Monk

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.

Profession: Monk
Starting Gear: A basic leather tunic.
Pay Rate: N/A

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. 

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1) 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.

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2) Effects on Armor Usage

Monks can only wear light armor and can't use shields.

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3) 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:

LevelBonuses
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
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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

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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

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