|
--[ Bottom of page ]--
Warhammer Quest: The Monk
by Colen McAlister
Here is another 'priestly' character for Warhammer Quest, based on the
Monk class from AD&D- 1st edition.
The Monks are a little-known religious sect who have a
fortress-monastery high in the Worlds Edge Mountains. They place a high
emphasis on discipline and combat, the result being that few monsters are
foolhardy enough to attack them- even the marauding Orcs fear the Monks,
and would not dare to fight. Once they did, but the army was so devastated
by the snowstorms, landslides etc. en route (that should not really have
happened in the middle of summer) that before they even got half-way there
they had to turn back.
| Name |
M |
WS |
BS |
S |
T |
I |
A |
Damage Dice |
Wounds |
| Monk |
4 |
3 |
5+ |
3 |
3 |
4 |
1 |
1 |
1D6+7 |
Equipment: Prayer Beads.
Weapon: Heavy Dagger, causing 1D6+3 Wounds. Monks can use a limited
selection of weapons- see below.
Armour: Nun (ho ho, ahem). The Monk cannot use armour or shields, helms
etc.
Pinning: Breaks from pinning on a roll of 5+.
Special Rules: Lots- see below. Monks roll an extra dice for their
Wounds, discarding the lower roll, at every level in which they gain extra
wounds.
| Enemies WS |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
| To Hit Roll |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
Advanced Rules
| Battle-Level |
Title |
Willpower |
WS |
BS |
S |
T |
I |
A |
Pinning |
Damage Dice |
Wounds |
| 1 |
Acolyte |
6 |
3 |
5+ |
3 |
3 |
4 |
1 |
5+ |
1 |
1D6+7 |
| 2 |
Adept |
6 |
3 |
5+ |
3 |
3 |
4 |
1 |
5+ |
1 |
2D6+7 |
| 3 |
Priest |
6 |
4 |
4+ |
4 |
3 |
4 |
1 |
5+ |
1 |
2D6+7 |
| 4 |
Priest |
7 |
4 |
4+ |
4 |
4 |
5 |
2 |
5+ |
1 |
3D6+7 |
| 5 |
Curate |
7 |
5 |
3+ |
4 |
4 |
5 |
2 |
5+ |
2 |
3D6+7 |
| 6 |
High Deacon |
7 |
5 |
3+ |
4 |
4 |
5 |
2 |
4+ |
2 |
4D6+7 |
| 7 |
Master of the Seasons |
7 |
6 |
2+ |
4 |
4 |
6 |
2 |
4+ |
2 |
4D6+7 |
| 8 |
Master of Dragons |
8 |
6 |
2+ |
4 |
4 |
6 |
3 |
4+ |
2 |
5D6+7 |
| 9 |
Master of the Winds |
8 |
7 |
A |
4 |
4 |
7 |
3 |
4+ |
2 |
5D6+7 |
| 10 |
Grand Master of Flowers |
8 |
7 |
A |
4 |
4 |
7 |
3 |
3+ |
2 |
6D6+7 |
Note that 'Attacks' and 'Damage Dice' apply to weapons, not to open
handed damage (see below).
| Enemies WS |
Battle-Level |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
| To Hit Roll |
1 |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
|
2 |
2 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
5 |
6 |
|
3 |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
|
4 |
2 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
5 |
5 |
|
5 |
2 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
|
6 |
2 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
5 |
5 |
|
7 |
2 |
3 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
|
8 |
2 |
3 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
4 |
|
9 |
2 |
3 |
3 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
|
10 |
2 |
2 |
3 |
3 |
3 |
3 |
4 |
4 |
4 |
4 |
Like any other warrior, the Monk can gain Specialist Actions with every
level.
Monks cannot visit the Alehouse or Gambling House.
The Monk has the same chance for roleplaying actions (e.g. interrogate,
identify etc.) as the Wizard.
Weapon Limitations
The Monk is limited to the following weapons: Crossbow, Throwing Axe,
Halberd, Spear, Club (as sword) and Heavy Dagger (as sword). He cannot
wear armour.
