A Monk playbook for the shining city-states.Written
against Wizards & Lizards v0.10 (BETA, not yet playtested).
Every shining city kneels to a goddess. You kneel to none of them,
and bow a little to them all. Your martial school flies no city’s banner
and keeps no single god, but knows every god’s name and rite and honors
each in its turn. The cities find you useful and uneasy: useful because
a hand sworn to no one can hold the scales fairly when they trust no
priest; uneasy because you keep to your dojos and your fasts, want
little they can offer, and are seldom seen in the street. Let them
wonder. You have the open hand, the open road, and a hundred gods who
owe you nothing and lend you a little anyway.
1.1 You Move Through Them
You are quick, open-handed, and everywhere at once. Where the
swordsman picks one foe and fells it, you flow through the whole press:
a palm here that staggers, a sweep there that drops a man, a strike that
lands and is already gone. You do not hit the hardest. You hit the
most, and with every blow you choose to wound or to
unbalance, so the mob that should have swarmed your friends is instead
off its feet and reeling while they finish it. You will not out-duel the
Velvet Knife nor out-last the Sworn Shield, and you mend no one. Your
power runs on stress, the school’s held breath spent in
a moment, so spend it where the line is thickest.
1.2 Make Your Monk
Your Agility begins at +2. Might,
Wits, and Presence begin at +0; the tables below will raise them.
You begin with:
Hit Points 13 (you are not built to be hit; you are
built not to be).
Speed 3 (no one moves through a fight the way you
do).
Stress 4 + your Presence.
Defense = Agility + cover. You wear light
armor or none; the forms need a free body and an empty
mind.
Flowing Fists (your unarmed art, below), and a
favored weapon (a non-heavy arm, below) you may
draw or sheathe for free, flowing between fist and
weapon as you move.
The lore of all the gods, the
Theology skill, the schooling that makes you a fair
witness and an unwelcome one.
Now walk the tables. Roll or choose; take what each one grants.
1.2.1 Which school raised you?
(1d6)
A mountain eyrie above the clouds: breath, balance,
the long climb. (+1 Might ·
Climbing)
A river-temple of the yielding forms, that turns a
blow aside rather than meeting it. (+1 Agility ·
Acrobatics)
A walled library-dojo keeping the rites, feuds, and
faces of every god. (+1 Wits · Old
Lore)
A road-school with no walls at all, sleeping where
the night finds you. (+1 Wits ·
Wayfaring)
An arbiters’ hall called to judge the disputes no
city-priest may. (+1 Presence ·
Oratory)
A hard dojo behind a fighting-pit, where the forms
met the street. (+1 Might ·
Brawling)
1.2.2 Whom do you walk the road
beside?
Choose another player’s character, the one whose quarrel you took as
your own when you owed no one anything. While you stand within reach of
them, both of you may shake one condition at the start
of your activation for no cost; your calm steadies them, and theirs
gives your stillness somewhere to stand.
1.2.3 Your favored weapon
(1d6)
The non-heavy arm your school taught beside the open hand; you draw
and sheathe it for free.
A long staff, all reach and rhythm. (medium ·
reach; skill: Footwork)
A monk’s spear, the temple’s guardian arm. (medium
· reach; skill: Soldiery)
Paired short batons, quick as the hands that hold
them. (light · quick; skill: Sleight)
A rope-dart, that strikes from a surprising room
away. (light · reach · thrown; skill: Stealth)
A folded-steel fan, a courtier’s secret and a
duelist’s edge. (light; skill: Courtesy)
A sling and a pouch of river stones, for the foe
you cannot reach. (light · ranged; skill: Hunting)
1.3 Flowing Fists
Your unarmed art is the heart of the school, and it works like
this:
Your bare hands are Quick (two strikes for one
action), as anyone’s are, but you flow between blows so the
Multiple Attack Penalty rises only once per action,
once for the whole pair, not once per strike. Where another’s fourth
punch is at −6, yours is at −2; you can throw a full round of strikes
and the last still lands.
With each unarmed strike, your choice, you either deal its 2
damageor leave the foe Staggered (−2
until its next activation). Strike to wound, or strike to unbalance,
blow by blow, foe by foe. Staggering a foe already Staggered
escalates it to Stunned, so you may pin one enemy or
rattle a dozen.
1.4 Advanced Actions
You have Flowing Fists already. Choose
one more now; you will gain others as you rise.
Cloud Step. Once per round, mark 1
stress to Move up to half your Speed across
any surface or none: still water, open flame, a sheer wall, the crowns
of trees.
Running Strike. One action: Move up to your
Speed and make one non-heavy Strike at any point along the way.
Mark 1 stress to let that strike be
Quick.
Sweeping Kick. Your unarmed strike may knock a foe
Prone in place of damage or Stagger; against a foe
already Staggered or Prone, you may Stun it
instead.
Deflect. A reaction: when a melee blow would land
on you, mark 1 stress, once per round,
to turn it aside with an open palm, halving it, or sending a thrown
weapon back the way it came.
Still Mind. The held breath of the school: you
Endure fear, pain, and every manipulation at
+2, and on a short rest you may meditate to clear
2 more stress.
Many Gods’ Grace. Once per day, call on whichever
god best fits the moment for a small grace: the Lamplighter’s sight in
the dark, the Walled Mother’s footing, the Green Lady’s silence. A
single roll at +2, or a brief ward, as the GM allows.
You worship none of them, so each owes you a courtesy.
1.5 Your Actions
Like every adventurer you have the shared actions, roll 3d6, add the
attribute, read the ladder (8- miss, 9-12 partial, 13-17 success, 18+
critical):
Strike (Might, or Agility for your
open hand and light arms) · Shoot (Agility) ·
Defend (Agility) · Maneuver
(Might/Agility) · Endure (the fitting attribute) ·
Skill (use one of your skills). And you may always
mark stress to push a roll, resist a blow, or feed your
art.
1.6 As You Rise
You grow over five levels. At 2nd and 4th level you
gain a new skill and a new Advanced Action, a deeper form, a longer
step, a stiller mind. At 3rd and 5th level you raise an
attribute (to a cap of +3) and your blows land harder: your
unarmed strike and favored weapon both gain the level’s
+1 damage.