Piedmon_Sama
2007-01-16, 10:08 PM
In another one of my random D&D Conversions, I have embarked on a mission fueled by three quarters boredom and one quarter geekosity to translate the main characters of Samurai Champloo into D&D.
'Cuz really, more campaigns need to be like Samurai Champloo.
My first conversion will be everyone's favorite scoundrel, Mugen. Anyone else who is familiar with the series, please feel free to make suggestions as to how this "translation" could possibly be more accurate....
~
Mugen
http://tig.boo.jp/samurai-mugen.gif
Mugen (his name means both "without illusion" and "infinity") is a wandering swordsman and former pirate from the Ryukyu Islands (modern Okinawa). During Mugen's lifetime (sometime in the early-to-mid 1600s), the Ryukyus were used as a prison colony by the then-dominant Shogunate of Japan. Mugen was born into the harsh, cruel environment of a penal colony, where every day was a struggle to survive. He had no childhood as we would think of it, but was forced to fight for everything he could get from day one. He grew into a savage but proud warrior and joined a gang of pirates led by his childhood friend, Mukuro.
Pirating was lucrative business, and Mugen sharpened his skills on the high seas by developing an unorthodox blend of various martial arts he dubbed "champuru kendo." (Champuru is literally the word for "mix.") However, eventually Mugen parted from Mukuro under less-than-friendly circumstances and ended up wandering in the mainland of Japan.
Although he is one of the three protagonists of Samurai Champloo, few if anyone would describe Mugen as a hero. He wanders the countryside with no regard or concern for law, believing only in the rule of strength and the right of might. He takes what he wants, goes where he wants and gives no thought to consequences. In fact, Mugen will fight to the death out of annoyance, hunger, boredom or simply because an adversary appears to be a worthy foe.
Despite his (many) flaws and his cantankerous, laconic personality, Mugen holds himself to his word without fail. His pride as a warrior will not allow him to concede defeat if there is even the slimmest chance of victory. He can also not stand, as a point of personal pride, to let any warrior who is his equal go without a fight. On the flip side, Mugen prefers not to bother with "weaklings" and if someone does not have the prowess to arouse Mugen's interest, then he is quite safe from the barbarous warrior.
Mugen's fighting style is as unpredictable as he is. In battle, he relies on an overwhelming offense to deal with his opponents quickly, always making a Leaping Charge in the first round and liberally using his distinctive Snap Kick (used with a Capeira-style headspin) to make as many attacks as possible. If that fails, Mugen relies on improvisation, using the environment and his surroundings to deal with enemies.
Mugen is startlingly innovative in combat, although he is blockheaded and slow on the uptake in most other respects. In fact, Mugen can learn new combat techniques with amazing ease and incorporate them into his style. One of Mugen's notable tricks is the undersides of his geta (wooden sandals) are plated with steel, allowing him to deflect swords with his feet.
To reflect the fast-paced, mobile nature of combat in Samurai Champloo, Mugen is presented here with a Class Bonus to AC as per the alternative rule found in Unearthed Arcana. It is also suggested that for a feel best mimicking the combat in Samurai Champloo, players use the alternate rules for Combat Facing in UA.
Mugen, Human Barbarian 6/Rogue 3/Fighter 6; CR 15; Medium-Sized Humanoid; HD: 3d6+6d12+6d10+60 (160 HP); Spd: 40 ft. (8 squares); Init: +8 (+4 dex, +4 Improved Init.); AC: 25 (+4 dex, +11 class) Touch 25, Flat-Footed 25; BaB & Grapple: +14/+3 & +15; Attacks: +2 Keen Scimitar +18 melee (1d6+4, 16-20/x3 slash) or Unarmed Strike +16 melee (1d6+2, x2 bludg.) or Hidden MW Dagger +19 thrown (10 ft, 1d4+2 19-20/x2 slash); Full Attack: +2 keen Scimitar +18/+8 (1d6+4, 16-20/x3 slash) or Unarmed Strike +16/+6 melee (1d6+2, x2 bludg.) or Hidden MW Dagger +19/+9 thrown (10 ft, 1d4+2 19-20/x2 slash); S/R: 5 ft/5 ft; SA: Sneak Attack +2d6; SQ: Rage 2/day, Trap Sense +2, Uncanny Dodge, Improved Uncanny Dodge, Trapfinding, Evasion; Saves: Fort +10, Ref +7, Will +4; Abilities: Str 15, Dex 18, Con 18, Int 8, Wis 8, Cha 12
Skills & Feats: Balance +17, Bluff +8, Climb +6, Hide +6, Intimidate +9, Jump +17, Move Silently +6, Sleight of Hand +12, Tumble +18, Survival +4, Swim +11
Improved Initiative, Quick Draw, Dodge, Mobility, Spring Attack, Endurance, Die Hard, Power Attack, Improved Unarmed Strike, Snap Kick*, Einhander**
Special Attacks:
Sneak Attack +2d6: Mugen can strike at an enemy's vital spots for extra damage whenever that target would be denied a Dex bonus to AC, or if Mugen is flanking his opponent.
