Concept: | A rogue turned dedicated monk / martial artist | Race: half-elf | Rank: Veteran 10 |
📋 Core Details
- Bennies: 3
- Size: 0
🎲 Attributes & Derived Statistics
Attributes
| Attribute | Die Type | Modifier |
|---|---|---|
| Agility | d12 | - |
| Smarts | d6 | - |
| Spirit | d8 | - |
| Strength | d8 | - |
| Vigor | d6 | - |
Derived Stats
| Stat | Value | Calculation | Notes |
|---|---|---|---|
| Pace | 8 | Standard | Run die: d8 |
| Parry | 9 | 2 + Half Fighting | Base: 2 |
| Toughness | 10 | 2 + Half Vigor | Base: 6, Armor: 0 |
⚔️ Skills
| Skill Name | Linked Attribute | Die Type | Modifier | Notes |
|---|---|---|---|---|
| Athletics | Agility | d8 | - | Core Skill |
| Common Knowledge | Smarts | d6 | - | Core Skill |
| Notice | Smarts | d6 | +2 | Core Skill |
| Persuasion | Spirit | d6 | - | Core Skill |
| Stealth | Agility | d6 | - | Core Skill |
| Fighting | Agility] | d12 | - | - |
| Shooting] | Agility] | d10 | - | - |
| Survival | Smarts | D6 | - | - |
| Performance | Spirit | D6 | - | - |
| Thievery | Agility | D8 | - | - |
| Riding | Agility | D4 | - | - |
🎭 Hindrances & Edges
Hindrances
Descriptions
Driven to be Famous (Major): A vow is a commitment to others. Driven characters want something for themselves. It may be to protect the realm, become a decorated officer, prove you’re the best gladiator in Rome, or the best pilot in the galactic fleet. The Minor version shapes the character and pushes his decisions but either happens rarely or is fairly harmless.
Overconfident (Major): There’s nothing out there your hero can’t defeat. At least that’s what he thinks. He believes he can do most anything and never wants to retreat from a challenge. He’s not suicidal, but he certainly takes on more than common sense dictates.
Loyal to Friends (Minor): This stalwart defender risks his life for his friends without hesitation. Some Loyal heroes may not act that way, but are the first to come to their friends’ rescue when they’re threatened.
Body is a Temple (quirk) (Minor): Silis is very particular of the food he consumes. He sticks to local stores where he can trace the origin of each item. He has even gone so far as to visit various farms to vet them. He will not eat food from unknown or untrusted sources. He frequently admonishes his friends for their eating habits regardless of how good.
Edges
Descriptions
- Martial Warrior: The fighter has trained in basic martial arts. Her fists and feet are weapons (see Natural Weapons, page 104) so he’s always considered armed. He adds +2 when striking with them and causes 2 Die raises damage. D12 is total from this and other edges. If she already has a Strength damage die from the Claws racial ability (page 18) or the Brawler Edge, increase the damage a die type. Martial Artist does not add to damage from other Natural Weapons such as fangs or horns.
- Arcane Resistance: Magic and the supernatural hold little sway with this individual. Whether by nature, heritage, or training he’s particularly resistant to magic, psionics, weird science, and other supernatural energies. Arcane skills targeting the hero suffer a −2 penalty (even if cast by allies!) and magical damage is reduced by 2 as well.
- Bruiser: His fists hit like hammers or his talons cut like scythes. His body feels like it’s made of stone. Brawlers increase their Toughness by 2 and roll Strength +2d raises. D12 from this and other edges. If they already have a damage die from Claws (page 18), the Martial Artist Edge, etc., increase the damage die type by one instead. The Brawler Edge doesn’t make the character’s fists Natural Weapons (page 104).
- Rogue Armor: ARMOR RESTRICTION (Light): Rogues are nimble and deadly acrobats. Bulky armor interferes with their abilities, so they subtract 4 from Agility and Agility-based skill rolls when wearing medium or heavy armor, or using medium or heavy shields.
- Rogue Sneak Attack: SNEAK ATTACK: Rogues add an additional d6 to their damage when they have the Drop on their victim, or the victim is Vulnerable. This applies to Athletics (throwing), Fighting, or Shooting attacks.
- Block: Through hard-fought experience your hero has learned to defend himself in vicious hand-to-hand combat. His Parry increases by +1 and any Gang Up bonus against him is reduced by one.
- Monk Martial Discipline: Monks hone their bodies to perfection, gaining an additional +1 Toughness if wearing no armor.
- Monk Mobility: Quick and nimble, monks increase their running die by one die type.
