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wrestler [2019/04/12 08:30]
kyle
wrestler [2021/05/13 14:42] (current)
kyle
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 //Fighting dirty? There's no such thing. If somebody comes at you, use every advantage you can get.// //Fighting dirty? There's no such thing. If somebody comes at you, use every advantage you can get.//
  
-Wrestlers are exceptionally talented when it comes to desperate, close-quarters struggles for survival. The class offers wide range of condition-inflicting and control options for combat use regardless of what one's weapon of choice is. It's also conceptually very low-tech and inexpensive, making it available in practically every campaign setting imaginable. +Wrestlers are exceptionally talented when it comes to desperate, close-quarters struggles for survival. The archetype primarily enhances grappling ability, providing powerful control option for combat use regardless of what one's weapon of choice is. It's also conceptually very low-tech and inexpensive, making it available in practically every campaign setting imaginable. 
  
-^[[#Wrestler]] ^^Play rough. | +^[[#Wrestler]] ^^Grab better. | 
-|{{fa>caret-right?24}} |[[#Cheap Shot]] |Daze them with pain. | +|{{fa>caret-right?24}} |[[#Clever Wrestling]] |Tackle and exploit. | 
-|{{fa>caret-right?24}} |[[#Clever Wrestling]] |Exploit, tackle, and choke. | +|{{fa>caret-right?24}} |[[#Deathgrip]] |Never let go. | 
-|{{fa>caret-right?24}} |[[#Hostage Shield]] |Redirect attacks to what you've grabbed. | +|{{fa>caret-right?24}} |[[#Debilitate]] |Inflict extra conditions. | 
-|{{fa>caret-right?24}} |[[#Knockabout]] |Knock them down or away. | +|{{fa>caret-right?24}} |[[#Hostage Shield]] |Redirect attacks to grabbees. | 
-|{{fa>caret-right?24}} |[[#Pocket Sand]] |Throw stuff in their eyes. | +|{{fa>caret-right?24}} |[[#Multigrab]] |Grab more targets. | 
-^[[#Enterprises]] ||Entertainment \\ Wrestler School |+^^^
  
 ====== Wrestler ====== ====== Wrestler ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Grapple:** You can inflict the Grabbed condition to any adjacent target as an action. The relative size of your target doesn't matter; you can snatch up mouse or cling to the back of a dragon with equal ease. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Grapple:** When you use the Grab universal actionyou no longer need to roll trigger die to succeed; it always works. |
 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Reposition:** If you've used the Wrestler class to inflict the Grabbed condition to a target, you can reposition them to any other space adjacent to you that you like as an action. This can be handy for giving yourself cover or moving your target into danger. \\ \\ {{fa>minus-circle?24&align=left}}**Weight Limit:** You can only reposition a target if you're capable of carrying them (under normal circumstances, this means only targets that are your own size or smaller). | +^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Reposition:** After you've inflicted the Grabbed condition to a target with a Grab action, you can reposition them to any other space adjacent to you that you like as an action. This can be handy for giving yourself cover or moving your target into danger. \\ \\ {{fa>minus-circle?24&align=left}}**Weight Limit:** You can only reposition a target if you're capable of carrying them (under normal circumstances, this means only targets that are your own size or smaller). | 
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Free Reposition:** You can move a target you've grabbed as a free action any time during your turn. \\ \\ {{fa>minus-circle?24&align=left}}**Exertion:** Repositioning a grabbed target as a free action costs a point of Endurance instead. | +|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Free Reposition:** You can move a target you've grabbed as a free action any time during your turn. \\ \\ {{fa>minus-circle?24&align=left}}**Exertion:** Repositioning a grabbed target as a free action costs a point of Energy instead. |
-^ ^^^ +
-^{{ra>cancel?48|Limitation}} ||{{fa>minus-circle?24&align=left}}**Accuracy:** All Wrestler moves suffer normal failure chances for concealment and cover (3 for partial concealment, 6 for total concealment, 6 for partial cover, impossible to succeed for total cover). Roll a trigger die if any concealment or cover is present, but if none is you don't need to bother as success is automatic in the absence of these factors. |+
 ^ ^^^ ^ ^^^
  
