The Monk D&D 4e monk was by far the best monk in any D&D game.
Still not that great. I guess monks are cursed.
Let's hope this one can break the trend.
Houserules
Beyond the -80% limit: For certain spells that are clearly weaker than their price indicates, (GM choice) after reaching the -80% max limitation, apply the remaining limitation on top. For example. 50pts -120% =10pts due to the max 80, there's still -40% remaining, so 10-40%=6pts, so the spell using this rule would cost 6pts. This house rule is indicated by a * next to the full cost. This extra reduction still has a max of -80%. The "real" price is in parenthesis.
Notes on buffs: Now I'm not sure this is 100% raw, but following the rules on Sorcery page 9 on buffs, a character may waive his HT roll to resist an affliction, as long as he has no DR on the part of the body hit. If we add Cosmic, no roll required, this means a pure DX roll to hit will always hit the face or eyes which will probably have no DR unless the caster has a very low DX. So whenever there's a buff that doesn't require any rolls at all, remember that if the target has DR on the face or the eyes and the caster has a low enough DX, the target must roll to resist.
Revised Area of Effect and Cone Modifiers: https://forums.sjgames.com/showthread.php?t=203722
Mostly relevant for the following:
- Line: The area affects a straight line that is 1-m wide up until the length (i.e., level) of the Area Effect. In tactical combat, it's a straight line of hexes in the path of the middle Front hex.
- Cost: 5% x level
- 60-degree Arc: The area creates up to a 60-degree arc of a circle around the point of origin. For reference, 60-degrees give a width equal to the length; e.g., it will by 10 yards wide at a length of 10 yards. In tactical combat, make a line of hexes in the direction of the middle Front hex, and increase the width by 1 hex to either side after every 2 hexes of length; with no affected hex being more than the length away in distance.
- Cost: 10% x level
Affliction Levels: Each affliction level costs 2 points instead of 10. Since this is a particularly large departure in rules, any powers that make use of this rule are indicated by a *.
Reflective on Rapier Wit: Normally you can't use Reflexive as an attack, but Kromm used it for a ranged healing ray, in https://forums.sjgames.com/showpost.php?p=1254800&postcount=5 which I feel is justification enough to allow usage for a buff that is already a free action (Rapier wit is a free action) when combining with Accessibility. Consider that the player could have simply asked on his own turn what the other player intended to do and activated Rapier Wit as a free action anyway, so no violation of action economy is at work here.
Advantages with Instantaneous Effects: If you reduce the duration of an Affliction (Advantage) to 1 second, and add "Nuisance Effect: Actual time is for one use only (-5%); it becomes an instant advantage, allowing it to be used immediately just like warp.
New Limitation:
Save Ends: For any negative effect that lasts for more than 1 second, instead of lasting the full duration, the target can make another resistance check (HT or Will or Fear, whichever is relevant) per second, success means they shrug off the effect. -50%.
New Enhancement:
For Healing:
Based on Subject’s FP: If your Healing is powered by the subject’s own FP (a common trope in fiction!) then this is a +20% modifier. The subject must be either willing or helpless (and inflicts a additional -2 penalty above and beyond the normal -2) and their FP can never go below 0 FP. If you can switch between using their FP and your own this costs +40% instead. Add a +10% modifier if your subject’s FP can go to up to -1xFP (but no further!)
Taken from https://www.ravensnpennies.com/gurps101-got-heals/
New Advantages
The Mark [3]
For 10 seconds, an enemy afflicted with a Mark has -2 to all attack rolls against anyone other than the character that marked him. This penalty is not cumulative with other marks. This is usually delivered as a follow-up attack or side-effect or similar, but if you buy the mark by itself, it is a ranged attack with 1/2D –, Max 100, Acc 3,RoF 1, Shots N/A, and Recoil 1.
Obscure 2 [4]; Ranged (+50%); No Area effect (-50%); Anti-Targeting (-20%) Accessibility: doesn't protect the caster (-10%);
4*(1+0.5-0.5-0.2-0.1)=2.8
Seeking Drill [1]
Allows one to turn a wait into a move or move and attack maneuver, which normally isn't allowed.
Weapon Savant [2+1 per level]
You have a pool of
points that you can use to improve or learn the usage of any weapon you can get
your hands on and can understand. When you wield any weapon, make a Connoisseur
(Weapons) check. If you succeed, you can instantly use those points to increase
your skill with that weapon. You can only learn combat skills with weapons you
have knowledge of. It does not work on weapons above your TL or weapons from a
culture you had no contact with. This takes no time, and does not have a time
limit. You may only learn one weapon at a time. You have 1 point per level in
this ability.
In order to maintain your mastery of weapons, you must train at least a little
bit every day.
Cost: 2+1 per level. For each extra weapon skill you wish to keep active you must pay 1 extra point.
Modular Abilities: Short List [4] and no limitations to rearranging points [5]; Trait Limited: Weapon Skills Only (-40%); Ki Power (-10%); Required Disadvantage: Code of Honor (-15%); Requires simple ritual every day (-5%); Reduced Time: Instant (+20%); Focus Limited: Weapons (-15%); Requires Skill Roll: Connoisseur (-10%); Nuisance Effect: have known the weapon existed before (-5%);
-40-10-15-5+20-15-10-5=-80
4*(1-0.8)=0.8
5*0.2=1
New Disadvantages
Easy to Hit [-10/level, max 4]
You are a particularly easy target, for whatever reason. Any attack roll that targets you gains +1 per level of this disadvantage.
Disoriented [-41]
A Disoriented target has -2 to all defenses and has his step decreased by 1. If this reduces his step to zero, he cannot step.
Disoriented is: -4 to DX [-80]; only for the purposes of defending (-80%) and -10 basic move [-50], only for the purposes of stepping (-50%);
(80*(1-0.8))+(50*(1-0.5))=41
When put in afflictions it's 33% (-4DX is +40% instead of -80%)
Takes Extra Damage from X: You take extra damage from a particular attack form. Whenever this type of attack hits you, the GM applies a special modifier to damage that penetrates your DR. Regular wounding multipliers (for cutting, impaling, etc.) further multiply the damage.
|
Rarity of Attack |
+1 damage |
+2 damage |
+3 damage |
+4 or +1d6 damage |
|
Rare |
-1 |
-2 |
-3 |
-4 |
|
Occasional |
-2 |
-4 |
-6 |
-8 |
|
Common |
-3 |
-6 |
-9 |
-12 |
|
Very Common |
-4 |
-8 |
-12 |
-16 |
Weakness (Affliction) [Variable]: Rather than taking damage from a particular substance or circumstances, you suffer some form of affliction or other inconvenience. The effects occur when you are exposed to the item or circumstances, and wear off over time: stunning wears off normally, while other effects last (20 - HT) minutes, minimum 1 minute. If Incapacitation is combined with other effects, the other effects last for another (20 - HT) minutes after the Incapacitation wears off.
The base value of this disadvantage is -1 points for a Rare item or condition, -2 for an Occasional item, -4 for a Common item and -6 for a Very Common item. Use the categories under Weakness (p. B161) to assess rarity. The GM has final say on the rarity of an item or circumstances. Modify the base value for the severity of the effect, using the Side Effect attack enhancement (p. B109).
Taken from https://forums.sjgames.com/showthread.php?p=1883959#post1883959
Vulnerability (Affliction) [Variable]: Rather than taking additional damage from a particular form of attack, you suffer some form of affliction or other inconvenience. The effects occur when you take a certain amount of damage, and subside when you are healed back above that threshold.
The base value of this disadvantage is -5 points for a Rare attack, -10 for an Occasional attack, -15 for a Common attack and -20 for a Very Common attack. Use the categories under Limited Defenses (p. B46) to assess rarity. The GM has final say on the rarity of an attack form.
Modify the base value for the severity of the effect and the damage threshold at which it occurs, using the Symptom attack enhancement (p. B109).
Taken from https://forums.sjgames.com/showthread.php?p=1883959#post1883959
New Imbuements:
Area Effect
Prerequisites: Imbue 3.
General; DX/Very Hard
Default: Specialty for related weapon at same penalty as weapon default.
The weapon creates an Area of Effect. Treat the weapon’s damage as if it had the Area of Effect Modifier 1 (p. B102), affecting all targets within 2 yards. Just like Shockwave, the damage doesn't affect you when you use it on a melee attack.
Modifiers: -5 to Increase the area to 4 yards, -10 to 8 yards, -15 to 16 yards. -2 to add Selective Area (p. B108).
Class Powers
Breakdown: Class Powers is a framework similar to sorcery, where you buy an expensive main advantage, called a Power Source and then buy various specific powers as alternative abilities to that advantage with the cost divided by 5. Unlike sorcery, it doesn't take any time to switch powers because they're all the same type of ability, but you can still only use one at a time.
Rules: In order to buy a Class Power you must have the pre-requisite Advantage, each level of this advantage gives you access to powers of that Rank. For example, if you have Discipline at level 2, you may buy fighter powers of ranks 1 and 2. Each rank is also the cost of the power.
Powers are further divided in At-Will Powers, Encounter Powers and Daily Powers. You may learn a maximum of 3 each.
At Will Powers: As the name suggests, you may use an at-will power as long as you have bought it. As they're all similar abilities, you may pick which power you intend to use at the moment of your attack. You may not switch more than once per turn, however.
Encounter and Daily Powers: To be able to learn encounter and daily powers, you may either buy them at full price, or buy "Encounter Power Slots" and "Daily Power Slots"; The level of the slot indicates the rank of the Power you may learn. Once you use an encounter power, you must spend at least 10 minutes resting before it can be used again. Once you use a Daily Power, it can only be used in the next day, and after at least 1 hour of rest. You may freely switch the powers you store in these slots, but only after the required amount of rest for the slot.
Encounter Power Slot [5.6+2.4 per extra rank]
Modular Ability Slot: Short list: [4]; Point, slow, subject to interference [3]; +50% physical advantages, Limited, Advantages Only (-10%), Accessibility: Limited to power source (-10%); Real Time: 1/Scene -20%, Preparation Required: 10 min -30%;
4*(1+0.5-0.1-0.1-0.2-0.3)=3.2; 3*(1+0.5-0.1-0.1-0.2-0.3)=2.4
3.2+2.4=5.6
Daily Power Slot [2.8+1.2 per extra rank]
Modular Ability Slot: Short list: [4]; Point, slow, subject to interference [3]; +50% physical advantages, Limited, Advantages Only (-10%), Accessibility: Limited to power source (-10%); Limited Use: 1/day -40%, Preparation Required: 1 hour -50%;
4*(1+0.5-0.1-0.1-0.4-0.5)=1.6; 3*(1+0.5-0.1-0.1-0.4-0.5)=1.2
1.6+1.2=2.8
Notes:
Attacks and Contests: Any power that requires an Attack Roll uses the normal distance modifiers from the Size and Range table. Any power that either requires Resistance Checks (usually HT or Will) checks or Quick Contests between the user and the target use spell range modifiers (-1/yard). If you take damage from a Resistance or Quick Contest, that damage always ignores DR.
Power Sources
Martial Powers (-10%)
In order to make use of any Martial Power you must have Code of Honor (Soldier) [-10] or Sense of Duty (Nation) [-10].
No Countermeasures -0%, Required Disadvantage -10%
Ki Powers (-15%)
In order to make use of any Ki Power you must have one of Code of Honor (Bushido) [-15], Disciplines of Faith (Ascetism) [-15], or a Great Vow (never wear armor, never refuse request for aid, etc) [-15]
No Countermeasures -0%, Required Disadvantage -15%
Holy Powers (-15%)
In order to make use of any Holy Power you must have one of Honesty (12) [-10], Sense of Duty (Coreligionists) [-10], or Vow (No edged weapons) [-10].
Anti-powers -5%, Required Disadvantage -10%
Trickery Powers (-5%)
In order to make use of the Trickery Power Source you must have Code of Honor (Outlaw’s) [-5], Sense of Duty (Adventuring Companions) [-5] or a Vow (don't steal from the poor) [-5].
