OCC · Legacy archive
Tusserk the Monk
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Tusserk the Monk
#1Biography
Age: 38
Height: 5’6”
Weight: 153 lbs.
Likes: cats, animals, meat and potatoes, camping, knives, axes, working in a forge, military
Dislikes: animal abuse, arrogance, being ignored due to being soft-spoken, flying, water deeper than his knees
A career soldier that has served for 21 years, 9 months to date, Tusserk has spent his entire adult life in defense of his country. Holding several specialties within the Army ranging from generator mechanic to chemical and biological detection and decontamination, he has also spent several years certified as a combat life saver.
He is known to jump into the physical labor due to the simple fact that he could complete the task faster by himself than direct and supervise others that do not know what they are doing.
Having worked as a care provider for the last 12 years, he saw his career going nowhere and fast. He went to school to study massage therapy. A year of anatomy and physiology, kinesiology, eastern theory, energy work, aromatherapy, business and ethics filled his life and he was never happier.
Some of the few odd skills he has picked up in his life was as a blacksmith at a forge, survival taught by his father who graduated SERE training during the Vietnam War, a vast knowledge of earth mythologies, a love of woodworking, and the ability to get his ass kicked in several different languages such as the Han dialect of Chinese.
Name: Initiate Tusserk the Monk
Race: Human
Class: Monk
Level: 2
Experience: 2,524/4,750
Alignment: Lawful Good
STR :
Hit Probability: Normal; Damage Adjustment: None; Weight Allowance: +200; Open Doors on A: 1-2; Bend Bars/Lift Gates: 7%
DEX :
Defensive Adjustment: -1;
CON :
Hit Point Adjustment: +0; Shock Survival: 80%; Resurrection Survival: 85%
INT :
Additional languages: 2
WIS :
Magical Attack Adjustment: +2
CHA :
Maximum # of Henchmen: 4; Loyalty Base: Normal; Reaction Bonus: Normal
Hit Points : 8 hp maximum, (8 hp current)
Armor Class: 9
Move: 16”
THAC0: 20
Paralyzation, Poison, or Death Magic: 13
Petrification, or Polymorph: 12
Rod, Staff; or Wand: 14
Breathe Weapon: 16
Spell: 15
Languages: Common, Lawful Good
Non-Weapon Proficiencies:
Blingfighting XXXX
Direction Sense WIS +1
Weapons Allowed: aklys, atlatl, axe (hand), bo stick, caltrop, club, crossbow (any), dagger, garrote, javelin, jo stick, knife, lasso, pole arm (any), sap, spear, staff, sword (falchion)
Weapons Known [1/2; -3 unfamiliar penalty]: Spear (+1 damage)
Open Hand Attacks per Melee Round: 1
Open Hand Damage: 1d4
Open Locks: 29%
Find/Remove Traps: 25%
Move Silently: 21%
Hide in Shadows: 15%
Hear Noise: 10%
Climb Walls: 86%
Equipment:
Clothes: Belt; Boots, low, soft; Cloak; Pouch, belt, small;
Weapons: None
Miscellaneous: 13sp, 2gp, Backpack, leather; Case, leather, map or scroll; Rations, iron, 1 week; Skin, water; Tinder Box, with flint
Special Abilities:
With respect to combat, monks attack on the same table as thieves. However, they add one-half of a hit point per level of experience to the amount of damage they score when they successfully attack an opponent with a weapon. This simulates their study and knowledge of weapons and anatomy. A 1st level monk scores x + % HP of damage, where x equals the damage done by the weapon used and HP equals the number of hit points of damage. A 2nd level monk does x + 1 when he or she scores a hit, a 3rd level x + 1 %, and so on all the way to Grand Master of Flowers who scores x + 8% HP damage. Monks of median level and above actually fight better without weapons, using their open hands, despite the weapon damage bonus they receive.
Open hand combat damage is shown on MONKS TABLE II below. In addition, the monk has a chance to stun, or even kill, an opponent. An opponent is stunned by a monk for 1-6 (d6) melee rounds if the score of the monk's "to hit" die score exceeds the minimum number required for a hit by 5 or more, i.e. if 15 is required, a score of 20 would indicate o stun. The "to hit" scores rolled by the monk are never modified by any strength ability bonuses. The chance to kill is a percentage which equals the armor class (AC) of the opponent, modified by the number of experience levels above seven which the monk has attained. AC -1 is a negative chance for killing, as an example, but a monk of 9th level (two above 7th) would allow a 1% chance of killing. Note that 1) the monk must score to hit, and 2) the hit must stun the opponent, and 3) the percentile dice score must be equal to or less than the armor class of the stunned opponent, modified by the monk's levels over 7th, in order to score a kill.
Open hand fighting also allows the monk multiple attacks at such time as the monk has attained the 4th or higher experience level.
Monks make saving throws on the table used by thieves, but they gain certain advantages: Non-magical missiles (arrows, bolts, bullets, thrown daggers, thrown javelins, thrown spears, etc.) which would normally hit can be dodged or knocked aside if the monk is able to make his or her saving throw against petrification for each such potential hit. In other respects, if a monk makes his or her saving throw against an attack form, the monk will sustain no damage from the attack, even if the attack form was a fireball, for instance. At 9th level (Master of the North Wind) or higher, a monk who fails to make his or her saving throw will still sustain but one-half the total potential damage which the attack form could deliver, if possible. That is, a fireball would do 50% of total damage, but the gaze of a basilisk would still petrify the monk.
