Monk
After a childhood of rigorous training in body, mind, and spirit, a Monk is given one final task to complete their training: leave the monastery and see the world outside. While many return with new insight, some remain in the world outside, dishonored and unwilling to return, caught up in some intrigue, or burdened with care for the outside world and resolved to fight for the ideals they hold sacred.
What were the beliefs of the monks who raised you? Why didn't you return to the monastery? Are you on good or bad terms with your monastery?
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Key Ability
Start with this ability and one rank in a Schema of your choosing.
Martial Arts
Perk
While unarmed and wearing Light Armor, you gain +2 to Combat, your unarmed attacks have +2 DPB, and you have Advantage on Counters. You can smash objects as though armed with a heavy hammer and suffer no ill effects.
During any rest, you may draw the enchantment from a weapon and apply its magic to your unarmed attacks; this destroys the weapon. You can only hold on enchantment at a time in this manner, however and new enchantments overwrite previous ones.
Choose one of the following martial arts and learn a new one at Levels 5, 10, 15, and 20:
Perk
While unarmed and wearing Light Armor, you gain +2 to Combat, your unarmed attacks have +2 DPB, and you have Advantage on Counters. You can smash objects as though armed with a heavy hammer and suffer no ill effects.
During any rest, you may draw the enchantment from a weapon and apply its magic to your unarmed attacks; this destroys the weapon. You can only hold on enchantment at a time in this manner, however and new enchantments overwrite previous ones.
Choose one of the following martial arts and learn a new one at Levels 5, 10, 15, and 20:
- Dragon Rising: Each point of Prowess spent on an attack increases your Power by 1. This bonus accumulates throughout the Scene and ends when the Scene does.
- Five Storms: When you spend Prowess, you may deal (Power) damage to an adjacent enemy as a Reaction.
- Heavenly Chakra: Each Prowess spent restores 1d6 HP to you or an ally within 10 yards of you as a Reaction.
- Immaculate Shadow: After a Feat you spent Prowess on resolves, you may become Hidden as a Reaction.
- Shining Fist: Each point of Prowess spent on an attack increases its total damage by 1d6.
Monk Schema
A Monk draws their power from the gods and may learn any Monk or Divine Schema.
Celestial Step
Action
Move (Speed + Rank) yards. For the entirety of or at any point during this move, you may jump vertically or horizontally.
Action
Move (Speed + Rank) yards. For the entirety of or at any point during this move, you may jump vertically or horizontally.
- Rank 2: For the entirety of or at any point during this move, you may run up a vertical surface or upside down along a ceiling.
- Rank 3: For the entirety of or at any point during this move, you may effortlessly cross a surface that would normally be difficult (crumbling ledge, wet shingles, tightrope) or impossible (water, brittle treetops) to cross.
- Rank 4: You may use Celestial Step as a Minor Action for 1 Focus.
- Rank 5: For the entirety of or at any point during this move, you may teleport. Until your turn ends, you have Advantage against any enemies you end the move adjacent to.
Five Point Death Touch
Action - 1 Focus
Make a melee attack against an enemy. If you hit, you deal no damage; instead the target must Save after every Action they complete. After failing 5 of these Saves, the target is reduced to 0 HP no matter what. This effect ends with the Scene or if you use a Minor Action while adjacent to the target to voluntarily end it.
Action - 1 Focus
Make a melee attack against an enemy. If you hit, you deal no damage; instead the target must Save after every Action they complete. After failing 5 of these Saves, the target is reduced to 0 HP no matter what. This effect ends with the Scene or if you use a Minor Action while adjacent to the target to voluntarily end it.
- Rank 2: After successfully Saving while under the effects of Five Point Death Touch, the target has Disadvantage on their next Feat.
- Rank 3: Every time the target successfully Saves while under the effects of Five Point Death Touch, you gain 1 Prowess.
- Rank 4: The target is reduced to 0 HP after failing 3 Saves instead of 5.
- Rank 5: The target has Disadvantage on all Saves while under the effects of Five Point Death Touch.
Flashing Counter
Action - 1 Prowess
When you are targeted by an attack, you may use the following Interrupt: make a melee attack against the attacker.
Action - 1 Prowess
When you are targeted by an attack, you may use the following Interrupt: make a melee attack against the attacker.
