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Introduction
5
I had two main goals in mind while designing this
game. The first was to streamline some of the
mechanics from the fantasy games I played when I
first got into the hobby. I also wanted to adapt these
game mechanics from a traditional fantasy setting into
a modern day setting with a focus on martial arts. The
challenge for me was to create a game that could be
played as gritty and realistic or that could incorporate
the fantastic moves that are impossible in real life.
However, I also wanted the system to be somewhat
compatible with the system that inspired it.
What’s the Same?
Playing Modern Monks requires a dice set that has
become common in the role playing game industry: a
d4, d6, d8, d10, d12, and d20. Most game mechanics
involve the use of the d20. The other dice are used
primarily for rolling damage and effects from attacks.
There are some types of rolls that require the use of a
d2 or d3. A roll of 1d2 requires the player to roll 1d4
and divide the result in half, round fractions up. A 1d3
requires a roll of 1d6, divide the result in half, round
fractions up.
Players in Modern Monks select a character class, just
like the systems that this game draws inspiration from.
As with advanced editions of the original game
characters receive points that they can devote to
weapon proficiencies and non-combat skills.
Characters have six ability scores: Strength,
Intelligence, Wisdom, Dexterity, Constitution, and
Charisma. These abilities are rated from 3-18 and grant
modifiers that run from -3 to +3.
Combat mechanics remain fundamentally the same,
but some terms have changed and how the mechanics
are used is slightly different. Instead of an Armor Class
all characters have a Defense score that ranges from
10 (the absolute worst) to -10 (the absolute best). In
order to hit an opponent a character must make an
attack roll and beat a target number. Mechanics for skill
and ability checks remain unchanged: roll under your
ability score.
TABLE OF CONTENTS
Sample file
Introduction
6
What’s Different?
One of the biggest differences is how a target’s
defensive rating influences whether he gets hit or not.
In the original fantasy game, Armor Class determined
the target number the opponent needed to beat in
order to successfully land an attack. In Modern Monks
AC’s equivalent, Defense, is added to or subtracted
from the attacker’s “to hit” roll. So if you roll a 12 for
your attack roll and the opponent has a Defense of 5
your roll is boosted up to 17. If your target has a
Defense of -2, then your attack roll is dropped to 10.
You then add any applicable modifiers and compare
the result to your target number. If the result is equal
to or higher to your character’s Target Number the
attack hits.
Another big difference is how saving throws are
handled. This needed to be done for obvious reasons:
a character in a modern day setting is not likely to
need to avoid the gaze of a medusa, defend against
the breath weapon of a dragon, or resist the effects of
a spell (well, he might if the game master decides to
bring a medusa, dragon, or wizard into the campaign,
but that’s another story)!
Instead, saving throws are treated as a reaction to an
unexpected situation, such as avoiding a booby trap or
dodging a falling object. There are six types of saving
throws, one for each ability score. Saving throws in
Modern Monks are meant to be flexible; the game
master decides which saving throw is used based on
the situation at hand.
Perhaps the biggest difference between Modern Monks
and the games it is inspired by is how hit points, or HP,
are handled. Hit points are broken down into two
different categories: health and stamina. Health
represents how much lethal damage a character can
withstand before dying. Edged weapons, firearms,
arrows, and damage from fire, acid, electricity, extreme
cold, and the like are considered lethal. Stamina
represents how much damage from non-lethal attacks
a character can withstand before he risks being
knocked out. Unarmed attacks, wrestling, and blunt
weapons inflict non-lethal damage.
TABLE OF CONTENTS
Sample file
Introduction
7
Therefore, it makes sense that trained martial artists
should be able to take a beating. However, since
health is separate from stamina it is entirely possible a
character can die even if he has stamina left. Thus, a
karate master will still need to be cautious when
facing a mugger armed with a handgun or knife.
Another difference is all characters can learn special
skills called techniques, or “Techs” for short. Each
character class has specialized Techs that only
members of that character class can learn. There are
also several Tech Lists the character can choose from
(though not all classes can learn Techs from every
list).
Special Thanks:
I would also like to thank and acknowledge the martial
arts instructors I have studied under over the years,
whether for a short time or long: Tim Leschke (Tiger
Claw Kung Fu), Rob Wolfert (Tiger Claw Kung Fu),
Bob Mackey (Tang Soo Do), Gus Landt (Inayan
Eskrima), and Bill Soto (Karate). I would also like to
thank the people I have trained with: Brinsen Wynn,
Chris Janssen, Will Croake, Lori Burger, Mike Sparr,
Dan Horvatin, Travis Olson, and Clint Dorn.
TABLE OF CONTENTS
Sample file
Introduction
8
Obligatory “What is a Role Playing Game”
Blurb
A role playing game (or RPG) is a game where a
group of people come together to engage in an
interactive story using fictional characters. RPGs are
different from other forms of entertainment. Unlike a
TV show or movie it is you, the player, who controls
the outcome of the story. Your actions (or lack of)
directly impact whether the story has a happy or sad
conclusion. Unlike a board game, a role playing game
does not have a defined end. Virtually all board
games have some sort of objective such as capturing
the king in a game of chess, defeating all the other
players, or making it to a space that says “FINISH.”
Unlike a video game, the actions a character can take
are not restricted by what the game’s programing
says he can do. For example, in a video game you
might walk into a merchant’s store and buy supplies
from him, but you can’t try to talk the merchant into
lowering the price unless the game’s programmer put
some sort of option in the game’s code. In a role
playing game you can try to negotiate for a better
price, even if the adventure doesn’t specifically say
that the merchant is open to haggling.
The person in charge of a role playing game session is
the game master, or GM for short. If a role playing
session is thought of as a sporting event then the group
of players is the home team and the game master is a
combination of the referee and the opposing team. Like
the opposing team in a game of football or baseball the
game master is there to make sure the characters don’t
succeed in what they are trying to accomplish.
However, like a referee the GM needs to remain
impartial; he is there to make sure both sides play by
the rules. If the players fairly overcome a situation that
the game master threw at them then the players earned
their victory and the GM shouldn’t punish them for it.
Role playing games usually consist of a group of
adventures that form a campaign. It is important to note
the difference between an adventure and a campaign.
An adventure is a short term goal that the players must
strive to complete. To use an example from the realm of
fantasy RPGs, an adventure might consist of rescuing
a princess from an evil wizard, exploring a dungeon for
treasure, or defending a town from an army or ogres. A
campaign is a series of adventures that are usually
related to each other in some way. An adventure might
last a few hours, but a campaign might go on for
months or even years!
TABLE OF CONTENTS
Sample file
Chapter 1: Character Creation
9
Chapter 1 Index
Ability scores 10
Character Classes 13
Level Advancement 14
Gaining Hit Points 15
Gaining Skills and Techniques 17
Martial artist 18
Civilian 22
Soldier 24
Rogue 27
Alignment 30
Finishing Touches 33
TABLE OF CONTENTS
Sample file