Monks are
skilled at the use of barehanded fighting, and develop strange martial
abilities as they progress in experience. Monks are usually (but not always) trained from a
young age in remote monastaries or martial academies. Many a heavily armored
sword-bearing warrior has been dismayed to discover the potency of an
unarmed and unarmored Monk. |
Cost |
Ability |
55 |
Rapscallion Package Deal
(exchange WF: Short Blades for WF: Off Hand) |
60 |
My Body My Weapon: MP, 60-point
reserve, (60 Active Points); all slots Requires A Skill Roll (Active Point
penalty to Skill Roll is -1 per 20 Active Points PS: Martial Arts "Style";
-1/4) |
3u 1) Strike to Pummel: HA
+5d6, Autofire (3 shots; +1/4), Reduced Endurance (0 END; +1) (56 Active
Points); HA (-1/2), Requires A Skill Roll (Active Point penalty to Skill
Roll is -1 per 20 Active Points PS: Martial Arts "Style"; -1/4) |
4u 2) Strike to Kill: HKA 2d6-1
(2d6 w/STR) (vs. PD), Autofire (3 shots; +1/4), Reduced Endurance (0 END;
+1) (56 Active Points); Requires A Skill Roll (Active Point penalty to Skill
Roll is -1 per 20 Active Points PS: Martial Arts "Style"; -1/4) |
Power Skill (EGO): Martial Arts Style
+1 |
Value |
Disadvantages |
0 |
None |
+115 |
Total Cost of Package |
Cost |
Options |
+5 |
Strike to Disable Slot: Drain DEX 4d6, Reduced
Endurance (0 END; +1/2) (60 Active Points); Requires A Skill Roll (Active
Point penalty to Skill Roll is -1 per 20 Active Points PS: Martial Arts
"Style"; -1/4) |
+3 |
Strike to Stun Slot: HA +4d6, Reduced Endurance (0
END; +1/2), AVLD (MD; +1 1/2) (60 Active Points); HA (-1/2), Requires A
Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points
PS: Martial Arts "Style"; -1/4) |
+2 |
Quivering Palm Slot: Drain BODY 1 1/2d6,
Uncontrolled (Terminates After 1 Phase per 50 Character Points of Monk When
Trigger Set) (+1/2), Trigger (At Will; +1/2), Continuous (+1), IPE (Fully
Invisible; +1) (60 Active Points); 1 Recoverable Charge which Recovers every
1 Week (-1 3/4), Requires A Skill Roll (Active Point penalty to Skill Roll
is -1 per 20 Active Points PS: Martial Arts "Style"; -1/4) |
+3 |
Ghost Ki Strike
Slot: HA +4d6, Autofire (3 shots;
+1/4), Affects Desol Any form of Desolidification (+1/2), Reduced Endurance
(0 END; +1) (55 Active Points); HA (-1/2), Requires A Skill Roll (Active
Point penalty to Skill Roll is -1 per 20 Active Points PS: Martial Arts
"Style"; -1/4) |
+5 |
Deflect Arrow Slot: (Total: 60 Active Cost, 48 Real
Cost) Missile Deflection (Bullets & Shrapnel), Missile Reflection, Reflect
At Any Target (45 Active Points); Requires A Skill Roll (Active Point
penalty to Skill Roll is -1 per 20 Active Points PS: Martial Arts "Style";
-1/4) (Real Cost: 36) plus +3 with Missile Deflection (15 Active Points);
Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20
Active Points PS: Martial Arts "Style"; -1/4) (Real Cost: 12) |
3 |
Power Skill (EGO):
Meditation |
+7* |
Still Mind: +5
EGO, Requires Meditation Roll (-1/2) |
+10* |
Wholeness of
Body: 2d6 Healing, Simplified Option, Self Only (-1/2), Requires Meditation
Roll (-1/2) |
+6 |
Abundant Step: Teleportation 10"
(20 Active Points); 1 Charges (-2), Requires Meditation
Roll (-1/2) |
+11 |
Tongue of the Sun and the Moon:
