Basic Pure Multiclass Mini Class
Class Info
Monk Monks specialize in unarmed fighting and body control. Most Monk Schools originate from the eastern kands, but they exisit in pockets all over the world. Monks practice high control over their body and can even channel and bend their own ether to attempt feats impossible to others.
Chakra is gained throgh silent meditation. This allows the Monk to clear their mind and strengthen their body, allowing them to better resist physical damage, or even the need to eat or sleep.
Ki is channelled in battle through special Ki Strikes and is made of gathered ether. The more Ki a Monk has channelled the more powerful moves they can perform when it is unleashed.
Chain Techniques involve a Monk doing multiple attacks in a single round of combat. This is very tiring, and they must use a different Limb for each attack.
Basic
Monk 1
Monk 2
Monk 3
Athlete (1 Level)*
Those that use the practice of the martial arts towards a mastery of the body and mind are called Monks. There are many schools of Monks throughout the world, though more in the Eastern parts of the world. A Monk fights without weapons or armor, but instead transforms their own body into a lethal instrument of combat. Monks adopt various stances they can use to focus on a particular element of combat such as movement, defense, etc. and also can use various martial techniques to gain or use Ki to pull of powerful specialized moves. Additionally though the use mediation, Monks gain Chakra which can be used to resist Hunger, Thirst, and other physical ailments.
*Athlete Req: Each Unique Basic Class must have a separate level of Athlete for the requirement.
Specialty
Exotic Weapons
Monk 1
See Talents.
While all know of the Sword and Shield, many specialized and Exotic Weapons of war have been crafted as well. Few can use these weapons outside of Monks as they require immense physical ability and skill to master and can even be dangerous to the user in the wrong hands. Beyond these difficulties, lie powerful weapons that create immense battlefield advantages such as Segmented Staff, Hook Swords, Nunchucku, and many others.
Multiclass
Bone Breaker 1
Barbarian 2/1
+
Monk 1/2
See Barbarian.
Spirit Blade 1
Fighter 2
+
Monk 1
See Fighter.
Ninja 1
Rogue 2/1
+
Monk 1/2
See Rogue.
Monk Advanced
Apprentice of the 5 Beasts
Monk 3
Practitioner of the 5 Beasts
Athlete (3 Levels)
Drawing inspiration from the animals of the wild, the Schools of the 5 Beasts gain inhuman martial prowess. These Monks spend considerable time studying the ways of these wild animals in order to unlock these specialized stances and techniques. These include Monkey Style, elusive and unpredictable, Mantis Style, with it's penetrating strikes, Toad Style, unlocking great physical durability, Snake Style, allowing for poisonous strikes, and Tiger Style, with powerful cutting claws.
Apprentice of the 4 Elements
Monk 3
Practitioner of the 4 Elements
Athlete (3 Levels)
The Schools of 4 Elements allow a Monk to move beyond merely striking his enemies, but to channel elemental proprieties into their very martial attacks. This is done by mastering their own Ki in such a way as to bend the surrounding Ether into the elements. The 4 Schools of the Elements are Fire, Wind, Water, and Earth, each with own element manifesting techniques and stances.
Apprentice of the 3 Temples
Monk 3
Practitioner of the 3 Temples
Athlete (3 Levels)
Those Monks drawn beyond the arts of combat and into perfecting their own energies, eventually find their way to the Path of the 3 Temples. This is a very difficult path that involves intense mediation and strengthening of the inner self, as well as learning to transcend the impurities of the physical world. The 3 Temples one must master are the Body, allowing them increased durability and physical fitness, Mind, which allows them to see techniques before they happen and see through darkness, and Spirit, which allows for a mastery of the pressure points of the soul and can be used to debilitate opponents or even use the dreaded Death Punch. The Path of the 3 Temples also unlocks the powerful Ki Blast, allowing it's students to channel their Ki into powerful ranged blasts.
Drunken Fighter 1
Monk 3
+
Yavarra
Drunken Fighter 2
Athlete (3 Levels)
Whereas most Monks seek out mastery over spirit, the Drunken Master embraces the unpredictable nature and chaos of the impure body and mind as well as the chaotic God Yavarra. Drunken Masters are enhanced by the level of alcohol they meet, and by drinking during combat they can unlock stances allowing for increased movement, evasiveness, and unpredictability. They also unlock more powerful techniques such as the Eye Poke, Bicycle Kick, and Fire Breath.
Monk Master
Grandmaster
Elite Character
+
Practitioner of the 5 Beasts/Practitioner of the 4 Elements/Drunken Fighter 2
+
Athlete (5 Levels)
+
Agl 2
+
Fort 2
When a Monk has learned the highest levels of their School, and achieved great feats in combat, they may ascend to a Grandmaster. A Grandmaster may open his own dojo where they may spread the ways of their style, collect money for their teachings, and have devoted students travel with and assist them. A Grandmaster may also finally achieve the legendary Dragon Stance which unlocks the incredible movement, power, of the Dragon Stance as well as the devastating Dragon Fang technique and can be combined with any elemental stance.
Razor Wind
Elite Character
+
Monk 3 + Fighter 1
+
Exotic Weapons (Staff + Chain + Bladed) + Whip User
+
Dex 3
Despite the many powerful exotic weapons of the world, one stands above them all both in it's power as well as it's incredible difficulty to use, let alone master: the Blade Whip. Over 15 feet of razor sharp steal that cracks like a lighting bolt when used, those that can master this are called the Razor Wind and are both awed and feared. A Razor Wind can strike 3 spaces away, strike though multiple opponents in a whirling strike, and even make use of the awing Flying Guillotine technique, which involves twisting the Blade Whip around a foe's head to execute a decapitation that may leave onlookers speechless.
Unbound Spirit
Elite Character
+
Practitioner of the 3 Temples
+
Athlete (3 Levels) + Scholar (3 Levels)
+
Spirit 3
Once a Monk follows the Path of the 3 Temples to it's peak and achieves true transcendence over the forms of the physical world, they may become an Unbound Spirit. These Monks have left mere humanity behind and walk the spiritual world as well as the physical world. They are almost completely immune from Hunger, Sickness, or Poison, and can even resist Death itself. In combat they can slow Downtime in Harmonious Moment to do additional actions, and achieve the full opening of their Third Eye which they can use to modify their own stats throughout the battle.
Basic
Monk 1
Basic
Can't use Abilities in Light/Medium/Heavy Armor Chakra
/2 Chakra
1 Chakra
:
+1
D
Resist Dmg/Fatigue/Hunger/Thirst/Terror/Stress/Dread/Infection/Dying.
Meditate
Downtime
Gain
Spirit
Chakra.
Stances Can switch from/to any stance at the beginning of each Round.
Crane Stance
:
+2
D
to Dodge, +2
D
against Impede, +1
D
to Pace.
Leopard Stance
:
+1
D
to Dodge, +1
D
to Hit, +1
D
to Dmg.
Martial Techniques
/5 Ki
Chain Technique: Attempt an additional Active Martial Action this Round. May use each Arm and Leg once. (1 Main Arm Punch, 1 Off Arm Punch, 2 Kicks.)
Ki Punch
Active: Martial
Strike 
1
S
+
Dex
+
2
D
Bypass: 1
D
Bash
1
S
+
Str
+
2
D
Gain
Spirit
+
1
D
Ki.
3 Ki
Roundhouse Kick
Active: Martial
Strike 
1
S
+
Dex
+
Agl
Bash
2
S
+
Str
+
Agl
Push 1 (Resist w/
Str
/
Fort
)
1 Ki
Arm Guard
Defend: Block
May be done after a Failed Dodge to continue to reduce Hit.
Reduce Strike by
Dex
+1
D
. Arm used to Block has DR 2
D
Monk 2
Basic
Can't use Abilities in Light/Medium/Heavy Armor Chakra
/3 Chakra
1 Chakra
:
+1
D
Resist Dmg/Fatigue/Hunger/Thirst/Terror/Stress/Dread/Infection/Dying.
Meditate
Downtime
Gain
Spirit
Chakra.
Stances Can switch from/to any stance at the beginning of each Round.
Crane Stance
:
+2
D
to Dodge, +2
D
against Impede, +1
D
to Pace.
Leopard Stance
:
+1
D
to Dodge, +1
D
to Hit, +1
D
to Dmg.
Fox Stance
:
+1
D
to Dodge, +2
D
to Ki per Round.
Martial Techniques
/5 Ki
Chain Technique: Attempt an additional Active Martial Action this Round. May use each Arm and Leg once. (1 Main Arm Punch, 1 Off Arm Punch, 2 Kicks.)
Flying Attack: If jumping from one space above Target get +2
D
to Dmg.
Ki Punch
Active: Martial
Strike 
1
S
+
Dex
+
2
D
Bypass: 1
D
Bash
1
S
+
Str
+
2
D
Gain
Spirit
+
Endr
Ki.
Ki Pose
Full
Gain
Spirit
+
Endr
Ki. Spread
Cha
Will among Allies.
2 Ki
Sweep Kick
Active: Martial
Strike 
1
S
+
Dex
+
Agl
(Legs Only)
Bash
1
S
+
Agl
+
1
D
Knockdown 2 (Resist w/
Agl
/
Fort
)
3 Ki

