Seven Cities Classes - Yarim-Enkidu - WIP

This is draft of the Seven Cities Class that replaces the Halfing in standard B/X or OSE. It is still very much a work in progress, especially the wrestling which is unfinished but serves as rough guide to what the class will be like in the finished game.



Yarim-Enkidu (Half-Enkidu)



Many philosophers (and even more fools) have argued over the many legends of the Yarim-Enkidu’s origins. Some argue that Gilgamesh created them from the broken clay of Enkidu’s body, as his first divine act. Others that they are the offspring of Enkidu and the goddess Innana. Most though begrudgingly agree they were probably created by the Gods before they created humans. Created just like humans to serve and worship the gods, but wholly unsuitable to the task due to their chaotic nature. The wisest men say the gods learnt their lessons from their mistakes with the Yarim-Enkidu and made sure their next creation, humans, were spineless, mindless and servile enough to do as they were told.


Yarim-Enkidu are diminutive when compared to their human cousins standing roughly a head shorter. In appearance, they have the head, arms and body of a man, but the nose, ear, hooves, horns, and tail of a bull. There are no female Yarim-Enkidu and they are unable to father any offspring, but are considered desirable by both men and women and will have many (2d6+3) lovers throughout the city. These lovers span the whole social spectrum of the city from the poorest gutter thief to princes’ and princesses’ in their palaces. A Yarim-Enkidu can always seek out these lovers to hear the latest gossip and rumours, beg a favour, or borrow something. Of course, these relationships must be maintained and that takes a good chunk out their days (not to mention nights). If they don’t spend at least three days a week carousing with their various lovers they will lose one lover a week. These lovers can be won back, or new ones romanced if the Yarim-Enkidu dedicates four days a week to carousing. 

There are very few of them left and some of the seven cities don’t have any or even believe they even exist. They shun their own kind and often are very belligerent towards each other. Instead, they prefer human company which they always seek out. With regards to the gods, they are ambivalent, or at least they don’t seek to worship them though they are just as prone to Divine Awe as their human companions. 

They have an uncanny way with animals gaining a +2 on any reaction rolls with wild animals (+3 with Bulls) This makes them sought after as animal handlers or charioteers. Though their mercurial and chaotic nature makes them less than ideal employees. They can also cast the spell Talk with Animals once per in-game day. As well as their gift with fauna they also have a natural gift with the flora of the wilderness and are able to find, identify, and prepare plants that are either edible, beneficial to health, or poisonous as well as being able to cast Speak with Plants once per in-game day. They are also naturally a gifted at making their way through the wilderness making them hard to ambush, and skilful ambushers themselves (-1 to be surprised and +1 to surprise if they are scouting for the party). 

If leading a wilderness expedition their party can travel without any terrain modifiers. Unfortunately, they are rarely able to benefit from these wilderness skills as being in the wild makes them unhappy knowing as they do that they are no longer truly part of the wild. If they spend any longer than three days in the wilderness they begin to sink into melancholy and will suffer -1 on any rolls for each additional. This will disappear as soon as they return to the city. This affliction only occurs in true wilderness on trade routes and in the semi-civilised lands between the seven cities, they are fine.


RESTRICTIONS

Yarim-Enkidu roll 1d6 for HP each level, but due to their chaotic nature must re-roll their HPs at the start of each session. They must also roll their six attributes at the start of each game session. Those six scores are then assigned in order highest score to lowest like this: 1 - CON, 2 - STR, 3 - DEX, 4 - CHR, 5 - INT, 6 - WIS. If their Con is 13-15 they gain +5% XP bonus for that session. If their CON 16+ they gain +10XP. 

Due to their excellent Constitution and Bovine nature Yarim have a high tolerance for intoxicants and can easily drink, or otherwise consume, twice as much as the most hardened of human party animals without feeling the worse for wear. This also makes them very difficult to poison (+ to all saves vs Poison). Yarim-Enkidu start each new game session under the influence of one Petty Boon, and one Petty Bane each day. 

