This is yet another 'priestly' type character for Warhammer Quest written by Count Muzmiz, based on the Cathayan Martial arts article for WFRP by Garett Lepper. Feel free to distribute this character as you see fit, god knows, no-one really pays much notice of this anyway 

Vimtaoist

by Paul SMITH

Cathayan Martial Arts exists within Imperial Cathay, and beyond, with a strong following in Nippon. Cathayan Martial Arts originated within the boundaries of Imperial Cathay. When the Ungols conquered the Empire, Imperial Cathay's rival, the Ungols moved south to the region of Indhya. One of the Ungol policies was of uninhibited religious freedom for their subjects. One of the primary religions in the Indhya region was the faith of Simda. Simda, a religious prophet and visionary, was one of numerous in the Indhya region. However, with the Ungol invasion, the follower of Simda moved into the north region, to preach to the Cathayans of the Chen Empire.

Many of the outlying states, far from the influence of the palace, had always felt uncomfortable about the worship of the emperor, and often secretly still adhered to worship of ancestors, nature spirits, and many other traditional practices. It is here, where the beliefs of Simda, Known as Vimta to the Cathayans took root. Offered not only as a religion, but also as a new way of thought and life, the Cathayan followers of Vimta quickly gained in numbers, and to a certain degree in power, as Vimtaoism won influence among scholars who found room for themselves to thin k and exercise power outside of the edicts and decrees of the doctrinal worship of the Emperor.

When news of this "heresy" spread to the Imperial Palace, the Emperor at the time, Emperor Cao Chen, sent troops to outlying states and provinces. The bureaucracy was purged, and religious leaders massacred. Instead of fighting back, the new converts, in accordance with Vimto philosophy, went underground, rather than rebelling. Meeting in obscure areas, practicing their faith, and hiding holy documents, they persisted.

When Emperor Cao Chen heard of the lack of resistance, he called back most of his troops, assuming he had broken the resistance. Instead, he had driven them together in tight knit secretive groups. These groups began to practice Vimto (or Vimtaoist) thought, and applying it even to their struggle. They adopted a number of weaponless techniques to defend themselves from the persecution of authorities and of brigands and other dangers. It was these small groups, practicing their own interpretations of Simda thought that were to be the starting of the famous Cathayan Monastic Orders.

Starting Character

Name M WS BS S T I A Dam Wounds
Vimtaoist 4 3 5+ 3 3 4 1 1 1D6+7

Equipment

none

Weapon

none : see below

Armour

Vimtaoist robes (Nice orange ones :) - these confer a +1T

Pinning

Breaks from pinning on a roll of 4+.

Special Rules

Vimtaoists start off with the discipline of "The Empty Handed Style"

This is a relative peaceful style, it seeks to disarm it's opponents and then strike them senseless. The shedding of blood is frowned upon, and those that can not control themselves, must not be allowed to bear weapons and use them. This was the most influential style in the Early monastic period.

There are two options per round of combat :

1. Disarm - Attack as normal, if you are successful roll on the following table

1 Fumbled. 
The monster gains 1A next time it attacks
2-3 Missed. 
Nothing happens
4-5 Disarmed. 
The monster spends the next turn picking up it's weapon
6 Permanently disarmed. 
Ooops you broke it's arm. 5 concussion damage

This style of fighting will cause D6+S+3 concussion damage. concussion damage differs from normal damage in the following ways :

1. monsters can take the same amount of concussion damage as they can take normal wounds. Once they reach 0 wounds, as long as they have taken at least 40% concussion damage they are knocked unconscious, thus you can later interrogate them.

2. Concussion damage can accidentally kill someone. When they are knocked unconscious roll a D6. On a 6 the creature slips into a coma and dies.

3. Concussion damage is aided by the armour a creature is wearing. Add the monster's armour value to your damage.

While using your hands you may not use the deathblow rule.

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 4 4 5+ 3 3 5 1 5+ 1 1D6+7
2 Adept 4 4 5+ 3 3 5 1 5+ 2 2D6+7
3 Priest 5 4 4+ 4 3 5 1 5+ 2 2D6+7
4 Priest 5 5 4+ 4 4 6 2 5+ 2 3D6+7
5 Curate 6 5 3+ 4 4 6 2 5+ 2 3D6+7
6 High Curate 6 6 3+ 4 4 6 2 4+ 3 4D6+7
7 Master 7 6 2+ 4 4 7 3 4+ 3 4D6+7
8 Master 7 7 2+ 4 4 7 3 4+ 3 5D6+7
9 Master 7 7 A 4 4 7 3 4+ 4 5D6+7
10 Grand Master 8 8 A 4 4 8 4 3+ 4 6D6+7

Like any other warrior, the Monk can gain Specialist Actions with every level.

