Vekkarian Monk Abilities Explanations (Adventurer - Levels 36-38):

 

5th Black Belt (become a master, you have . . . a beginning)

 

%Roll: Vekkarian Monk Abilities:

01-50:   Damage Brick

51-00:   Key Flow

 

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).

 

    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):

 

 

Damage Brick (Adventurer Ability (levels 22-25) Return to top

 

Gives a bonus for breaking brick, rock, stone, etc.

 

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 brick, rock, stone, etc., object.

Avoidance-Roll:

None.

# of attacks: / Damage:

None.

Duration:

Permanent ability.

Effect Time:

Passive ability that is always in effect.

Explanation:

Return to top

This ability gives you +1 to break brick, rock, stone, etc., with your fist, elbow, foot, head, or palm (+1 per 3 levels advanced).

 

Now, this ability will also cause actual damage to the integrity of the brick, rock, stone, etc., object struck, as before it would only have a chance to break it.

Hand Movement:

Strike a brick, rock, stone, etc., 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:

28,000 white-gold

Return to top

 

 

Key Flow (Adventurer Ability (levels 46-49) 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: 55

 

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:

Return to top

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

   This is the tenth 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

 

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                                  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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