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Killer Shrike

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Everything posted by Killer Shrike

  1. Monk 20th Level Cost Power END 29 Stunning Blow: Hand-To-Hand Attack +5d6, 20 Charges (+1/4), No Normal Defense (Make a CON Roll) (Extraordinarily Common Defense; +1/2) (44 Active Points); Hand-To-Hand Attack (-1/2) 13 Quivering Palm: Drain 2d6: BODY, Trigger (+1/2), Uncontrolled (+1/2), Invisible Power Effects (Fully Invisible; +1) (60 Active Points); 1 Continuing Charges lasting 1 Minute each which Recover every 1 Week (-1 1/2), Extra Time (Full Phase; -1/2), Delayed Phase (-1/4), Only vs living organic creatures (-1/2), Requires A EGO vs CON Roll (RSR Skill is subject to Skill vs. Skill contests, No Active Point penalty to Skill Roll -1/2), Concentration (1/2 DCV; -1/4) [Notes: Trigger: After initial Drain hits, activates whenever the Monk wants the target to die, within 1 day/level.] 9 Ki Strike: Naked Modifier, Affects Desolidified (Any form of Desolidification; +1/2) (20 Active Points); Extra Time (Full Phase; -1/2), Delayed Phase (-1/4), Requires A Meditation Skill Roll (-1/2) 2 37 Fast Movement: Running +8" (14" total) (x4 Noncombat), Reduced Endurance (0 END; +1/2) (37 Active Points) 7 Abundant Step: Teleportation 10" (20 Active Points); 1 Charges (-2) 4 Slow Fall: Leaping +6" (9" forward, 7 1/2" upward), Reduced Endurance (0 END; +1/2) (9 Active Points); Downward Movement Only (-1) 10 Leap of the Clouds: Leaping +7" (9" forward, 7 1/2" upward), Reduced Endurance (0 END; +1/2) (10 Active Points) 15 Wholeness of Body: Healing 3d6 (max. Healed Points: 18) (30 Active Points); Self Only (-1/2), Requires A Meditation Skill Roll (-1/2) 3 14 Empty Body: Desolidification (affected by Ethreal Affecting) (40 Active Points); 1 Continuing Fuel Charges lasting 1 Minute each (-3/4), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -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) 9 Evasion: +6 Dive for Cover Monk Resistance 5 1) Perfect Self: Damage Resistance (5 PD/5 ED) 30 2) Luck 6d6 5 3) Power Defense (10 points) (10 Active Points); Requires A Luck Roll (-1) 5 4) +10 Mental Defense (13 points total) (10 Active Points); Requires A Luck Roll (-1) 10 5) Purity of Body: Life Support (Immunity: All terrestrial diseases and biowarfare agents) 10 6) Diamond Body: Life Support (Immunity: All terrestrial poisons and chemical warfare agents) 1 7) Timeless Body: Life Support (Longevity: Immune to Aging Effects) 12 Deflect Arrows: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Will Not Work Against Heavy Missiles (-1/4) 7 Still Mind: +5 EGO (10 Active Points); Requires A Meditation Skill Roll (-1/2) 11 Tongue of the Sun and the Moon: Universal Translator 14- (23 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Requires A Meditation Skill Roll (-1/2) Powers Cost: 243 Cost Martial Arts Maneuver 16 +4 HTH Damage Class(es) 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +30 STR for holding on 4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1 4 Sacrifice Lunge: 1/2 Phase, +2 OCV, -2 DCV, STR +4d6 +v/5; FMove 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +6d6 Strike 4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, STR +6d6 Strike, Must Follow Block 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +5d6 Strike, Target Falls Martial Arts Cost: 45 Cost Skill 10 Flurry of Blows: Two-Weapon Fighting (HTH) 8 +1 with All Combat 15 +5 with Martial Arts Skills Cost: 33 Cost Talent 4 Wisdom Bonus to AC: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2) 16 Monk's Bonus to AC: Combat Luck (12 PD/12 ED) (24 Active Points); Not While Wearing Armor (-1/2) 14 Diamond Soul (Spell Resistance): Custom Talent 13- [Notes: 10 pts for 11-, +1/2pts] Talents Cost: 34 Val Disadvantages 5 Distinctive Features: [Lawful] (Concealable; Extreme Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures) 5 Distinctive Features: Outsider (Concealable; Extreme Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures) Disadvantage Points: 10
  2. Monk 19th Level Cost Power END 29 Stunning Blow: Hand-To-Hand Attack +5d6, 17 Charges (+1/4), No Normal Defense (Make a CON Roll) (Extraordinarily Common Defense; +1/2) (44 Active Points); Hand-To-Hand Attack (-1/2) 13 Quivering Palm: Drain 2d6: BODY, Trigger (+1/2), Uncontrolled (+1/2), Invisible Power Effects (Fully Invisible; +1) (60 Active Points); 1 Continuing Charges lasting 1 Minute each which Recover every 1 Week (-1 1/2), Extra Time (Full Phase; -1/2), Delayed Phase (-1/4), Only vs living organic creatures (-1/2), Requires A EGO vs CON Roll (RSR Skill is subject to Skill vs. Skill contests, No Active Point penalty to Skill Roll -1/2), Concentration (1/2 DCV; -1/4) [Notes: Trigger: After initial Drain hits, activates whenever the Monk wants the target to die, within 1 day/level.] 9 Ki Strike: Naked Modifier, Affects Desolidified (Any form of Desolidification; +1/2) (20 Active Points); Extra Time (Full Phase; -1/2), Delayed Phase (-1/4), Requires A Meditation Skill Roll (-1/2) 2 37 Fast Movement: Running +8" (14" total) (x4 Noncombat), Reduced Endurance (0 END; +1/2) (37 Active Points) 7 Abundant Step: Teleportation 10" (20 Active Points); 1 Charges (-2) 4 Slow Fall: Leaping +6" (9" forward, 7 1/2" upward), Reduced Endurance (0 END; +1/2) (9 Active Points); Downward Movement Only (-1) 10 Leap of the Clouds: Leaping +7" (9" forward, 7 1/2" upward), Reduced Endurance (0 END; +1/2) (10 Active Points) 15 Wholeness of Body: Healing 3d6 (max. Healed Points: 18) (30 Active Points); Self Only (-1/2), Requires A Meditation Skill Roll (-1/2) 3 14 Empty Body: Desolidification (affected by Ethreal Affecting) (40 Active Points); 1 Continuing Fuel Charges