The Monk Class

## The Monk

Monks are
dedicated proponents of a path of study, or “Way”. They believe in a higher
power and work to follow that powers path to achieve balance throughout the
universe. That doesn’t mean you are a simple healer, relegated to back row
duties as you chant to your God. The monk is a master of communication as well,
and can learn martial arts to decimate their enemies…Whatever it takes to
remain on his/her path.

Monks
contribute communication and translation services to the Time Machine.

Major Stat: WIL
Minor Stat: INT, PER

=== ·
Holy ===
o
The Holy Monk is mostly focused on healing and
providing resistances to various elements to the party.

=== ·
Power ===
o
The Monk that follows the path of Power is a
master at martial arts and is a formidable opponent, armed or not.

=== ·
Harmony ===
o
The path of harmony allows the monk to both
provide offensive and healing powers. They are also focused on communication.

## Time Machine Ability

### Time Machine Translation

The Monk
“blesses” the craft to be able to translate all incoming and outgoing
transmissions from the ship to be understood by all within range of the
transmission.
This is a single point talent
**Min Attribute** INT 70, WILL 80
**Counter:**  Spell
**Prerequisite Skill:** None
**Cast Time:** 5 Rounds
**Range:** Touch

## Passive Ability

### Path of the Patrician

The monk believes that the universe is
guided by an omniscient entity that is peaceful in nature, but understands that
in order for good to exist, there must be evil. This path offers a permanent +2
to INT, WIL and PER and a -2 to STR. They may also call upon Blessing if the
God once per 24 Earth Hours

==== Blessing
of the God ====
Each party member is given a +2 to
their major and minor stats for 4 Earth hours. This does not persist through
death. **Caster must be level 7**

## Base Monk Abilities

### Daze

The monk stuns the target, giving a -5
to hit penalty for 2 rounds.
Each point gives -2 to hit and 1 more round
**Min Attribute:** WIL 50
**Counter:**  Spell
**Prerequisite Skill:** None
**Cast Time:** instant
**Range:** 6’
**MP:** 5

=== Cure
Minor Wounds ===
The monk calls on the powers of the
universe to cure a wound for 1-10 points.
Each point gives a +5 to total damage healed. Takes 1 round to cast
**Min Attribute**: WILL 55
**Counter:** Spell
**Prerequisite Skill:** None
**Cast Time:** instant
**Range:** Touch
**MP:** 5

### Regeneration

The player is able to regenerate
limbs. One limb per cast.
*1pt. 36 Earth hours for full regeneration*
2pt. 24 Earth hours

3pt. 12 Earth hours

4pt. 4 Earth Hours
**Min Attribute:** WIL 55, INT 55
**Counter:**  Spell
**Prerequisite Skill:** None
**Cast Time:** instant
**Range:** 6’
**MP:** 5

## Holy

### Bless

The monk can bless an individual to
increase To Hit by 5 and damage by 2 for 5 rounds.
Each point adds 2 to the amount of To Hit bonus and increases duration by 1
round
**Min Attribute:**  WIL 55
**Counter:**  Spell
**Prerequisite Skill:** None
**Cast Time:** instant
**Range:** 6’
**MP:** 5

=== Acid
Resistance ===
The
monk has been can bless an individual to increase acid resistance, adding a +5
to AR against acid attacks.
Each point spent adds 5 to the amount of AR bonus
**Min Attribute:**  INT 50, WIL 55
**Counter:**  Spell
**Prerequisite Skill:** None
**Cast Time:** 1 Round
**Range**: Touch
**MP**: 5

### Cure Major Wounds

The
monk can cure major wounds, including stopping bleeds for 2-20 points.
Each point gives a +5 to total damage healed. Takes 1 round to cast
**Min Attribute**: WILL 55
**Counter:** Spell
**Prerequisite Skill:** None
**Cast Time:** instant
**Range:** Touch
**MP:** 5

### Detect Lie

The
monk can detect if someone is not being truthful. Each point gives a 5% bonus
on the perception check
**Min Attribute:** WIL 55
**Counter:**  PER skill roll
**Prerequisite Skill:** None
**Cast Time:** instant
**Range**: 6’
**MP:** 5

=== Electricity
Resistance ===
The
monk has been can bless an individual to increase electric resistance, adding a
-5 to AR against electricity-based attacks.
Each point spent adds 5 to the amount of AR bonus
**Min Attribute:**  INT 55, WIL 60
**Counter:**  Spell
**Prerequisite Skill:** None
**Cast Time:** 1 Round
**Range:** Touch
**MP:** 5