No Countermeasures -0%, Required Disadvantage -5%
Arcane Powers (-40%)
In order to make use of the Arcane Power Source, you must perform various rituals when casting your spells. All Arcane powers require both gestures, magic words and a Religious Ritual check to work.
Anti-Powers -5%; Natural low-magic zones -5%, Requires Gestures -10%, Requires Magic Words -10%, Requires Skill Check -10%
Theistic Powers (-40%)
In order to make use of the Theistic Power Source, you must have one of Honesty (12) [-10], Sense of Duty (Coreligionists) [-10], or Vow (No edged weapons) [-10]. In addition, all Theistic Powers require gestures, magic words, and a Religious Ritual check to work.
No Countermeasures -0%, Required Disadvantage -10%; Requires Gestures -10%, Requires Magic Words -10%, Requires Skill Check -10%
Command Powers (-30%)
In order to make use of the Command Power Source, you must have Sense of Duty: Adventuring Companions [-5]. In order to use a Command Power, you must be able to speak. If you are silenced, or in a place where you cannot make a sound, you cannot use them.
Anti Powers -10%; Mundane Countermeasures -5%; Required Disadvantage -5%; Requires Words (-10%);
Utility Powers
These are all in one place, but they're color coded as usual, so At-Will, Encounter, Daily. They have their own slots, that cannot be used for other powers. At-Wills, as usual, don't need specific slots.
Encounter Utility Power Slot [2.8+1.2 per extra rank]
Modular Ability Slot: Short list: [4]; Point, slow, subject to interference [3]; +50% physical advantages, Limited, Advantages Only (-10%), Accessibility: Limited to power source (-10%); Real Time: 1/Scene -20%, Preparation Required: 10 min -30%; Aspected: No attacks and no damage powers (-40%);
4*(1+0.5-0.1-0.1-0.2-0.3-0.4)=1.6; 3*(1+0.5-0.1-0.1-0.2-0.3-0.4)=1.2
1.6+1.2=2.8
Daily Utility Power Slot [1.4+0.6 per extra rank]
Modular Ability Slot: Short list: [4]; Point, slow, subject to interference [3]; +50% physical advantages, Limited, Advantages Only (-10%), Accessibility: Limited to power source (-10%); Limited Use: 1/day -40%, Preparation Required: 1 hour -50%; Aspected: No attacks and no damage powers (-40%);
4*(1+0.5-0.1-0.1-0.4-0.5-0.4)=0 Min 4*0.2=0.8; 3*(1+0.5-0.1-0.1-0.4-0.5-0.4)=0 Min 3*0.2=0.6
0.8+0.6=1.4
The Monk
Monk Advantages:
Body Mastery [5/level]
Each level of Body Mastery grants you +1 to Climbing, Jumping, Esoteric Medicine (chi), Observation, and Running. You also get +1 per level on reaction rolls with martial artists, athletes and similar professionals. It is the pre-requisite for Monk Powers. You cannot have powers of a rank higher than your Body Mastery level.
Unarmed Master [9]
As long as you keep up your exercises and carry a Ki Focus on you, your unarmed attacks are considered weapons for striking and parrying. The restrictions in Hurting Yourself (Exploits, p. 40) don’t apply to you – enemies don’t get free attacks on you when they parry your limbs and can’t shift attacks to your limbs when you fail a parry, and you won’t injure yourself against high DR. Attacks targeting your limbs can still injure them normally. In addition, you are able to do piercing damage with your unarmed attacks, and your crushing attacks now can use Swing damage instead of Thrust.
Crushing is swing damage and Piercing is thrust damage.
Natural Weapon Crushing or Piercing [5], Extra damage Type (+20%); Hidden (+20%); Swing Damage (+20%); Ki Power (-15%); Requires Typical Ritual (-10%); Requires Ki Focus (-10%);
5*(1+0.2+0.2+0.2-0.15-0.1-0.1)=6.25 for arms, 6.25 for legs, as alternate ability, total [9].
Improved Unarmed Master [3/6]
Pre-Requisites: Unarmed Master
You have +1 per die when attacking unarmed. Level 2 increases this to +2/die.
Increased damage 2 and 4: 5*0.6=3.0 and 5*1.2=6
Flurry of Blows [5]
After you hit with an attack, pick one adjacent enemy. That enemy takes Major Crushing damage. If the enemy you chose was the target the original attack, treat the damage as a follow-up.
Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Swing Only (+20%); Aura (+80%); Ki Power (-15%); Requires Typical Ritual (-10%); Requires Ki Focus (-10%); Trigger: Hit with attack (-30%); Accessibility: Only affects one target per second (-20%); Area Effect 2y (+50%);
5*(1-0.2-0.4-0.3+0.2+0.8-0.15-0.1-0.1-0.3-0.2+0.5)=3.75
Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Swing Only (+20%); Ki Power (-15%); Requires Typical Ritual (-10%); Requires Ki Focus (-10%); Follow-up Melee (+40%);
5*(1-0.2-0.4-0.3+0.2-0.15-0.1-0.1+0.4)=1.75 As an Alternate Ability = 1
Full Cost: 3.75+1=4.75
Flurry of Blows Upgrades
- Furious Flurry [2]: Flurry of Blows affects all enemies around you. (Remove Accessibility, add Selective Area, 40%*5=2)
- Stone Fist Flurry of Blows [3]: add +1 per die to the damage of Flurry of Blows. (+1/die (+60%); 0.6*5=3.0 )
- Centered Flurry of Blows [2]: Flurry of blows deals double knockback, but you can choose the direction of the knockback. (Adds Double Knockback, +20%, and Overhead +20%: 40%*5=2 )
- Desert Wind Flurry of Blows [2]: When not hitting the target of the original attack, the flurry marks the target. (Side effect: marked, +70%: 70%*5=3.5, which turns the secondary effect into the primary, increasing final price by 2.
- Eternal Tide Flurry of Blows [5]: The target of Flurry of blows must make an HT check (at -1 per 2 damage past their DR) or take -3 to their Basic Move for 1 second. (Adds Side Effect: -3 basic move, +75%: 75%*5=3.75 )
Centered Breath Tradition [4]
Your mental training has granted you mastery of your own body. You get +1 to all HT rolls (to stay conscious, avoid death, resist disease or poison, etc.). This does not improve your HT attribute or HT-based skills! You also recover FP at twice the normal rate. You keep these benefits for as long as you keep your vows or Code of Honor and keep doing your exercises, which takes you 1dx5 minutes every day.
Fit [5]; Ki Power (-15%); Requires Typical Ritual (-10%)
5*(1-0.15-0.1)=3.75
Stone Fist Tradition [4]
Your special body training has granted you mastery of your own mind. You have +1 to Will. You keep these benefits for as long as you keep your vows or Code of Honor and keep doing your exercises, which takes you 1dx5 minutes every day.
Will +1 [5]; Ki Power (-15%); Requires Typical Ritual (-10%); Requires Ki Focus (-10%);
5*(1-0.15-0.1-0.1)=3.25
Desert Wind Tradition [5]
Your special body training grants you DR 5 against fire. You keep these benefits for as long as you keep your vows or Code of Honor and keep doing your exercises, which takes you 1dx5 minutes every day.
DR 4 [20]; Ki Power (-15%); Requires Typical Ritual (-10%); Limited Defenses: Fire (-40%); Requires Ki Focus (-10%);
20*(1-0.15-0.1-0.4-0.1)=5.0
Iron Soul Tradition [4]
Select one weapon. You have +1 parry or block with that weapon. You keep these benefits for as long as you keep your vows or Code of Honor and keep doing your exercises, which takes you 1dx5 minutes every day.
Enhanced Parry, one weapon or Enhanced Block [5]; Ki Power (-15%); Requires Typical Ritual (-10%); Requires Ki Focus (-10%);
5*(1-0.15-0.1-0.1)=3.25
Monk Powers
All Monk powers have Body Mastery as a pre-requisite, and they all use the Ki Power Source. Each power costs [1] per rank. You may only buy powers of a rank equal or lower to your level in Body Mastery. Several of them require you to have a Ki Focus on you when using the power.
Extra Damage: When you see a power referring to "Extra Damage equal to" that extra damage is of the same type as the previous mention of damage, or of the same type as your weapon if no other damage was mentioned before.
Minor and Major Damage: When you see a power referring to Minor or Major damage, it means, Thrust based on Will and Swing based on Will, respectively.
Attack and Movement Techniques: Many monk powers consist of two techniques, one can be used when attack, and another when moving. They are packaged together and are bought together for the same price as a single power of the rank.
Rank 1 At-Will powers [1]:
Dragon's Tail (Attack Technique)
Make an attack with Reach 1. If you hit, you deal Minor Crushing Damage, and the target must make an HT check (-1 per 2 damage past DR) or fall prone.
Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Side Effect: legless (90%); Ki Power (-15%); Requires Typical Ritual (-10%); Requires Ki Focus (-10%);
5*(1-0.2-0.4-0.3+0.9-0.15-0.1-0.1)=3.25
Five Storms (Attack Technique)
All enemies adjacent to you take Minor Crushing Damage. They may use active defenses to avoid the damage.
Five Storms (Movement Technique)
You can take an extra step when you attack.
Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Ki Power (-15%); Requires Typical Ritual (-10%); Requires Ki Focus (-10%); AoE 2y (+50%); Selective Aura (+20%); Emanation (-20%);
5*(1-0.2-0.4-0.3-0.15-0.1-0.1+0.5+0.2-0.2)=1.25
Unique Technique: Extra Step: Long Step without being committed attack -1, no penalties -2; [3];
Full Cost: 3+1.25=4.25
Crane's Wings (Attack Technique)
Make an attack with Reach 1. If you hit, you deal Major Damage Crushing Damage with double knockback.
Crane's Wings (Movement Technique)
You can jump twice the length and height.
Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Ki Power (-15%); Requires Typical Ritual (-10%); Requires Ki Focus (-10%); Double Knockback (+20%); Swing Only (+20%);
5*(1-0.2-0.4-0.3-0.15-0.1-0.1+0.2+0.2)=0.75 Min 5*0.2=1
Super Jump [10]; Emergencies Only (-30%); Ki Power (-15%); Requires Typical Ritual (-10%); Requires Ki Focus (-10%);
10*(1-0.3-0.15-0.1-0.1)=3.5
Full Cost: 3.5+1=4.5
Lion's Den (Attack Technique)
After you hit with an attack, for 1 second, any enemy that moves adjacent to you takes Minor Crushing Damage.
Lion's Den (Movement Technique)
You can make an extra step when you attack, and if you do so you are harder to hit, giving -4 to enemies attempting to attack you for 1 second.
Unique Technique: Five Storms: Long Step without being committed attack -1, no penalties -2; [3]; Emergencies Only (-30%); Ki Power (-15%); Requires Typical Ritual (-10%); Requires Ki Focus (-10%);
3*(1-0.3-0.15-0.1-0.1)=1.05
Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Ki Power (-15%); Requires Typical Ritual (-10%); Requires Ki Focus (-10%); Trigger hitting an enemy (-30%); Aura (+80%); Reduced Duration 1/60 (-35%); AoE 2y (+50%); Ki Power (-15%); Requires Typical Ritual (-10%); Requires Ki Focus (-10%); Accessibility: enemy enters area (-30%); Selective Area (-20%);
5*(1-0.2-0.4-0.3-0.15-0.1-0.1-0.3+0.8-0.35+0.5-0.15-0.1-0.1)=0.25 Min 5*0.2=1
Obscure 4[8]; Defensive (+50%); No Area Effect (-50%); Emergencies Only (-30%); Ki Power (-15%); Requires Typical Ritual (-10%); Requires Ki Focus (-10%); Trigger: When you hit (-20%); Reduced Duration 1/60 (-35%);
4*(1+0.5-0.5-0.3-0.15-0.1-0.1-0.2-0.35)=-0.8 Min 8*0.2=1.6
1.05+1+1.6=3.65
Fallen Needle (Attack Technique)
Make an attack with Reach 1. If you hit, you deal Major Damage Damage, and the target must make an HT check (-1 per 2 dmg) has -2 to DX for 1 second.
Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Ki Power (-15%); Requires Typical Ritual (-10%); Requires Ki Focus (-10%); Swing Only (+20%); Side Effect: -2 DX (70%);
5*(1-0.2-0.4-0.3-0.15-0.1-0.1+0.2+0.7)=3.25
Fallen Needle (Movement Technique)
You can take an extra step when you attack.
Unique Technique: Extra Step: Long Step without being committed attack -1, no penalties -2; [3]; Requires Typical Ritual (-10%); Requires Ki Focus (-10%); Emergencies Only (-30%); Ki Power (-15%);
3*(1-0.1-0.1-0.3-0.15)=1.05
Full Cost: 3.25+1.05=4.3
Rank 2 At-Will powers [2]:
Steel Wind (Attack Technique)
You emit a 60° cone with a length of 3 yards. All creatures in the cone take Major Crushing damage.
Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Ki Power (-15%); Requires Typical Ritual (-10%); Requires Ki Focus (-10%); Ranged (+100%); Cone 4 (+40%); Swing Only (+20%);
5*(1-0.2-0.4-0.3-0.15-0.1-0.1+1+0.4+0.2)=6.75
Steel Wind (Movement Technique)
Your basic move is increased by 1. This only applies in combat, you cannot use this movement technique to increase your travel speed.
Basic Move +2 [10]; Ki Power (-15%); Requires Typical Ritual (-10%); Requires Ki Focus (-10%); Emergencies Only (-30%);
5*(1-0.15-0.1-0.1-0.3)=1.75
Full Cost: 6.75+1.75=8.5
Blistering Flourish (Attack Technique)
As a free action, make an acrobatics check. If you succeed, for 1 second, your melee attacks deal 2 extra burn damage.
Innate Attack 2, Burn [3]; Emergencies Only (-30%); Follow-Up Universal (+50%); Ki Power (-15%); Requires Typical Ritual (-10%); Requires Ki Focus (-10%);
3*(1-0.3+0.5-0.15-0.1-0.1)=2.55
Blistering Flourish (Movement Technique)
When you take a move maneuver, anyone that attempts to stop you or attack you takes Minor Burn Damage.
Natural Attack burn [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Aura (+80%); AoE 2y (+50%); Accessibility: Must be attacked (-20%); Trigger: Move maneuver (-10%); Reduced Duration 1/60 (-35%);
5*(1-0.2-0.4-0.3+0.8+0.5-0.1-0.35)=4.75
Full Cost: 2.55+4.75=7.3
Rank 1 Encounter Powers [1]
Open the Gates of Battle (Attack Technique)
After a successful melee attack, deal Extra Swing Crushing Damage plus Major Crushing damage.
Open the Gates of Battle (Movement Technique)
Your basic move is increased by 2 for 1 second. You may move and attack without penalties.
Basic Move +2 [10]; Ki Power (-15%); Requires Typical Ritual (-10%); Requires Ki Focus (-10%); Emergencies Only (-30%); 1/scene (-20%); Reduced Duration 1/60 (-35%);
10*(1-0.15-0.1-0.1-0.3-0.2-0.35)=-2.0 Min 15*0.2=2
Unique Technique Open The Gates of Battle: Move and attack -4, No penalties -2 [6]; Ki Power (-15%); Requires Typical Ritual (-10%); Requires Ki Focus (-10%); Emergencies Only (-30%); 1/scene (-20%);
6*(1-0.15-0.1-0.1-0.3-0.2)=0.9
Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Ki Power (-15%); Requires Typical Ritual (-10%); Requires Ki Focus (-10%); 1/scene (-20%); Swing Only (+20%); Follow-Up Melee (+40%);
5*(1-0.2-0.4-0.3-0.15-0.1-0.1-0.2+0.2+0.4)=0.75 Min 5*0.2=1
Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Ki Power (-15%); Requires Typical Ritual (-10%); Requires Ki Focus (-10%); 1/scene (-20%); Swing Only (+20%); Follow-Up Melee (+40%);
5*(1-0.2-0.4-0.3-0.15-0.1-0.1-0.2+0.2+0.4)=0.75 Min 5*0.2=1
Full Cost: 3+1+1=5
Rising Storm (Attack Technique)
After a successful melee attack, deal Extra Swing Crushing Damage and all creatures around you (except for the original target) take Minor Burn Damage.
Rising Storm (Movement Technique)
You gain a fly speed equal to your (basic speed x2)-10. If that's 0... Get a higher base speed!
Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Ki Power (-15%); Requires Typical Ritual (-10%); Requires Ki Focus (-10%); 1/scene (-20%); Swing Only (+20%); Follow-Up Melee (+40%);
5*(1-0.2-0.4-0.3-0.15-0.1-0.1-0.2+0.2+0.4)=0.75 Min 5*0.2=1
Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Ki Power (-15%); Requires Typical Ritual (-10%); Requires Ki Focus (-10%); 1/scene (-20%); Follow-Up Melee (+40%); AoE 2y (+50%); Emanation (-20%); Doesn't affect the original target (-10%);
5*(1-0.2-0.4-0.3-0.15-0.1-0.1-0.2+0.2+0.4+0.5-0.2-0.1)=1.75
Flight [30]; 1/scene (-20%); Reduced Duration 1/60 (-35%); Emergencies Only (-30%); Ki Power (-15%); Requires Typical Ritual (-10%); Requires Ki Focus (-10%);
30*(1-0.2-0.35-0.3-0.15-0.1-0.1)=-6.0 Min 30*0.2=6
Reduced Flight Speed -10 [-20]; 1/scene (-20%); Reduced Duration 1/60 (-35%);
-20*(1-0.2-0.35)=-4.5 Min -20*0.2=-4
1+1.75+6-4=4.75
Scattering Leaves (Attack Technique)
Make two attacks with reach 1. If you hit, you deal Minor Crushing damage.
Natural Attack Cr [5]; Cannot Parry (-40%); Emergencies Only (-30%); Ki Power (-15%); Requires Typical Ritual (-10%); Requires Ki Focus (-10%); 1/scene (-20%);
5*(1-0.4-0.3-0.15-0.1-0.1)=-0.25 Min 5*0.2=1
Dual Weapon Technique [4]; Ki Power (-15%); Requires Typical Ritual (-10%); Requires Ki Focus (-10%); 1/scene (-20%);
4*(1-0.15-0.1-0.1-0.2)=1.8
Scattering Leaves (MovementTechnique)
You can jump twice the length and height.
Super Jump [10]; Emergencies Only (-30%); Ki Power (-15%); Requires Typical Ritual (-10%); Requires Ki Focus (-10%); 1/scene (-20%);
10*(1-0.3-0.15-0.1-0.1-0.2)=1.5 Min 10*0.2=2
Full Cost: 1+1.8+2=4.8
Swift River Floods (Attack Technique)
Make an attack with Reach 1. If you hit, you deal Major Crushing Damage plus Major Crushing Damage, and the target must make an HT (-1 per 2 damage past DR) check or take -3 to their basic move for 1 second.
Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Ki Power (-15%); Requires Typical Ritual (-10%); Requires Ki Focus (-10%); 1/scene (-20%); Side Effect: -3 move (65%); Swing only (+20%); Reduced Duration 1/100 (-40%);
5*(1-0.2-0.4-0.3-0.15-0.1-0.1-0.2+0.65+0.2-0.4)=0.0 Min 5*0.2=1
Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Ki Power (-15%); Requires Typical Ritual (-10%); Requires Ki Focus (-10%); 1/scene (-20%); Swing only (+20%);
5*(1-0.2-0.4-0.3-0.15-0.1-0.1-0.2+0.2)=-1.25 Min 5*0.2=1
Swift River Floods (Movement Technique)
You can take an extra step before you attack.
Unique Technique: Extra Step: Long Step without being committed attack -1, no penalties -2; [3]; Requires Typical Ritual (-10%); Requires Ki Focus (-10%); Emergencies Only (-30%); Ki Power (-15%); 1/scene (-20%);
3*(1-0.1-0.1-0.3-0.15-0.2)=0.45
Full Cost: 1+1+1=3
Gentle Rainfall (Attack Technique)
You deal Major Crushing Damage to all enemies around you.
Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Ki Power (-15%); Requires Typical Ritual (-10%); Requires Ki Focus (-10%); 1/scene (-20%); Area of Effect 2y (+50%); Emanation (-20%); Swing Only (+20%); Selective Area (20%);
5*(1-0.2-0.4-0.3-0.15-0.1-0.1-0.2+0.5-0.2+0.2+0.2)=1.25
Gentle Rainfall Swift River Floods (Movement Technique)
You can take an extra step before you attack.
Unique Technique: Extra Step: Long Step without being committed attack -1, no penalties -2; [3]; Requires Typical Ritual (-10%); Requires Ki Focus (-10%); Emergencies Only (-30%); Ki Power (-15%); 1/scene (-20%);
3*(1-0.1-0.1-0.3-0.15-0.2)=0.45
Full Cost: 1+1+1=3
Light The Fire (Attack Technique)
After a successful melee attack, you activate a Fire Aura for 1 second, dealing Minor Damage to all enemies within 2 yards.
Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Ki Power (-15%); Requires Typical Ritual (-10%); Requires Ki Focus (-10%); 1/scene (-20%); Accessibility: after a hit (-20%); Aura (+80%); AoE 2y (+50%); Selective Area (+20%);
5*(1-0.2-0.4-0.3-0.15-0.1-0.1-0.2-0.2+0.8+0.5+0.2)=4.25
Wind Through Willows (Attack Technique)
You must have a free hand to make this attack. You emit a 60° cone with a length of 3 yards, dealing 5d6 damage on all creatures within the cone. All hit must make an HT check (-1 per 2 injury) or take a -3 penalty to their basic move for 1 second.
Innate Attack 5d6, tox [20]; Emergencies Only (-30%); Inaccurate 3 (-15%); Increased 1/2 range x10 (+15%); Range 5y (-40%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%); Cone 4 (+40%); Side Effect +3 basic move (+65%); Reduced Duration 1/100 (-40%); Combat Only (-20%); Requires Gestures (-10%);
20*(1-0.3-0.15+0.15-0.4-0.1-0.15-0.1-0.2+0.4+0.65-0.4-0.2-0.1)=2 Min 20*0.2=4
Wind Through Willows (Movement Technique)
You can take an extra step when you attack.
Unique Technique: Extra Step: Long Step without being committed attack -1, no penalties -2; [3]; Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%); Emergencies Only (-30%);
3*(1-0.1-0.15-0.1-0.2-0.3)=0.45 Min 3*0.2=0.6
Full Cost: 4+1=5
Fist of 100 Strikes (Attack Technique)
Make two attacks against two different enemies. If you hit, deal extra Major Damage.
Unique technique: Fist of 100 strikes: -12 rapid strike 2 [12]; Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%); Emergencies Only (-30%);
12*(1-0.1-0.15-0.1-0.2-0.3)=1.8 Min 12*0.2=2.4
Natural Attack any [8]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Universal (+50%); Swing Only (+20%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%);
8*(1-0.2-0.4-0.3+0.5+0.2-0.1-0.15-0.1-0.2)=2.0
Fist of One Hundred Strikes [Movement Technique]
You can take an extra step when you attack.
Unique Technique: Extra Step: Long Step without being committed attack -1, no penalties -2; [3]; Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%); Emergencies Only (-30%);
3*(1-0.1-0.15-0.1-0.2-0.3)=0.45 Min 3*0.2=0.6
Full Cost: 2.4+2+0.6=5
Rank 2 Encounter Powers [2]
Eternal Mountain (Attack Technique)
As an attack action, you deal Major Damage to all enemies adjacent to you.
Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Swing Only (+20%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%); AoE 2y (+50%); Selective Area (+20%); Side Effect: Legless (80%); Emanation (-20%);
5*(1-0.2-0.4-0.3+0.2-0.1-0.15-0.1-0.2+0.5+0.2+0.8-0.2)=5.25
Eternal Mountain (Movement Technique)
As a free action, when you move at least 2 yards, you gain DR 4 for 1 second.