-|{{ra>help?24|Help}} |**Grabbed** creatures are being physically held on to. | +^Condition ^^Explanation ^ 
-|::: |{{fa>minus-circle?18&align=left}} Grabber and grabbed are connected in some way; neither of them can move without dragging the other along for the ride. The distance between grabber and grabbed is always at maximum the same as the range of whatever ability caused the grab in the first place. \\ \\ {{fa>minus-circle?18&align=left}} If grabber or grabbed are small enough for the other to carry, they can be dragged. This might cause an impairment to movement. \\ \\ {{fa>minus-circle?18&align=left}} The grabber can choose to end the effect as a free action during their turn. \\ \\ {{fa>minus-circle?18&align=left}} The grabber ignores the effects of cover and concealment in regards to the target they've grabbed. |+|{{ra>tentacle?32&align=left}} ^Grabbed |{{fa>minus-circle?18&align=left}} Grabber and grabbed are connected in some way; neither of them can move without dragging the other along for the ride. The distance between grabber and grabbed is always at maximum the same as the range of whatever ability caused the grab in the first place. \\ \\ {{fa>minus-circle?18&align=left}} If grabber or grabbed are small enough for the other to carry, they can be dragged. This causes encumbrance if both are the same size. \\ \\ {{fa>minus-circle?18&align=left}} The grabber can choose to end the effect as a free action during their turn. \\ \\ {{fa>minus-circle?18&align=left}} The grabber ignores the effects of cover and concealment in regards to the target they've grabbed. \\ \\ {{fa>plus-circle?18&align=left}} Unlike other conditions, the target can choose to skip the automatic recovery roll at the end of their turn for Grabbed if desired. \\ \\ {{fa>minus-circle?18&align=left}} Unlike other conditions, the Grabbed condition stacks. A single creature can be grabbed by multiple different other creatures and thus have multiple versions of the Grabbed condition in place on them at once, all of which are recovered from separately. Everybody in an interconnected grab-pile has to carry the weight of everybody else. \\ \\ {{fa>minus-circle?18&align=left}} Although a single creature can be grabbed by multiple other creatures at once, they can only grab up to one other target at a time. |
  
-====== Cheap Shot ======+====== Clever Wrestling ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Groin Kick:** By swiftly hitting them in tender spot, you can inflict the Dazed condition to any adjacent target as an action. \\ \\ {{fa>minus-circle?24&align=left}}**Size Failure:** In addition to the normal failure chances, this move suffers failure chances from having a differently-sized target (3 per category of difference). | +^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Goliath Lugger:** You know how to use creature's own momentum against them. You treat any creature you have inflicted the Grabbed condition to as being one size smaller than they actually are for purposes of how much they encumber you. \\ \\ {{ra>doubled?24&align=left}}**Thrower Synergy:** If you know the Fastball Special ability from the [[Thrower]] archetype, Clever Wrestling allows you to throw creatures with it that would normally be too large. | 
-|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Sucker Punch:** When used against creatures that have not yet taken any action in the current conflict, Cheap Shot is a free action. \\ \\ {{fa>minus-circle?24&align=left}}**Flat-Footed Only:** Once a creature has taken any actions, using Cheap Shot on them requires an action as usual. \\ \\ {{fa>minus-circle?24&align=left}}**Narrow Window:** Once Escalation reaches 2 or more, Cheap Shot always requires an action regardless. |+^ ^^^ 
 +^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Tackle:** You may use the Grab action as a free action immediately after movingYour grabbed target must be adjacent to the space in which your move ended. |
 ^ ^^^ ^ ^^^
  
-|{{ra>help?24|Help}} |**Dazed** creatures are stunned or distracted. | +====== Deathgrip ======
-|::: |{{fa>minus-circle?18&align=left}} Lost Flow does not regenerate automatically. \\ \\ {{fa>plus-circle?18&align=left}} Any other means of restoring lost Flow works normally. | +
- +
-====== Clever Wrestling ======+
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Goliath Lugger:** You know how to use creature's own momentum against them. You treat any creature you have inflicted the Grabbed condition to as being one size smaller than they actually are for purposes of how much they encumber you. \\ \\ {{ra>doubled?24&align=left}}**Thrower Synergy:** If you know the Fastball Special ability from the Thrower classClever Wrestling allows you to throw creatures with it that would normally be too large. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Like Iron:** Wriggling loose from Grabbed condition that you've inflicted is significantly harder than normal. Grabbed targets throw off the condition when their trigger die is 11+ instead of 9+. \\ \\ {{fa>plus-circle?24&align=left}}**Even You, Slinky:** You can (briefly) inflict the Grabbed condition even to creatures that know the Unbound ability from the [[Escapist]] archetypewhich usually makes them completely immune. Such targets must make a recovery action or wait until the end of their turn to throw off the condition as normal, but always automatically succeed in recovery. |
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Tackle:** You may inflict the Grabbed condition as a free action immediately after movingYour grabbed target must be adjacent to the space in which your move ended. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Literal Deathgrip:** If you die while grabbing somebody, the condition is not removed automaticallyThey still have to carry your corpse around until they manage to escape it. |
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Throat Squeeze:** You can spend an action to inflict the Choking condition to any subject you're currently inflicting the Grabbed condition to. |+ 
 +====== Debilitate ====== 
 + 
 +^ ^^^ 
 +^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Cheap Shots:** When you grab somebody, you also inflict a random standard status effect on them (roll on the below list to find out which one). The additional condition inflicted by Debilitate cannot be recovered from. \\ \\ {{fa>minus-circle?24&align=left}}**Grapple-Linked:** As soon as your target recovers from the Grabbed condition, they also throw off the additional condition inflicted by Debilitate automatically. | 
 +|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Pocket Sand:** You can choose any standard condition you want from the list instead of rolling randomly. \\ \\ {{fa>minus-circle?24&align=left}}**Exertion:** Picking a condition instead of rolling one randomly costs a point of Energy. |
 ^ ^^^ ^ ^^^
  