Roundhouse
Kick
Active: Martial
1 Ki
:
Can attempt against additional Target.
Strike 
1
S
+
Dex
+
Agl
Bash
2
S
+
Str
+
Agl
+
1
D
Push 1 (Resist w/
Str
/
Fort
)
1 Ki
Arm Guard
Defend: Martial
May be done after a Failed Dodge to continue to reduce Hit.
Reduce Strike by
Dex
+1
D
. Arm used to Block has DR 1
S
+2
D
Monk 3
Basic
Can't use Abilities in Light/Medium/Heavy Armor Chakra
/3 Chakra
1 Chakra
:
+1
D
Resist Dmg/Fatigue/Hunger/Thirst/Terror/Stress/Dread/Infection/Dying.
Meditate
Downtime
Gain
Spirit
+
Endr
Chakra.
Stances Can switch from/to any stance at the beginning of each Round.
Crane Stance
:
+2
D
to Dodge, +3
D
against Impede, +1 to Pace.
Leopard Stance
:
+1
D
to Dodge, +2
D
to Hit, +1
D
to Dmg.
Fox Stance
:
+1
D
to Dodge, +3
D
to Ki per Round.
Turtle Stance
:
Can't Attack, -1 Pace, +1
D
to Dodge, Arm Guard: 0Ki, Gain
Spirit
Ki
Martial Techniques
/6 Ki
Chain Technique: Attempt an additional Active Martial Action this Round. May use each Arm and Leg once. (1 Main Arm Punch, 1 Off Arm Punch, 2 Kicks.)
Flying Attack: If jumping from one space above Target get +4
D
to Dmg.
Ki Punch
Active: Martial
Strike 
1
S
+
Dex
+
2
D
Bypass: 1
D
Bash
1
S
+
Str
+
2
D
Gain
Spirit
+
Endr
Ki.
Ki Pose
Full
Gain
Spirit
+
Endr
Ki. Spread
Cha
+
1
D
Will among Allies.
2 Ki
Sweep Kick
Active: Martial
Strike 
1
S
+
Dex
+
Agl
(Legs Only)
Bash
1
S
+
Agl
+
Str
Knockdown 2 (Resist w/
Agl
/
Fort
)
3 Ki