DR 4 [20]; 1/scene with reduced time 1 (-15%); Reduced Duration 1/60 (-35%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); Accessibility: When you move (-10%);
20*(1-0.15-0.35-0.1-0.15-0.1)=3.0 Min 20*0.2=4
Full Cost: 5.25+4=9.25
Twin Thunders (Attack Technique)
Make an attack with reach 1. If you succeed, deal Major +1 per die Thunder Crushing Damage against two different enemies.
Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Swing Only (+20%); +1/die (+60%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%);
5*(1-0.2-0.4-0.3+0.2+0.6-0.1-0.15-0.1-0.2)=1.75
Unique Technique: Twin Thunders: Rapid Strike -6 [6]; Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%); Emergencies Only (-30%);
6*(1-0.1-0.15-0.1-0.2-0.3)=0.9 Min 6*0.2=1.2
Twin Thunders (Movement Technique)
You get +4 to your basic move, and you can move and attack with no penalties.
Basic Move +4 [20]; Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%); Emergencies Only (-30%);
20*(1-0.1-0.15-0.1-0.2-0.3)=3.0 Min 20*0.2=4
Unique Technique: Twin Thunders: Move and attack, -6; No penalties -2; [8]; Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%); Emergencies Only (-30%);
8*(1-0.1-0.15-0.1-0.2-0.3)=1.2 Min 8*0.2=1.6
Full Cost: 1.75+1.2+4+1.6=8.55
Inner Eye Opened (Attack Technique)
For 1 second, you are blind, but you ignore penalties for lighting (even total darkness), blindness, or an invisible foe, but you have an extra -2 to target specific hit locations. Make an attack with reach 1. If you hit, you deal Swing damage +2 per die.
Blind Fighting: Blind Fighting at default [9]; No Roll Required (+100%); Emergencies Only (-30%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%); Temporary Disadvantage: Blindness (-50%); Reduced Duration 1/60 (-35%); Linked (+10%);
9*(1+1-0.3-0.1-0.15-0.1-0.2-0.5-0.35)=2.7
Natural Attack tox [4]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Swing Only (+20%); +2/die (+120%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%); Linked (+10%); Temporary Disadvantage: Blindness (-50%);
4*(1-0.2-0.4-0.3+0.2+1.2-0.1-0.15-0.1-0.2+0.1-0.5)=2.2
Resounding Strike (Attack Technique)
Make an attack with reach 1. If you hit, deal Major Crushing Damage +1/die. After 1 second, the target must make an HT -4 check or take the damage again.
Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Cyclic, 1/s, resistible, 1x (+50%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%);Swing Only (+20%); +1/die (+60%); Resistible (-10%);
5*(1-0.2-0.4-0.3+0.5-0.1-0.15-0.1-0.2+0.2+0.6-0.1)=3.75
Resounding Strike (Movement Technique)
You gain +5 to your basic move.
Basic Move +5 [25]; Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%); Emergencies Only (-30%);
25*(1-0.1-0.15-0.1-0.2-0.3)=3.75 min 25*0.2=5
Full Cost: 3.75+5=8.75
Springing Drake Assault (Attack Technique)
After a melee attack, deal extra Swing Crushing Damage with double knockback can be in any direction of your choice.
Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%); Swing Only (+20%); Double knockback (+10%); Follow-up: Universal (+50%); Overhead (+10%);
5*(1-0.2-0.4-0.3-0.1-0.15-0.1-0.2+0.2+0.1+0.5+0.1)=2.25
Springing Drake Assault (Movement Technique)
You can jump four times the length and height.
Super Jump 3 [30]; Emergencies Only (-30%); Ki Power (-15%); Requires Typical Ritual (-10%); Requires Ki Focus (-10%); 1/scene (-20%);
30*(1-0.3-0.15-0.1-0.1-0.2)=1.5 Min 30*0.2=6
Full Cost: 2.25+6=8.25
Undeniable Incitement (Attack Technique)
Make an attack at an enemy within 5 yards. If you succeed, that enemy is pulled towards you as if it had taken 28 knockback from the opposite direction of your attack. If that is enough to put the target adjacent to you, deal Major Crushing Damage +1/die. In addition, you are harder to hit, and any attacks against you have a -4 penalty.
Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Swing Only (+20%); +1/die (+60%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%); Linked (+10%);
5*(1-0.2-0.4-0.3+0.2+0.6-0.1-0.15-0.1-0.2+0.1)=2.25
Innate Attack 4d6, CR [20]; Emergencies Only (-30%); Inaccurate 3 (-15%); Increased 1/2 range x10 (+15%); Range 5y (-40%); No Blunt Trauma (-10%); No Wounding (-50%); Linked (+10%); Reversed Knockback (0%);
20*(1-0.3-0.15+0.15-0.4-0.1-0.5+0.1)=-4.0 Min 20*0.2=4
Obscure 4 [8]; Defensive (+50%); No Area Effect (-50%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%); Emergencies Only (-30%); Targeting (-20%);
8*(1+0.5-0.5-0.1-0.15-0.1-0.2-0.3)=1.2 Min 8*0.2=1.6
Fallen Hammer In Repose (Attack Technique)
With a touch of your hand and a Kiai, you deliver incredible force with minimal movement. Make an attack with reach C. If you hit, deal Major Crushing Damage +2/die with double knockback.
Natural Attack CR [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Swing Only (+20%); +2/die (+120%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%); Double Knockback (+20%); Requires Gestures (-10%); requires words (-10%);
5*(1-0.2-0.4-0.3+0.2+1.2-0.1-0.15-0.1-0.2+0.2-0.1-0.1)=4.75
Fallen Hammer In Repose (Movement Technique)
Before any maneuver that allows a step, you can take an extra step.
Extra Attack [25]; Step Only (-60%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%);
25*0.2=5
Full Cost: 4.75+5=9.75
Call up the Savage Wind (Attack Technique)
You emit a 60° cone with a length of 3 yards. All creatures in the cone take Major Crushing damage with double knockback
Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Ki Power (-15%); Requires Typical Ritual (-10%); Requires Ki Focus (-10%); Ranged (+100%); Cone 4 (+40%); 1/scene (-20%); Double Knockback (+20%); Swing Only (+20%);
5*(1-0.2-0.4-0.3-0.15-0.1-0.1+1+0.4-0.2+0.2+0.2)=6.75
Rank 3 Encounter Powers [3]
Grasping Tide (Attack Technique)
Make an attack with reach 1. If you hit, deal Major Crushing Damage +2/die and the target must make an HT check (-1 per 2 penetrating damage) or be Disoriented (-2 to defenses and -1 step range) for 1 second.
Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Swing Only (+20%); +2/die (+120%); Side Effect: Disoriented (83%); Reduced Duration 1/100 (-40%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%);
5*(1-0.2-0.4-0.3+0.2+1.2+0.83-0.4-0.1-0.15-0.1-0.2)=6.9
Grasping Tide (Movement Technique)
You can take an extra step when you attack. If you use that step to move away from an enemy, that enemy takes 28 knockback damage.
Unique Technique: Grasping Tide; Rapid Strike -6; Long Step without being committed attack -1, no penalties -2; [9]; Requires Typical Ritual (-10%); Requires Ki Focus (-10%); Emergencies Only (-30%); Ki Power (-15%); 1/scene (-20%);
9*(1-0.1-0.1-0.3-0.15-0.2)=1.35
Innate Attack 4d6, CR [10]; Emergencies Only (-30%); Melee no parry (-35%); No Blunt Trauma (-10%); No Wounding (-50%); Double Knockback (+20%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%); AoE line 1 (5%); Accessibility: After a step (-10%);
20*(1-0.3-0.35-0.1-0.5+0.2-0.1-0.15-0.1-0.2+0.05)=-11 Min 20*0.2=4
Full Cost: 6.9+1.35+4=12.25
Frozen Moment (Attack Technique)
Make an attack with range 1. If you hit, deal Major Cold Damage +2/die and the target must make an HT check (-1 per 2 injury) or be rooted the ground for 1 second.
Natural Attack Burn [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Swing Only (+20%); +2/die (+120%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%); Side Effect Sessile (90%); Reduced Duration 1/100 (-40%);
5*(1-0.2-0.4-0.3+0.2+1.2-0.1-0.15-0.1-0.2+0.9-0.4)=7.25
Frozen Moment (Movement Technique)
As a Free Action, you are rooted to the ground and gain +5 DR. This lasts 1 second.
DR 5 [25]; Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene with reduced time (-15%); Temporary Disadvantage: Sessile (-40%); Reduced Duration 1/60 (-35%); Force Field (+20%);
25*(1-0.1-0.15-0.1-0.15-0.4-0.35+0.2)=-1.25 Min 25*0.2=5
Full Cost: 7.25+5=12.25
Bonecrusher (Attack Technique)
Make an attack with range 1. If you hit, deal Major Crushing Damage +2/die and the target must make an HT check (-1 per 2 injury) or take a -4 penalty to all active defenses for 1 second.
Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Swing Only (+20%); +2/die (+120%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%); Side Effect: Debuff (+66%); Reduced Duration 1/100 (-40%);
Debuff is -8 DX (80%); only for the purposes of defenses (-80%);
80*(1-0.8)=16.0
5*(1-0.2-0.4-0.3+0.2+1.2-0.1-0.15-0.1-0.2+0.7)=8.25
Bonecrusher (Movement Technique)
As long as you move at least 1 yard, you gain +1 to all defenses, +2 to fear checks, and +6 on Mental Stun checks, this is cumulative with Combat Reflexes. These benefits last for 1 second.
Combat Reflexes [15]; Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%); Emergencies Only (-30%); Reduced Duration 1/60 (-35%);
15*(1-0.1-0.15-0.1-0.2-0.3-0.35)=-3.0 Min 15*0.2=3
Full Cost: 8.25+3=11.25
Burning Brand (Attack Technique)
Make an attack with reach 1. If you hit, the target takes Major Burning Damage +2/die. The next time the target is hit by an attack, it takes another instant of Major Burning Damage +2/die.
Natural Attack Burn [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Swing Only (+20%); +1/die (+120%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%); Triggered Cyclic (+80%);
Triggered Cyclic is Cyclic 1 (+100%); With Trigger: When target is attacked, Common (-20%); 100*(1-0.2)=80
5*(1-0.2-0.4-0.3+0.2+1.2-0.1-0.15-0.1-0.2+0.8)=8.75
Burning Brand (Movement Technique)
Your Basic Move increases by 2, and as long as you move at least 2 yards, anyone attacking you has a -4 penalty on their attack rolls.
Basic Move +2 [10]; Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene with reduced duration (-15%); Reduced Duration 1/60 (-35%);
10*(1-0.1-0.15-0.1-0.15-0.35)=1.5 Min 10*0.2=2
Obscure 4 [8]; Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%); Accessibility: Move more than 2 yards (-20%); Reduced Duration 1/60 (-35%);
8*(1-0.1-0.15-0.1-0.2-0.2-0.35)=-0.8 Min 8*0.2=1.6
Full Cost: 8.75+2+1.6=12.35
Fiery Serpent (Attack Technique)
Make an attack with range 5. If you hit, you deal Swing +2/die burn damage.
Natural Attack burn [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Ranged (+100%); Inaccurate 3 (-15%); Increased 1/2 range x2 (+5%);
Range 1/2 (-10%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%); Swing Only (+20%); +2/die (+120%);
5*(1-0.2-0.4-0.3+1-0.15+0.05-0.1-0.1-0.15-0.1-0.2+0.2+1.2)=8.75
Fiery Serpent (Movement Technique)
You can take an extra step before attacking, and if you moved at least 2 yards this turn, you deal 2 extra burn damage on all attacks for 1 second.
