Difference between revisions of "Monk"
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− | {{Playtest|rule=}} | + | {{Playtest|rule=Updated as of November 3rd, 2024.}} |
[[Image:Monkheraldry2.jpg|thumb|An open palm on a grey field: a common heraldry for Monks]] | [[Image:Monkheraldry2.jpg|thumb|An open palm on a grey field: a common heraldry for Monks]] | ||
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Let the white light of healing restore thy vigor.<br> | Let the white light of healing restore thy vigor.<br> | ||
The white light of healing hath resurrected thee.”<br> | The white light of healing hath resurrected thee.”<br> | ||
− | '''E:''' Target [[Dead]] player who has not moved from where they died is returned to life. Non-[[Persistent]] [[Enchantments]] on the player are removed before the player returns to life. Any [[Wounds]] on the player are healed. | + | '''E:''' Target [[Dead]] player who has not moved more than 5' from where they died is returned to life. Non-[[Persistent]] [[Enchantments]] on the player are removed before the player returns to life. Any [[Wounds]] on the player are healed. |
===Innate=== | ===Innate=== | ||
'''T:''' [[Meta-Magic]] '''S:''' [[Neutral (School)|Neutral]]<br> | '''T:''' [[Meta-Magic]] '''S:''' [[Neutral (School)|Neutral]]<br> |
Latest revision as of 03:39, 4 November 2024
*8.6.2 Playtest* Updated as of November 3rd, 2024. *8.6.2 Playtest*
Monk is a core class focusing on intrinsic control of the body and spirit.
From the Rulebook
Shaolin and Buddhist temples manned by fighting monks who learned to fight with their hands and strange implements when their warlords forbade them to use swords are the classic image of this class. However, many Asiatic and American tribes had strong traditions of wrestling, and the Shogun-era Japanese had a plethora of armed warrior monks whose wrath was feared by even the emperor.
Examples:
Bruce Lee, Qui Chang Kane, Dread Pirate Roberts, the Bloodguard, Benkei, Pachomius, the Sohe
Equipment
Garb: Grey sash and medieval/sword and sorcery looking garb
Look The Part: Heal 1/Life (ex)
Armor: 1pt
Shields: None
Weapons: All Melee, Heavy Thrown
Class Abilities
Level | Abilities |
---|---|
1st | Enlightened Soul (T) Missile Block (T) |
2nd | Banish 1/Life Charge x5 (ex) |
3rd | Sanctuary 1/Life Charge x5 (ex) (Ambulant) |
4th | Heal 1/Life Charge x3 (ex) |
5th | Resurrect 1/Refresh Charge x5 (m) |
6th | Innate 2/Refresh (ex) |
Heal
T: Verbal S: Spirit R: Touch
I: “The white light of healing hath healed thee.” x5
E: Heal a Wound
Missile Block
T: Granted as Trait S: Protection R: Self
E: Player is allowed to block arrows, projectile weapons, and magic balls with their wielded weapons and hands without penalty. Any arrow or projectile weapon in motion touched by their wielded weapon or hand is nullified.
N: Engulfing effects from blocked arrows, projectile weapons, and magic balls do not activate.
Banish
T: Verbal S: Spirit R: 20’
I: “The spirits banish thee from this place” x3
E: Target Insubstantial player must return to their base where their Insubstantial State immediately ends.
N: The target's Insubstantial State is replaced with a new insubstantial state from Banish. If the Insubstantial State is ended before reaching the base, the rest of the effect is ended as well. If Banish is cast on self, the caster may end this Insubstantial state at any time by using the exit incantation for Insubstantial. A player bearing Undead Minion or Greater Undead Minion who is currently Insubstantial has their Enchantment removed.
Enlightened Soul
T: Granted as Trait S: Protection R: Self
E: Player is unaffected by Verbal magic used at a Range greater than Touch.
L: Affects beneficial magic as well as harmful magic. Does not affect (ex) abilities.
N: Does not affect (ex) abilities, abilities with a Range of Touch, or abilities whose Range is greater than Touch but are used at a Range of Touch anyway.
