Osumosan (Yaranaika): Difference between revisions

From SRD52
Jump to navigation Jump to search
mNo edit summary
 
(47 intermediate revisions by the same user not shown)
Line 1: Line 1:
==New Monk Subclass: Jujutsuka (柔術家)==
The monk selects one of the martial arts to train. Jujutsu {{Ja|柔術|jūjutsu|}} is one of the most common, although in Mythic Japan there are already over 2000 styles of jujutsu only. You can come up your own name for your character's Martial Art, or use one of the suggestions below.
Gaijin might practice boxing, bartitsu, or savate (I know, the last two didn't even exist in 1500s but hey, this is fantasy!). Many Kung fu -styles have also been introduced to Mythic Japan.
Martial Art can have falls, grapples, holds, kicks, locks, strikes, sweeps, throws, and weapon techniques: [[kusari-gama]], [[naginata]], ([[glaive]]), [[quarterstaff]] (bō), [[tetsubo]], [[three-section staff]], [[tonfa]], [[walking stick]] (hanbō or jō), and [[war fan]]. (See [[ninja]] character class for ninja weapons; they are not known to most martial artists.)
===Level 3: Martial Arts Training===
You can choose three techniques from those listed below.
{{unfinished}}
===Technique Rules===
'''''Establishing a hold or a lock.''''' To establishing a hold or a lock, the target must have [[Grappled]] condition. The hold or lock attempt is an action, using Strength (Athletics) or Dexterity (Acrobatics) roll against DC of <code>10 + target's Strength (Athletics) or Dexterity (Acrobatics) score (whichever is better)</code>.
'''''Escaping from a hold or lock.''''' As long as a [[grappled]] target is in a hold or a lock, it needs to first escape from the hold or lock before it can try escaping from grapple. Held or locked target attempts Strength (Athletics) or Dexterity (Acrobatics) at a [[Disadvantage]]. DC is same as grapple escape DC (<code>8 plus your Strength modifier and Proficiency Bonus</code>).
===Martial Arts Techniques===
====Kicks====
'''''Stamp Kick:''''' Dramatic finishing move used against a [[Prone]] opponent. You forfeit the Advantage to your attack roll due to Prone position, but if you hit, it is automatically a [[critical hit]].
====Holds====
'''''Choke Hold with Legs:''''' You lock your legs around the target's neck, inflicting [[Suffocation]] hazard to target and establishing a hold.
==New Monk Subclass: Osumōsan (お相撲さん)==
==New Monk Subclass: Osumōsan (お相撲さん)==
The monk becomes a ''rikishi (力士)'', a sumo wrestler, using his great mass and strength to grapple and overcome opponents.
The monk becomes a ''rikishi (力士)'', a sumo wrestler, using his great mass and strength to grapple and overcome opponents.


NOTE: in Mythic Japan, women are also allowed to participate in Grand Tournament (one or more per year? TODO).
NOTE: in Mythic Japan, women are also allowed to participate in Grand Tournament (TODO probably just once per year? Maybe it's for ''all'' martial artists, regardless of their art!).


===Level 3: Makushita (幕下)===
'''''Chankonabe (ちゃんこ鍋).''''' You have worked hard at a sumo stable's kitchen, and learned to cook. You can cook many dishes, but ''Chankonabe'' (literally ''"father-child things in a pot"'') is the essential sumo dish. It makes easier to gain weight and contains lots of nutrients.


TODO: need to adjust somewhat, didn't notice that Monk already gets Extra Attack at 5th level.
In Mythic East, real ''chankonabe'' gives [[Playing_the_Game#Heroic_Inspiration|'''''Heroic Inspiration''''']] to (only) a sumo wrestler, and a little bonus effect to ''everyone'' eating it. You need to eat one full portion of the stew to gain the benefit. Ingredients for a chankonabe cost 2 [[SP]] per portion. You need some fresh ingredients; ''chankonabe'' made only of rations is edible but does not give any special benefits. You also need a pot&mdash;the larger the more portions you cook&mdash;and fire to cook on. Rice or noodles are often served as a side dish. Making one pot of nabe and side dishes takes about one hour.
 