Roundhouse
Kick
Active: Martial
1 Ki
:
Can attempt against additional Target.
Strike 
1
S
+
Dex
+
Agl
Bash
2
S
+
Str
+
Agl
+
1
D
Push 1 (Resist w/
Str
/
Fort
)
3 Ki
Leopard Claw
Active: Martial
Strike 
1
S
+
Dex
+
Agl
Bypass: 3
D
Bash
2
S
+
Str
+
Agl
+
1
D
Bleeding 2
1 Ki

Arm Guard
Defend: Martial
May be done after a Failed Dodge to continue to reduce Hit.
Reduce Strike/Proj by
Dex
+
Sense
. Arm used to Block has DR 2
S
+2
D
.
Catch Weapon: If beating Strike/Proj By +1
S
may attempt catch or Grapple:Disarm against Weapon.
Advanced
School of the 5 Beasts
Apprentice of the 5 Beasts
Advanced
Can't use Abilities in Light/Medium/Heavy Armor Martial Techniques
1 Ki
Arm Guard
Defend: Martial
May be done after a Failed Dodge to continue to reduce Hit.
Reduce Strike/Proj by
Dex
+
Sense
. Arm used has DR 1
S
+
2
D
.
Ki Combo
Active: Martial
Gain
Spirit
+
Endr
Ki.
Strike  (x2)
1
S
+
Dex
+
2
D
Bypass: 1
D
Bash
1
S
+
Str
+
2
D
Way of the Monkey
%
Monkey Stance
:
+
2
D
to Dodge,
+
1
D
to Grab/Grapple.
1 Ki

Monkey Flip Kick
Active: Martial
May do while Prone, if so become Standing.
+
1
D
to Dodge
Strike 
1
S
+
Dex
+
Agl
Bypass: 2
D
Bash
1
S
+
Agl
+
2
D
1 Ki
Monkey Grapple
Free
May reroll a Grapple or Grapple Defend.
Way of the Tiger
%
Tiger Stance
:
+1 Bleed, ArPen 1,
+
1
D
to Hit, and
+
1
D
to Dmg to all attacks.
+
1
D
to Dodge.
3 Ki

Tiger Claw
Attack: Martial
Strike  (x2)
1
S
+
Dex
+
Agl
Bypass: 3
D
Bash
2
S
+
Str
+
Agl
+
1
D
Bleeding 2
Way of the Mantis
%
Mantis Stance
:
+
1
D
to Arm Guard Hit,
+
1
S
to Arm Guard DR, if Full Guard gain 1
S
+
Spirit
Ki.
1 Ki
Counter
Attack
Attack:
Martial
Can only be done on Full Arm Guard.
Strike 
1
S
+
Dex
+
Agl
Bypass: 2
D
Bash
2
S
+
Str
+
Agl
+
1
D
Bleeding 2, ArPen 1 (ArPen 2, +1 Dmg if to Weapon)
Way of the Snake
%
Snake Stance
:
+1 Poison (Resist w/
Fort
/
Spirit
), Resist Poison
+
2
D
, Pace 1 while Prone.
3 Ki

Snake Strike
Attack:Martial
Strike 
1
S
+
Dex
+
Agl
Bypass: 3
D
Bash
2
S
+
Str
+
Agl
+1
D
Poison 2, Resist 1 Dmg to Harm 2 w/
Fort
/
Sprt
Way of the Toad
%
Toad Stance
:
DR 1
S
+
1
D
,
+
1
D
to Remove any Effect,
+
1
D
to Resist Push
1 Ki