lasting 1 Minute each (-3/4), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -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) 9 Evasion: +6 Dive for Cover Monk Resistance 25 1) Luck 5d6 4 2) Power Defense (9 points) (9 Active Points); Requires A Luck Roll (-1) 4 3) +9 Mental Defense (12 points total) (9 Active Points); Requires A Luck Roll (-1) 10 4) Purity of Body: Life Support (Immunity: All terrestrial diseases and biowarfare agents) 10 5) Diamond Body: Life Support (Immunity: All terrestrial poisons and chemical warfare agents) 1 6) Timeless Body: Life Support (Longevity: Immune to Aging Effects) 12 Deflect Arrows: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Will Not Work Against Heavy Missiles (-1/4) 7 Still Mind: +5 EGO (10 Active Points); Requires A Meditation Skill Roll (-1/2) 11 Tongue of the Sun and the Moon: Universal Translator 14- (23 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Requires A Meditation Skill Roll (-1/2) Powers Cost: 231 Cost Martial Arts Maneuver 12 +3 HTH Damage Class(es) 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +25 STR for holding on 4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 4 Sacrifice Lunge: 1/2 Phase, +2 OCV, -2 DCV, STR +3d6 +v/5; FMove 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +5d6 Strike 4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, STR +5d6 Strike, Must Follow Block 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +4d6 Strike, Target Falls Martial Arts Cost: 41 Cost Skill 10 Flurry of Blows: Two-Weapon Fighting (HTH) 8 +1 with All Combat 12 +4 with Martial Arts Skills Cost: 30 Cost Talent 4 Wisdom Bonus to AC: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2) 12 Monk's Bonus to AC: Combat Luck (9 PD/9 ED) (18 Active Points); Not While Wearing Armor (-1/2) 10 Diamond Soul (Spell Resistance): Custom Talent 11- [Notes: 10 pts for 11-, +1/2pts] Talents Cost: 26
  3. Monk 18th Level Cost Power END 29 Stunning Blow: Hand-To-Hand Attack +5d6, 17 Charges (+1/4), No Normal Defense (Make a CON Roll) (Extraordinarily Common Defense; +1/2) (44 Active Points); Hand-To-Hand Attack (-1/2) 13 Quivering Palm: Drain 2d6: BODY, Trigger (+1/2), Uncontrolled (+1/2), Invisible Power Effects (Fully Invisible; +1) (60 Active Points); 1 Continuing Charges lasting 1 Minute each which Recover every 1 Week (-1 1/2), Extra Time (Full Phase; -1/2), Delayed Phase (-1/4), Only vs living organic creatures (-1/2), Requires A EGO vs CON Roll (RSR Skill is subject to Skill vs. Skill contests, No Active Point penalty to Skill Roll -1/2), Concentration (1/2 DCV; -1/4) [Notes: Trigger: After initial Drain hits, activates whenever the Monk wants the target to die, within 1 day/level.] 9 Ki Strike: Naked Modifier, Affects Desolidified (Any form of Desolidification; +1/2) (20 Active Points); Extra Time (Full Phase; -1/2), Delayed Phase (-1/4), Requires A Meditation Skill Roll (-1/2) 2 37 Fast Movement: Running +8" (14" total) (x4 Noncombat), Reduced Endurance (0 END; +1/2) (37 Active Points) 7 Abundant Step: Teleportation 10" (20 Active Points); 1 Charges (-2) 4 Slow Fall: Leaping +6" (9" forward, 7 1/2" upward), Reduced Endurance (0 END; +1/2) (9 Active Points); Downward Movement Only (-1) 10 Leap of the Clouds: Leaping +7" (9" forward, 7 1/2" upward), Reduced Endurance (0 END; +1/2) (10 Active Points) 15 Wholeness of Body: Healing 3d6 (max. Healed Points: 18) (30 Active Points); Self Only (-1/2), Requires A Meditation Skill Roll (-1/2) 3 9 Evasion: +6 Dive for Cover Monk Resistance 25 1) Luck 5d6 4 2) Power Defense (9 points) (9 Active Points); Requires A Luck Roll (-1) 4 3) +9 Mental Defense (12 points total) (9 Active Points); Requires A Luck Roll (-1) 10 4) Purity of Body: Life Support (Immunity: All terrestrial diseases and biowarfare agents) 10 5) Diamond Body: Life Support (Immunity: All terrestrial poisons and chemical warfare agents) 1 6) Timeless Body: Life Support (Longevity: Immune to Aging Effects) 12 Deflect Arrows: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Will Not Work Against Heavy Missiles (-1/4) 7 Still Mind: +5 EGO (10 Active Points); Requires A Meditation Skill Roll (-1/2) 11 Tongue of the Sun and the Moon: Universal Translator 14- (23 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Requires A Meditation Skill Roll (-1/2) Powers Cost: 217 Cost Martial Arts Maneuver 12 +3 HTH Damage Class(es) 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +25 STR for holding on 4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 4 Sacrifice Lunge: 1/2 Phase, +2 OCV, -2 DCV, STR +3d6 +v/5; FMove 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +5d6 Strike 4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, STR +5d6 Strike, Must Follow Block 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +4d6 Strike, Target Falls Martial Arts Cost: 41 Cost Skill 10 Flurry of Blows: Two-Weapon Fighting (HTH) 8 +1 with All Combat 12 +4 with Martial Arts Skills Cost: 30 Cost Talent 4 Wisdom Bonus to AC: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2) 12 Monk's Bonus to AC: Combat Luck (9 PD/9 ED) (18 Active Points); Not While Wearing Armor (-1/2) 10 Diamond Soul (Spell Resistance): Custom Talent 11- [Notes: 10 pts for 11-, +1/2pts] Talents Cost: 26
