Shintar Monk Abilities Explanations (Seeker - Levels 0-5):

Modification-Point Cost: 2

 

Taps into the abilities and spells of this class. Once this has been purchased, a character can then proceed to purchase actual abilities and spells.

 

 

1st White Belt (Center and relax)

 

    The Shintar Monk gains abilities as he or she levels, THEY ARE NOT PURCHASED WITH MODIFICATION-POINTS. As a Seeker (0-5th level), you will have all of the following abilities, which will steadily increase over time as you level (Seeker abilities stack with Adventurer Abilities):

 

Back-Roll

Center

Defense Mastery

Focus (initiative)

Front-Roll

Joint Manipulation

Off-Line Defense

Pin

Shiko

Ukemi

 

Remember:

You will now only gain 2-D6 Modification-points per level (1-D4 additional if Human).

 

Rulings on Shintar Monk Scrolls:

     If you find a Shintar 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).

 

     READ: If you begin this class after leveling up in one or more character classes, you MUST purchase each and every ability, up to your current level, spending modification-points. Once you have purchased the abilities of this class, up to your current level, then, and only then, will you continue gaining the abilities of this class automatically.

     If you take the path of this class from when your character was created, you need not purchase abilities of this class with modification-points.

 

 

Back-Roll (Seeker Ability (levels 0-5) Return to top

 

Slip into a Back-Roll when being thrown, shoved, or falling backwards to reduce damage taken.

 

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: 2

 

Prerequisites --------------------------- : Shintar Monk.

 

Ability-points to invoke:

None.

Area of Effect:

Shintar Monk will roll back into the space, or second space behind him or her (this is up to the Shintar Monk).

 

Note:

The GM may restrict the number of spaces the Shintar Monk may roll back into. This will depend upon the size of the race being played.

 

Example:

A Shallant may be restricted to a single space back-roll.

A Leviathan may be permitted a triple space back-roll. A Leviathan can also be restricted from a single space back-roll, due to his or her size.

Avoidance-Roll:

To successfully perform this roll, minimizing damages, you must match, or win, an initiative roll with your attacker and also make a successful avoidance-roll vs. “Coordination” (two chances to succeed).

# of attacks: / Damage:

None.

Duration:

Instant.

Effect Time:

Instant.

Explanation:

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When you are shoved or fall backwards, tumbling damage, obstacle damage and/or loss of turn can occur. If this roll is done successfully, you will take less, or even no, damage.

 

If this roll is preformed successfully, a damage-reduction of 1-D6 per level advanced will aid you in taking less, or no, damage.

Hand Movement:

Yes. The hands are used, not to stop your fall, but to guide your body into a Back-roll so that your roll is smooth, and so your head does not touch the ground.

 

Note:

Hands do not have to be empty. You can be holding small and medium weapons. Shields will thwart this defensive maneuver (but can be left on the ground, or surface, as you roll backwards).

Healing:

Not applicable.

Immunities:

Not applicable.

Invoke time:

This ability is NOT invoked, but is instant, should you succeed.

 

See: “Avoidance-roll”

Maximum Adjustment:

None.

Notes:

None.

Range:

Self only.

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value:

1,000 white-gold

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Center (Seeker Ability (levels 0-5) Return to top

 

Maneuvering your being so that you give no force for another to work against you.

 

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: 2

 

Prerequisites --------------------------- : Shintar Monk.

 

Ability-points to invoke:

None.

Area of Effect:

Shintar Monk.

Avoidance-Roll:

None.

# of attacks: / Damage:

None.

Duration:

10 turns (50 seconds) x your current level (+2 turns per scroll memorized).

Effect Time:

Instant.

Explanation:

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To preform this ability successfully against an opponent, you must pit your Pit Coordination vs. your foe’s Coordination and win to succeed. If you succeed, your foe will not be able to take you off balance (for every level you are above your opponent, you will gain a +1 to succeed. For every level your opponent is above your level, he or she will gain a +1 against you to succeed as well).

