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captor [2019/04/15 08:21]
kyle created
captor [2020/11/19 12:15] (current)
kyle
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 ~~NOTOC~~ ~~NOTOC~~
  
-//It's not crime to dress like a nun! I wasn'even in the convent to steal anything this timeI just wanted to get laid.//+//Thanks for the rescue I guess, but that wasn'dungeon and I wasn'a prisoner. Not that kind of dungeonanyway.//
  
-If you're an adventurer that likes solving problems in ways that don't involve stabbing and you don't mind lying your ass off to do it, Charlatan is a highly useful classMasters of disguise exist in almost any settingmaking this class also easy to conceptually justify+Captor is a archetype with a rather unusual flexibility of application: it can be used for either moral purposes (defeating enemies without killing them like Batman et al) or highly immoral ones (capturing people and forcing them into slavery) or even value-neutral utility (locking down doors/people)As with anything that gets added to your gamemake sure everybody at the table is cool with whatever you end up doing with it.
  
 ^[[#Captor]] ^^Capture without killing. | ^[[#Captor]] ^^Capture without killing. |
-|{{fa>caret-right?24}} |[[#Alter Ego]] |Create alternate identities. | +|{{fa>caret-right?24}} |[[#Binder]] |Tie creatures up and lock doors. | 
-^[[#Enterprises]] ||Captor School |+|{{fa>caret-right?24}} |[[#Conditioning]] |Break captives' wills. | 
 +|{{fa>caret-right?24}} |[[#Entangle]] |Wrap targets better. | 
 +|{{fa>caret-right?24}} |[[#Disarm]] |Wrapped targets struggle to attack. | 
 +|{{fa>caret-right?24}} |[[#Monitor]] |Track and punish. | 
 +^ ^^^
  
 ====== Captor ====== ====== Captor ======
  
 ^ ^^^ ^ ^^^
-^{{ra>two-hearts?48|Social}} ||{{fa>plus-circle?24&align=left}}**Subdual:** You're skilled in non-lethal takedowns: rubber bullets, knockout gas grenades, smacking them in the head really hard with the flat of your blade, etc. When you assassinate or strike the killing blow against a target with any weapon, you can choose to knock them unconscious instead of killing them. Unconscious creatures don't lose any Vitality from the blow that finished them and become totally helpless and oblivious for a few hours instead. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Subdual:** You're skilled in non-lethal takedowns: rubber bullets, knockout gas grenades, smacking them in the head really hard with the flat of your blade, etc. When you assassinate or strike the killing blow against a target with any weapon, you can choose to knock them unconscious instead of killing them. Unconscious creatures don't lose any Flesh from the blow that finished them and become totally helpless and oblivious for a few hours instead. | 
 +^ ^^^ 
 +^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Retiarius:** As an action, you can wrap up an adjacent target with a net, sticky goo, spiderweb or whatever. Wrapped up targets cannot move from their current location under their own power (including via free actions) until they or an adjacent ally uses an action to remove the wrapping. \\ \\ {{fa>minus-circle?24&align=left}}**Size Failure:** This move suffers failure chances from having a differently-sized target (3 per category of difference). \\ \\ {{fa>minus-circle?24&align=left}}**Supplies:** When you wrap up a target, roll a trigger die. If the result is 1, then doing so costs 1 Supplies. You cannot wrap anybody up if you have no Supplies remaining. If wrapping up has a failure chance due to your target being of a different size category than yourself, roll just one trigger die for both failure and Supplies consumption. |
 ^ ^^^ ^ ^^^
  
-====== Alter Ego ======+====== Binder ======
  
 ^ ^^^ ^ ^^^
-^{{ra>two-hearts?48|Social}} ||{{fa>plus-circle?24&align=left}}**Alter Ego:** You can create an alternate identity for yourself you can switch to by switching up your disguise. Your alternate identity has their own name, reputation and everything required to exist (if you play in a setting with social security numbers and credit cardsyour alternate identity has their own). \\ \\ {{fa>plus-circle?24&align=left}}**Flawless Mask:** When in disguise as a specific alter ego, you cannot be recognized as yourself and no longer need to make Disguise checks when encountering others who are familiar with you. \\ \\ {{fa>plus-circle?24&align=left}}**Renewable:** You can burn an alternate identity or create a new one at any time. You have no limitation on how many alternate identities you can have at once. \\ \\ {{fa>minus-circle?24&align=left}}**Fraudster's Price:** It takes fair bit of time and effort to set up an entire alternative identity that won't fall apart on close inspectionCreating a new identity costs 5 Supply, but once set up it never expires or becomes unusable unless you want it to. |+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Manacles:** With a procedure of work, you can fully bind a willing or helpless target (such as one you've already knocked out with a weapon attack). Depending on how much you care to bind themyou can make any individual creature incapable of taking any actions, capable of moving only, capable of moving with a permanent impairment (so they can't easily run away from you) or capable of doing anything except move (so they can do whatever but cannot leave their current location). \\ \\ {{fa>plus-circle?24&align=left}}**Solid Binds:** You're so talented at tying people up that they have no chance to escape, not even with an operation. Somebody who swipes your keys (or who has the Lockpicks ability from the [[Thief]] archetype) could totally let your captives loose, though, as could anybody with the right tools and enough time to untie/saw/blowtorch their way through. \\ \\ {{fa>minus-circle?24&align=left}}**Slippery Devils:** A creature that has the Unbound ability from the [[Escapist]] archetype can escape bonds anytime they want, even bonds created by you. They're simply impossible to tie up. \\ \\ {{fa>minus-circle?24&align=left}}**Supplies:** When you completely tie up a creature, roll a trigger die. If the result is 1-6, then doing so costs 1 Supplies. You cannot tie anyone up if you have no Supplies remaining. | 
 +^ ^^^ 
 +^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Padlocks:** You can lock any item capable of being opened and closed (doors, treasure chests, books, handcuffs, whatever) as an action. You have the key and can freely unlock anything you've personally locked as another action, but nobody without the key can use the object after you've locked it (at least not without destroying it). \\ \\ {{fa>minus-circle?24&align=left}}**Supplies:** When you lock something, roll trigger dieIf the result is 1-3, then doing so costs 1 Supplies. You cannot lock things if you have no Supplies remaining. |
 ^ ^^^ ^ ^^^
  