  4. Monk 17th Level Cost Power END 29 Stunning Blow: Hand-To-Hand Attack +5d6, 17 Charges (+1/4), No Normal Defense (Make a CON Roll) (Extraordinarily Common Defense; +1/2) (44 Active Points); Hand-To-Hand Attack (-1/2) 13 Quivering Palm: Drain 2d6: BODY, Trigger (+1/2), Uncontrolled (+1/2), Invisible Power Effects (Fully Invisible; +1) (60 Active Points); 1 Continuing Charges lasting 1 Minute each which Recover every 1 Week (-1 1/2), Extra Time (Full Phase; -1/2), Delayed Phase (-1/4), Only vs living organic creatures (-1/2), Requires A EGO vs CON Roll (RSR Skill is subject to Skill vs. Skill contests, No Active Point penalty to Skill Roll -1/2), Concentration (1/2 DCV; -1/4) [Notes: Trigger: After initial Drain hits, activates whenever the Monk wants the target to die, within 1 day/level.] 9 Ki Strike: Naked Modifier, Affects Desolidified (Any form of Desolidification; +1/2) (20 Active Points); Extra Time (Full Phase; -1/2), Delayed Phase (-1/4), Requires A Meditation Skill Roll (-1/2) 2 30 Fast Movement: Running +8" (14" total), Reduced Endurance (0 END; +1/2) (30 Active Points) 7 Abundant Step: Teleportation 10" (20 Active Points); 1 Charges (-2) 3 Slow Fall: Leaping +4" (7" forward, 5 1/2" upward), Reduced Endurance (0 END; +1/2) (6 Active Points); Downward Movement Only (-1) 7 Leap of the Clouds: Leaping +5" (7" forward, 5 1/2" upward), Reduced Endurance (0 END; +1/2) (7 Active Points) 10 Wholeness of Body: Healing 2d6 (max. Healed Points: 12) (20 Active Points); Self Only (-1/2), Requires A Meditation Skill Roll (-1/2) 2 9 Evasion: +6 Dive for Cover Monk Resistance 25 1) Luck 5d6 4 2) Power Defense (9 points) (9 Active Points); Requires A Luck Roll (-1) 4 3) +9 Mental Defense (12 points total) (9 Active Points); Requires A Luck Roll (-1) 10 4) Purity of Body: Life Support (Immunity: All terrestrial diseases and biowarfare agents) 10 5) Diamond Body: Life Support (Immunity: All terrestrial poisons and chemical warfare agents) 1 6) Timeless Body: Life Support (Longevity: Immune to Aging Effects) 12 Deflect Arrows: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Will Not Work Against Heavy Missiles (-1/4) 7 Still Mind: +5 EGO (10 Active Points); Requires A Meditation Skill Roll (-1/2) 11 Tongue of the Sun and the Moon: Universal Translator 14- (23 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Requires A Meditation Skill Roll (-1/2) Powers Cost: 201 Cost Martial Arts Maneuver 12 +3 HTH Damage Class(es) 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +25 STR for holding on 4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 4 Sacrifice Lunge: 1/2 Phase, +2 OCV, -2 DCV, STR +3d6 +v/5; FMove 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +5d6 Strike 4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, STR +5d6 Strike, Must Follow Block 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +4d6 Strike, Target Falls Martial Arts Cost: 41 Cost Skill 10 Flurry of Blows: Two-Weapon Fighting (HTH) 8 +1 with All Combat 12 +4 with Martial Arts Skills Cost: 30 Cost Talent 4 Wisdom Bonus to AC: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2) 12 Monk's Bonus to AC: Combat Luck (9 PD/9 ED) (18 Active Points); Not While Wearing Armor (-1/2) 10 Diamond Soul (Spell Resistance): Custom Talent 11- [Notes: 10 pts for 11-, +1/2pts] Talents Cost: 26
  5. Monk 16th Level *Quivering Palm was so expensive, there were several boosts from 15th level that got bumbed to 16th. Cost Power END 25 Stunning Blow: Hand-To-Hand Attack +5d6, 16 Charges (+0), No Normal Defense (Make a CON Roll) (Extraordinarily Common Defense; +1/2) (37 Active Points); Hand-To-Hand Attack (-1/2) 13 Quivering Palm: Drain 2d6: BODY, Trigger (+1/2), Uncontrolled (+1/2), Invisible Power Effects (Fully Invisible; +1) (60 Active Points); 1 Continuing Charges lasting 1 Minute each which Recover every 1 Week (-1 1/2), Extra Time (Full Phase; -1/2), Delayed Phase (-1/4), Only vs living organic creatures (-1/2), Requires A EGO vs CON Roll (RSR Skill is subject to Skill vs. Skill contests, No Active Point penalty to Skill Roll -1/2), Concentration (1/2 DCV; -1/4) [Notes: Trigger: After initial Drain hits, activates whenever the Monk wants the target to die, within 1 day/level.] 9 Ki Strike: Naked Modifier, Affects Desolidified (Any form of Desolidification; +1/2) (20 Active Points); Extra Time (Full Phase; -1/2), Delayed Phase (-1/4), Requires A Meditation Skill Roll (-1/2) 2 30 Fast Movement: Running +8" (14" total), Reduced Endurance (0 END; +1/2) (30 Active Points) 7 Abundant Step: Teleportation 10" (20 Active Points); 1 Charges (-2) 3 Slow Fall: Leaping +4" (7" forward, 5 1/2" upward), Reduced Endurance (0 END; +1/2) (6 Active Points); Downward Movement Only (-1) 7 Leap of the Clouds: Leaping +5" (7" forward, 5 1/2" upward), Reduced Endurance (0 END; +1/2) (7 Active Points) 10 Wholeness of Body: Healing 2d6 (max. Healed Points: 12) (20 Active Points); Self Only (-1/2), Requires A Meditation Skill Roll (-1/2) 2 9 Evasion: +6 Dive for Cover Monk Resistance 25 1) Luck 5d6 4 2) Power Defense (9 points) (9 Active Points); Requires A Luck Roll (-1) 4 3) +9 Mental Defense (12 points total) (9 Active Points); Requires A Luck Roll (-1) 10 4) Purity of Body: Life Support (Immunity: All terrestrial diseases and biowarfare agents) 10 5) Diamond Body: Life Support (Immunity: All terrestrial poisons and chemical warfare agents) 12 Deflect Arrows: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Will Not Work Against Heavy Missiles (-1/4) 7 Still Mind: +5 EGO (10 Active Points); Requires A Meditation Skill Roll (-1/2) Powers Cost: 185 Cost Martial Arts Maneuver 12 +3 HTH Damage Class(es) 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +25 STR for holding on 4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 4 Sacrifice Lunge: 1/2 Phase, +2 OCV, -2 DCV, STR +3d6 +v/5; FMove 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +5d6 Strike 4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, STR +5d6 Strike, Must Follow Block 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +4d6 Strike, Target Falls Martial Arts Cost: 41 Cost Skill 10 Flurry of Blows: Two-Weapon Fighting (HTH) 8 +1 with All Combat 12 +4 with Martial Arts Skills Cost: 30 Cost Talent 4 Wisdom Bonus to AC: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2) 12 Monk's Bonus to AC: Combat Luck (9 PD/9 ED) (18 Active Points); Not While Wearing Armor (-1/2) 10 Diamond Soul (Spell Resistance): Custom Talent 11- [Notes: 10 pts for 11-, +1/2pts] Talents Cost: 26
