Profession: Monk
Starting Gear: A basic leather gambeson and leather gloves
Pay Rate: N/A
Starting Bonuses: 60 character points at character creation
Bonuses:
  • Unarmed Proficiency, Martial Art Proficiency, and Meditation at Level 1
  • Either Punching Proficiency, Kicking Proficiency, Grappling Proficiency, or Katana Proficiency at Level 1
  • 10% Strength added to Strenght as a Modifier
  • 10% Fortitude added to HP as a Modifier
Penalties:
  • Other skills cost 10% more to acquire
  • Other weapons require a weapon proficiency skill to use
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 cloth armor and can't use shields

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. 

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1) Starting Bonuses and Penalties

You already know that playing as a monk grants you 60 additional character points during character creation. However these are not the only benefits a monk receives.

  • A monk starts with Unarmed Proficiency, Martial Arts Proficiency, and Meditation at Level 1.

  • A monk can also choose to start with either Punching Proficiency, Kicking Proficiency, Grappling Proficiency, or Katana Proficiency at level 1.

  • Monks start with 10% of their Strength added to Strength as a modifier and 10% of their Fortitude added to HP as a modifier.

  • Other skills from other professions cost 10% more to acquire and for a monk to use any weapon that isn't a martial arts weapon, the monk will need the weapon's proficiency skill at at least level 1.
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2) 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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3) Effects on Armor Usage

Monks can only wear cloth armor and can't use shields. For a monk to wear other armor, the monk will need that armor's proficiency skill, however even with that skill the monk would suffer a -2 to Initiative per armor piece that is not cloth

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4) Character Point Rate

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

The Monks's character point rate is:
  • Mental x 0.03; with an additional +0.25 for every skill in either punching proficiency, kicking proficiency, grappling proficiency, katana proficiency, or nunchuck proficiency skill chain they obtain at level 1. You can only choose to use one skill chain line for this bonus.
  • A monk who gets all  unarmed proficiency skills at level 1 gets to roll a 1d% increased by Mental as a percentage for extra character points.
  • A monk who gets all unarmed proficiency skills at level 4 gets to roll  2d% increased by Mental as a percentage for extra character points.
  • A monk's End of Session Bonus rate is your character point rate increased by 1/2 Strength. So if your character point rate is 1.5 and your Strength is 60, you would take 1.5 x 30 to get 45 extra character points at the end of the session. The GM can of course reward extra character points based on role playing. 
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5) Skills

Monks specialize in skills that better hone their bodies as weapons. Any of the skills listed below any skill listed below has its character point cost cut in half.

5.1) Monk Skills Progression 

5.2) Monk Skills

Skill Stat Cost Description Level Effects Cost to Acquire
+1d10 Damage 2 EP

Increases the damage done by 1d10. If using a weapon, this is added to your weapon as extra attack value. If unarmed, it is added to your Melee Power. 

Level 1: 1d10; 2 EP
Level 2: 2d10; 4 EP
Level 3: 3d10; 6 EP
Level 4: 4d10; 8 EP

This is a Tier 4 skill

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Bare Defense 5 EP

Gives 1d12 as defense when defending. 

Level 1: 1d12; 5 EP
Level 2: 2d12; 10 EP
Level 3: 3d12; 15 EP
Level 4: 4d12; 20 EP

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Chi Defense 5 SA

Increases defense by 10% of Runic Spirit for that instance.

Level 1: 10%; 5 SA
Level 2: 20%; 10 SA
Level 3: 30%; 15 SA
Level 4: 40%; 20 SA

This is a Tier 2 skill

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Chi Heal 8 SA

Self Heal by Runic Energy per level of mastery

Level 1: 1 x Runic Energy; 8 SA
Level 2: 2 x Runic Energy; 16 SA
Level 3: 3 x Runic Energy; 24 SA
Level 4: 4 x Runic Energy; 32 SA

This is a Tier 5 skill

Level 1: 125/250
Level 2: 150/300
Level 3: 175/350
Level 4: 200/400

Critical Chi N/A

Any Critical Hit with an attack that uses Chi also adds double Runic Energy. 

N/A: only one level

This is a Tier 4 skill

Level 1: 100/200

Dual Fist / Throw Proficiency N/A

By default you do not add Melee Power or Throw Power to your second hand when you are using both hands to punch or throw. This skill allows you to add some melee power or throw to your second hand when punching or throwing, thusly allowing you to punch and throw effectively with both hands.  

