The Scholastic Monk

The Scholastic Monks are very unique characters, though difficult to play. They are men /women of learning who have dedicated their lives to the acquisition of mystic and spiritual knowledge. Their goal is said to be the accumulation of knowledge that can unlock the mysteries of the universe for the benefit of all. However, while the good of all may be a consideration, the monks are very secretive and careful to conceal the fruits of this research until they feel the world is ready for it. This unilateral discretion means that fabulous information in their hands could be released next week or thousands of years from now. As a result, their monasteries are frequently hidden in remote regions or under the protection of a royal family or kingdom, who is often advised by the monks in matters of magic and the supernatural. Their magnificent monastery libraries, as well as personal knowledge and journals, are jealously guarded and always kept in a secret place. This means the rarest and most valuable writings are hidden in a secret place in the monastery and not in the general library.

All Scholastic Monks have taken a vow of silence and secrecy regarding their knowledge, speaking only when the leaders at the monastery have deemed it "time to speak." It is said that a monk will suffer a thousand torments and die before sharing the slightest bit of information to someone he deems unworthy or not ready. Should a monk ever break his vow of pacifism, his brothers ceremoniously burn his pens and parchments, and weep for him as he is considered dead.

The Scholastic Monk is seldom a physical coward, although some people misinterpret his pacifism as such. Scholastic Monks are devout pacifists who will not fight or strike another person, even in self defence! This is another one of their vows, born from the moral conviction that fighting/physical violence is wrong. When attacked, a Scholastic Monk will attempt to dodge out of harm's way and hide, run away, talk things out, or avoid the confrontation in some other way. So convinced are they that fighting is a social disease, that they will frequently step between combatants and try to talk them out of fighting. Another equally annoying habit is standing on the sidelines, lecturing the combatants about the futility of such reprehensible behaviour and the virtues of debate. Convinced that it is their duty to cure the world of aggression, war, the misuse of magic, and other social plights, it is not uncommon to see a madly dodging monk, breathlessly trying to convince a band of brigands that they should lay down their weapons and have a nice cup of tea. Such sights have brought tears of laughter to the eyes of many a staunch man at arms. However, the monk's pacifism and secrecy may make the character an unpopular traveling companion, especially on adventures. The monk will not engage in combat and may withhold information that he feels his companions don't need to know (You want the truth? You can't handle the truth!). Furthermore, the monk will lecture those around him about the social ills of civilization and engage in philosophical discussions; another thing that may annoy the characters. Still, this character is insightful, intelligent, a good negotiator/ trader and generally a pleasant fellow in search of a happier, peaceful path in life. Many groups find the skills and knowledge of the monk scholar to be so valuable that they will tolerate his/her eccentricities and secretive ways.

Scholastic Monks, Armour & Combat The monk scholar never uses armour because it is a tool of aggression and war. They cannot be swayed to do otherwise. Monks never use any weapons, although staves and walking sticks may be used for just that, walking. Likewise, knives, hammers, clubs, etc., are tools not weapons to be used against nature's children.

Allegiances to a God & Others

Monk scholars are always worshipers of the gods of knowledge. However, they are only loosely associated with any actual churches or organized religions. Their monasteries and activities are independent of any formal church, king or State. Unlike priests, the Monk Scholars do not possess many special powers. In general, the Monk Scholars swear allegiance to their ideals, vows, the pursuit of knowledge, and all branches and fellow members of Scholastic Monasteries. Even then, some monasteries are reluctant to share or trade all of their secret books and knowledge with other monasteries, and may hold certain key items and information in reserve, exclusively for the monks of their specific monastery. Furthermore, while the Monk Scholar respects the formal churches and shows their priests and leaders all the respect, courtesy, reverence, and honour due their station, they do not share their knowledge or libraries with them, nor do priests or any religious leader have authority over the monks or their monasteries. The same is true of most kings and other authority figures. The monks consider the monastery and its grounds to be a sanctuary, and their activities to be autonomous; completely outside the jurisdiction or interference of any authorities outside their order. Any community that allows the Monk Scholars to operate within their borders knows of this and agrees. Just in case, each monastery is constructed with scores of secret passage ways, sliding doors, concealed chambers, secret libraries, hiding places and catacombs. A Monk Scholar who gives up the secrets of his order or who betrays them is forever ostracized. No monk will ever speak a solitary word to him and he will never be allowed to enter any of their facilities.

The Ways of the Monk Scholar

Special Knowledge, Abilities and Bonuses

Monk Scholars are not priests, but through meditation, mental and physical disciplines and their near fanatical convictions, passion and pacifism enables them to perform a few simple blessings and exorcism. Other prayers, magic and powers are not available to them. Their power is knowledge.