=== Dispel
Illusion ===
The
monk can see through any simple illusions.
This is a single point talent
**Min Attribute:** WIL 60, PER 55
**Counter:**  PER skill roll
**Prerequisite Skill:** None
**Cast Time:** instant
**Range:** 10’
**MP:** 5

=== Fire
Resistance ===
The
monk has been can bless an individual to increase fire resistance, adding a +5
to AR against fire attacks.
Each point spent adds 5 to the amount of AR bonus
**Min Attribute:**  INT 55, WIL 65
**Counter:**  Spell
**Prerequisite Skill:** None
**Cast Time:** 1 Round
**Range:** Touch
**MP**: 5

=== Cold
Resistance ===
The
monk has been can bless an individual to increase cold and frost resistance,
adding a +5 to AR against cold attacks.
Each point spent adds 5 to the amount of AR bonus
**Min Attribute:**  INT 60, WIL 65
**Counter:**  Spell
**Prerequisite Skill:** None
**Cast Time:** 1 Round
**Range:** Touch
**MP:** 5

=== Power
Resistance ===
The
monk has been can bless an individual to increase power-based resistance,
adding a +5 to AR against power attacks, such as lasers (light-based) and
plasma weapons
Each point spent adds 5 to the amount of AR bonus
**Min Attribute:** INT 65**,** WIL 65
**Counter:**  Spell
**Prerequisite Skill:** None
**Cast Time:** 1 Round
**Range:** Touch
**MP:** 5

### Remove Curse

The
monk is able to cure any curses on a being.
This is a single point talent that takes 1 round to cast.
**Min Attribute**: INT 65, WILL 65
**Counter:** Spell and Successful WIL
roll from patient
**Prerequisite Skill:** None
**Cast Time:** 1 Round
**Range**: Touch
**MP**: 5

### Remove Paralysis

The
monk is able to cure any paralysis on a being.
This is a single point talent.
**Min Attribute**: INT 65, WILL 70
**Counter:** Spell
**Prerequisite Skill:** None
**Cast Time:** 1 Round
**Range:** Touch
**MP:** 5

## Power

### Iron Fist

The
monk can harden their hands with the force of the universe, adding +5 to all
damage when unarmed. The effect lasts 5 rounds.
Each point spent increases damage and duration by 2.
**Min Attribute** WIL 55
**Counter:**  Spell
**Prerequisite Skill:** None
**Cast Time:** 1 Round
**MP:** 5

=== Bestow
Curse ===
The
monk can bestow one of 2 curses upon a target:
Curse of Spirit: lowers WIL, PER, INT by -3 for 3 rounds
Curse of Body: lowers STR, CON, AGI by 3 for 3 rounds.
Only one curse may be active at a time.
Each point increases the duration and penalty by 1. Takes 1 round to cast

**Min Attribute:** INT 55, WIL 55
**Counter:**  Spell
**Prerequisite Skill:** Faith
**Cast Time:** 2 Rounds
**Range**: 12’
**MP:** 15

### Iron Flesh

The
monk can harden their skin with the force of the universe, adding +2 to AR when
wearing cloth armor. The effect lasts 2 rounds.
Each point spent increases AR and duration by 1.
**Min Attribute** WIL 60
**Counter:**  Spell
**Prerequisite Skill:** Iron Fist
**Cast Time:** 1 Round
**MP:** 10

### Martial Arts Mastery

The
monk has mastered a set of martial arts, allowing them to perform kicks,
punches and defensive moves. This gives them a +2 to damage and +1 to AR when
fighting unarmed or with a staff or one-handed weapon.
Each point adds 1 to the amount of bonus for To Hit and Damage
**Min Attribute** WIL 60, INT 60, PER 55
**Counter:**  N/A
**Prerequisite Skill:** Boxing

### Crippling Strike

The
monk can hamstring a victim, crippling them and reducing their to hit and
movement speeds.
Each point reduces movement by 4’/turn as well as giving a -5 to hit penalty.
If the opponent is using a melee weapon, then suffer a -1 to their damage rolls
as well.
**Min Attribute:** WIL 60, PER 60
**Counter:**  NA
**Prerequisite Skill:** None
**Cast Time:** instant
**MP:** 5

### Iron Heart

the
monk can boost their or a targets HP by 5 points. The effect lasts 5 rounds.
Each point spent increases HP bonus by 5 and duration by 2. Note: when times
out, HP return to normal.
**Min Attribute** WIL 60, CON 50
**Counter:**  Spell
**Prerequisite Skill:** Iron Flesh
**Cast Time:** 1 Round
**Range:** Touch
**MP:** 15

