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Monk

Dotted across the landscape are monasteries - small, walled cloisters inhabited by monks. These monks pursue personal perfection through action as well as contemplation. They train themselves to be versatile warriors skilled at fighting without weapons or armor. Monasteries headed by good masters serve as protectors of the people. Ready for battle even when barefoot and dressed in peasant clothes, monks are able to travel unnoticed among the populace, catching bandits, warlords, and corrupt nobles unawares. By contrast, monasteries headed by evil masters rule the surrounding lands through fear, virtually as an evil warlord's castle might. Evil monks make ideal spies, infiltrators, and assassins.

The monk cares for the perfection of their art and, thereby, their personal perfection. Their goal is to achieve a state that is, frankly, beyond the mortal realm.
Base Stats Hit Points Initiative Magicka Stamina
80 8 20 60
Ability Mod Cost Flavour Rules
Rank 1
Equilibrium 10 10 Balance and the world will flow with you. Can be paid with either STA or MP. You can regain either 10MP or 10STA.
Meditation 10 10 If you seek answers you must first ask questions. You regain 1d10+10HP
Darting Koi 10 10 The opponent that chases will inevitably tire. Used on defense. If you are balanced and defend successfully your opponent suffers 1d10 damage
Oxen Grip 5 10 Once you control their strikes you control their energy. No damage. You pin your opponent for a turn and they can only attack you. You become balanced.
Tiger's Breath 5 10 The tiger does not hesitate and puts all his power behind a blow. Damage. If you are balanced you gain an additional +10 mod to this attack
Harass 10 5 The hare delivers sharp kicks to knock his foe off balance. A rapid blow. Deals 1d10 damage and you become balanced.
Spider Climb 20 10 To a spider there are no walls. Can climb walls and other obstacles without penalty
Rank 2
Balanced Stance 20 20 When you attack you also defend. For the remainder of combat your weapon +mod can be used on defense rolls
Empty Mind 15 20 Victory lies in being unfathomable. Your mind is empty and your foes will find no purchase. You are immune to fear, psychological damage and being dazed for 3 rounds
Flame Focus 10 15 You need no weapons. You are the weapon. Your fists become weapons alive with ki flame. You gain a +10 weapon for the rest of combat.
Strike from the Heavens 10 30 The dragon scorns the material earth. You make two immediate +10 attacks. If you are balanced each attack can damage an item instead, rendering it unusable for the rest of combat.
Viper's Return 15 20 Slip your coils about your enemy and direct the venom back in his face. Used on Defense. In addition you may make an immediate basic attack upon your attacker and you become balanced
Standing Kick 10 15 An attack is only worthwhile if it leaves you with better footing. Attack with a well-placed kick. Damage. In addition you gain a +10 to your next defense and become balanced
Stunning Fist 15 15 The charge of a ram leaves its enemy recoiling. Damage. If you are balanced your opponent is immobilised for 1 round
Rank 3
Between Blows 1d20 5 See the Monkey, he jumps without thinking and never slips. You move deftly between blows, dancing on the edge of a blade. You may use this ability whenever you fail a defense roll. There is no activation, simply roll a d20 and add it to your defense roll. You become balanced. May only be used once per defense roll.
Pressure Points 30 30 Bring power to a point and disperse your enemy's. No damage. A crippling series of strikes designed to paralyse the limbs. Target receives a -30 to their next attack. You become balanced
Directing Strike 15 20 Remember that for every loss there is a gain, even among foes. In addition to damage target loses 1d20+15 STA or MP. If you are balanced you gain this amount
Thunder Palm 20 20 If you cannot rely on skill then brute force and speed may compensate. Damage. If you are balanced you deal double damage
Perfect Moment 20 20 An entire lifetime may be spent seeking one perfect moment. May be used at any time but only once per combat. The last attack made by your opponent affects them instead. They receive no defense roll against this.
Enlightenment 30 50 Step One: Get broom. Step Two: Gain enlightenment, Step Three: Break for tea. You gain Defense +30. You may choose to defend others against attacks directed at them. Anytime you defend against an attack successfully your opponent must roll defense or suffer d20 damage. You may take no other actions while in this state.
Sudden Step 15 20 Time is a perception of the senses. Truth lies between moments. You move so fast as to appear instantaneous. Teleport