They do not fight with weapons or wear armour as it interferes with their near-magical prowess at wrestling. They can, however, gore enemies with their Bull’s horns for 1d8 damage and Yarim-Enkidu heroes often tip them with bronze spikes or even enchanted coverings for extra damage. 

Due to their flighty and chaotic nature, the Yarim-Enkidu struggle to concentrate on anything they consider not exciting. Any dull, mundane, or repetitive task bores them. Even boring tasks that include great risk such as being the lookout while friends raid a gods shrine or guarding an enemy will fail to hold their attention for long. For each ten minute turn that a Yarim-Enkidu has to concentrate on anything unexciting, they must save vs Paralysis or lose interest and go looking for something more fun to do. If the task takes longer than an hour (six turns) then a -1 modifier is applied to the rolls and another -1 modifier is added cumulatively for each additional hour they must concentrate. 

Yarim-Enkidu are wild and so is their luck. at the start of each game session, they must save vs Spells if they make the roll every Saving Roll that they make during that session they roll two d20 and keep the highest score as their result. Failing the save means they roll two d20 and keep the lowest as their result for the duration of that session.  Each session they must also roll to determine their current wealth level for the session. Yarim-Enkidu can advance to 8th level only.

[[SIDE BAR]] Yarim stats - For example, my good friend Colin is playing a 2nd level Yarim-Enkidu called Gud. At the start of the session, he re-rolls Gud’s attributes and gets with 3d6 in order . . . 10, 10, 8, 13, 11, and 16. Once rearranged that gives him STR:13, INT:10, WIS:8, DEX:11, CON: 16, CHR:10. Not too bad, not too great but at least he’ll get +2 when he re-rolls his HP for the session and +10% bonus for any XP he earns that session.[[/SIDE BAR]]

WRESTLING

Wrestling is the great passion of Yarim-Enkidu and much to the chagrin of their many lovers, or anyone foolish enough to employ them, there is nothing they’d rather be doing than wrestling. They are the greatest wrestlers in the known world and any wrestling school would pay a god’s ransom to have one as a wrestler or even better a teacher. Becoming a master of their own wrestling school is really the only thing any Yarim-Enkidu could ever imagine themselves doing for the entirety of their lives. It’s also trivially easy to achieve as any city will be full of rich nobles more than willing to finance a wrestling school run by one of the city’s and the world’s few remaining Yarim-Enkidu.

The Art

In a formal match, both competitors will roll individual initiative. The winner of the initiative, who will already be within fighting distance due to the formal setting of the match, can then attempt an opening move of their choice. 

If the wrestling occurs outside of the confines of a formal match, such as a street brawl, or a battle, then the winner of initiative can use his movement phase to close to fighting distance (if not already close enough for melee) and then make an opening move. The winner of initiative is considered to have control, so they choose their moves and direct the match if things go badly their opponent will have the chance to take a Break roll to break free and then initiative is rolled again. If things go really badly momentum is reversed and the other wrestler is in control.

There are three opening moves available in formal wrestling matches with mixed (human, Yarim-Enkidu, or other) competitors and those are; striking, grappling, and takedowns. In those rare and often great matches between two Yarim-Enkidu wrestlers, a fourth option of locking horns is available. Outside the ring in a lethal confrontation, a Yarim-Endkidu may also lower his horns and charge an enemy.  Striking uses normal to hit rolls but grappling and groundwork require rolls on their respective tables.

Fatigue

If the fight is still going after 12 combat rounds (2 minutes) then conditioning and fatigue start to affect the outcome and combatants add or deduct their Con modifier to all rolls for the rest of the match.

Striking

Although the ultimate aim of wrestling is to grapple your opponent, incapacitate, and defeat them many matches start with a flurry of exchanged blows seeking to probe weakness and soften up the opposition. Strikes can be made with the head, elbows, hand, knees, and feet and are either “Fast” or “Heavy”. 

Fast blows are a flurry of combinations thrown at an opponent to open them up for another attack. Fast blows give a +1 bonus to hit, and if successful instead of doing damage give the attacker a bonus in their next attack allowing them a +1 on their grappling roll. 

