for your own survival.
 Abilities: You need to be intimidating to deal with drunks and welshes, and you need to be able to put on a good show a well so Cha is very important.  There will be inevitable fights as well so physical stats are a plus.  Wis will help you notice people cheating.
 Races: Human.  Your profession already makes you terrifying to people, they wouldn't accept an obviously inhuman gambler.
 Alignment: Cannot be Good, and usually aren't strongly Lawful or Chaotic either.
 Starting Wealth: +(1d3+1)
 Reputation: +1
 Starting Age: Same as Rogue.
 Edo Period Caste: Most Bakuto are disreputable Hinin as they are outcast criminals.  They do begin to recruit from the Eta, and once they merge with the Tekiya to become full-fledged organized crime they corrupt members of all the castes.

Class Skills
 The Bakuto's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Local)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skills Per Day at 1st Level : (8 + int)x4
Skills Per Day at Each Additional Level : 8 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +2     +2    Gambling, Ki Pool, Ki Abilities
2. +1    +3     +3     +3    Luck
3. +2    +3     +3     +3    Brawling
4. +3    +4     +4     +4    Gambling
5. +3    +4     +4     +4    Luck
6. +4    +5     +5     +5    Brawling
7. +5    +5     +5     +5    Gambling
8. +6    +6     +6     +6    Luck
9. +6    +6     +6     +6    Brawling
10.+7    +7     +7     +7    Gambling
11.+8    +7     +7     +7    Luck
12.+9    +8     +8     +8    Brawling
13.+9    +8     +8     +8    Gambling
14.+10   +9     +9     +9    Luck
15.+11   +9     +9     +9    Brawling
16.+12   +10    +10    +10  Gambling
17.+12   +10    +10    +10   Luck
18.+13   +11    +11    +11   Brawling
19.+14   +11    +11    +11   Gambling
20.+15   +12    +12    +12   Oyabun

Weapon Proficiencies: Bakuto are proficient with light armor.   They may choose 6 weapons from the Yakuza list, and 1 exotic weapon.
 
Ki Pool (Ex): At 1st level the Bakuto first begins to learn to channel his Ki to perform acts he would be otherwise unable to do.  He may use his Ki a number of times per day equal to his Charisma Modifier (whichever is greater) plus once more per day for each level of Bakuto he takes.

Ki Abilities (Ex): By tapping the power of his Ki a Bakuto can enhance his abilities in life.  A Bakuto learns one new use for his Ki Pool at each level if he meets the prerequisites.  If a Bakuto multi-classes into a PrC that allows him to continue to learn Ki Abilities, he may still choose Ki Abilities from the Bakuto Class list if he meets the prerequisites.  At 1st level he may expend up to 1 daily use of his Ki Abilities per round, and the benefits from the Ability last for 1 round.  This increases to twice per round at level 6 (with a duration of the entire encounter), and 3 times per round at level 13 (with a duration of 1 day).  Ki abilities are skills the Bakuto has trained to perfection, and despite being more than natural, they are not vulnerable to Antimagic Fields and as such are Exceptional Abilities unless it is noted otherwise.  They generally either reflect specific combat maneuvers from a school of martial arts, an enhanced use of a skill, or an enhanced use of a Feat.  A Bakuto may choose from the following School Ki Abilities:

Gambling: The Bakuto is a criminal occupation primarily, and players can receive training at various unethical activities as long as they remain Bakuto.  It gives you Bonus Feats at levels 1, 4, 7, 10, 13, 16, and 19 that you meet the prerequisite for.

Luck (Ex):  At 2nd level the Bakuto gains Sly Fortune as a Bonus Feat (see Complete Scoundrel).

At 5th level the Bakuto gains Unbelievable Luck as a Bonus Feat (see Complete Scoundrel).

At 8th level gains Close Call.  He gains 1 Luck reroll, and may expend 2 rerolls to reroll any failed Saving Throw.

At 11th level the Bakuto can make a Concentration Check to temporarily ignore any Luck Penalties for a number of rounds equal to his Intelligence Modifier.  The Check DC is equal to the original Save DC of the effect (or 20 if there isnt a Save involved).

At 14th level the Bakuto gains a +1 Luck Bonus on all Saving Throws.

At 17th level if the Bakuto can expend all his Luck rerolls for the day to save himself if he dies.  He is stabilized at 1 hit point and unconscious for 1d4 hours, but appears to be dead.

Brawling (Ex): At 3rd Level the Bakuto gains Improved Unarmed Strike as a Bonus Feat.

At 6th Level the Bakuto gains Improved Grapple as a Bonus Feat.

At 9th Level the Bakuto gains Stunning Fist as a Bonus Feat.

At 12th Level the Bakuto gains Close-Quarters Fighting as a Bonus Feat.

