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
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WS
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BS
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S
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T
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W
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I
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A
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Dex
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Ld
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Int
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Cl
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WP
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Fel
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-
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+10
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+20
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+1
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+1
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+3
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+10
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+1
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+10
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+10
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+20
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+10
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+10
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+20
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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
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WS
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BS
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S
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T
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W
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I
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A
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Dex
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Ld
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Int
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Cl
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WP
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Fel
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-
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+20
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+30
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+1
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+1
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+5
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+20
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+1
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+20
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+10
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+30
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+10
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+10
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+30
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Skills:
Astronomy
Ancestor Technological Lore
Supernumerate
Alchemist Medic Skills:
Brewing
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.
· 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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