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Tengu_temp
2008-08-03, 09:22 AM
Disgaea
A campaign setting for Dungeons and Dragons, fourth edition
http://ffrpg.republika.pl/disgaea.PNG

Table of content:
I. Races
II. New base classes
III. New paragon paths
IV. New epic destinies
V. New powers
VI. New feats
VII. New items
VIII. New rules
IX. Beastiary
Almost everything is currently a work in progress.

I. Races
There are three player races available in Disgaea. At this point there's no possibilty of playing different ones, although that might change in the future.

Human
Ability Scores: +2 Constitution, +2 one other of your choice
Size: Medium
Speed: 6 squares
Vision: Normal
Human Education: You gain training in one additional skill from your class skill list. You gain a bonus feat at first level (you must meet its prerequisites).
Human Spirit: +1 to Will defense.

Demon
Ability Scores: +2 Strength, +2 one other of your choice
Size: Medium
Speed: 6 squares
Vision: Low-light
Power-hungry: You know one extra at-will power from your class.
Demonic Toughness: +1 to Fortitude defense.

Angel
Ability Scores: +2 Charisma, +2 one other of your choice
Size: Medium
Speed: 6 squares
Vision: Normal
Angelic Weapon Proficiency: You gain proficiency with the longbow and the shortbow.
Divine Protection: +1 to Fortitude, Reflex and Will defenses.
Celestial Accuracy: You can use celestial accuracy as an encounter power. (Works like elven accuracy.)

II. New Classes
You can play as any of the DND classes, as well as Disgaea-specific variants:

Fighter - Fighter. Duh. Usually specialising in two-handed weapons.

Brawler - Two-Blade Fighting Style Ranger. Starting trained skills: Acrobatics or Athletics, four more from the Ranger skill list.

Archer - Archer Fighting Style Ranger. You gain a +1 bonus to attack rolls with longbows and shortbows.

Gunner - Archer Fighting Style Ranger. You gain proficiency with light guns and heavy guns. Instead of Defensive Mobility, you gain Quick Draw as a bonus feat. Starting trained skills: Endurance or Perception, four more from the Ranger skill list.

Healer - Cleric. Use staffs instead of holy symbols as your implement. Lose proficiency in chainmail. Gain proficiency in longbows and shortbows. You can use Healing Word one additional time per encounter (3 times at levels 1-15, 4 times at levels 16+).

Red Mage - Wizard. All your Wizard powers that deal damage have the Fire keyword. Gain Astral Fire as a bonus feat. You must be strong against Fire and weak against Cold.

Blue Mage - Wizard. All your Wizard powers that deal damage have the Cold keyword. Gain Burning Blizzard as a bonus feat. You must be strong against Cold and weak against Fire.

Green Mage - Wizard. All your Wizard powers that deal damage have the Lightning keyword. Gain Raging Storm as a bonus feat. You must be strong against Lightning.

Star Mage - Wizard. All your Wizard powers that deal damage have the Radiant keyword. Gain Astral Fire as a bonus feat.

Prism Mage - Just a Wizard.

Magic Knight - will be based on Swordmage when it gets released. Not implemented yet.

Ninja - Rogue. Gain proficiency in simple melee and martial melee weapons. Starting trained skills: Acrobatics, Athletics and Stealth, three more from the Rogue skill list. You can ignore the "You must be wielding a crossbow, a light blade, or a sling" and "You must be wielding a light blade" requirements for your powers (but not for sneak attack).

Thief - Rogue. No sneak attack. Gain the Steal Stats power as a class feature. You can use Stealing Hands as implements.

Steal Stats Rogue Feature
You use your trickery to steal some of the enemy's strength and claim it for yourself.
At-Will * Martial, Implement
Standard Action Close Burst 5
Target: One creature in burst
Attack: Dexterity vs. Reflex
Hit: Choose one - Attack, AC, Fortitude, Reflex, Will, Damage. The target receives a -2 penalty to the stat you have chosen (save ends). You receive a +2 bonus to the stat you have chosen until the end of the encounter. Bonuses and penalties to one stat, either from multiple thieves or multiple uses of this power, do not stack, but to various stats do (you can steal both Attack and AC, for example, but stealing Attack twice has the same effect as stealing it once).
The bonus/penalty to damage increases to 4 at level 11 and 6 at level 21.

