User Tools

Site Tools


captor

This is an old revision of the document!


.

Captor is a class with a rather unusual duality: 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). 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.
caret-right Binder Tie creatures up and lock doors.
caret-right Conditioning Break captives' wills.
caret-right Entangle Inflict Stuck better.
Enterprises Captor School

Captor

Offense plus-circleSubdual: 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.
Offense plus-circleRetiarius: As an action, you can inflict the Stuck condition to an adjacent target with a net, sticky goo, spiderweb or whatever.

minus-circleSize Failure: This move suffers failure chances from having a differently-sized target (3 per category of difference).

minus-circleSupply-Driven: When you inflict the Stuck condition, roll a trigger die. If the result is 1-3, then doing so costs 1 Supply or Component Pack use. You cannot inflict the Stuck condition if you have no Supply/Component Pack uses remaining. If inflicting the Stuck condition has a failure chance for targeting a creature of a different size category than yourself, roll just one trigger die for both failure and Supply consumption.
Help Stuck creatures have been trapped in place somehow.
minus-circle Cannot take move actions.

plus-circle In addition to the normal method of recovery, the Stuck condition can also be removed from a subject by using any melee attack to remove whatever substance (ice, vines, spiderweb, goo, net, arrows, etc) is sticking the subject in place. This requires an action and a trigger die result of 7+; if the trigger die is 1-6, the action did nothing and the target is still stuck.

Binder

Utility plus-circleManacles: With a few minutes 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).

plus-circleSolid 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.

minus-circleSlippery 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.

minus-circleSupply-Driven: When you completely tie up a creature, roll a trigger die. If the result is 1-6, then doing so costs 1 Supply or Component Pack use. You cannot tie anyone up if you have no Supply/Component Pack uses remaining.
Utility plus-circlePadlocks: 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).

minus-circleSupply-Driven: When you lock something, roll a trigger die. If the result is 1-3, then doing so costs 1 Supply or Component Pack use. You cannot lock things if you have no Supply/Component Pack uses remaining.

Conditioning

Utility plus-circleWheel 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.

minus-circleIt's Obvious, But: You cannot break the will of a creature unless they are totally in your power somehow.

minus-circleSlow 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.



minus-circleThe 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).
Utility plus-circleRehabilitation: You can also use the Conditioning ability to undo negative conditioning done by others and restore a broken creature to full mental health.



minus-circleSame Limitations: You have all the same limitations when rehabilitating a creature as you do when conditioning them.

Entangle

Offense plus-circleLasso: You can inflict the Stuck condition to any target within throwing range (0-10 meters), not just adjacent targets.
Offense plus-circleGulliver: All size-based failure chances for inflicting the Stuck condition are reduced by 12.
Offense plus-circleHopeless Tangle: If the trigger die rolled to inflict the Stuck condition (to determine Supply consumption/failure chances) is 10+, the target also gains the Slowed condition.
Help Slowed creatures are hindered in their actions.
minus-circle Roll a trigger die at the beginning of each turn to determine how many actions can be taken. If 1-6, only one action can be taken that round instead of the normal two.

Enterprises

Captor 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.
captor.1555350269.txt.gz · Last modified: 2019/04/15 11:44 by kyle