 
===Level 3: Makushita (幕下)===
'''''Chankonabe (ちゃんこ鍋).''''' TODO (maybe stew gives Extra Hit Points or something?)


Choose your current style of sumo, select ''one'' from these:
The second effect depends on the type you are cooking:
* ''Gy&umacr;niku nabe'' (牛肉鍋), beef nabe. ''Bonus effect:'' the next time you make a Strength ability check, ''not'' including skill checks, saving throws or attack rolls, you gain Advantage to the roll.
* ''Hinabe'' (火鍋), nabe with hot chili. ''Bonus effect:'' the next time you you need to make a saving throw against [[Gameplay Toolbox#Poison|an ingested or inhaled poison]], you gain Advantage to the saving throw.
* ''Karē nabe'' (カレー鍋), curry nabe. ''Bonus effect:'' curry is very popular in Mythic East and so are you; next time you make a Charisma ([[Persuasion]]) or Charisma ([[Performance]]) check, you gain Advantage.
* ''Kimchi nabe'' (キムチ鍋), nabe with fermented napa cabbage. ''Bonus effect:'' kimchi is healthy, so you gain 1d4 [[Temporary Hit Points]].
* ''Misonabe'' (味噌鍋), nabe with miso. ''Bonus effect:'' miso is a cooling ingredient; you gain advantage to the next saving throw made against any kind of heat or Fire effect.
* ''Motsunabe'' (もつ鍋), nabe with offal. ''Bonus effect:'' offal is a warming food; you gain advantage to the next saving throw made against any kind of freezing or Cold effect.
* ''Ramu nabe'' (ラム鍋), lamb nabe. ''Bonus effect:'' you can hop around like a happy little lamb. You gain Advantage to your next [[Long Jump|long]] or [[High Jump|high jumping]] check.
* ''Shifudo nabe'' (シーフード鍋), seafood nabe. ''Bonus effect:'' you feel a bit fishy and gain Advantage to your next Strength (Athletics) check related to [[swimming]].
* ''T&omacr;ny&umacr; nabe'' (豆乳鍋, とうにゅうなべ), nabe with soy milk. ''Bonus effect:'' you feel bright and gain Advantage to your next Intelligence saving throw.
* ''Tori-shin'' (とり信), chicken nabe. Chickens walk on two feet, and rikishi believe that it helps them stay firmly on their two feet in the sumo ring (''dohy&omacr;''). ''Bonus effect:'' the next time someone tries to Shove you or otherwise move you when you are unwilling, you gain Advantage to your saving throw.
The effects are comparable to [[cantrip]]-level magic, but are non-magical. Bonus effects generally work only once, and if not spent, fade away at next dawn - unless replenished with another portion of ''chankonabe''. You can't have more than one active food-related effect at a time, e.g. ''[[Heroes' Feast]]'' would negate benefits of ''chankonabe''.


'''''Oshi-zumō (押し相撲).''''' (Pushing Sumo) When you use the Shove option with your Unarmed Strike, you can shove targets up to two sizes larger than you. In addition, your Proficiency Bonus is counted twice to the DC of their saving throw (<code>8 + your Str. modifier + 2 &times; PB</code>).
'''NOTE:''' If one eats chankonabe every day, they start gaining weight at a rate of 1 lb. per week. There's an upper limit to one's weight if they stay mobile. It varies highly by each individual, maybe about 250 to 350 lb. for a human.


'''''Yotsu-zumō (四つ相撲).''''' (Four Hands Sumo) You gain [[Grappler]] feat as a bonus feat, but without the ability score increase. If you already have that feat, you can choose any General or Fighting Style feat instead.
'''''Sumo Style.''''' Choose your current style of sumo, select ''one'' from these:
:'''''Oshi-zumō (押し相撲).''''' ("Pushing Sumo") When you use the Shove option with your Unarmed Strike, you can shove targets up to two sizes larger than you. You also have [[Expertise]] in shoving; your Proficiency Bonus is doubled when using shove, unless it is already doubled for some reason.
:'''''Yotsu-zumō (四つ相撲).''''' ("Four Hands Sumo") You gain [[Grappler]] feat as a bonus feat, ignoring the prerequisites, but without the ability score increase. If you already have that feat, you can choose any General feat instead, or a Fighting Style feat. In this case, you need to fulfill the prerequisites.


