With the GM's permission you may upgrade the Race Package Deal listed above with
options selected from the list below, where appropriate at Character Creation. You
may not later add any of these abilities to the existing Package Deal, though you
might be allowed to buy them separately. The GM must approve all additional Disadvantages
take for a given package; simply loading up on extra Racial Enmities and similar
should only be allowed if valid for the character's background.
|
Cost
|
Ability
|
3*
|
Racial Enmity: +1 All Combat, vs. Orc-kin Only (-2)
|
3*
|
Racial Enmity: +1 All Combat, vs. Giant-kin Only (-2)
|
3*
|
Strong Willed: Resistance 3
|
3
|
So Tough: Damage Resistance 3 PD, 3 ED
|
14
|
Tougher Than You:
|
|
- 25% Damage Reduction Physical, Resistant, STUN Only (-1/2), Activation Roll 14-
(-1/2), Nonpersistant (-1/4)
- 25% Damage Reduction Energy, Resistant, STUN Only (-1/2), Activation Roll 14- (-1/2),
Nonpersistant (-1/4)
|
26
|
Way Tougher Than You:
|
|
- 50% Damage Reduction Physical, Resistant, STUN Only (-1/2), Activation Roll 14-
(-1/2), Nonpersistant (-1/4)
- 50% Damage Reduction Energy, Resistant, STUN Only (-1/2), Activation Roll 14- (-1/2),
Nonpersistant (-1/4)
|
4
|
Find the Path: Detect Way Out, Discriminatory, Underground Only (-1)
|
1
|
Walk the Path: Bump of Direction, Underground Only (-1)
|
6
|
Stoneworker: KS: Stonework; PS: Mason
|
8
|
Stone-eyes: Detect Concealed Stone\Rock Features, Discriminatory
|
4
|
Underground Senses: Detect Depth & Slope Information, Discriminatory,
Underground Only (-1)
|
15
|
Blindfighting: Combat Sense 11-
|
25
|
Dwarven War Art: (Weapon Art)
|
|
- Side Slash: Martial Strike {3d6 location}
- Stroke: Defensive Strike {2d6+7 location}
- Chop: Offensive Strike {2d6+1 location}
- Block: Martial Block
- Avoidance: Martial Dodge
- KS: Dwarven War Art (INT)
- Art used with Axes/Maces/Hammers/Picks
|
10*
|
Dwarven War Art Training:
|
|
- +2 with Dwarven War Art
- +1 DC with Dwarven War Art
|
1
|
Weapon Skilled: WF: Axes/Maces/Hammers/Picks
|
1*
|
Longevity: Double Longevity
|
14
|
Spell Resistance +2
|
15
|
Magic Resistance: Damage Reduction 25% Resistant; Only vs. Magic (-1)
|
22
|
Magic Resistance: Damage Reduction 50% Resistant; Only vs. Magic (-1)
|
30
|
Magic Resistance: Damage Reduction 75% Resistant; Only vs. Magic (-1)
|
* May take Multiple Times
|
Value
|
Disadvantages
|
-1
|
Stone-like Flesh: -1" Swimming
|
-10
|
Psychological Limitation: Racial Enmity: Orc-kin (Uncommon, Strong)
|
-10
|
Psychological Limitation: Racial Enmity: Giant-kin (Uncommon, Strong)
|
-10
|
Psychological Limitation: Goldlust & Greed (Common, Moderate)
|
-10
|
Psychological Limitation: Antisocial and Untrusting (Common, Moderate)
|
-10
|
Social Limitation: Clan is in very poor standing (Frequently, Major,
Not Limiting in Some Cultures)
|
Monks are
skilled in the arts 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 |
Brawler Package Deal |
2 |
Springy: +2"
Leap |
4 |
Stunning Blow: Nerve
Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND (Defense: Rigid Armor) |
10 |
Flurry of Blows: Two-Weapon
Fighting (HTH) |
15 |
Damage Reduction 25% Resistant vs Magic |
3 |
Acrobatics |
3 |
Power Skill (EGO):
Meditation |
Value |
Disadvantages |
0 |
None |
+92 |
Total Cost of Package |
Cost |
Options |
+2 |
WF: Common
Martial Arts Weapons |
+5 |
Offensive Strike: 1/2 Phase,
-2 OCV, +1
DCV, STR +4d6 Strike |
+4 |
Fast Strike: 1/2 Phase, +2 OCV, +0
DCV, STR +2d6 Strike |
+5 |
Passing Strike: 1/2 Phase, +1 OCV,
+0 DCV, STR +v/5; FMove |
+4 |
Reversal: var Phase, -1 OCV, -2
DCV, +15 STR to Escape; Grab Two Limbs |
+4 |
Killing Strike: 1/2 Phase, -2 OCV,
+0 DCV, HKA 0 1/2d6 |
+3 |
Grappling Throw: 1/2 Phase, +0
OCV, +2 DCV, STR +2d6 Strike; Target Falls; Must Follow Grab |
+4 |
Counterstrike: 1/2 Phase, +2 OCV,
+2 DCV, STR +2d6 Strike, Must Follow Block |
+4* |
HtH Damage
Classes; (Some GM's will put a cap on Damage Classes to prevent abuse; in
this case to allow the Monk to stay competitive, the GM should at least
allow a cap of 1/100 Character Points of the Monk.) |
+12 |
Deflect Arrows: Missile Deflection
(Bullets & Shrapnel) (15 Active Points); Will Not Work Against Heavy
Missiles (-1/4) |
+13* |
Ki Strike: HA +4d6, Affects
Desol Any form of Desolidification (+1/2) (30 Active Points); HA (-1/2) |
+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) |
+18 |
Quivering Palm: 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), Extra Time (Full Phase, Only to Activate, Delayed Phase,
-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) |
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: |
|
|
|
- Combat Skill Levels: +1 with Martial
Arts
|
|
|
|
- KS: Martial Art (GEN) + 1
|
|
|
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) |