- Rank 2: If your attack hits, the triggering attack has Disadvantage.
- Rank 3: You have Advantage for this attack and your target has Disadvantage to Counter.
- Rank 4: Gain 1 Prowess if your attack hits.
- Rank 5: You may spend 1 Focus to teleport (Power) yards before or after using Flashing Counter.
Gates of Spirit
Minor Action - 1 Focus
Unlock your true power by opening the Spirit Gates that regulate Mana's flow within your body. You have five Spirit Gates and each new Rank of this ability allows you to open an additional gate. Gates must be opened sequentially and only one Gate is opened with each use of this ability.
The bonuses from your Spirit Gates are cumulative and your Spirit Gates remain open for the duration of the Scene or until you are reduced to 0 HP. All Gates close at the same time and when they do, you must Save for each Gate you opened - each failed Save results in 1 Wound.
Minor Action - 1 Focus
Unlock your true power by opening the Spirit Gates that regulate Mana's flow within your body. You have five Spirit Gates and each new Rank of this ability allows you to open an additional gate. Gates must be opened sequentially and only one Gate is opened with each use of this ability.
The bonuses from your Spirit Gates are cumulative and your Spirit Gates remain open for the duration of the Scene or until you are reduced to 0 HP. All Gates close at the same time and when they do, you must Save for each Gate you opened - each failed Save results in 1 Wound.
- Rank 1: The Gate of Beginnings: Speed +2. Combat +(Power). Increase your Combat by (Power) for each subsequent Gate opened.
- Rank 2: The Gate of Trials: You may attack as a Minor Action so long as you spend at least 1 Prowess on the attack.
- Rank 3: The Gate of Wonders: Take two additional Actions during your turn.
- Rank 4: The Gate of Kings: You have Advantage on all Feats and are immune to all negative status conditions.
- Rank 5: The Gate of Heaven: You take (Power) Ongoing Damage but are immune to all other sources of damage. Enemies that start their turn within (Power) yards of you take (Power)d6 damage.
Spirit Wave
Action - 1 Focus
Make a melee attack and deal an additional (Power)d6 damage.
Action - 1 Focus
Make a melee attack and deal an additional (Power)d6 damage.
- Rank 2: Even if you fail to hit, the target takes (Power) damage. Damage from Spirit Wave can never be reduced, negated, or ignored.
- Rank 3: If you hit, the target is pushed (Power) yards and falls prone.
- Rank 4: Gain +1 Power after using Spirit Wave. This bonus is cumulative and lasts until the Scene ends or you are reduced to 0 HP.
- Rank 5: You may use Spirit Wave as an area attack against all adjacent enemies; this maneuver cannot be Countered.
Three Crane Strike
Action - 1 Focus
Make (Rank) consecutive melee attacks. You may move (Power) yards before or after each attack.
Action - 1 Focus
Make (Rank) consecutive melee attacks. You may move (Power) yards before or after each attack.
- Rank 2: Slide those hit by Three Crane Strike 1 yard in any direction.
- Rank 3: Attacks made with Three Crane Strike have Advantage.
- Rank 4: Attacks made with Three Crane Strike cannot be Countered.
- Rank 5: When you end Three Crane Strike in the same space you started it, deal an extra (Power)d6 damage to those you hit with it.
Monk Perks
Flow Like Water
Speed +1, Combat +1. Any time you successfully Counter, you may turn the Countered attack on any adjacent enemy instead of dealing damage with the Counter.
Speed +1, Combat +1. Any time you successfully Counter, you may turn the Countered attack on any adjacent enemy instead of dealing damage with the Counter.
Gentle Fist
When you hit with a melee attack, you may forego dealing damage to strike a cluster of nerves where Mana pools in the body, Weakening the target (Save ends). If the target is already Weakened, Slow them instead (Save ends).
When you hit with a melee attack, you may forego dealing damage to strike a cluster of nerves where Mana pools in the body, Weakening the target (Save ends). If the target is already Weakened, Slow them instead (Save ends).
Inner Peace
You may immediately negate the first negative status condition that affects you each Scene.
You may immediately negate the first negative status condition that affects you each Scene.
Iron Body Defense
While unarmed, you gain +1 Guard, +1 Save, and may Block attacks as though equipped with a Shield.
While unarmed, you gain +1 Guard, +1 Save, and may Block attacks as though equipped with a Shield.
