Tormentor
Hit Dice: 1d8
HP Bonus: Ld4+L*CON
TP: 300
Can only be used against an opponent with 100 Torment. You enter a temporary state of Rhythmization and use a Super Finisher from each of your styles, before finishing it off with a custom Delta Action. This move will deal damage equivalent to at most 1000 HP or 50% of the target’s max HP, whichever is higher. If the target still has HP remaining, they are inflicted with Stun (IX) (1) and Stagger (IX) (1).
Channeling brutal killing intent honed over countless street fights, you have learned to draw power from inflicting pain upon your enemies. Whenever you make an attack against an enemy, if the d20 rolls a 15 or above (or if the enemy fails the DC check), you can slightly modify the attack through describing it in detail. The enemy must make a CON save against a DC dependent on the brutality of the attack. If the enemy rolls lower, they will be afflicted with an amount of Torment (up to a maximum of 100) equivalent to the difference between the roll and the attack. Torment decays at a rate of 10 per round. Delta Actions or attacks done while in Delta Overcharge will always proc the CON save.
Whenever the target is inflicted with Stagger, the stacks of Stagger inflicted will always be at least an amount equivalent to the amount of Torment / 10. If Torment hits 100, the target immediately gains Stagger (IX) and you gain the opportunity to use a special form of Finisher that is automatically at max combo and deals guaranteed 2x Critical damage, known as a Super Finisher (SFN after which the enemy’s Torment returns to 0. You can also choose to use a Delta Action or Ultimate Ability in lieu of a Super Finisher, gaining the same benefits of guaranteed 2x Critical damage and an additional 100% damage boost.
Whenever you see someone roll a nat 20 on an attack, or when someone rolls a nat 1 against a DC save, roll 1d8. On an 8, you gain a flash of inspiration that persists until your next Delta Action. If your next Delta Action mimics the move in some way, you get to keep it as a permanent move in your arsenal. You can also force a successful d8 roll using a Mastery Token. Additionally, if you have yet to unlock moves in one of your Bruiser fighting styles, you can choose to gain a move of your choice by performing it using your Delta Action.
You can choose to taunt the opponent after dealing a critical hit. Make an Intimidation roll against the enemy’s CHA save. On success, you inflict 1 stack of Anger (3) and +1 additional stacks for every difference of 10 between your higher roll and your opponent’s. When your opponent makes a CON save to determine Torment gain, they gain a penalty of -2 for every stack of Anger they have.
Whenever you inflict Prone, you inflict 1 stack of Stagger x1. Whenever you inflict Stagger, you can choose to inflict Prone as well.
For each style you have, you can now add to it a Signature Move– a specific Delta Action that always grants +25 Torment. You can use a Signature Move only once per style, and only up to four per long rest.
Enemies with Torment gain a reduction to their Psychic RES equivalent to -(Torment / 2)%
When starting combat, all enemies will gain an amount of Torment depending on the number of onlookers and how emotionally invested they are (positively or negatively).
Upon making a Delta Action, if you have an ally who has a reaction they can take, has readied an action beforehand, or has a follow-up attack that is proc’ed by your Delta Action, you can perform a combined Delta Action together.
Whenever you use a consumable that buffs your stats in combat, all enemies will gain disadvantage on their CON saves against Torment for the next round.
When you deal damage with an improvised weapon, if you successfully destroy it in the process of damaging the opponent, the opponent’s Torment increases are doubled, up to a maximum of +10 additional Torment.
If you succeed a Dodge/Parry/Guard against an enemy attack, you can choose to instead take the attack in exchange for gaining a free attack against the enemy guaranteed to hit, which guarantees a proc of the CON save on the enemy and forces them to roll at disadvantage.
Your ability to find inspiration for new moves from unlikely sources has bridged into the fluidity of your magic abilities as well. You can now wield magic as part of moves learned through That’s Rad!, such as turning the poisonous strike of a cryptid into the ability to spit poison mist.
When you spend DP on Delta Actions, the DP spent also goes towards overcharging your muscles under the Apex of Athleticism trait, allowing you to perform superhuman feats of strength as part of your attacks.
You cannot be KO’ed by attacks from enemies with more than 40 Torment. Whenever you would have been KO’ed, the enemy loses 40 Torment instead and you are left at 1 HP.
You have become a master of all aspects of martial arts, and can intuitively pick up styles at a mere glance. You are no longer limited to only 4 styles equipped at once, and can now learn entire styles or add to existing styles as collectible drops or through That’s Rad!.
HP Bonus: Ld4+L*CON
TP: 300
Proficiencies
Same as Bruiser + Intimidation ExpertiseRequirements
- (Class Bond) Bruiser: You must have fully unlocked every ability of the Bruiser class.
- (Item) Memory of a Legend: You must have obtained a memory of a legendary martial artist of eld.
Abilities
Ultimate Ability: TKO
Rarity: Mythic | CC: Tormentor | REQ: Savagery | UP: 100 | ZP: 3 | ZL: 1 | Cost: 4 TPCan only be used against an opponent with 100 Torment. You enter a temporary state of Rhythmization and use a Super Finisher from each of your styles, before finishing it off with a custom Delta Action. This move will deal damage equivalent to at most 1000 HP or 50% of the target’s max HP, whichever is higher. If the target still has HP remaining, they are inflicted with Stun (IX) (1) and Stagger (IX) (1).