-====== Face Artist ======+====== Conditioning ======
  
 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Quick Change:** You can change disguises as single action rather than requiring few minutes. |+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Wheel Of Pain:** Through repeated application of punishment and reward you can slowly break the will of a captive, allowing you to make them loyal to you, willing to carry out your desires, and completely losing all desire to escape. \\ \\ {{fa>minus-circle?24&align=left}}**It's Obvious, But:** You cannot break the will of a creature unless they are totally in your power somehow. \\ \\ {{fa>minus-circle?24&align=left}}**Slow Process:** An individual captive's will can be broken by spending certain number of days training them depending on their level- if their level is half or less than yours, breaking takes 5 days. If their level is equal to or less than yours, breaking takes 20 days. If their level is equal to or less than double yours, breaking takes 100 days. If their level is higher than double yours, you cannot break them. Breaking days do not need to all be in row, but if a creature escapes your custody before the training is complete their accumulated breaking time resets to 0 days. \\ \\ {{fa>minus-circle?24&align=left}}**The Unbreakables:** Any creature that has the Focused ability from the [[Steadfast]] archetype cannot be broken no matter what level they are. They simply have too much mental control over themselves to be swayed (even by your methods). |
 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Shared Disguisery:** You can disguise somebody else as quickly and well as you disguise yourself. | +^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Rehabilitation:** You can also use the Conditioning ability to undo negative conditioning done by others and restore broken creature to full mental health. \\ \\ {{fa>minus-circle?24&align=left}}**Same Limitations:** You have all the same limitations when rehabilitating creature as you do when conditioning them. |
-^ ^^^ +
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Fashionista:** You can provide any sort of clothing, uniform or costume on demand. Doing so requires few minutes as you dig through your collection. | +
-^ ^^^ +
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Morph:** The disguise is either incredibly durable or actually physically changes your body somehow (making it biological in nature rather than mere trickery). In any case, your disguises cannot be ruined by any external circumstances. \\ \\ {{fa>plus-circle?24&align=left}}**Smells Right:** Your scent is changed to match your disguise. \\ \\ {{fa>plus-circle?24&align=left}}**More Versatility:** You can disguise yourself as similar or related species. For example, a human could be disguised as an elf or a chimp but not as a squid. You gain no special qualities or abilities of your new form, only its shape and appearance. |+
 ^ ^^^ ^ ^^^
  
