Date: Wed, 7 Jan 1998 11:58:17 -0600 From: Barry Stockinger Subject: Elven Monk Here is the Eleven Monk. He was created by the Phantom of the Opera and sent to me. He was then lost by PTO and myself so it looked like he was gone for good until I was checking out my old "The Lair" files and found him. I am posting him here now for PTO. If Joe Ludwig and any other WHQ Webmasters want to post him I am sure it is OK with PTO. I ran it through a spell checker but otherwise it is exactly as I received it. Elvish Monk == Description of a Elvish Monk ============================================ Elvish Monks are lone travelers from a distant land, trained in the ways of Cathayain Martial Arts. They do not come looking for a fight, through they always find one. They are simple travelers just looking to explore the world, experience new cultures, and obtain enlightenment... == Starting as an Elvish Monk ============================================== o The Elvish Monk begins with 3 of the following 6 combat skills: Roll D6 (Reroll duplicates): 1) Roundhouse Kick Ki Required : 2 Type : Attack - Considered a normal attack, but may do deathblows 2) Focus Of Toughness Ki Required : 3 Type : Attack - Gain 1D6 Toughness for next turn 3) Spinning Kick Ki Required : 6 Type : Attack - Attack all adjacent monsters with a single Ki Kick. 4) Dropping Defense Ki Required : 3 Type : Defense - May ignore 1 blow this turn that is not a 5 or 6 To Hit this turn. 5) Quickness Ki Required : 3 Type : Defense - Enemies attack at -1 To Hit the monk this turn. 6) Counterattack Ki Required : 5 Type : Defense - If a model attacks the monk and does damage, the monk immediately attacks with one Ki Punch. Counterattack lasts for 1 turn. o The Elvish Monk also begins with the following attacks : Unfocused Punch Ki Required : 1 Type : Attack - Attack once with a punch at 1D6+Str Strength. Can not Deathblow Ki Punch/Kick Ki Required : 0 Type : Attack - Attack once with a punch at 1D6+Str+Bl Strength. Can not Deathblow o The Elvish Monk must choose a Fighting Clan before starting. Dragon Clan - The most famous of all clans Phoenix Clan - A clan renowned for it's magic Crane Clan - Healing is the specialty of this clan Shadow Clan - Stealth and confusion is this clan's trademark Hydra Clan - Cold and unrelenting, powerful as a tidal wave. == Weapons, Armor, and Treasure ============================================ o The Elvish Monk cannot use any equipment except for magical rings, potions, necklaces (only 1), and amulets (only 1). He can use items made for monks from Cathay, but none exist in the Old World Yet! == How Elvish Monks Fight ================================================== Each turn, the Elvish Monk gains a certain amount of "Ki", just as the Wizard gains Magic Points. Ki available for the turn is equal to the amount shown on the Magic Phase die plus his battle level. Left over Ki cannot be saved for the next turn. Elvish Monks have a Ki Reserve, just as a wizard does. These points may be used at any time, and are restored at the beginning of each adventure. The Elvish Monk only gets 1 damage die through his career. However, he does add his battle-level to damage inflicted from all attacks, unless he has 0 Ki available to spend. The "Attack" characteristic does not exactly show how many attacks he may do. It should now be more accurately refereed to as his "Maneuvers" characteristic. This meaning a level 1 monk has two Maneuvers he may do each turn. He may choose to do two attacks, or one attack and one defense, or one attack and one special maneuver, etc. If the monk has a Maneuver left over, and 0 Ki left to spend, he may choose to do an Unfocused Attack. This is basically one normal attack at D6+Str damage. He does not get his battle-level bonus. "Spirits" may be gained from various Martial Art Temples. These spirits inflict major mental damage, and may only be used ONCE per adventure, per spirit. "Senses" are also acquired from Temples, and work as