Profession: Monk
Role: Unarmed DPS, Tank, Dodge Tank
Starting Gear: Leather Brigandine
Pay Rate: N/A
Gen Dice:
  • Vitality   Creation   1d20    Level Up/Rest    1d6
  • Soul       Creation   1d8      Level Up/Rest     1d4
  • Power   Creation   1d20    Level Up/Rest     1d8
Weapon & Armor Types:
  • Monks use their bodies as weapons, therefore they don't need actual weapons
  • Can use gloves, gauntlets, as well as nunchucks, katanas, and rods with no penalties
  • Monks can only wear light armor and can't use shields. Monks gain a +3 Evasion for no armor or +1 Evasion for light armor.
Specialty:

Monks train their bodies to be as hard as steel. For that reason, Monks have a natural 2 Armor Defense and a +1 on all Defense checks.

You have dedicated your life to perfecting your body as both a weapon and a shield. You are not the initial heavy-hitter or the tank, but you will be the last one standing.

The Monk Profession is all about fine tuning ones body as the perfect weapon. 

Effects on Weapon Usage

Monks use their bodies as weapons, therefore they don't need actual weapons. They can use anything that would add to their punching or kicking, such as gloves, gauntlets, as well as nunchucks, katanas, and rods. While a monk will learn to use other weapons, they will require the weapon's related proficiency skill to use them.

 Effects on Armor Usage

Monks can only wear light armor and can't use shields. Monks gain a +3 Evasion for no armor or +1 Evasion for light armor.

Profession Level Progression

Monks are masters of inner peace and body honing. They can make their bodies powerful weapons and can become hard to hit.

Monks progress following the Monk Node Chart.

  • In order to progress to the next level you need to meet the required nodes and pay the progression XP cost.
  • Each node cost XP to acquire.
  • You can only acquire the nodes for your profession.
  • You can acquire as many nodes as you want, but you must acquire the minimum required nodes to progress to the next level.
  • You get your gen dice rolls for Vitality, Soul, and Power at each new level. 

Skills

Monks specialize in skills that better hone their bodies as weapons.

Monk Skills Progression 

Monk Skills

Monk Skills are categorized into Martial Arts Skills, Martial Weapon Skills, Chi Skills, and Empowerment/Support Skills.

Martial Arts Skills

Action Type: 🔗 Skill Chain Action
Skill Action Type Skill Types Stat Cost Range & Area Duration Check Roll Effects Requirements
Extra Attack 🔗 Skill Chain Action ᯓ➤ Fast Action 8 Power self instant Impossible React

Get a full extra attack that you can use, including using skills.

Powered Blow

Powered Blow 🔗 Skill Chain Action 💪 Empowerment Power Spent weapon's range affecting 1 target instant Challenging Focus

Increase the damage of your attack by spending Power into your attack. 1 Power = 1 extra damage. You may spend up to your current Offensive Power score in Power for this skill. Should you roll a natural 20 on the Focus check, the total Power investment is doubled and added to the damage instead. You can use this skill with other attack skills.

Power Rush

Powered Hit 🔗 Skill Chain Action ☯️ Chi 1/2 Vitality 1 space in front affecting 1 target instant Hard Focus

Pour all of yourself into your hit, increasing your damage by your Level Up/Rest Vitality Gen Dice. You can use this skill with any attack skill.

Vitality Empowerment

Action Type: ⚔️ Attack Action
Skill Action Type Skill Types Stat Cost Range & Area Duration Check Roll Effects Requirements
Eye Gouger ⚔️ Attack Action 🕶 Vision Status Effect 4 Power 1 space in front affecting 1 target instant Normal Focus

A directed hit to one of the target's eyes with 2 fingers which deals 1d3 damage but also causes visual instability for 1d4 rounds. A critical hit will cause blindness for 1d4 rounds followed by visual instability for 1d4 rounds.

Focused Punch

Flip Kick ⚔️ Attack Action ⚡⚡ Stun Effect 8 Power 1 space in front or behind you instant Impossible Athletics

Flip in the air forwards or backwards performing a focused kick to the target's head, stunning the target for 1 round. You land on the other side of the target.

Roundhouse Kick

Focused Kick ⚔️ Attack Action 👊 Unarmed Melee 2 Power 1 space in front affecting 1 target instant Easy Focus

A forward kick dealing 1d6 + Focus + Offensive Power damage.

