MONK
SCHOOL OF THE TIGER
    This school focuses more upon the
aggressive nature of combat and in
the use of the hands to inflict damage
and pain.  Members will not provoke
fights, but will not avoid them.   They
favor incapacitating opponents and
flexing their powers and abilities.
    Monks in this school add 7% to their defense per rank, and 3% to magic resistance per rank.  The add 4%
to attacks with their hands and feet per rank. Special abilities are gained with each rank.

Rank 1: Gains talent of resist pain, +2 damage with hands & feet.  Scale walls like a thief of same rank, +1 IV
with hands and one other weapon.  

Rank 2: Extra attack with hands & feet, tightrope walk with no problem, must roll under 3 X AG +4% per rank if
carrying something in hands, Natural armor = 3.

Rank 3: +2 damage with hands & feet, perform Tiger punch: counts as two attacks does 1.5  damage,
opponent must roll under 3 X EN or be short of breath and make a pass action next pulse.  +2 IV with hands.  

Rank 4: Instant stand - monk can stand up and attack at the cost of two attacks, Natural armor = 5 If opponent
misses monk, and monk successfully parries then the monk may throw the weapon 10 feet in any direction.   
+1 IV with hands and one other weapon.   

Rank 5: Extra attack with hands & feet, +1 damage with hands,  perform Body Throw: The monk must
successfully hit with two attacks, the monk then grabs his/her opponent and flips the opponent over the back,
opponent takes double damage drops anything held in hands, and must roll under 2 X EN + Current FT or be
knocked unconscious.  Catch thrown weapons: 3 X MD +5% per rank after 5, this ability is used after a hit has
been scored on the monk.   If caught the weapon may be used by the monk or simply thrown to the ground.  
Perform Fist of Iron: This ability allows a monk to shatter material with the force of his mind and hands, if the
Monk rolls under (2 X WP + MD)  +5% per rank,  he/she may shatter a wooden or enforced door, shatter a 3
by 3 section of rock, or break a lock open without destroying it, if the attempt fails nothing happens, this ability
may not be used in combat and take 10 seconds of concentration to perform.

Rank 6: Perform running leap: leap over 15 feet forward from a running start of at least 15 feet success
percentage:  3 X AG +3% per rank.  Dismount rider:   Monk may leap and grab opponent off of his/her mount,
only attack and rider must roll under ½ PS or fall off of mount and take double damage from the hit as well as
double damage from the fall.  Monk must roll under 4 X AG to land successfully after a hit or miss.  Catch or
dodge missile weapons at 2 X AG +3% per rank after 6,  Natural Armor = 8.

Rank 7: +2 damage with hands and feet, extra attack with hands & feet, immune to control spells, +10% and
+2 damage with one other weapon.

Rank 8: Perform Bone-breaker attack: takes two attacks and will do double damage, this attack will
incapacitate an opponents limb for 8 hours.  EN or less will break arm or leg,   if made against opponents
head monk must - 20% and a successful hit will knock opponent out if the he/she does not roll under  current
EN.  Grievous will automatically break neck.  Resistant to natural poisons, 3 X EN.

Rank 9: +2 damage hand/feet, Meditation can heal monk of all FT damage in two hours.   Extra attacks with
hands and feet. Natural armor = 10. Resistant to artificial poisons, 3 X EN.

Rank 10: Perform Flail attack: effect up to four adjacent opponents doing double damage to each one, -20%
to strike and each opponent is struck once.  Mind over body: ignore the effects of a non-fatal grievous for up
to three hours, heal grievous injury by meditating for three hours.