  6. Monk 15th Level Cost Power END 25 Stunning Blow: Hand-To-Hand Attack +5d6, 15 Charges (+0), No Normal Defense (Make a CON Roll) (Extraordinarily Common Defense; +1/2) (37 Active Points); Hand-To-Hand Attack (-1/2) 13 Quivering Palm: Drain 2d6: BODY, Trigger (+1/2), Uncontrolled (+1/2), Invisible Power Effects (Fully Invisible; +1) (60 Active Points); 1 Continuing Charges lasting 1 Minute each which Recover every 1 Week (-1 1/2), Extra Time (Full Phase; -1/2), Delayed Phase (-1/4), Only vs living organic creatures (-1/2), Requires A EGO vs CON Roll (RSR Skill is subject to Skill vs. Skill contests, No Active Point penalty to Skill Roll -1/2), Concentration (1/2 DCV; -1/4) [Notes: Trigger: After initial Drain hits, activates whenever the Monk wants the target to die, within 1 day/level.] 9 Ki Strike: Naked Modifier, Affects Desolidified (Any form of Desolidification; +1/2) (20 Active Points); Extra Time (Full Phase; -1/2), Delayed Phase (-1/4), Requires A Meditation Skill Roll (-1/2) 2 24 Fast Movement: Running +6" (12" total), Reduced Endurance (0 END; +1/2) (24 Active Points) 7 Abundant Step: Teleportation 10" (20 Active Points); 1 Charges (-2) 3 Slow Fall: Leaping +4" (6" forward, 5" upward), Reduced Endurance (0 END; +1/2) (6 Active Points); Downward Movement Only (-1) 6 Leap of the Clouds: Leaping +4" (6" forward, 5" upward), Reduced Endurance (0 END; +1/2) (6 Active Points) 10 Wholeness of Body: Healing 2d6 (max. Healed Points: 12) (20 Active Points); Self Only (-1/2), Requires A Meditation Skill Roll (-1/2) 2 9 Evasion: +6 Dive for Cover Monk Resistance 25 1) Luck 5d6 4 2) Power Defense (9 points) (9 Active Points); Requires A Luck Roll (-1) 4 3) +9 Mental Defense (12 points total) (9 Active Points); Requires A Luck Roll (-1) 10 4) Purity of Body: Life Support (Immunity: All terrestrial diseases and biowarfare agents) 10 5) Diamond Body: Life Support (Immunity: All terrestrial poisons and chemical warfare agents) 12 Deflect Arrows: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Will Not Work Against Heavy Missiles (-1/4) 7 Still Mind: +5 EGO (10 Active Points); Requires A Meditation Skill Roll (-1/2) Powers Cost: 178 Cost Martial Arts Maneuver 8 +2 HTH Damage Class(es) 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +20 STR for holding on 4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +4d6 Strike 4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, STR +4d6 Strike, Must Follow Block 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +3d6 Strike, Target Falls Martial Arts Cost: 33 Cost Skill 10 Flurry of Blows: Two-Weapon Fighting (HTH) 8 +1 with All Combat 12 +4 with Martial Arts Skills Cost: 30 Cost Talent 4 Wisdom Bonus to AC: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2) 8 Monk's Bonus to AC: Combat Luck (6 PD/6 ED) (12 Active Points); Not While Wearing Armor (-1/2) 10 DIamond Soul (Spell Resistance): Custom Talent 11- [Notes: 10 pts for 11-, +1/2pts] Talents Cost: 22
  7. Monk 14th Level Cost Power END 25 Stunning Blow: Hand-To-Hand Attack +5d6, 14 Charges (+0), No Normal Defense (Make a CON Roll) (Extraordinarily Common Defense; +1/2) (37 Active Points); Hand-To-Hand Attack (-1/2) 9 Ki Strike: Naked Modifier, Affects Desolidified (Any form of Desolidification; +1/2) (20 Active Points); Extra Time (Full Phase; -1/2), Delayed Phase (-1/4), Requires A Meditation Skill Roll (-1/2) 2 24 Fast Movement: Running +6" (12" total), Reduced Endurance (0 END; +1/2) (24 Active Points) 7 Abundant Step: Teleportation 10" (20 Active Points); 1 Charges (-2) 3 Slow Fall: Leaping +4" (6" forward, 5" upward), Reduced Endurance (0 END; +1/2) (6 Active Points); Downward Movement Only (-1) 6 Leap of the Clouds: Leaping +4" (6" forward, 5" upward), Reduced Endurance (0 END; +1/2) (6 Active Points) 10 Wholeness of Body: Healing 2d6 (max. Healed Points: 12) (20 Active Points); Self Only (-1/2), Requires A Meditation Skill Roll (-1/2) 2 9 Evasion: +6 Dive for Cover Monk Resistance 25 1) Luck 5d6 4 2) Power Defense (9 points) (9 Active Points); Requires A Luck Roll (-1) 4 3) +9 Mental Defense (12 points total) (9 Active Points); Requires A Luck Roll (-1) 10 4) Purity of Body: Life Support (Immunity: All terrestrial diseases and biowarfare agents) 10 5) Diamond Body: Life Support (Immunity: All terrestrial poisons and chemical warfare agents) 12 Deflect Arrows: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Will Not Work Against Heavy Missiles (-1/4) 7 Still Mind: +5 EGO (10 Active Points); Requires A Meditation Skill Roll (-1/2) Powers Cost: 165 Cost Martial Arts Maneuver 8 +2 HTH Damage Class(es) 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +20 STR for holding on 4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +4d6 Strike 4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, STR +4d6 Strike, Must Follow Block 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +3d6 Strike, Target Falls Martial Arts Cost: 33 Cost Skill 10 Flurry of Blows: Two-Weapon Fighting (HTH) 8 +1 with All Combat 12 +4 with Martial Arts Skills Cost: 30 Cost Talent 4 Wisdom Bonus to AC: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2) 8 Monk's Bonus to AC: Combat Luck (6 PD/6 ED) (12 Active Points); Not While Wearing Armor (-1/2) 10 DIamond Soul (Spell Resistance): Custom Talent 11- [Notes: 10 pts for 11-, +1/2pts] Talents Cost: 22