Tengu_temp
2008-08-03, 09:27 AM
III. New Paragon Paths
All DND paragon paths are available, as well as these setting-specific ones. Some of them are not class-specific and can be chosen by any class, as long as you meet the prerequisites.

Iron Knight - Iron Vanguard or Pitfighter.

Samurai - Kensei or Swordmaster.

Geomancer

Beastmaster

Demon Lord

Prism Ranger

Demon Hunter

IV. New Epic Destinies

Defender of Earth

Overlord

V. New Powers

Tengu_temp
2008-08-03, 09:30 AM
VI. New Feats

Sneaky Weapon [Rogue]
Prerequisites: Rogue, Sneak Attack class feature
Benefit: Choose a one-handed melee weapon not from the light blade category. You can deal sneak attack damage when using this weapon. You can choose this feat multiple times, choosing a different weapon each time.

Favored Opponent
Benefit: Choose one - females, males, monsters. You receive a +1 attack bonus and +2 to damage against creatures you can identify as this type. Monsters are creatures that do not belong to any player race.
You can't have both the Favored Opponent and Hated Opponent feats.

Hated Opponent
Benefit: Choose one - females, males, monsters. You receive a +1 bonus to all defenses against attacks made by creatures you can identify as this type. Monsters are creatures that do not belong to any player race.
You can't have both the Favored Opponent and Hated Opponent feats.

Spirit Before Reason
Benefit: You use charisma instead of wisdom for class features, powers, and feat prerequisites.

Cool Leitmotif
Benefit: You can spend an action point as a free action (but not as an interrupt) to make your personal theme song start to play in the background until the end of the encounter. It gives you and your allies a +1 feat bonus to attack rolls and you a +1 feat bonus to all defenses.
Even without this feat you can have a leitmotif that will produce the same effects, but it's up to the DM when it starts to play.

Race-specific feats

Feats for gauntlets

VII. New Items
The standard currency used in the Netherworld is hel, with one hel being the equivalent of 1 silver piece, or 1/10 gold pieces. Other units are rarely used, but coins and paper bills worth more than one hel are common.

New Equipment

Finesse - when using this melee weapon, you can use dexterity instead of strength for attack and damage with a melee basic attack. Gauntlets and all light blades possess this property.

Gauntlet
Military, Melee, One-Handed
Proficiency Bonus: +3
Damage: 1d8
Price: 150 hel
Weight: 3 lb.
Group: Gauntlet
Properties: Finesse
Gauntlets can possess the Resounding enchantment.

Light Gun
Superior, Ranged, One-Handed
Proficiency Bonus: +3
Damage: 1d8
Range: 20/40
Price: 300 hel
Weight: 2 lb.
Group: Gun
Properties: Load Free

Heavy Gun
Superior, Ranged, Two-Handed
Proficiency Bonus: +3
Damage: 1d10
Range: 25/45
Price: 350 hel
Weight: 3 lb.
Group: Gun
Properties: Load Free

Bullets (10)
Price: 10 hel
Weight: 1 lb.

Stealing Hand
Price: 50 hel
Weight: -

New Magic Items

Sweets and Drinks
Sweets replace Potions. Drinks let you recover the uses of powers.

Magic Hand
A basic enchanted stealing hand, used by thieves.
Lvl 1 +1 3600 hel
Lvl 6 +2 18000 hel
Lvl 11 +3 90000 hel
Lvl 16 +4 450000 hel
Lvl 21 +5 2250000 hel
Lvl 26 +6 112500000 hel
Implement (Stealing hand)
Enhancement: Attack rolls

VIII. New Rules

Gods and Channel Divinity
Disgaea does not possess a pantheon per se. If you have the Channel Divinity class feature, you can choose any Divinity feat regardless of the worship requirements - but just one.

Off-hand weapons
All classes can wield all one-handed weapons off-hand, not only Two-Blade Fighting Style Rangers.

Languages
The incantations demons, angels and humans use when reciting spells are different, but they all speak the same language. You can ignore rules regarding languages apart from very exotic ones that players are not supposed to know from the start anyway.

