Vekkarian Monk Abilities Explanations (Adventurer - Levels 6-8):

Modificaton-Points: 4

 

Orange Belt (setting sun, you are like, as to the matt you always fall)

 

     The Vekkarian Monk gains abilities as he or she levels, THEY ARE NOT PURCHASED WITH MODIFICATION-POINTS. As an Adventurer (6+ level), you will have all of the following abilities, which will steadily increase over time as you level (Seeker abilities stack with Adventurer Abilities):

 

%Roll: Vekkarian Monk Abilities:

01-20:   1st Chakra (10)

21-40:   Break Wood (8)

41-60:   Claw-Hand Strike (8)

61-80:   Elbow-Strike (8)

81-00:   Weapon Mastery (2)

 

Remember:

You will now only gain 2-D6 Modification-points per level (1-D4 additional if Human). If you follow the Shintar Monk class also, the 2-D6 Modification-points will not stack).

 

Rulings on Vekkarian Monk Scrolls:

     If you find a Vekkarian Monk Scroll, and memorize it, you will gain the ability of being +1 level higher for that ability (but never to exceed more than 10 levels above your current level).

     Special: There are exceptions to the level cap on this ruling, but those exceptions must be discovered through game-play (as they are not in the listed rulings).

 

 

1st Chakra (Adventurer Ability (levels 6-9) Return to top

 

+1 on avoidance-rolls vs. Charisma (Appearance and Speech).

 

Modification-Point Cost (M.P.C.): None. You will automatically have this ability if you started this class at the creation of your character.  If you started this class after leveling, the MPC is: 10

 

Prerequisites --------------------------- : Vekkarian Monk.

 

Ability-points to invoke:

None.

Area of Effect:

Monk only.

Avoidance-Roll:

To successfully tap into the 1st Chakra, an avoidance-roll vs. "Faith" must be successful.

 

Ability-points can be used to succeed.

 

The loss of the next physical turn is NOT forfeit if you use ability-points to succeed at this avoidance-roll (as is the case when using Luck).

# of attacks: / Damage:

None.

Duration:

36 turns (3 minutes). Once the duration expires, another avoidance-roll vs. "Faith" can be rolled to, once again, invoke this Chakra.

Effect Time:

Instant.

Explanation:

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+1 vs. avoidance-rolls vs. Charisma (Appearance and Speech (+1 per 2 levels advanced)).

See: "Invoke time".

See: "Special".

Hand Movement:

None.

Healing:

Not applicable.

Immunities:

Not applicable.

Invoke time:

3 turns (15 seconds).

 

Note: As this ability is invoked, your turn may be taken, as normal, but with a -30 to defense and offense.

Maximum Adjustment:

+25 on avoidance-rolls that involve "Charisma".

Notes:

None.

Range:

Self only.

Resting Time:

None.  See: "Invoke time".

Special:

During the "Invoke time", if you meditate in kneeling position, undisturbed, you will gain a +2 on avoidance-rolls that involve "Charisma" (+2 per 2 levels advanced).

 

Note:

Even though you may be able to invoke this ability in less than 3 turns, you MUST meditate for the entire 3 turns (15 seconds) to gain this bonus.

Susceptibilities:

None.

Value:

1,000 white-gold

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Break Wood (Adventurer Ability (levels 6-9) Return to top

 

Gives a bonus for breaking wood.

 

Modification-Point Cost (M.P.C.): None. You will automatically have this ability if you started this class at the creation of your character.  If you started this class after leveling, the MPC is: 8

 

Prerequisites --------------------------- : Vekkarian Monk.

 

Ability-points to invoke:

None.

Area of Effect:

Targeted wooden object.

Avoidance-Roll:

None.

Damage:

None.

Duration:

Permanent ability.

Effect Time:

Passive ability that is always in effect.

Explanation:

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This ability gives you 25% to instantly break wood with your fist, elbow, foot, head, or palm (+1 per 2 levels advanced).

Hand Movement:

Strike the wooden target with your fist, elbow, foot, head, or palm.

Healing:

Not applicable.

Immunities:

Not applicable.

Invoke time:

Passive ability that is always in effect.

Maximum Adjustment:

None.

Notes:

None.

Range:

Touch. You must be able to strike the object.

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value:

1,000 white-gold

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Claw-Hand Strike (Adventurer Ability (levels 6-9) Return to top

 

A clawed hand-attack to the face of an opponent, causing damage and possible blinding. See: "Explanation".

