Osumosan (Yaranaika): Difference between revisions
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'''''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]]. | '''''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]]. (See movie ''Enter the Dragon (1973)'' at 1:04:00!) | ||
====Holds==== | ====Holds==== |
Revision as of 16:12, 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
Techniques are new options for Unarmed Strike unless said otherwise. Generally, you can't combine two or more techniques to same attack. If you can justify it to the game master, you may—usually with a Disadvantage.
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 8 + target's Strength or Dexterity modifier (whichever is better) + target's Proficiency Bonus
.
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 (8 plus your Strength modifier and Proficiency Bonus
).
Martial Arts Techniques
General Techniques
Spinning Attack. You turn around in a circle before attacking. This spends two attacks. If you don't have extra attacks, the attack roll is at a Disadvantage. If you hit, double the damage dice of your attack (on a critical hit, triple the dice). This technique works only with Unarmed Strike or a melee weapon, which must either be a simple melee weapon or a martial melee weapon with Light property.
Falls
Tumbling. Whenever you are about to get Prone condition, you can use a Reaction to swiftly roll out of danger and avoid going prone. DC is equal to either the damage you received from the attack, or, if the attack was non-damaging, 8 + opponent's Strength modifier + opponent's Proficiency Bonus
. On a failure, you fall Prone in the square you were in. On a success, you stand up again—and you may also move five feet away from the attacker, if the way is not blocked.
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. (See movie Enter the Dragon (1973) at 1:04:00!)
Holds
Choke Hold with Legs. You lock your legs around the Grappled target's neck, inflicting Suffocation hazard to target and establishing a hold. Due to the strong pressure, target immediately gains one level of Exhaustion. Target's time to hold its breath is reduced to one round plus its Constitution modifier (minimum two rounds) before more exhaustion begins to accumulate. Creatures that don't breathe or have several heads are immune to suffocation, but not to the hold in itself.
Strikes
Uppercut. This is a short punch that can be used against the grappler if you have the Grappled condition, and against a creature grappled by you. In these situations, you gain Advantage to attack roll. Damage is halved, though, before taking target's possible resistances etc. into account. Uppercut can also be used as a basic Unarmed Strike, using damage option only. If it's currently somehow advantageous to use a very short punch in close quarters, you gain Advantage to attack roll. Outside of grapple situations, damage is not halved.
Sweeps
Sweep. You attempt to knock target's legs out from under it or otherwise unbalance it. Creatures immune to Prone condition are immune to sweep. Your attack roll is the DC for target's Dexterity or Strength saving throw (whichever is better). If target fails, they go Prone.
Throws
Sacrifice Throw. You make an Unarmed Attack with Grapple option, falling with your target and using your entire weight to unbalance them. You have Advantage to the attack roll. Regardless of the result, you get Prone condition. If your grapple is successful, your target is both Grappled and Prone.
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, and a little bonus effect to those eating it, even if they are not sumo wrestlers themselves. You need to eat one full portion of the stew to gain the benefits. Ingredients for a chankonabe cost 2 SP per portion. You need some fresh ingredients; chankonabe made only of rations is dible but it does not give any of the 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:
- Tori-shin (とり信), chicken nabe, is the most common, because 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.
- Gyūniku nabe (牛肉鍋), beef nabe. TODO gives you strength.
- Hinabe (火鍋), nabe with hot chili. TODO ?
- Karē nabe (カレー鍋), curry nabe. TODO ?
- Kimchi nabe (キムチ鍋), nabe with fermented napa cabbage. TODO ???
- Misonabe (), nabe with miso. TODO ?
- Motsunabe (もつ鍋), nabe with offal. TODO ?
- Ramu nabe (ラム鍋), lamb nabe. TODO you are able to jump happily about like a little lamb?
- Shifudo nabe (シーフード鍋), seafood nabe. TODO some fishy effect?
- Tōnyū nabe (豆乳鍋, とうにゅうなべ), nabe with soy milk. TODO ?
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.
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
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.