### Flying Kick

The
monk can use this move to kick an opponent from up to 15’ away causing 2-20
points of damage.
Each point spent increases distance by 3’, To Hit by 2 and damage by 5.
**Min Attribute** WIL 65, PER 60
**Counter:**  Melee
**Prerequisite Skill:** Martial Arts
**Cast Time:** 1 Round
**MP:** 10

### Fear

This
spell causes the target to run in fear for 3 rounds.
Each point adds 2 more rounds and reduces targets WIL save by 5
**Min Attribute:** WIL 70
**Counter:**  Spell and vs. Targets Will
**Prerequisite Skill:** None
**Cast Time:** 1 Round
**Range:** 6’
**MP:** 10

### Sleep

This
spell puts the target to sleep for 2 rounds.
Each point adds 1 more round and reduces targets WIL save by 5
**Min Attribute:** WIL 70
**Counter:**  Spell and vs. Targets Will
**Prerequisite Skill:** Daze
**Cast Time:** instant
**Range**: 6’
**MP**: 10

### Nonlethal Force

The
monk has been trained in restraint and the use of non-lethal weapons like
pepper spray. This skill gives a +5 To Hit and STR bonus when trying to
restrain or knock out an opponent, and a -5 to all damage when using this
ability. To restrain, physically, the monk must use this skill, then roll a To
Hit, then restrain roll with monks STR vs. targets STR. (with bonus). Use of
non-lethal weapons provides individual bonuses.
Each point increases the STR and To Hit bonus by 5.
**Min Attribute** INT 65, PER 65
**Counter:**  N/A
**Prerequisite Skill:** None
**Cast Time:** 1 round
**Range:** Touch
**MP:** 5

### Blindsight

The
monk has the ability to place a blindfold across their eyes and remove their
vision in order to see the world through their clear mind. In doing so, they
gain a +2 To Hit, + 2 to PER, and +2 to AGI
This is single point talent.
**Min Attribute** AGI 55, PER 70, WIL 70
**Counter:**  N/A
**Prerequisite Skill:** *Requires 4 points in Flying Kick.*
***Cast Time:** 2 Rounds*
**MP:** 15

## Harmony

### Aid

The
monk can increase theirs or another’s attribute (Players choice, except LUC) by
5 for 5 rounds.
Each point adds 5 to the amount of bonus and increases duration by 1 round
**Min Attribute:**  WIL 55, a score of 50+ in chosen stat
**Counter:**  Spell
**Prerequisite Skill:** None
**Cast Time:** 1 Round
**Range:** Touch
**MP:** 10

### Force Push

The
Monk can push the ether itself into a whooshing blow that causes 1d6 damage and
causes an AGI roll on the target against getting knocked down for 1 round
Each point adds a +2 to damage dealt.
**Min Attribute:**  WIL 55
**Counter:**  Spell
**Prerequisite Skill:** None
**Cast Time:** 1 Round
**Range:** 10’
**MP:** 10

### Neutralize Poison

The
monk is able to remove all poisons from a being’s system, or nullify the toxins
in a potion.
When the monk first gets this talent they can neutralize Level 1 and 2 poisons,
each point thereafter allows the monk to work with 1 level higher. Takes 1
round to cast
**Min Attribute**: INT 55, WILL 55
**Counter:** Spell and Successful CON
roll from patient
**Prerequisite Skill:** None
**Cast Time:** 1 round
**Range:** Touch
**MP:** 5

=== Treat
Disease ===
The
player is able to call on the universe to remove a single disease from a
victim.
This is a single point talent
**Min Attribute:** WIL 60, INT 55
**Counter:**  Spell and Successful WIL roll from patient
**Prerequisite Skill:** None
**Cast Time:** 1 Round
**Range:** Touch
**MP:** 15

=== Animate
Dead ===
The monk can create an Animus from a
corpse that will last and follow the monk’s orders for 5 rounds. The corpse
will operate at 50% of all of the stats it possessed while living.
Each point adds 2 rounds to the time and removes 5% from the stat penalty.
**Min Attribute:** INT 60, WIL 65.
**Counter:**  Spell / Targets WIL – 10%
**Prerequisite Skill:** *Requires 4 points in Regeneration.*
***Cast Time:** 2 Rounds*
**Range:** Touch
**MP:** 15

