Wrestler
ALSO: Grappler, Gladiator, Show Fighter
A beatdown never looked this good!
Wrestlers are as much combatants as they are entertainers: they live for the thrill of the fight, using bombastic finishing moves to take down their foes with flair. Even when their opponents try to run away, Wrestlers can lock them down and keep the fight going with masterful grappling techniques.
Outside of the ring, Wrestlers bask in the attention of others; their exaggerated swagger isn't all talk as they seem to perform better at tasks when they show off. Their bravado and daring persona can even attract the attention of diehard fans devoted to supporting their favorite fighter.
- Are you part of an organized fighting ring, or did you learn the way of the wrestler through hard-lived experience?
- What inspires your fighting style?
- Do you make your own moves? Or, do you use variations of moves taught to you?
- Do you keep your personal identity and fighting persona separate?
Wrestler Free Benefits
✦ Permanently increase your Hit Points by 5.
✦ Gain the ability to equip martial melee weapons and martial shields.
Wrestler Skills
Cutting Promos [✦2]
At the start of a conflict, you may spend 2 Hype to form a Bond with up to [SL] strength with a creature you can see. This Bond does not count towards the total Bonds you may have and only lasts for the conflict.
Fan Club [✦3]
When you enter a settlement, you may spend up to all your current Hype to declare you have a fan club there. A fan club is a group of NPCs devoted to your actions and persona. They are willing to cover expenses or perform services up to a total cost of [(SL + Hype Spent) x 30] zenit while you are in the settlement. These services may be the ones found on pg.125 of the Core Rulebook, or other services you and your group may find appropriate. You can change this limit by spending Hype again the next time you enter a settlement with a fan club.
You gain [SL x 2] Hype after resting in a settlement where you have a fan club.
Grapple [✦3]
You may use an action and spend 10 Mind Points to perform an Opposed [MIG + DEX] or [MIG + MIG] Check against a creature you can touch. If you succeed, you grapple your target: your target cannot leave the scene until you let go of them (no action required), you drop to 0 HP, they successfully fill a a 4-section clock with the goal of escaping your grapple, or they use an Ultima Point to safely leave the scene.
Grappled targets are always valid targets for your attacks and finishers and you gain a bonus to Accuracy and Opposed Checks against them equal to [SL].
Going Out On A Limb
You might've noticed the above rules on grappling another creature doesn't limit how many targets you can have grappled at one time; this is on purpose! Work with your GM to determine how many targets you can feasibly grapple at one time while still maintaining the ability to perform other actions, i.e. attack, cast spells, or move around and perform actions to fill in Clocks.
Hype [✦5]
When you take damage, hit using a melee weapon, or succeed on a Check (excluding Accuracy Checks) that relies on Might or Willpower, you gain 1 Hype. You also gain [SL + 1] Hype when you invoke your Traits or Bonds. You lose half your current Hype when you rest (to a minimum of 1).
You may use an action to perform a finisher with your choice of flairs (found further in this document), spending as much Hype as you have. Each time you acquire this Skill, learn 2 flairs.
Showboat
When you successfully perform a Check to fill or erase sections of a Clock, if your approach relied on flair, panache, rabble rousing, or proudly showing off your physique, you may spend 1 Hype to fill or erase an additional section of that Clock.
Heroic Skills
Grand Entrance
Requirements: You must have mastered the Wrestler Class.
You may spend a Fabula Point to enter into a scene you are not part of and apply the effects of an opportunity. Once you use this Skill, you may not do so again until you rest.
Impeccable Physique
Requirements: You must have mastered one or more classes among Fury, Guardian, and Wrestler.
You are immune to your choice of either dazed, shaken, slow, or weak. Whenever an effect would cause you to suffer a status effect you are immune to, you instead recover 5 Hit Points or Mind Points.
Comeback Kid
Requirements: You must have mastered the Wrestler Class, and must have acquired the Hype Skill.
When you first enter Crisis in a conflict, you gain Hype equal to your level.
While in Crisis, you may spend Hype to reduce incoming damage by 3 for every Hype spent. If you use this Skill in a conflict, you cannot use it again until the start of your next turn.
Art Credit: DG Kim on artstation.com
Building a Finisher
A Finisher is a high-octane powermove a Wrestler does when they want to close out a fight. Finishers are generally unique to each wrestler, being given names by their users reflective of their effects or their user's personality.
Before you perform a finisher, you must pick which base your finisher uses: the base is what your finisher generally looks like and will determine the Check needed to perform it. Once you've picked your base, you can spend additional Hype to tack on flairs, extra effects that help a finisher feel distinct and powerful.
Once you've settled on your base and your flairs, you can now unleash your finisher upon your enemies! The damage calculation for finishers is [HR + Total Hype Spent] physical damage, or the damage type of the weapon used in the finisher, if applicable.
When To Make a Finisher
While improvising a new finisher in the middle of a scene can be fun and exciting, it might be best to create preset finishers for your wrestler to ensure play runs smoothly. Make sure to note the effects and total Hype cost of preset finishers you make!
Finisher Bases
Each base has a Hype requirement in order to use them for your finisher, but you can spend additional Hype on the base itself to increase it's damage, up to a total of 10 Hype spent on the base alone.
Takedown
Requirement: 3 Hype
Your opponent's standing and that doesn't sit right with you. Whether through a tackle or a throw, you acquaint your enemy with a good friend of yours: the cold hard ground.
You perform an Opposed [MIG + MIG] Check against your target. If you succeed, your target takes damage and you may choose to have one of the following effects occur:
- Your target is knocked out cold: they perform one less action (to a minimum of 0 actions) during their next turn.
