Wednesday, 1 May 2019

How to: Monk Abilities

How to: Monk Abilities

I've heard people requesting me to convert some of Pathfinder/D&D class abilities, and I have only now got to the point when I have enough free time and motivation to do so. Here we have all basic monk abilities. These are my interpretations, not literal conversions.

Monk Defense – 15 points/level
                When wearing no armor, not benefiting from any effects that grant DR, and carrying less than his Light Encumbrance, the character gets a +1 bonus to his Dodge and Parry values per level of this ability.
                Statistics: Enhanced Dodge 1 (Accessibility, Only when unarmored and unencumbered, -30%; Chi, -10%) [9/level] + Enhanced Parry 1 (All parries; Accessibility, Only when unarmored and unencumbered, -30%; Chi, -10%) [6/level].

Flurry of Blows – 25 points/level
                By spending 2 FP, the character can unleash a flurry of blows, making an additional attack per level of this ability. He can strike more than once with the same weapon or body part.
                Statistics: Extra Attack 1 (Costs Fatigue, 2 FP, -10%; Chi, -10%; Multi-Strike, +20%) [25/level].

Stunning Fist – 27 points           
The character can spend one FP to deliver an Affliction as a follow-up to his punch. This Affliction can be resisted by (HT+DR). The default effect is a physical stun. The victim can recover from it by rolling HT every second. Alternatively, the victim will suffer one of the following effect instead of stunning, chosen by the character, for margin of failure minutes: a -2 penalty to ST and DX, nauseated, Blindness, Deafness, or paralysis.
                Statistics: Affliction 1 (HT; Alternative Enhancements, +177%; Chi, -10%; Costs Fatigue, 1 FP, -5%; Follow-Up, Punch, +0%) [27]. Notes: Alternative Enhancements include normal stunning (+5%), Attribute Penalty, ST-2 and DX-2 (+30%), Nauseated (+30%), Disadvantage, Blindness (+50%), Disadvantage, Deafness (+20%), and Paralysis (+150%). This effect can instead be represented by the Crippling Blow imbuement skill (GURPS Power-Ups 1: Imbuements, p. 7).

Fast Movement – 17 points
                When wearing no armor, not benefiting from any effects that grant DR, and carrying less than his Light Encumbrance, the character has his Basic Move increased by 2. In addition, in the same conditions, the character can increase his top speed limit to double his Basic Move. This acceleration costs 1 FP per minute.
                Statistics: Basic Move +2 (Accessibility, Only when unarmored and unencumbered, -30%; Chi, -10%) [6] + Enhanced Move 1 (Ground; Accessibility, Only when unarmored and unencumbered, -30%; Chi, -10%; Costs Fatigue, 1 FP, -5%) [11].

Still Mind – 8 points
The character benefits from Mind Shield 2 (p. B70).
                Statistics: Mind Shield 2 (Chi, -10%) [8].

Slow Fall – 8 points
The character benefits from Catfall (p. B41).
                Statistics: Catfall (Chi, -10%) [9].

High Jump – 8 points
The character can activate Super Jump 1 (p. B89) by spending 2 FP.
                Statistics: Super Jump 1 (Costs 2 FP, -10%; Chi, -10%) [8].

Purity of Body – 9 points
The character becomes immune to disease.
                Statistics: Immunity to Disease (Chi, -10%) [9].

Wholeness of Body – 23 points
The character regenerated lost HP at a rate of 1 HP per hour.
                Statistics: Regeneration (Regular; Chi, -10%) [23].

Diamond Body – 14 points
The character becomes immune to poison.
                Statistics: Immunity to Poison (Chi, -10%) [14].

Abundant Step – 40 points
You can step through the fourth dimension, effectively teleporting to another place within 10 yards that you able to see with your own eyes. You can carry up to Light Encumbrance when you travel.
Take a step (you cannot cast this spell if you are immobilized) and make an IQ + Talent roll to cast this spell, modified as follows:
Preparation Time: The amount of time taken to prepare for the teleport affects the IQ roll, as follows:
Preparation Time
IQ Modifier
None
-10
1 second
-5
2 seconds
-4
4 seconds
-3
8 seconds
-2
15 seconds
-1
30 seconds
0
1 minute
+1
2 minutes
+2
4 minutes
+3
8 minutes
+4
15 minutes
+5
30 minutes
+6
1 hour
+7
2 hours
+8
4 hours
+9
8 hours
+10
This table is not open-ended; +10 is the maximum possible bonus. Note that the user must take a Step every second, if he is preparing!
Fatigue Points: Apply a bonus of +1 per additional FP spent. You must declare this before you roll, and you lose the FP whether you succeed or fail. You never have to spend FP, but it is usually a good idea if you must travel far or without much preparation.
On a success, you appear at your target destination. On a failure, you go nowhere. On a critical failure, you arrive at the wrong destination. This can be anywhere the GM wishes! It need not be dangerous, but it should seriously inconvenience you.
You can use this ability to evade attacks in combat. Once per turn, you may teleport to any space you can see within 10 yards, instantly. This is considered a dodge. Of course, the IQ + Talent roll will be at -10 for instant use, so you might want to spend FP to improve your odds!
Statistics: Warp (Accessibility, Step, -10%; Chi, -10%; Costs Fatigue, 1 FP, -5%; Extra Carrying Capacity, Light, +10%; No Strain, +25%; Range Limit, 10 yards, -50%; Vision-Based, Reversed, -20%) [40].

Diamond Soul – 15 points
The character benefits from Magic Resistance 3 (p. B67). This ability permits the character to possess and use his own magical abilities.
                Statistics: Magic Resistance 3 (Chi, -10%; Improved, +150%) [15].

Quivering Palm – 38 points
You can set up vibrations within the body of another creature that can thereafter be fatal if the you so desire. To deliver the Quivering Palm, you must touch bare skin. This requires a Karate roll in combat, an ordinary touch otherwise. Only witnesses with the Esoteric Medicine (Chi) skill will recognize the Hand. Success means you can – at an unspecified future date, from any distance – trigger the Quivering Palm. The victim must then roll against HT or suffer a heart attack.
                Statistics: Affliction 1 (HT; Chi, -10%; Contact Agent, -30%; Costs Fatigue, 2 FP, -10%; Delay, Triggered, +50%; Heart Attack, +300%; Low Signature, +10%; Melee Attack, Reach C, -30%) [38].

Timeless Body – 14 points
The character stop aging and cannot be aged by supernatural means.
                Statistics: Unaging (Chi, -10%) [14].

Tongue of the Sun and Moon – 36 points
The character can speak every language with the exceptions of those that have never been discovered or deciphered and alien languages.
                Statistics: Omnilingual (Chi, -10%) [36].

Empty Body – 72 points
The character and his gear up to his Light Encumbrance can temporarily become ethereal as per Insubstantiality (p. B62). This costs 2 FP per minute and does not allow vertical movement.
                Statistics: Insubstantiality (Can Carry Objects, Light Encumbrance, +20%; Chi, -10%; Costs Fatigue, 2 FP, -10%; No Vertical Move, -10%) [72].

Perfect Self – 19 points
The character gains DR 5 that is ignored by chaotic attacks (for example, Anarchic Weapon).
                Statistics: DR 5 (Chi, -10%; Not vs. Chaotic Weapons, -15%) [19].

3 comments: