Base Class: Monk
Overview:
The Way of the Turning Gear is a rare monastic order that combines spiritual discipline with mechanical mastery. Their members are itinerant, blending meditation with invention, and often wander the frontier towns of the American West in the late 1800s. The monks believe that the body is the first machine, and the spirit is the fuel that powers it. Every punch, block, and maneuver is precise, efficient, and almost rhythmic in nature.
Appearance and Attire:
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Members often wear leather or canvas robes reinforced with brass or steel plates at joints.
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Clockwork gauntlets, piston-driven boots, and articulated arm bracers are common. Some have small steam vents along their forearms or shoulders.
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They adorn themselves with tinkered jewelry or amulets, often engraved with gears, cogs, or the order’s symbol: a gear overlaid with a stylized heartbeat.
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Their robes are usually muted colors—deep browns, blacks, or greens—to blend with the wilderness, but polished brass and copper details mark their craftsmanship.
Philosophy and Tenets:
The Way of the Turning Gear is founded on three central principles:
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The Body is the Engine – Mastery of your body is mastery of your environment. Every strike and movement should conserve energy, generate maximum impact, and maintain fluidity.
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The Spirit is the Fuel – Discipline, meditation, and focus empower the body-machine. Chaos and anger disrupt harmony, but calm decisiveness turns action into precision.
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The Machine is the Echo – Mechanical innovation is an extension of self. Tools, gauntlets, and inventions must complement the body’s natural flow rather than overpower it.
Training and Lifestyle:
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Initiates train under strict regimens of meditation, calisthenics, and martial drills in monasteries hidden on the edges of mountains, deserts, or abandoned factories.
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They learn to tinker and repair devices, blending elemental steam pressure with martial function.
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Many monks wander frontier towns, serving as bodyguards, engineers, or covert peacekeepers, and are sought after for their ability to handle violent situations without resorting to firearms.
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They study the mechanical behavior of animals, clockwork devices, and pistons to model strikes and defenses after flowing, repeating patterns—like a gear in motion.
Techniques and Combat Style:
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Strikes mimic pistons: rhythmic, precise, and powerful.
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Gauntlets amplify impact, occasionally releasing bursts of steam or kinetic force.
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Typical moves include:
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Iron Piston Palm – Thrust with a gear-driven burst.
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Clockwork Flurry – Rapid succession of precise strikes.
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Steam Deflector – Release a burst of steam to parry projectiles.
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Pendulum Strike – Wide sweeps to knock multiple foes off balance.
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Overclocked Heartbeat – Signature finisher; a rapid, relentless barrage of mechanical precision.
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Place in the Frontier / Red Dead Setting:
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Monks are rare and often misunderstood, regarded as eccentric tinkers or wandering hermits.
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They sometimes protect oppressed settlers, confront corrupt industrialists, or mediate disputes in lawless towns.
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The West’s expanding railroads, factories, and steam engines make the order more relevant than ever, blending spiritual discipline with frontier ingenuity.
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They avoid guns when possible, relying on speed, precision, and mechanical enhancements, which makes them both mysterious and dangerous.
Symbolism:
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The order’s emblem is a single interlocking gear with a heartbeat inside, representing the harmony of body, spirit, and machine.
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Members often carve this symbol into their gauntlets, tools, or personal effects.
Level 3: Clockwork Strikes
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You gain proficiency with tinker’s tools.
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Your unarmed strikes may deal thunder damage instead of bludgeoning.
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Once per turn, when you hit with an unarmed strike, you may add +1d4 thunder damage (gears amplifying your strikes).
Steam Deflection
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ou may use your reaction to release a burst of steam that deflects ranged attacks.
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Reduce ranged weapon damage by 1d10 + DEX + monk level (like Deflect Missiles).
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If reduced to 0, you may redirect the projectile back (using a gear flick or steam blast).
Level 6: Steam Deflection
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Use your reaction to deflect ranged attacks: reduce damage by 1d10 + DEX + monk level.
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If the damage is reduced to 0, you may redirect the projectile back at a target within range.
Level 17: Heart of the Machine
Once per long rest (or by spending 5 ki points), enter Iron Engine State for 1 minute:
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Unarmed strikes deal 2d6 thunder damage.
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You are immune to being stunned or paralyzed.
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Flurry of Blows can be used once per turn as a free action.
Level 11: Overclocked Flow
Spend 2 ki points to enter an Overclocked State for 1 round:
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Take an additional bonus action on your turn.
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Unarmed strikes deal +1d6 thunder damage.







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