Vekkarian Monk Abilities Explanations (Adventurer - Levels 12-14):

 

Green Belt (green with envy, are you, for the black-belts who train you)

 

     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:

01-17:   3rd Chakra

18-34:   Key Flow

35-50:   Knee-Strike

51-66:   Meditation

67-82:   Sweep

83-00:   Weapon Mastery

 

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).

 

 

3rd Chakra (Adventurer Ability (levels 14-17) Return to top

 

+1 on avoidance-rolls vs. "Disease" and "Sickness".

 

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 3rd 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 on avoidance-rolls vs. "Disease" and "Sickness"  (+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 "Disease" and "Sickness".

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 "Disease" and "Sickness" (+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:

5,000 white-gold

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Key Flow (Adventurer Ability (levels 14-17) Return to top

 

A random power unlocked during the journey. 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: 15

 

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

 

Ability-points to invoke:

None. See: "Explanation".

Area of Effect:

Self only.

Avoidance-Roll:

See: Explanation".

# of attacks: / Damage:

None. See: Explanation".

Duration:

Permanent.

Effect Time:

Not applicable.

Explanation:

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Key Flow is an ability that nearly every Vekkarian Monk will unlock during his or her journey within this class.

   This is the second chance to unlock Key Flow.

   If you are not successful, you must wait until you reach a stage in your journey when Key Flow is, again, offered to you.

   If you succeed here, when Key Flow is again offered to you, you will have a chance to gain another Key Flow power.

 

Note to the G.M.:

To succeed, you will offer you a test to the player. This can be anything you can think of, so be creative, and keep it on the lines of the marial arts, and all it encompasses.

 

You must rule out the law of chance as much as possible. In other words, DO NOT have the player roll a D6, and state, "If you can roll a 1, 3, or 5, you will succeed.

 

If successful, roll on the following chart to see what Key Flow the Vekkarian Monk will gain:

 

%Roll: Key Flow power gained:Return to top

01-04:   Six Sense: An avoidance-roll vs. "Awareness" at 50%

                                chance (rounded down), will indicate something

                                is amiss, thus thwarting unseen events.

 

05-08:   Damage Augmentation: Your body-weapon strikes will

                                                      now cause an additional +1-D12

                                                      damage (+1-D12 per 5 levels

                                                      advanced).

 

09-12:   Weapon Augmentation: In your hands, martial weapons

                                                      will cause +1-D12 damage

                                                      (+1-D12 per 5 levels advanced)

                                                      with those martial weapons listed

                                                      in all "Weapon Mastery" charts

                                                      (if you have not reached a certain

                                                      level to have a mastery with a

                                                      specific weapon, you will not get

                                                      this bonus for it (unless you get it

                                                      later when Key Flow is once again

                                                      offered).

 

13-16:   Focused Defense: +5 Initiative permanently granted.

17-20:   Focused Energy: -1 ability-point expended when using

                                          a Vekkarian Monk ability which requires

                                          more than 1 point to invoke.Return to top

 

21-24:   Iron Skin: Physical Damage-Reduction: +1.

25-28:   Magma Skin: Fire Damage-Reduction: +1.

29-32:   Arctic Breath: Cold Damage-Reduction: +1.

33-36:   Mongoose: +5 Offense permanently granted.

37-40:   Key Shield: +5 Defense permanently granted.

41-44:   Battle Knowledge: A successful avoidance-roll vs.

                                             "Awareness" will let you know that

                                            you are about to engage a foe that can

                                            kill you more easily than most. Just

                                            knowing this, will give you a bonus of

                                            +5 defense, +5 Offense against such a

                                            foe.Return to top

 

45-48:   Pain Shield: +5 on rolls to resist pain.

49-52:   Fear Shield: +5 on rolls to resist Fear.

53-56:   Hara Instinct: A successful avoidance-roll vs."Awareness"

                                      will let you know you are about to walk into

                                      a bad situation.

 

57-60:   Arcane Meditation: This ability will give the Vekkarian

                                               Monk +1 Ability-point regeneration

                                               per hour (4 points, instead of the

                                               normal 3). Must meditate undisturbed

                                               in kneeling position to gain this bonus.

 

61-64:   Foresight: The Vekkarian Monk will see an attack coming,

                                just prior to the attack, thus gaining +1 defense

                                per 7 levels advanced.Return to top

 

65-68:   Lightning Speed: Gives the Vekkarian Monk +1 action

                                           per turn (as the Divine Favor, "Spirit of

                                           Battle".