At 15th Level the Bakuto gains Quick Draw as a Bonus Feat.

At 18th Level the Bakuto gains Flick of the Wrist as a Bonus Feat.

Oyabun (Ex): At 20th level the Bakuto has finally succeeded in promotion and become one of the upper echelon (with all the perks and limitations that bears).  All allies within 60' gain a +1 Luck Bonus to AC (+2 if they have at least 1 level of Bakuto).  If you have the Leadership Feat your Leadership score increases by an amount equal to your Charisma Modifier, but only when it applies to Cohorts/Followers with at least 1 level of Bakuto.

PLAYING A BAKUTO
 Once you became a criminal, only the Bakuto would accept you.  Now you open gambling houses in abandoned shrines or along highways in attempts to avoid the law within the cities.  You get some training at fighting to deal with rowdy ronin, drunken Samurai, or the occasional bandit even more desperate than yourself.
 Religion: Given the extremes of their life, most Bakuto are deeply cynical, and show little if any regard for religion.
 Other Classes: Other criminals may accept you, but no one else will.  You're pretty much the lowest form of life anyone can think of.
 Combat: Combat is avoided unless necessary.  People want to be able to gamble in peace, which means keeping violence at the house to a minimum.  You concentrate more on intimidating people into backing down, or quickly disarming them and carting them out the door.  You don't want bloodbaths.  If someone needs taught a lesson you usually act in groups for protection.
 Advancement: Advancement depends on what your boss wants of you, how well you do in your day to day handling of the groups affairs, and whether or not you can maintain your self control.  Talking to the wrong people or public screw ups get you murdered pretty quickly.  Keeping to the groups rules strictly and maximizing it's profits will advance you pretty quickly.

BAKUTO IN THE WORLD
"The house doesn't beat the player.  It just gives him the opportunity to beat himself."
 You don't interact with the world at all.  You have a pretty bad reputation, and no one comes to see you unless they want a service you offer they can't get elsewhere.  Unless the law or rival criminals come to drive you out, or you somehow attract the attention of the local spirits or monsters you're on your own.
 Daily Life: Your days are spent sleeping and preparing for the evening's illicit festivities.  The evening is spent running games, and providing food, wine, and women if necessary.  Sometimes you have semi-legitimate operations on the side such as doctors or money lending.  Things the nobility will do with you that you can be trusted to keep your mouth shut about because they don't want anyone to know and neither do you.
 Notables:
 Organizations: Once the Tekiya become 'legitimate' and begin taking over administrative duties in towns the Bakuto begin to do the same.  But until gambling is more allowed they're still pretty much outcasts, especially given their habits of blackmailing or loan sharking anyone they encounter as a means of survival.

NPC Reaction
 NPC's think you're scum.  If it weren't for the illicit entertainments you put on that no one else will willingly provide, you'd be wiped out.

BAKUTO IN THE GAME
 This once again assumes you are a criminal and an outcast, and unless the rest of the party is (or is somehow convinced to accept you), there will be friction.  Technically you aren't supposed to associate with people outside your criminal clan anyway, so unless the PC's belong you may have problems.
 Adaptation: This is a pretty brutal class.  As with the Tekiya it's meant for serious campaigns but can be converted.
 Encounters: Bakuto are encountered well away from towns.  Either in abandoned buildings converted to gambling houses, or ones they've somehow managed to make themselves.  As they begin to get their hooks into the Samurai and town leaders they move ever closer to the cities.



EPIC BAKUTO

Hit Die: d6
Skills Points at Each  Level : 8 + int
Class Ability
Class Ability.
Bonus Feats: The Epic Bakuto gains a Bonus Feat every x levels higher than 20th
« Last Edit: March 02, 2022, 11:43:48 PM by bhu »

Offline bhu

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Re: Yakuza Core Classes and Variants
« Reply #3 on: December 14, 2011, 05:47:55 AM »
WOKOU


   
"Where there is a sea there are pirates."

Also called Wako or Kaizoku, these were soldiers, smugglers, and Ronin from Japan (later from China and Korea as well) who were known for incredibly vicious raids.  Due to various competing laws from the three countries at any given time simply being on the sea was illegal, and many Wokou are political dissidents, who chose a life at sea because they would be executed on land (and will still be executed if caught).  Early pirates came from Japan and focused on hitting Korea and China, eventually pushing the Chinese government to suspend trade with Japan.  There was a backlash as merchants needed to turn to criminality themselves to survive, and large numbers of Chinese pirates joined the Wokou making them an actual force.