Unique Technique: Extra Step: Long Step without being committed attack -1, no penalties -2; [3]; Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%); Emergencies Only (-30%);
3*(1-0.1-0.15-0.1-0.2-0.3)=0.45 Min 3*0.2=0.6
Rapier Wit [5]; Buff (+30%); Self Only (-50%); Emergencies Only (-30%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Accessibility: After stepping twice (-20%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%);
Buff is: Natural Attack burn [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Universal (+50%);
5*(1-0.2-0.4-0.3+0.5)=3
5*(1+0.3-0.5-0.3-0.2-0.2-0.1-0.15-0.1-0.2)=-2.25 Min 5*0.2=1
Full Cost: 8.75+0.6+1=10.35
Rank 4 Encounter Powers [4]
Strike the Avalanche [Movement Technique]
Make an attack with reach 1. If you hit, deal Major Crushing Damage with double knockback. You can choose the direction of the knockback. Additionally, make a Quick Contest between your will and the will of all enemies within 2 yards of the original target. Each target that loses is knocked prone.
Natural Attack any [8]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%); Swing Only (+20%); +1/die (+60%); knockback x2 (+20%); Overhead (+20%);
5*(1-0.2-0.4-0.3-0.1-0.15-0.1-0.2+0.2+0.6+0.2+0.2)=3.75
Rapier Wit [5]; Words of Power (+100%); Debuff (+40%) Emergencies Only (-30%); Accessibility: After a hit (-10%); AoE 360°; lv 2 (50%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%); Based on HT (+20%); Based on Will, own roll (+20%);
Debuff is: legless [-40]
5*(1+1+0.4-0.3-0.1+0.5-0.2-0.1-0.15-0.1+0.2+0.2)=11.75
Strike the Avalanche [Attack Technique]
You get +2 to your basic move, and you can move and attack with no penalties.
Basic Move +2 [10]; Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%); Emergencies Only (-30%);
10*(1-0.1-0.15-0.1-0.2-0.3)=1.5 Min 10*0.2=2
Unique Technique: Twin Thunders: Move and attack, -6; No penalties -2; [8]; Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%); Emergencies Only (-30%);
8*(1-0.1-0.15-0.1-0.2-0.3)=1.2 Min 8*0.2=1.6
Full Cost: 3.75+11.75+2+1.6=19.1
Rank 5 Encounter Powers [5]
Arc of the Flashing Storm (Attack Technique)
Make an attack with reach 1. If you succeed, deal Major Lightning Burn Damage +2/die. This attack does knockback damage as if it was a crushing attack with double knockback. In addition, the target must make an HT (-1 per 2 penetrating damage) check or take a -4 penalty to all attack rolls for 1 second.
Natural Attack Burn [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Cosmic: Burn attack with knockback (+50%); Double Knockback (+20%); Swing Only (+20%); +2/die (+120%); Side Effect: Debuff (75%); Reduced Duration 1/100 (-40%);
Debuff is: obscure 4 [8]; Targeting (-20%); No Area Effect (-50%);
8*(1-0.2-0.5)=2.4
5*(1-0.2-0.4-0.3+0.5+0.2+0.2+1.2+0.75-0.4)=12.75
Arc of the Flashing Storm (Movement Technique)
You gain a Teleport Move equal to your basic speed (round down).
Teleport [40]; Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene with reduced time 1 (-15%); Reduced Duration 1/60 (-35%); Actual duration is one use (-5%);
40*(1-0.1-0.15-0.1-0.15-0.35-0.05)=4.0 Min 40*0.2=8
Full Cost: 12.75+8=20.75
Feeding the Doves [Attack Technique]
As an attack action, all enemies adjacent to you take Major Damage +2/die, and then all enemies within 3 yards of you take Minor Crushing Damage with double knockback.
Natural Attack Tox [4]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Swing Only (+20%); +2/die (+120%); AoE 360° lv 2 (+50%); Emanation (-20%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%);
4*(1-0.2-0.4-0.3+0.2+1.2+0.5-0.2-0.1-0.15-0.1-0.2)=5
Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); AoE 360° lv 3 (+75%); Emanation (-20%); Follow-up (+0%); Double Knockback (+20%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%);
5*(1-0.2-0.4-0.3+0.75-0.2+0.2-0.1-0.15-0.1-0.2)=1.5
Feeding the Doves [Movement Technique]
You gain +3 to your basic move, and for 1 second, ignore any difficult terrain penalties.
Terrain Adaptation [5]; Active (+300%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%); Emergencies Only (-30%); Reduced Duration 1/60 (-35%);
5*(1+3-0.1-0.15-0.1-0.2-0.3-0.35)=14.0
Basic Move +3 [15]; Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%); Emergencies Only (-30%);
15*(1-0.1-0.15-0.1-0.2-0.3)=2.25 min 15*0.2=3
Full Cost: 5+1.5+14+3=23.5
Rank 6 Encounter Powers [6]
Drunken Monkey (Attack Technique)
Make an attack with Reach 1. If you hit, you deal Major Crushing Damage +1/die with double Knockback. In addition, make a Will vs Will Quick Contest between you and the target. If you win, the target is forced to spend his next turn attacking one of his allies, or himself.
Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Swing Only (+20%); +1/die (+60%); double Knockback (+20%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%);
5*(1-0.2-0.4-0.3+0.2+0.6+0.2-0.1-0.15-0.1-0.2)=2.75
Mind Control [50]; Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%); Emergencies Only (-30%); One Order Only (-20%); Cannot concentrate on it (-20%);
50*(1-0.1-0.15-0.1-0.2-0.3-0.2-0.2)=-12.5 Min 50*0.2=10
Drunken Monkey (Movement Technique)
You gain +3 to your basic move, and for 1 second, ignore any difficult terrain penalties.
Terrain Adaptation [5]; Active (+300%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%); Emergencies Only (-30%); Reduced Duration 1/60 (-35%);
5*(1+3-0.1-0.15-0.1-0.2-0.3-0.35)=14.0
Basic Move +3 [15]; Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%); Emergencies Only (-30%);
15*(1-0.1-0.15-0.1-0.2-0.3)=2.25 min 15*0.2=3
Full Cost: 2.75+10+14+3=29.75
Mountainfall Stomp (Attack Technique)
Make an attack with reach 1. If you hit, the target must make an HT check (-1 per 2 penetrating damage) or be knocked prone. If the target attempts to get up before the start of your turn, you may make a free attack against them.
Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Swing Only (+20%); +1/die (+60%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%); Side Effect: Legless (+90%); Reduced Duration 1/100 (-40%);
5*(1-0.2-0.4-0.3+0.2+0.6-0.1-0.15-0.1-0.2+0.9-0.4)=4.25
Altered Time Rate [100]; Only for wait (-40%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene with reduced time 1 (-15%);
100*0.2=20
Mountainfall Stomp (Movement Technique)
When you take a step, you create difficult terrain in a 1 yard radius around you for 1 second.
Create 1 thing [5]; Reduced FP Cost -2 (+40%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%); Emergencies Only (-30%); Accessibility: When you take a step (-10%); Reduced Duration 1/10 (-20%)
5*(1+0.4-0.1-0.15-0.1-0.2-0.3-0.1-0.2)=1.25
Full Cost: 4.25+20+1.25=25.5
Giant's Grasp (Attack Technique)
Make an attack with reach 1. if you hit, you deal Crushing Swing Damage +2/die and you use a free limb to grab the target, inflicting 3d6 control points.
Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Swing Only (+20%); +2/die (+120%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%);
5*(1-0.2-0.4-0.3+0.2+1.2-0.1-0.15-0.1-0.2)=4.75
Bind 20[40]; Emergencies Only (-30%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%); Follow-up (+0%);
32*(1-0.3-0.1-0.15-0.1-0.2)=3.6 Min 40*0.2=8
Giant's Grasp (Movement Technique)
If you have inflicted control points on a creature, until the control points end or until 1 minute passes, you have +10 Lifting ST.
Lifting ST 5 [35]; Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%); Accessibility: you have a grabbed target (-20%); Emergencies Only (-30%);
70*(1-0.1-0.15-0.1-0.2-0.2-0.3)=-1.75 Min 70*0.2=14
Full Cost: 4.75+8+14=26.75
Rank 1 Daily Powers [1]
Masterful Spiral
All enemies within 4 yards take Major Crushing Damage plus Minor Crushing Damage.
Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Ki Power (-15%); Requires Typical Ritual (-10%); Requires Ki Focus (-10%); 1/day (-40%); AoE 4y (+100%); Emanation (-20%); Selective Area (+20%); Swing Only (+20%);
5*(1-0.2-0.4-0.3-0.15-0.1-0.1-0.4+1-0.2+0.2+0.2)=2.75
Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Ki Power (-15%); Requires Typical Ritual (-10%); Requires Ki Focus (-10%); 1/day (-40%); AoE 4y (+100%); Emanation (-20%); Selective Area (+20%);
5*(1-0.2-0.4-0.3-0.15-0.1-0.1-0.4+1-0.2+0.2)=1.75
Full Cost: 1.75+2.75=4.5
Whirling Mantis Step
You can move and make a 3 attacks at any point during the move. Each time you hit, you deal Extra Swing Crushing Damage with double knockback.
Unique Technique Whirling Mantis Step: Move and attack -4, no penalties -2, Rapid Strike II -12; [18]; Ki Power (-15%); Requires Typical Ritual (-10%); Requires Ki Focus (-10%); 1/day (-40%); Emergencies Only (-30%);
18*(1-0.15-0.1-0.1-0.4-0.3)=-0.9 Min 18*0.2=3.6
Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Ki Power (-15%); Requires Typical Ritual (-10%); Requires Ki Focus (-10%); 1/day (-40%); Double Knockback (+20%);
5*(1-0.2-0.4-0.3-0.15-0.1-0.1-0.4+0.2)=-2.25 Min 5*0.2=1
Full Cost: 3.6+1=4.6
Lashing Rain
Make an attack with Reach 1. If you hit, you deal Major Crushing Damage with Double Knockback, and you enter the Lashing Rain stance. For 1 minute, any enemy that moves adjacent to you takes Major Crushing Damage.
Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Ki Power (-15%); Requires Typical Ritual (-10%); Requires Ki Focus (-10%); 1/day (-40%); Double Knockback (+20%); Overhead (+20%); Swing Only (+20%);
5*(1-0.2-0.4-0.3-0.15-0.1-0.1-0.4+0.2+0.2+0.2)=-0.25 Min 5*0.2=1
Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Ki Power (-15%); Requires Typical Ritual (-10%); Requires Ki Focus (-10%); 1/day (-40%); Aura (+80%); Selective Area (+20%); Area of Effect 2y (+50%); Only when target move into the aura (-30%);
5*(1-0.2-0.4-0.3-0.15-0.1-0.1-0.4+0.8+0.2+0.5-0.3+0.2)=3.75
Full Cost: 1+3.75=4.75
Steel Avalanche.
You deal Major Damage on all enemies adjacent to you, and they must make an HT check (-1 per 2 damage past DR) or they have -2DX. Each second they may make another HT check to shed the penalty.
Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Ki Power (-15%); Requires Typical Ritual (-10%); Requires Ki Focus (-10%); 1/day (-40%); Selective Area (+20%); Area of Effect 2y (+50%); Emanation (-20%); Side Effect: -2 DX (+70%); Swing Only (+20%); Save Ends (-50%); +1/die (+60%);
5*(1-0.2-0.4-0.3-0.15-0.1-0.1-0.4+0.2+0.5-0.2+0.7+0.2-0.5+0.6)=4.25
Stunning Palm
You enter the Stunning Palm Stance. For 1 minute you are immune to Stun. While in the Stance, you have access to the following Power:
Stunning Palm Attack
Make an attack with Reach 1. If you hit, you deal Major Damage, and the target must make an HT check (-1 per 2 penetrating damage) or be stunned.
Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Ki Power (-15%); Requires Typical Ritual (-10%); Requires Ki Focus (-10%); 1/day (-40%); Swing Only (+20%); Side Effect Stun (+50%); Accessibility: Only while immune to stun (-10%);
5*(1-0.2-0.4-0.3-0.15-0.1-0.1-0.4+0.2+0.5)=0.25 Min 5*0.2=1
Immunity to Stun [15]; Ki Power (-15%); Requires Typical Ritual (-10%); Requires Ki Focus (-10%);1/day (-40%); Emergencies Only (-30%);
15*(1-0.15-0.1-0.1-0.4-0.3)=-0.75 Min 15*0.2=3
Full Cost: 1+3=4
Cacophonous Shout
Make an attack with range 5. If you miss, roll scatter. With a mighty Kiai, you emit a 60° cone with a length of 5 yards. Anyone in the area takes 5d6 Crushing Sound Damage.
