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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 a 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.
Wrestler | Play rough. | |
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caret-right | Cheap Shot | Daze them with pain. |
caret-right | Clever Wrestling | Exploit, tackle, and choke. |
caret-right | Hostage Shield | Redirect attacks to what you've grabbed. |
caret-right | Knockabout | Knock them down or away. |
caret-right | Pocket Sand | Throw stuff in their eyes. |
Enterprises | Entertainment Wrestler School |
Offense | plus-circleGrapple: 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 a mouse or cling to the back of a dragon with equal ease. | |
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Utility | plus-circleReposition: 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. minus-circleWeight 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). |
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caret-right | Alternative | plus-circleFree Reposition: You can move a target you've grabbed as a free action any time during your turn. minus-circleExertion: Repositioning a grabbed target as a free action costs a point of Endurance instead. |
Limitation | minus-circleAccuracy: 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. | |
Help | Grabbed creatures are being physically held on to. |
minus-circle 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. minus-circle If grabber or grabbed are small enough for the other to carry, they can be dragged. This might cause an impairment to movement. minus-circle The grabber can choose to end the effect as a free action during their turn. minus-circle The grabber ignores the effects of cover and concealment in regards to the target they've grabbed. |
Offense | plus-circleGroin Kick: By swiftly hitting them in a tender spot, you can inflict the Dazed condition to any adjacent target as an action. minus-circleSize Failure: In addition to the normal failure chances, this move suffers failure chances from having a differently-sized target (3 per category of difference). |
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caret-right | Alternative | plus-circleSucker Punch: When used against creatures that have not yet taken any action in the current conflict, Cheap Shot is a free action. minus-circleFlat-Footed Only: Once a creature has taken any actions, using Cheap Shot on them requires an action as usual. minus-circleNarrow Window: Once Escalation reaches 2 or more, Cheap Shot always requires an action regardless. |
Help | Dazed creatures are stunned or distracted. |
minus-circle Lost Flow does not regenerate automatically. plus-circle Any other means of restoring lost Flow works normally. |
Offense | plus-circleGoliath Lugger: You know how to use a 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. doubledThrower Synergy: If you know the Fastball Special ability from the Thrower class, Clever Wrestling allows you to throw creatures with it that would normally be too large. |
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Offense | plus-circleTackle: You may inflict the Grabbed condition as a free action immediately after moving. Your grabbed target must be adjacent to the space in which your move ended. | |
Offense | plus-circleThroat Squeeze: You can spend an action to inflict the Choking condition to any subject you're currently inflicting the Grabbed condition to. | |
Help | Choking creatures aren't able to breathe or otherwise freely intake/vent gases. |
minus-circle Lose 1 Endurance at the end of each turn (unless recovery is successful). If no Endurance remains, lose Vitality instead. |
Protection | plus-circleHostage 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. minus-circleConservation 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. minus-circleLimits: 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. |
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Offense | plus-circleSweep The Leg: By knocking their legs out from under them, you can inflict the Prone condition to any adjacent target as an action. minus-circleSize Failure: In addition to the normal failure chances, this move suffers failure chances from having a differently-sized target (3 per category of difference). |
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Offense | plus-circleMighty Shove: As an action, you can push an adjacent target up to 5 meters directly away from you. minus-circleI Can't Push Through That: Other creatures or solid barriers in inconvenient locations can prevent you from pushing a target back as far as you normally might. minus-circleWeight 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. |
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Help | Prone creatures are lying on the ground or otherwise very off-balance. |
minus-circle Impairment to all movement. minus-circle Incoming melee attacks deal +2 damage. plus-circle Incoming projectile attacks have a failure chance of 3. |
Offense | plus-circleIn 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. minus-circleFacing-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. minus-circleSize Failure: In addition to the normal failure chances, this move suffers failure chances from having a differently-sized target (3 per category of difference). |
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Help | Bleary creatures are partially visually impaired. |
minus-circle All spaces are treated as having partial concealment. Spaces that naturally have partial concealment are treated as having full concealment. | |
Help | Blind creatures are totally visually impaired. |
minus-circle All spaces are treated as having full concealment. |
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. |
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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. |