The Vimtaoist gains a luck point at the following levels - 2, 4, 6, 8 (I forgot to add this onto the table .. oops :)

The Vimtaoist has the same chance for roleplaying actions (e.g. interrogate, identify etc.) as the Wizard.

Weapon Limitations

Vimtaoists shun the use of any close range weapon, be it magical or otherwise. They may not wear any other armour than the robes they start with and he may not use any powder weapons.

Vimtaoists will use spell scrolls and potions.

Special Skills

Roll to determine what is learnt as you progress a level.

D6  
1-3 Combat style
4-6 Skill

Combat Styles

Only one may be used per round of combat, unless the Experimentalist skill is rolled.

1 Breeze in the Willows
This style is one of the defensive styles that exists. The fundamental doctrine behind this is that the practitioner employs the opponents avoid and dodges their enemies strikes, to bend and twist as a willow in the breeze. By dodging and parrying, even the smallest parts of nature can survive the gale
4+ Dodge is gained whilst in combat.
2 Raging Bear
The most violent and brutal form of advanced Martial Arts. Started within a grassroots resistance movement, this is the practice of rage. Within the rage and passion of inner turmoil, within that conflict, one seeks to embody the angry bear, unstoppable and terrifying for all to behold. The student of this field is trained to strike and crush, and endure any opposing attacks.
+2D6 damage, -1 initiative
3 Timeless Wind
These styles seek to emulate the mountain stream and the winds, that wear down the great mountains by their timeless persistence. When attacked, practitioners are taught to wait, and then strike out against their opponents, by turning their own weight against them. Throws, grapples, and sweeps are all means of accomplishing this without resorting to purely violent means.
Will always attack last, dodge 4+, A successful attack will allow you to throw an opponent of a similar size(or smaller) D3 squares in a direction of your choice, causing D4 S4 hits on anything in the way. If the monster hits a wall before it's movement is used up then it takes a S(5+squares left in throw) hit. Larger monsters are toppeled on a 4+ instead (this is after a successful attack BTW).
OR
if you win a round of combat then you can grapple a similar or smaller sized creature and use it as a form of shield, they take any hits from other creatures instead of yourself (unless they are piercing or area effect attacks.) The monsters cannot do anything while in the grapple. Each turn they must make a Strength test, if they roll under their strength then they break free.
4 Heaven's Lightning
Rapid strikes, at unexpected locations, overwhelming the foe with elemental energy.
+2A , +1I and +1S
5 The Imperial Dragon Style
The Emperor, also known as the Imperial Dragon, had a number of master's gathered who created this art as an expression of Imperial Will. Amongst the most beautiful and fluid, it is also one of the most aggressive. Flying leaps, kicks, spins and flurries.
+1I, +2A, May use Deathblow rules because of the nature of some kicks.
you may attempt a spin kick. This will give you one attack at each surrounding square, friend and foe alike.
6 Striking Viper
Precision, deadly strikes are the expressions of this deadly form. Artful, calculated movements form a signature of the practice. Small in number, the practitioners of this school are greatly feared.
+2 to hit, +2D6 damage

Vimtaoist Skills

1 Meditate
If you are on a board section with no monsters and you do nothing you will recover 2D6 wounds
2 Holy aura
It's as if you've been blessed; Everything evil seems to hate your touch
All your attacks with your non-weapon (i.e. hands and feet) attacks now count as magical attacks
3 Master fighter
Add your mastery level to your damage total
4 Experimentalist
You may now attempt to combine fighting styles. You must roll over the number on the chart below to succeed. If you fail the roll you have bodged up completely. You do not get to attack this turn and the monster is at +1 to hit you.
   Levels    D6
1-2 5+
3-4 4+
5-6 3+
7-8 2+
9+  Auto 
5 Zen
You are at one with yourself and the world around you, you fear nothing, especially death.
Immune to Psychology
6 Power beyond belief
May only be received once - If you roll this and you already have it, roll again.
1 Super strike
+3S for all attacks
2 Flame strike
All your non-weapon (i.e. hands and feet) attacks now cause flame damage as well as normal damage. S5 fire damage
3 Rock skin
+2T
4 Teleport
You may now teleport to wherever you want on the board section.
5 Fireball
Each turn add up the power phase dice rolls. Keep a running total. Once there is 8 points in your pool you may cast a fire ball spell.
6 Etherial 3
Once per adventure you may become ethereal for D6 turns - treat as ethereal from WQ roleplaybook

Vimtaoists and settlements

Vimtaoists cannot visit the Alehouse ,Gambling House, or the temple.