Level 1: Add 1/2 Melee or Throw Power to 2nd Hand
Level 2: Add full Melee or Throw Power to 2nd Hand

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100

Empower Chi 5 SA

Increase Chi's Runic Energy by 1d10. This is only for when using Inner Chi.

Level 1: 1d10; 5 SA
Level 2: 2d10; 10 SA
Level 3: 3d10; 15 SA
Level 4: 4d10; 20 SA

This is a Tier 3 skill

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Endure N/A

Increase Resist by 5 permanently as a modifier.

Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20

This is a Tier 3 skill

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

EP Empowerment 5 SA

Increase EP by 10% of Fortitude for 1d6 rounds.

Level 1: 10%; 5 SA
Level 2: 20%; 10 SA
Level 3: 30%; 15 SA
Level 4: 40%; 20 SA

This is a Tier 3 skill

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Extra Attack 5 EP

With this skill you get one extra martial arts attack. That extra strike is only 1/2 melee power. 

Level 1: 1 extra attack; 5 EP
Level 2: 2 extra attacks; 10 EP
Level 3: 3 extra attacks; 15 EP
Level 4: 4 extra attacks; 20 EP

This is a Tier 6 skill

Level 1: 150/300
Level 2: 175/350
Level 3: 200/400
Level 4: 250/450

Extra Strike 5 EP

With this skill you get one extra strike with your weapon. That extra strike does not include any melee power. 

Level 1: 1 extra strike; 5 EP
Level 2: 2 extra strikes; 10 EP
Level 3: 3 extra strikes; 15 EP
Level 4: 4 extra strikes; 20 EP

This is a Tier 6 skill

Level 1: 150/300
Level 2: 175/350
Level 3: 200/400
Level 4: 250/450

HP Empowerment 5 EP

ncrease HP by 10% of Fortitude for 1d6 rounds.

Level 1: 10%; 5 EP
Level 2: 20%; 10 EP
Level 3: 30%; 15 EP
Level 4: 40%; 20 EP

This is a Tier 2 skill

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Increased Critical N/A

This skill increases the chance that your hit will be a critical hit by +5. This is an instant effect that only applies when used.

Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20

This is a Tier 5 skill

Level 1: 125/250
Level 2: 150/300
Level 3: 175/350
Level 4: 200/400

Inflict Daze or Stun N/A

With this skill, every time you make a critical hit you have a 10% chance to daze the target for 1 round and a 5% chance to stun the target for 1 round. Basically, if you manage a critical hit, you will roll to see if you daze the target or stun your target. A dazed target will lose the ability to defend the rest of that round, and will have to make a 20 penalty on hit chance during its attack round. A stunned target will not be able to act for that round. If you stun your target you cannot also daze your target.

Level 1: 10% / 5%
Level 2: 20% / 10%
Level 3: 30% / 15%
Level 4: 40% / 20%

This is a Tier 6 skill

Level 1: 150/300
Level 2: 175/350
Level 3: 200/400
Level 4: 250/450

Inner Chi 5 SA

Add Runic Energy to Attack. Adds runic energy once per level of mastery.

Level 1: Runic Energy + Attack; 5 SA
Level 2: Runic Energy x 2 + Attack; 10 SA
Level 3: Runic Energy x 3 + Attack; 15 SA
Level 4: Runic Energy x 4 + Attack; 20 SA

This is a Tier 2 skill

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Martial Arts Proficiency N/A

Increase Melee Power by 10%.

Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Martial Attack Proficiency N/A

Increase Hit Chance by 10% with attack type per level.

The Attack Types are:

  • Punching
  • Kicking
  • Grappling
  • Bashing

Each martial attack type is its own skill and you would have to level up each one individually. Just because you have an attack type punching at level 3 you won't also have grappling at level 3. When you acquire grappling it will be at level 1.

Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%

This is a Tier 3 skill

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Martial Conditioning N/A

Increase Fortitude by 5 permanently as a modifier.

Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20

This is a Tier 4 skill

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Martial Weapon Proficiency N/A

Increases the attack value of your martial arts weapon by 10% per level of mastery. This is a percentage increase, not a flat value increase. If your attack value with your weapon is 10, this skill will make it 11. 

The Martial Arts Weapons are:

  • Unarmed
  • Katana
  • Nunchucks
  • Rods

Each weapon type is its on skill and you would have to level up each one individually. Just because you have an weapon type unarmed at level 3 you won't also have nunchucks at level 3. When you acquire nunchucks it will be at level 1.

Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%

This is a Tier 3 skill

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Meditation N/A

Recover 10% of max stats in 1 hour. Double focus for rest of day.

Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Melee Empowerment 5 EP

Increase Melee Power by 10% of Strength for 1d6 rounds.

