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Monk Abilities

Monks

Ability Name Description Other Notes
     
Wave Fist The Monk uses this ability to create a spiritual manifestation of his fist which he then uses to launch at a ranged foe. This attack deals the same amount of damage as an unequipped fist and has the range of a boomerang. The Brawling proficiency is used to determine if the attack hits.  
Guided Shot The Monk uses this ability to create a physical manifestation of his spirit which he then uses to launch at a distant foe. This attack deals half the damage of an unequipped fist and has the range of a bow. The Brawling proficiency is used to determine if the attack hits.  
Stout Heart The Monk is now immune to the "Charm" status effect.  
Discipline The Monk is now immune to the "Confuse" status effect.  
Fearless The Monk is now immune to the "Fear" status effect.  
Focus For one round, the Monk readies himself. In the next round, the Monk delivers a devastating attack that deals double normal damage.  
Walk on Water The Monk can now walk on water or any other safe liquids as if it were solid ground.  
Iron Will The Monk's mind is VERY strong. Normally, Willpower adds it's value to magical defense. With Iron Will, the number added to magical defense is doubled.  
Brawler With training comes great rewards for the Monk. Every 3rd level, the Monks fists deal a little bit more damage. Also, Monk fist damage is increased from d4 to d8, Glove damage is upped from d6 to d10, and Claw damage is upped from 1d8 to 1d12. The growth chart looks something like this (affects only bare fists):
Level 3: 1d8+1
Level 6: 1d8+2
Level 9: 1d8+3
Level 12: 2d8

You get the idea. 6d8 is the limit (level 60)
Sturdy Frame The Monk's body is VERY tough. Normally, Vitality adds it's value to physical defense. With Sturdy Frame, the number added to defense is doubled.  


White Monks

Ability Name Description Other Notes
     
Inner Healing The Monk uses this ability to force a friend's or his own Chi to heal physical wounds. HP healed is equal to 4d10 + Willpower X MDC (the Monk's Willpower and MDC). This ability can also be used on the undead to harm them for the same amount.
Revive When used, the Monk attempts to revive a fallen friend. If successful, the friend is brought back to life with 10% of their max HP. Chance of success is 50%. To use, roll 1d2. 1, Revive works. 2, it doesn't.
Stigma Magic Stigma Magic is an ancient skill which allows the Monk to heal what ails the body. When used, the Monk chooses and heals two status effects on the target (or himself).  
Life Transfer This allows the Monk to give some of his own HP to fellow party members. To use, simply declare that you want to transfer x amount of HP to someone. This ability can be used in between rounds as a free action.
Pure Soul The Monk is now immune to the "Zombie" status effect.  


Acrobats

Ability Name Description Other Notes
     
Arrow Guard All ranged weapons are now -5 to hit the Monk. Ranged weapons include Bows, X-Bows, Firearms, Boomerangs, Thrown Wepaons (Ninja or otherwise), and the Monk's Guided Shot ability.
Dash Moving great distances (10 feet +) in battle no longer takes a turn.  
Free Movement The Monk is now immune to "Don't Move" and "Don't Act".  
The Quickness Doubles Speed stat. Speed gained from this can not be used to fulfill any sort of requirement, such as for aspects.
Ignore Height The Monk's vertical jumping distance is unlimited. This is mostly used to scale walls and towers and has no effect on jumping pits and such.


Warrior Monk

Ability Name Description Other Notes
     
Whirlwind When the Monk uses Whirlwind, he spins at great velocities around the battlefield, striking every nearby enemy with a half-normal power attack.  
Kamikaze Allows the Monk to take his vitality score and add it to his strength score for the upcoming round. Doing so gives the Monk immense strength but leaves him virtually defenseless with nothing more than the body armor he is currently wearing to defend him against attacks. Using Kamikaze also brings Willpower down to zero but does not add it's value to Strength. Kamikaze is used as a free action in-between rounds.

Example: Monk has 20 Strength, 15 Vitality, and 10 Willpower. Using Kamikaze gives him 35 Strength, 0 Vitality, and 0 Willpower for that round.
Adrenalin The Monk is now immune to the "Slow" status effect.  
Two-Swords Allows the Monk to hold two one-handed weapons at once, one in each hand. Any of the Monk's weapons can be used with Two-Swords. The two weapons used don't have to be of the same type (example: using a Glove and a Bare Fist).  
Martial Master Increases the damage of Bare Fists from d8 to d10, Gloves from d10 to d12, and Claws from d12 to d15. Brawler must be learned first.


Black Belts

Ability Name Description Other Notes
     
Combat Upgrade Ups Monk's HP/level die from 1d12 to 1d15. Monk gains one extra weapon proficiency. New proficiency is at the same skill level as the characters least proficient weapon.
More Criticals Critical hits now occur on both 20s and 19s.  
Better Criticals Critical hits now deal X3 normal damage.  
Combo Any time a critical hit is rolled, another attack may be immediately made. Attacks may be continued to be made as long as criticals are rolled.  
Takedown The Monk performs a special attack (half normal chance to hit, rounded down) which tries to bring down an opponent. If the attack connects, roll 1d2. If a one is rolled, normal damage is dealt and the status condition "Stop" is inflicted. If a 2 is rolled, normal damage is dealt and nothing more.  


Defenders

Ability Name Description Other Notes
     
Equip Shield The Monk can now equip shields.  
Counter Using Counter puts the Monk into a defensive posture. Whenever she is struck by a physical attack, she takes only half normal damage and then she immediately gets a free attack against the attacker. The Monk can use Counter before any turns are taken in a round but counts as their action.  
Cover The Monk gains the ability to protect one or all members of a party from physical damage by moving quickly around the battlefield in order to  "provide cover" for her friends. Any damage the person thus protected would normally receive will instead be taken by the Monk. Defense can be assigned/reassigned in-between rounds. The Monk's defense ratings are used instead of the one's being protected.
Brace Any attack that would normally KO/kill the Monk will instead bring her down to 1 HP, saving her from over-powering attacks. Brace only works once per battle. Brace has no effect against instant death spells or petrification.
Toughness The Monk gains +2 HP/level.