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].
Just wondering the page reference for Omnilingual.
ReplyDeletePyramid #3-54, page 29.
DeleteThanks!
Delete