  1. Blessings: All prayers of blessings are intended to show a god's favour on those who believe in and/or worship him. Such short prayers usually take only one melee round (15 seconds) but should be performed on only one person or item per each prayer. To try to bless a crowd of people or numerous items diminishes the effectiveness of the prayer (no bonuses). Each prayer of blessing provides some small measure of protection to the faithful for a period of 2D4 weeks, unless indicated otherwise. Note: A blessing will not work if the person receiving it does not respect and acknowledge (not necessarily worship) the deity in whose name the prayer is invoked.
    • Blessing of Water: Transforms ordinary water into "holy" water. Blessed water has no obvious effects on most people and can be used to wash or drink without difficulty. However, to vampires, ghouls, and the occasional other supernatural menace, holy water is like acid! A single vial (6 ounces) will inflict 3D6 damage! Furthermore, a vampire or any undead cannot enter a circle drawn in holy water. Blessed water retains the blessing indefinitely.
    • Blessing of a person: A blessed person is +1 to save vs disease and supernatural possession.
    • Blessing of food: The food is +1 to save vs spoiling magic and disease/ decay. Plus, the food will stay fresh for one extra day.
  2. Exorcism: A successful exorcism will drive out/banish any entity or demon from a possessed person, animal, dwelling or area. The exorcised creatures cannot return to the place or person for at least 6 months and are likely to NEVER return (86% likelihood of never returning). A successful exorcism performed in an area such as a graveyard, tomb, etc., will destroy all animated skeletons, corpses, and mummies which inhabit the area of exorcism. Ghouls and zombies will be banished for 10 months, while the greater supernatural creatures, including lesser devils and demons, vampires, ghosts, wraiths and specters, are banished for 6 months. The Rite of Exorcism requires 1D6 hours of prayer and meditation to perform, depending on the strength of the possessing/inhabiting force. The holy symbols of the priest's religion are necessary and it is wise to have assistants and bodyguards should fighting be necessary. Success ratio: 7% per level of experience. An exorcism can be attempted as many times as the priest wants to try.
  3. Penance and Sacrifice: The techniques used for self-denial and the exploration of one's self and environment include meditation, fasting, and vows of abstinence and silence. As a result, monk can resist thirst for two days per level of experience, and resist hunger for three days per level of experience. Although the monk is able to ignore the pain and discomfort, and function at close to normal, the physical body does suffer damage from dehydration, starvation, etc.
  4. Magic Knowledge: The Monk Scholar knows a great deal about magic and the supernatural, to the point that he can read most magic symbols and understands the basic principles of spell casting and circle making. However, the Monk Scholar never uses magic for any reason. To actually wield or use magic is seen as becoming too involved and threatens the objectivity of the monk. Thus, they will never cast a spell, use a circle, read a scroll, or engage in any magic ceremony although they will watch, study and try to understand such things. Even the use of magic items and magic potions is done with great reservation and concern. Only the use of the most innocuous and benign types of magic will be considered, and even then, the monk is likely to use something like a healing potion on someone else rather than himself.
    • Recognize enchantment: Just as a doctor can recognize flu symptoms and disease, the Monk Scholar can recognize the influence of magic that charms, hypnotizes, or otherwise causes mind control (including trances, domination, compulsion, quest, etc.). This ability also includes identifying magic sickness, curses, the effects of faerie food and faerie magic, and supernatural or magic possession. Illusions, metamorphosis, and psionic powers do not count as enchantment. Only the Wizard O.C.C. is more skilled in this area. Base Skill: 30% +5% per level of experience
    • Recognize magic: The Monk Scholar has a certain percentage chance to recognize a magic item by shape, inscriptions on it, magic symbols, or descriptions from ancient books or tales of legend. While the monk may be able to identify something as being magical, he may not know everything about it, its exact powers or how it works, or what dangers it may represent. Just because he may remember or recognize it from his studies, doesn't mean that he can remember everything. Furthermore, book text, lore and legends are not always accurate. Base Skill: 15% +5% per level of experience.
    • Power Words: The Monk Scholar knows the four simple words as well as the names of the Old Ones but not in the context of their symbolism or exact use in Diabolism or Summoning magic. This knowledge is never shared.
    • Magic Symbols: The Monk Scholar knows the 12 basic mystic symbols, the four elemental symbols and symbolic colors. This knowledge is never shared. Base Skill: 20% +5% per level of experience at reading/ interpreting text written in magic symbols. Recognize True Wards & Runic Symbols: The character can identify rune writing and many of the symbols used in making wards, but cannot actually read the rune alphabet or decipher wards. Nor can the monk tell whether or not a ward is energized. Base Skill: 20% +5% per level of experience.
    • Recognize Magic Circles: The Monk Scholar knows enough about magic symbols and the use of magic to identify magic circles as being genuine and even have a good idea of what the circle is used for and whether it is activated. This knowledge is never shared. Base Skill: 25% +5% per level of experience.
  5. O.C.C. Bonuses: +1 to save vs horror factor at levels 2, 4, 6, 8,10,12, and 14. +1 to save vs possession and mind control at levels 1, 3,6,9, and 12; +2 to save vs poison and disease, +1 to save vs magic.
  6. Monk Scholars are always vegetarians. Their regard for life is so great that they will not harm or eat animals.