-====== Impersonation ======+====== Entangle ======
  
 ^ ^^^ ^ ^^^
-^{{ra>two-hearts?48|Social}} ||{{fa>plus-circle?24&align=left}}**Mirroring:** You can craft disguises that look exactly like another creature that already exists. You must be familiar with the creature you are impersonating in order to disguise yourself as them. \\ \\ {{fa>plus-circle?24&align=left}}**Mimickry:** You disguise also alters your voice and your mannerisms. \\ \\ {{fa>minus-circle?24&align=left}}**Increased Danger:** When disguised as a specific other individual, you run the risk of being discovered (and thus need to make disguise checks when encountering) not only by those who are familiar with you, but also those who are familiar with the one you are impersonating. | +^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Lasso:** You can wrap up any target within throwing range (0-10 meters), not just adjacent targets. |
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Infiltrator:** At any time during a session, you can go off on your own (effectively removing yourself from the party and proceedings temporarily). Later, you can declare that some chump background character in the vicinity of the rest of your party reveals themselves as you in disguise. For instance, when your party is facing off against Lord Toastwanker you could interrupt the proceedings by saying that Toast-Henchman #3 was actually you all along and immediately stab Lord Toastwanker in the back. \\ \\ {{fa>minus-circle?24&align=left}}**Check Required:** Roll a disguise check when you reveal yourself: if the result is a failure whoever you were impersonating immediately shows up right as you pull off the disguise (and they may have brought help). Unlike normal disguise checksyou cannot spend Supply/Mojo Catcher uses to get a second chance at this one. \\ \\ {{fa>minus-circle?24&align=left}}**Party-Bound:** You can't choose to reveal yourself anywhere except in the vicinity of the rest of your party (so if they failed to get past the toast-guards, so did you). While you are gone the game goes on without you and you don't have any direct effect on the proceedings until you rejoin by revealing your disguise. \\ \\ {{fa>minus-circle?24&align=left}}**Supply Cost:** Every time you drop out of the proceedings to go undercover, you must spend 1 Supply or one use of a Mojo Catcher item. |+
 ^ ^^^ ^ ^^^
- +^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Gulliver:** All size-based failure chances for wrapping up targets that are bigger/smaller than you are reduced by 12. |
-====== Possum ====== +
 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Juliet's Repose:** You can convincingly pretend to be dead through self-hypnosischemical assistance or other trickery- your heartbeat slows, your breathing lessens, and your temperature drops. When a creature examines your “corpse”make disguise check to hide the fact that you're faking it. You remain fully aware while feigning death and can stop at any time. \\ \\ {{fa>minus-circle?24&align=left}}**Put Yourself Under:** Faking your own death requires few minutes of uninterrupted concentration to pull off. | +^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Hopeless Tangle:** If the trigger die rolled when wrapping up a target (to determine Supplies consumption/failure chances) is 10+the wrapping is harder to escape than normal. When a creature uses an action to remove wrappingthey must roll trigger dieon 7+ they succeedbut on a 1-6 they do not and their action is wasted. |
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**I Am Slain:** You can pretend you are dead instantly at any timeincluding as an immediate reaction to taking damage (so you can make it look like the damage killed you). \\ \\ {{fa>minus-circle?24&align=left}}**Supply Cost:** Every time you instantly "drop dead", you must spend 1 Supply/Mojo Catcher use. |+
 ^ ^^^ ^ ^^^
  
-====== Zero ======+====== Disarm ======
  
 ^ ^^^ ^ ^^^
-^{{ra>two-hearts?48|Social}} ||{{fa>plus-circle?24&align=left}}**Cunning Worm:** You know how to disguise yourself as no one in particular- somebody so boring and unremarkable that they're difficult to notice. While disguised as zeroyou are generally ignored by everyone and nobody will be likely to even remember you were thereEnemies in combat target you last or don't bother to target you at all unless you give them good reason to. If you enter crowd, you effectively disappear. \\ \\ {{fa>minus-circle?24&align=left}}**Wide Response:** Passing as a zero is trickier than normal disguises, and provokes a disguise check from every creature you come in contact with (not just those who are already familiar with you). Roll a maximum of one check a round and use its results no matter how many creatures you come in contact with. \\ \\ {{fa>minus-circle?24&align=left}}**Act A Dullard:** If you do anything memorable, exciting or interesting (such as defending yourself in combat) your disguise is instantly ruined. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Weapon's Stuck:** When you wrap up subjecttheir weapons are also affectedThe target has special failure chance of with all weapon attacks until the wrapping is removed. |
 ^ ^^^ ^ ^^^
  
-====== Enterprises ======+====== Monitor ======
  
-^Captor School |The settlement hosts an institution that teaches the secrets of this class for a small feeKeystones of this class can be purchased here: the first such keystone per session costs Supplythe second 2, the third 3and so on. |+^^^ 
 +^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Tracking Collar:** You can fit a captive with some form of tracking equipment which is extremely difficult for them to remove. Stealing your keys or otherwise picking the lock can get it off, as can having the right tools and enough time to saw/blowtorch through it. Nothing else is going to, though. \\ \\ {{fa>plus-circle?24&align=left}}**How You Doin:** At any time, you can check the status of anybody you've installed monitor onThis lets you know their general status (how much Flesh they currently have) and approximate location (the closer you are, the more accurate the locator gets). If the subject has somehow gotten rid of the monitor, you also learn that when you try checking up on them. \\ \\ {{fa>plus-circle?24&align=left}}**Punisher:** If you are within sight of a creature you've fitted with a monitor, you can inflict pain and death. As an action, you can do any of the following: remove Energyremove 1 Fleshor remove all Flesh. \\ \\ {{fa>plus-circle?24&align=left}}**Invisible Fence:** You can proscribe a certain area or range when fitting a subject with a monitor. If the subject ever leaves that areathey immediately start losing 1 Energy (or Flesh when all Energy is gone) per round until they either return or die. \\ \\ {{fa>minus-circle?24&align=left}}**Pricey Equipment:** A monitor is an advanced, but somewhat expensive piece of equipment. Every time you fit a creature with one, you must spend 1 Supplies. | 
 +|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Implanted Monitor:** You can implant your monitor device into a creature such that it cannot be removed (or even noticed) via any means less than invasive surgery. \\ \\ {{fa>minus-circle?24&align=left}}**Even Pricier:** Implanted monitors cost 2 Supplies instead of only 1. | 
 +^ ^^^
  
captor.1555338073.txt.gz · Last modified: 2019/04/15 08:21 by kyle