  8. Monk 13th Level Cost Power END 25 Stunning Blow: Hand-To-Hand Attack +5d6, 13 Charges (+0), No Normal Defense (Make a CON Roll) (Extraordinarily Common Defense; +1/2) (37 Active Points); Hand-To-Hand Attack (-1/2) 9 Ki Strike: Naked Modifier, Affects Desolidified (Any form of Desolidification; +1/2) (20 Active Points); Extra Time (Full Phase; -1/2), Delayed Phase (-1/4), Requires A Meditation Skill Roll (-1/2) 2 24 Fast Movement: Running +6" (12" total), Reduced Endurance (0 END; +1/2) (24 Active Points) 7 Abundant Step: Teleportation 10" (20 Active Points); 1 Charges (-2) 3 Slow Fall: Leaping +4" (6" forward, 5" upward), Reduced Endurance (0 END; +1/2) (6 Active Points); Downward Movement Only (-1) 6 Leap of the Clouds: Leaping +4" (6" forward, 5" upward), Reduced Endurance (0 END; +1/2) (6 Active Points) 10 Wholeness of Body: Healing 2d6 (max. Healed Points: 12) (20 Active Points); Self Only (-1/2), Requires A Meditation Skill Roll (-1/2) 2 9 Evasion: +6 Dive for Cover Monk Resistance 25 1) Luck 5d6 4 2) Power Defense (9 points) (9 Active Points); Requires A Luck Roll (-1) 4 3) +9 Mental Defense (12 points total) (9 Active Points); Requires A Luck Roll (-1) 10 4) Purity of Body: Life Support (Immunity: All terrestrial diseases and biowarfare agents) 10 5) Diamond Body: Life Support (Immunity: All terrestrial poisons and chemical warfare agents) 12 Deflect Arrows: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Will Not Work Against Heavy Missiles (-1/4) 7 Still Mind: +5 EGO (10 Active Points); Requires A Meditation Skill Roll (-1/2) Powers Cost: 165 Cost Martial Arts Maneuver 8 +2 HTH Damage Class(es) 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +20 STR for holding on 4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +4d6 Strike 4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, STR +4d6 Strike, Must Follow Block 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +3d6 Strike, Target Falls Martial Arts Cost: 33 Cost Skill 10 Flurry of Blows: Two-Weapon Fighting (HTH) 8 +1 with All Combat 9 +3 with Martial Arts Skills Cost: 27 Cost Talent 4 Wisdom Bonus to AC: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2) 8 Monk's Bonus to AC: Combat Luck (6 PD/6 ED) (12 Active Points); Not While Wearing Armor (-1/2) 10 DIamond Soul (Spell Resistance): Custom Talent 11- [Notes: 10 pts for 11-, +1/2pts] Talents Cost: 22
  9. Monk 12th Level Cost Power END 21 Stunning Blow: Hand-To-Hand Attack +5d6, No Normal Defense (Make a CON Roll) (Extraordinarily Common Defense; +1/2) (37 Active Points); Hand-To-Hand Attack (-1/2), 10 Charges (-1/4) 9 Ki Strike: Naked Modifier, Affects Desolidified (Any form of Desolidification; +1/2) (20 Active Points); Extra Time (Full Phase; -1/2), Delayed Phase (-1/4), Requires A Meditation Skill Roll (-1/2) 2 24 Fast Movement: Running +6" (12" total), Reduced Endurance (0 END; +1/2) (24 Active Points) 7 Abundant Step: Teleportation 10" (20 Active Points); 1 Charges (-2) 3 Slow Fall: Leaping +4" (6" forward, 5" upward), Reduced Endurance (0 END; +1/2) (6 Active Points); Downward Movement Only (-1) 6 Leap of the Clouds: Leaping +4" (6" forward, 5" upward), Reduced Endurance (0 END; +1/2) (6 Active Points) 10 Wholeness of Body: Healing 2d6 (max. Healed Points: 12) (20 Active Points); Self Only (-1/2), Requires A Meditation Skill Roll (-1/2) 2 9 Evasion: +6 Dive for Cover Monk Resistance 25 1) Luck 5d6 4 2) Power Defense (9 points) (9 Active Points); Requires A Luck Roll (-1) 4 3) +9 Mental Defense (12 points total) (9 Active Points); Requires A Luck Roll (-1) 10 4) Purity of Body: Life Support (Immunity: All terrestrial diseases and biowarfare agents) 10 5) Diamond Body: Life Support (Immunity: All terrestrial poisons and chemical warfare agents) 12 Deflect Arrows: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Will Not Work Against Heavy Missiles (-1/4) 7 Still Mind: +5 EGO (10 Active Points); Requires A Meditation Skill Roll (-1/2) Powers Cost: 161 Cost Martial Arts Maneuver 8 +2 HTH Damage Class(es) 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +20 STR for holding on 4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +4d6 Strike 4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, STR +4d6 Strike, Must Follow Block 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +3d6 Strike, Target Falls Martial Arts Cost: 33 Cost Skill 10 Flurry of Blows: Two-Weapon Fighting (HTH) 8 +1 with All Combat 9 +3 with Martial Arts Skills Cost: 27 Cost Talent 4 Wisdom Bonus to AC: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2) 8 Monk's Bonus to AC: Combat Luck (6 PD/6 ED) (12 Active Points); Not While Wearing Armor (-1/2) Talents Cost: 12
  10. Monk 11th Level Cost Power END 21 Stunning Blow: Hand-To-Hand Attack +5d6, No Normal Defense (Make a CON Roll) (Extraordinarily Common Defense; +1/2) (37 Active Points); Hand-To-Hand Attack (-1/2), 10 Charges (-1/4) 9 Ki Strike: Naked Modifier, Affects Desolidified (Any form of Desolidification; +1/2) (20 Active Points); Extra Time (Full Phase; -1/2), Delayed Phase (-1/4), Requires A Meditation Skill Roll (-1/2) 2 21 Fast Movement: Running +5" (11" total), Reduced Endurance (0 END; +1/2) (21 Active Points) 3 Slow Fall: Leaping +4" (6" forward, 5" upward), Reduced Endurance (0 END; +1/2) (6 Active Points); Downward Movement Only (-1) 6 Leap of the Clouds: Leaping +4" (6" forward, 5" upward), Reduced Endurance (0 END; +1/2) (6 Active Points) 10 Wholeness of Body: Healing 2d6 (max. Healed Points: 12) (20 Active Points); Self Only (-1/2), Requires A Meditation Skill Roll (-1/2) 2 9 Evasion: +6 Dive for Cover Monk Resistance 25 1) Luck 5d6 4 2) Power Defense (9 points) (9 Active Points); Requires A Luck Roll (-1) 4 3) +9 Mental Defense (12 points total) (9 Active Points); Requires A Luck Roll (-1) 10 4) Purity of Body: Life Support (Immunity: All terrestrial diseases and biowarfare agents) 10 5) Diamond Body: Life