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.
Gen Dice:
- Vitality: (Initial) 1d20 (Secondary) 1d6
- Soul: (Initial) 1d8 (Secondary) 1d4
- Power: (Initial) 1d20 (Secondary) 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
The Monk Profession is all about fine tuning ones body as the perfect weapon.
Back to top1) 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.
Back to top2) Effects on Armor Usage
Monks can only wear light armor and can't use shields.
Back to top3) 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.
All characters get the following by leveling up regardless of profession:
- Each level up you get your secondary gen dice rolls for Vitality, Soul, and Power.
- Each level up you get 1d4 stat points
- Each level up you get 1d6 trait points
- You can acquire 1 skill of choice in or out of profession.
- At level 1 you have an initial 1d6 trait points that you can assign as desired
- Your profession will also provide bonuses when you level up
- You can start with 1 spell, and gain a new spell on every odd number level whether you are a runic mage or not.
Monks gain the following through leveling up every other level:
Level | Bonuses |
---|---|
2 | +1d4 to Fortitude; +1 Focus; 2 skills, 1 ability |
4 | +1d4 to Strength and Fortitude; +1d4 trait points; +1 Focus; +1 skill and ability |
6 | +1d4 Power; +1d6 to Fortitude traits; +1d4 to Strength Traits; +1 to Speed traits; +1 Focus; +2 skills and 1 ability |
8 | +1d8 trait points; +1d4 Power; +1d4 skills; +1 ability |
10 | +1d10 Stat Points; +1d6 trait points; +1d4 skills; +1d4 abilities |
12 | +1 to all Fortitude traits; +1 Focus; +2 skills; +1 ability |
14 | +1 to all Strength traits; +1 skill; +2 abilities |
16 | +1 to all Speed traits; +1 Focus; +1d4 skills; +1 ability |
18 | +1d8 Fortitude; +1d6 Strength; +1d6 trait points; +1d4 skills; +1 ability |
20 | +1 to all Strength and Speed traits; +1 Focus; 1d4 abilities |
4) Skills
Monks specialize in skills that better hone their bodies as weapons.
4.1) Monk Skill Progression
4.2) Monk Skills
Skill | Stat Cost | Range & Area | Duration | Check Roll | Effects | Requirements |
---|---|---|---|---|---|---|
Chi Arcobatics | 2 Soul | self | 1d6 rounds | Normal Focus | Increase Acrobatics by Focus. |
Meditation |
Chi Defense | 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 Drain | 6 Soul | self | instant | Hard Focus | Drain focus trait score amount of vitality from attacked target to restore your vitality with. |
Chi Heal |
Chi Energy | 6 Soul | self | instant | Hard Focus | Restore Power by Focus trait. |
Chi Heal |
Chi Guard | 4 Soul | 1 ally next to you | instant | Hard Focus | Increase your nearby ally's armor defense by your focus score when they are being attacked. |
Chi Defense |
Chi Heal | 4 Soul | self | instant | Normal Focus -2 | Heal your Vitality by your Focus trait. |
Chi Defense |
Chi Runic Defense | 4 Soul | self | 1d6 rounds | Hard Focus | Increase defense trait by 1 and armor defense by defense score for defending against magical attacks. |
Chi Defense |
Critical 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 |
Diagonal Strike | 4 Power | 1 space in front 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 |
Empathic Combat | 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 |
Extra Attack | 8 Power | self | instant | Impossible React | Get a full extra attack that you can use, including using skills. |
Powered Blow |
Eye Gouger | 4 Power | 1 space in front affecting 1 target | instant | Normal Hit Chance | 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 |
Figure 8 | 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. Each hit requires a hit chance check. |
Switch Hit Punch |
Flip Kick | 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 | 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 | 2 Power | 1 space in front affecting 1 target | instant | Easy Focus | A forward punch dealing 1d4 + Focus + Offensive Power damage. |
N/A |
Haymaker | 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 |
Inciteful Energy | 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 | N/A | self | 1d6 rounds | Easy Focus | Increase your Offensive Power by 1d6 |
N/A |
Inner Chi | 2 Soul | self | 1d6 rounds | Normal Focus | Increase all of your damage you deal by your focus score. |
Meditation |
Left Right Smash | 6 Power | 1 target 1 space to the left and 1 target 1 space to the right | instant | Normal Acrobatics -2 | Hit to both the left and right of you with your nunchucks increasing the damage by 1d4. |
Diagonal Strike |
Meditation | N/A | self | 1 hour | N/A | Recover secondary gen dice worth of Vitality, Power, and Soul with just one hour of rest. Increase Focus for next hour by +2. |
N/A |