Toad Strike
Attack: Martial
Can only be used if getting hit.
Strike 
1
S
+
Dex
+
Agl
Bypass: 3
D
Bash
Dmg you took
+
Fort
Push 2 (Resist w/
Str
/
Spirit
)
Practitioner of the 5 Beasts
Advanced
Can't use Abilities in Light/Medium/Heavy Armor Martial Techniques Beast Switch
:
May Switch Stance during Round.
1 Ki
Arm Guard
Defend: Martial
May be done after a Failed Dodge to continue to reduce Hit.
Reduce Strike/Proj by
Dex
+
Sense
. Arm used has DR 1
S
+
2
D
.
Ki Combo
Active: Martial
Gain
Spirit
+
Endr
Ki.
Strike  (x2)
1
S
+
Dex
+
2
D
Bypass: 1
D
Bash
1
S
+
Str
+
2
D
Way of the Monkey
%
Monkey Stance
:
+
2
D
to Dodge,
+
1
D
to Grab/Grapple. Surface Pace 1.
1 Ki
Monkey
Flip Kick
Active:
Martial
May do while Prone, if so -> Standing.
+
1
D
to Dodge. Move 1 Space over obstacle.
Strike 
1
S
+
Dex
+
Agl
+
2
D
Bypass: 3
D
Bash
1
S
+
Agl
+
2
D
1 Ki
Monkey Grapple
Free
May reroll a Grapple or Grapple Defend.
Way of the Tiger
%
Tiger Stance
:
+1 Bleed, ArPen 1,
+
1
D
to Hit, and
+
2
D
to Dmg to all attacks.
+
1
D
to Dodge.
3 Ki

Tiger Claw
Attack: Martial
Strike  (x2, 1 Ki: x3)
1
S
+
Dex
+
Agl
Bypass: 3
D
Bash
2
S
+
Str
+
Agl
+
2
D
Bleeding 2
Way of the Mantis
%
Mantis Stance
:
+
2
D
to Arm Guard Hit,
+
1
S
to Arm Guard DR, if Full Guard gain 1
S
+
Spirit
+
1
D
Ki.
1 Ki
Counter
Attack
Attack:
Martial
Can only be done on Full Arm Guard.
Strike 
1
S
+
Dex
+
Agl
Bypass: 3
D
Bash
2
S
+
Str
+
Agl
+
2
D
Bleeding 2, ArPen 1 On Weapon: ArPen 2, +1+1
D
Dmg)
Way of the Snake
%
Snake Stance
:
+2 Poison (Resist w/
Fort
/
Spirit
), Resist Poison
+
3
D
, Pace 2 while Prone.
3 Ki
Snake
Strike
Attack:Martial
Strike 
1
S
+
Dex
+
Agl
Bypass: 3
D
Bash
2
S
+
Str
+
Agl
+2
D
Poison 2, Resist 2 Dmg to Harm 2 w/
Fort
/
Sprt
Way of the Toad
%
Toad Stance
:
DR 1
S
+
2
D
,
+
1
D
to Remove any Effect,
+
2
D
to Resist Push
1 Ki
Toad Strike
Attack:
Martial
Can only be used if getting hit.
Strike 
1
S
+
Dex
+
Agl
Bypass: 3
D
Bash
Dmg you took
+
Fort
+
Str
Push 2 (Resist w/
Str
/
Sprt
)
School of the 4 Elements
Apprentice of the 4 Elements
Advanced
Can't use Abilities in Light/Medium/Heavy Armor Martial Techniques Channel Stance:
+
2
D
to Dodge, Gain
Spirit
Ki every Round.
Ki Punch
Active: Martial
Gain
Spirit
+
Endr
+
1
D
Ki.
Strike  (x2)
1
S
+
Dex
+
2
D
Bypass: 1
D
Bash
1
S
+
Str
+
2
D
Ki Channel
Active
Gain
Spirit
+
Endr
+
2
D
Ki.
Way of the Fire
%
Fire Stance:
+
1
D
Burning to all Dmg.
+
1
D
to Resist Burning.
1 Ki
Fire Aura
Free
Everyone within takes 3
D
Fire Dmg. In Grapple
+
1
D
Dmg.
4 Ki

Flame Strike
Active: Martial
Strike 
1
S
+
Dex
+
Sense
Bypass: 2
D
Fire
2
S
+
Spirit
+
2
D
Burning 1
Way of the Wind
%
Wind Stance:
+
2
D
to Dodge.
+
1
D
to Resist Burning. Pace includes a Ascend 2
D
. (Up to 3 Spaces above ground. Fall if leaving Wind Stance.)
1 Ki
Wind Aura
Free
Push anyone (including self or ally) 1
S
+
Spirit
Spaces (Resist w/
Str
/
Spirit
).
4 Ki

Wind Strike
Active:
Martial
Move 3 Spaces (may move Pace as well.) Hit everyone in Range during movement.
Strike 
1
S
+
Dex
+
Sense
Bypass: 2
D
Wind
2
S
+
Spirit
+
2
D
Way of the Water
%
Water Stance: May move Pace over Water. All Hits are Block
+
3
D
By Water.
1 Ki
Water Aura
Free
Circle 1: Strike 
1
S
+
Dex
+
1
D
Bypass: 2
D
Water
1
S
+
Spirit
+
1
D
4 Ki