Ki-Do
You can make any unarmed or melee attack you're capable of from up to 10 yards away by firing a blast of your spirit energy at the target.
You can make any unarmed or melee attack you're capable of from up to 10 yards away by firing a blast of your spirit energy at the target.
Unencumbered Defense
While unarmed and wearing Light Armor, the first attack against you each round has Disadvantage.
Any time an attack from 5 or more yards away targets you, you may spend 1 Prowess to automatically avoid the attack.
While unarmed and wearing Light Armor, the first attack against you each round has Disadvantage.
Any time an attack from 5 or more yards away targets you, you may spend 1 Prowess to automatically avoid the attack.
Rituals
Astral Projection
10 minutes after entering a state of meditation, you may project your spiritual form outside of your body. Unable to interact with the physical world, this form is invisible, intangible, and impervious to damage. However, it can be seen by spirits (though only the most powerful can interact). It can fly at 80 mph but cannot stray more than 100 miles from your physical body.
10 minutes after entering a state of meditation, you may project your spiritual form outside of your body. Unable to interact with the physical world, this form is invisible, intangible, and impervious to damage. However, it can be seen by spirits (though only the most powerful can interact). It can fly at 80 mph but cannot stray more than 100 miles from your physical body.
Body in Mind Meditation
Spend up to 20 minutes going through a dance-like series of martial moves, focusing your internal energy. Make a Feat with +1d6 per 5 minutes of moving. Begin the next Scene you are in with 1 extra Prowess per Bump.
Spend up to 20 minutes going through a dance-like series of martial moves, focusing your internal energy. Make a Feat with +1d6 per 5 minutes of moving. Begin the next Scene you are in with 1 extra Prowess per Bump.
Inner Peace
Spend 1 hour meditating to remove 1 Trauma.
Spend 1 hour meditating to remove 1 Trauma.
Martial Forms
Spend 1 hour studying an ally's moves and technique to copy one of their Heroic Actions. You can only copy Actions that could conceivably be achieved using martial skill and self-discipline (as decided by the GM).
Spend 1 hour studying an ally's moves and technique to copy one of their Heroic Actions. You can only copy Actions that could conceivably be achieved using martial skill and self-discipline (as decided by the GM).
Mind Over Matter
Center yourself for 10 minutes, meditating on your place in the universe and chanting a mantra. For the next 24 hours, you do not need to eat or drink. You also greatly reduce all pain you feel and gain Advantage on any Feat that requires physical endurance or mental resilience.
Center yourself for 10 minutes, meditating on your place in the universe and chanting a mantra. For the next 24 hours, you do not need to eat or drink. You also greatly reduce all pain you feel and gain Advantage on any Feat that requires physical endurance or mental resilience.
Share Wisdom
Tell the group a parable or wise saying. Allies who hear you will gain a new Feature until the end of their next Full Rest. The GM decides on the Feature they gain based on the moral or teaching of your tale or saying.
Tell the group a parable or wise saying. Allies who hear you will gain a new Feature until the end of their next Full Rest. The GM decides on the Feature they gain based on the moral or teaching of your tale or saying.
Strength From Within
Concentrate for 5 minutes, then strike a mundane object (no larger than twice your size) and destroy it in a single blow. Choose one of the following:
- The object is broken without making much noise
- The object is broken but easily repaired
- The object is broken beyond all repair
Concentrate for 5 minutes, then strike a mundane object (no larger than twice your size) and destroy it in a single blow. Choose one of the following:
- The object is broken without making much noise
- The object is broken but easily repaired
- The object is broken beyond all repair
Zen Meditation
Meditate for 20 minutes. Until your next Full Rest ends, you gain a bonus. The location in which you meditate will inform the bonus you receive (you only get one and the GM decides which):
- A Beautiful Place: Critical +1
- A Difficult Place: Guard +1
- An Isolated Place: Combat +1
- A Mystic Place: Power +1
- A Peaceful Place: Save +1
Meditate for 20 minutes. Until your next Full Rest ends, you gain a bonus. The location in which you meditate will inform the bonus you receive (you only get one and the GM decides which):
- A Beautiful Place: Critical +1
- A Difficult Place: Guard +1
- An Isolated Place: Combat +1
- A Mystic Place: Power +1
- A Peaceful Place: Save +1