Weak and strong elements
When creating a character, you can (but don't have to, unless you play a specific Wizard variant) choose to be strong against one specific element and weak against one another element. The possible elements to choose are Fire, Cold and Lightning. You have resist 5 [element you're strong against] and vulnerability 5 [element you're weak against]. The resistance increases to 10 at level 11 and 15 at level 21.
An Arcana check as a minor action can identify the elemental weaknesses and strengths of all the creatures you can see. The DC is 10 + one half the creature's level, you make one roll and compare it with each creature's DC.

Group Attack
Every character and monster possesses Group Attack as an at-will power.

Group Attack Basic Attack
You and an ally or several combine your attacks into something often cool or silly, but always destructive.
At-Will * Weapon
Immediate Interrupt Melee or Ranged Weapon
Trigger: An ally adjacent to you uses a standard action to attack an adjacent enemy that's not adjacent to you with a basic melee attack
Target: The creature attacked by your ally
Attack: Intelligence, Wisdom or Charisma vs. Reflex
Hit: Make a basic melee or ranged attack against the target, even if it is out of your range.
For the attack roll with this power, use the highest of your Intelligence, Wisdom and Charisma.

Combo Attacks
If several characters attack one target one after another, it counts as a combo - every subsequent attack on a target receives a cumulative bonus of +1 to attack and damage, capping at +5. Not including that enemy in your attack, performing a move action or an enemy taking a turn or making any action all cancel the combo and reduce its bonus to 0 again. For the purpose of this rule, all attacks performed during a single action and immediate actions resulting from that count as one attack.

Reincarnation - a new ritual
Reincarnation
This complex ritual allows the subject to be reborn in a completely new, different form.
Level: 8
Category: Creation
Time: 1 hour
Duration: Instanteous
Component Cost: 5000 hel
Market Price: 6800 hel
Key Skill: Religion (no check)

This ritual must be performed on a willing target - one another creature, or yourself. You draw a circle on the ground, surrounded by incense burners, and the recipient meditates inside of it. This ritual allows the creature to be reborn with a completely new body (chosen by itself), even changing its sex or race, and with different abilities - basically, this allows for a complete rebuild of the character, including ability scores, class, powers et cetera. The target loses one level, which should be regained slowly over time in the same way characters who didn't take part in one or more adventures did, as per rules in the DMG.


Lifting and throwing


Geo panels

Tengu_temp
2008-08-03, 09:32 AM
IX. Beastiary

Tengu_temp
2008-08-03, 09:33 AM
(reserved, just in case)

Tengu_temp
2008-08-03, 09:36 AM
And there we go. As you can see, this is a work in progress - many things are far from done yet, including fluff. I'll slowly fill things up over time, but, most importantly, I'm looking for input! If you have any ideas or maybe have made some stuff this campaign setting could use, I'd love to see it. Let's make it a group project! Also, balance comments are welcome too - but bear in mind, the power level here will be a bit higher than in ordinary DND.

Posting can start here.

Starsinger
2008-08-03, 09:42 AM
First of all, this is rather fantastic. Second, what about other damage types? Third, how do Warlocks fit in all of this?

Tengu_temp
2008-08-03, 09:44 AM
Other damage types exist, but wizards can "spec" only in those four mentioned, since these are the most canonical in Disgaea. Warlocks, just like paladins, are rare but exist - I think Flonne would be best represented as a warlock. Maybe I'll create a new pact for warlocks, Celestial, but I don't have any ideas what to give it, currently.

Starsinger
2008-08-03, 09:49 AM
Other damage types exist, but wizards can "spec" only in those four mentioned, since these are the most canonical in Disgaea. Warlocks, just like paladins, are rare but exist - I think Flonne would be best represented as a warlock. Maybe I'll create a new pact for warlocks, Celestial, but I don't have any ideas what to give it, currently.

Idea? Take all the strength powers out of cleric and paladin. Put them together as a single class called Templar or something. Celestial pact Warlock powers could be poached from charisma paladin abilities (or you could meld charisma paladin powers with wisdom cleric powers since IIRC clerics were casters in Disgaea, although I didn't play it much)

Tengu_temp
2008-08-03, 10:00 AM
Paladins are defenders, warlocks are ranged strikers - their abilities don't mesh well together, as most of charisma-based Paladin powers are still melee. But that idea has potential... maybe I could move some powers between classes. Need to think more about that.

