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captor [2020/10/07 09:50]
kyle
captor [2020/11/19 12:15] (current)
kyle
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 //Thanks for the rescue I guess, but that wasn't a dungeon and I wasn't a prisoner. Not that kind of dungeon, anyway.// //Thanks for the rescue I guess, but that wasn't a dungeon and I wasn't a prisoner. Not that kind of dungeon, anyway.//
  
-Captor is a class 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 game, make sure everybody at the table is cool with whatever you end up doing with it.+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 game, make sure everybody at the table is cool with whatever you end up doing with it.
  
 ^[[#Captor]] ^^Capture without killing. | ^[[#Captor]] ^^Capture without killing. |
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 ^ ^^^ ^ ^^^
-^{{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 them, you 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 class) 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 Escape Artist ability from the Elusive class can escape bonds anytime they want, even bonds created by you.  They're 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}}**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 them, you 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 a trigger die. If the result is 1-3, then doing so costs 1 Supplies. You cannot lock things 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 a trigger die. If the result is 1-3, then doing so costs 1 Supplies. You cannot lock things if you have no Supplies remaining. |
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 ^ ^^^ ^ ^^^
-^{{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 a 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 a 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 class 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}}**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 a 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 a 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}}**Rehabilitation:** You can also use the Conditioning ability to undo negative conditioning done by others and restore a broken creature to full mental health. \\ \\ {{fa>minus-circle?24&align=left}}**Same Limitations:** You have all the same limitations when rehabilitating a creature as you do when conditioning them. | ^{{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 a broken creature to full mental health. \\ \\ {{fa>minus-circle?24&align=left}}**Same Limitations:** You have all the same limitations when rehabilitating a creature as you do when conditioning them. |
captor.1602085847.txt.gz ยท Last modified: 2020/10/07 09:50 by kyle