MAKING A WOKOU
 Much like the Sanzoku you are hated by virtually everyone, and you have to make your living in a very hostile environment inimical to human life.  The fear of death guides your every move, and it compels you to do many things you might never have once considered.  Many Wokou are murderers, but many are also accused of rape, cannibalism, and similar debaucheries.  Like it or not once you've been forced into piracy there really is no other way out but death.
 Abilities: Physical abilities are a vital necessity.  Int and Wis might be helpful, but Cha would be taken strictly for intimidation or gathering info. 
 Races: If you can overcome their superstitious fear and have needed skills or contacts the Wokou might accept an inhuman, but this is pretty much for human beings only.
 Alignment: Cannot be Good or Lawful.  The problems of your lifestyle pretty much all but guarantee you will become Evil if you aren't already.
 Starting Wealth: +(1d3+1)
 Reputation: +1
 Starting Age: Same as Rogue.
 Edo Period Caste: If using the Edo Period Caste system, the Wokou are either Eta or Hinin or have fallen to that level due to their crimes.

Class Skills
 The Wokou's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Geography, Local, Nature)(Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skills Per Day at 1st Level : (6 + int)x4
Skills Per Day at Each Additional Level : 6 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +2     +0    Sailor, Ki Pool, Ki Abilities
2. +2    +3     +3     +0    Endurance
3. +3    +3     +3     +1    Professional Killer
4. +4    +4     +4     +1    Sailor
5. +5    +4     +4     +1   Endurance
6. +6    +5     +5     +2    Professional Killer
7. +7    +5     +5     +2    Sailor
8. +8    +6     +6     +2    Endurance
9. +9    +6     +6     +3    Professional Killer
10.+10   +7     +7     +3    Sailor
11.+11   +7     +7     +3    Endurance
12.+12   +8     +8     +4    Professional Killer
13.+13   +8     +8     +4    Sailor
14.+14   +9     +9     +4    Endurance
15.+15   +9     +9     +5    Professional Killer
16.+16   +10    +10    +5   Sailor
17.+17   +10    +10    +5    Endurance
18.+18   +11    +11    +6    Professional Killer
19.+19   +11    +11    +6    Sailor
20.+20   +12    +12    +6   Ship's Captain

Weapon Proficiencies:  Wokou are proficient with all types of armor.   They may choose 8 weapons from the Ashigaru list, and 1 exotic weapon.
 
Ki Pool (Ex): At 1st level the Wokou first begins to learn to channel his Ki to perform acts he would be otherwise unable to do.  He may use his Ki a number of times per day equal to his Charisma Modifier (whichever is greater) plus once more per day for each level of Wokou he takes.

Ki Abilities (Ex): By tapping the power of his Ki a Wokou can enhance his abilities in life.  A Wokou learns one new use for his Ki Pool at each level if he meets the prerequisites.  If a Wokou multi-classes into a PrC that allows him to continue to learn Ki Abilities, he may still choose Ki Abilities from the Wokou Class list if he meets the prerequisites.  At 1st level he may expend up to 1 daily use of his Ki Abilities per round, and the benefits from the Ability last for 1 round.  This increases to twice per round at level 6 (with a duration of the entire encounter), and 3 times per round at level 13 (with a duration of 1 day).  Ki abilities are skills the Wokou has trained to perfection, and despite being more than natural, they are not vulnerable to Antimagic Fields and as such are Exceptional Abilities unless it is noted otherwise.  They generally either reflect specific combat maneuvers from a school of martial arts, an enhanced use of a skill, or an enhanced use of a Feat.  A Wokou may choose from the following School Ki Abilities:

Sailor: The Wokou is a criminal occupation primarily, and players can receive training at various unethical activities as long as they remain Wokou.  It gives you Bonus Feats at levels 1, 4, 7, 10, 13, 16, and 19 that you meet the prerequisite for.

Endurance (Ex): At 2nd level the Yakuza gains Great Fortitude as a Bonus Feat.

At 5th level the Yakuza gains Steadfast Determination as a Bonus Feat (see PHBII).

At 8th level gains Scarred.  Once per round when targeted by an effect that requires a Willpower or Reflex Saving Throw, the Yakuza may opt to use a Fortitude Save instead.

At 11th level the Yakuza can make a Concentration Check to temporarily ignore any Exhaustion, Fatigue, Sickened, or Nauseated effect for a number of rounds equal to his Constitution Modifier.  The Check DC is equal to the original Save DC of the effect.

At 14th level the Yakuza gains a +4 Resistance Bonus on Fortitude Saves against disease, poison, exposure to the elements, or to fend off starvation or lack of water.

At 17th level if the Yakuza makes a successful Fortitude Saving Throw against something that allows a Save for Partial Effect he takes no effect instead, and a Partial Effect if he fails the Save.