Oslecamo
2008-08-04, 05:58 AM
Wasn't Flonne a cleric? Her first power is healing, and then she gets some area nukes. She really wasn't much of focusing fire.

I think celestians work just well with paladins with a little wizard/warlorck touch for ranged nukes. They're more of beating you up with weapons and healing than exactly nuking people. Cleric should also work fine.

Anyway, my first toughts:

1-Why allow everyone to use two weapons? From what I remember, Disgaea woulnd't even allow you to use two weapons at the same time in the first place?

2-Sooo, can you pick up two light guns and go shooting a la matrix?

3-Can we create new powers for the gunner? Or do you plan to simply adapt the ranger powers?

4-In the stealing section, you first say you can steal stats, but then you go and say that you can steal AC and attack, wich are stats. So what exactly can the thief steal?

Tengu_temp
2008-08-04, 12:19 PM
1. Truth to be told, I did it so ninjas (and other classes, but mostly them as the only non-brawler class to fight hand-to-hand often) will be able to have a gauntlet in off-hand. It doesn't change much apart from that, since usually only rangers with with two weapons anyway.

2. Yes, you can. It's less efficient than one gun, though.

3. Initially gunners will have the same powers as archers, but I'd be more than happy to see more distinct powers for them. Heck, I'd be happy to see more distinct powers for all classes - let's make it more like Disgaea!

4. Thieves can steal AC, attack bonus, fortitude, reflex, will, damage. Initially I wanted them to steal attributes (str, con etc.) but later decided against it, as it's more bookkeeping on the DM's part and the result is roughly the same anyway. I'm thinking to let them steal enemy items too.

If nothing gets in my way, I'll make an update today. Mostly including Disgaea-specific rules.

Tengu_temp
2008-08-05, 06:30 AM
A small update - two new rules, one new ritual, one two new feats, small adjustment to elemental weakness and some stuff regarding weapons. More to come.

banjo1985
2008-08-05, 06:59 AM
This looks intriguing, I loved Disgaea, it was pleasingly silly!

I haven't had a close look through this yet, but it looks quite a close rendition of the game...it makes me want to create a Digital Devil Saga setting, which I will never get around to but still. :smallsmile:

Starsinger
2008-08-05, 08:32 AM
Spirit Before Reason
Benefit: You use charisma instead of wisdom for class features, powers, and feat prerequisites.

Cool Leitmotif
Benefit: You can spend an action point as a free action (but not as an interrupt) to make your personal theme song start to play in the background until the end of the encounter. It gives you and your allies a +1 feat bonus to attack rolls and you a +1 feat bonus to all defenses.
Even without this feat you can have a leitmotif that will produce the same effects, but it's up to the DM when it starts to play.


I think I may possibly be in love with you, but I'm sure it's just spill over love from these rules that landed on you. :smalltongue: I wish I was playing a character that needed wisdom so I could use that Spirit Before Reason feat. But out of curious, how does that effect cleric abilities that use wisdom and Charisma?

Tengu_temp
2008-08-05, 10:12 AM
Then they will use Charisma and Charisma.

I'm not sure isn't this feat too strong for paladins and clerics, to be honest.

Starsinger
2008-08-05, 10:20 AM
Then they will use Charisma and Charisma.

I'm not sure isn't this feat too strong for paladins and clerics, to be honest.

In that case, I take back what I said. It's not spill over at all, I do love you. *heart*

SAMAS
2008-08-09, 08:21 PM
Then they will use Charisma and Charisma.

I'm not sure isn't this feat too strong for paladins and clerics, to be honest.

Too strong? You do remember that you're talking about Disgaea here, right?

Incedentially, are you considering adding stuff from other Nippon Ichi games? like Raphody (Puppeteers and puppets), La Pucelle (Demon Hunters, Eringas, etc...), Phantom Brave (Chromas, Phantoms, etc... ), or Makai Kingdom (Vehicles)?

Tengu_temp
2008-08-09, 10:43 PM
I won't, for the simple reason that I didn't play any of them apart from Makai Kingdom, and vehicles will be a pain to implement.