The Scholastic Monk O.C.C.

Attribute Requirements: I.Q. 14 and M.E. 12 or higher. A high M.A. and P.P. can also be helpful but are not necessary.
Alignment: Any, but typically principled, scrupulous or aberrant.
Gender: Male or Female
Race: Any
O.C.C. Skills:

    Note: In addition to their scholastic pursuits, Monk Scholars may also train in such arts as prowl, and sleight of hand skills such as palming, pick pockets, pick locks, and forgery. They often specialize in languages, writing, history/lore, medicine, and preserving foods.
    Math: Basic (+10%)
    Cryptography (+20%)
    Languages: Native tongue at 98% and three languages of choice (+20% each).
    Literacy: Elf and one of choice (+20% for both).
    Writing (+20%)
    Public Speaking (+15%)
    Basic Math (+20%)
    History (+15%)
    Lore: Demons & Devils (+20%)
    Lore: Creatures & Monsters (+20%)
    Lore: Magic (+20%)
    Lore: Religion (+20%)
    Land Navigation (+10%)
    Locate Secret Compartments/Doors (+10%)
    Hand to Hand: Special Evasive Combat(Hand to hand cannot be changed!)
O.C.C. Related Skills:Select a total of ten other skills at level 1 , plus 1 per level starting at level 2. All new skills start at Lvl. one proficiency.
    Communications: Any (+15%)
    Domestic: Any (+5%)
    Espionage: Forgery and Intelligence only.
    Horsemanship: General or Exotic only.
    Labour: Any (+5%)
    Medical: Any (+10%)
    Military: Any (+10% to heraldry and surveillance only)
    Naval: Any
    Performance Arts: Any
    Physical: Any, except Acrobatics, Gymnastics, Boxing & Wrestling.
    Rogue: Any (+5% to Streetwise and Use/Recognize Poison only)
    Science: Any (+10%)
    Scholar/Technical: Any (+15%)
    Weapon Proficiencies: W.P. Unarmed only (and even then it is not used to attack, only defend)
    Wilderness: Any (+5%)

Secondary Skills: Choose 4 at level 1, plus 1 per level starting at level 2. All new skills start at Lvl. one proficiency. These are additional areas of knowledge that don't get the O.C.C. bonus.

Starting Equipment: A set of traveling clothes, a traveling robe or cloak with a hood, boots, belt, bedroll, backpack, a medium-sized to large satchel, two medium sacks, four small sacks, a water skin, a large silver cross, a small mallet, 30 feet (9 m) of rope, 2D6 empty vials, small mirror, !D4xlO sheets of parchment, 100 page notebook/ diary, 1D4 pieces of charcoal, 1D4 pieces of chalk, two bottles of ink, six crow quill pens, a tinderbox, and food rations of 2D4 weeks.

Armour: None.

Weapons: None.

Money: The character starts with 200 in gold. Additional money will come from payment for services rendered. A Monk Scholar can often get a hot meal, a place to sleep or extra money for telling stories, advising people, diplomatic intercession, offering blessings, warning people about magic and monsters, healing the sick (if medical skills are known), clerical work, accounting, translating or copying documents, and so on. The character tends to spend a great deal of money on books, art and the acquisition of knowledge. Most also spend 25% of their income on the poor and needy.

Experiance and Combat Table:
LevelExperienceHand to Hand Combat:Special Evasive
10,000-1,900Starts with two actions (not attacks) per melee round. Instead of parrying, the character gets to automatically try to dodge each attack he sees coming without using up a melee action. Roll for each; defender wins ties. Excellent sense of balance 40% +5% per level of experience. Walk a tight rope, narrow ledge, etc., 26% +3% per level of experience.
21,901-3,800+2 to dodge and +1 on initiative.
33,801-7,600One additional melee actionper round.
47,601-12,000+2 to roll with a punch, fall, or impact
512,001-20,000Back flip; +2 back flip dodge bonus.
620,001-30,000+1 to dodge and +1 to roll with punch, fall or impact.
30,001-45,000Leap 2 feet (0.6 m) long and one foot (3 m) high per level of experience.
845,001-55,000Disarm on a roll of a natural 17-20: In this case, a hold, grappling move, or strike at the weapon that does no damage to one's opponent but makes him drop his weapon (see Palladium RPG page 45)
955,001-75,000+1 to dodge and +1 on scheme.
1075,001-110,000One additional melee actionper round.
11110,001-140,000+1 to roll with impact and +2 on back flip dodge bonus.
12140,001-180,000+1 to dodge
13180,001-240,000+2 on initiative
14240,001-300,000One additional melee actionper round.
15300,001-350,000Lands on his feet (no damage!) from falls or impacts that hurl him less than 30 feet (96 m). From a greater distance or height, the roll with impact rule is as normal with an additional +2 to roll with the impact successfully.
* Note: Dodge bonuses count only toward the normal dodge. Back flip dodge bonuses apply only to the back flip manoeuvre.