Level 1: 10%; 5 EP
Level 2: 20%; 10 EP
Level 3: 30%; 15 EP
Level 4: 40%; 20 EP

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Ninja Reflexes N/A

Increase Evade and Agility by 5 permanently as a modifier. However you cannot wear any armor.

Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Ninja Run 6 EP

Run up walls or over water a distance of 1d6 per level of mastery.

Level 1: 1d6; 6 EP
Level 2: 2d6; 12 EP
Level 3: 3d6; 18 EP
Level 4: 4d6; 24 EP

This is a Tier 3 skill

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Ninja Speed N/A

Increase Speed and React by 5 permanently as a modifier.

Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20

This is a Tier 2 skill

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Rage Attack 5 EP

Attack 1d4 + 1 times causing full weapon damage with melee power damage each hit. No critical hits can be dealt with this skill. Hit Chance is decreased by 10 with this skill and each hit requires a hit chance roll. Must make a will check afterwards to see if inflicted with rage.

Level 1: 1d4+1; 5 EP
Level 2: 2d4+1; 10 EP
Level 3: 3d4+1; 15 EP
Level 4: 4d4+1; 20 EP

This is a Tier 5 skill

Level 1: 125/250
Level 2: 150/300
Level 3: 175/350
Level 4: 200/400

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6) Monk Growth

As you develop and master skills within your monk profession, you will become a more capable monk. Each set of skills mastered will increase your tier level in your profession, which in turn will provide you with more benefits.

6.1) Tier 1: Basic Martial Arts

This is the tier level you start out as. The starting bonuses listed earlier apply here.

6.2) Tier 2: Novice Martial Arts

To reach this tier, you must acquire all of the skills in the skill chain for an unarmed proficiency (punching, kicking, or grappling) or martial arts skill chain (katana or nunchuck) at level 1. This provides you benefit from the following bonuses:

  • A monk can spend EP for more melee power, at a rate of 2 EP per additional point of Melee Power.
  • 10% Strength added to Melee Power as a modifier.
  • 10% Speed added to Reflex as a modifier.
  • +0.5 to Character Point rate.

6.3) Tier 3: Skilled Martial Arts

To reach this tier, you must acquire all of the skills in the skill chain for an unarmed proficiency (punching, kicking, or grappling) or martial arts skill chain (katana or nunchuck) at level 2. This provides you benefit from the following bonuses:

  • 10% Fortitude added to Fortitude as a modifier.
  • A monk can sacrifice one runic speed for an additional quick melee attack, once per round.
  • +0.5 to Character Point Rate
  • 5% Fortitude added to Defense as a modifier
  • 5% Mental added to Runic Spirit as a modifier

6.4) Tier 4: Master Martial Arts

To reach this tier, you must acquire all of the skills in the skill chain for an unarmed proficiency (punching, kicking, or grappling) or martial arts skill chain (katana or nunchuck) at level 3. This provides you benefit from the following bonuses:

  • +10 to Critical Hit and +20 Melee Power
  • 10% Speed added to Speed as a Modifier
  • Double Battle Movement speed
  • At the cost of 100 character points, you can take on the Shadow Monk trait, making your moves hard to see and predict, thus requiring enemies to make perception checks to have any defense against your attacks.
  • +0.5 to Character Point Rate
  • 10% Strength added to EP as a modifier
  • 10% Mental added to SA as a modifier
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7) Combo Professions

With some professions, once you reach a certain point in character development, you can open up a combo profession. This combo profession would allow you to progress in the combined professions more easily, but make other professions more difficult. The combo professions allowed for monk are: ninja, temple monk, and samurai.

  • Ninja: You can open up ninja by acquiring Katana Proficiency at Level 2, Ninja skill chain skills at level 1, and Sneak at level 1- combining monk and thief.
  • Temple Monk: Temple Monk can be opened up when you've acquired Inner Chi at Level 2, Chi Defense at Level 2, and Spirit Armor at Level 2.
  • Samurai: Samurai can be opened up when you've acquired Katana Proficiency at level 2, Inner Chi at level 2 and any warrior weapons proficiency skills at Level 2.

With a combo profession, the skills in both professions count as in profession skills, granting you the benefits of both. Also you can use the weapons and armor requirements from the least restrictive profession. You'll be able to follow the growth of both professions, however you will only gain the extra actions from the first profession. Once you go into a combo profession however, any skills from other professions will have their maximum mastery dropped by 10 and cost 10% more to acquire.

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Submitted by mythus on Sun, 11/14/2021 - 23:24