What system would you use for Pirates of the Cthulhubbean?

Pielorinho

Iron Fist of Pelor
A friend of mine is talking about starting up a fun-filled, swashbuckling game of swords, flintlocks, and deep ones. We'll probably go D20 for the basic mechanics, but are undecided on what specific mechanics we should use.

We'll draw some from CoC D20, natch, and probably use the classes from D20 Modern, with some alterations. What else would y'all recommend?

Also, we're leaning toward using Wound Points and Vitality Points, but have very little experience with them; would y'all recommend using such a system for this style of game, and if so, what's a quick explanation of the system?

Daniel
 

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My solution would cost you money. :)

I would suggest Green Ronin's new Skull and Bones. From my understanding, it contains some good rules that promote the swashbuckling flavor, and knowing Green Ronin's previous work, it ought to be very "cthulhu-friendly." I know Chris Pramas is, so this work should be as well. ;)

If you want something you probably aleady have, CoC (either version) would do well, especially if you want something a little more "grimly realistic."

Pielorinho said:
Also, we're leaning toward using Wound Points and Vitality Points, but have very little experience with them; would y'all recommend using such a system for this style of game, and if so, what's a quick explanation of the system?

Long story short: each level grants you Vitality points (just like hit points) - represent near-misses, minor scrapes, etc.

Wound points (usually equal to your CON score) represent real hurt.

Lose all your vitality, you're too pooped to dodge.

Lose all your wound points, you go unconscious and risk death.

Critical hits don't do extra damage - it just goes straight to wounds. In some ways nastier than criticals.
 
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Skull & Bones, toss in creatures and sanity and magic rules from d20 CoC.

Skull & Bones already has a system sort of like VP/WP but in some ways it's better in that it models long term effects of damage since there is no WP per se; you exhaust your HP, you actually take con damage!
 



I'd use what you've already got. Personally, I don't see the big draw for WP/VP. They're clever in their way, but not that different than HP, especially as filtered through d20 Modern rules (with lower massive damage threshhold and improved healing for "doctor" classes.) I also like the Freeport rules for firearms, if you're still on the lookout for flintlocks.
 

Another thought:

Skull & Bones has Bokors in it; sort of the only magic system.

You could just dispense with them and use the CoC rules.

or...

The CoC spells are sort of like BoVD spells; you could sort of make the CoC spells into level spells and put them on a universally accessible list like BoVD.

Just some food for thought.
 

What's extremely disappointing to me is that the CoC has some pretty good guidelines on converting CoC spells into D&D, but it seems much more useful to have some guidelines on going the other way. Some BoVD spells in particular would work very well for a CoC-based setting, like this one.
 

I would go with Skull and Bones. It has the be the best pirate d20 out there. Throw in some cthulhu elements and you have a lovely pirate stew!

And btw have you seen my husband Henry?
 
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