Saturday, December 10, 2011

The Monk and the Dervish

nWo is the kind of game that grows continuously. Even as I polish up the Zero Terminus book, new things are created and another book is already planned (a "survival guide"). A couple of these are two new warrior sources; the monk and the dervish.


Specializing in unarmed combat, a monk can use their strength to cause severe wounds and breaks. Often learned in martial arts, they can become a strong asset in hand to hand combat. Many temple caretakers are trained as monks in addition to their responsibilities to the clergy.

Starting Level:
1 knowledge point, 2 weapon use points, +d10 wounds, +1* (unarmed).

Level Advancement:
1 weapon use point, +d10 wounds, +1* (unarmed).


The dancing, weaving, fluid motions of a dervish are easily identifiable and rightly feared. This style of fighting builds up momentum and uses it to make attacks and dodge others. Once in motion, a dervish becomes an increasingly difficult opponent.

Starting Level:
1 knowledge point, +d10 wounds.

Level Advancement:
+d10 wounds.

For each round the victim has been in hand to hand combat add the victim's warrior level to hit and dodge. This bonus only applies in hand to hand combat and will decrease by the victim's warrior level each round not in hand to hand combat.

These sources are allowed in all settings, and have some interesting possibilities. Either of these sources would benefit from the combat discipline or death talent for more hitting power. The monk's bonus can be added to natural weapons (like claws), or think about a dervish with a shimmer....
Until next round, +1 Int.
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