===Level 6: J&umacr;ry&omacr; (十両)===
===Level 6: J&umacr;ry&omacr; (十両)===
'''''Two Styles.''''' At this level, you have learned both styles of sumo; you get the Oshi-zumō or Yotsu-zumō, whichever you did not choose at 1st level.
'''''Two Styles.''''' At this level, you have learned both styles of sumo; you get the Oshi-zumō or Yotsu-zumō, whichever you did not choose at 1st level.


'''''Tsuppari (つっぱり).''''' <del>You can attack twice instead of once whenever you take the Attack action on your turn. Note: your Bonus Unarmed Strike does not give extra attacks.</del> maybe: you get two Unarmed Strikes with your Bonus Unarmed Strike ability?
'''''Tsuppari (つっぱり).''''' You can cause damage with an Unarmed Strike ''and'' include the Shove option in every strike - if you want to.


===Level 11: Maegashira (前頭)===
===Level 11: Maegashira (前頭)===
Line 50: Line 38:
'''''Yorikiri (寄り切り).''''' You can use the Shove option with your Unarmed Strike against opponent of any size, even [[Gargantuan]].
'''''Yorikiri (寄り切り).''''' You can use the Shove option with your Unarmed Strike against opponent of any size, even [[Gargantuan]].


===Level 17: Yokozuna===
===Level 17: Yokozuna (横綱)===
'''''Yokozuna (横綱).''''' No force can move you from your square, even if the ground or floor under you is actually removed. You can still be moved by ''teleportation'' or equivalent magic - but not by ''[[telekinesis]]''. You can have [[Prone]] condition if it is somehow inflicted on you or you go prone voluntarily.
'''''Yokozuna.''''' No force can move you from your square if you are unwilling, unless the ground or floor under you is physically removed (then you fall). You can still be moved by ''teleportation'' or equivalent magic - but not by ''[[telekinesis]]''. You can have [[Prone]] condition if it is somehow inflicted on you or you go prone voluntarily.


'''''Extra Reach.''''' You add 5 ft. reach to your Unarmed Strikes.
'''''Extra Reach.''''' You add 5 ft. reach to your Unarmed Strikes.
Line 58: Line 46:


{{yaranaika}}
{{yaranaika}}
[[Category:Character Classes]]
[[Category:Subclasses]]
[[Category:Monk Subclasses]]

Latest revision as of 06:30, 15 June 2025

New Monk Subclass: Osumōsan (お相撲さん)

The monk becomes a rikishi (力士), a sumo wrestler, using his great mass and strength to grapple and overcome opponents.

NOTE: in Mythic Japan, women are also allowed to participate in Grand Tournament (TODO probably just once per year? Maybe it's for all martial artists, regardless of their art!).

Level 3: Makushita (幕下)

Chankonabe (ちゃんこ鍋). You have worked hard at a sumo stable's kitchen, and learned to cook. You can cook many dishes, but Chankonabe (literally "father-child things in a pot") is the essential sumo dish. It makes easier to gain weight and contains lots of nutrients.

In Mythic East, real chankonabe gives Heroic Inspiration to (only) a sumo wrestler, and a little bonus effect to everyone eating it. You need to eat one full portion of the stew to gain the benefit. Ingredients for a chankonabe cost 2 SP per portion. You need some fresh ingredients; chankonabe made only of rations is edible but does not give any special benefits. You also need a pot—the larger the more portions you cook—and fire to cook on. Rice or noodles are often served as a side dish. Making one pot of nabe and side dishes takes about one hour.