Support (Immunity: All terrestrial poisons and chemical warfare agents) 12 Deflect Arrows: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Will Not Work Against Heavy Missiles (-1/4) 7 Still Mind: +5 EGO (10 Active Points); Requires A Meditation Skill Roll (-1/2) Powers Cost: 151 Cost Martial Arts Maneuver 8 +2 HTH Damage Class(es) 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +20 STR for holding on 4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +4d6 Strike 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +3d6 Strike, Target Falls Martial Arts Cost: 29 Cost Skill 10 Flurry of Blows: Two-Weapon Fighting (HTH) 8 +1 with All Combat 9 +3 with Martial Arts Skills Cost: 27 Cost Talent 4 Wisdom Bonus to AC: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2) 8 Monk's Bonus to AC: Combat Luck (6 PD/6 ED) (12 Active Points); Not While Wearing Armor (-1/2) Talents Cost: 12
  11. Monk 10th Level Cost Power END 21 Stunning Blow: Hand-To-Hand Attack +5d6, No Normal Defense (Make a CON Roll) (Extraordinarily Common Defense; +1/2) (37 Active Points); Hand-To-Hand Attack (-1/2), 10 Charges (-1/4) 9 Ki Strike: Naked Modifier, Affects Desolidified (Any form of Desolidification; +1/2) (20 Active Points); Extra Time (Full Phase; -1/2), Delayed Phase (-1/4), Requires A Meditation Skill Roll (-1/2) 2 21 Fast Movement: Running +5" (11" total), Reduced Endurance (0 END; +1/2) (21 Active Points) 3 Slow Fall: Leaping +4" (6" forward, 5" upward), Reduced Endurance (0 END; +1/2) (6 Active Points); Downward Movement Only (-1) 6 Leap of the Clouds: Leaping +4" (6" forward, 5" upward), Reduced Endurance (0 END; +1/2) (6 Active Points) 10 Wholeness of Body: Healing 2d6 (max. Healed Points: 12) (20 Active Points); Self Only (-1/2), Requires A Meditation Skill Roll (-1/2) 2 9 Evasion: +6 Dive for Cover Monk Resistance 25 1) Luck 5d6 4 2) Power Defense (9 points) (9 Active Points); Requires A Luck Roll (-1) 4 3) +9 Mental Defense (12 points total) (9 Active Points); Requires A Luck Roll (-1) 10 4) Purity of Body: Life Support (Immunity: All terrestrial diseases and biowarfare agents) 12 Deflect Arrows: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Will Not Work Against Heavy Missiles (-1/4) 7 Still Mind: +5 EGO (10 Active Points); Requires A Meditation Skill Roll (-1/2) Powers Cost: 141 Cost Martial Arts Maneuver 8 +2 HTH Damage Class(es) 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +20 STR for holding on 4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +4d6 Strike 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +3d6 Strike, Target Falls Martial Arts Cost: 29 Cost Skill 10 Flurry of Blows: Two-Weapon Fighting (HTH) 8 +1 with All Combat 9 +3 with Martial Arts Skills Cost: 27 Cost Talent 4 Wisdom Bonus to AC: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2) 8 Monk's Bonus to AC: Combat Luck (6 PD/6 ED) (12 Active Points); Not While Wearing Armor (-1/2) Talents Cost: 12
  12. Monk 9th Level Cost Power END 21 Stunning Blow: Hand-To-Hand Attack +5d6, No Normal Defense (Make a CON Roll) (Extraordinarily Common Defense; +1/2) (37 Active Points); Hand-To-Hand Attack (-1/2), 9 Charges (-1/4) 21 Fast Movement: Running +5" (11" total), Reduced Endurance (0 END; +1/2) (21 Active Points) 3 Slow Fall: Leaping +4" (6" forward, 5" upward), Reduced Endurance (0 END; +1/2) (6 Active Points); Downward Movement Only (-1) 6 Leap of the Clouds: Leaping +4" (6" forward, 5" upward), Reduced Endurance (0 END; +1/2) (6 Active Points) 10 Wholeness of Body: Healing 2d6 (max. Healed Points: 12) (20 Active Points); Self Only (-1/2), Requires A Meditation Skill Roll (-1/2) 2 9 Evasion: +6 Dive for Cover Monk Resistance 25 1) Luck 5d6 4 2) Power Defense (9 points) (9 Active Points); Requires A Luck Roll (-1) 4 3) +9 Mental Defense (12 points total) (9 Active Points); Requires A Luck Roll (-1) 10 4) Purity of Body: Life Support (Immunity: All terrestrial diseases and biowarfare agents) 12 Deflect Arrows: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Will Not Work Against Heavy Missiles (-1/4) 7 Still Mind: +5 EGO (10 Active Points); Requires A Meditation Skill Roll (-1/2) Powers Cost: 132 Cost Martial Arts Maneuver 8 +2 HTH Damage Class(es) 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +20 STR for holding on 4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +4d6 Strike 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +3d6 Strike, Target Falls Martial Arts Cost: 29 Cost Skill 10 Flurry of Blows: Two-Weapon Fighting (HTH) 8 +1 with All Combat 6 +2 with Martial Arts Skills Cost: 24 Cost Talent 4 Wisdom Bonus to AC: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2) 4 Monk's Bonus to AC: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2) Talents Cost: 8
  13. Monk 8th Level Cost Power END 18 Stunning Blow: Hand-To-Hand Attack +5d6, No Normal Defense (Make a CON Roll) (Extraordinarily Common Defense; +1/2) (37 Active Points); Hand-To-Hand Attack (-1/2), 8 Charges (-1/2) 18 Fast Movement: Running +4" (10" total), Reduced Endurance (0 END; +1/2) (18 Active Points) 3 Slow Fall: Leaping +4" (6" forward, 5" upward), Reduced Endurance (0 END; +1/2) (6 Active Points); Downward Movement Only (-1) 6 Leap of the Clouds: Leaping +4" (6" forward, 5" upward), Reduced Endurance (0 END; +1/2) (6 Active Points) 10 Wholeness of Body: Healing 2d6 (max. Healed Points: 12) (20 Active Points); Self Only (-1/2), Requires A Meditation Skill Roll (-1/2) 2 5 Evasion: +3 Dive for Cover Monk Resistance 20 1) Luck 4d6 4 2) Power Defense (9 points) (9 Active Points); Requires A Luck Roll (-1) 4 3) +9 Mental Defense (12 points total) (9 Active Points); Requires A Luck Roll (-1) 10 4) Purity of Body: Life Support (Immunity: All terrestrial diseases and biowarfare agents) 12 Deflect Arrows: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Will Not Work Against Heavy Missiles (-1/4) 7 Still Mind: +5 EGO (10 Active Points); Requires A Meditation Skill Roll (-1/2) Powers Cost: 117 Cost Martial Arts Maneuver 8 +2 HTH Damage Class(es) 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +20 STR for holding on 4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +4d6 Strike 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +3d6 Strike, Target Falls Martial Arts Cost: 29 Cost Skill 10 Flurry of Blows: Two-Weapon Fighting (HTH) 8 +1 with All Combat 6 +2 with Martial Arts Skills Cost: 24 Cost Talent 4 Wisdom Bonus to AC: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2) 4 Monk's Bonus to AC: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2) Talents Cost: 8