At 1st level of experience, a monk is as likely to be surprised as any other character, i.e. 33 1/3%. This chance goes down to 32% at 2nd level, and it thereafter goes down 2% per level, so there is only a 30% chance of surprising a 3rd level monk, 28% chance at 4th level, 26% chance at 5th level, etc.
Way of the Gentle Breeze
Form: Soft
AC Mod: 5
#AT Mod: 1/1
Damage Mod: 1d6
Body parts: Hands & Feet
Weapons: None
Special Maneuvers
Vital Area
• 1 (Pain Touch): Simply by pressing his fingers against specific points of the body, the character can cause great pain in his victim. This can be done in place of a normal attack. It causes no damage, but if the To Hit roll is successful, the victim feels as if he is on fire. Thereafter, he will be -2 on his chance To Hit and +2 on chance to be hit. The effect lasts for 1-3 rounds. There is no adverse effect on the victim if the To Hit roll is failed.
Movement
• 1 (Feint): A feint is a trick where the character begins an attack in one direction and at the last minute changes it to another direction. When done successfully, the opponent is out of position to the new attack and cannot defend as effectively against it. A feint requires one melee attack to execute. A normal To Hit roll is made and if successful the character’s next attack gains a +2 on the chance to hit. The feint itself does no damage. If unsuccessful, the character suffers no penalty other than the loss of the attack.
Push
• 2 (Sticking Touch): A normal To Hit roll must be made and the touch does no damage. However, as long as the character remains in contact, he gains +2 on all subsequent To Hit rolls and his armor class improves by 2, since he is able to feel the impending move of his opponent before it happens. The touch can onl be broken by the opponent moving in a way or at a speed beyond the ability of the character. Thus, if the opponent had the Leap maneuver he could use this to break contact. However, if both knew this maneuver, the character could automatically choose to leap at the same time as his opponent, keeping his contact unbroken.
Vital Area
• 3 (Paralyzing Touch): By placing pressure on specific nerve junctions, the character can paralyze his victim, leaving him unable to move for 1d6 turns. A normal To Hit roll must be made and the victim is allowed a saving throw vs paralzation. If the attack fails or the saving throw is made, no damage is done.
Push
• 3 (One Finger): This skill requires long and difficult practice. It is said that the student firsts learns to push a heavy bell with the touch of a single finger. He concentrates then on touching it lighter and lighter while making the bell swing more and more. Finally, he reaches the point where he can make the bell move without actually touching it. His inner power extends from his finger and pushes the bell. At this point he has mastered One Finger.
One Finger gives the character the power of Concentrated Push without having to touch the target. The character simply concentrates and points his finger at the victim. The range is equal to one foot per character level (1’/level). One Finger requires great concentration and is the only action that can be taken in the melee round regardless of the number of attacks the character has. A normal To Hit roll must be made. If successful, the victim is affected as if by a Concentrated Push. If unsuccessful, the attack misses and has no effect.
Vital Area
• 4 (Distance Death): This is the ultimate skill of this method and requires great practice and concentration. To learn it, the character must practice at a pool of water, driving his finger at it without touching it. As he does so, he concentrates on his own power, trying to extend it from his finger. When he can hear the echo of his thrust rebound from the water, he has mastered the maneuver.
Distance Death requires great concentration and is the only action the character can take during the melee round. It has a range of one foot per level of the character. With it the character can apply the effects of Pain, Stunning, or Paralyzing Touch or he can choose to do three times his normal damage on the attack. If Pain is chosen, the victim is not allowed a saving throw; for Stunning the saving throw is -2 on the die roll. In all cases a normal To Hit roll must be made.
This is a very Soft Style of martial arts. It uses a lot of circular motions and looks very much like Tai Chi in execution. The hands are held in with the first two fingers extended while the rest are closed as a loose fist. The wrists are bent slightly forward while the elbows are also slightly bent. The arms, wrists, and fingers are allowed to flex and be as loose as needed.
Dodging attacks with this style is confounding to most opponents. The practitioner will weave and lean into, away from, or to the side as they dodge the strike. They are known to just step closer to their attacker and get inside the weapon, which puts the practitioner well within striking distance for the Pain Touch.
The strikes and kicks tend to come in from above, below, and the sides. Very few attacks are direct or head-on. All attacks at the lower levels are directed towards getting in close enough to touch the opponent and use the Pain Touch or Sticking Touch, depending on the opponent’s armor class and the difficulty in hitting them.
At higher levels, a practitioner of the Gentle Breeze can paralyze with just a simple strike or kick to the right nerve clusters. A true master can even kill a man just by striking the air in the direction of his opponent.
This style draws on the practitioner’s knowledge of the body. Most of the practitioners have extensive medical and healing training. -
Re: Tusserk the Monk
#2Updated to Monk 1.1, now with kung-fu grip... and proficiencies -
Re: Tusserk the Monk
#3Updated to Monk 1.2
Now with a bio :D -
Re: Tusserk the Monk
#4Updated to 2.0
Tusserk has hit level 2 YAY