Half-Gith Monk
Cost Ability
70 Half-Gith
55 Brawler

125

Total Cost of Template

Race Package Deal
Half-Gith
Very rare, these crossbreeds of Human and one of the offshoots of the planar-traveling Gith race have strange abilities that often mark them for difficult lives. They are usually thinner and taller than average humans, with a definite tint of yellowish tone in their skin, small, sometimes almost nonexistent noses, high cheekbones, wide thin lips with very little rouging, and occasionally with spotted or mottled skin around the joints and the edges of the face. Their hair is stiff and brushy compared to a full blooded human, and generally only grows on their head.
Lucky Half-Gith that favor their human parentage lack the skin spotting, or else its so minor that it is covered over with a little makeup or concealed by a suntan, have hair that is simply very straight rather than brushy, and have fully formed human features including a normal nose, though still chiseled and lean.
Gith are generally born with innate Psionic gifts. Many hone these natural abilities actively, but others seek other pursuits, particularly those with a monastic orientation.
In human societies, Half-Gith often try to disguise or downplay their Gith features, accentuating their humanity. Some others develop their Psionic gifts sufficiently to leave the Prime Material Plane behind and go off to seek their fates elsewhere.
GM Permission is typically required to play a Half-Gith.
Cost Ability
6 Dexterous: +2 DEX
2 Quick-witted: +2 INT
2 Strong Personality: +2 PRE
15 Psionic Resistance: Damage Reduction 50% Resistant vs. Psionics; Activation 11- (-1)
25 Total Cost of Abilities
Value Disadvantages
-20 Normal Characteristic Maxima
-5 Distinctive Feature: Half-Gith (Concealable w/ Magic, Noticed, Not Distinctive in Some Cultures)
+0 Total Cost of Package
Value Options
12 Extremely Dexterous: +4 DEX
2 Extremely Strong Personality: +2 PRE
4 Strong Willed: +2 EGO
5 Stamina: +10 END
10 Unassailable Mind: +10 Mental Defense
5 Nightvision
15 **Wild Talent Psychic Powers Elemental Control (30 point Powers)
(see Psionic System guidelines)
10 Ego Whip: EGO Attack 3d6 (30 Active Points); Activation 14- (-1/2)
7 Mental Barrier: +30 Mental Defense (30 Active Points), Activation 14 (-1/2), Costs END (-1/2)
8 Combat Precog: +4 All Combat (32 Active Points); Activation 14 (-1/2), Costs END (-1/2)
14 Far Punch: Energy Blast 10d6, vs. Physical (50 Active Points), Activation 11- (-1) , x2 END (-1/2)
var With GM Permission, any Psionic Power as a Wild Talent
** NOTE: Half-Gith Psions should take a Multipower and appropriate Psionic Discipline Skills as descibed in the Psionic System guidelines instead of a Wild Talent Elemental Control.
-2 Stringy: -2 STR
-4 Introspective: -2 EGO

Basic Package Deals
Brawler
Brawlers fight with knuckle and grit, grappling, punching, headbutting and assailing their opponents with their barehands and clubs of opportunity. Often found in bars, towns, and rough neighborhoods, some Brawlers are good enough to pit their skills against armed opponents or in an adventuring party. Some supplement their fisticuffs with a stout club or cross-train to learn other martial disciplines.
The player of a Brawler gets to build their own fighting style and it can be anything ranging from a well established and formalized system of fighting to just pure natural talent unique to the character as they wish, though additions to the history of the setting necessary to accomodate an established system are subject to GM modification or veto.
Cost Ability
2 Tough: +2 PD
3 Quick: +1 DEX
10 Nimble: +1 SPD
24 Brawling Martial Art (HtH Based)
3 Choose One:
 
  • Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on
 
  • Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls
 
  • Takedown: 1/2 Phase, +1 OCV, +1 DCV, STR Strike; Target Falls
 
  • Flying Tackle: 1/2 Phase, +0 OCV, -1 DCV, STR +v/5 Strike; You Fall, Target Falls; FMove
 
  • Sacrifice Throw: 1/2 Phase, +2 OCV, +1 DCV, STR Strike; You Fall, Target Falls
 
  • Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +1d6 Strike, Target Falls
 
  • Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +2d6 Strike
16 Choose Four:
 
  • Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
 
  • Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
 
  • Root: 1/2 Phase, +0 OCV, +0 DCV, 25 STR to resist Shove; Block, Abort
 
  • Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll 
 
  • Sacrifice Disarm: 1/2 Phase, +2 OCV, -2 DCV, Disarm, +10 STR to Disarm
 
  • Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
 
  • Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, STR + 2d6 Strike, Must Follow Block
 
  • Crush: 1/2 Phase, +0 OCV, +0 DCV, STR + 4d6 Crush, Must Follow Grab
 
  • Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs
 
  • Reversal: var Phase, -1 OCV, -2 DCV, +15 STR to Escape; Grab Two Limbs
 
  • Shove: 1/2 Phase, +0 OCV, +0 DCV, +15 STR to Shove
 
  • Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike
 
  • Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, STR +2d6 Strike
 
  • Sacrifice Lunge: 1/2 Phase, +2 OCV, -2 DCV, STR +v/5; FMove
 
  • Charge: 1/2 Phase, +0 OCV, -2 DCV, STR +2d6 +v/5 Strike, FMove
 
  • +1 Damage Class w/ Martial Arts (not factored in)
5 Choose One:
 
  • Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
 
  • Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on; FMove
 
  • Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, +10 STR to take weapon away
 
  • Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, STR Strike
 
  • Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike
 
  • Sacrifice Strike: 1/2 Phase, +1 OCV, -2 DCV, STR +4d6 Strike
 
  • Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +v/5; FMove
3 Choose One:
 
  • Muscular: +3 STR
 
  • Combat Skill Levels: +1 with Martial Arts
 
  • KS: Martial Art (INT)
 
  • KS: Martial Art (GEN) + 1
 
  • Acrobatics
6 Combat Skill Levels: +2 with Martial Arts
4 Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2)
3 Breakfall
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
2 WF: Common Martial Arts Weapons
1* Weapon Element with Martial Art
var More Maneuvers
+4* HtH Damage Classes; (Some GM's will put a cap on Damage Classes to prevent abuse; in this case to allow the Brawler to stay competitive, the GM should at least allow a cap of 1/100 Character Points of the Brawler rounded in their favor.)
+4* Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2)
+12 Fleet: +2" Run (8" Total), Reduced Endurance (0 End, +1/2), Affects Base
5 Palooka Resilience: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2)
10 Palooka Recovery: +15 REC (30 Active Points); Only When Taking A Non-Post Segment 12 Recovery In Combat (-2)
5 Frightening Intensity: +10 PRE; Offensive Use Only (-1)
-5 Reputation: Ill tempered Brawler 8-
-5 Physical Limitation: Old Injury (Infrequently, Slightly Impairing)
-10 Psychological Limitation: Roughneck Mentality (Common, Moderate)
-10 Rivalry with other Brawlers (More Powerful, Group, Professional, Unaware, Outdo)