Illustration by Bulat Iraliev (source)

Broken Jar was abandoned at the gates of a far-off monastery when he was a baby, and was raised by monks his whole life. This particular monastery sends its initiates out as mendicants once their basic training is completed, with the intent that they return humbler and wiser after a while.

So it was with Broken Jar, who gladly started his journey. He met many of his fellow monks who were on their way back, having judged they saw enough of the world. He himself never quite got to that point. He always looked to the next hill and longed to see what lay beyond it. New places to see, new people to meet, new villains to punch. And so Broken Jar kept wandering.

Truth be told, he’s not quite sure how he got here. This place is so different from the lands of his childhood that he doesn’t think he could have gotten here with just a few weeks of hiking. Is he even in the same continent? The same world? Finding the answer to that is sure to be fun, and in the meantime there’s so much more to see around here! This wanderer is in absolutely no rush to go back home.

Broken Jar’s specialty is fighting unarmed, or with a staff. As he is now, his damage falls short of what a Weapon Master Knight can manage, but he does have plenty of interesting tricks to use and can do cutting damage with while unarmed thanks to his claws. Earned points should likely go towards increased combat skills and power-ups that add to his unarmed damage.

The catfolk racial template I used for him is more similar to the one I wrote up for Elder Scrolls Khajit than the one in DF: Adventurers, which is really quite “busy” and burnened by typical “cat” psychological disadvantages that don’t really fit this particular character.

Broken Jar, 250-Point Catfolk Martial Artist

ST 11 {10}; DX 16 {120}; IQ 10 {0}; HT 12 {20}

Damage 1d-1/1d+1; BL 12.1kg; HP 11; Will 11 {5}; Per 10; FP 12; Basic Speed 7.00; Basic Move 8 {5}.

Advantages

  • Catfall {10}
  • Combat Reflexes {15}
  • Chi Talent 2 {30}
  • Night Vision 8 {8}
  • Sharp Claws {5}
  • Sharp Teeth {1}
  • Temperature Tolerance 1 (Cold) {1}
  • Trained by a Master {30}

Disadvantages

  • Disciplines of Faith (Chi Rituals) {-10}
  • Wealth (Poor) {-15}
  • Social Stigma (Minority Group) {-10}
  • Sense of Duty (Adventuring Companions) {-5}
  • Curious (12) {-5}
  • Selfless (12) {-5}

Quirks

  • Foreign accent from no known region {-1}
  • Quirk-level Gluttony {-1}
  • Big-boned, not obese {-1}
  • Shouts like Bruce Lee when fighting {-1}
  • Moves in a very relaxed way out of combat {-1}

Skills

  • Acrobatics (H) DX-1 {2} - 15
  • Climbing (A) DX-1 {1} - 15
  • First Aid (E) IQ {1} - 10
  • Judo (H) DX {4} - 16
  • Jumping (E) DX {1} - 16
  • Karate (H) DX {8} - 17
  • Meditation (H) Will-1 {2} - 10
  • Observation (A) Per-1 {1} - 9
  • Panhandling (E) IQ {1} - 10
  • Sling (H) DX-2 {1} - 14
  • Staff (H) DX {4} - 16
  • Stealth (A) DX-1 {1} - 15
  • Tactics (H) IQ {4} - 10

Special Skills

All include +2 from Chi Talent

  • Breath Control (A) HT+2 {2} - 13
  • Immovable Stance (H) DX+1 {2} - 17
  • Light Walk (H) DX+1 {2} - 17
  • Mental Strength (E) Will+3 {2} - 14
  • Parry Missile Weapons (H) DX+1 {2} - 17
  • Push (H) DX+1 {2} - 17
  • Throwing Art (H) DX+1 {2} - 17

Loadout

  • Ordinary Clothing [Torso, Limbs]: Free, 1kg.
  • Quarterstaff: Damage sw+2 or thr+2 cr, Reach 1,2. $10, 2kg.
  • Heavy leather hand wraps [Hands]: Claw-adapted. DR 2. $15, 0.6kg.
  • Heavy leather boots [Feet]: Claw-adapted. DR 2. $52, 2.1kg.
  • Padded Robes [Body]: DR 1. $53, 3.1kg.
  • Pouch: Holds 1.5kg of small items. $10, 0.1kg.
    • Personal basics: $5, 0.5kg.
    • $35 in coin (1 silver, 15 copper).
  • Boomerang: Damage sw cr; Acc 2; Range x6/x10. $20, 0.5kg.

Combat

No Encumbrance!

  • Defenses

    • Dodge: 11
    • Parry:
      • Karate: 12F
      • Judo: 12F
      • Staff: 14
    • DR:
      • Hands/Feet: 2
      • Body: 1
    • Control:
      • 1: -2
      • 5: -4
      • 11: -6
      • 16: -8
      • 22: -12
  • Attacks

    • Judo Grapple (16): 1d-1 cr; Reach C.
    • Karate Strike (17): Reach C.
      • Punch: 1d+1 cr.
      • Claw: 1d cut.
    • Karate Kick (15): Reach C, 1. Roll DX to avoid falling on a miss.
      • Boots: 1d+2 cr.
      • Claws: 1d+1 cut.
    • Staff (16): 1d+3 cr (swing) or 1d+1 cr (thrust). Reach 1,2.
    • Thrown Boomerang (17): 1d+3 cr; Acc 2; Range 78/130.