The second effect depends on the type you are cooking:

  • Gyūniku nabe (牛肉鍋), beef nabe. Bonus effect: the next time you make a Strength ability check, not including skill checks, saving throws or attack rolls, you gain Advantage to the roll.
  • Hinabe (火鍋), nabe with hot chili. Bonus effect: the next time you you need to make a saving throw against an ingested or inhaled poison, you gain Advantage to the saving throw.
  • Karē nabe (カレー鍋), curry nabe. Bonus effect: curry is very popular in Mythic East and so are you; next time you make a Charisma (Persuasion) or Charisma (Performance) check, you gain Advantage.
  • Kimchi nabe (キムチ鍋), nabe with fermented napa cabbage. Bonus effect: kimchi is healthy, so you gain 1d4 Temporary Hit Points.
  • Misonabe (味噌鍋), nabe with miso. Bonus effect: miso is a cooling ingredient; you gain advantage to the next saving throw made against any kind of heat or Fire effect.
  • Motsunabe (もつ鍋), nabe with offal. Bonus effect: offal is a warming food; you gain advantage to the next saving throw made against any kind of freezing or Cold effect.
  • Ramu nabe (ラム鍋), lamb nabe. Bonus effect: you can hop around like a happy little lamb. You gain Advantage to your next long or high jumping check.
  • Shifudo nabe (シーフード鍋), seafood nabe. Bonus effect: you feel a bit fishy and gain Advantage to your next Strength (Athletics) check related to swimming.
  • Tōnyū nabe (豆乳鍋, とうにゅうなべ), nabe with soy milk. Bonus effect: you feel bright and gain Advantage to your next Intelligence saving throw.
  • Tori-shin (とり信), chicken nabe. Chickens walk on two feet, and rikishi believe that it helps them stay firmly on their two feet in the sumo ring (dohyō). Bonus effect: the next time someone tries to Shove you or otherwise move you when you are unwilling, you gain Advantage to your saving throw.

The effects are comparable to cantrip-level magic, but are non-magical. Bonus effects generally work only once, and if not spent, fade away at next dawn - unless replenished with another portion of chankonabe. You can't have more than one active food-related effect at a time, e.g. Heroes' Feast would negate benefits of chankonabe.

NOTE: If one eats chankonabe every day, they start gaining weight at a rate of 1 lb. per week. There's an upper limit to one's weight if they stay mobile. It varies highly by each individual, maybe about 250 to 350 lb. for a human.

Sumo Style. Choose your current style of sumo, select one from these:

Oshi-zumō (押し相撲). ("Pushing Sumo") When you use the Shove option with your Unarmed Strike, you can shove targets up to two sizes larger than you. You also have Expertise in shoving; your Proficiency Bonus is doubled when using shove, unless it is already doubled for some reason.
Yotsu-zumō (四つ相撲). ("Four Hands Sumo") You gain Grappler feat as a bonus feat, ignoring the prerequisites, but without the ability score increase. If you already have that feat, you can choose any General feat instead, or a Fighting Style feat. In this case, you need to fulfill the prerequisites.

Level 6: Jūryō (十両)

Two Styles. At this level, you have learned both styles of sumo; you get the Oshi-zumō or Yotsu-zumō, whichever you did not choose at 1st level.

Tsuppari (つっぱり). You can cause damage with an Unarmed Strike and include the Shove option in every strike - if you want to.

Level 11: Maegashira (前頭)

Oshidashi (押し出し). You can grapple opponents of any size, even Gargantuan. You have Advantage to all rolls related to grappling and getting out of Grappled condition. Also, you can move the grappled opponent as by the rules, regardless of the opponent's size or weight. You can't move an immovable opponent (such as a Yokozuna, as described below).

Yorikiri (寄り切り). You can use the Shove option with your Unarmed Strike against opponent of any size, even Gargantuan.

Level 17: Yokozuna (横綱)

Yokozuna. No force can move you from your square if you are unwilling, unless the ground or floor under you is physically removed (then you fall). You can still be moved by teleportation or equivalent magic - but not by telekinesis. You can have Prone condition if it is somehow inflicted on you or you go prone voluntarily.

Extra Reach. You add 5 ft. reach to your Unarmed Strikes.

Two Extra Attacks. You can attack three times instead of once (or twice), whenever you take the Attack action on your turn. Note: your Bonus Unarmed Strike does not give extra attacks.


←Back to Yaranaika Main Page