normal maneuvers. However, they require a successful Initiative Test to work correctly. "Focuses" require slight sub-conscious concentration through-out the round to execute. If the warrior receives any damage during the Round that the Focus is being "cast", he must make an Init Test or lose his concentration, losing the focus for the next turn as well. == Martial Arts Temple ===================================================== Upon pushing through the golden double doors of the temple, the monk is welcomed by other fellow Martial Artists, all of different clans of fighting. A pot rests upon a decorated alter, waiting for a donation of 100 gold. It would be an insult not to donate, so Monks will not enter the temple if they do not have to gold to give... Once dues are paid, the monk is free to visit his own clan and learn one technique (at random) for free, or challenge another clan to combat. In the challenge, if the Monk wins the losing clan will welcome him inside their section of the temple and teach him a new technique at random. If he loses, he will be cast on his rear by his opponent and laughed at. He must then leave the temple in disgrace. Monk Kombat Table: ---------------------------------------------------------------------------- 1 You Lose! - Your opponent has wiped the floor with you. 2 "Hiiee ya!" - Your opponent is kicking you around the arena. (Your next roll will be at -1) 3 "Woooo....." - You took a slight beating, but it doesn't bother you... 4 "Wah!" - Both of you spend a few turns showing off your skills 5 "Wah-paaaa!" - You kick him around until he can barely see straight (Your next roll will be at +1) 6 Excellent! - You have defeated your opponent! FiNiSh HiM! (Just kidding) ---------------------------------------------------------------------------- If your character decides to only visit his clan, or not visit any clan at all, he may train for a higher belt. (Battle level) Standard costs, standard time. Upon going up to his new level, he gains 3 new Elvish Monk Techniques. Reroll any duplicates. If you roll three skills of the same Type (IE 3 Attacks), you may choose to discard one and continue rolling until you come across a skill of the opposite Type. == Clans of Cathay ========================================================= -- Dragon Clan ------------------------------------------------------------- 1) Rising Dragon Ki Required : 6 Type : Special - May fly over all enemies in one row and attack them with Ki Kicks (each rolled separately), as long as there is an empty space at the end of that row. Move to the end when the attacks are finished. 2) Breath of the Dragon Ki Required : 8 Type : Special - 1d6 creatures in a row take 1d6+(battle-level) damage with no deductions 3) The Dragon's Wing Ki Required : 10 Type : Special - May leap into the air during the next Monster Phase and ignore all blows (not missile or spell though) No monsters may occupy the Monk's square. 4) Spirit of the Dragon Ki Required : 12 Type : Special - Target must roll 1 die per point of Willpower it has. If none come up a 6, the target takes (battle-level)D6 damage with no deductions 5) Eye of the Dragon Ki Required : 6 Type : Special - May see through a 2x2 section of wood or stone this turn 6) Focus of Dragon Ki Required : 5 Type : Special - Gain 2D6 Toughness for next turn -- Phoenix Clan ------------------------------------------------------------ 1) Flight of the Phoenix Ki Required : 8 Type : Special - May attack all monsters on the board-section with Ki Kicks 2) Phoenix Starfire Ki Required : 10 Type : Special - Creates BL Strength 1 "FireStars". Count as missals at +3 To Hit. Damage is not modified by toughness or armor. 