Monk Pin Actions

Submitted by Thad (He/Him) on Sun, 6/5/2011 at 10:38am

Monks have needed some design attention for awhile, and now have their own line of special Pin actions. A monk who calls the "Pin" tagline establishes a grapple with the target. During the pin, the monk must keep both boffer weapons on the target. Neither can move or attack, but may still speak. If either one is attacked, the pin immediately ends. 
 
Monks aren't limited to just holding the target, however. Monks also have special moves that can be used without breaking a pin. Monks can use these actions to harm or incapacitate the target without releasing it. These actions are preceded by the "Pin" modifier to indicate that they work within the pin (e.g., "Pin Maim" or "Pin 30 Blunt"). If these actions create a temporary status ailment (e.g., "Pin Mute" or "Pin Sleep"), these conditions end when the pin ends.
 
Pins are powerful but easy to break in most cases. A Release, Retort, Riposte, or Named effect from the target will do the trick, as will a standard attack on the monk from one of the target's allies. In addition, they incapacitate the user as well. Because of these limitations, pins are fairly low rating compared to other binding effects, so monks can pick them up early (level 3 for now, although that may change after playtesting).
 

This totally makes monks cool.

I agree, monk looks pretty awesome after seeing this.

yeah the fact that they cant be fumbled or ruined was not at all cool about the class lol.  It is a great mechanic for what a monk could do in real life though, and I am interested to see it playtested!