-|{{ra>help?24|Help}} |**Choking** creatures aren't able to breathe or otherwise freely intake/vent gases. | +^Condition ^^^Explanation ^ 
-|::: |{{fa>minus-circle?18&align=left}} Lose 1 Endurance at the end of each turn (unless recovery is successful). If no Endurance remains, lose Vitality instead. |+|1 |{{ra>desert-skull?32&align=left}} ^Afraid |{{fa>minus-circle?18&align=left}} The first action every round must be spent getting physically further away from the source of fear. If no avenues of escape are available, take actions as normal. \\ \\ {{fa>plus-circle?18&align=left}} Second (and beyond?) actions each round are unaffected. | 
 +|2 |{{ra>bleeding-eye?32&align=left}} ^Bleary |{{fa>minus-circle?18&align=left}} Treat all spaces as having partial concealment. Spaces that already have partial concealment are treated as having full concealment. | 
 +|3 |{{ra>cut-palm?32&align=left}} ^Bleeding |{{fa>minus-circle?18&align=left}} When rolling to remove condition at the end of the round, lose 1 Flesh if result is 1-4 and lose nothing if result is 5-8. Rolling to remove as an action during the round does not cause damage regardless of trigger die result. | 
 +|4 |{{ra>noose?32&align=left}} ^Choking |{{fa>minus-circle?18&align=left}} Lose 1 Energy at the end of each round. If no Energy remains, lose Flesh instead. Successfully throwing off the condition prevents damage for that round. \\ \\ {{fa>minus-circle?18&align=left}} Making a recovery action no longer restores 1 Energy (but still allows a check to remove a condition as normal). | 
 +|5 |{{ra>cracked-helm?32&align=left}} ^Cracked |{{fa>minus-circle?18&align=left}} Maximum Flesh is reduced to 4. Lose any excess Flesh when gaining the condition. Regain any Flesh lost to the condition when it is removed. When inflicted by a weapon attack, Cracked is applied to the subject immediately after damage is dealt. | 
 +|6 |{{ra>snail?32&align=left}} ^Crippled |{{fa>minus-circle?18&align=left}} The maximum distances of all movement and abilities that grant movement are reduced by one step on the standard distance scale (10 -> 5 -> 2 -> 1 -> 0). | 
 +|7 |{{ra>broken-bottle?32&align=left}} ^Deprived |{{fa>minus-circle?18&align=left}} Cannot use/spend resources in any way. \\ \\ {{fa>minus-circle?18&align=left}} Cannot use any ability that requires unspent resources. | 
 +|8 |{{ra>ringing-bell?32&align=left}} ^Dizzy |{{fa>minus-circle?18&align=left}} Every time a movement action is taken, lose 1 Energy. \\ \\ {{fa>minus-circle?18&align=left}} Cannot dash (travel further in exchange for Energy) during a movement action. \\ \\ {{fa>plus-circle?18&align=left}} Movement made for free (without spending any actions) is unaffected. | 
 +|9 |{{ra>turd?32&align=left}} ^Nauseous |{{fa>minus-circle?18&align=left}} All weapon attacks cost 1 Energy in addition to any normal costs they may have. \\ \\ {{fa>minus-circle?18&align=left}} Cannot double attack during a round. \\ \\ {{fa>plus-circle?18&align=left}} Weapon attacks made for free (without spending any actions) are unaffected. | 
 +|10 |{{ra>aura?32&align=left}} ^Numb |{{fa>minus-circle?18&align=left}} Treat Escalation as 1 for purposes of attack damage dealt regardless of its true level. | 
 +|11 |{{ra>player-pain?32&align=left}} ^Sore |{{fa>minus-circle?18&align=left}} Do not automatically regain lost Attention at the beginning of each round. | 
 +|12 |{{ra>falling?32&align=left}} ^Vulnerable |{{fa>minus-circle?18&align=left}} All incoming weapon attacks deal +2 damage. |
  