Professional Killer (Ex):
  At Levels 3, 6, 9, 12, 15, and 18 the Sanzoku may opt to choose one of the following: +1d6 Sneak Attack (this is identical to the Rogue Ability listed in the PHB), +1d6 Skirmish (this is identical to the Scout Ability in the Complete Adventurer), or +1d6 Ambush (Ex): In any round in which the Sanzoku makes an attack against an opponent who is Flat-Footed or unaware of his presence he does +1d6 damage. He also gets this bonus to ranged attacks performed on any round in which he does not move, provided the target is within 30'.  The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The Sanzoku must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. For each die of Ambush after the first increase the range you can use Ambush by +20 ft.  A Sanzoku loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load.

Ship's Captain (Ex): At 20th level the Wokou has finally succeeded in promotion and become one of the high ranking pirates (with all the perks and limitations that bears).  All allies within 60' gain a +2 Circumstance Bonus to Intimidate and Profession (Sailor) Checks (+4 if they have at least 1 level of Wokou).  If you have the Leadership Feat your Leadership score increases by an amount equal to your Charisma Modifier, but only when it applies to Cohorts/Followers with at least 1 level of Wokou.

PLAYING A WOKOU
 Except for a brief early period when you are officially sanctioned pirates, your life is a disaster.  The number of safe havens for you grows smaller as the years go by, and eventually if you somehow manage to grow old, you have few places to go unless a hard life at sea has left you unrecognizable.  You also have to deal with a great many monsters most people never encounter in their lives.  Like the Sanzoku, you are driven by fear of your own death.
 Religion: Seamen tend to be superstitious, so there may be some religion among you, withered and misunderstood as it is.  Mostly you can't afford to be religious.
 Other Classes: Only monsters like the Sanzoku could really accept you because of similar circumstances.  Everyone else wants you dead if they know what you've done.
 Combat: You specialize in fast fighting, trying to quickly disable opponents so they can't fight back, and butchering them after the battle is done and the ship loaded.  Many of the original Wokou were peasant Ashigaru ordered into service by their Lord as a Navy so they know about fighting at sea if they had experience in wartime.
 Advancement: Advancement for Wokou is pretty similar.  You either become a tough, sneaky bastard, or you die.  There's not much promotion available as an outlaw.

WOKOU IN THE WORLD
"You realize where those slaves come from don't you?"
 The world hates you.  You can't afford for people to recognize you so you can't allow anyone to live for fear they'll point you out in a court later.  You may object to the rape and killing at first, but after several years it won't make you even blink.  Once the Chinese merchants get involved you get a nice little slave trade going, so killing is avoided because it becomes less profitable, but that doesn't exactly make you any less evil.
 Daily Life: Chores, chores, and more chores.  Anything to keep you busy and take your minds of the hunger in your belly, the mutiny in your mind, and the sea monsters looking at you from  distance.  Occasionally you find a nice target and get a few hours of torture, rape and murder to liven things up. 
 Notables:
 Organizations: Originally Wokou ships aren't all that big until merchant groups with money get involved.  Once that happens your pirate group can grow to formidable size.

NPC Reaction
 People fear you.  Unlike them you have absolutely no restraint, an nothing to lose but the pathetic mockery of life you have now.  You are capable of just about anything people can think of because you left sanity behind long ago, and others instinctively recognize that you are little more than a hungry animal.

WOKOU IN THE GAME
 As with the other criminal classes you are marked for death.  In your case you are safe only so long as you remain at sea.  Once on land you run the risk of being separated, or being recognized if one of your victims escaped (which you try to ensure doesn't happen). 
 Adaptation: This is as brutal as most of these classes, but pirates are a staple of the comic genre so it can be adapted.
 Encounters: Wokou are encountered mostly at sea or the coast when they conduct raids.  Some of the more daring ones sail up major rivers as well.



EPIC WOKOU

Hit Die: d8
Skills Points at Each  Level : 6 + int
Class Ability
Class Ability.
Bonus Feats: The Epic Wokou gains a Bonus Feat every x levels higher than 20th
« Last Edit: March 02, 2022, 11:44:37 PM by bhu »

Offline bhu

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Re: Yakuza Core Classes and Variants
« Reply #4 on: December 14, 2011, 05:52:02 AM »
TOUZOKU


   
"The law was made for one thing alone, for the exploitation of those who don't understand it."

Generic term for robbers and petty thieves and criminals.  Also includes the Otodokate, or protectors of towns.  In other words thugs, and cheap muscle for hire.  They were guards for hire among the Tekiya and Bakuto, and enforcers as well.  While there are many fanciful legends about them being heroes of the people protecting them from rampaging, drunken Samurai, they are little better.  Basically you aren't clever enough to be a gambler, and don't have the charisma to be a salesman.  You're not so bright, and maybe you don't have as much self control as the Tekiya or Bakuto would like.  You're the nail who sticks out waiting to be hammered down.