N/A

Focused Punch ⚔️ Attack Action 👊 Unarmed Melee 2 Power 1 space in front affecting 1 target instant Easy Focus

A forward punch dealing 1d4 + Focus + Offensive Power damage.

N/A

Haymaker ⚔️ Attack Action ⚡⚡ Stun Effect 8 Power 1 space in front affecting 1 target instant Impossible Athletics

A focused punch straight to the target's head. Increases damage of the attack by 1d4. Stuns the target for 1 round. A critical hit causes the target to also be dazed for the following 1d4 rounds. 

Uppercut

Rage Attack (monk) ⚔️ Attack Action ᯓ➤ Fast Action 8 Power 1 space in front affecting 1 target instant Impossible Critical

Deal 1d6 focused punches on the one target. No critical attacks allowed. 

Powered Blow

Roundhouse Kick ⚔️ Attack Action 🌪️ Multi-Target 6 Power a 1x1 space around you affecting all targets in those spaces instant Hard Athletics

Preform Focused Kick to all spaces around you. 

Split Kick

Split Kick ⚔️ Attack Action 👊 Unarmed Melee 4 Power 1 target 1 space to the left and 1 target 1 space to the right instant Normal Athletics

Jump in the air, performing Focused Kick to both the left and right of you.

Focused Kick

Uppercut ⚔️ Attack Action 👊 Unarmed Melee 6 Power 1 space in front affecting 1 target instant Hard Athletics

A directed focused punch (1d4 + Focus) that comes up from underneath the target's jaw. Increases damage of the attack by 1d3 and knocks the target down. A critical hit causes stun for 1 round. 

Eye Gouger

Action Type: 👣 Move Action
Skill Action Type Skill Types Stat Cost Range & Area Duration Check Roll Effects Requirements
Pin Target 👣 Move Action ⚔️ Combat Maneuver 4 Power 1/2 move range affecting 1 target 1d4 rounds Normal Athletics

Jump onto target knocking target down. Hold target to the ground by being on top of target for the duration. Each round the target may make a hard athletics check to overpower you and escape your pin. 

N/A

Martial Weapon Skills

Action Type: ⚔️ Attack Action
Skill Action Type Skill Types Stat Cost Range & Area Duration Check Roll Effects Requirements
Diagonal Strike ⚔️ Attack Action 😵‍💫 Dazed Effect 4 Power weapon's range affecting 1 target instant Normal Athletics

Hit the target in a diagonal motion, including the target's head with your nunchucks dazing the target for 1d4 rounds.

Switch Hit

Figure 8 ⚔️ Attack Action 🌪️ Multi-Target 10 Power a 1x1 space around you affecting all targets in those spaces instant Impossible Acrobatics

Perform a complex move with your nunchucks hitting all spaces around you once. Each hit has a chance for critical damage. Each hit gets offensive power. 

Switch Hit Punch

Left Right Smash ⚔️ Attack Action 🗡️ Melee Attack 6 Power weapon's range affecting 1 target to the left and 1 target to the right instant Challenging Acrobatics

Hit to both the left and right of you with your nunchucks increasing the damage by 1d6 +1.

Diagonal Strike

Switch Hit ⚔️ Attack Action ᯓ➤ Fast Action 2 Power weapon's range affecting 1 target instant Easy Athletics

Hit target with a basic attack using nunchucks, quickly switching hands, decreasing target's evade by 2 and increasing the damage you deal by 1.

Equip Nunchucks

Switch Hit Punch ⚔️ Attack Action ᯓ➤ Fast Action 8 Power 1 space in front affecting 1 target instant Hard Athletics

Perform an empowered Switch Hit attack, increasing its attack power by 1d4 +1, followed by a punch. The switch hit with your nunchucks gets its own offensive power and the punch is an additional offensive power + 1d4. 

Left Right Smash

Action Type: 🔗 Skill Chain Action
Skill Action Type Skill Types Stat Cost Range & Area Duration Check Roll Effects Requirements
Extra Attack 🔗 Skill Chain Action ᯓ➤ Fast Action 8 Power self instant Impossible React

Get a full extra attack that you can use, including using skills.

Powered Blow

Powered Blow 🔗 Skill Chain Action 💪 Empowerment Power Spent weapon's range affecting 1 target instant Challenging Focus

Increase the damage of your attack by spending Power into your attack. 1 Power = 1 extra damage. You may spend up to your current Offensive Power score in Power for this skill. Should you roll a natural 20 on the Focus check, the total Power investment is doubled and added to the damage instead. You can use this skill with other attack skills.