Special Skills
Monk Skills
These skills are rolled somewhat differently from other warriors. The
Monk starts the game with one of these, and gains an extra one every
level. To find out which one your monk has, follow the following
procedure:
- Choose one of the skills. Roll a dice- on a 6, you have this skill.
- If you don't roll a 6, choose another skill. Roll a dice- on a 5+ you
have this skill.
- If you don't roll a 5+, choose another skill. Roll a dice- on a 4+
you have this skill.
- If you don't roll a 4+, choose another skill. Roll a dice- on a 3+
you have this skill.
- If you don't roll a 3+, choose another skill. Roll a dice- on a 2+
you have this skill.
- If you can't roll a 2+, choose one of the skills you have not
tried for- it is yours.
If, at any level, you run out of skills (e.g., you fail to get one with
a X+ and you have all the ones you haven't
rolled for), just choose one. In moderated games, the Gamesmaster may
choose a skill for you if he wishes.
List O' Skills
- Weapon Master: Add your battle-level to damage from weapons.
- Tough / Agile: Add your battle-level to Toughness, take no
damage from falling into pits and can climb out of them without a rope.
- Healing Powers: Heal any warrior back to full wounds,
(Battle-level + 1) times per adventure.
- Mighty Blow: When using open-handed fighting, ignore
Toughness and Armour on a 5+ to hit.
- Divine Protection: Immunity to diseases, plagues, poisons
etc. (and all events which make use of them, including hazard rolls,
settlement events, mummies, etc).
- Danger Sense: Negate Ambushes on a 4+. When you are not
ambushed, all warriors get +1A in the first round of combat.
- Fast: +1M and +1I. Dodge Missile Weapons on a 4+.
- Holy Aura: Undead only hit on a 6 if they are adjacent to the
Monk. Pay no living expenses, no evil settlement events (except Witch
Hunt, or whatever the damn thing near the end of the table is).
- Dodge Blow: Gain a Dodge 6+ Skill (improves by one if you
have either of the Fast or Tough and Agile skills- if
you have both, it improves by +2, e.g. a Monk with all three has a Dodge
4+ ability).
- Healing Trance: Regenerates (Battle-Level)D6 wounds if you do
nothing for a turn.
Open-Handed Fighting
Instead of using a weapon, the Monk may fight open-handed. This does a
number of damage dice equal to the level of the user, but without being
modified for Strength. E.g., a 5th level monk would do 5D6 damage per hit.
The Monastery
The Monastery can be found on a 8+ in a Town or City. The Monk can
perform the following actions at the Monastery:
- Convert Gold to experience points- it cannot be spent but cannot be
lost to hazards, either.
- Donate Magical Items to his cause- he gets the experience points for
such a gift.
- Charge up an extra D6 prayer beads, at the cost of D6*100 for the
lot. This can only be done once per settlement, and takes D6 days to
complete, which the Monk spends praying and fasting.
Prayer Beads
Monks start the game with 4D6 prayer beads on a necklace (re-roll if you
get less than 10), only 1D6+3 of which are magical. More can be enchanted
at the Monastery, Roll 2D6 to see what type of magic each contains:
- 2-4: Bead of Healing. Restores one warrior to full wounds.
- 5-6: Bead of Paralysis. Paralyses all monsters in one board
section for D6 turns.
- 7-8: Bead of Luck.Automatically suceed on one roll (cause
maximum amount of damage, don;t fall into the Firechasm, etc).
- 9-10: Bead of Light. Can either be used as a lantern for one
dungeon or to blind all monsters on a board section for D6 turns
(blinded monsters have -2 to hit, cannot move, cannot cast spells or use
other powers and opponents get a +2 to hit bonus).
- 11: Bead of Travel. Can transport the entire party to the
settlement of their choice.
- 12: Bead of Invisibility. The Warrior this is used on becomes
Invisible (as per the ring) for the rest of one event.
Moderated Games
The Monk is zealous in his determination to 'purge the unclean', and
will not leave the dungeon unless things are looking really desperate. He
should donate money to temples, good causes etc., as much as possible.
Disclaimer
Warhammer Quest is a trademark of Games Workshop, and its use
here does not constitute a legal challenge to that status. This article
may be considered copyrighted by nobody, so anyone can use and / or alter
it. Ha!
--[ Top of page ]--
|