Water Strike
Active: Martial
Strike: Cone 3
Water
2
S
+
Spirit
+
2
D
Push 1 (Resist w/
Str
/
Spirit
)
Way of the Earth
%
Earth Stance: +1
S
+
Str
to Resist Push, 1DR, -1 Pace.
1 Ki
Earth Aura
Free
Create Wall in Space for 2 Round.
4 Ki
Earth Strike
Active: Martial
All in Circle 1/2/3 take Blast 2
S
+
Spirit
, Knockdown 3 (Resist w/
Str
+
Agl
)
Practitioner of the 4 Elements
Advanced
Can't use Abilities in Light/Medium/Heavy Armor Channel Stance:
+
2
D
to Dodge, Gain
Spirit
Ki every Round.
Bend Element: Manipulate trained element in a minor way with
Spirit
+
Int
Challenge.
Ki Punch
Active: Martial
Gain
Spirit
+
Endr
+
1
D
Ki.
Strike  (x2)
1
S
+
Dex
+
2
D
Bypass: 1
D
Bash
1
S
+
Str
+
2
D
Ki Channel
Active
Gain
Spirit
+
Endr
+
2
D
Ki.
Way of the Fire
%
Fire Stance:
+
2
D
Burning to all Dmg.
+
2
D
to Resist Burning.
1 Ki
Fire Aura
Free
Everyone within takes 4
D
Fire Dmg. In Grapple
+
1
D
Dmg.
3 Ki

Flame Strike
Active:Martial
1 Ki: +1 Range, +1 Burning,
+
1
D
Dmg
Strike 
1
S
+
Dex
+
Sense
Bypass: 2
D
Fire
2
S
+
Spirit
+
3
D
Burning 1
Way of the Wind
%
Wind Stance:
+
2
D
to Dodge.
+
1
D
to Resist Burning. Can't be impeded. Pace includes a Ascend
Agl
+
1
D
. (Up to 4 Spaces above ground. Fall if leaving Wind Stance.)
1 Ki
Wind Aura
Free
Push anyone (including self or ally) 1
S
+
Spirit
+
1
D
Spaces (Resist w/
Str
/
Spirit
).
3 Ki

Wind
Strike
Active:
Martial
Move 4 Spaces (may move Pace as well.) Hit everyone in Range during movement.
1 Ki: May move upward up to Spaces, through obstacles, and back to start.
Strike 
1
S
+
Dex
+
Sense
+
1
D
Bypass: 2
D
Wind
2
S
+
Spirit
+
2
D
Way of the Water
%
Water Stance: May move Pace over Water. All Hits are Block
+
3
D
by Water, +1 Pace.
1 Ki
Water Aura
Free
Circle 1: Strike 
1
S
+
Dex
+
1
D
Bypass: 2
D
Water
1
S
+
Spirit
+
2
D
3 Ki

Water Strike
Active: Martial
Strike: Cone 3
1 Ki: Freezing 2 (Remove Active/Free
Str
)
Water
2
S
+
Spirit
+
2
D
Push 2 (Resist w/
Str
/
Spirit
)
Way of the Earth
%
Earth Stance: +2
S
+
Str
to Resist Push, 1+1
D
DR, -1 Pace.
1 Ki
Earth Aura
Free
Create Wall in Space for 3 Round.
3 Ki
Earth Strike
Active: Martial
All in Circle 1-4 take Blast 2
S
+
Spirit
+1
D
, Knockdown 3 (Resist w/
Str
+
Agl
)
1 Ki: Repeat next Round.
School of the 3 Temples
Apprentice of the 3 Temples
Advanced
Can't use Abilities in Light/Medium/Heavy Armor Martial Techniques 1 Chakra:
+
2
D
to Resist Dmg/Fatigue/Hunger/Thirst/Poison/Terror/Stress/Dread/Infection/Dying.
Ki Dance
Full
Gain 1
S
+
Spirit
+
Endr
Ki. Allies within gain
Cha
+
Spirit
Will.
3 Ki
Ki Blast
Free
Proj 
1
S
+
Spirit
+
1
D
Bypass: 2
D
Energy
2
S
+
Spirit
+
Endr
Way of the Body
%
3 Ki
Golden Body: +1 Stat (
Str
/
Fort
/
Endr
) for 10 Minutes. (Max +1).
Iron Body: DR1
D
.
+
1
D
to all Physical Challenges. Only need to sleep 2 Hours a day.
Iron Hands: Unarmed Attacks are immune to Dmg Back.
Iron Body Stance: DR
+
1
D
, +1
Str
/
Fort
/
Endr
, +1 Pace.
Way of the Mind
%
3 Ki
Golden Mind: +1 Stat (
Sense
/
Int
/
Agl
) for 10 Minutes. (Max +1).
Still Mind:
+
1
D
to all Challenges requiring being Calm and using your mind.
Third Eye:
+
1
D
to all Defensive Actions.
Trained Eyes: Negate 2 Space of Visibility Loss (Dark, Mist, etc.)
Clear Mind Stance: +1
Sense
/
Int
/
Agl
. May preview 2 Different Actions (roll the first Check of each and then choose 1 to attempt).
Slow Fall
Free
Reduce Falling Distance by 1 Level.
1 Chakra
Astral Project
Challenge
May spend up to 10 minutes outside body. Can go up to from Body. (Each barrier counts as 1-3 Spaces depending on thickness.)
Way of the Spirit
%
3 Ki
Golden Spirit: +1 Stat (
Spirit
/
Dex
/
Cha
) for 10 Minutes. (Max +1).
Free Spirit Stance: +1
Spirit
/
Dex
/
Cha
. May do Pressure Point Punch. May ignore disabled limbs and KO (unless Critical).
2 Ki

