This school focuses more upon
defense and evasiveness. Members of
this school will never knowingly
provoke a fight and will try to avoid
fighting opponents to the death.  This
school despises members of the
school of the cobra and the two often
fight.

    Monks in this school add 7% to
their defense per rank, and 2% to
magic resistance per rank.  They add
3% to attacks with sai, nunchucka,  
tonfa or hands and feet.
MONK
SCHOOL OF THE MONGOOSE
Rank 1: Gains talent of resist pain. Natural armor = 4, +2 IV with primary weapons.

Rank 2:  Extra attacks with hands & feet, +1 damage with hands & feet.

Rank 3: Subtract 5% from percentage to disarm an opponent.  Ability to resist poisons by rolling under 3 X
EN. Natural armor = 6, gains extra attack with primary weapon.

Rank 4: Instant stand ~ monks is able to stand up and attack at the cost of one attack, may also pick up
weapon and use in the same pulse. +1 damage with primary weapon, +2 IV with primary weapon. Immune to
mind control, hypnotism, thought suggestion or charming.

Rank 5: Deflect thrown weapons at 3 X MD +3% per rank above 5.  This ability is used after a hit has been
scored on the monk.  Deflect or dodge missile weapons 3 X AG +5% per rank above 5.  Avoid any attempt to
close and grapple by rolling under 3 X AG +4% per rank.  This ability is used if the monk has failed to repulse
an opponent or the opponent is normally too large to repulse.  Mongoose Strike: -15% to attack with hands or
primary weapon.  If the monk scores even one point of damage his or her opponent must roll under 2 X EN or
be short of breathe for the next two pulses and may only execute a pass action, defense is also reduced by
25%.   Natural armor = 8.

Rank 6: Intense Meditation ~ Monk may gain 4 FT per hour of meditation. Immune to all poisons.  Two monks
working in conjunction can perform a launching maneuver which allows one monk to throw his partner up to 15
feet distance.  The hurled  monk strikes once at +10% to hit, and +3 damage and the opponent must roll
under 2 X AG - damage of the attack or fall prone, dropping anything held in hands.  The monk who served as
the weapon will be standing next turn if he or she attacked with feet, or laying prone in an adjacent hex if the
attack was with a weapon.

Rank 7: +1 damage with hands & feet, extra attack with hands & feet.  Natural armor = 10.

Rank 8: Cartwheel Attack ~ Monk is able to attack up to three adjacent opponents with feet as he cartwheels
around and hits with feet.  Hand held items are dropped unless they roll under MD, and each is hit for +2
damage from hands & feet.  The monk must attack each opponent once with normal percentage for hands &
feet.

Rank 9:  Monk may heal himself once per day of all FT damage by meditating for one hour. +1 damage with
hands & feet. Resistant to poison, 3 X EN.

Rank 10: Extra attack with hands & feet.  Leaping Attack ~ The monk propels him or herself at opponent’s
upper torso.  This is the only attack the monk makes and it doubles the damage of his attack.  The opponent
must roll under 2 X AG - damage of the attack or fall down losing any hand held items.  The opponent must
also execute a pass action the following pulse to regain lost breathe from the attack.