MAKING A TOUZOKU
 Remember that song saying "if you're gonna to be dumb you gotta be tough?"  That's you.  You may not have a lot of training, you don't have much in the way of wisdom or intelligence, and you might not be able to string a coherent sentence together.  In your favor however is an inborn talent for violence, no ethics of any kind, and a talent for opportunizing on whatever blunders into your hulking path.
 Abilities: You're a brawler, so you'll want to prioritize your physical stats.  You may want some Charisma to help with Intimidation Checks, but quite honestly it isn't necessary since you'll be attacking in packs.  You usually aren't known for your mental abilities, otherwise you would've chosen one of the other criminal paths.
 Races: Human, and possibly any non-humans that might be accepted enough to stay on the fringe of society. 
 Alignment: Cannot be Good or Lawful.
 Starting Wealth: +(1d4)
 Reputation: +1
 Starting Age: Same as Rogue.
 Edo Period Caste: Touzoku are generally disreputable Hinin or Eta.  In areas in which the Samurai have been exceptionally rapacious towards the peasantry, you may be either No or Ko as well.

Class Skills
 The Touzoku's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skills Per Day at 1st Level : (4 + int)x4
Skills Per Day at Each Additional Level : 4 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +2     +0    Criminal, Ki Pool, Ki Abilities
2. +2    +3     +3     +0    Slippery
3. +3    +3     +3     +1    Brawling
4. +4    +4     +4     +1    Criminal
5. +5    +4     +4     +1    Slippery
6. +6    +5     +5     +2    Brawling
7. +7    +5     +5     +2    Criminal
8. +8    +6     +6     +2    Slippery
9. +9    +6     +6     +3    Brawling
10.+10   +7     +7     +3    Criminal
11.+11   +7     +7     +3    Slippery
12.+12   +8     +8     +4    Brawling
13.+13   +8     +8     +4    Criminal
14.+14   +9     +9     +4    Slippery
15.+15   +9     +9     +5    Brawling
16.+16   +10    +10    +5   Criminal
17.+17   +10    +10    +5    Slippery
18.+18   +11    +11    +6    Brawling
19.+19   +11    +11    +6    Criminal
20.+20   +12    +12    +6    Otokodate

Weapon Proficiencies: Touzoku are proficient with light armor.   They may choose 6 weapons from the Yakuza list, and 1 exotic weapon.
 
Ki Pool (Ex): At 1st level the Touzoku first begins to learn to channel his Ki to perform acts he would be otherwise unable to do.  He may use his Ki a number of times per day equal to his Charisma Modifier (whichever is greater) plus once more per day for each level of Touzoku he takes.

Ki Abilities (Ex): By tapping the power of his Ki a Touzoku can enhance his abilities in life.  Touzoku learns one new use for his Ki Pool at each level if he meets the prerequisites.  If a Touzoku multi-classes into a PrC that allows him to continue to learn Ki Abilities, he may still choose Ki Abilities from the Touzoku Class list if he meets the prerequisites.  At 1st level he may expend up to 1 daily use of his Ki Abilities per round, and the benefits from the Ability last for 1 round.  This increases to twice per round at level 6 (with a duration of the entire encounter), and 3 times per round at level 13 (with a duration of 1 day).  Ki abilities are skills the Touzoku has trained to perfection, and despite being more than natural, they are not vulnerable to Antimagic Fields and as such are Exceptional Abilities unless it is noted otherwise.  They generally either reflect specific combat maneuvers from a school of martial arts, an enhanced use of a skill, or an enhanced use of a Feat.  A Touzoku may choose from the following School Ki Abilities:

Criminal: The Touzoku is a criminal occupation primarily, and players can receive training at various unethical activities as long as they remain Touzoku.  It gives you Bonus Feats at levels 1, 4, 7, 10, 13, 16, and 19 that you meet the prerequisite for.

Slippery (Ex): At 2nd level the Touzoku gains Lightning Reflexes as a Bonus Feat.

At 5th level the Yakuza gains Dive for Cover as a Bonus Feat (see Complete Arcane).

At 8th level gains Run Like Hell.  Once per round when targeted by an effect that requires a Willpower or Fortitude Saving Throw, the Yakuza may opt to use a Reflex Save instead.

At 11th level the Yakuza can make a Concentration Check to temporarily ignore any Stun or Daze effect for a number of rounds equal to his Dexterity Modifier.  The Check DC is equal to the original Save DC of the effect.

At 14th level the Yakuza gains a +4 Resistance Bonus on Opposed Checks as well as a +10' increase in Base Land Speed when he is Shaken, Frightened, or Panicked.

At 17th level if the Yakuza makes a successful Reflex Saving Throw against something that allows a Save for Partial Effect he takes no effect instead, and a Partial Effect if he fails the Save.

Brawling (Ex): At 3rd Level the Touzoku gains Improved Unarmed Strike as a Bonus Feat.

At 6th Level the Touzoku gains Improved Grapple as a Bonus Feat.