Pressure
Point Punch
Active
Strike 
1
S
+
Dex
+
Int
Bypass: 2
D
Disable Limb 1
S
+
Int
+
Spirit
(Resist w/
Fort
+
Spirit
)
Disabled Limb can't be used. Remove (Free) w/
/
Fort
Practitioner of the 3 Temples
Advanced
Can't use Abilities in Light/Medium/Heavy Armor Martial Techniques 1 Chakra:
+
3
D
to Resist Dmg/Fatigue/Hunger/Thirst/Poison/Terror/Stress/Dread/Infection/Dying.
Chakra Conversion: May use 2 Chakra in place of 1 Ki.
Extreme Threshold: May ignore disable limbs and KO. Ignore Critical for 1
S
+
Spirit
more Rounds.
Ki Dance
Full
Gain 1
S
+
Spirit
+
Endr
+
1
D
Ki. Allies within gain
Cha
+
Spirit
+
1
D
Will.
3 Ki
Ki Blast
Free
Proj 
1
S
+
Spirit
+
1
D
Bypass: 2
D
Energy
2
S
+
Spirit
+
Endr
+
1
D
Way of the Body
%
2 Ki
/
2 Chakra Golden Body: +1 Stat (
Str
/
Fort
/
Endr
) for 10 Minutes. (Max +1).
Iron Body: DR1
D
.
+
2
D
to all Physical Challenges. Don't need to sleep.
Iron Hands: Unarmed Attacks are immune to Dmg Back and have ArPen
+
2
D
and Bypass
+
2
D
.
Iron Body Stance: DR
+
2
D
, +1 to two of
Str
/
Fort
/
Endr
, +2 Pace.
3 Ki
Clone
Free
For 1
S
+
Spirit
Rounds control 2 of you.
Way of the Mind
%
2 Ki
/
2 Chakra Golden Mind: +1 Stat (
Sense
/
Int
/
Agl
) for 10 Minutes. (Max +1).
Still Mind:
+
2
D
to all Challenges requiring being Calm and using your mind.
Third Eye:
+
2
D
to all Defensive Actions.
Trained Eyes: Negate Space of Visibility Loss (Dark, Mist, etc.)
Clear Mind Stance: +1 to two of
Sense
/
Int
/
Agl
. May preview 2 Different Actions (roll the first Check of each and then choose 1 to attempt).
Slow Fall
Free
Reduce Falling Distance by 2 Levels.
2 Ki
Astral Project
Move
Appear up to 2
S
+
Spirit
away.
+
Spirit
+
1
D
to any Dodge.
1 Chakra Ki Step
Challenge
May spend up to 10 minutes outside body. Can go up to from Body. (Each barrier counts as 1-3 Spaces depending on thickness.)
Way of the Spirit
%
2 Ki
/
2 Chakra Golden Spirit: +1 Stat (
Spirit
/
Dex
/
Cha
) for 10 Minutes. (Max +1).
2 Ki
Pressure Point Blast: If at least 2 Limbs have Pressure Points: Do 2
S
+
Spirit
+
Int
Dmg to both.
Free Spirit Stance: +1
Spirit
/
Dex
/
Cha
. May do Pressure Point Punch. May ignore disabled limbs and KO (unless Critical).
2 Ki

Pressure
Point Punch
Active
Strike 
1
S
+
Dex
+
Int
Bypass: 4
D
Disable Limb 1
S
+
Int
+
Spirit
(Resist w/
Fort
+
Spirit
)
Disabled Limb can't be used. Remove (Free) w/
/
Fort
5 Ki

