Dwarven Monk
Cost Ability
27 Hill Dwarf
Add So Tough from Dwarven Options
Add Tougher Than You from Dwarven Options
92 Monk (Generic)  (Exclude Spell Resistance)
  Heavy Hitter: Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike
  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)
6 Spry: +2 DEX

125

Total Cost of Template

Race Package Deal
Hill Dwarves
Hill Dwarves typically live either above ground in highland villages, or in Dwarven holdfasts near the surface, typcially farming and/or maintaining livestock for sustenance. This kind of Dwarf is less common than Mountain Dwarves in most settings, but more often encountered because their steadings are not as remote or difficult to find. Hill Dwarves are typically taller and lither than their Mountain kin, and less dour in outlook.
Cost Ability
5 Strong: +5 STR
6 Durable: +3 CON
6 Durable: +3 BODY
4 Stubborn +2 EGO
5 Doughty: Power Defense: 5
15 Magic Resistance: Damage Reduction 25% Resistant; Only vs Magic (-1)
7 Poison Resistance: Immunity to Poisons, Activation 14- (-1/2)
5 Infravision: Infrared Perception
6 Stalwart: +5 Mental Defense, +5 Power Defense,  +5 PRE; Only to Resist Fear (-2)
2 Keen Senses: +1 PER with Normal Hearing and Normal Touch
1 Longevity: LS: 200 Years
Value Disadvantages
-20 Normal Characteristic Maxima
-5 Distinctive Feature: Dwarf (Concealable w/ Magic, Noticed, Not Distinctive in Some Cultures)
-5 Physical Limitation: Short but Heavy (4 ft - 5 ft; 250 to 400 lbs)
-5 Psychological Limitation: Insular and Gruff (Uncommon, Moderate)
-2 Slow: -1" Running
-1 Dense Flesh: -1" Swimming
-1 Cumbersome: -1" Leaping
-9 Thick-limbed: -3 DEX
-2 Ruminating: -2 INT
-2 Rough-hewn: -4 COM
+10 Total Cost of Package

Race Package Deal
Dwarf Options
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)

Package Deals
Monk (Generic)
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)

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)