Monk

Alacrity Fantasy, A TTRPG by Adam J.. McKee and James G. Walker, Jr.

Monks are masters of body and spirit, blending graceful unarmed combat with inner focus. Whether you learned your art in a mountain sanctuary, jungle retreat, or hidden city dojo, your power flows from discipline, balance, and a calm mind—yet every flourish costs the same XP and Mana Points as any other effect in the Alacrity system.

Core Build

  • Primary Stats: Dexterity (fuels unarmed strikes, parries, Dodge, and Acrobatics); Mind (powers Insight, Stealth, and the Magic skill for techniques).
  • Secondary Stats: Strength (adds to damage, aids Athletics); Body (provides resilience, HP/SP).
  • Signature Skills: Unarmed Combat, Acrobatics, Dodge, Insight, Stealth, Athletics.

Equipment

Monks typically eschew heavy armor and complex equipment, relying on their physical discipline. Gear often consists of simple robes or traveler’s clothes, perhaps a quarterstaff, and basic adventuring essentials. Specific monastic orders might use unique focus items or tools.

Channeling Inner Power (Using Effects)

Monks capable of channeling their inner energy (often called ki) use the core Magic → Mana Points → Effects system:

  • Initiate Magic: To access ki-based techniques, you must spend 20 XP to learn the Magic skill, starting at a percentage equal to your Mind score. This grants a Mana Pool (MP) equal to your Magic skill percentage.
  • Learn Techniques (Effects): Each special technique—whether a breath‑borne calm, a flurry of blows, or an impossible leap—is an “Effect.” Once discovered or taught (GM approval), it must be inscribed for 5 XP.
  • Activate Techniques: Using a technique costs the MP assigned by the GM. Unlike some casters, many Monk techniques might not require a Magic skill roll to activate (GM determines per Effect, see Appendix A), but the MP cost must still be paid. If MP is depleted, techniques can be fueled by spending Hit Points (1 HP per 1 MP), following the Heroic Casting rules.

Signature Monastic Effects

Monks channel their inner energy through discipline, manifesting as specialized Effects learned and activated via the core Magic system. Common techniques include:

  • Focused Breath
  • Ki Strike
  • Step of the Wind
  • Iron Body

(See Appendix A for the full mechanics and MP costs of these and potentially other monastic Effects).

Evil Variant: Shadow Disciple

Shadow Disciples are masters of silent death, blending lethal unarmed precision with infiltration and subterfuge. Trained in hidden orders or self-taught in unforgiving shadows, their power flows from ruthless discipline, agility, and often forbidden techniques that manipulate life force or darkness itself. They are the whisper in the night, the unseen blade, striking targets with terrifying efficiency before vanishing without a trace.

Core Build

  • Primary Stats: Dexterity (fuels unarmed/light weapon strikes, Dodge, Acrobatics, Stealth, Thievery, Sleight of Hand); Mind (powers Perception, Vigilance, potentially Deception, and the Magic skill for techniques).
  • Secondary Stats: Body (provides resilience needed for infiltration and escape); Strength (less critical, aids climbing and base damage).
  • Signature Skills: Unarmed Combat, Stealth, Acrobatics, Dodge, Perception, Vigilance, Thievery (especially traps/infiltration), Athletics (climbing/jumping), potentially Alchemy (poisons) or Sleight of Hand.

Equipment

Shadow Disciples favor gear that aids stealth and assassination. This typically includes dark, non-restrictive clothing (perhaps treated Padded armor), concealable weapons (daggers, shortswords, shuriken/darts if Ranged Combat is taken, garrote), Thieves’ Tools, grappling hook with dark rope, and potentially an Alchemy Kit for poisons. They are usually unarmored or wear only the lightest protection.

Channeling Lethal Arts (Using Effects)

Shadow Disciples capable of channeling their inner energy (ki, shadow essence, etc.) for deadly purposes use the core Magic → Mana Points → Effects system:

  • Initiate Magic: To access esoteric techniques, you must spend 20 XP to learn the Magic skill, starting at a percentage equal to your Mind score. This grants a Mana Pool (MP) equal to your Magic skill percentage.
  • Learn Techniques (Effects): Each special technique—a blindingly fast strike, a step through shadows, a debilitating touch—is an “Effect.” Once discovered or taught through dark training (GM approval), it must be inscribed for 5 XP.
  • Activate Techniques: Using a technique costs the MP assigned by the GM. Some techniques may require a Magic skill roll, while others might activate automatically once MP is spent (GM determines per Effect). If MP is depleted, techniques can potentially be fueled by spending Hit Points (1 HP per 1 MP), following the hazardous Heroic Casting rules.

Signature Shadow Techniques

Shadow Disciples learn Effects focused on stealth, infiltration, and lethal strikes. Common techniques might include:

  • Shadow Step: Allowing brief teleportation between areas of dim light or darkness.
  • Poisoned Touch/Strike: Channeling ki to deliver or enhance poisons via touch or unarmed attacks.
  • Death Strike: A technique granting bonus damage or effects when striking an unaware or helpless target.
  • Silent Movement: An effect temporarily boosting the Stealth skill dramatically.
  • Obscuring Mist/Cloud: Creating a small area of visual obstruction.

(The specific mechanics and MP costs for these or other techniques would be defined by the GM or detailed in Appendix A).

 

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File Created: 05/05/2025
Last Modified: 05/05/2025

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