Death Punch
Active
Strike 
1
S
+
Dex
+
Int
Can hit Torso only
In 3 Rounds apply 3
S
+
Spirit
+
Int
+
6
D
Dmg to Torso. You may undo this with an Active Action.
Drunken Fighter
Drunken Fighter 1
Advanced
Can't use Abilities in Light/Medium/Heavy Armor Martial Techniques
Improvised
Weapon
(Small)
Active
Ex: Cup, Bottle, Rock. Gain
Spirit
+
1
D
Ki.
Strike 
1
S
+
Dex
+
1
D
Bypass: 2
D
Bash/Slash
1
S
+
Str
+
2
D
If Sharp: Bleed 1. 1
D
:
1S: Weapon Breaks and does
+
1
S
Dmg
Improvised
Weapon
(Medium)
Active
Ex: Chair.
Strike 
1
S
+
Dex
Bypass: 2
D
Bash/Slash
2
S
+
Str
+
2
D
If Sharp: Bleed 2. 1
D
:
1S: Weapon Breaks and does
+
1
S
Dmg
Defend
Reduce Strike/Proj by
Agl
+
2
D
. Break on 3 or more Dmg.
Drinking Techniques After Combat: For each Drunk Point, Gain 1
D
Fatigue.
Sip
Free
Dex
+
Agl
2S: -1 Alcohol, +1 Drunk Point, 2
D
Will.
Drink
Active
-1 Alcohol, +1 Drunk Point, 2
D
Will.
Drunk Point 1 to 2 Tipsy Stance: (1-2 Drunk Only.)
+
2
D
to Dodge,
+
1
D
to Hit, DR 1
D
.
Buzz Stance: (1-2 Drunk Only.)
+
2
D
to Hit,
+
2
D
to ArPen/Bypass,
+
2
D
to Dmg.
Improv Expert: May Block and Attack with Improvised Weapons in same Round.
Fall
Free
(Must Start Standing.)
+
Agl
+
1
D
to Dodge. Become Prone.
Stand
Free
(Must Start Prone.)
+
2
D
to Hit,
+
1
D
Dmg. Become Standing.
1 Ki

Eye Poke
Active
Proj 
1
S
+
Dex
+
Sense
Bypass: 3
D
Bash/Slash
1
S
+
Agl
Blind 2 (Resist/Remove (Free) w/
Fort
)
Drunk Point 3 to 4 Drunk Stance: (3-4 only)
+
3
D
to Dodge,
+
1
D
to Hit, DR 1
D
, +1 Pace, if Moving more than 1 Space:
Agl
0S: Fall Prone
Blurry Stance: (3-4 only)
+
3
D
to Hit,
+
2
D
to ArPen/Bypass,
+
3
D
to Dmg. If Holding anything (
Dex
) 0S: Drop -> (
Dex
) 1S: Catch.
Improv Combo: Can add 1 Combo w/ Improvised Weapon for Free.
Catch Self: Anytime Knockdown would occur (
Agl
) 1S: Prevent Knockdown.
3 Ki

Bicycle Kick
Active
Proj 
1
S
+
Dex
+
Agl
Bypass: 2
D
Bash/Slash
2
S
+
Str
+
Agl
+
1
D
Push 1 (Resist w/
Str
/
Fort
)
Drunken Fighter 2
Advanced
Can't use Abilities in Light/Medium/Heavy Armor
Improvised
Weapon (Small)
Ex: Cup, Bottle, Rock
Active
Strike 
1
S
+
Dex
+
2
D
Bypass:
Dex
+
1
D
. Gain
Spirit
+
1
D
Ki.
Bash/Slash
1
S
+
Str
+
2
D
If Sharp: Bleed 1. 1
D
:
1S: Weapon Breaks and does
+
1
S
Dmg.
Improv. Weapon
(Medium)
Ex: Chair
Active
Strike 
1
S
+
Dex
+
1
D
Bypass: 2
D
Bash/Slash
2
S
+
Str
+
2
D
If Sharp: Bleed 2. 1
D
:
1S: Weapon Breaks and does
+
1
S
Dmg
Defend
Reduce Strike/Proj by
Agl
+
2
D
. Break on 3 or more Dmg.
Improv. Weapon
(Large)
Ex: Ladder
Active
Strike 
1
S
+
Dex
Bash/Slash
2
S
+
Str
+
4
D
Defend
Reduce Strike/Proj by
Agl
+
2
D
. Break on 4 or more Dmg.
Drinking Techniques After Combat: For each Drunk Point, Gain 1
D
Fatigue.
Sip
Free
Dex
+
Agl
2S: -1 Alcohol, +1 Drunk Point, 2
D
Will.
Drink
Active
-1 Alcohol, +1 Drunk Point, 3
D
Will.
Drunk Point 1 to 2 Tipsy Stance (1-2 Drunk Only):
+
2
D
to Dodge,
+
1
D
to Hit, DR 1
D
.
Buzz Stance (1-2 Drunk Only):
+
2
D
to Hit,
+
2
D
to ArPen/Bypass,
+
2
D
to Dmg.
Improv Expert: May Block and Attack with Improvised Weapons in same Round.
Fall
Free
(Must Start Standing.)
+
Agl
to Dodge. Become Prone.
Stand
Free
(Must Start Prone.)
+
2
D
to Hit. Become Standing.
Drunk Point 3 or more Drunk Stance: (3-4 Drunk Only)
+
3
D
to Dodge,
+
1
D
to Hit, DR 1
D
, +1 Pace, if Moving more than 1 Space:
Agl
0S: Fall Prone
Blurry Stance: (3-4 Drunk Only)
+
3
D
to Hit,
+
2
D
to ArPen/Bypass,
+
3
D
to Dmg. If Holding anything (
Dex
) 0S: Drop -> (
Dex
) 1S: Catch.
Improv Combo: Can add 1 Combo w/ Improvised Weapon for Free.
Catch Self: Anytime Knockdown would occur (
Agl
) 1S: Prevent Knockdown.
3 Ki