### Far-See

This allows
the monk to meditate and see into the distance upon coming out of the
meditation. The average person can see 16 miles, flat, on a clear day. This
allows the monk to see 16 miles in light fog, rain, snow and through small
hills.
Each point adds 2 miles to the distance.
**Min Attribute:** WIL 65
**Counter:**  Spell
**Prerequisite Skill:** None
**Cast Time:** 2 Rounds
**MP**: 15

=== Rebuke
Undead/Demon ===
The monk can
chastise undead beings causing them to run away for 3 turns. There is a chance
that upon a successful rebuke, the abomination will be destroyed instead.
The monk rolls a WIL for the spell; the creature rolls a physical damage (AR)
to save. If the monk succeeds and the creature fails by 20% or more, they are
destroyed.
Each point reduces the creatures save roll by 2%.
**Min Attribute:** WIL 65, PER 65
**Counter:**  Spell and targets AR
**Prerequisite Skill:** Bless
**Cast Time:** 1 Round
**Range:** 10’
**MP:** 10

### Sense Trap

The
monk has developed sense for where people would put a trap, and seeking it out.
Each point adds 5% to the PER roll
**Min Attribute:** WIL 65, PER 70
**Counter:**  PER skill roll
**Prerequisite Skill:** None
**Cast Time:** instant
**Range:** 10’

### Sense Motive

This allows
the monk to attempt to figure out what a person’s *true* intentions are.
Each point gives a 5% bonus on the perception check
**Min Attribute**: WIL 65, PER 70
**Counter:**  PER skill roll
**Prerequisite Skill:** Detect Lie
**Cast Time:** instant
**Range**: 6’
**MP:** 10

### Speak with Animals

The monk can
communicate with complex, non-sentient animals, deciphering their speech
Initial: Animals from home planet
2 Point: Animals from same galaxy
3 Points: Animals from same super cluster
4 Points: Any animal in the universe
Min Attribute **INT 70, PER 70**
**Counter:**  Spell
**Prerequisite Skill:** None
**Cast Time:** instant
**Range:** 12’
**MP**: 5

=== True
Seeing ===
At this
point, the world presents itself to the monk as it truly is. They can see
through all types of illusion and masking, discern lies and judge intent of
target. If they make a call to use true seeing, they can find secret doors and
traps.
Each point spent give a +5% to ANY perception rolls in addition to that
specific skills bonus.
**Min Attribute:** WIL 75, PER 75
**Counter:**  PER skill roll
**Prerequisite Skill:** None
**Cast Time:** 1 Round
**Range:** 15’
**MP:** 10

## Ultimate Monk Abilities

### Imprint Tattoo (Holy)

The monk can
tattoo their own or another’s scalp with powerful runes. This rune will give a
permanent bonus of +5 to INT, PER, and WIL and a +2 to CHA. Healing abilities
will still hit for half, even on a miss
This is a single point ability.
**Min Attribute** INT 70, WIL 70
**Counter:**  N/A
**Prerequisite Skill:** *Requires 4 points in Iron Heart.*

### Imprint Tattoo (Power)

The monk can
tattoo their own or another’s scalp with powerful runes. This rune will give a
permanent bonus of +5 to STR, AGI, and CON and a +2 to AR. The monk is also
able to move and strike in the same round.
This is a single point ability.
**Min Attribute** AGI 65, WIL 70
**Counter:**  N/A
**Prerequisite Skill:** *Requires 4 points in Iron Heart.*

***NOTE: You can choose***
only one of the Imprint Tattoo abilities

### Speak to Dead

The monk can
speak to a corpse that has been deceased for less than 8 hours to gather
simple, short term memories. This is a single point talent
**Min Attribute:** WIL 75, PER 70
**Counter:**  Spell
**Prerequisite Skill:** None
**Cast Time:** 2 Rounds
**Range:** 8’
**MP:** 20

=== Zone
of Truth ===
The monk
creates an 8’ aura around them, where anyone stepping inside is force to tell
the truth about whatever is directly asked of them. If they are directly asked
a question, they must answer.
This is a single point talent
**Min Attribute:** WIL 75, PER 75
**Counter:**  Spell
**Prerequisite Skill:** None
**Cast Time:** 2 Rounds
**Range:** 8’
**MP:** 20

### Raise Dead

The monk can
take a corpse that has been dead for less than 8 hours and raise them back to
life with a WIL roll. The revived individual will be at half stats for 4 Earth
hours. This can be used once every 24 hours.
**Min Attribute:** WIL 80, INT 70
**Counter:**  WIL
**Prerequisite Skill:** None
**Cast Time:** 5 Rounds
**Range:** Touch
**MP:** 3

=== Monk
Tables ===

Table 7: Cure Poison Difficulty

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