Handicapped Monk

Handicapped Monk
Dex: 3D+2; acrobatics, brawling parry, (s)brawling parry (martial art of choice), dodge, melee combat, melee parry, running, thrown weapons
Kno: 3D; animal handling, cultures, languages, scholar, survival, willpower
Mec: 2D; beast riding, machinery ops
Per: 3D+2; hide, investigation, persuasion, search, sneak
Str: 3D+2; brawling, (s)brawling (martial art of choice), climbing/jumping, stamina, swimming
Tec: 2D; first aid, machinery repair, melee weapon repair
Species: Human
Move: 10
Force Sensitive: Yes
Force Pts: 2
Character Pts: 5
Credits: 100
Equipment: comlink, meditation beads, armored robes (+2 physical/+2 energy), walking staff (STR+1D), personal memento (player choice; judge approves), ancient scroll (player choice for content; judge approves).
Special Notes:
Handicap – The player chooses one of the handicaps listed below with corresponding penalties and resulting benefits. Note that anything (prosthetic, cloning, etc.) that removes the handicap penalty completely or in part, automatically negates any corresponding bonus.
(1) Blind: Automatically fails all Visual Perception/Search checks*; +1D to Sound based Perception/Search checks *(can substitute for Visual checks within 10m w/no penalty and with -1D per 10m beyond that for anything that is detecting something that is solid and three dimensional [not writing or pictures or holograms etc.]); +1 pip to Touch and Smell based Perception/Search checks. These bonuses are on top of any racial sense bonuses.
(2) Deaf: Automatically fails all Sound based Perception/Search checks*; +1D to Touch based Perception/Search checks *(can substitute for Sound in 10m range with no penalty); +1 pip to Visual and Smell based Perception/Search checks. These bonuses are on top of any racial sense bonuses.
(3) Missing Arm: -1D to Piloting Creatures and Vehicles, Vehicle Weapons, Repair, Parry, Brawling, and Swimming skill rolls; Can’t use any two-handed weapons or tools or devices; +1 to 1 attribute of choice other than Dexterity.
(4) Missing Leg: -2D to Acrobatics, Athletics, Beast Riding, Running, and Swimming skill rolls; -1D to Brawling, Brawling Parry, Dodge, Melee Combat, and Melee Parry skill rolls; + Peg Leg (acceptable prosthetic); +1 to attribute of choice other than Dexterity.
(5) Mute: -1D to Bargain, Command, Con, and Persuasion; +1D to Search, Sneak, Languages (to gain a sign or non-verbal bonus language that they know well), and Profession: Body Language Expert (to be able to actively read body language).
(6) No Feelings (tactile): Does not feel Wound results from bodily harm damage; The GM keeps the Wound level from the player until examined by someone; Does not feel Stun effects from bodily harm damage, but they are aggravated with 1 Stun result being treated as 2 Stun effects until the point where the PC would normally pass out (i.e. equals or exceeds Strength die code), then any excess Stun effects from bodily harm damage (carryover from above) or new Stun effect will cause a Wound (i.e. 3D+2 STR; 1st = 2 Stun at no penalty; 2nd = 1 Stun and 1 Wound at no penalty; 3rd = 1 Wound at no penalty; 4th = 1 Wound at no penalty, but the PC still passes out); Specifically stun damage (not bodily harm) is treated normally (i.e. blaster set on stun, Instant Stun martial art technique, etc.); Being Wounded (since it is not felt) does not prevent further actions in a round, but any/every additional action in that round causes another Wound to the PC after each action until they pass out; No Force powers drop until you do (i.e. unconscious).

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