Ninja Run | 4 Soul | self | instant | Hard Focus | Able to run up a wall or across a body of water for that movement instance. |
Inner Chi |
Pin Target | 4 Power | 1 target within 1/2 movement range | 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 |
Power Rush | 4 Soul | self | 1d6 rounds | Normal Focus | Increase your Power by 1d6. |
Increased Offense |
Powered Blow | Power spent | weapon range affecting 1 target | instant | Normal Focus -2 | Increase the damage of your attack by spending Power into your attack. 2 Power = 1 extra damage. |
Power Rush |
Powered Hit | 1/2 Vitality | 1 space in front affecting 1 target | instant | Normal Focus | Pour all of yourself into your hit, increasing your damage by your secondary vitality gen dice. |
Vitality Empowerment |
Rage Attack (monk) | 8 Power | 1 space in front affecting 1 target | instant | Impossible Critical | Deal 1d6 focused punches on the one target. No critical attacks allowed. Each hit requires a hit chance. |
Powered Blow |
Roundhouse Kick | 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 | 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 |
Switch Hit | 2 Power | 1 space in front affecting 1 target | instant | Easy Athletics | Hit target with a basic attack using nunchucks, quickly switching hands, increasing your hit chance by 2 and damage by 1. |
Equip Nunchucks |
Switch Hit Punch | 8 Power | 1 space in front affecting 1 target | instant | Hard Athletics | Perform an empowered Switch Hit attack, increasing its attack power by 1d4, followed by a punch. The switch hit with your nunchucks gets its own offensive power and hit chance and the punch is simply an additional offensive power with a required hit chance. |
Left Right Smash |
Uppercut | 6 Power | 1 space in front affecting 1 target | instant | Hard Athletics | A directed focused punch that comes up from underneath the target's jaw. Increases damage of the attack by 1 and knocks the target down. A critical hit causes stun for 1 round. |
Eye Gouger |
Vitality Empowerment | 2 Soul | self | 1d6 rounds | Easy Focus | Increase Vitality by 1d10. |
N/A |
5) Monk Abilities
These are abilities that are unique to the monk profession. Only monks can obtain and use these abilities:
Ability | Effects | Requirements |
---|---|---|
Acrobatics Improvement | Increase Acrobatics by 2. |
Athletics Improvement |
Athletics Improvement | Increase athletics by 2. |
Focus Improvement |
Bare Defense | Increase defense trait by 1 and provide 1d12 defense when unarmored. |
N/A |
Dual Fist Mastery | This ability allows you to use both fists and apply offensive power to both fists. |
Dual Fist Proficiency |
Dual Fist Proficiency | Allows you to punch with both fists. Only your prominent fist receives offensive power. |
N/A |
Focus Improvement | Your Focus is increased by 2. |
Power Improvement |
Focused Jump | Your jump range is increased by your focus score. |
N/A |
Inner Peace | You gain the positives of berserk but never the negatives. You cannot be inflicted with depression or loss of self. |
Invoked Spirit ability and Inciteful Energy skill |
Invoked Spirit | 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 | Increase hit chance by 1. 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 | Increase hit chance by 1 and damage by 1d4 when attacking unarmed or with nunchucks. |
N/A |
Martial Conditioning | 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 | Able to attack targets as you move past them during your movement action. |
Ninja Speed |
Monk Endurance | Your Power is increased by Endure + Stamina. |
Power Augmentation |
Monk Training | Monk skills cost 1/2 as much stat points (Soul or Power). |
N/A |
Mortal Hit | 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 | This ability makes the unarmored monk as evasive as a ninja and therefore hard to hit. It does this by using the monk's Speed stat as Physical Armor and Intellect stat as Magical Armor. The monk cannot wear armor to use this ability. |
Martial Conditioning |
Ninja Reflexes | Increase React with Focus whenever reacting to an attack or checking for attack of opportunity. |
N/A |
Ninja Speed | Increase Initiative with Focus for initiative checks. |
Ninja Reflexes |
Power Augmentation | You can spend power into any trait that you want to increase for the next round, at the cost of that 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 | Your Power is increased by 1d6. |
N/A |
Skill Combo | You can use 2 monk skills during your action. For example, you can use 2 instant monk attack skills at the same time, and 2 instant monk support skills, and 2 instant monk movement skills. |
N/A |
Sleeper Hit | Critical hit knocks target out for 1d4 rounds. |
Martial Arts Mastery |