At 9th Level the Touzoku gains Stunning Fist as a Bonus Feat.

At 12th Level the Touzoku gains Close-Quarters Fighting as a Bonus Feat.

At 15th Level the Touzoku gains Quick Draw as a Bonus Feat.

At 18th Level the Touzoku gains Flick of the Wrist as a Bonus Feat.

Otokodate (Ex): At 20th level the Touzoku has finally succeeded in promotion and become one of the local bigwigs (with all the perks and limitations that bears).  All allies within 60' gain a +2 Circumstance Bonus to Bluff Checks (+4 if they have at least 1 level of Touzoku).  If you have the Leadership Feat your Leadership score increases by an amount equal to your Charisma Modifier, but only when it applies to Cohorts/Followers with at least 1 level of Touzoku.  You also legally gain the right to carry a Wakizashi.


PLAYING A TOUZOKU
 The masses are fools.  They have traded their rights to the nobility for protection, and once they gave those up they stopped being human.  They're little better than insects now, and they have no right to complain about their situation when the Samurai can't protect them.  You know t he truth about how the world really works.  You're free.  No rules.  That's why you eat fish heads and live in this shack.
 Religion: Your lifestyle is not conducive to religious belief.  The ethics required to follow a particular lifestyle are directly opposed to the acts you need to commit to survive. 
 Other Classes: If you have enough self control the Tekiya or Bakuto might adopt you as muscle.  Towns may hire you as guards because you're physically imposing.  Otherwise you are a lone wolf, little better than a predator in human form who will one day be executed for his crimes or driven into exile.  If you're really lucky you and a few friends may beat the crap out of a drunken Samurai trying to rape a local and suddenly become heroes but it's not likely.
 Combat: You might have a natural talent for violence, but the lack of military training and discipline makes standing up to a Samurai sometimes difficult.  After all he has armor, one of the best swords available, and friends who have the same.  You have dirty rags, a club if you're lucky, and some petty thugs and pickpockets.  So you hit people in the back of the head at night a lot.  When your opponent is drunk.  And you have lots of friends nearby.
 Advancement: Advancement is pretty much the same for most of your kind: an early grave.  If you aren't successful enough, you'll die.  No one cares about you after all.  If you stand out by being too successful, you get squashed.  The best you can hope is that a larger criminal group wants to use you as muscle.

TOUZOKU IN THE WORLD
"A thief believes everybody steals."
 You lounge around looking to scrounge things to steal, eat, or sell.  You might also be a guard of some sort.  If you're an Otokodate (a gang of toughs formed to protect the town) you're on the lookout for trouble instead of causing it.  In such cases you'll be expected to have more self control than most of your kind.  You may even claim to be former Samurai who gave up your rank and privilege to protect the little guy and lead a virtuous life, but unless you have more than the usual Charisma people will see through that pretty quickly. 
 Daily Life: Unless you're expected to guard something or the town, you pretty much have no agenda beyond figuring out how ti eat for the day.
 Notables:
 Organizations: Beyond joining the Tekiya or Bakuto, or becoming a part of a gang no one will have you.  The world pretty much considers you trash.

NPC Reaction
 People avoid you because you have a propensity for violence.  Life craps on you, and you return the favor to anything within your reach.  You spit on the ideals of honor, religion, and society.  Quite honestly there isn't much for them to see in common with you.

TOUZOKU IN THE GAME
 You haven't committed an offense bad enough to be exiled or killed, and you can't be accepted because of your caste and attitude.  If you've committed a few drunken assaults that lowers your standing even more.  It might be difficult to fit you into a campaign. 
 Adaptation: This is meant for a pretty dark setting obviously.  You can do it in a silly campaign if you parody it enough though.
 Encounters: Touzoku are encountered in towns, usually near bars waiting to rob the unwary, or in dark alleys.  If the PC's are Samurai, and the town has had past bad experience with the nobility, they may encounter Touzoku protectors.



EPIC TOUZOKU

Hit Die: d10
Skills Points at Each  Level : 4 + int
Class Ability
Class Ability.
Bonus Feats: The Epic Touzoku gains a Bonus Feat every x levels higher than 20th
« Last Edit: March 02, 2022, 11:45:28 PM by bhu »

Offline bhu

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Re: Yakuza Core Classes and Variants
« Reply #5 on: December 14, 2011, 05:53:22 AM »
SANZOKU


   
"In a closed society where everybody's guilty, the only crime is getting caught. In a world of thieves, the only final sin is stupidity. "

 Roaming groups of mountain bandits.  Usually exiled from society upon threat of death if they return, the smarter ones eventually begin to group together to eke out a bare living in the unforgiving mountains, robbing and murdering anyone foolish enough to come their way.  You have even less glamor about you than the Tekiya or Bakuto, who can occasionally seem sympathetic.  Most people look at you the same way they would a rabid dog.  You may or may not have any skills necessary for survival alone, meaning you quickly get murdered or adopted by an existing bandit group who survives by killing anyone they come across and taking their belongings.  You live one of the harshest lives possible.

