Thursday, 5 August 2021

[OLOG] Them's Fightin' Orcs - the Marine and the Wrestler

Wrote two more classes, two of the three fighter splats: the Marine and the Wrestler.

Italics are for things that are explained in the rules doc outside the class itself.

OLOG Class: Marine

All orcs can fight at least a little, but your training in the art of combat is a cut above the rest - you're a marine, a hardy, versatile protector of the waterways. Your beat is local, and you know your own few hundred miles of canal network like the back of your hand, but you've left it all behind to venture north to the High Badlands. There are threats to the world up there far greater than any pirate cartel.

Marine Virtues

(More on virtues here.)

If your first class template is Marine A, you begin play with one of these virtues at random (roll 1d3). If you have Marine templates, you may choose these virtues as aspirations.

1) Marine’s Cunning
Active: Invoke to reroll an Attack with a different weapon from the last one you Attacked with.
Passive: +1 Initiative.

2) Marine’s Steadiness
Active: Invoke to reroll a Save against any effect that would move you against your will.
Passive: +2 hit points.

3) Marine’s Vigour
Active: Invoke to reroll a Check based on physical exertion.
Passive: +1 inventory slot; this slot can’t hold items, only fatigue and other abstract baggage.

Marine Abilities

Starting equipment: Spear (reach weapon), boarding axe (hand weapon), crossbow with 20 bolts, hide armour, 50’ coil of rope, vial of wakewater (basically smelling salts), flask of canal rum (old military recipe, tastes atrocious, smells even worse).

A: Focus, Arsenal
B: The Best Defence
C: Combined Arms, Hot Streak
D: Implacable

Focus
You have an extra attribute called Focus, which starts at 6 and can’t go below 6. At the end of each combat round, increase it by 1 if you missed with an Attack that round, and decrease it by 1 if you didn’t make any attacks that round.
Whenever you make an Attack roll and the natural result is less than your Focus, increase it to that number before applying modifiers.

Arsenal
Once per combat round, you may swap an item you’re holding with an item in one of your quickdraw slots as a free action unaffected by pressure. (Pressure is OLOG's replacement for attacks of opportunity - basically, if you're within melee range of an opponent, any action that's not pressure-exempt consumes your entire turn unless you're willing to eat some automatic damage.)

The Best Defence
Each time you make a melee Attack, you take 1 less damage from melee Attacks until your next combat turn. The same is true for ranged Attacks.

Combined Arms
You may make an extra Attack per round, which must use a different type of weapon from your first Attack. Unarmed strikes, shield slams, and manoeuvres each count as one type of weapon.

Hot Streak
Each time you score a knockout blow, increase your Focus by 1 immediately.

Implacable
You may accept a point of strain to succeed on any one Save or ignore any one source of damage. You must make the decision before rolling. Once you’ve used this ability, you can’t use it again until you eat lunch or get a night’s rest.

OLOG Class: Wrestler

You cut your teeth in the crucible of combat sports. Orcish wrestling, brutal though it may be, is never fought to the death, but, to be a really good faker, you need to know how to kill and maim for real. You might have retired in honour, disgrace, or obscurity, but the roar of the crowd never really left your ears, and now you stand ready to paint your knuckles with demon blood.

Wrestler Virtues

If your first class template is Wrestler A, you begin play with one of these virtues at random (roll 1d3). If you have Wrestler templates, you may choose these virtues as aspirations.

1) Wrestler’s Grit
Active: Invoke to reroll a damage roll against you that would otherwise cause a Severe Injury.
Passive: +2 Fortitude Save.

2) Wrestler’s Passion
Active: Invoke to reroll a Save during combat against any effect that would force you to stop fighting (paralysis, unconsciousness, compulsions).
Passive: +2 Will Save.

3) Wrestler's Pluck
Active: Invoke to reroll an unarmed Attack or manoeuvre Attack against an enemy with more HD than you have levels.
Passive: +2 Reflex Save.

Wrestler Abilities

Starting equipment: Custom mask (describe it, +1 to Defence and all Saves while worn), 3 vials of gutroot (a potent but taxing stimulant).

A: Brawl, Thick Hide
B: Hearty
C: Beatdown, Kayfabe
D: Showstopper

Brawl
If you have at least one hand free and are not overencumbered, you may make an additional Attack per round, which must be either an unarmed strike or a manoeuvre. Your unarmed attacks deal 1d6 damage if you have advantage, or the usual 1d4 otherwise.

Thick Hide
You gain +2 Defence when unarmoured (your mask does not count as armour). You’re immune to contact hazards unless they’re in contact with you for at least one full round – you could touch a demon’s burning-hot skin with bare knuckles with no ill effects, for instance.

Hearty
You may ignore the first point of strain you suffer each day. If you open a fight with a war cry at the top of your lungs, you may ignore the first 1d4 points of damage you suffer that fight.

Beatdown
You gain another extra Attack per round, with the same conditions as Brawl.

Kayfabe
When you gain this ability, choose Knight or Beast. You gain +2 to all Saves as long as you follow the listed code; if you break it, you lose the bonus permanently. Your allies need not follow your code. When you level up, you may atone and regain a lost bonus, or you may turn, switching to the other code.
Knight: Always accept offers of parley or surrender before combat. Honour your word.
Beast: Never leave a foe alive if you’ve fought them and you have the opportunity to kill them. Never offer parley, though you may accept it if it’s offered to you.

Showstopper
If you hit a single living enemy with three unarmed strikes and/or manoeuvres in the same round, you may incapacitate the target instantly with a flashy, overblown series of moves, no Save allowed. If you’re a Knight, you may choose to knock them out for 1d6 hours or kill them; if you’re a Beast, you kill them. This always triggers a Morale check for any allies of the target that are subject to Morale.

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