Vekkarian Monk Abilities Explanations (Adventurer - Levels 15-17):
Blue Belt (mingled with black, your many bruises are)
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: 4th Chakra
18-34: Center
35-50: Head-Strike
51-66: Key Flow
67-82: Scissor Kick
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).
4th Chakra (Adventurer Ability (levels 18-21) Return to top
+1 on avoidance-rolls vs. "Coordination". |
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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.
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Ability-points to invoke: | None. |
Area of Effect: | Monk only. |
Avoidance-Roll: | To successfully tap into the 4th 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: |
+1 on avoidance-rolls vs. "Coordination" (+1 per 4 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 "Coordination". |
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 "Coordination" (+2 per 4 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: | 7,000 white-gold |
Center (Adventurer Ability (levels 18-21) Return to top
Negates having to roll on the Falling Chart when you fall on an attack-roll of 01-02. |
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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.
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Ability-points to invoke: | Passive ability that is always in effect. See: "Avoidance-Roll" |
Area of Effect: | Self only. |
Avoidance-Roll: | Yes: vs. "Coordination". See: "Susceptibilities". |
# of attacks: / Damage: | None. |
Duration: | Instant. |
Effect Time: | Instant. |
Explanation: |
This ability gives you a chance to skip rolling on the chart: "Combat, Chance of falling during:" when you roll an attack-roll of 01-02.
Note: This ability makes it so you DO NOT have to roll on the above mentioned chart, as it DOES NOT keep you from falling, or the natural penalties caused by falling. |
Hand Movement: | The hands are used in such a manner as to slow your fall
Note: NEVER try and catch yourself by rejecting a fall with your hands; embrace the fall . . . blend with it). Many injure themselves by resisting common falls. |
Healing: | Not applicable. |
Immunities: | Not applicable. |
Invoke time: | Passive ability that is always in effect. |
Maximum Adjustment: | 91% (which is the maximum chance for avoidance-rolls). |
Notes: | None. |
Range: | Self only. |
Resting Time: | None. |
Special: | If you also follow the class, "Shintar Monk", and you have the abilities of, "Back Roll", "Break Fall", or "Front Roll", you may blend these abilities into this ability to your advantage.
Note: No example will be given here, but look at those abilities and see what you come up with. |
Susceptibilities: | If on a slippery, jagged, or higly uneven surface, the avoidance-roll to successfully invoke this ability will be at 50% chance (rounded up). |
Value: | 4,000 white-gold |
Head-Strike (Adventurer Ability (levels 18-21) Return to top
An attack, using the hardest part of the forehead, causing damage and possible stun. See: "Explanation". |
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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.
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Ability-points to invoke: | None. |
Area of Effect: | Targeted foe. |
Avoidance-Roll: | Yes. If this strike causes more than 70% damage to your foe's head, neck, chest, or back area, your foe must pit his or her strength against you, and win, or be stunned. See "Explanation". |
# of attacks: / Damage: | 1-D10 (+1-D10 per 3 levels advanced). |
Duration: | Passive ability that is always in effect.
Stun effects will last for 1-D6 (+1-D6 turns per 7 levels advanced). |
Effect Time: | Instant. |
Explanation: |
Using your head, strike an opponent, causing damage.
If more than 70% damage is inflicted, pit your strength vs. your foe's strength (single roll check), and win, to stun him or her for the "Duration". See: "Duration".
Stun effects: Defense: -1 per 2 levels advanced. Movement: -1 per 3 levels advanced. Note: If movement falls below 0, your foe will be knocked unconscious for 1-D6 turns per level advanced.
Offense: -1 per 2 levels advanced. |
Hand Movement: | None. Use your head. |
Healing: | Not applicable. |
Immunities: | Creatures with no head, neck, chest, or back, cannot be effected by this technique (this will be strictly up to the discretion of the G.M.). |
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: 1-D12 instead of 2-D6 Etc. |
Range: | Targeted foe. |
Resting Time: | None. |
Special: | If maximum damage is inflicted to your foe's head, he or she must make an avoidance-roll vs. "Paralysis", or be instantly knocked unconscious for 1-D6 minutes per level advanced. |
Susceptibilities: | Not applicable. |
Value: | 4,200 white-gold |
Key Flow (Adventurer Ability (levels 18-21) Return to top
A random power unlocked during the journey. See: "Explanation". |
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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: 20
Prerequisites --------------------------- : Vekkarian Monk.
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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: |
Key Flow is an ability that nearly every Vekkarian Monk will unlock during his or her journey within this class. This is the third 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 |
Scissor Kick (Adventurer Ability (levels 18-21) Return to top
A kick, using both feet at the same time. See: "Explanation". |
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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.
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Ability-points to invoke: | None. See: "Explanation". |
Area of Effect: | 2 targets. |
Avoidance-Roll: | None. |
# of attacks: / Damage: | 2 kicks, at the same time, per turn / 1-D10 (+1-D10 per 3 levels advanced). |
Duration: | Instant. |
Effect Time: | Instant. |
Explanation: |
Vekkarian Monk will jump into the air and deliver a quick snap-kick to two seperate foes which are in range. |
Hand Movement: | Not applicable. |
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: 1-D20 instead of 2-D10 1-D30, or 1-D20 and a D10, instead of 3-D10 (whatever dice you use). 2-D20 instead of 4-D10. Etc. |
Range: | 1 space (5'). |
Resting Time: | None. |
Special: | None. |
Susceptibilities: | Not applicable. |
Value: | 2,800 white-gold |
Weapon Mastery (Adventurer Ability (levels 18-21) 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: Nunchakas
Bonus damage: 1-D10 damage (+1-D10 per 3 levels advanced). Attack/turn: 2, Range: 3 spaces (15'), Type: Blunt.
At levels: Nunchakas Damage: 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.
Note: Always combine multiple dice into the least amount of dice that can be rolled.
Examples: 1-D20 instead of 2-D10. 1-D100 instead of 10-D10 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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