Bicycle Kick
Active
Proj 
1
S
+
Dex
+
Agl
Bypass: 2
D
Bash/Slash
2
S
+
Str
+
Agl
+
1
D
Push 1 (Resist w/
Str
/
Fort
)
Drunk Point 5 or more Black Out Stance:
+
3
D
to Dodge,
+
2
D
to Hit, +1 Combo on anyone attacking you At end of Round (
Spirit
) 0S: Fall Prone.
Blood Alcohol Stance:
Spirit
0S:
6 Only
on Everything. 1S:
+
5
D
to Dodge, Dmg, + Hit, DR 5
D
.
2 Ki
-1 Alcohol
Fire Breath
Active
Cone 2
1
S
+
Dex
+
Agl
Bypass: 2
D
Fire
2
S
+
Spirit
+
3
D
Burning 2
Master
Grandmaster
Grandmaster
Advanced
Can't use Abilities in Light/Medium/Heavy Armor Training
Open Dojo
Downtime
Must spend 30G and have a location willing manager.
Gain 3G per Gold per Week per Dojo (Max 6, 1 per Town/City).
      Dojos
1.
2.
3.
4.
5.
6.
Follower
Recruit Student
Downtime
Cha
+
Int
+
1
D
2S: Must be from established Dojo. Student acts as follower (Monk, max 1 at a time).
Master Techinques Dragon Stance:
      Resist 2 Staminal Loss with
Fort
+
Endr
per Round.
      Pace 4, May Walk on Air or on Water.
     
+
1
S
to Hit,
+
1
S
to Dmg, Gain
Spirit
+
Sense
Ki.
     
+
1
S
to Dodge,
+
1
S
to Grapple.
      May be combined with any Elemental Stance.
1 Ki
Ki Blast
Active: Martial
Proj 
1
S
+
Sense
+
3
D
Bypass:
Dex
Energy
2
S
+
Spirit
+
3
D
6 Ki

Dragon Fang
Active: Martial
Do twice:
Strike 
1
S
+
Dex
+
Agl
Bypass:
Dex
Bash
2
S
+
Str
+
Agl
+
1
D
Then:
Strike 
1
S
+
Dex
+
Agl
+
1
D
Bypass:
Dex
Bash
3
S
+
Str
+
Agl
+
2
D
Push 2
S
+
Str
(Resist w/
Fort
) Collision 1
S
+
3
D
Razor Wind
Razor Wind
Advanced
Can't use Abilities in Light/Medium/Heavy Armor With Any Weapon
1 Ki
Snap Kick
Active: Martial
Strike 
1
S
+
Dex
+
Agl
Bypass:
Dex
Slash
2
S
+
Str
+
1
D
With Blade Whip Blade Whip Ki: Gain
Spirit
+
2
D
Ki whenever attacking with Blade Whip.
Blade Bypass:
+
Dex
+
Sense
to Bypass.
Blade Arpen:
+
Str
+
Fort
to Arpen.
Repair Blade Whip
Downtime
1S: Remove a Dmg.
2S: Remove a Break.
1 Ki

Blade Block
Defend: Martial
1
D
Dmg to weapon (ignore DR)
Reduce Strike by
Agl
+
Sense
+
Dex
. Can Block an Attack the same Round.
Str
+
Agl
vs Target
Dex
1S: Disarm and catch weapons.
2S: Disarm and apply 5
S
+
7
D
Dmg to Weapon.
Defensive Spin
Defend: Martial
1
D
Dmg to weapon (ignore DR)
Create a 2 Space Spin that Reduces all Blast and Proj moving through it by
Dex
+
Agl
.
1 Ki

Whirling Blade
Active: Martial
2
D
Dmg to weapon (ignore DR)
Attack Everyone within 3 Spaces.
Dex
1S: Avoid Ally (attempt once per Ally)
2 Ki

Flying Guillotine
Active: Martial
Strike 
1
S
+
Dex
+
1
D
If hit Body Area is caught then may at any time Release or Snap or Pull
Pull
Pull Target 1
S
+
Str
+
Endr
(Resist w/
Str
), 1
D
Dmg to Weapon
2 Ki
Snap
5
S
+
7
D
Dmg to caught Body Area, 3
D
Dmg to Weapon
Unbound Spirit
Unbound Spirit
Advanced
Can't use Abilities in Light/Medium/Heavy Armor
Mastered Self Triangle of Body-Mind-Spirit:
      DR1
S
+
2
D

      All unarmed has ArPen 1
S
+
2
D
and Bypass
+
3
D
.
      Slow Fall: Reduce Falling Distance by 3 Levels.
      Negate 4R Space of Visibility Loss (Dark, Mist, etc.)
     
+
2
D
to Recover and Rest.
Spirit Death: If would die, may stay on in Spirit form as long as desired. (Very limited effect on physical world.)
Master Techniques
1 Chakra
:
+
4
D
Resist Dmg/Fatigue/Hunger/Thirst/Poison/Terror/Stress/Dread/Infection/Dying.
1 Chakra
Harmonious Moment: Do additional Round of Actions (Move/Action/Defend). Time Stops / moves slow for everyone else.
1 Chakra
/
3 Ki
Third Eye Open: +1 Stat for rest of battle. May change this Stat each Round.