Post by crazygeneral on Feb 24, 2006 2:54:20 GMT -5
Here's some occupations. If you don't see one you like, I'll try to make a class suitable to your tastes, just tell me what you want, 'cause baby, anyway you want it, that's the way you get it.
There are many different occupations in this world, from hackers, to cyborgs, to summoners. Well, here’s a list of common occupations found around the world.
Aeromancer: A powerful mage whom commands the elements of air.
1D4+3 levels one through three spells Air Spells (Soon to come)
1D4 level one general spells (Soon to come)
+3 Aero spells per level.
+1 general spells per 3 levels.
+15% Endurance (EndX 0.15)
+7 to Intelligence
+2 to Willpower.
Black Smith: An occupation, which deals with the creation of archaic style weaponry and armor.
1D4+1 schematics (weapons, armor and various items)
+10 to Intelligence.
+8 to Willpower
+12 to Strength
Techno-Grunt: A soldier or mercenary who uses technology as his primary means to “get the job done”.
+12 to Endurance
+10 to Strength
+7 to Agility
+5 to Willpower
1D4+2 weapons.
1D4+2 items
1 set of medium combat armor (800 main body, 150 per arm, 50 per hand, 450 per leg, 120 head)
1D4+1 extra clips.
Magi-Grunt: A soldier or mercenary who uses magic as his primary means to “get the job done”.
+20 to Endurance
+8 to Strength
+6 to Agility
+15 to willpower
1D4 low powered magic weapons.
1D6 items.
1 set of enchanted chain-mail (950 main body, 100 per arm, 30 per hand, 600 per leg, 75 on the head)
1D4+1 general combat or stealth oriented spells through levels 1-2.
Sayian Warrior (Martial arts specialist): A Sayian Warrior trained specifically for melee combat.
+40 to Strength
+50 to Agility
+30 to Endurance
1D4+2 Martial arts moves
1D4 Ki moves.
2 special martial arts moves.
Sayian Warrior (Energy Specialist): A Sayian Warrior trained specifically for utilizing their ki to create high-powered energy blasts.
+70 to End
+20 to Strength
-10 to Agi.
+20% to energy attack ranges.
Gets 1D4 Martial moves instead.
Gets 1D4+2 Ki moves
2 Special Ki moves
Mage: A spell caster of wide variety and ability can choose the widest variety of “General” spells.
+20 Intelligence
+12 Endurance
+10 Willpower
2D6+4 General spells from levels 1-4
Sagely Robes
1D4+2 magic items
Enchanted dagger or Staff
Sorcerer: This mage specializes in battle orientated spells and magic, but still only gets to choose from the General spell list, but gets a few higher level combat spells at starting level.
+15 Intelligence
+25 Endurance
+13 Willpower
+7 Agility
1D6+2 Combat oriented spells between levels 1-7
1D4 General spells from levels 1-3
Combat Robes
1D8 magic items
1D4+1 magic weapons
Wizard: This magic user’s magic is more learning oriented and used to gain knowledge about a wide variety of things, usually relies on items for defense/assault.
+30 Intelligence
+15 Endurance
+20 Willpower
+12 Charisma
2D4 “Knowledge gaining or creation spells” between levels 1-6
1D4 General Spells.
Clothe Robe
1D6+2 magic items
Enchanted Staff
Summoner: A mage who specializes in summoning creatures. Starts with a few summoning spells, and can get 1D4 general spells at level 3.
1D4+1 level 1-3 summoning spells.
1D4 weapons (including one lesser magic weapon)
1 set of light armor (Body: 400, Arms: 75, Legs: 150)
Necromancer: A magic user who has special magical abilities over the dead.
+10 to Intelligence
+14 to Willpower
+10 to Endurance
1D4+3 level 1 Necromancer spells.
1D6+3 items (Including weapons)
Mystic: A mage/psychic who seems to get his/her powers from within’, and has no real understanding of how magic works. The mage also has a small plethora of psychic abilities.
1D4+2 General spells.
2 Unique spells
1D4 psychic powers
+4 to Charisma.
Nature Shaman: A mage who specializes in manipulating and befriending nature and wild animals.
1D6+2 Nature Spells
+20 to WP
+10 to End.
+12 to INT.
1D4 archaic weapons.
Natures Staff: +200 to MP, Charm Animal once a day (Lasts 10 minutes per level of caster). +24 to damage.
Tank Commander: An officer who commands a single tank or unit of tanks. Specializes in tank combat and armored tactics.
+20 to Int.
+15 to Wp
+10 to Str
1 Jump suit with nations insignia on shoulder, chest and back.
1 Flack Jacket: 200 HP front and back.
1D4 small weapons (Pistols, knives, etc)
1D4 extra clips.
Dancer: A character who specializes in dancing and entertaining others.
+30 to Endurance
+40 to Agility
+12 to Strength
+14 to Charisma.
+1D8X1000 Credits.
Merchant: A character that specializes in selling, appraising, and buying items. Not very useful in combat, but a very good (not to mention rich) member of any team.