As for strength - unlike the video games, I want to keep this more or less balanced and abuse-free. Things that work for video games often don't work well for RPGs, and vice versa.

Another update coming soon. More content this time, hopefully.

Starsinger
2008-08-09, 11:14 PM
But... you will stat Marjoly right? :smalltongue:

SAMAS
2008-08-15, 01:20 AM
Well, speak of the Devil! Apparently, they've made a re-release of Rapshody for the DS! It's coming out in North America this September.

Tengu_temp
2008-08-15, 12:38 PM
Gah, this update is taking more time than I expected. Nobody's in a hurry, right? On the bright side, it should be a big'un.

Tadanori Oyama
2008-08-15, 01:47 PM
Very fun. I've been a Disgaea fan for awhile now, fun to think I might be able to play it. Anything I can do to help out?

Tengu_temp
2008-08-15, 01:51 PM
Suggestions are always appreciated. Also, I've yet to work on new powers and creatures, so feel free to help with those. As well as new enchantment types, although I'm not sure would there be any - apart from the ones for magical hands.

Tadanori Oyama
2008-08-15, 06:15 PM
This is a rough idea. It would allow alot of the abilities from the games to transition more completely into the RPG. It needs refinement, I think the wording could use work but it's a start.

Narrow
Narrow attacks touch the user’s square and always have a width of one square. They have a length equal to their number, proceed in strength lines, and do not provoke attacks of opportunity.

Narrow Blast
A narrow blast fills a straight distance out from the origin square in one direction.

Narrow Burst
A narrow burst fills a straight distance out from the origin square to the front, back, left, and right of the user. The user may decide if the burst is directed straight or diagonally.

Attacks like Blade Rush and the bow skill I forget the name of are what made me think of this since there's no method in the current system to give straight line type powers.

SAMAS
2008-08-16, 10:55 PM
D&D does use a square grid, doesn't it? I forgot about that.

Do you think directly translating the AoE's from the games would be a good idea?

But that does raise the question of weapon special attacks. Should they be feats, spells, or something else entirely?

Tadanori Oyama
2008-08-18, 10:27 AM
No, fully moving the AoEs in the game into D&D would be weird, to say the least.

I think that some of the game's effects work best in straight lines rather than blocks and there's not currently a mechanic for that unless I really missed something in the PHB.

If, after some techniques from the game convert to powers easier, won't need to make new effects and exceptions can be handled within the wording of specific abilities.

I'm thinking mostly of the sword tricks that use straight line rushes. The flavor really involves hitting several squares, I wouldn't call them Blast 3s though.

Like I said, just an idea to mull over.

Anyway, special attacks are Powers. New tricks you gain as you become better with a weapon. Thing is, that they are linked to the weapons, not the classes so that'll be interesting to work around.

Tengu_temp
2008-08-18, 11:49 AM
This is a rough idea. It would allow alot of the abilities from the games to transition more completely into the RPG. It needs refinement, I think the wording could use work but it's a start.

Narrow
Narrow attacks touch the user’s square and always have a width of one square. They have a length equal to their number, proceed in strength lines, and do not provoke attacks of opportunity.

Narrow Blast
A narrow blast fills a straight distance out from the origin square in one direction.

Narrow Burst
A narrow burst fills a straight distance out from the origin square to the front, back, left, and right of the user. The user may decide if the burst is directed straight or diagonally.

Attacks like Blade Rush and the bow skill I forget the name of are what made me think of this since there's no method in the current system to give straight line type powers.

I think that's a very useful shape. There's simply no other way to faithfully represent some of the Disgaea attacks.

Update progressing. Should be done sooner or later.

ZerglingOne
2008-08-24, 02:11 AM
You're missing a few things. Like for "reincarnation" it should be transmigration. In Disgaea, as I'm sure you're aware, the only reason to transmigrate was it increased your stats based on how far along you had gotten in your path. For example, if you went up to level 2000 and transmigrated, your base stats would be significantly higher than they would otherwise be. A way you could implement it is to do point-buy. Say you get X number of points to distribute amongst stats that start at 8. This way, you could leave reincarnation in if someone wanted to change their class or race and not have to start over from square 1. However, if someone were to transmigrate and completely start over, give them base stats that are 1 higher for every 5 levels they gained before transmigrating. So assuming they got to level 20, they would start with all 12's in their respective stats and start point buy from there. It's just something to think about from someone that put 500 hours into the game ;). Transmigration was a part of Disgaea I really got into (Laharl's "total level" on my game was 24,000 or so). One of the big up sides of transmigration is that you don't lose any money, gear, or previous abilities, you just lose your high HP, and (normally) your stats grow faster, but with a DnD style, I guess it would be hard to pull of. [/rant]

Tengu_temp
2008-08-24, 09:39 AM
Right, I knew I got the name wrong.