Savagery
Level 1 | CC: Tormentor | REQ: Delta Force | Rarity: Exotic | Cost: 0 TPChanneling brutal killing intent honed over countless street fights, you have learned to draw power from inflicting pain upon your enemies. Whenever you make an attack against an enemy, if the d20 rolls a 15 or above (or if the enemy fails the DC check), you can slightly modify the attack through describing it in detail. The enemy must make a CON save against a DC dependent on the brutality of the attack. If the enemy rolls lower, they will be afflicted with an amount of Torment (up to a maximum of 100) equivalent to the difference between the roll and the attack. Torment decays at a rate of 10 per round. Delta Actions or attacks done while in Delta Overcharge will always proc the CON save.
Whenever the target is inflicted with Stagger, the stacks of Stagger inflicted will always be at least an amount equivalent to the amount of Torment / 10. If Torment hits 100, the target immediately gains Stagger (IX) and you gain the opportunity to use a special form of Finisher that is automatically at max combo and deals guaranteed 2x Critical damage, known as a Super Finisher (SFN after which the enemy’s Torment returns to 0. You can also choose to use a Delta Action or Ultimate Ability in lieu of a Super Finisher, gaining the same benefits of guaranteed 2x Critical damage and an additional 100% damage boost.
That's Rad!
Level 2 | REQ: Savagery | Rarity: Mythic | Cost: 6 TPWhenever you see someone roll a nat 20 on an attack, or when someone rolls a nat 1 against a DC save, roll 1d8. On an 8, you gain a flash of inspiration that persists until your next Delta Action. If your next Delta Action mimics the move in some way, you get to keep it as a permanent move in your arsenal. You can also force a successful d8 roll using a Mastery Token. Additionally, if you have yet to unlock moves in one of your Bruiser fighting styles, you can choose to gain a move of your choice by performing it using your Delta Action.
Cheap Heat
Level 3 | REQ: Savagery | Rarity: Exotic | Cost: 2 TPYou can choose to taunt the opponent after dealing a critical hit. Make an Intimidation roll against the enemy’s CHA save. On success, you inflict 1 stack of Anger (3) and +1 additional stacks for every difference of 10 between your higher roll and your opponent’s. When your opponent makes a CON save to determine Torment gain, they gain a penalty of -2 for every stack of Anger they have.
Custom Quest Trait
Level 4 | CC: TormentorStagger Mastery
Level 5 | Rarity: Mythic | Cost: 6 TPWhenever you inflict Prone, you inflict 1 stack of Stagger x1. Whenever you inflict Stagger, you can choose to inflict Prone as well.
Signature Move
Level 6 | REQ: Savagery | Rarity: Exotic | Cost: 3 TPFor each style you have, you can now add to it a Signature Move– a specific Delta Action that always grants +25 Torment. You can use a Signature Move only once per style, and only up to four per long rest.
Salt in the Wounds
Level 7 | REQ: Savagery | Rarity: Legendary | Cost: 1 TPEnemies with Torment gain a reduction to their Psychic RES equivalent to -(Torment / 2)%
Custom Quest Trait
Level 8 | CC: TormentorA-Show Draw
Level 9 | REQ: Savagery | Rarity: Legendary | Cost: 1 TPWhen starting combat, all enemies will gain an amount of Torment depending on the number of onlookers and how emotionally invested they are (positively or negatively).
Double Team
Level 10 | REQ: Savagery | Rarity: Legendary | Cost: 2 TPUpon making a Delta Action, if you have an ally who has a reaction they can take, has readied an action beforehand, or has a follow-up attack that is proc’ed by your Delta Action, you can perform a combined Delta Action together.
Doping Draught
Level 11 | REQ: Savagery | Rarity: Legendary | Cost: 1 TPWhenever you use a consumable that buffs your stats in combat, all enemies will gain disadvantage on their CON saves against Torment for the next round.
Custom Quest Trait
Level 12 | CC: TormentorStraight Outta the Block II
Level 13 | REQ: Straight Outta the Block, Savagery | Rarity: Legendary | Cost: 1 TPWhen you deal damage with an improvised weapon, if you successfully destroy it in the process of damaging the opponent, the opponent’s Torment increases are doubled, up to a maximum of +10 additional Torment.
Blow for Blow
Level 14 | Rarity: Exotic | Cost: 3 TPIf you succeed a Dodge/Parry/Guard against an enemy attack, you can choose to instead take the attack in exchange for gaining a free attack against the enemy guaranteed to hit, which guarantees a proc of the CON save on the enemy and forces them to roll at disadvantage.
Beyond Kayfabe
Level 15 | REQ: That's Rad! | Rarity: Mythic | Cost: 4 TPYour ability to find inspiration for new moves from unlikely sources has bridged into the fluidity of your magic abilities as well. You can now wield magic as part of moves learned through That’s Rad!, such as turning the poisonous strike of a cryptid into the ability to spit poison mist.
Custom Quest Trait
Level 16 | CC: TormentorApex of Athleticism II
Level 17 | REQ: Apex of Athleticism | Rarity: Mythic | Cost: 1 TPWhen you spend DP on Delta Actions, the DP spent also goes towards overcharging your muscles under the Apex of Athleticism trait, allowing you to perform superhuman feats of strength as part of your attacks.
Fatal Feud
Level 18 | REQ: Savagery | Rarity: Exotic | Cost: 3 TPYou cannot be KO’ed by attacks from enemies with more than 40 Torment. Whenever you would have been KO’ed, the enemy loses 40 Torment instead and you are left at 1 HP.
Custom Quest Trait
Level 19 | CC: TormentorRolling Eyes Fall
Level 20 | REQ: That's Rad! | Rarity: Mythic | Cost: 7 TPYou have become a master of all aspects of martial arts, and can intuitively pick up styles at a mere glance. You are no longer limited to only 4 styles equipped at once, and can now learn entire styles or add to existing styles as collectible drops or through That’s Rad!.
Comments