+20 to Intelligence.
+50 to Will power.
+30 to Charisma.
+1D20X10,000 credits.
+1D20 items (Medical supplies, armor, weapons, jewelry, nearly anything that's common.)
+1D8 rare items.
Car or Truck of choice.
Mystic Bowman: An archer who uses passive and active magical powers to empower his arrows. There are five different areas in which the bowman can concentrate his magic: Air, Fire, Ice, Lightning, and Shadow.
+20 to Perception.
+15 to Strength.
+15 to Agility
+5 to Endurance
1 Enchanted bow (+3 to strike, +15 to damage, +15% range)
1D10X10 arrows.
1D4+3 arrow enhancement spells.
Knight: A noble and honorable warrior, skilled with all sorts of archaic weaponry, riding horses, and has a general understanding of politics.
+30 to Strength
+50 to Endurance
+15 to Agility
+12 to Willpower
+10 to Charisma
1 suit of full plate mail (Body: 900, Head: 150, Arms: 250, Hands: 25, Legs: 500, Feet: 40)
1D4 Archaic weapons.
1D6+1 Items (Including shield if desired)
One Steed.
Cyborg Soldier: A formerly organic soldier who has sacrificed their body in exchange for greater combat abilities.
All stats depend upon the model and customization.
Nature Borg: This is a warrior of the planet, their body radically transformed by natural magic, there are several different forms of this "cyborg" to represent the various elements of nature. Every form loses all body hair and any distinguishing marks/features, pretty much just keeping their skeletal structure.
Forest Borg: This version covers the user's body with leaves, vines, flowers and gives them bark-like skin, plants grow trailing it's foot steps.
Add 1D6+2 feet to height
+20 strength
+20 Endurance
+25 Agility
+15 Willpower
+30 Charisma
+50 looks
Can disguise self as a tree.
Can fire vines to entangle opponents.
Can speak to trees
Tree viewing: Can observe events that happened near the targeted tree, from a bird-eye view, well, if the bird was perched in the tree.
Root self: Can root self in the ground and gain +75% (+2% every five levels) hit points, and +15 (+5 every two levels) strength but loses all mobility.
Animate Trees: Causes nearby trees to become animated for a short period of time, acting as fighters, guards, or simple companions.
Blades of Grass: Causes blades of grass as sharp as swords 1-4 feet tall sprout from the ground, doing 20-40 (+5/10 per level) damage each, -10 to dodge.
Flurry of Leaves: Causes a small tornado of leaves to blow into the targets face, causing them to lose vision and thus significantly reduce their accuracy with any weapon and take a major penalty to dodge and parry.
Tree Staff: A large, stout, solid tree branch appears in the hand of the Borg. Approximately 10 (+1/2 foot per level) feet long. 15-35 (+2/6 per level) blunt damage.
Mountain Borg: This version of the Nature Borg transforms the users skin into stone and adds considerably to their build and height, making them "mountains of men", haha.
+1D10+5 feet to height
+50 to Strength
+100 to Endurance
-45% Agility.
+20 Willpower
-50% looks.
Can disguise self as a large rock/boulder
Can fire stalagmites from palms: 45-70 damage, two per turn (one from each hand), 250-foot range.
Rock Shield: Summons up loose rocks and debris in a 50-foot area to create a shield with 75 Endurance and 600 HP.
Rock Hammer: A hammer made of rock appears in the users hand that does 25-60 blunt damage.
Animate Boulders: Causes several small boulders and rocks to jump together into a roughly humanoid shape, acting as a servant for a short while of time.
Stone Tornado: Causes small rocks to fly at high-speeds in a conical fashion over a 20-foot radius, causing severe damaged to unarmored foes and possibly clogging some equipment. 45-80 damage per turn one is caught in the Stone Tornado.
Ocean Borg: This version of the Nature Borg causes the users skin to become transparent and their internal organs/skeletal structure to convert into water.
+10 to Strength
+15 to Endurance
+70 to Agility
+20 to Willpower
+5 to looks
Can jump into any body of water larger than themselves and become completely invisible.
Fire high-pressure streams of water from palms. 10-18 (+3/+5 per level) damage per turn caught in the stream.
Absorb Water: Can absorb water to grow, adding slightly to strength (+2 every 50 gallons), Endurance (+1 every 100 gallons), and incurring a dodge/parry penalty of -2 every 100 gallons, and giving opponents a +2 to strike every 100 gallons.
Water Whip: A whip made of water grows from the users hand, generally with a 15 (Plus 1/2 foot per level) foot reach. 14-28 damage, 20% change to stun, 35% chance to entangle on called shot.
Create Whirlpool: Creates a small whirlpool (About 20 feet in diameter per level) useful for drowning people and sinking small boats.
Boil: Causes up to 500 cubic feet of water per level to instantly start boiling at very high-temperatures.
Control Tide: Can control the tide over a small section of beach (200 foot strip, +20 feet per level) for 10 minutes (+1 minute per level).