Power Rush

Powered Hit 🔗 Skill Chain Action ☯️ Chi 1/2 Vitality 1 space in front affecting 1 target instant Hard Focus

Pour all of yourself into your hit, increasing your damage by your Level Up/Rest Vitality Gen Dice. You can use this skill with any attack skill.

Vitality Empowerment

Chi Skills

Action Type: 🔮 Support Action
Skill Action Type Skill Types Stat Cost Range & Area Duration Check Roll Effects Requirements
Chi Arcobatics 🔮 Support Action ☯️ Chi 2 Soul self 1d6 rounds Normal Focus

Increase Acrobatics by your Focus trait score.

Meditation

Chi Defense 🔮 Support Action ☯️ Chi 2 Soul self 1d6 rounds Normal Focus

Increase defense trait by 1 and armor defense by focus score. For physical damages and attacks only.

Meditation

Chi Energy 🔮 Support Action ☯️ Chi 6 Soul self instant Hard Focus

Restore Power by your Focus trait score.

Chi Heal

Chi Heal 🔮 Support Action ☯️ Chi 4 Soul self instant Challenging Focus

Heal your Vitality by your Focus trait.

Chi Defense

Chi Runic Defense 🔮 Support Action ☯️ Chi 4 Soul self 1d6 rounds Hard Focus

Increase spirit trait by 1 and armor spirit by spirit trait score for defending against magical attacks.

Chi Defense

Critical Chi 🔮 Support Action ☯️ Chi 4 Soul self 1d6 rounds Hard Focus

Increase Critical trait by Focus trait and critical damage is increased by focus as well.

Inner Chi

Inner Chi 🔮 Support Action ☯️ Chi 2 Soul self 1d6 rounds Normal Focus

Increase all of your damage you deal by your focus score.

Meditation

Meditation 🔮 Support Action ☯️ Chi N/A self 1 hour Easy Focus

Recover Level Up/Rest dice worth of Vitality, Power, and Soul with just one hour of rest. Increase Focus for next hour by +2.

N/A

Action Type: 🔗 Skill Chain Action
Skill Action Type Skill Types Stat Cost Range & Area Duration Check Roll Effects Requirements
Chi Drain 🔗 Skill Chain Action ☯️ Chi 6 Soul self instant Hard Focus

Drain focus trait score amount of vitality from attacked target to restore your vitality with. This skill can be used with any attack skill.

Chi Heal

Action Type: 👣 Move Action
Skill Action Type Skill Types Stat Cost Range & Area Duration Check Roll Effects Requirements
Ninja Run 👣 Move Action ☯️ Chi 4 Soul self instant Hard Focus

Able to run up a wall or across a body of water for that movement instance.

Inner Chi

Empowerment/Support Skills

Action Type: 🔮 Support Action
Skill Action Type Skill Types Stat Cost Range & Area Duration Check Roll Effects Requirements
Empathic Combat 🔮 Support Action 💪 Empowerment N/A self 1d6 rounds Normal Focus

This skill allows for your emotions to fuel your melee damage. If you attack an enemy with a melee attack, including melee attack skills, and are filled with anger, your character's Offensive Power will be increased by 1d6 for that attack. If your character has opposite feelings, such as happiness when melee attacking an enemy and this ability, the attack simply won't do any damage.

Must have the Empathy talent

Inciteful Energy 🔮 Support Action 💪 Empowerment 8 Soul self 1d6 rounds Hard Focus -2

Inflict berserk on yourself, causing you to do double damage and increasing your critical trait by 4. However you are unable to use items or spells and cannot retreat or defend.

Chi Energy

Increased Offense 🔮 Support Action 💪 Empowerment N/A self 1d6 rounds Easy Focus

Increase your Offensive Power by 1d6

N/A

Power Rush 🔮 Support Action 💪 Empowerment 4 Soul self 1d6 rounds Normal Focus

Increase your Power by 1d6.

Increased Offense

Vitality Empowerment 🔮 Support Action 💪 Empowerment 2 Soul self 1d6 rounds Easy Focus

Increase Vitality by 1d10.