Tactical Feat - Einhander: Mugen excels at wielding a one-handed weapon while carrying nothing in his off hand. He can use this style to several effects.
Narrow Profile: Mugen always offers the slimmest side of his body as his adversary's only target. He gains an additional +2 dodge obnus to AC when fighting defensively or using the Total Defense action.
Off-Hand Balance: After successfully striking an opponent, Mugen gains a +2 bonus to Tumble checks to avoid attacks of opportunity until his next turn, flipping and rolling out of harm's way.
Off-Hand Swap: By taking a full attack (or using Snap Kick) to strike his opponent at least twice, Mugen may make a special combat Feint using his Sleight of Hand instead of Bluff skill. The opponent resists the feint normally. This technique may only be used once per opponent.
Special Qualities:
Rage 2/Day: Once per encounter, Mugen can enter a rage that lasts for 9 rounds. During this time he gains +4 Strength and +4 Constitution, as well as a +2 Morale Bonus to Will Saves. However, he suffers a -2 penalty to Armor Class. While raging, Mugen cannot use any Charisma, Dexterity, or Intelligence based skills (except for balance, escape artist, intimidate and ride), the concentration skill, or any abilities that require patience or concentration. Nor can he cast spells or activate magic items that requrie a command word, a spell trigger (such as a wand) or spell completion (such as a scroll) to function.
Trap Sense: Mugen gains a +2 bonus to Reflex saves when avoiding damage dealt by traps, snares and the like.
Uncanny Dodge: Mugen Retains his Dexterity (and Class) bonus to AC even when caught flat-footed or struck by an invisible attacker.
Improved Uncanny Dodge: Mugen cannot be flanked, except by a Rogue of at least four levels higher.
Trapfinding: Mugen can use the Search Skill to locate traps with a Search DC higher than 20. Not that he ever will, but technically, he could.
Evasion: If Mugen succesfully makes a Reflex save for half damage against any kind of attack, ignore all damage instead. On a failed save, Mugen still only takes half damage from the attack.
*This feat is found in Tome of Battle: Book of Nine Swords.
**This feat is found in The Player's Handbook II.
'Cuz really, more campaigns need to be like Samurai Champloo.
My first conversion will be everyone's favorite scoundrel, Mugen. Anyone else who is familiar with the series, please feel free to make suggestions as to how this "translation" could possibly be more accurate....
~
Mugen
http://tig.boo.jp/samurai-mugen.gif
Mugen (his name means both "without illusion" and "infinity") is a wandering swordsman and former pirate from the Ryukyu Islands (modern Okinawa). During Mugen's lifetime (sometime in the early-to-mid 1600s), the Ryukyus were used as a prison colony by the then-dominant Shogunate of Japan. Mugen was born into the harsh, cruel environment of a penal colony, where every day was a struggle to survive. He had no childhood as we would think of it, but was forced to fight for everything he could get from day one. He grew into a savage but proud warrior and joined a gang of pirates led by his childhood friend, Mukuro.
Pirating was lucrative business, and Mugen sharpened his skills on the high seas by developing an unorthodox blend of various martial arts he dubbed "champuru kendo." (Champuru is literally the word for "mix.") However, eventually Mugen parted from Mukuro under less-than-friendly circumstances and ended up wandering in the mainland of Japan.
Although he is one of the three protagonists of Samurai Champloo, few if anyone would describe Mugen as a hero. He wanders the countryside with no regard or concern for law, believing only in the rule of strength and the right of might. He takes what he wants, goes where he wants and gives no thought to consequences. In fact, Mugen will fight to the death out of annoyance, hunger, boredom or simply because an adversary appears to be a worthy foe.
Despite his (many) flaws and his cantankerous, laconic personality, Mugen holds himself to his word without fail. His pride as a warrior will not allow him to concede defeat if there is even the slimmest chance of victory. He can also not stand, as a point of personal pride, to let any warrior who is his equal go without a fight. On the flip side, Mugen prefers not to bother with "weaklings" and if someone does not have the prowess to arouse Mugen's interest, then he is quite safe from the barbarous warrior.
Mugen's fighting style is as unpredictable as he is. In battle, he relies on an overwhelming offense to deal with his opponents quickly, always making a Leaping Charge in the first round and liberally using his distinctive Snap Kick (used with a Capeira-style headspin) to make as many attacks as possible. If that fails, Mugen relies on improvisation, using the environment and his surroundings to deal with enemies.