3) Spirit of the Phoenix Ki Required : 13 Type : Special - The target must roll 1 die per point of willpower it has. If none are a 6, target takes (battle-level)D6 + (BattleLevel) damage with no deductions 4) Form of the Phoenix Ki Required : 11 Type : Special - The monk may only be hurt by magical attacks for 1 turn. 5) Focus Of Phoenix Ki Required : 7 Type : Special - Ignore the first 2D6 wounds received next turn 6) Sense of the Phoenix Ki Required : 6 Type : Special - May detect magic from any target board section next turn (even if it hasn't been explored yet) -- Crane Clan -------------------------------------------------------------- 1) Art of the Crane Ki Required : 8 Type : Special - All warriors on the board-section heal 1D6 wounds 2) Life of the Crane Ki Required : 6 Type : Special - The monk regains D6 wounds 3) Spirit of the Crane Ki Required : 13 Type : Special - The target must roll 1 die per point of willpower it has. If none are a 6, target takes D6 x (BattleLevel) damage with no deductions 4) Guard of the Crane Ki Required : 10 Type : Special - Defender is invincible during upcoming Monsters Phase 5) Mist of the Crane Ki Required : 7 Type : Special - All warriors are at -1 To Hit this turn 6) Sense of the Crane Ki Required : 6 Type : Special - May detect any evil from a target board section next turn. (even if it hasn't been explored yet) -- Shadow Clan ------------------------------------------------------------- 1) Confusion of Shadows Ki Required : 10 Type : Special - Every monster must roll a D6. On a 1 or 2 it will attack another monster during the Monster's Phase. 2) Darkness Ki Required : 10 Type : Special - Every monster attacks at - 2 To Hit this 1 turn 3) Spirit of the Shadow Ki Required : 14 Type : Special - The target must roll 1 die per point of willpower it has. If none are a 6, the target takes D6 x D6 x D6 damage with no deductions. 4) Form of the Shadow Ki Required : 9 Type : Special - Monsters must roll a 6 to hit the monk. 5) Sense of Danger Ki Required : 6 Type : Special - May detect traps from a target board section next turn. (even if it hasn't been explored yet) 6) Pit of Darkness Ki Required : 8 Type : Special - See Pit of Dispair Spell Card -- Hydra Clan -------------------------------------------------------------- 1) Heads of the Hydras Ki Required : 10 Type : Special - May attack every adjacent monster with Ki Punches D6 times. 2) Wave of the Hydra Ki Required : 9 Type : Special - Roll 1D6 for every monster on the board section. On a 3+ the monster is frozen for one turn. 3) Spirit of the Hydra Ki Required : 12 Type : Special - The target must roll 1 die per point of willpower it has. If none are a 6, the target takes (D6 x D6) + (BattleLevel)D6 damage with no deductions. 4) Form of Waters Ki Required : 9 Type : Special - For every hit taken this turn, regenerate D6 wounds. (Still taking the original amount of damage, however) 5) Sense of Illusions Ki Required : 6 Type : Special - May detect secrets from a target board section next turn (even if it hasn't been explored yet) 6) Floor of Ice Ki Required : 8 Type : Special - Every time a monster attacks, roll a D6. On 1 or 2, the monster slips. It gets no more attacks that round and must spend it's next turn getting up. == Elvish Monk Techniques ================================================== 11 Butterfly Kick Ki Required : 3 Type : Attack - Attacks 2 adjacent monsters at the same time, with the same attack roll 12 Roundhouse Kick Ki Required : 2 Type : Attack - Considered a normal attack, but may do deathblows 13 Fists of Fury Ki Required : 6 Type : Attack - Attack immediately with 1D6 Ki Punches 14 Fists of Lightning Ki Required : 10 Type : Attack - Attack immediately with 2D6 Ki Punches 15 Trapping Hands Ki Required : 5 Type : Attack - May continuously attack 1 target with Ki Punches until a To Hit roll misses. 