MAKING A SANZOKU
 Quick generalization of what you should focus on when making the class.
 Abilities: Physical abilities are all important if you wish to survive.  You may also wish to have Int for the extra skill points, and Wisdom to be a better hunter.   Charisma is unimportant to you.  You no longer have anyone to really impress.  If you're a leader you may want some for Intimidation purposes but that's it.
 Races: Non-humans sometimes join outlaws for their own reasons, usually as leader.  But otherwise it's pretty much strictly humans only.
 Alignment: You cannot be Good or Lawful.  Honestly you probably aren't True Neutral either given your circumstances.  If you don't kill others they can reveal information that can lead to your being tracked down.  If you don't rob them, you don't survive.
 Starting Wealth: +(1d3+1)
 Reputation: +1
 Starting Age: Same as Rogue.
 Edo Period Caste Generally the bulk of this class comes from disreputable Hinin.  Some may take on Eta, but with supplies scarce and mouths to feed they need to be skilled and ruthless.

Class Skills
 The Sanzoku's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Geography, Local, Nature)(Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skills Per Day at 1st Level : (6 + int)x4
Skills Per Day at Each Additional Level : 6 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +2     +0    Banditry, Ki Pool, Ki Abilities
2. +2    +3     +3     +0    Endurance
3. +3    +3     +3     +1    Professional Killer
4. +4    +4     +4     +1    Banditry
5. +5    +4     +4     +1    Endurance
6. +6    +5     +5     +2    Professional Killer
7. +7    +5     +5     +2    Banditry
8. +8    +6     +6     +2    Endurance
9. +9    +6     +6     +3    Professional Killer
10.+10   +7     +7     +3    Banditry
11.+11   +7     +7     +3    Endurance
12.+12   +8     +8     +4    Professional Killer
13.+13   +8     +8     +4    Banditry
14.+14   +9     +9     +4    Endurance
15.+15   +9     +9     +5    Professional Killer
16.+16   +10    +10    +5   Banditry
17.+17   +10    +10    +5    Endurance
18.+18   +11    +11    +6    Professional Killer
19.+19   +11    +11    +6    Banditry
20.+20   +12    +12    +6    Warlord

Weapon Proficiencies:  Sanzoku are proficient with light and medium armor.   They may choose 6 weapons from the Yakuza or Ashigaru list, and 1 exotic weapon.
 
Ki Pool (Ex): At 1st level the Sanzoku first begins to learn to channel his Ki to perform acts he would be otherwise unable to do.  He may use his Ki a number of times per day equal to his Charisma Modifier (whichever is greater) plus once more per day for each level of Sanzoku he takes.

Ki Abilities (Ex): By tapping the power of his Ki a Sanzoku can enhance his abilities in life.  A Sanzoku learns one new use for his Ki Pool at each level if he meets the prerequisites.  If a Sanzoku multi-classes into a PrC that allows him to continue to learn Ki Abilities, he may still choose Ki Abilities from the Sanzoku Class list if he meets the prerequisites.  At 1st level he may expend up to 1 daily use of his Ki Abilities per round, and the benefits from the Ability last for 1 round.  This increases to twice per round at level 6 (with a duration of the entire encounter), and 3 times per round at level 13 (with a duration of 1 day).  Ki abilities are skills the Sanzoku has trained to perfection, and despite being more than natural, they are not vulnerable to Antimagic Fields and as such are Exceptional Abilities unless it is noted otherwise.  They generally either reflect specific combat maneuvers from a school of martial arts, an enhanced use of a skill, or an enhanced use of a Feat.  A Sanzoku may choose from the following School Ki Abilities:

Banditry: The Sanzoku is a criminal occupation primarily, and players can receive training at various unethical activities as long as they remain Sanzoku.  It gives you Bonus Feats at levels 1, 4, 7, 10, 13, 16, and 19 that you meet the prerequisite for.

Endurance (Ex):  At 2nd level the Yakuza gains Great Fortitude as a Bonus Feat.

At 5th level the Yakuza gains Steadfast Determination as a Bonus Feat (see PHBII).

At 8th level gains Scarred.  Once per round when targeted by an effect that requires a Willpower or Reflex Saving Throw, the Yakuza may opt to use a Fortitude Save instead.

At 11th level the Yakuza can make a Concentration Check to temporarily ignore any Exhaustion, Fatigue, Sickened, or Nauseated effect for a number of rounds equal to his Constitution Modifier.  The Check DC is equal to the original Save DC of the effect.