 ====== Hostage Shield ====== ====== Hostage Shield ======
  
 ^ ^^^ ^ ^^^
-^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Hostage Shield:** When you are grabbing a creature, you can use them to protect yourself from incoming Melee or Projectile-type attacks in your visual arc. This automatically redirects the attack effect from you to the creature you're grabbing. \\ \\ {{fa>minus-circle?24&align=left}}**Conservation of Action:** Every time you choose to redirect an attack to a creature you've grabbed, you get one less action on your next turn. You cannot redirect attacks in this way more than twice per round. \\ \\ {{fa>minus-circle?24&align=left}}**Limits:** You cannot redirect attacks whose trigger die is 10+, nor can you redirect any Area-type attacks using Hostage Shield. You can only redirect attacks if you can see the attacker. |+^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Hostage Shield:** When you are grabbing a creature, you can use them to protect yourself from incoming Melee or Remote-type attacks in your visual arc. This automatically redirects the attack effect from you to the creature you're grabbing. \\ \\ {{fa>minus-circle?24&align=left}}**Conservation of Action:** Every time you choose to redirect an attack to a creature you've grabbed, you get one less action on your next turn. You cannot redirect attacks in this way more than twice per round. \\ \\ {{fa>minus-circle?24&align=left}}**Limits:** You cannot redirect attacks whose trigger die is 10+, nor can you redirect any Whelm-type attacks using Hostage Shield. You can only redirect attacks if you can see the attacker. |
 ^ ^^^ ^ ^^^
  
-====== Knockabout ======+====== Multigrab ======
  
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Sweep The Leg:** By knocking their legs out from under them, you can inflict the Prone condition to any adjacent target as an action. \\ \\ {{fa>minus-circle?24&align=left}}**Size Failure:** In addition to the normal failure chances, this move suffers failure chances from having a differently-sized target (3 per category of difference). |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Group Hug:** You no longer are limited to only grabbing one target at a time. So long as a creature is adjacent to you, you can use Wrestler to inflict the Grabbed condition on them even if you're already grabbing somebody else. Everybody in an interconnected grab-pile has to carry the weight of everybody else. |
 ^ ^^^ ^ ^^^
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Mighty Shove:** As an action, you can push an adjacent target up to 5 meters directly away from you. \\ \\ {{fa>minus-circle?24&align=left}}**I Can't Push Through That:** Other creatures or solid barriers in inconvenient locations can prevent you from pushing target back as far as you normally might. \\ \\ {{fa>minus-circle?24&align=left}}**Weight Limit:** In order to shove a subject, you must be capable of carrying the subject- this means that you are normally restricted to shoving only creatures of your own size or smaller. |+^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Full-Body Tackle:** You can inflict the Grabbed condition to multiple creatures as single action (so long as they are all within range). |
 ^ ^^^ ^ ^^^
  
-|{{ra>help?24|Help}} |**Prone** creatures are lying on the ground or otherwise very off-balance. | 
-|::: |{{fa>minus-circle?18&align=left}} Impairment to all movement. \\ \\ {{fa>minus-circle?18&align=left}} Incoming melee attacks deal +2 damage. \\ \\ {{fa>plus-circle?18&align=left}} Incoming projectile attacks have a failure chance of 3. | 
- 
-====== Pocket Sand ====== 
- 
-^ ^^^ 
-^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**In Your Face:** As an action, you throw/spit/excrete/otherwise propel some kind of material into a target's eyes. Targets within 1-2 meters gain the Blind condition, and targets within 3-5 meters gain the Bleary condition. \\ \\ {{fa>minus-circle?24&align=left}}**Facing-Dependent:** You must be within a target's visual arc in order to use this move against them. Targets that have their backs turned are unaffected by your Pocket Sand. \\ \\ {{fa>minus-circle?24&align=left}}**Size Failure:** In addition to the normal failure chances, this move suffers failure chances from having a differently-sized target (3 per category of difference). | 
-^ ^^^ 
- 
-|{{ra>help?24|Help}} |**Bleary** creatures are partially visually impaired. | 
-|::: |{{fa>minus-circle?18&align=left}} All spaces are treated as having partial concealment. Spaces that naturally have partial concealment are treated as having full concealment. | 
-|{{ra>help?24|Help}} |**Blind** creatures are totally visually impaired. | 
-|::: |{{fa>minus-circle?18&align=left}} All spaces are treated as having full concealment. | 
- 
-====== Enterprises ====== 
- 
-^Entertainment |The settlement has interesting shows and distractions for adventurers to unwind with. Adventuring parties can spend 1 Supply per party member to take in a show together, resulting in +1 XP for all participants. Doing this a second time during a session costs 2 Supply per party member for +1 XP each, a third time costs 3 Supply per party member, and so on. | 
-^Wrestler School |The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here: the first such keystone per session costs 1 Supply, the second 2, the third 3, and so on. | 
wrestler.1555079404.txt.gz · Last modified: 2019/04/12 08:30 by kyle