Monday, May 16, 2016

The Monk Faction and Careers

Why did I decide to cover Monks first? Just finished the pic.


Monk Technologists:
The Monks gather and hand down their knowledge, often providing their knowledge and services to the peasantry free of charge. Despite the Technophage that brought the Ancestors to ruin, the monastics squirreled away all the scientific knowledge they could, and seek to attain more through exploring ancient sites and studying the objects the Ancestors may have left behind. They do their most to utilize this knowledge to better the lives of those around them, working around the inability to use electronics as best they can. Their accumulated knowledge of firearms are highly sought after by the empire, even though the Monks keep the best technology for themselves. The Monks handcraft their items, eschewing mass production especially when it comes to items used in warfare, experimenting persistently and unceasingly. Sometimes their results are both unexpected and disastrous.
 
 
These are the careers available to those characters that choose to join the Monkhood, when using WFRP without using the Grim Hack rules.
 
For those using the Grim Hack, skill availability depends on the Faction Score of the character. To advance, the Monk character must learn all the generic skills, and all the skills in one of the paths, either Alchemist or Engineer. The paths are not exclusive to one another, and all skills are available, completing a path’s skills is only needed for promotion. Note: once enough faction points are gained, the Acolyte of Ancient Knowledge title is bestowed despite the fact careers are not used.
 
Skills listed under the Acolyte career are only available to characters that have officially joined the Monkhood, no matter what rule set used.
 
I will explain the rules, ingredients, and statistics for item recipes in a later post.
 
 
Initiate of the Sciences.
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
-
+10
+20
+1
+1
+3
+10
+1
+10
+10
+20
+10
+10
+20


Skills:
History
Read/write
Secret Languages- Monastic Technology
 
Alchemist Medic Skills:
Specialist weapon (explosives)
Cure disease
Heal wounds
Herb lore
Identify plant
 
 
Engineer Militant Skills:
Specialist weapon (firearms)
Blacksmithing
Mining
Marksmanship
 
 
Trappings:
Single round percussion firearm (rifle or pistol), 25 shots worth of caps, ball, and powder (in horn). Basic Alchemical supplies.


 
Acolyte of Ancient Knowledge.
M
WS
BS
S
T
W
I
A
Dex
Ld
Int
Cl
WP
Fel
-
+20
+30
+1
+1
+5
+20
+1
+20
+10
+30
+10
+10
+30


Skills:
Astronomy
Ancestor Technological Lore
Supernumerate
 
Alchemist Medic Skills:
Brewing
Surgery
Chemistry
Manufacture drugs
 
 
Engineer Militant Skills:
Specialist weapon (Ancestor firearms)
Quick Draw
Engineering
Metallurgy
 
Trappings:
Monk robes. Black powder revolver with holster. At least one item created by the character using
 
 
 
Alchemist Medic Recipes (Not a complete list):
Flame thrower.
Medications: healing, physical stimulants, mental stimulants, poisons, relaxation (defends vs hypergeometric encounters), visions (hypergeometric)
Explosives, napalm.
Food/water decontamination.
Batteries.
 
Engineer Militant Recipes  (Not a complete list):
Clockwork electrical discharge pistol.
Gunsmithing: percussion caps, revolvers, cartridges.
Inferno steam rifle: 30m, AoE
Aether lantern
Clockwork automaton
Exoskeleton.
Steam engines.
 
Faction points gained by:
·       Finishing the intermediate career
·       Acquire a piece of high-technology
·       Find an undiscovered Ancient or Predecessor Site
·       Help the local community through Monastic Technology
·       Tithe 100sp.

Example faction benefits:
·       Technologist career
·       Technological recipes
·       Supplies discount
·       Access to Monastic Libraries and Forge Monastic firearms


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