Innate Attack Crushing 5d6 [25]; Emergencies Only (-30%); Inaccurate 3 (-15%); Increased 1/2 range x10 (+15%); Range 5y (-40%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/day (-40%); Cone 5 (+60%); Combat Only (-20%); Requires Words (-10%);
25*(1-0.3-0.15+0.15-0.4-0.1-0.15-0.1-0.4+0.6-0.2-0.1)=-3.75 Min 25*0.2=5
Disrupting Fist
You gain +1d6 damage on all attacks for 3 minutes. In addition, you gain the power Disrupting Fist Attack, but if you use it, this power ends immediately
Affliction [10]; Buff (60%); Self Only (-50%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Touch (-30%); Emergencies Only (-30%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/day (-40%); Terminal Condition (-20%);
Buff is: Innate Attack 1d6, any [8]; Emergencies Only (-30%); Follow-Up Universal (+50%);
8*(1-0.3+0.5)=9.6
And Disrupting Fist Attack [6]
10*(1+0.6-0.5-0.2-0.3-0.3-0.1-0.15-0.1-0.4+0.1-0.2)=-5.5 Min 10*0.2=2
Disrupting Fist Attack
Make an attack with reach 1. If you hit, you deal Swing Crushing Damage +2/die, and the target must make an HT check (-1 per 2 penetrating damage) or be Disoriented (-2 defenses, -1 step range). Once per second the target can make another HT check to break the effect.
Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Swing Only (+20%); +2/die (+120%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/day (-40%); Side Effect: Disoriented (85%); Save Ends (-50%);
5*(1-0.2-0.4-0.3+0.2+1.2-0.1-0.15-0.1-0.4+0.85-0.5)=5.5
Rank 2 Daily Powers [2]
Cyclone Scourge
Make an attack with range 5. If you miss, roll scatter. With a mighty Kiai and a gesture of your hands, you emit a 60° cone with a length of 3 yards. Anyone in the area takes 3d6 Crushing Damage with 14 extra knockback. In addition, the targets must make an HT check (-1 per 2 injury) or be rooted to the ground. Each second they can make another HT check to break free. The Zone persists for 10 seconds, anyone that enters the zone takes 14 knockback damage in the direction of your choice.
Innate Attack Crushing 3d6 [15]; Emergencies Only (-30%); Inaccurate 3 (-15%); Increased 1/2 range x10 (+15%); Range 5y (-40%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%); Cone 6 (+60%); Combat Only (-20%); Requires Words (-10%); Requires Gestures (-10%); Side Effect: Sessile (+90%); Save Ends (-50%);
15*(1-0.3-0.15+0.15-0.4-0.1-0.15-0.1-0.2+0.6-0.2-0.1-0.1+0.9-0.5)=5.25
Innate Attack Crushing 2d6 [10]; Emergencies Only (-30%); Inaccurate 3 (-15%); Increased 1/2 range x10 (+15%); Range 5y (-40%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%); Cone 6 (+60%); Combat Only (-20%); Requires Words (-10%); Requires Gestures (-10%); No Blunt Trauma (-10%); No Wounding (-50%); Persistent (+40%); Double Knockback (+20%);
10*(1-0.3-0.15+0.15-0.4-0.1-0.15-0.1-0.2+0.6-0.2-0.1-0.1-0.1-0.5+0.4+0.2)=0.5 Min 10*0.2=2
Full Cost: 5.25+2=7.25
One Hundred Leaves
Make an attack with reach 1. If you hit, you deal Swing Crushing Damage +2/die + Major Crushing Damage +2/die. Hit or Miss, for 3 minutes, you can use your Flurry of Blows twice per second.
Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Swing Only (+20%); +2/die (+120%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/day (-40%);
5*(1-0.2-0.4-0.3+0.2+1.2-0.1-0.15-0.1-0.4)=3.75
Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Swing Only (+20%); +2/die (+120%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/day (-40%);
5*(1-0.2-0.4-0.3+0.2+1.2-0.1-0.15-0.1-0.4)=3.75
Affliction [10]; Buff (50%); Self Only (-50%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Touch (-30%); Emergencies Only (-30%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/day (-40%); Linked (+10%);
Buff is: Flurry of Blows [5];
10*(1+0.5-0.2-0.3-0.3-0.1-0.15-0.1-0.4+0.1)=0.5 Min 10*0.2=2
3.75+3.75+2=9.5
Supreme Avalanche Combination
Make an attack with reach 1. If you hit, deal Swing Crushing Damage +2/die plus Major Damage +2/die. In addition, hit or miss, for 3 minutes you deal +1d6 on all attacks against the target, and you deal 14 knockback whenever you hit the target. You may choose the direction of the knockback.
Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Swing Only (+20%); +2/die (+120%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/day (-40%);
5*(1-0.2-0.4-0.3+0.2+1.2-0.1-0.15-0.1-0.4)=3.75
Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Swing Only (+20%); +2/die (+120%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/day (-40%);
5*(1-0.2-0.4-0.3+0.2+1.2-0.1-0.15-0.1-0.4)=3.75
Affliction [10]; Buff (70%); Self Only (-50%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Touch (-30%); Emergencies Only (-30%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/day (-40%); Linked (+10%);
Buff is: Innate Attack 2d6, Cr [10]; Emergencies Only (-30%); Follow-Up Universal (+50%); No Blunt Trauma (-10%); No Wounding (-50%); Double Knockback (+20%); Accessibility: Only the target of the original attack (-40%);
10*(1-0.4+0.5-0.1-0.5+0.2-0.4)=3
And Innate Attack 1d6, Cr [5]; Emergencies Only (-30%); Follow-Up Universal (+50%); Accessibility: Only the target of the original attack (-40%);
5*(1-0.3+0.5-0.4)=4.0
10*(1+0.7-0.5-0.2-0.3-0.3-0.1-0.15-0.1-0.4+0.1)=-2.5 Min 10*0.2=2
Full Cost: (3.75*2)+2=9.5
Resonating Fist
Make an attack with reach 1. If you hit, the target takes Swing Crushing Damage +2/die plus Major Crushing Damage +2/die, and must make an HT check (-1 per 2 penetrating damage) or become vulnerable to physical damage 4. Every second the target can make an HT check to get rid of the effect.
Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Swing Only (+20%); +2/die (+120%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/day (-40%); 1/day (-40%); Side Effect: Takes Extra Damage 4; Physical (70%); Save Ends (-50%);
5*(1-0.2-0.4-0.3+0.2+1.2-0.1-0.15-0.1-0.4-0.4+0.7-0.5)=2.75
Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Swing Only (+20%); +2/die (+120%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/day (-40%);
5*(1-0.2-0.4-0.3+0.2+1.2-0.1-0.15-0.1-0.4)=3.75
Full Cost: 2.75+3.75=6.5
Water Gives Way
When an enemy makes an attack against you, you may step and attempt to parry that attack. If you succeed, you may make a free attack against that enemy. If you step, it counts as a retreat. If you hit with the attack, deal extra Swing Crushing Damage +2/die with Double Knockback. You can choose the direction of the knockback.
Unique Technique: based on aggressive parry -1, weapon based -1, can aim anywhere -2, -1 no damage penalty, -1 to allow retreat, -2 to allow step instead of retreat [8]; Emergencies Only (-30%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/day (-40%);
8*(1-0.3-0.1-0.15-0.1-0.4)=-0.4 Min 8*0.2=1.6
Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Swing Only (+20%); +2/die (+120%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/day (-40%);
5*(1-0.2-0.4-0.3+0.2+1.2-0.1-0.15-0.1-0.4)=3.75
Full Cost: 1.6+3.75=5.35
Overwhelming Mountain Strike
Make an attack with reach 1. If you hit, deal Swing Crushing Damage +2/die plus Major Crushing Damage +2/die, and the target must make an HT check (-1 per 2 penetrating damage) or be Disoriented. The target can make another HT check per second to break free of the effect.
Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Swing Only (+20%); +2/die (+120%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/day (-40%); Side Effect: Disoriented (+95%); Save Ends (-50%);
5*(1-0.2-0.4-0.3+0.2+1.2-0.1-0.15-0.1-0.4+0.95-0.5)=6.0
Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Swing Only (+20%); +2/die (+120%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/day (-40%);
5*(1-0.2-0.4-0.3+0.2+1.2-0.1-0.15-0.1-0.4)=3.75
Full Cost: 6+3.75=9.75
Twilight Touch
Make 3 attacks with reach 1 against 3 different Creatures. If you hit, you deal Swing Damage +2/die, and the targets must make an HT check (-1 per 2 penetrating damage) or become blinded for 1 second.
Natural Attack Cr [5]; Cannot Parry (-40%); Emergencies Only (-30%); Swing Only (+20%); +2/die (+120%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/day (-40%); Side Effect: Blind (+100%); Reduced Duration 1/100 (-40%);
5*(1-0.4-0.3+0.2+1.2-0.1-0.15-0.1-0.4)=4.75
Unique Technique: Twilight Touch: Rapid Strike x2 [12]; Emergencies Only (-30%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/day (-40%);
12*(1-0.3-0.1-0.15-0.1-0.4)=-0.6 Min 12*0.2=2.4
Full Cost: 4.75+2.4=7.15
Immolating Fist
You gain +2d6 Burn damage on all attacks for 3 minutes. In addition, you gain the power Immolating Fist Attack, but if you use it, this power ends immediately
Affliction [10]; Buff (190%); Self Only (-50%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Touch (-30%); Emergencies Only (-30%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/day (-40%); Terminal Condition (-20%);
Buff is: Innate Attack 2d6, burn [10]; Emergencies Only (-30%); Follow-Up Universal (+50%);
10*(1-0.3+0.5)=12
And Immolating Fist Attack [7]
10*(1+1.9-0.5-0.2-0.3-0.3-0.1-0.15-0.1-0.4+0.1-0.2)=7.5
Immolating Fist Attack
Make an attack with reach 1. If you hit, you deal Swing Burn Damage +2/die, to the target and all enemies around him.
Natural Attack burn [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Swing Only (+20%); +2/die (+120%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/day (-40%); AoE 360° lv 2 (+50%);
5*(1-0.2-0.4-0.3+0.2+1.2-0.1-0.15-0.1-0.4+0.5)=6.25
Tsunami Throw
When an enemy makes an attack against you, you may step and attempt to make a judo parry against that attack. If you succeed, you may immediately make a Judo Throw against the enemy. If you step, it counts as a retreat. If you succeed on the judo throw, the target takes 28 knockback, and if at the end of the knockback the target hits another creature, the target and all creatures adjacent to him take 4d6 Crushing Damage.
Unique Technique: based on aggressive parry -1, weapon based -1, can aim anywhere -2, -1 no damage penalty, -1 to allow retreat, -2 to allow step instead of retreat, -1 to allow a judo throw instead of a regular attack [9]; Emergencies Only (-30%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/day (-40%);
9*(1-0.3-0.1-0.15-0.1-0.4)=-0.45 Min 9*0.2=1.8
Innate Attack 4d6, Cr [20]; Emergencies Only (-30%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/day (-40%); Follow-up Judo Throw (+20%); No Wounding (-50%); No Blunt Trauma (-10%); Double Knockback (+20%);
20*(1-0.3-0.1-0.15-0.1-0.4+0.2-0.5-0.1+0.2)=-5.0 20*0.2=4
Innate Attack 3d6, Cr [5]; Emergencies Only (-30%); Inaccurate 3 (-15%); Increased 1/2 range x10 (+15%); Range 5y (-40%); Accessibility: After a judo throw on the enemy's turn (-20%); Linked (+10%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/day (-40%); AoE 360° lv 2 (+50%);
20*(1-0.3-0.15+0.15-0.4-0.2+0.1-0.1-0.15-0.1-0.4+0.5)=-0.75 Min 20*0.2=4
Full Cost: 4+1.8+4=9.8
Rank 3 Daily Powers [3]
Risen Sun
Make an attack with range 5. If you miss, roll scatter. With a mighty Kiai and a gesture of your hands, You emit a 60° cone with a length of 5 yards. Anyone in the area takes 4d6 Burn Damage. If the target took at least 1 point of injury, the target's very flesh and clothes instantly catch fire, taking 1d6-1 damage per second until the fire is extinguished. Since the flesh itself is on fire, DR is completely ignored.