Anyway, I pondered should it give additional benefits, but decided against it - that simply would completely destroy game balance, which is not a necessary element of single-player tactical RPG like Disgaea which not only allows, but encourages you to abuse the system, but which is an important part of a gamist-oriented RPG like DND 4e. For the same reason item world won't be implemented, or at least not as prominent as it was in the computer game.

Update progressing. Still.

Any other things I'm missing? Maybe I forgot something really important.

BBQLord
2008-08-26, 03:45 AM
Disgaea? Best. Game. EVER!

First off; I love what you're doing here!

Races are a-okay. Classes (the bagillions of them! :smalleek:) need some more tweaking, I believe (though I love how you did the wizard-keywording), but look swell regardless. Niceness +1.



Spirit Before Reason
Benefit: You use charisma instead of wisdom for class features, powers, and feat prerequisites.

I wish I was playing a character that needed wisdom so I could use that Spirit Before Reason feat. But out of curious, how does that effect cleric abilities that use wisdom and Charisma?

Then they will use Charisma and Charisma.

I'm not sure isn't this feat too strong for paladins and clerics, to be honest.

No offense (seriously, none whatsoever) but substituting an entire Ability for another Ability in all but skill modifiers sounds ridiculously broken. Not too sure if it actually is broken or just overpowered. I'll look into it in a few days from now.

I gotta ask though, and no offense here either but, why do you want to substitute CHA for WIS in so many instances?


EDIT:
Also, I think you're missing out on the transmigration thing. It could add a whole dimension of uncertainty to the game:

That LVL1 human EDF soldier might be an easy target... or he might have just transmigrated, for the third time, from a LVL100 human archer and totally kick you in the nuts for looking at him strange.

Also re-playability and awesomeness!

It's awesome to be a LVL1 character (again!) with the 4.0 equivalent of a +4 keen vorpal dagger.


If you have 'normal characters' you could start out with point-buy X (or whatever you want) and have it increase when transmigrating. This way you could have classes be 'unlockable' only if a particular character has transmigrated an X number of times, had a certain level in a certain class, etcetera.

LVL would be far more flexible but personal freedom within the system would be awesome.




EDIT:

Okay, rambling, I'll try to explain it when I've calmed down.

Tengu_temp
2008-08-26, 04:14 AM
I gotta ask though, and no offense here either but, why do you want to substitute CHA for WIS in so many instances?


The reason for it is because many Disgaea characters with classes that'd be wisdom-dependant in DND (Flonne, Adell, Rozalin to a lesser extent) have actually low wisdom. My train of reasoning is that for classes that aren't cleric or paladin, you only need either charisma or wisdom anyway, not both. Maybe I should make all paladin's abilities strength-dependant?

As for the transmigration part, I answered it in my previous post. As much as it's an important element of all N1 games, it really will not work well in an RPG.

EDIT: I really must concentrate on releasing new stuff for this game... it's been ages since the last update.

SAMAS
2008-11-28, 12:22 AM
I got the Disgaea and Disgaea 2 artbooks, and they have a surprising amount of information on classes and such.

For example, although there's no difference game-wise, Witches/Mages in Disgaea/Phantom games are actually more like Sorcerors, learning their magic naturally, while male Mages/Skulls learn and study their art.

Also, the ribbon Mages wear in their hair is actually used to draw ambient magic for their use.

Disgaea 2 was originally going to have a class called the Kiguruma, which could wear various animal/monster costumes and use different abilities depending on which. it was scrapped for being potentially too powerful.

I don't know if it would be a feat or abilitiy, but one thing I notice in a lot of weapon attacks, usually around the middle or high levels, is Body Duplication, where the fighter splits their body into multiples for a short period of time.