This is me thinking out loud......on the forums anyway. Feel free to comment, but its more for me to develop my Monk/s. Will probably do the different style Monk types, Monk, Daoist Priest, Samurai and Ninja. Could even be North/South/East/West type monks.
Monk Rules:
Gaining Karmic points: For every 100gp the Monk donates to the monastery before or after the quest, they gain 1 Karmic point. For donating to another character, the Monk receives 1 Karmic point every 500gp.
For every one of Zargon/Morcars forces killed by the Monk, gain 1 Karmic point, 2 points for any named monster.
To train at the monastery to upgrade their Master level, each Monk must spend 10 Karmic points per Master Level to complete their training. As in Level 1=10 Karmic points, Level 2 = 20 Karmic points, Level 3 = 30 and so on. After obtaining a new Master level, the Monk essentially starts from 0 Karmic points.
Karmic points are always rounded up if there is any issue with Karmic division. (Karma's a bitch, remember!

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Every three Master levels, add one extra die to natural Attack dice and dual wielding total.
Karmic Healing: The Monk can heal by expending 1 Karmic point per Master level to heal 1 BP for the Monk, but 1 Karmic point per Master level heals 2 BP for anyone else. Karmic Healing requires touching the target.
Karmic Cleansing: The Monk can cure Zombie Infection or Mummy Curse by expending 2 Karmic point per Master level. It costs 4 Karmic point per Master level to cure themselves. Karmic cleansing requires touching the target.
Karmic Leap: For every 1 Karmic point spent, the Monk can leap that many squares as long as it is in a straight or diagonal line. The Monk requires at least 1 movement point to Leap and cannot Leap around corners. This can be used as many times in the Monks standard movement, as long as the Monk has movement points and Karmic points to do so. This allows a Monk to Leap over a pit trap or an occupied square.
Karmic Restoration: The Monk can restore lost Mind points to any character by expending 3 Karmic points for each Mind point, 5 Karmic points to restore their own.
Karmic Resurrection: If a character is reduced to 0 BP in a room and the Monk can see the fallen character, the Monk can perform a Karmic Resurrection. If there is space adjacent to the fallen character, the Monk can Leap next to them and heal them to half their normal BP. This costs 4 Karmic points plus 1 Karmic point for every square to reach the fallen player if the Monk has not had their turn, or 7 Karmic points plus 1 Karmic point for every square to reach the fallen player if they have already had their turn.
Meditation: This can only be done if the Monk has zero Karmic points. The Monk may meditate for one round per Master level. Roll a Combat die for each round of meditation. Add 1 Karmic point if a Skull is rolled, 2 points if Shield is rolled, 0 if a Black Shield is rolled. If 2 Black shields are rolled in sequence, a Wandering monster appears and attacks the Monk. Reaction Strike does not work during Meditation.
Stances:

Air Stance - Move with speed and focus when attacking due to increased speed. Reduce Attack die by one, but add 1 attack at Master level 1. Increase by 1 attack every 3 Master after 1st level.
Earth Stance - Ground yourself to the earth, improving your defense against incoming attacks. No chance of Dodge but can ignore every single BP of damage at Master level 1. Increase BP absorbed for every 2 Master levels after 1st level.
Fire Stance - Channel your inner fire in to your fists. Reduce Defense die by one, add one Attack die at Master level 1. Increase by 1 die for every 3 Master levels.
Water Stance - Move fluidly and gracefully, avoiding any incoming attacks and improving chance for Counterstrike. Reduce Defense die by one, roll an extra die to Dodge at Master level 1. Increase by one die for every 2 Master levels after 1st level.
Light Stance - Fill yourself with spirit to combat the undead. When fighting undead in this stance, if you roll more skulls than their natural Defense dice, they are destroyed instantly, otherwise damage is normal. Karmic costs are halved in this stance.
Dark Stance - Reverse the flow of energy to heal yourself by doing damage to others. When fighting an opponent, every BP of damage you do restores you for the same amount. This stance costs 1 Karmic point per Master level each round due to its evil nature. Does not work on undead.
Entering a stance: Requires an action and costs 1 Karmic point per Master level. If the Monk spends 5 Karmic points per level, they can change stances without using an action.
Movement: While in a stance, roll 3 Standard dice and choose the best 2.
Thought on stances. Still a possibility of going with animal stances, as Gold Bearer suggested. But will try these out for the moment.
Another thought I had. The kung fu I did previously had the 4 normal elements, plus Metal and Wood. Maybe I should do those as stance as well, to keep with Chinese style philosophy.