 

 

By centering yourself, you will bend the knees slightly and preform every movement from your stomach area, thus you will not grab, reach out, strike out, kick, etc. This ability will make you solid in your balance against another that seeks to unbalance, throw you, pull you in a forceful manner, etc.

 

 

It has been stated by the masters that you are the center of the universe. Center means that you will not leave your balance, but remain calm and centered within the power of your aura. You will use your entire being to lock your physical body into place as others may try to force you physically.

     By slipping into Center, any ability, sudden impact, push or pull, that would attempt to unbalance you will be to no avail.

Hand Movement:

None.

Healing:

Not applicable.

Immunities:

Not applicable.

Invoke time:

Instant.

Maximum Adjustment:

None.

Notes:

None.

Range:

Self only.

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value:

1,000 white-gold

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Defense Mastery (Seeker Ability (levels 0-5) Return to top

 

You will automatically have Defense Mastery if you started this class at the creation of your character.  If you started this class after leveling, the MPC is: 2

 

+1 added to % dice-rolls vs. techniques (+1 per 5 levels advanced).

 

Note:

Defense Mastery is not considered if you are surprised.

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Front-Roll (Seeker Ability (levels 0-5) Return to top

 

Launch into a Front-Roll when being thrown, shoved, or falling foreward, or to the side, to reduce damage taken.

 

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: 2

 

Prerequisites --------------------------- : Shintar Monk.

 

Ability-points to invoke:

None.

Area of Effect:

Shintar Monk will roll foreward, or to the side, into the space, or second space in front of him or her (this is up to the Shintar Monk).

 

Note:

The GM may restrict the number of spaces the Shintar Monk may roll foreward (or to the side) into. This will depend upon the size of the race being played.

 

Example:

A Shallant may be restricted to a single space foreward or side-roll.

A Leviathan may be permitted a triple space front or side-roll. A Leviathan can also be restricted from a single space foreward or side-roll, due to his or her size.

Avoidance-Roll:

To successfully perform this roll, minimizing damages, you must match, or win, an initiative roll with your attacker and also make a successful avoidance-roll vs. “Coordination” (two chances to succeed).

# of attacks: / Damage:

None.

Duration:

Instant.

Effect Time:

Instant.

Explanation:

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When you are shoved or fall foreward or to the side, tumbling damage, obstacle damage and/or loss of turn can occur. If this roll is done successfully, you will take less, or even no, damage.

 

If this roll is preformed successfully, a damage-reduction of 1-D6 per level advanced will aid you in taking less, or no, damage.

Hand Movement:

Yes. The hands are used, not to stop your fall, but to guide your body into a front, or side-roll so that your roll is smooth, and so your head does not touch the ground.

 

Note:

Hands do not have to be empty. You can be holding small and medium weapons. Shields will thwart this defensive maneuver (but can be left on the ground, or surface, as you roll foreward, or to the side).

Healing:

Not applicable.

Immunities:

Not applicable.

Invoke time:

This ability is NOT invoked, but is instant, should you succeed.

 

See: “Avoidance-roll”

Maximum Adjustment:

None.

Notes:

None.

Range:

Self only.

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value:

1,000 white-gold

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Joint Manipulation (Seeker Ability (levels 0-5) Return to top

 

Throw your opponent into something or onto the ground to do damages.

 

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: 2

 

Prerequisites --------------------------- : Shintar Monk.

 

Ability-points to invoke:

None.

Area of Effect:

Opponent.

Avoidance-Roll:

See: “Explanation”

# of attacks: / Damage:

1-D6 + an added 1-D6 per level advanced.

Duration:

See: “Explanation”

Effect Time:

See: “Explanation”

Explanation:

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To preform this technique properly, you must do the following:
1. Win a successful "Off-line Defense" ability check against your opponent.
2. Roll a successful avoidance-roll vs. “Dexterity” (x2 your character’s dexterity will be the %roll or lower you will need to roll) to initiate the joint manipulation.
3. Pit your coordination against your opponent’s (single roll check) to preform a
successful joint manipulation throw.