 

69-72:   Dreamstate Meditation: In times of great need, the

                                                       Vekkarian Monk can kneel in

                                                      meditation, and receive council

                                                      from the masters who have

                                                      honorably passed on before. This

                                                      council will come to the Vekkarian

                                                      Monk directly from an ascended

                                                      Master.Return to top

 

73-76:   Burning Hand Technique: Monk's hands will ignite with fire,

                                                         causing 1-D12 fire damage

                                                         (+1-D12 per 7 levels advanced).

 

77-80:   Freezing Hand Technique: Monk's hands will ignite with a

                                                          cold, white fire, causing 1-D12

                                                          cold damage (+1-D12 per 7 levels

                                                          advanced).

 

81-84: Tracers: 3 ghost-like hands will follow the monk's hand,

                           causing 1-D12 (+1-D12 additional damage or

                           healing per 7 levels advanced).Return to top

 

85-88: Ascended Reflexes: +1-D100 added to 1 initiative-roll per 14

                                              levels advanced (monk chooses when

                                              to use it). This can be used once per

                                              situation (per 14 levels advanced).

                                              Player must state he or she will use

                                              Ascended Reflexes before an opponent

                                              rolls initiative.

 

89-92: Invincibility: Take no damage on a single strike (+1 per 14

                                 levels advanced) if a successful avoidance-roll

                                 vs. "Faith" is rolled for each strike.

 

93-96: Intimidation: Monk's eyes will become ghost-like white,

                                  causing the damage a foe inflicts upon the monk

                                  to be at 50% (rounded down), but never less than

                                  1 point.Return to top

 

97-00:   Pure Focus: The Vekkarian Monk will kneel in undisturbed

                                   meditation for 12 turns (1 minute). After the

                                   12th turn, an avoidance-roll vs. "Faith" must

                                   be successful to tap into the full power of Pure

                                   Focus. If this avoidance-roll is failed, only a

                                   small amount of Pure Focus will manifest itself

                                   through the monk. Each time Pure Focus

                                   manifests itself, the monk must choose which

                                   aspect of Pure Focus he or she will use (you

                                   can only choose one for each time you have

                                   received this ability). The rulings are as

                                   follows:

 

                                  Successfull avoidance-roll vs. "Faith":

                                  Rage of the Dragon:+30 Offense

 

                                  One: +30 DefenseReturn to top

 

                                  Escape: Monk can throw down a Smoke Orb

                                                and actually teleport to a nearby

                                                location (1 space per 7 levels

                                                advanced).

 

                                  Mystical Fists: Monk's fists can harm spiritual

                                                            and ethereal matter.

 

                                  Tracers: 3 ghost-like hands will follow the

                                                 monk's hand, causing 1-D12 (+1-D12

                                                 additional damage or healing per 7

                                                 levels advanced).Return to top

 

-----------------------------------------------------------------------------------------

                                  Unsuccessfull avoidance-roll vs. "Faith":

                                  Rage of the Wolf: +15 Offense

 

                                  Lesser One: +15 Defense

 

                                  Enraged Fists: Monk's fists can do 50% normal

                                                           damage to spiritual and ethereal

                                                           matter, but each time contact is

                                                           made, the Monk must make

                                                           a successfull avoidance-roll vs.

                                                           "Faith", or it will not work.

 

                                  Mythic Movement: Monk can throw down 2

                                                                    Smoke Orbs and actually

                                                                    teleport to a nearby location

                                                                    (1 space per 14 levels

                                                                    advanced). When the

                                                                    Smoke Orb is used, the

                                                                    monk must make a

                                                                    successfull avoidance-roll

                                                                    vs. "Faith", or it will not

                                                                    work.Return to top

 

                                  Lesser Mystical Fists: Monk's fists can cause

                                                                         50% damage to spiritual

                                                                         and ethereal matter, but

                                                                         must make a successfull

                                                                         avoidance-roll vs.

                                                                         "Faith" each time

                                                                         contact is made, or it

                                                                         will not work.

 

-----------------------------------------------------------------------------------------

Special:

All Key Flow powers stack.Return to top

Hand Movement:

See: "Explanation".

Healing:

See: "Explanation".

Immunities:

See: "Explanation".

Invoke time:

See: "Explanation".

Maximum Adjustment:

See: "Explanation".

Notes:

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

 

Examples:

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

Etc.

Range:

See: "Explanation".

Resting Time:

See: "Explanation".

Special:

See: "Explanation".

Susceptibilities:

See: "Explanation".

