Devout to a specific order, those who choose an ascetic lifestyle live within their needs, heighten their spiritual awareness, and become more in-tune with the call of mother Earth.
Prerequisite(s): Martial Artist
Understand Thy Enemy: So long as your Resolve is above 0, you add your Common Sense as a bonus to Physical Defense.
Force of Will: So long as your Resolve is above 0, you add your Drive as a bonus to Bodily Defense.
Palm of the Creator: You can spend 5 Stamina point in order to recover 1d6 Hit Points and 1d4 points of Resolve and Sanity. An additional Stamina can be spent, each additional point increasing the number of dice rolled for each by 1. Alternatively MP can be spent in place of Stamina, allowing you to use this on adjacent allies.
Smiting Kick (Unarmed Technique): As part of a kick attack you can spend 2 additional Stamina, and in doing so the opponent hit takes no damage and is instead pushed 1 square straight back and is inflicted with the Dazed and Stunned status effects at Low Intensity.
Flurry of Blows (Unarmed Technique): For each additional attack roll you make in the same round with your unarmed strikes, you can choose to add a bonus 2d6 points of damage, but don't reduce the Stamina cost for subsequent attacks. (The second attack deals 2d6, the third deals 4d6, and so on, all costing 10 Stamina per attack).
Serene Acrobatics: By spending 1 point of Stamina, you can enhance your physical ability beyond its normal capacity. This grants you a +20 bonus to a single Physical skill for 1 round. This bonus does not apply to Physical skills being used as an attack roll (such as from a Skilled weapon).
Redirecting Block (Unarmed Technique): On a successful Parry you can attempt to redirect an attack back at its attacker. After the attack is made, make an unarmed attack roll spending half of the Stamina you'd normally spend in order to make an attack. This attack roll uses the damage of the parried attack however and not your unarmed damage. In addition, this can be done against ranged attacks, effectively throwing or blocking the ranged attack back at its attacker.
Spirit Blow (Unarmed Technique): You can designate one of your unarmed strikes as a Spirit Blow, enabling you to utilize your spirit as part of your attack rather than your physique. By spending 5 MP in addition to the regular Stamina cost, your unarmed strikes are treated as being incorporeal and are able to hit enemies which are incorporeal (such as ghosts) but passes right through mortals. This can be done multiple times, each time costing 5 MP.