  14. Monk 7th Level Cost Power END 18 Stunning Blow: Hand-To-Hand Attack +5d6, No Normal Defense (Make a CON Roll) (Extraordinarily Common Defense; +1/2) (37 Active Points); Hand-To-Hand Attack (-1/2), 7 Charges (-1/2) 18 Fast Movement: Running +4" (10" total), Reduced Endurance (0 END; +1/2) (18 Active Points) 2 Slow Fall: Leaping +3" (4" forward, 3 1/2" upward), Reduced Endurance (0 END; +1/2) (4 Active Points); Downward Movement Only (-1) 3 Leap of the Clouds: Leaping +2" (4" forward, 3 1/2" upward), Reduced Endurance (0 END; +1/2) (3 Active Points) 10 Wholeness of Body: Healing 2d6 (max. Healed Points: 12) (20 Active Points); Self Only (-1/2), Requires A Meditation Skill Roll (-1/2) 2 5 Evasion: +3 Dive for Cover Monk Resistance 20 1) Luck 4d6 4 2) Power Defense (9 points) (9 Active Points); Requires A Luck Roll (-1) 4 3) +9 Mental Defense (12 points total) (9 Active Points); Requires A Luck Roll (-1) 10 4) Purity of Body: Life Support (Immunity: All terrestrial diseases and biowarfare agents) 12 Deflect Arrows: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Will Not Work Against Heavy Missiles (-1/4) 5 Still Mind: +4 EGO (8 Active Points); Requires A Meditation Skill Roll (-1/2) Powers Cost: 111 Cost Martial Arts Maneuver 4 +1 HTH Damage Class(es) 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +15 STR for holding on 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +3d6 Strike 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +2d6 Strike, Target Falls Martial Arts Cost: 21 Cost Skill 10 Flurry of Blows: Two-Weapon Fighting (HTH) 8 +1 with All Combat 3 +1 with Martial Arts Skills Cost: 21 Cost Talent 4 Wisdom Bonus to AC: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2) 4 Monk's Bonus to AC: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2) Talents Cost: 8
  15. Monk 6th Level Cost Power END 16 Stunning Blow: Hand-To-Hand Attack +5d6, No Normal Defense (Make a CON Roll) (Extraordinarily Common Defense; +1/2) (37 Active Points); 6 Charges (-3/4), Hand-To-Hand Attack (-1/2) 18 Fast Movement: Running +4" (10" total), Reduced Endurance (0 END; +1/2) (18 Active Points) 2 Slow Fall: Leaping +3" (2" forward, 2 1/2" upward), Reduced Endurance (0 END; +1/2) (4 Active Points); Downward Movement Only (-1) 5 Evasion: +3 Dive for Cover Monk Resistance 20 1) Luck 4d6 4 2) Power Defense (9 points) (9 Active Points); Requires A Luck Roll (-1) 4 3) +9 Mental Defense (12 points total) (9 Active Points); Requires A Luck Roll (-1) 10 4) Purity of Body: Life Support (Immunity: All terrestrial diseases and biowarfare agents) 12 Deflect Arrows: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Will Not Work Against Heavy Missiles (-1/4) 5 Still Mind: +4 EGO (8 Active Points); Requires A Meditation Skill Roll (-1/2) Powers Cost: 96 Cost Martial Arts Maneuver 4 +1 HTH Damage Class(es) 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +15 STR for holding on 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +3d6 Strike 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 3 Legsweep: 1/2 Phase, +2 OCV, -1 DCV, STR +2d6 Strike, Target Falls Martial Arts Cost: 21 Cost Skill 10 Flurry of Blows: Two-Weapon Fighting (HTH) 8 +1 with All Combat 3 +1 with Martial Arts Skills Cost: 21 Cost Talent 4 Wisdom Bonus to AC: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2) 4 Monk's Bonus to AC: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2) Talents Cost: 8
  16. Monk 5th Level Cost Power END 16 Stunning Blow: Hand-To-Hand Attack +5d6, No Normal Defense (Make a CON Roll) (Extraordinarily Common Defense; +1/2) (37 Active Points); 5 Charges (-3/4), Hand-To-Hand Attack (-1/2) 12 Fast Movement: Running +2" (8" total), Reduced Endurance (0 END; +1/2) (12 Active Points) 1 Slow Fall: Leaping +2" (2" forward, 2" upward), Reduced Endurance (0 END; +1/2) (3 Active Points); Downward Movement Only (-1) 5 Evasion: +3 Dive for Cover Monk Resistance 20 1) Luck 4d6 3 2) Power Defense (7 points) (7 Active Points); Requires A Luck Roll (-1) 3 3) +7 Mental Defense (9 points total) (7 Active Points); Requires A Luck Roll (-1) 10 4) Purity of Body: Life Support (Immunity: All terrestrial diseases and biowarfare agents) 12 Deflect Arrows: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Will Not Work Against Heavy Missiles (-1/4) 3 Still Mind: +2 EGO (4 Active Points); Requires A Meditation Skill Roll (-1/2) Powers Cost: 85 Cost Martial Arts Maneuver 4 +1 HTH Damage Class(es) 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +15 STR for holding on 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +3d6 Strike 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort Martial Arts Cost: 18 Cost Skill 10 Flurry of Blows: Two-Weapon Fighting (HTH) 8 +1 with All Combat Skills Cost: 18 Cost Talent 4 Wisdom Bonus to AC: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2) 4 Monk's Bonus to AC: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2) Talents Cost: 8