Sanctuary
T: Verbal S: Protection R: Self
I: “Sanctuary”
E: Player and their equipment are unaffected by hostile actions originating from within 20’.
Must Chant “sanctuary”. Player may end Sanctuary at any time by picking up a weapon with their hand or ceasing to chant and declaring “No longer in sanctuary”. (This must be audible out to 20 feet.)
L: Player may not activate this ability while they have any weapons in hand and cannot carry any weapons in hand during Sanctuary. Cannot carry nor affect game items or game objectives while in Sanctuary. Players in Sanctuary may not impede the play of other people in any manner, and must immediately remove themselves from any such situations they find themselves in. May not come within 20’ of a non-friendly base.
N: If the player is voluntarily touching (other than blocking) or carrying weapons in any fashion (tucked under arms, tied to thongs, etc) at any point during Sanctuary then they may only voluntarily end Sanctuary within 20’ of a friendly base, and must continue chanting until there.
Player is still susceptible to Phase Bolt and Phase Arrow.
Resurrect
T: Verbal S: Spirit R: Touch
I: “Sword Cut, spear stab, mace smash, arrow jab,
Let the white light of healing descend on thee.
Let the white light of healing stop thy spilling blood.
Let the white light of healing mend thy bones.
Let the white light of healing close thy wounds.
Let the white light of healing restore thy vigor.
The white light of healing hath resurrected thee.”
E: Target Dead player who has not moved more than 5' from where they died is returned to life. Non-Persistent Enchantments on the player are removed before the player returns to life. Any Wounds on the player are healed.
Innate
T: Meta-Magic S: Neutral
I: “Innate”
E: May be used to instantly Charge a single magic or ability by stating its name.
Medium
T: Archetype S: Neutral
E: Gain Blessing Against Wounds (Touch) 1/Life (ex), Sever Spirit 1/Life Charge x3 (ex), and Swift 2/Life. Abilities in the Spirit school become Charge x3.
L: May not wear Armor and may not wield Great weapons.
Blessing Against Wounds
T: Enchantment S: Protection R: Touch
I: “I enchant thee against wounds” x3
M: White strip
E: Resistant to Wounds. Does not count towards a players Enchantment limit.
L: May not be worn with any other Enchantments from the Protection School unless the other Enchantment is (ex).
Sever Spirit
T: Verbal S: Spirit R: 20'
I: “The spirits lay a curse on thee.” x3
E: May only target dead players. Player is Cursed. Any Enchantments on the player are removed.
N: Will always remove enchantments if successfully cast on a valid target, regardless of the player's Traits, States, Immunities, Ongoing Effects, or Enchantments.
Swift
T: Meta-Magic S: Neutral
I: “Swift”
E: Magic and abilities require only a single iteration of the incantation. For multi-line Incantations use the last line.
L: May only be used on Magic and Abilities at a range of Ball, Touch, or Self. May not be used on the Charge incantation.
Mystic
T: Archetype S: Neutral
E: Gain Force Bolt 4 Balls/Unlimited (m). Gain Suppression Bolt 1 Ball/Unlimited (m).
L: May not wield Great weapons nor Heavy Thrown.
Force Bolt
T: Magic Ball S: Sorcery
I: “Forcebolt” x3
M: Blue Magic Ball
E: Force Bolt will have one of the following effects on the object first struck:
- A weapon hit is destroyed.
- Armor hit with Armor Points remaining is subject to Armor Breaking.
- A player hit receives a Wound to that hit location.
Suppression Bolt
T: Magic Ball S: Subdual
I: “The strength of suppression is mine to evoke” x3
M: Purple Magic Ball
E: Target is Suppressed for 60 seconds. Engulfing.
Previous Versions:
V7.7
See also
Amtgard Character Classes |
---|
Core Classes: Anti-Paladin · Archer · Assassin · Barbarian · Bard · Druid · Healer · Monk · Paladin · Scout · Warrior · Wizard Non-Standard Classes: Monster · Peasant |