Innate Attack Crushing 5d6 [25]; Emergencies Only (-30%); Inaccurate 3 (-15%); Increased 1/2 range x10 (+15%); Range 5y (-40%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%); Cone 6 (+60%); Combat Only (-20%); Requires Words (-10%); Requires Gestures (-10%); Cosmic, Up to Incendiary 2, (+50%) Incendiary 2, (+20%);
20*(1-0.3-0.15+0.15-0.4-0.1-0.15-0.1-0.2+0.6-0.2-0.1-0.1+0.5+0.2)=13.0
Deadly Cobra Strike
Make an attack with reach 1. If you hit, you deal Major Tox Damage +2/die. For 5 seconds, the target must make an HT -4 check or take the same amount of damage again. Do note that this extra damage doesn't ignore DR.
Natural Attack Tox [4]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Swing Only (+20%); +2/die (+120%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/day (-40%); Cyclic x5, resistible (+250%); resistible HT -4 (-10%);
4*(1-0.2-0.4-0.3+0.2+1.2-0.1-0.15-0.1-0.4+2.5-0.1)=12.6
Freeze the Life Blood
Make an attack with reach 1. If you hit, the target and all enemies around it take Major Cold Damage +2/die and must make an HT check (-1 per 2 penetrating damage) or be immobilized. The attack creates a zone of cold around the target, repeating the effect every second for 10 seconds. Each second the target can try to break free with an HT check.
Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Swing Only (+20%); +2/die (+120%); AoE Arc 60° lv 4 (+40%); Double Knockback (+20%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/day (-40%); Side Effect: Legless (90%); Save Ends (-50%); AoE 360°, lv 2 (+50%); Persistent (+40%);
5*(1-0.2-0.4-0.3+0.2+1.2+0.4+0.2-0.1-0.15-0.1-0.4+0.9-0.5+0.5+0.4)=13.25
Salamander Charge
Make a move and attack maneuver. Whatever terrain you walked through is covered in fire for 10 seconds, doing 3d6 burn damage to anyone in the area. If you hit your attack, you deal Swing Burn Damage +2/die plus Major Burn Damage +2/die.
Innate Attack 3d6, Burn [15]; Emergencies Only (-30%); Melee no parry (-35%); Area Effect Line; lv 7 (+35%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/day (-40%); Accessibility: move and attack (-10%); Persistent (+40%);
15*(1-0.3-0.35+0.35-0.1-0.15-0.1-0.4-0.1+0.4)=3.75
Natural Attack Burn [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Swing Only (+20%); +2/die (+120%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/day (-40%);
5*(1-0.2-0.4-0.3+0.2+1.2-0.1-0.15-0.1-0.4)=3.75
Natural Attack Burn [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Swing Only (+20%); +2/die (+120%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/day (-40%);
5*(1-0.2-0.4-0.3+0.2+1.2-0.1-0.15-0.1-0.4)=3.75
Unique Tech Salamander Charge: Move and attack with no penalties -6 [6]; Emergencies Only (-30%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/day (-40%);
6*(1-0.3-0.1-0.15-0.1-0.4)=-0.3 Min 6*0.2=1.2
Full Cost: 3.75+ 3.75+3.75+2=13.25
Strength to Weakness
Make a Quick Contest of Willpower Vs HT against an enemy within reach. If you win, the target takes Major Damage directly, and every second the target must make an HT -5 check or the damage repeats. The effect ends after 5 seconds or when the target succeeds.
Natural Attack Tox [4]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Swing Only (+20%); Malediction (+100%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/day (-40%);
4*(1-0.2-0.4-0.3+0.2+1-0.1-0.15-0.1-0.4)=2.2
Natural Attack Tox [4]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Swing Only (+20%); Follow-up (+100%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/day (-40%); Cyclic x4 Resistible (+200%); Resistible -4 (-10%);
4*(1-0.2-0.4-0.3+0.2+1-0.1-0.15-0.1-0.4+2-0.1)=9.8
Full Cost: 2.2+9.8=12
Crane Dance
Make an 4 attacks within your reach against different targets. If you hit, you deal Swing Crushing Damage +2/die, and the targets must make an HT check (-1 per 2 penetrating damage) or be knocked prone.
Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Ranged (+100%); Inaccurate 3 (-15%); Increased 1/2 range x2 (+5%);Range 1/2 (-10%); Swing Only (+20%); +2/die (+120%); Actual Range is Reach (-10%); Rapid Fire 7 (+70%); Side Effect Legless (+90%); Reduced Duration 1/100 (-40%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/day (-40%);
5*(1-0.2-0.4-0.3+1-0.15+0.05-0.1+0.2+1.2-0.1+0.7+0.9-0.4-0.1-0.15-0.1-0.4)=13.25
Lightning Leap
Take a Move and Attack maneuver. During that maneuver, you can fly up to twice your speed in yards. At any point during that maneuver, instead of making regular attacks, you can unleash two lightning explosions, doing Major Burn Damage +2/die on all creatures adjacent to you.
Natural Attack Cr [5]; Cannot Parry (-40%); Emergencies Only (-30%); Swing Only (+20%); +2/die (+120%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/day (-40%); AoE 360° lv 2 (+50%); Emanation (-20%);
5*(1-0.4-0.3+0.2+1.2-0.1-0.15-0.1-0.4+0.5-0.2)=6.25
Unique Tech: Move and attack but you can do the attack at any point [2]
Flight [30]; Emergencies Only (-30%); Reduced Duration 1/60 (-35%); 1/day (-40%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%);
30*(1-0.3-0.35-0.4-0.1-0.15-0.1)=-12.0 Min 30*0.2=6
Full Cost: 6.25+2+6=14.25
Rank 4 Daily Powers [4]
Thunderbolt Surge
Make a ranged attack with range 5. If you hit, the target, and all creatures adjacent take Major Crushing Thunder Damage +1/die and must make an HT check (-1 per 2 penetrating damage) or be knocked prone.
Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Ranged (+100%); Inaccurate 3 (-15%); Increased 1/2 range x2 (+5%);
Range 1/2 (-10%); AoE 360° lv 2 (+50%); Side Effect: Legless (+90%); Reduced Duration 1/100 (-40%); Swing (+20%); +1/die (+60%);
5*(1-0.2-0.4-0.3+1-0.15+0.05-0.1+0.5+0.9-0.4+0.2+1.2)=16.5
Calm Before the Storm
After you hit with an attack, you enter the Calm Before the Storm Stance. For 1 minute, or until you choose to end the effect as a ready action, you have -3 basic move, but the first time an enemy attacks you every second, you can make a free attack against it.
Altered Time Rate [100]; Only for wait (-40%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/day (-40%); Temporary Disadvantage: -3 basic move (-15%);
100*(1-0.4-0.1-0.15-0.1-0.4-0.15)=-30.0 Min 100*0.2=20
Flying Tiger Assault
Take a Move and Attack maneuver with no penalties. During this maneuver, you can fly up to double your Speed in yards. After you hit, deal extra Swing Crushing Damage +2/die with double knockback.
Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Follow-Up Universal (+50%); Swing Only (+20%); +2/die (+120%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/day (-40%); Double Knockback (+20%);
5*(1-0.2-0.4-0.3+0.5+0.2+1.2-0.1-0.15-0.1-0.4+0.2)=7.25
Move and Attack no penalty [6]; Emergencies Only (-30%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/day (-40%);
6*(1-0.3-0.1-0.15-0.1-0.4)=-0.3 Min 6*0.2=1.2
Flight [40]; Emergencies Only (-30%); Reduced Duration 1/10 (-20%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/day (-40%);
40*(1-0.3-0.2-0.1-0.15-0.1-0.4)=-10.0 Min 40*0.2=8
Full Cost: 7.25+1.2+8=16.45
Stone Warrior Training
Select one ally within 5 yards. That ally deals 1d6 extra damage whenever they attack an enemy that has been damaged by you within the last second. This power lasts until the next time the target rests long enough to recover FP naturally (usually 10 minutes).
Affliction [10]; Buff (80%); Cosmic No Roll Required (+100%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Max Range 5 yards (-40%); Emergencies Only (-30%); Increased Duration Permanent: ends when the character recovers FP by resting (+150%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/day (-40%);
Buff is Innate Attack 1d6, any [8]; Emergencies Only (-30%); Follow-Up Universal (+50%); Accessibility: Only against targets hit by the monk in the last second (-20%);
10*(1+1-0.2-0.4-0.3+1.5-0.1-0.15-0.1-0.4)=18.5
Rank 5 Daily Powers [5]
Stone Juggernaut
As a free action, you assume the form of the Stone Juggernaut for 1 minute. While in that form, you have +2 HT, +2 Will, you ignore Difficult Terrain, and you can use the Stone Juggernaut Attack freely.
+2 HT [20]; Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/day with reduced time (-30%); Emergencies Only (-30%);
20*(1-0.1-0.15-0.1-0.3-0.3)=1.0 Min 20*0.2=4
+2 Will [10]; Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/day with reduced time (-30%); Emergencies Only (-30%);
10*(1-0.1-0.15-0.1-0.3-0.3)=0.5 Min 10*0.2=2
Obscure 2 [4]; Defensive (+50%); No AoE (-50%); Targeting (-20%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/day with reduced time (-30%); Emergencies Only (-30%);
4*0.2=0.8
Terrain Adaptation [5]; Active (+300%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/day with reduced time (-30%);Emergencies Only (-30%);
5*(1+3-0.1-0.15-0.1-0.3-0.3)=15.25
Affliction [10]; Buff (15%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Reduced Duration 1/100 (-40%); Emergencies Only (-30%); Linked (+10%); Accessibility: After an attack (-10%); Self Only (-50%); Touch (-30%);
Buff Is: Stone Juggernaut Attack [2]
10*(1+0.2-0.2-0.4-0.3+0.1-0.1-0.5-0.3)=-5.0 Min 10*0.2=2
Full Cost: 4+2+0.8+15.25+2=24.05
Stone Juggernaut Attack
Make an attack. If you hit, the target takes Minor Damage and must make an HT check (-1 per 2 penetrating damage) or fall prone.
Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); Side Effect: Legless (+90%); Reduced Duration 1/100 (-40%);
5*(1-0.2-0.4-0.3-0.1-0.15-0.1+0.9-0.4)=1.25
Rank 6 Daily Powers [6]
Finishing Move
Make an attack with reach 1. If you hit, the target takes Major Crushing Damage +2/die; and must make an HT check (-1 per 2 penetrating damage) or suffer one of the following Effects: if the target is Reeling or at negative HP, the target dies if he fails the check. Otherwise, target has a penalty of -3 to their move and -4 on all attack rolls. These effects end when the target succeeds on an HT check that can be made once per second.
Natural Attack Cr [5]; Single (-20%); Cannot Parry (-40%); Emergencies Only (-30%); Swing Only (+20%); +2/die (+120%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/day (-40%); Side Effect: debuff (85%); Save Ends (-50%);
Debuff is -3 move [15]; and Obscure 4 [8]; No Area Effect (-50%); Self only (-10%); Targeting (-20%);
-15-16=-31
5*(1-0.2-0.4-0.3+0.2+1.2-0.1-0.15-0.1-0.4+0.85-0.5)=5.5
Rapier Wit [5]; Words of Power (+100%); Debuff (+300%) Short Range 2 (-20%); Max Range 5y (-40%); Emergencies Only (-30%); Accessibility: Target must be Reeling (-40%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/day (-40%);
Debuff is: Heart Attack (+300%);
5*(1+1+3-0.2-0.4-0.3-0.4-0.1-0.15-0.1-0.4)=14.75
Obscure 4 [8]; Selective Area (+20%); Defensive (+50%); Emergencies Only (-30%); Accessibility: If target dies (-10%); Area of Effect +2 (+50%); Targeting (-20%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/day (-40%);
8*(1+0.2+0.5-0.3-0.1+0.5-0.2-0.1-0.15-0.1-0.4)=6.8
Full Cost: 5.5+14.75+6.8=27.05
Utility Powers
These are all in one place, but they're color coded as usual, so At-Will, Encounter, Daily. They have their own slots, that cannot be used for other powers. At-Wills, as usual, don't need specific slots.