Mugen is startlingly innovative in combat, although he is blockheaded and slow on the uptake in most other respects. In fact, Mugen can learn new combat techniques with amazing ease and incorporate them into his style. One of Mugen's notable tricks is the undersides of his geta (wooden sandals) are plated with steel, allowing him to deflect swords with his feet.
To reflect the fast-paced, mobile nature of combat in Samurai Champloo, Mugen is presented here with a Class Bonus to AC as per the alternative rule found in Unearthed Arcana. It is also suggested that for a feel best mimicking the combat in Samurai Champloo, players use the alternate rules for Combat Facing in UA.
Mugen, Human Barbarian 6/Rogue 3/Fighter 6; CR 15; Medium-Sized Humanoid; HD: 3d6+6d12+6d10+60 (160 HP); Spd: 40 ft. (8 squares); Init: +8 (+4 dex, +4 Improved Init.); AC: 25 (+4 dex, +11 class) Touch 25, Flat-Footed 25; BaB & Grapple: +14/+3 & +15; Attacks: +2 Keen Scimitar +18 melee (1d6+4, 16-20/x3 slash) or Unarmed Strike +16 melee (1d6+2, x2 bludg.) or Hidden MW Dagger +19 thrown (10 ft, 1d4+2 19-20/x2 slash); Full Attack: +2 keen Scimitar +18/+8 (1d6+4, 16-20/x3 slash) or Unarmed Strike +16/+6 melee (1d6+2, x2 bludg.) or Hidden MW Dagger +19/+9 thrown (10 ft, 1d4+2 19-20/x2 slash); S/R: 5 ft/5 ft; SA: Sneak Attack +2d6; SQ: Rage 2/day, Trap Sense +2, Uncanny Dodge, Improved Uncanny Dodge, Trapfinding, Evasion; Saves: Fort +10, Ref +7, Will +4; Abilities: Str 15, Dex 18, Con 18, Int 8, Wis 8, Cha 12
Skills & Feats: Balance +17, Bluff +8, Climb +6, Hide +6, Intimidate +9, Jump +17, Move Silently +6, Sleight of Hand +12, Tumble +18, Survival +4, Swim +11
Improved Initiative, Quick Draw, Dodge, Mobility, Spring Attack, Endurance, Die Hard, Power Attack, Improved Unarmed Strike, Snap Kick*, Einhander**
Special Attacks:
Sneak Attack +2d6: Mugen can strike at an enemy's vital spots for extra damage whenever that target would be denied a Dex bonus to AC, or if Mugen is flanking his opponent.
Tactical Feat - Einhander: Mugen excels at wielding a one-handed weapon while carrying nothing in his off hand. He can use this style to several effects.
Narrow Profile: Mugen always offers the slimmest side of his body as his adversary's only target. He gains an additional +2 dodge obnus to AC when fighting defensively or using the Total Defense action.
Off-Hand Balance: After successfully striking an opponent, Mugen gains a +2 bonus to Tumble checks to avoid attacks of opportunity until his next turn, flipping and rolling out of harm's way.
Off-Hand Swap: By taking a full attack (or using Snap Kick) to strike his opponent at least twice, Mugen may make a special combat Feint using his Sleight of Hand instead of Bluff skill. The opponent resists the feint normally. This technique may only be used once per opponent.
Special Qualities:
Rage 2/Day: Once per encounter, Mugen can enter a rage that lasts for 9 rounds. During this time he gains +4 Strength and +4 Constitution, as well as a +2 Morale Bonus to Will Saves. However, he suffers a -2 penalty to Armor Class. While raging, Mugen cannot use any Charisma, Dexterity, or Intelligence based skills (except for balance, escape artist, intimidate and ride), the concentration skill, or any abilities that require patience or concentration. Nor can he cast spells or activate magic items that requrie a command word, a spell trigger (such as a wand) or spell completion (such as a scroll) to function.
Trap Sense: Mugen gains a +2 bonus to Reflex saves when avoiding damage dealt by traps, snares and the like.
Uncanny Dodge: Mugen Retains his Dexterity (and Class) bonus to AC even when caught flat-footed or struck by an invisible attacker.
Improved Uncanny Dodge: Mugen cannot be flanked, except by a Rogue of at least four levels higher.
Trapfinding: Mugen can use the Search Skill to locate traps with a Search DC higher than 20. Not that he ever will, but technically, he could.
Evasion: If Mugen succesfully makes a Reflex save for half damage against any kind of attack, ignore all damage instead. On a failed save, Mugen still only takes half damage from the attack.
*This feat is found in Tome of Battle: Book of Nine Swords.
**This feat is found in The Player's Handbook II.