Kalari Monk

Kalari is a remote village of northern Mathuradu where the arid steppe has begun to finally give way to expansive desert. In this remote community train an order of ascetic monks. They aspire to move beyond their Janti and become one with the universal will. They live worse than the Unseen, often walking barefoot on the burning sand. They study harder than any Elarenin, learning the ways that the body moves, breaks, and heals. They fight harder than any Rajavada, always striving to turn their whole body into a single living weapon so that they are never unarmed. They toil in the heat for the basics of survival with the heart of the most dedicated Keshanyas. In this way, they embrace the whole of Janti and so seek to surpass the limitations of castes and labels. The monks do not ask what Janti a person had before coming to them, nor do they limit their membership to Mathuradu. All that is asked is dedication to the improvement of the self and through that, improvement of the world. The harsh life of a Kalari Monk hardens the body and soul so that when a disciple is ready, they can venture out into the greater world – both to increase their own enlightenment and to bring their wisdom to others.

Required Fighting Style: Kalari Monks fight unarmed with Claws and may use Light Armor. A Kalari Monk cannot use their Fighting Style abilities when wielding any weapon, using any shield, or wearing armor heavier than Light.

Prerequisites: All Dexterity Tier 1 abilities (Passive, Per Combat, Per Reset) or All Empathy Tier 1 abilities (Passive, Per Combat, Per Reset), No Shield, Light Armor Only.

Gain one Apprentice ability at no cost with initial purchase. Others may be purchased with additional experience points

Iron Palm Technique

Cost: 6 XP

The character may use one or two red weapon phys-reps of up to Short Weapon in length, known as Claws. See the Combat Skills page for more information  This ability does not require purchase of Ambidextrous or Florentine to use two Claws simultaneously.

Tagline: None

Enlightening Touch

Cost: 6 XP

The character may, once per combat, use a Spellstrike Spirit Torment effect. The target of this effect experiences debilitating pain for 3 seconds during which time no action can be taken, line of sight is broken, and Concentration cannot be maintained. The target must make some sort of sound or cry revealing their location. Multiple applications of Torment are cumulative. Torment will not Awaken a subject under the effects of mental effects.  This is a Mental Effect. See the Effects List for more information.

Tagline: “Spellstrike Spirit Torment”

Dragonfly’s Step

Cost: 6 XP

The character may, once per combat, use a Spirit Blink effect on themselves. This effect allows the character to move so quickly that they seem to blink out of existence. They may move for 5 seconds or 5 steps, whichever comes first. While moving the target should use the out-of-play gesture of a fist or a weapon above the head. See the Effects List for more information.

Tagline: “Spirit Blink”

Shining Soul

Cost: 6 XP

The character may, once per combat, use a Quickened Spirit Shell 2 effect on themselves, after 10 seconds of concentration. At Intermediate, this becomes a Shell 3, and at Master this becomes a Shell 4. A Shell effect provides for damage absorption up to a certain value. The Shell is reduced in value by one point for every point of damage taken. This lasts until sunrise or until all points from the shell are exhausted. Players may not have more than one Shell active at a time. Shell does not work against Missile or Barrage. See the Effects list for more information.

Tagline: “Quickened Spirit Skin 2 (or 3 or 4)”

Prerequisites: All Dexterity Tier 2 abilities (Passive, Per Combat, Per Reset) or All Empathy Tier 2 abilities (Passive, Per Combat, Per Reset), any 2 Apprentice abilities

Gain one Intermediate ability at no cost with initial purchase. Others may be purchased with additional experience points

Ghostly Hand Technique

Cost: 8 XP

The character may, at will, call “Spirit” when wielding Claws. Additionally, this ability allows the character to use a Natural Perceive Astral effect upon themselves at will. This effect allows the character to fully perceive and interact with beings in the Astral Plane, including the spirits of the deceased and beings native to the Astral Plane.  

If the character possesses the Empathy T1 Passive Ability, all Heal Self abilities used by the character are considered to be one value greater (i.e. a Heal Self 2 would become a Heal Self 3).

Tagline: “Spirit”

Numbing Touch

Cost: 8 XP

The character may, once per combat, use a “Spellstrike Spirit Drain Natural” effect. Characters under a Drain effect lose all access to skills or abilities associated with Natural sources, including Combat Traits and Defenses. Drain effects last until a full combat reset or until the drain effect is removed by some other effect. Once the Drain effect ends suppressed abilities are restored to their previous state. See the Effects List for more information.

Tagline: “Spellstrike Spirit Drain Natural”

Grasshopper’s Leap

Cost: 8 XP

The character may, once per combat, use a Spirit Fly effect on themselves. This effect allows the character to move through the air unimpeded. While flying they cannot be targeted. The duration is 10 steps or 10 seconds, whichever comes first. The character’s Flying status is displayed by crossed arms or weapons above head while repeating “Flying”. Can be seen and followed by other players. Characters may use multiple flights chained together. See the Effects List for more information.

Tagline: “Spirit Fly”, “Flying”

Disrupting Touch

Cost: 8 XP

The character may, once per combat, use a “Spellstrike Spirit Drain X” effect, where X is a source chosen at time of use from the following list: Earth, Air, Fire, Water, Light, Shadow. Characters under a Drain effect lose all access to skills or abilities associated with the chosen source. Drain effects last until a full combat reset or until the drain effect is removed by some other effect. Once the Drain effect ends suppressed abilities are restored to their previous state. See the Effects List for more information.

Tagline: “Spellstrike Spirit Drain [Source]”

Prerequisites: All Dexterity Tier 3 abilities (Passive, Per Combat, Per Reset) or All Empathy Tier 3 abilities (Passive, Per Combat, Per Reset), any 2 Intermediate abilities

Gain one Master ability at no cost with initial purchase. Others may be purchased with additional experience points

Blazing Fist Technique

Cost: 10 XP

The character may, once per combat, use a Spirit Bless Weapon 2 effect on the character’s Claws. The target Claws deal +2 Spirit damage on all swings till the end of combat or 30 minutes.

Tagline: “Spirit Bless Weapon 2”, “Spirit 3”

Humbling Touch

Cost: 10 XP

The character may, once per combat, use a Spellstrike Spirit Prison effect. This effect completely envelopes the target in Spirit. The target cannot move, speak, or see. The character that created the Prison can attack the target with a weapon, or deliver a barehanded Killing Blow; other characters may not affect the target in any way, though the Prison effect itself may be removed with Purge. This effect lasts for 30 minutes. See the Effects List for more information.

Tagline: “Spellstrike Spirit Prison”

Skybound Stride

Cost: 10 XP

The character may, once per combat, after receiving a Blink or Fly effect, gain a Natural Dodge effect. This Dodge effect is not considered a Greater Defense and thus may be called in addition to any other Greater Defenses without counting against the limit of 3. This effect must be used before the end of the current combat or it is lost. See the Effects list for more information.

Tagline: “Natural Dodge”

The One Set Apart

Cost: 10 XP

The character may, once per combat, use a packet delivered Spirit Barrage effect. The Barrage effect delivers an automatic Wound to every hit location and reduces all Vigor to 0 (though Vigor may subsequently be healed). Note that this effect directly causes Wounds, it does not deal damage, and so bypasses armor, Shells, and Spell Protection. It may be defended with Dodge, Spell Flux, Counter Spell, Wyrding, Resist and Absorb. See the Effects List for more information.

Tagline: “Spirit Barrage”

Inspiration Images

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