Encounter Utility Power Slot [2.8+1.2 per extra rank]
Modular Ability Slot: Short list: [4]; Point, slow, subject to interference [3]; +50% physical advantages, Limited, Advantages Only (-10%), Accessibility: Limited to power source (-10%); Real Time: 1/Scene -20%, Preparation Required: 10 min -30%; Aspected: No attacks and no damage powers (-40%);
4*(1+0.5-0.1-0.1-0.2-0.3-0.4)=1.6; 3*(1+0.5-0.1-0.1-0.2-0.3-0.4)=1.2
1.6+1.2=2.8
Daily Utility Power Slot [1.4+0.6 per extra rank]
Modular Ability Slot: Short list: [4]; Point, slow, subject to interference [3]; +50% physical advantages, Limited, Advantages Only (-10%), Accessibility: Limited to power source (-10%); Limited Use: 1/day -40%, Preparation Required: 1 hour -50%; Aspected: No attacks and no damage powers (-40%);
4*(1+0.5-0.1-0.1-0.4-0.5-0.4)=0 Min 4*0.2=0.8; 3*(1+0.5-0.1-0.1-0.4-0.5-0.4)=0 Min 3*0.2=0.6
0.8+0.6=1.4
Rank 1 Utility Powers [1]
Harmonious Discipline
As a free action, you gain 4 Ablative DR for 1 minute. After taking a hit that takes all your Ablative DR, you gain +5 to Striking ST for one second.
DR 4 [20]; Ablative (-80%); Ki Power (-15%); Requires Typical Ritual (-10%); Requires Ki Focus (-10%); 1/scene (-20%); Forcefield (+20%);
20*0.2=4
Striking ST 5 [5]; Ki Power (-15%); Requires Typical Ritual (-10%); Requires Ki Focus (-10%); 1/scene (-20%); Emergencies Only (-30%); Accessibility: Only when out of DR (-20%); Reduced Duration 1/100 (-40%);
5*(1-0.15-0.1-0.1-0.2-0.3-0.2)=-0.25 Min 5*0.2=1
Full Cost: 4+1=5
Careful Stride
For 1 second, you can move over liquids as if they were solid.
Walk On Liquid [15]; Ki Power (-15%); Requires Typical Ritual (-10%); Requires Ki Focus (-10%); 1/scene (-20%); Reduced Duration 1/100 (-40%);
15*(1-0.15-0.1-0.1-0.2-0.4)=0.75 Min 15*0.2=3
Fighting Fury
For 1 minute you have +2 to ST.
ST +2 [20]; Ki Power (-15%); Requires Typical Ritual (-10%); Requires Ki Focus (-10%); 1/day(-40%);
20*(1-0.15-0.1-0.1-0.4)=5
Swift Flight
As a free action, you gain a Flight speed of (Basic Speed*2)-5 for one second.
Flight [30]; 1/day with reduced time 1 (-30%); Reduced Duration 1/60 (-35%); Emergencies Only (-30%); Ki Power (-15%); Requires Typical Ritual (-10%); Requires Ki Focus (-10%);
30*(1-0.3-0.35-0.3-0.15-0.1-0.1)=-9.0 Min 30*0.2=6
Reduced Flight Speed -5 [-10]; 1/day (-40%); Reduced Duration 1/60 (-35%);
10*(1-0.4-0.35)=2.5
Deflect Arrows
When you are attacked by a ranged attack, as a free action, for one second, all ranged attacks against you have a -4 penalty.
Obscure 4 [8]; 1/scene (-20%); Reduced Duration 1/60 (-35%); Reflexive (+40%); Ki Power (-15%); Requires Typical Ritual (-10%); Requires Ki Focus (-10%); Limited Defenses: Ranged (-20%); No Area Effect (-50%); Defensive (+50%);
8*(1-0.2-0.35+0.4-0.15-0.1-0.1-0.2-0.5+0.5)=2.4
Cat and Mouse
As a free action, designate an enemy adjacent to you. That enemy cannot see you for 1 second.
Obscure 10 [20]; 1/scene with reduced time (-15%); Reduced Duration 1/60 (-35 %); Ki Power (-15%); Requires Typical Ritual (-10%); Requires Ki Focus (-10%); Accessibility: Only against the designated target (-30%); No Area Effect (-50%); Defensive (+50%);
20*(1-0.15-0.35-0.15-0.1-0.1-0.3-0.5+0.5)=-3.0 Min 20*0.2=4
Reed in the Wind
When an enemy successfully hits you, you gain Ablative DR 5.
DR 5 [25]; Ablative (-80%); Reflexive (+40%); Ki Power (-15%); Requires Typical Ritual (-10%); Requires Ki Focus (-10%); Emergencies Only (-30%);
25*(1-0.8+0.4-0.15-0.1-0.1-0.3)=-1.25 Min 25*0.2=5
Rank 2 Utility Powers [2]
Centered Defense
You gain +2 HT, +2 Will, and all attacks against you have a -2 penalty. This lasts for 1 minute.
Will +2 [10]; Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/day (-40%); Emergencies Only (-30%);
10*0.2=2
HT +2 [20]; Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/day (-40%); Emergencies Only (-30%);
20*0.2=4
Obscure 4 [8]; Defensive +50%); No Area Effect (-50%); Targeting (-20%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/day (-40%); Emergencies Only (-30%);
8*0.2=1.6
Full Cost: 2+4+1.6=7.6
Leap of the Heavens
As a free action, you gain a flight speed equal to (basic speed*2)-5 for 1 second.
Flight [30]; Emergencies Only (-30%); Reduced Duration 1/60 (-35%); Temporary Disadvantage: -5 flight move (-10%); Reduced Duration 1/60 (-35%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene with reduced time (-15%);
30*0.2=6
Iron Heart Endurance
While reeling or suffering from a crimpling injury, as a free action, you gain 10 Ablative DR.
DR 10 [50]; Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene with reduced time (-15%); Ablative (-80%); Forcefield (+20%); Accessibility: Only while Reeling.
50*0.2=10
Fresh Start
As a free action, make a Will Check. If you succeed, you may spend any amount of FP to recover twice that value as HP.
Healing [30]; Cannot restore crippled limbs (-10%); Injuries Only (-20%); Emergencies Only (-30%); Self Only (+0%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/day(-40%); Reduced Time 1 (+20%); Based on Will, Own Roll (+20%);
30*(1-0.1-0.2-0.3-0.1-0.15-0.1-0.4+0.2+0.2)=1.5 Min 30*0.2=6
Spring Up
If you are prone, you stand up as a free action.
Unique Technique: Rejoin The Fray (Acrobatic stand -6, do it as a free action -2) [8]; Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%); Cosmic: No Roll Required (+100%); Emergencies Only (-30%);
8*(1-0.1-0.15-0.1-0.2+1-0.3)=9.2
Adamantine Bones
As a free action, you gain DR 10 for 1 second.
DR 10 [50]; Emergencies Only (-30%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene with reduced time 1 (-15%); Reduced Duration 1/100 (-35%);
50*(1-0.3-0.1-0.15-0.1-0.15-0.35)=-3.75 Min 50*0.2=10
Flame's Blessing
As a free action, you gain +2 to move and +1 on attack rolls when using abilities that inflict fire damage.
+2 basic Move [10]; Emergencies Only (-30%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/day with reduced time (-25%);
10*0.2=2
+1 DX [20]; Only for making fire attacks (-40%);; Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/day with reduced time (-25%);
20*0.2=4
Full Cost: 2+4=6
Rank 3 Utility Powers [3]
Purifying Meditation
Make a Willpower -3 check. If you succeed, remove all Afflictions affecting yourself.
Healing [30]; Affliction Only (-40%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%); Capped 6 FP (-15%); Reduced FP Cost 2 (+40%); Based on Will, own roll (20%); Self Only (+0%);
30*(1-0.4-0.1-0.15-0.1-0.2-0.15+0.4+0.2)=15.0
Iron Dragon Defense/Adamant Soul
Instantly gain DR 15 against one attack that hits you.
DR 15 [75]; Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%); Reflexive (+40%); Reduced Duration 1/100 (-40%); Actual Duration is one use (-5%);
75*0.2=15
Elemental Resistance
When you take elemental damage, you gain DR 15 against that specific element type for 1 second.
DR 15 [75]; Limited, Energy, (-20%); Nuisance Effect, One energy damage triggers the ability (-10%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%); Reduced Duration 1/60 (-35%);
75*(1-0.2-0.1-0.1-0.15-0.1-0.2)=7.5 Min 75*0.2=15
Rank 4 Utility Powers [4]
Airborne Form
As a free action you enter the Airborne Form Stance. For one minute, you have +2 to your basic move and whenever you move more than 1 yard per second, you are insubstantial.
+2 Move [10]; Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/day with reduced time (-30%); Emergencies Only (-30%);
10*(1-0.1-0.15-0.1-0.3-0.3)=0.5 min 10*0.2=2
Insubstantiality [80]; Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/day with reduced time (-30%); Emergencies Only (-30%); Accessibility: Only while moving (-10%);
8*(1-0.1-0.15-0.1-0.3-0.3-0.1)=-0.4 Min 80*0.2=16
Full Cost: 16+2=18
Quicksilver Motion
As a free action, you may take a move maneuver.
Altered Time Rate [100]; Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%); Only for moving (-30%); Actual time is one use (-5%); Reduced Duration 1/10 (-35%);
100*0.2=20
Break the Dam
After being hit by an attack, you may move half your move as immediately.
Altered Time Rate [100]; Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%); Only for wait (-40%); Actual time is one use (-5%); Reduced Duration 1/10 (-35%);
100*0.2=20
Internal Power
As a free action, make a Will Check. If you succeed, you may spend any amount of FP to recover twice that value as HP plus 6 extra.
Healing [30]; Cannot restore crippled limbs (-10%); Injuries Only (-20%); Emergencies Only (-30%); Self Only (+0%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/day(-40%); Reduced Time 1 (+20%); Based on Will, Own Roll (+20%); Reduced FP Cost 3 (+60%);
30*(1-0.1-0.2-0.3-0.1-0.15-0.1-0.4+0.2+0.2+0.6)=19.5
Rank 5 Utility Powers [5]
Spider Technique
You can walk or crawl on walls and ceilings at half move plus 3.
Clinging [20]; Ki Power (-15%); Requires Typical Ritual (-10%); Requires Ki Focus (-10%); Attraction (+25%);
20*(1-0.15-0.1-0.1+0.25)=18
Super Climbing 3 [9]; Ki Power (-15%); Requires Typical Ritual (-10%); Requires Ki Focus (-10%);
9*(1-0.15-0.1-0.1)=5.85
Full Cost: 18+5.85=23.85
Confirmation of Spirit
As a free action, make a Will Check. If you succeed, you recover 4 HP that you have lost in this scene.
Healing [30]; Cannot restore crippled limbs (-10%); Injuries Only (-20%); Emergencies Only (-30%); Self Only (+0%); Requires Typical Ritual (-10%); Ki Power (-15%); Requires Ki Focus (-10%); 1/scene (-20%); Reduced Time 1 (+20%); Based on Will, Own Roll (+20%); Reduced FP Cost 2 (+40%); Capped FP 2 (-25%); No check penalty for extra healing (+50%); Only Recent Wounds (-20%);
30*(1-0.1-0.2-0.3-0.1-0.15-0.1-0.2+0.2+0.2+0.4-0.25+0.5-0.2)=21
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