 

Modification-Point Cost (M.P.C.): None. You will automatically have this ability if you started this class at the creation of your character.  If you started this class after leveling, the MPC is: 8

 

Prerequisites --------------------------- : Vekkarian Monk.

 

Ability-points to invoke:

None. See: "Explanation".

Area of Effect:

Targeted foe.

Avoidance-Roll:

Yes. If this strike lands successfully, your foe must roll initiative with you, and win, or be partially blinded. See "Explanation".

Damage:

1-D4 (+1-D4 per 3 levels advanced).

Duration:

Passive ability that is always in effect.

 

If not permanently blinded (see: "Special"), blinding effects will last for 1-D6 turns per 7 levels advanced.

Effect Time:

Instant.

Explanation:

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Throw out a clawed hand-attack to the face of your opponent, causing damage and possible blinding.

 

Note:

Blinding may only occure if you successfully strike the specific area of your oppenent's body that has eyes (i.e., head for humanoids.

 

See: "Combat, Chance to hit a certain area during:" in the C Section of the Basic Rules Book.

Hand Movement:

Clawed hand to the face and eyes of your foe.

Healing:

Not applicable.

Immunities:

Sightless creatures are not effected by the blinding effect.

Invoke time:

Passive ability that is always in effect if the Monk has Luck.

Maximum Adjustment:

None.

Notes:

Always combine multiple dice into the least amount of dice that can be rolled.

 

Examples:

1-D12 instead of 2-D6

Etc.

Range:

Targeted foe.

Resting Time:

None.

Special:

If 90%+ damage is caused, as well as a blinding effect, your foe must make an avoidance-roll vs. "Paralysis" or be permanently blinded.

 

If your oppenent avoids being blinded, the resulting roll for the "Duration" of being temporarily blinded will double.

Susceptibilities:

Not applicable.

Value:

1,700 white-gold

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Elbow Strike (Adventurer Ability (levels 6-9) Return to top

 

An inside strike with the elbow (can be used during battle-lock effectively). See: "Explanation".

 

Modification-Point Cost (M.P.C.): None. You will automatically have this ability if you started this class at the creation of your character.  If you started this class after leveling, the MPC is: 8

 

Prerequisites --------------------------- : Vekkarian Monk.

 

Ability-points to invoke:

None. See: "Explanation".

Area of Effect:

1 target.

Avoidance-Roll:

None.

# of attacks: / Damage:

2 elbow-strikes per turn / 1-D12 (+1-D12 per 2 levels advanced).

Duration:

Instant.

Effect Time:

Instant.

Explanation:

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Vekkarian Monk will deliver a quick elbow-strikes, which can be used very effectively during battle-lock, and causing damage.

 

Concerning Battle-Lock:

During Battle-Lock (and considering the monk's arms are not pinned, which would negate this strike), the Elbow-Strike will cause 1-D12 (+1-D12 per 2 levels advanced).

Hand Movement:

The hand is never clenched when delivering this strike, but open in knife-hand position. In this manner the elbow is not padded by muscle, and can deliver the best damaging strike possible.

Healing:

Not applicable.

Immunities:

Not applicable.

Invoke time:

Instant, passive ability that is always in effect.

Maximum Adjustment:

None.

Notes:

Always combine multiple dice into the least amount of dice that can be rolled.

 

Examples:

2-D20 and 1-D8 instead of 4-D12

Etc.

Range:

1 space (5').

Resting Time:

None.

Special:

None.

Susceptibilities:

Not applicable.

Value:

1,300 white-gold

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Weapon Mastery (Adventurer Ability (levels 6-9) Return to top

 

You will automatically have this Weapon Mastery if you started this class at the creation of your character.  If you started this class after leveling, the MPC is: 2

 

In the hands of the Vekkarian Monk, the following weapon(s) will inflict increased damage:

 

Short Staff

Bonus damage:

1-D6 damage (+1-D6 per 2 levels advanced).

 

At levels:   Short Staff Damage:

0 to 2 ------ : 1-D6

3 to 4 ------ : 2-D6

5 to 6 ------ : 3-D6

7 to 8 ------ : 4-D6

9 to 10 ---- : 5-D6

Etc.

 

Note:

Always combine multiple dice into the least amount of dice that can be rolled.

 

Examples:

1-D12 instead of 2-D6

1-D12 1-D6 instead of 3-D6

2-D12 instead of 4-D6

Etc.

 

Note:

Because you are a Vekkarian Monk, you do NOT need to expend the 1 modification-point to be proficient with this weapon.

 

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