  17. I think Supes bought his Super Speed with RSR: Int -- which explains why he regularly forgets he has it.
  18. Monk 4th Level Cost Power END 15 Stunning Blow: Hand-To-Hand Attack +5d6, No Normal Defense (Make a CON Roll) (Extraordinarily Common Defense; +1/2) (37 Active Points); 4 Charges (-1), Hand-To-Hand Attack (-1/2) 12 Fast Movement: Running +2" (8" total), Reduced Endurance (0 END; +1/2) (12 Active Points) 1 Slow Fall: Leaping +2" (2" forward, 2" upward), Reduced Endurance (0 END; +1/2) (3 Active Points); Downward Movement Only (-1) 5 Evasion: +3 Dive for Cover Monk Resistance 20 1) Luck 4d6 3 2) Power Defense (7 points) (7 Active Points); Requires A Luck Roll (-1) 3 3) +7 Mental Defense (9 points total) (7 Active Points); Requires A Luck Roll (-1) 12 Deflect Arrows: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Will Not Work Against Heavy Missiles (-1/4) 3 Still Mind: +2 EGO (4 Active Points); Requires A Meditation Skill Roll (-1/2) Powers Cost: 74 Cost Martial Arts Maneuver 4 +1 HTH Damage Class(es) 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +15 STR for holding on 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +3d6 Strike 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort Martial Arts Cost: 18 Cost Skill 10 Flurry of Blows: Two-Weapon Fighting (HTH) 8 +1 with All Combat Skills Cost: 18 Cost Talent 4 Wisdom Bonus to AC: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2) Talents Cost: 4
  19. Monk 3rd Level Cost Power END 13 Stunning Blow: Hand-To-Hand Attack +5d6, No Normal Defense (Make a CON Roll) (Extraordinarily Common Defense; +1/2) (37 Active Points); 3 Charges (-1 1/4), Hand-To-Hand Attack (-1/2) 12 Fast Movement: Running +2" (8" total), Reduced Endurance (0 END; +1/2) (12 Active Points) 5 Evasion: +3 Dive for Cover Monk Resistance 15 1) Luck 3d6 3 2) Power Defense (7 points) (7 Active Points); Requires A Luck Roll (-1) 3 3) +7 Mental Defense (9 points total) (7 Active Points); Requires A Luck Roll (-1) 12 Deflect Arrows: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Will Not Work Against Heavy Missiles (-1/4) 3 Still Mind: +2 EGO (4 Active Points); Requires A Meditation Skill Roll (-1/2) Powers Cost: 66 Cost Martial Arts Maneuver 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +2d6 Strike 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort Martial Arts Cost: 14 Cost Skill 10 Flurry of Blows: Two-Weapon Fighting (HTH) 8 +1 with All Combat Skills Cost: 18 Cost Talent 4 Wisdom Bonus to AC: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2) Talents Cost: 4
  20. Monk 2nd Level Cost Power END 12 Stunning Blow: Hand-To-Hand Attack +5d6, No Normal Defense (Make a CON Roll) (Extraordinarily Common Defense; +1/2) (37 Active Points); 2 Charges (-1 1/2), Hand-To-Hand Attack (-1/2) 5 Evasion: +3 Dive for Cover Monk Resistance 15 1) Luck 3d6 3 2) Power Defense (7 points) (7 Active Points); Requires A Luck Roll (-1) 3 3) +7 Mental Defense (9 points total) (7 Active Points); Requires A Luck Roll (-1) 12 Deflect Arrows: Missile Deflection (Bullets & Shrapnel) (15 Active Points); Will Not Work Against Heavy Missiles (-1/4) Powers Cost: 50 Cost Martial Arts Maneuver 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +2d6 Strike 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort Martial Arts Cost: 14 Cost Skill 10 Flurry of Blows: Two-Weapon Fighting (HTH) 8 +1 with All Combat Skills Cost: 18 Cost Talent 4 Wisdom Bonus to AC: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2) Talents Cost: 4
  21. Starting a conversion of the 3e Monk. Im ambivalent about this. Personally, I would recommend using the UMA to design custom monks with really cool combat styles and personalize the characters. Coming from 3e, where HtH is just a big kludge, the Monks are perhaps the class most improved by converting to HERO. But in the interests of a baseline, Im doing a 'close to the book' version. The idea here isnt to get too caught up on the details or try to replicate system-specific abilities that have no meaning in HEROs. The idea is also to be economical on points so that the final points are reasonible for a given character; a conversion that left a 1st level D&D character at 350+ points would obviously be a highly questionable conversion. Also, parity between the classes is paramount, so that 2 3rd level characters brought into HEROs from 3e should point out in the same ballpark. Im not accounting for all points; Im only doing class features. It is assumed that the characters would have other points spent on skills and to mimic elective feats, and periodic stat boosts. Monks would certainly want to buy some skills, particularly Acrobatics and Meditation. In some cases, where a mechanic has no real meaning in the HEROs system, a variant ability has been substituted, or the opportunity has been taken on levels thinned out by such non conversions to spread some points around to make existing abilities better. Im vaguely aiming at about 15 points to reach odd levels and 20 to reaach evens for 35 points every 2 levels, and I leave some points open here and there for other non-class feature purchases. Monk 1st Level Cost Power END 10 Stunning Blow: Hand-To-Hand Attack +5d6, No Normal Defense (Make a CON Roll) (Extraordinarily Common Defense; +1/2) (37 Active Points); 1 Charges (-2), Hand-To-Hand Attack (-1/2) 5 Evasion: +3 Dive for Cover Monk Resistance 15 1) Luck 3d6 2 2) Power Defense (5 points) (5 Active Points); Requires A Luck Roll (-1) 2 3) +5 Mental Defense (7 points total) (5 Active Points); Requires A Luck Roll (-1) Powers Cost: 34 Cost Martial Arts Maneuver 3 Martial Grab: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, +10 STR for holding on 3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, STR +2d6 Strike 4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort Martial Arts Cost: 14 Cost Skill 10 Flurry of Blows: Two-Weapon Fighting (HTH) Skills Cost: 10 Cost Talent 4 Wisdom Bonus to AC: Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing Armor (-1/2) Talents Cost: 4
  22. Thanx As it happens, Im working on a 3e to FREd Conversion as we speak.
  23. Also, PsyLim: Must Follow Orders of person using Control Device. VC Total.
  24. So let me get this strait. If FF Boy has picked up a teammate, and an opponent attacks that teammate, the teammate DOES get the benefit of the FF. If an opponent Mind Controls that teammate, and the mindcontrolled teammate is now hostile and attacks the party, if a PC tries to attack the carried mind controlled teammate (ostensibly to knock them out), the FF would suddenly not apply because the mind controlled teammate is now techincally an opponent? What if FF Boy is trying to subdue an opponent, while another PC is trying to harm an opponent. FF Boy grabs the opponent and chokes him out. The other PC winds up for a Haymaker and lays into the helpless immobilized person. FF Boy does not want the incapacitated opponent to be hurt. Does the FF apply to the opponent vs the other PCs attack in that case? What Im getting at is exactly where is the line between 'carried' and 'grabbed', and how elective the application of the FF's protection is. If its purely in GM Fiat land, thats fine, but this Adder has recently spawned several strange circumstances and general disagreement in play and Im seeking further objective 'official' or 'from the mouth of Steve semiofficial' illumination on the subject. Sorry if it offended you or seemed nitpicky....
  25. Take the Human as a Follower of the 'robot' and give it a PhysLim: Shuts down when not remotely Controlled from Control Gadget for Infrequent Total.
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