 

If you are successful, you will throw your opponent to the earth, into something (which might add to damages taken -- this is strictly up to the discretion of the game master.

Hand Movement:

Yes. When you step offline, your hands will come to rest on two areas on the body of your opponent.

 

This is not a grab, but merely a placing of hands upon the best areas of the creature you are fighting to gain the best advantage to lead into a throw.

Healing:

None.

Immunities:

This technique is designed to throw bipeds (two legged creatures). However, this technique can be used for opponent’s with more than 2 legs. Thus it becomes more difficult to throw a creature with 4 legs.

 

For every leg, or for every extremity a creature has to balance itself with, there will be a penalty of -20 when pitting your coordination with your opponent (see: #3 in the “Explanation”).

Invoke time:

Passive ability that is always in effect.

Maximum Adjustment:

None.

Notes:

None.

Range:

Touch.

Resting Time:

None.

Special:

If 75%+ damage is caused by this technique, your opponent must make a successful avoidance-roll vs. “Stun”, or be stunned for 1-D4 turns with the following adjustments being enforced:

 

1. Coordination will lower 1-D4 points for 1-D10 turns.

 

2. -1 initiative per 10 points of damage taken for remainder of the confrontation (unless healed).

Susceptibilities:

None.

Value:

1,000 white-gold

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Off-Line Defense (Seeker Ability (levels 0-5) Return to top

 

Step off-line of attack to avoid being struck.

 

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: 2

 

Prerequisites --------------------------- : Shintar Monk.

 

Ability-points to invoke:

None.

Area of Effect:

Self only.

Avoidance-Roll:

None. See: “Explanation”

# of attacks: / Damage:

None.

Duration:

Instant.

Effect Time:

Instant.

Explanation:

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This ability will aid the Shintar Monk in avoiding strikes against him or her. For every strike against you, you will pit your Coordination vs. your foe’s Coordination and win to succeed in evading the strike.

 

You will gain a +1 added to your dice-roll checks per 2 levels advanced AFTER learning this ability.

 

You will have a penalty of -1 to your dice-roll for every level your foe is above your current level.

Hand Movement:

None.

Healing:

None.

Immunities:

None.

Invoke time:

Instant.

Maximum Adjustment:

None.

Notes:

None.

Range:

Self only.

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value:

1,000 white-gold

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Pin (Seeker Ability (levels 0-5) Return to top

 

This ability gives you a bonus to the % roll to subdue and pin an opponent.

 

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: 2

 

Prerequisites --------------------------- : Shintar Monk.

 

Ability-points to invoke:

Passive ability that is always in effect.

Area of Effect:

One Foe.

Avoidance-Roll:

Pit your Dexterity vs. your opponent’s Coordination. You will gain +1 per level

# of attacks: / Damage:

None / Once pinned, if an opponent attempts to force his or her way out of the pin, 1-D6 damage (+ 1-D6 damage per 3 levels (you have advanced) will be inflicted on your foe).

 

Note:

If a pinned foe takes 75%+ damage while forcing his or her way out of the pin, there will be a 75% chance of snapping a joint in the process. If this happens, the following penalties will be inflicted until the joint has healed sufficiently:

 

1. Strength will be reduced by 1 per 3 levels of the Shintar

    Monk (but not to recede below a 5 strength).

 

2. The joint area snapped will be unusuable until healed.

 

3. Shock will set in, unless a Constitution check is successful

    (constitution will be the % chance to resist shock effects).

 

     Shock Effects: 1. There will be a 10% chance to faint for

                                   1-D10 turns. This must be checked for

                                   every 1-D6 turns while physical exertion

                                   is being attempted. Duration of this

                                   effect: 1-D12 days.

 

                               2. Feeble: Damage will be reduced by 1-D6

                                   per 3 levels the Shintar Monk has advanced.

 

                               3. Defense will be reduced by 20.

                               4. Offense will be reduced by 20.

Duration:

Pin will end when you decide to let a pinned opponent free.