A heavy blow has -2 to hit modifier as they are often telegraphed and easy to see coming, but if it connects the target must save Vs Paralysis or be knocked out. If the victim makes the save the blow has still knocked them down and they are now prone and the striker’s next attack is at +1, or +2 if you make a mount attempt. 

Fighters can elect to keep their distance and keep striking until one of them makes a successful grapple or takedown attempt.

Grappling

The attacker makes an attempt to grapple with their opponent and gain an advantageous hold on them. To grapple roll 2d6 and check the grappling table

2 or less

Disastrous attempt - enemy repels your grapple and now has initiative and has grappled you

3–5

Failed attempt - you couldn’t grapple your opponent and have lost initiative

6–8

The grapple didn’t work but you still have initiative and can make another opening move

9–11

You won the grapple, retain initiative and may now choose a grappling move on your next turn

12 or more

Tremendous success - Not only did you win the grapple and keep initiative but you gain +2 on your grappling move roll

Grappling Moves are lock, throw, hold and throw, hold and strike, or hold to advantage.


Lock: Attempt to place the wrist, arm, ankle, leg, or neck in a painful locked position and apply pressure. Putting an enemy in a lock cedes initiative to them and they are allowed to try and break free. If they succeed in breaking free initiative is rolled again. If your opponent cannot break your lock on their turn you can keep the lock applied they will be forced to tap out or have the grappled limb broken at which point they are considered “Defeated” and in need of a healer before they can do anything. In a lethal combat situation, they can save vs poison to avoid being “Defeated” even if they make the save they may now only move at 1/3 of their normal move, defend at -4 to their AC and attack at -2 to hit and -2 damage.

Throw: Either using the enemies own momentum against them, your own brute strength or a combination of both you attempt to lift, leverage, or trip the enemy so you can throw them on the ground or against the wrestling pit wall. Thrown characters must save vs paralysis to avoid being stunned if they fail you can execute another move on them as an immediate success. If they make it they are prone you keep initiative and your next move is at +1, or +2 if your next move is to mount them.

Hold to Advantage: You hold your enemy in your grapple whilst actively working for an advantage. You lose initiative but your enemy’s Break Roll is at -2. If they can’t break your grapple you regain the initiative and your next move is at +2. This move can be used consecutively but each extra use reduces the penalties in favour of the defender. For example, holding to advantage a second time in a row the enemy only suffers a -1 penalty to their break roll and you only gain an +1 bonus to your next move. Hold for a third round and their break penalty is 0 your bonus is 0, hold for a fourth round and the enemy has a +1 bonus to their break roll and you have -1 penalty on your next move attempt if the enemy doesn’t break free. However, being grappled is more tiring than grappling someone so for each turn you can hold someone to advantage you reduce their CON based fatigue resistance by 1 point making holding a viable tactic if you have a high CON bonus or have heard rumors that you opponent isn’t fit (I.e. has a low or negative con bonus).


Throw and Hold: Like a throw but you apply a hold first and try to ensure you still have your enemy in a hold once the throw is executed. For example, you grab a leg or arm and use it to throw the opponent, and instead of letting them go, you hold onto the limb. This is difficult to execute and losses your initiative. If your enemy fails their break roll then you have succeeded. If they make it you still have initiative but your next move is at -1. Because you are holding a limb the throw element of the move is slightly less damaging so they have a +2 on their save vs paralysis. Failure or success is the same as the results for a Throw (see above). If your next move is to apply a lock to the held limb your bonus is +2


Hold and Strike: You grab an enemy limb to lessen their defence when you strike. If you use a one-handed hold you can grab them around the neck, or waist or grab a leg, arm, wrist, etc. This is a difficult move so you lose initiative. If you attempt to hold with two hands your target gets a -1 penalty to their break roll, but you can only make a “Fast” attack at +1 to hit. If you hold with just 1 hand your opponent gets a +1 bonus to their break roll, but if they fail you can make a “Heavy” strike without the usual -2 penalty to hit.


Groundwork

Take Down

Mount

Lock

Choke

Ground and Pound

Comments

  1. Cheers, Narmer. Appreciate that. Was a bit worried this lacked punch compared to some of the other classes.

    ReplyDelete

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