N/A

Monk Abilities

These are abilities that are unique to the monk profession. Only monks can obtain and use these abilities:

Ability Ability Type Effects Requirements
Acrobatics Improvement 🛡️ Passive Ability

Increase Acrobatics by 2.

Athletics Improvement

Athletics Improvement 🛡️ Passive Ability

Increase athletics by 2.

Focus Improvement

Bare Defense 🛡️ Passive Ability

Increase defense trait by 1 and provide 1d12 defense when unarmored.

N/A

Dual Fist Mastery 🛠️ Utility Ability

This ability allows you to use both fists and apply offensive power to both fists.

Dual Fist Proficiency

Dual Fist Proficiency 🛠️ Utility Ability

Allows you to punch with both fists. Only your prominent fist receives offensive power. 

N/A

Falling Roll ⚡ Activated Ability

When falling from a height that would normally cause fall damage, you can make a Normal Acrobatics check to instead fall into a rolling movement. You will roll one space in the direction that you fell and you will not take any fall damage.

N/A

Focus Improvement 🛡️ Passive Ability

Your Focus is increased by 2.

Power Improvement

Focused Attack Improvement 🛡️ Passive Ability

+2 to Focus Check for Focused attacks permanently.

N/A

Focused Jump 🛡️ Passive Ability

Your jump range is increased by your focus score.

N/A

Focused Monk 🛡️ Passive Ability

Permanently reduces the evade of any target you attack with a physical attack by your focus stat. No longer need to make a focus check to do this. 

Meditation

Inner Peace 🛠️ Utility Ability

You gain the positives of berserk but are able to withstand most of the negatives with one exception - while berserked you cannot defend or evade. You cannot be inflicted with depression or loss of self. 

Invoked Spirit ability and Inciteful Energy skill

Invoked Spirit 🛠️ Utility Ability

Able to add morality points to damage if target is of an opposing morality. If you are light and target is dark, you can add your light points to your attack. If you are dark and your target is light you can add dark points to your attack. If you are order and your target is chaos, you can add order points to your attack. If you are chaos and your target is order you can add chaos points to your attack. This is decided by if you have more of one morality points than another. If you have more order than chaos, then you are order for example. If you are Light Chaos (chaotic good), and your target is Order Dark (lawful evil) then you can add both light and chaos points to your attack, for example. 

N/A

Martial Arts Mastery 🛡️ Passive Ability

Unarmed combat causes wounds. Able to use bashing skills and proficiency with nunchucks, punches, and kicks. Increase damage by +2.

Martial Arts Proficiency

Martial Arts Proficiency 🛡️ Passive Ability

Apply evade penalty of 1 to target and increase damage by 1d4 when attacking unarmed or with nunchucks.

N/A

Martial Conditioning 🛠️ Utility Ability

Applies Defense Trait + Endure Trait to hands and arms as block value, allowing you to block with hands and arms. Would have to use Block or Parry for this to work.

Bare Defense

Momentum Attacks 🛠️ Utility Ability

Able to attack targets as you move past them during your movement action.

Ninja Speed

Monk Endurance 🛡️ Passive Ability

Your Power is increased by your Stamina + 1d4.

Power Augmentation

Monk Training 🛡️ Passive Ability

Monk skills cost 1/2 as much stat points (Soul or Power) to use.

N/A

Mortal Hit 🛠️ Utility Ability

Add a 1d20 roll to all of your unarmed combat or combat with nunchucks. Rolling a 20 - instant death to target. 

Sleeper Hit

Ninja Evasion 🛠️ Utility Ability

This ability makes the monk as evasive as a ninja and therefore hard to hit. It does this by increasing the monk's Evade by their React trait score.

Martial Conditioning

Ninja Reflexes 🛠️ Utility Ability

Increase React with Focus whenever reacting to an attack or checking for attack of opportunity.

N/A

Ninja Speed 🛠️ Utility Ability

Increase Initiative with Focus for initiative checks.

Ninja Reflexes

Power Augmentation ⚡ Activated Ability

You can spend power into any trait that you want to increase for the next 1d4 rounds, at the cost of your current round. You have to sacrifice your support action to do so, and you do not gain the benefit until the next round. You gain 1 point for every 2 Power, and that power is spent once used. 

Monk Training

Power Improvement 🛡️ Passive Ability

Your Power is increased by 1d6.

N/A

Sleeper Hit ⚡ Activated Ability

Critical hit knocks target out for 1d4 rounds. 

Martial Arts Mastery