Effect Time:

It will take 1 turn (5 seconds) to perform a Pin on an opponent.

Explanation:

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This ability will give the Shintar Monk a 1% chance, +1% per level advanced to subdue an opponent physically.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Only a foe that has a skeletal structure can be pinned.

Invoke time:

Not applicable.

Maximum Adjustment:

+6%

 

Note:

This ability stacks with more advanced abilities to pin a foe.

Notes:

None.

Range:

Touch.

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value:

1,000 white-gold

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Focus (Initiative) (Seeker Ability (levels 0-5) Return to top

 

Bonus on initiative rolls.

 

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 --------------------------- : Shintar Monk.

 

Ability-points to invoke:

None. This is a passive ability, and is always in effect IF you are aware of an incoming attack or situation.

Area of Effect:

Shintar Monk only.

Avoidance-Roll:

None.

# of attacks: / Damage:

None.

Duration:

This is a passive ability, and is always in effect IF you are aware of an incoming attack or situation.

 

See: "Ability-points to invoke".

Effect Time:

Instant.

Explanation:

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You will gain +1 on avoidance-rolls per 3 levels advanced.

 

See: "Susceptibilities".

Hand Movement:

None.

Healing:

Not applicable.

Immunities:

Not applicable.

Invoke time:

Instant.

Maximum Adjustment:

None.

Notes:

None.

Range:

Self only.

Resting Time:

None.

Special:

None.

Susceptibilities:

You cannot use this initiative bonus for surprise situations and attacks (discretion of the GM).

Value:

1,000 white-gold

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Shiko (Seeker Ability (levels 0-5) Return to top

 

Maneuvering upon your knees, giving you a third point of balance, making you more stable and harder to
unbalance.

 

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: 2

 

Prerequisites --------------------------- : Shintar Monk.

 

Ability-points to invoke:

Passive ability that is always in effect.

Area of Effect:

Self only.

Avoidance-Roll:

None.

# of attacks: / Damage:

None.

Duration:

As long as you remain in this position.

Effect Time:

Instant.

Explanation:

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By dropping to your knees, keeping what is known as “live feet”, meaning that your toes are under your feet instead of flat on the ground, you lower your center and use your knees and feet to solidify your balance.

 

By slipping into Shiko, any ability or sudden impact that would demand a successful roll in order not to fall will be minimized (by giving you three chances to succeed instead of the normal one chance).

Hand Movement:

None.

Healing:

None.

Immunities:

None.

Invoke time:

Instant. See: “Avoidance-roll”

Maximum Adjustment:

None.

Notes:

None.

Range:

Self.

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value:

1,000 white-gold

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Ukemi (Seeker Ability (levels 0-5) Return to top

 

This ability will enable the Shintar Monk to take a fall, taking less damage.

 

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: 2

 

Prerequisites --------------------------- : Shintar Monk.

 

Ability-points to invoke:

Passive ability that is always in effect.

Area of Effect:

Self only.

Avoidance-Roll:

Shintar Monk must win an initiative-roll against the GM in order for this ability to work. The GM will roll his or her % dice with no adjustments.

 

Note:

For every scroll memorized, after learning this ability, a +1 will be added to the Shintar Monk's initiative-roll.

# of attacks: / Damage:

None.

Duration:

Passive ability that is always in effect.

Effect Time:

Instant.

Explanation:

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This ability will enable the Shintar Monk to take a fall, taking less damage.

 

Damage-reduction: 1-D6 (+ 1-D6 per 6 levels advanced).

 

Also:

For every 3 scrolls memorized, after learning this ability, damage-reduction will increase by an additional 1-D6.

 

See: "Maximum Adjustment".

Hand Movement:

None.

Healing:

None.

Immunities:

None.

Invoke time:

Instant. See: “Avoidance-roll”

Maximum Adjustment:

10-D6

Notes:

None.

Range:

Self only.

Resting Time:

None.

Special:

None.

Susceptibilities:

None.

Value:

1,000 white-gold

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