- Monk Stunning Fist: When a monk hits a target with an Unarmed Strike and scores a raise, he may make the foe Distracted or Vulnerable. This occurs even if the victim takes no damage or Soaks it (the states are applied after the victim attempts to Soak).
- Monk Unarmed Strike: Monks gain +1 to Fighting attacks when attacking unarmed and AP +2. They cause Str+d4 damage with their hands, feet, or other Natural Weapons (if they have such appendages, see page 136). If the monk already has a Strength damage die from Claws (available to some ancestries), or the Brawler Edge, increase the damage a die type for each. Monks can apply the Trademark Weapon Edge to their unarmed attacks. Monks always count as armed. Some use regular weapons in their off-hand,but abilities that refer to their Unarmed Strike apply only to unarmed attacks as defined above. On a raise the monk rolls a d10 for his bonus damage.
- Monk Mystic Powers: As a limited free action, the monk can invoke one of the following “ki” powers: boost Trait (Agility, Athletics, Fighting, and Stealth only), deflection, smite, and speed. All are self only, but the monk gains no benefit from the Limitation (see page 168). The monk has 10 dedicated Power Points that recharge normally (see page 169). He automatically activates the power with success for its regular cost, or with a raise for an additional 2 Power Points. He may use applicable Power Modifiers if desired (at the usual cost). See Chapter 5 for more information on specific spells. Mystic Powers doesn’t grant access to Edges that require an Arcane Background. If the monk also has an Arcane Background, none of its Edges or abilities can be used with Mystic Powers (and vice-ersa).
🛡️ Combat & Weapons
| Weapon | Range | Damage | AP | ROF | Weight | Notes |
|---|---|---|---|---|---|---|
| Unarmed | Melee | Str +D12 | 2 | 1 | - | +3 STR / Raise = D10 / Makes Vulnerable |
| Tonfa | Melee | Str+d6 | 0 | 1 | 2lbs | +1 Parry |
| Masterclass Kentucky Flint Rifle] | 90/180/360 | 2D8+1 | 2 | 1 | 1lbs | Reload 1 |
| Custom Revolver | 30/60/120 | 2D6+1 | 0 | 1 | 3lbs | Reload 1 |
🎒 Gear & Equipment
| Item | Quantity | Weight | Notes |
|---|---|---|---|
| Normal Clothing | 1 | - | - |
| [Item Name] | 1 | 1 | [Notes/Function] |
| [Item Name] | 1 | 1 | [Notes/Function] |
Total Weight Carried: 0 / [Max Carry Weight = Str x 5]
✨ Powers
Stats & Descriptions
Arcane Background: Monk
Power Points: 10 / 10
Power Rank Cost Range Duration Effect Boost Trait Novice 2 Self (Raise +2 PP) 5 Agility, Athletics, Fighting, & Stealth only Deflection Novice 3 Self (Raise +2 PP) 5 [+2/+4] Parry Smite Novice 2 Self (Raise +2 PP) 5 [+2/+4] Damage Speed Novice 2 Self (Raise +2 PP) 5 [+2] Quickness (+2 vs MAP or other penalties)
Details
Boost Trait: This power allows a character to increase or decrease a target’s Trait (attribute or skill). Boosting an ally’s Trait increases the selected Trait one die type, or two with a raise, for five rounds. Lowering an enemy’s Trait has a Duration of Instant and lowers the selected attribute or skill a die type with success, or two with a raise (to a minimum of d4). A victim automatically tries to shake off the effect with a Spirit roll as a free action at the end of his following turns. Success improves the effect one die type, and a raise removes the effect entirely. Additional castings don’t stack on a single Trait (take the highest), but may affect different Traits. Duration 5
Deflection: Deflection powers work in a variety of ways. Some manifestations actually deflect incoming attacks, others blur the target’s form or produce illusionary effects. The end result is always the same, however—to misdirect incoming melee and missile attacks from the recipient of the power. Once cast, foes must subtract 2 from attack rolls directed at the user (or 4 with a raise). Duration 5
Smite: This power is cast on a weapon of some sort. If it’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM determines the exact quantity for unusual weapons). While the power is in effect, the weapon’s damage is increased by +2, or +4 with a raise.
Speed/Quickness: Success with speed doubles the target’s movement (basic Pace and running). With a raise the character also ignores the −2 running penalty. Quickness (raise) The character’s total Multi-Action penalty each turn is reduced by 2 (she can do two actions at no penalty or three at −2 each).
📖 Background & Notes
Backstory
[Write character backstory here. Keep it brief and focused on actionable hooks.]
Campaign Notes
- Silis-2026-06-19-Session
- [Session 2 Note]