Universal Translator 14- (23 Active Points); Concentration 1/2 DCV, Must
Concentrate throughout use of Constant Power (-1/2), Requires A Meditation
Skill Roll (-1/2) |
+14 |
Empty Body: Desolidification
(affected by Ethreal Affecting) (40 Active Points); 1 Continuing Fuel
Charges lasting 1 Minute each (-3/4), Concentration 1/2 DCV, Must
Concentrate throughout use of Constant Power (-1/2), Requires A Meditation
Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points
-1/4), Extra Time Delayed Phase (-1/4) |
+4* |
Combat Luck (3 PD/3 ED) (6 Active
Points); Not While Wearing Armor (-1/2) |
+4* |
Slow Fall: Gliding 10" (10 Active
Points); Only in contact with Vertical Surface (-1/2), Only to prevent
falling damage (-1/2), No Noncombat Movement (-1/4) |
+3* |
Leap of the
Clouds: +2" Leap, Reduced Endurance (0 End, +1/2) |
+12 |
Fleet: +2" Run
(8" Total), Reduced Endurance (0 End, +1/2), Affects Base |
+6* |
*Extra Fleet: +2" Run,
Reduced Endurance (0 End, +1/2) |
+10 |
Purity of Body:
(LS: Immunity to Disease) |
+10 |
Diamond Body:
(LS: Immunity to Poison) |
+1 |
Timeless Body: Life Support , Longevity: Immune to Aging Effects |
-5 |
Psychological Limitation:
Monastic Devotion (Uncommon, Moderate) |
-10 |
Psychological Limitation:
Respects All Living Things (Common, Moderate) |
-10 |
Rivalry with
Monks from a different Order (As Powerful, Group, Professional, Aware, Outdo) |
-10 |
Social Limitation: Espouses
Spiritual Contemplation vs. Worship; censured in some lands and opposed by
the religious (Occasionally, Major, Not Limiting In Some Cultures) |
Rapscallions
are those who are off the straight and narrow either in fact or in spirit.
Alert to opportunity, quick witted and cagey, Rapscallions have a solid core
of potential allowing them to adapt to whatever course fate presents them. |
They represent both the best and worst of Rogues, for they are naturally
talented but often choose to put that talent to primarily selfish ends |
Cost |
Ability |
6 |
Quick: +2
DEX |
2 |
Fleet: +1" Run |
3 |
Quick Witted:
+3 INT |
3 |
Glib: +3 PRE |
4 |
Determined: +2
EGO |
3 |
Alert: +1 All
PER |
1 |
Hard Bargainer:
+1 to Resist Bargaining |
1 |
Blas: +1 to
Resist Oratory |
1 |
Immovable: +1
to Resist Persuasion |
1 |
Tight-lipped:
+1 to Resist Conversation |
1 |
Resistance: +1
to Resist Interrogation/Questioning |
10 |
Puissant: +1
Overall Level |
3 |
Bribery |
3 |
Conversation |
3 |
Persuasion |
3 |
Streetwise |
2 |
Survival: Urban |
3 |
Trading |
1 |
WF: Short
Blades |
Value |
Disadvantages |
0 |
None |
+55 |
Total Cost of Package |
Cost |
Options |
1 |
Literacy w/ Native Language |
3 |
Well Connected |
var |
Contacts |
var |
Favors |
var |
Successful: Money |
var |
Street Credibility:
Reputation Perk |
var |
Established: Base(s) |
var |
Established: Followers |
2 |
Thieves' Cant: (Language;
basic conversation; literate) |
-15 |
Psychological Limitation:
Self Centered (Common,
Strong) |
-5 |
Social Limitation: Prior
Conviction
(Got caught at some point in the past and has done some
time incarcerated or otherwise detained by the Law; known to local Law
Enforcement) (Frequently; Minor;
Not Limiting In Some Cultures) |
-10 |
Rivalry with
other Rogues (More Powerful, Group, Professional, Unaware, Outdo) |