Value:

100,000 white-gold

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Knee-Strike (Adventurer Ability (levels 14-17) Return to top

 

A knee-attack that causes damage, and can impair a foe's movement. 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.

Area of Effect:

Targeted foe.

Avoidance-Roll:

Yes. If this strike lands on the hip or leg of a foe, causing more than 70% damage, your foe must pit his or her strength against you (single roll check), and win, or movement will be reduced by 50% for the "Duration".

# of attacks: / Damage:

1 Knee-Strike / 1-D12 (+1-D12 per 2 levels advanced).

Duration:

Passive ability that is always in effect.

 

Movement reduction duration: 1-D6 turns per 7 levels advanced.

Effect Time:

Instant.

Explanation:

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The Knee-Strike can cause damage, and can impair a foe's movement. See: "Avoidance-Roll".

Hand Movement:

None. A knee-strike to the body of your foe.

Healing:

Not applicable.

Immunities:

Creatures that do not have living muscle tissue, or not effected by the movement imparing effect of this technique.

Invoke time:

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-D4 instead of 4-D12

1-D100 and 1-D20 instead of 10-D12

Etc.

Range:

1space (5').

Resting Time:

None.

Special:

See: "Avoidance-Roll".

Susceptibilities:

Not applicable.

Value:

1,400 white-gold

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Meditation (Adventurer Ability (levels 14-17) Return to top

 

Increase your natural healing rate.

 

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:

12

Area of Effect:

Self only.

Avoidance-Roll:

Yes: vs. "Faith". No Luck, or Ability-Points can be used to succeed.

# of attacks: / Damage:

Not applicable.

Duration:

72 turns (6 minutes), in which time you must meditate undisturbed in kneeling position.

Effect Time:

Instant (over the course of the next 24 hours, your natural healing rate will increase by 100% (x2).

Explanation:

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Kneel and begin meditating on recovering from physical damages taken. If you avoid vs. "Faith" successfully, you will begin to naturally heal at a 100% increased rate.

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:

+100% natural healing rate over the next 24 hours.

Immunities:

Not applicable.

Invoke time:

72 turns (6 minutes), in which time you must meditate undisturbed in kneeling position.

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

Self only.

Resting Time:

None.

Special:

None.

Susceptibilities:

Not applicable.

Value:

1,600 white-gold

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Sweep (Adventurer Ability (levels 14-17) Return to top

 

Sweep a foe causing him or her to fall.

 

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 foe (+1 additional foe per 4 levels advanced).

 

Note:

Foes must be within range of your sweep in order to sweep more than 1.

Avoidance-Roll:

See: "Explanation".

# of attacks: / Damage:

1 sweep per turn.

Damage: 1-D6 (+1-D6 per 3 levels advanced).

Duration:

Instant.

Effect Time:

Instant.

Explanation:

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As you crouch to the ground, you bring one leg around in an arcing pattern, aimed at your foe's legs. If you connect, pit your strength against your foe's (single roll check). If you win, you will force your foe to fall.

Hand Movement:

None.  See: "Explanation".

Healing:

Not applicable.

Immunities:

Creatures with no legs.

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:

1-D12 instead of 2-D6

2-D12 instead of 4-D6

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 14-17) Return to top

 

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

 

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

Quarter Staff

 

Spike and Chain

 

Bonus damage:

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

Spike and Chain: 1-D10 damage (+1-D10 per 2 levels advanced). Attack/turn: 1, Range: 3 spaces (15'),

                                                                                                             Type: Sharp.

Note:

At levels:   Quarter Staff Damage:

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

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

6 to 8 ----- : 4-D6

9 to 11 --- : 5-D6

12 to 14 - : 6-D6

Etc.

 

At levels:   Spike and Chain:

0 to 2 ----- : 1-D10

3 to 5 ----- : 2-D10

6 to 8 ----- : 3-D10

9 to 11 --- : 4-D10

12 to 14 - : 5-D10

Etc.

 

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

 

Examples:

 

Quarter Staff:

1-D12 stead of 2-D6.

1-D20 and 1-D4, or 2-D12, instead of 4-D6

1-D20 and 1-D10 stead of 5-D6 (use a D30 if you have one)

Etc.

 

Spike and Chain:

1-D20 stead of 2-D10

1-D20 and 1-D10 instead of 3-D10 (use a D30 if you have one)

1-D20 instead of 2-D10

Etc.

 

Note:

Because you are a Vekkarian Monk, you do NOT need to expend the 2 modification-points to be proficient with both of these weapons.

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