Wednesday 12 May 2021

Occupational Template: Monk

Occupational Template: Monk

Now this one is quite different from the DF martial artist.

 

MONK

150 points

Attributes: ST 11 [10]; DX 13 [60]; IQ 10 [0]; HT 11 [10].

Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 11 [5]; Per 10 [0]; FP 11 [0]; Basic Speed 6.00 [0]; Basic Move 7 [5].

Advantages: Trained by a Master (Unarmed Only, -40%) [18] and one of Forceful Chi 1 [15] or Inner Balance 1 [15]. • 10 points in Chi abilities and special skills. • A further 30 points chosen from among additional Chi abilities, special skills, style techniques, or ST +1 to +3 [10/level], DX +1 [20], IQ +1 [20], HT +1 to +3 [10/level], Will +1 to +5 [5/level], Per +1 to +5 [5/level], HP +1 to +5 [2/level], FP +1 to +6 [3/level], Basic Speed +1 [20], Basic Move +1 to +3 [5/level], Absolute Timing [2], Alcohol Tolerance [1], Ambidexterity [5], Autotrance [1], Catfall [10], Claim to Hospitality (Monasteries of the same order) [1], Combat Reflexes [15], Common Sense [10], Danger Sense [15], Daredevil [15], Eidetic Memory [5] or Photographic Memory [10], Enhanced Dodge 1 or 2 [15 or 30], Enhanced Parry 1 or 2 (Unarmed) [5 or 10], Extra Attack 1 [25], Fearlessness 1-5 [2/level], Fit [5] or Very Fit [15], Flexibility [5] or Double-Jointed [15], Forceful Chi 1-3 [15/level], Hard to Kill 1-4 [2/level], Hard to Subdue 1-4 [2/level], High Pain Threshold [10], Inner Balance 1-3 [15/level], Less Sleep 1-4 [2/level], Lifting ST 1 or 2 [3 or 6], Longevity [2], Luck [15], Magic Resistance [2/level] or Magic Resistance (Improved, +150%) [5/level], Mind Shield [4/level], No Hangover [1], Perfect Balance [15], Rapid Healing [5] or Very Rapid Healing [15], Recovery [10], Reputation [Varies], Resistant to Chi Abilities (+3) [10] or (+8) [15], Resistant to Disease (+3) [3], Resistant to Poison (+3) [5], Sanitized Metabolism [1], Single-Minded [5], Striker (Crushing; Limb, Shin, -20%) [4], Striking ST 1 or 2 [5 or 10], Style Familiarity [1], Style Perks [1/perk], Weapon Bond [1], or remove the Unarmed Only limitation from Trained by a Master for 12 points.

Disadvantages: One -10-point disadvantage or two -5-point disadvantages for the Pact limitation of the Chi power modifier, chosen from Disciplines of Faith (Monasticism or Mysticism) [-10] or Vow [Varies]. • Another -25 points chosen from among Code of Honor (Bushido) [-15], Compulsive Vowing [-5*], Disciplines of Faith (Asceticism) [-15], Fanaticism (Philosophical or religious) [-15], Honesty [-10*], Obsession (“Perfect my art at any cost!”) [-10*], Pacifism (Cannot Kill or Self-Defense Only) [-15], Social Stigma (Minority Group) [-10], Vow (Chastity, Vegetarianism, etc.) [-5], Vow (Silence) [-10], Vow (Always fight unarmed) [-15], or Wealth (Struggling, Poor, or Dead Broke) [-10, -15, or -25]. • A further -15 points chosen from among those traits or Callous [-5], Loner [-5*], No Sense of Humor [-10], Oblivious [-5], Overconfidence [-5*], Reputation [Varies], Sadism [-15*], Sense of Duty (Adventuring companions or Fellow monks) [-5], Shyness [-5 or -10], Stubbornness [-5], or Workaholic [-5].

Primary Skills: Jumping (E) DX [1]-13 and Acrobatics (H) DX-1 [2]-12. • Judo or Karate, both (H), one at DX+2 [12]-15, and the other at DX [4]-13. • One of Thrown Weapon (Dart, Knife, or Shuriken) (E) DX [1]-13; Throwing (A) DX-1 [1]-12; or Blowpipe or Sling, both (H) DX-2 [1]-11. • One of these three melee skills packages:

1.       Two of Knife (E) DX+2 [4]-15; Axe/Mace, Jitte/Sai, Shortsword, Smallsword, Staff, or Tonfa, all (A) DX+1 [4]-14; or Flail or Kusari, both (H) DX [4]-13.

2.       One of the Melee Weapon skills in option 1, and 4 points in one of Judo and Karate.

3.       No Melee Weapon skills, but raise one of Judo or Karate to DX+3 [16]-16 and the other to DX+1 [8]-14.

Secondary Skills: Stealth (A) DX-1 [1]-12 and Meditation (H) Will-1 [2]-10.

Background Skills: Tactics (H) IQ-1 [2]-9. • Four of Fast-Draw (any) or Innate Attack (any), both (E) DX [1]-13; Climbing (A) DX-1 [1]-12; First Aid, Gesture, Housekeeping, or Savoir-Faire (Dojo), all (E) IQ [1]-10; Cooking, Occultism, or Teaching, all (A) IQ-1 [1]-9; Hiking or Running, both (A) HT-1 [1]-10; Intimidation (A) Will-1 [1]-10; Expert Skill (Chi or Hoplology), Pharmacy (Herbal), or Philosophy, all (H) IQ-2 [1]-8; or Observation (A) Per-1 [1]-9.

Special Skills: Immovable Stance, Light Walk, Lizard Climb, Parry Missile Weapons, Push, or Throwing Art, all (H) DX-1 [2]-12; Breaking Blow, Flying Leap, Hypnotic Hands, Hypnotism, Precognitive Parry, or Pressure Points, all (H) IQ-1 [2]-9; Breath Control or Kiai, both (H) HT-1 [2]-9; Body Control (VH) HT-2 [2]-9; Mental Strength (E) Will+1 [2]-12; Mind Block (A) Will [2]-11; Autohypnosis or Power Blow (H) Will-1 [2]-10; Esoteric Medicine (Chi) (H) Per-1 [2]-9; Blind Fighting or Sensitivity, both (VH) Per-2 [2]-8; or appropriate imbuement skills, all (VH) DX-2 [2]-11. Some of these skills have requirements.

* Multiplied for self-control number; see p. B120.

 




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