At 14th level the Yakuza gains a +4 Resistance Bonus on Fortitude Saves against disease, poison, exposure to the elements, or to fend off starvation or lack of water.

At 17th level if the Yakuza makes a successful Fortitude Saving Throw against something that allows a Save for Partial Effect he takes no effect instead, and a Partial Effect if he fails the Save.

Professional Killer (Ex):
At Levels 3, 6, 9, 12, 15, and 18 the Sanzoku may opt to choose one of the following: +1d6 Sneak Attack (this is identical to the Rogue Ability listed in the PHB), +1d6 Skirmish (this is identical to the Scout Ability in the Complete Adventurer), or +1d6 Ambush (Ex): In any round in which the Sanzoku makes an attack against an opponent who is Flat-Footed or unaware of his presence he does +1d6 damage. He also gets this bonus to ranged attacks performed on any round in which he does not move, provided the target is within 30'.  The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The Sanzoku must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. For each die of Ambush after the first increase the range you can use Ambush by +20 ft.  A Sanzoku loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load.

Warlord (Ex): At 20th level the Sanzoku has finally succeeded in promotion and become one of the minor local bandit kings (with all the perks and limitations that bears).  All Allies within 60' gain a +2 Circumstance Bonus to Damage rolls (+4 if they have at least 1 level of Sanzoku).  If you have the Leadership Feat your Leadership score increases by an amount equal to your Charisma Modifier (minimum +2), but only when it applies to Cohorts/Followers with at least 1 level of Sanzoku.

PLAYING A SANZOKU
 You are a known criminal, and you've committed a pretty bad crime to get exile.  Buddhist philosophy and fear of vengeful ghosts combine to make executing you an unpleasant prospect, so instead you are exiled on threat of death.  You can never return to your home, and any city which you travel to may have records of your conviction.  You must void being discovered to remain alive and in town, and if you even attempt this it will be far away where no one knows you (but being that you are a traveler they will immediately suspect you anyway).
 Religion: The Gods have abandoned you.  There may be some demons on your side, but you can't think of any religion worth your time unless it brings you gold, food, and women.
 Other Classes: Only the Wokou and other Sanzoku really understand  you, and only truly evil members of other classes unconcerned with their social standing would ever be seen with you.
 Combat: You are used to ambushing from hiding with superior numbers, and trying to disarm and murder opponents as quickly as possible.  Holding people for ransom requires too much risk, and uses resources you'll need (you have to feed them).  The best way is to hit hard, hit quick, and fade away into the mountains.
 Advancement: Advancement is either death or taking over as the bandit leader or his lieutenant.  Short of fleeing to join another group you really don't have much of any other options.

SANZOKU IN THE WORLD
"Now I know why tigers eat their young."
 Staying sane and healthy is your number one concern.  To survive now you are forced to commit unthinkable acts.  You also hide in the mountains because the law fears to intrude on the spirits and Yokai, who hopefully ignore you because you have no real means of beating them.  You are exposed to the elements, have little or no medical help available, and not enough food to go around.  There wull be less of you every winter unless more people break the law and suffer your fate.
 Daily Life: Much of your day is spent scrabbling together enough food to live on, and moving about trying to avoid the law and the supernatural while trying to rob others to stay alive.  Your life is Hell.
 Notables:
 Organizations: Sanzoku rarely get large, because large groups require lots of food and water, making them harder to keep fit, and harder to keep hidden.  You're mostly small gangs unless you've gotten lucky and  your boss has set himself up as a petty warlord.  And even if he does it makes it inevitable the Samurai will come for him or co-opt him as a pawn.

NPC Reaction
 You are universally reviled.  Shinto thinks of you as spiritually defiled, and even the lowest of peasants is rarely the butcher of necessity that you are.  You are considered to be a monster in human form, and if you aren't careful the term monster could be literal given where you make your hiding places at.

SANZOKU IN THE GAME
 This class assumes you have fallen about as low as a human being can.  the necessities of survival have burned away any humanity or morality you may have once had, and you are a marked man.  Unless the other PC's are similar or don't know the truth they won't even associate with you.
 Adaptation: This is meant for a pretty dark campaign.  With appropriate suspension of disbelief it could work for comedy though.
 Encounters: You will most likely be encountered in the mountains where terrain and lack of geographical knowledge will make your pursuit difficult. 



EPIC SANZOKU

Hit Die: d8
Skills Points at Each  Level : 6 + int
Class Ability
Class Ability.
Bonus Feats: The Epic Sanozoku gains a Bonus Feat every x levels higher than 20th
« Last Edit: March 02, 2022, 11:46:18 PM by bhu »

Offline bhu

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Re: Yakuza Core Classes and Variants
« Reply #6 on: December 18, 2011, 05:06:40 AM »
can anyone think of a criminal concept besides ninja I've overlooked?