16 Focus Of Strength Ki Required : 3 Type : Attack - Gain 1D6 Strength for next turn 21 Focus Of Speed Ki Required : 3 Type : Attack - Gain 2D6 movement for next turn 22 Focus Of Magic Ki Required : 3 Type : Attack - All attacks next turn are considered Magical 23 Focus Of Toughness Ki Required : 3 Type : Attack - Gain 1D6 Toughness for next turn 24 Focus Of Accuracy Ki Required : 5 Type : Attack - All attacks next turn will be at +2 to hit 25 Focus of Power Ki Required : 8 Type : Attack - May double the Ki total gained from Magic Phase die text turn. (May not Focus of Power again next turn) 26 Leaping Kick Ki Required : 3 Type : Attack - May leap (Battle-Level) spaces forward and do 1 attack 31 Stomach Kick Ki Required : 3 Type : Attack - Attack an adjacent enemy with a Ki Kick. For every 1 damage enemy takes from the blow, it moves back that many spaces (if there's room) 32 Power Fist Ki Required : 10 Type : Attack - [(Battle-Level)D6+Str+BL] Strength Attack 33 Spinning Kick Ki Required : 6 Type : Attack - Attack all adjacent monsters with a single Ki Kick. 34 Bicycle Kick Ki Required : 6 Type : Attack - May continuously attack 1 target with Ki Kicks until a To Hit roll misses. Each time the attack hits, move the model back 1 square, and move into his square. This attack automatically stops when the target cannot move back any farther. 35 Backflip Kick Ki Required : 5 Type : Attack - Attack the model in directly in front you with a Ki Kick, then flip backwards 2 spaces ignoring any model directly behind you. This attack may not be done if there is a model two spaces behind the warrior. 36 Axe Kick Ki Required : 4 Type : Attack - Attack an adjacent model with 1 Ki Kick, and then double the strength of the attack once calculated. 41 Dropping Defense Ki Required : 3 Type : Defense - May ignore 1 blow this turn that is not a 5 or 6 To Hit this turn. 42 Backflip Ki Required : 4 Type : Defense - If rear space is empty, may leap 1 space back during this Monster Phase. 43 Disarm Ki Required : 3 Type : Defense - If opponent attack with a weapon and a To Hit roll of 1 or 2 this turn, he is disarmed and his weapon is considered normal and at -1 Str. 44 CounterAttack Ki Required : 5 Type : Defense - If a model attacks the monk and does damage, the monk immediately attacks with one Ki Punch. CounterAttack lasts for 1 turn. 45 Wrist Blocking Ki Required : 2 Type : Defense - +1 Toughness for this turn 46 Double Wrist Blocking Required : 4 Type : Defense - +3 Toughness for this turn 51 Full Blocking Ki Required : 8 Type : Defense - +7 Toughness for this turn 52 Evade Ki Required : 3 Type : Defense - Dodge any incoming blow on a 6 this turn. Cannot dodge Missile Attacks. 53 Duck and Weave Ki Required : 5 Type : Defense - Dodge any incoming blow on a 5 or 6 this turn. Cannot dodge Missile Attacks. 54 Full Dodging Ki Required : 9 Type : Defense - Dodge any incoming blow on a 4, 5 or 6 this turn. Cannot dodge Missile Atks. 55 Deflect Ki Required : 4 Type : Defense - Automatically block one incoming blow this turn. 56 Double Deflect Ki Required : 9 Type : Defense - Automatically block two incoming blows this turn 61 Quickness Ki Required : 3 Type : Defense - Enemies attack at -1 To Hit the monk this turn. 62 Lightning Speed Ki Required : 7 Type : Defense - Enemies attack at -2 To Hit the monk this turn. 63 Blurring Speed Ki Required : 10 Type : Defense - Enemies attack at -3 To Hit the monk this turn. 64 Reflex Ki Required : 2 Type : Defense - Dodge incoming missile attacks on a 6 this turn. 65 Quick Reflexes Ki Required : 4 Type : Defense - Dodge incoming missile attacks on a 5 or 6 this turn. 66 Lightning Reflexes Ki Required : 7 Type : Defense - Dodge incoming missile attacks on a 4, 5 or 6 this turn. == Battle-Level Stats ====================================================== Level M WS BS S T W I DD A Lu WP Skills Pin Ki Res 1 4 4 5+ 3 3 1D6+8 5 1 2 1 2 3 5+ 1D6 2 4 4 5+ 3 3 1D6+8 5 1 2 1 2 6 5+ 2D6 3 4 4 5+ 3 3 2D6+8 5 1 3 1 2 9 5+ 3D6 4 4 5 5+ 3 4 2D6+8 6 1 3 2 2 12 5+ 4D6 5 4 5 4+ 4 4 3D6+8 6 1 4 2 3 15 4+ 5D6 6 4 5 4+ 4 4 4D6+8 7 1 4 2 3 18 4+ 6D6 7 4 6 4+ 4 4 4D6+8 7 1 4 2 4 21 4+ 7D6 8 4 6 4+ 4 4 5D6+8 7 1 5 3 4 24 3+ 8D6 9 4 7 3+ 4 4 6D6+8 8 1 5 3 4 27 3+ 9D6 10 4 7 3+ 4 4 7D6+8 8 1 5 3 5 30 2+ 10D6 -------------------- Techpriest -------------------- Hutchinson, KS USA ICQ# 6771644 http://home.earthlink.net/~techpriest/gamereg/mainreg.htm