5
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

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Page 1: Sample file - watermark.rpgnow.com · 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

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

Page 2: Sample file - watermark.rpgnow.com · 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

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

Page 3: Sample file - watermark.rpgnow.com · 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

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

Page 4: Sample file - watermark.rpgnow.com · 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

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

Page 5: Sample file - watermark.rpgnow.com · 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

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