Osumosan (Yaranaika): Difference between revisions
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===Technique Rules=== | ===Technique Rules=== | ||
'''''Establishing a hold or a lock.''''' To establishing a hold or a lock, you need to grapple the target succesfully first, before attempting a hold or a lock technique. The hold or lock attempt is an action, using | '''''Establishing a hold or a lock.''''' To establishing a hold or a lock, you need to grapple the target succesfully first, before attempting a hold or a lock technique. 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 escape from the hold or lock before being able to attempt an escape from the grapple. Escaping from a hold or a lock is rolled at a [[Disadvantage]]. | '''''Escaping from a hold or lock.''''' As long as a grappled target is in a hold or a lock, it needs to escape from the hold or lock before being able to attempt an escape from the grapple. Escaping from a hold or a lock is rolled at a [[Disadvantage]]. |
Revision as of 07:25, 25 May 2025
New Monk Subclass: Jujutsuka (柔術家)
The monk selects one of the martial arts to train. Jujutsu (Japanese: 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.
This page is unfinished!
Technique Rules
Establishing a hold or a lock. To establishing a hold or a lock, you need to grapple the target succesfully first, before attempting a hold or a lock technique. The hold or lock attempt is an action, using Strength (Athletics) or Dexterity (Acrobatics) roll against DC of 10 + target's Strength (Athletics) or Dexterity (Acrobatics) score (whichever is better)
.
Escaping from a hold or lock. As long as a grappled target is in a hold or a lock, it needs to escape from the hold or lock before being able to attempt an escape from the grapple. Escaping from a hold or a lock is rolled at a Disadvantage.
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)
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).
TODO: need to adjust somewhat, didn't notice that Monk already gets Extra Attack at 5th level.
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:
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 (8 + your Str. modifier + 2 × PB
).
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.
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 attack twice instead of once whenever you take the Attack action on your turn. Note: your Bonus Unarmed Strike does not give extra attacks. maybe: you get two Unarmed Strikes with your Bonus Unarmed Strike ability?
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
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.
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.