- The area in the current scene is altered due to the force of your takedown. Work with the GM on how your surroundings have changed and what possible effects these changes may have.
Acrobatics
Requirement: 3 Hype
Free as a bird, strong as a storm! Your foes won't know what hit 'em 'til it's too late, your shadow being the last thing they see before they go.
You perform a free attack with a melee weapon you have equipped. This attack may target flying creatures. On a hit, you deal only the finisher's damage, and you may choose to have one of the following effects occur:
- Your high-flying antics grant you and yours a tailwind: you and your allies may perform another Initiative Group Check with you as the leader, using the new result at the start of the next round.
- An atmospheric danger or hazard in the area is temporarily cleared for the scene.
Hold
Requirement: 2 Hype
Time and pressure: key components in making a diamond and choking someone out.
You perform an Opposed [MIG + DEX] Check against your target. If you succeed, your target takes damage, is grappled according to the rules in the Grapple Skill, and you may choose to have one of the following effects occur:
- You lock out your opponent's general mobility: choose a basic attack, spell, or other action your target can use. Until the end of your next turn, your target cannot use that attack, spell, or other action.
- You may ask one question about your target's external anatomy or skeletal structure, or whatever it has that is analogous to a skeleton. Your Game Master must answer truthfully.
Strike
Requirement: 2 Hype
Simple, but effective. Sometimes all you need to finish a fight is a healthy serving of knuckle sandwiches.
You perform a free attack with a melee weapon you have equipped. On a hit, you deal only the finisher's damage and you may choose to have one of the following effects occur:
- You flow into a combo: you may perform another free attack with a melee weapon you have equipped, treating your HR as 0 when calculating damage for this attack. This attack does not count as a finisher.
- Tag team; you may choose an ally and have them perform a free attack against the creature you just hit, treating their HR as 0 when calculating damage for their attack. This attack does not count as a finisher.
Flairs
The following are flairs you can add to a finisher base in order to customize its effects. A flair will indicate if you can spend more than 1 Hype on it, with others requiring you to do so before you can add their effects into the finisher. A flair with no indicated requirement or limit costs 1 Hype to add to a finisher.
Atomic
The finisher's damage type changes from its original type to your choice of either bolt, fire, or light.
Avenging
Requirement: 3 Hype
This flair lets you perform the finisher on another creature's turn when an ally is targeted by an attack, spell, or other harmful effect.
Brilliant
When you add this flair, choose any number of creatures that can see you. You spend 1 Hype for each creature chosen. After performing the finisher, if your target's current Willpower die size is smaller than yours, then they have a -2 to Accuracy and Magic Checks until the start of your next turn.
Crowd Pleaser
Requirement: 2 Hype
You may add the number of Bonds you have to the finisher's damage calculation.
Dedicated
Choose an ally that you have a Bond with. After performing the finisher, that ally deals additional damage or recovers additional HP or MP equal to [the strength of your Bond with them, multiplied by 3] the next time they do so.
Double Edge
Max: 3 Hype
You do not include Hype spent on this flair in the finisher's damage calculation; instead, each Hype spent on this flair adds an additional 5 damage to the finisher, but you must lose HP equal to half the finisher's total damage.
Evil
The finisher's damage type changes from its original type to your choice of either dark or poison.
Explosive
Max: 3 Hype
Choose one creature for each Hype spent on this flair. Your target takes half the finisher's damage. The finisher's other effects only apply to the original target.
Greedy
Max: 3 Hype
When you deal damage with a finisher that has this flair, you earn zenit depending on the damage dealt and how much Hype you spent on this flair:
- 1 Hype: [Total Damage Dealt] zenit
- 2 Hype: [Total Damage Dealt x 2] zenit
- 3 Hype: [Total Damage Dealt x 3] zenit
Of Love
If you have a Bond of Admiration, Loyalty, or Affection with a creature in the scene, your target suffers either slow or weak (your choice).
Passionate
When you add this flair, choose allies that can see or hear you. You spend 1 Hype for each ally chosen. After performing the finisher, those allies treat their Bonds as having 1 additional strength (to a maximum of 4) until the end of the scene.
Planetary
The finisher's damage type changes from its original type to your choice of either air, earth, or ice.
Powerful
Max: 10 Hype
This flair lets you spend more Hype to increases the finisher's damage.
Pumped
Requirement 3 Hype
When you add this flair, choose one Attribute. After you perform the finisher, you treat that Attribute as one die size higher (up to a maximum of d12) until the end of your next turn.
Punishing
Max: 4 Hype
Hype spent on this flair does not count towards the finisher's damage calculation; instead, each Hype spent on this flair allows you to suffer one of either dazed, shaken, slow, or weak in order to add 3 additional damage to the finisher's damage calculation. This flair has no effect if you were already suffering from one of the mentioned status effects.
Quick Change
Requirement: 2 Hype
Allows you to take the Equipment action before or after performing the finisher, and allows you to change your armor when you take the Equipment action this way.
Showstopping
Requirement: 3 Hype
If the finisher reduces the target to 0 HP, you gain a Fabula Point.
Technical
Max: 3 Hype
Hype spent on this flair does not count towards the finisher's damage calculation, but instead is added as a bonus to the Check associated with the finisher.
Wrathful
If you have a Bond of Inferiority, Mistrust, or Hatred with your target, they suffer either dazed or shaken (your choice).
X-Slaying
Requirement: 2 Hype
Max: 6 Hype
When you add this flair, choose a Species. For every 2 Hype you spend on this flair, the finisher ignores certain Damage Affinities your target has if they belong to the Species you chose.
| Hype Spent | Bypassed Damage Affinity |
|---|---|
| 2 | Resistances |
| 4 | Immunities |
| 6 | Absorptions |