Instant Transmission over bodies of water: When the 'Borg enters a large body of water they essentially become a free floating consciousness, thusly, the entire body of water is their body, though they can only physically manipulate a very small portion, however, since the entirety of the water is their body, they can transfer over any distance of water instantly.
Water Navigation: Gets instant knowledge of any body of waters course and a fish-eyes view of any area in the water.
Gunsmith Enchanter: This class both constructs and uses magical guns, often resembling earlier styles of weapons such as muskets, hand cannons and revolvers. Only do master Gunsmith Enchanters make modern style enchanted assault rifles and pistols. There are a few rumors surrounding very old and ancient Gunsmith Enchanters who have developed ways to enchant modern energy weapons.
+30 to Perception
+20 to Agility
+15 to Intelligence
+25 to Willpower
+20 to Endurance
Flame Bullets: Bullets explode upon impact, creating a 2(+3 inches per level) foot blast radius and adding 6-24 (+4/+6 per level) damage.
Knockout Bullets: Bullets do normal damage but have a 10%(+2% per level) of rendering the target unconscious no matter where they hit.
Spark Bullet: Adds 5-10 (+4/+7 damage per level), causes mild stun.
.44 Revolvers: 7-30, 2000 foot range, 6 round payload
Hoplite: A heavily armed infantryman trained in combat with pole arms and marching formations. They are often sought as soldiers in professional armies or as guards.
+30 to Strength
+15 to Agility
+50 to Endurance
+25 to Willpower
+10 to Intelligence
Suit of Heavy Steel Armor: Main Body: 550/550
Steel Helmet: 75
Steel-tipped Spear: 12-25 damage per thrust, 1-6 per crushing blow.
Large Steel Circle Shield: 300.
Cavalry Archer: An archer trained to strike while mounted on a horse, even while the horse is moving. A powerful warrior alone, in a group or as part of a larger force. The Archer is skilled with both bows and crossbows.
+20 to Agility
+15 to Strength
+15 to Intelligence
+10 to Willpower
+30 to Endurance
Suit of light chain mail: Body: 100/100, Arms: 60/60, Head: 30
Long bow: 500 foot "straight shot" range, 2500 foot "arched-shot" range, plus or minus wind direction.
1D6X15 steel tipped arrows
Short Sword: 6-15
Quick Horse:
HP: 300
Agility: 40
Endurance: 30
Strength: 22
Intelligence: 7
Ninja: The ninja is skilled in the ways of sneaking and attacking from the shadows and creating confusion and chaos in order to keep his or her position concealed during a fight, though ninja's are generally best as saboteurs and better at sneak and evasion than direct combat, they are able to hold their own against lightly armed or poorly trained guards.
+30 to Agility
+10 to Strength
+10 to Intelligence
+20 to Willpower
+15 to Endurance
Black jumpsuit/gi
1D10+4 ninja stars (1-6 damage, 40 foot range +5 feet per point of strength)
Ninjato (15-40 damage, concealable in baggy clothing)
200 foot climb cord w/ grappling hook.
Padded sandals
Samurai: Samurai are noble warriors from the east trained in the art of combat with short swords, long swords and longbow. They are generally honorable and noble warriors, though they demand respect, and their combat skills often show that they deserve it.
+25 to strength
+10 to agility
+40 to willpower
+15 to endurance
+10 to charisma
Medium enchanted leather armor: Body: 650/650, Arms: 75, Legs: 250, Head: 30. AR: 10
Katana: 20-50 damage. AP: 4+15 on thrust.
Wakizashi: 12-28 damage. AP: 4+15 on thrust.
1D4+1 magic items (weapons, armor, misc.)
There are many different occupations in this world, from hackers, to cyborgs, to summoners. Well, here’s a list of common occupations found around the world.
Aeromancer: A powerful mage whom commands the elements of air.
1D4+3 levels one through three spells Air Spells (Soon to come)
1D4 level one general spells (Soon to come)
+3 Aero spells per level.
+1 general spells per 3 levels.
+15% Endurance (EndX 0.15)
+7 to Intelligence
+2 to Willpower.
Black Smith: An occupation, which deals with the creation of archaic style weaponry and armor.
1D4+1 schematics (weapons, armor and various items)
+10 to Intelligence.
+8 to Willpower
+12 to Strength
Techno-Grunt: A soldier or mercenary who uses technology as his primary means to “get the job done”.
+12 to Endurance
+10 to Strength
+7 to Agility
+5 to Willpower
1D4+2 weapons.
1D4+2 items
1 set of medium combat armor (800 main body, 150 per arm, 50 per hand, 450 per leg, 120 head)
1D4+1 extra clips.
Magi-Grunt: A soldier or mercenary who uses magic as his primary means to “get the job done”.
+20 to Endurance
+8 to Strength
+6 to Agility
+15 to willpower
1D4 low powered magic weapons.
1D6 items.
1 set of enchanted chain-mail (950 main body, 100 per arm, 30 per hand, 600 per leg, 75 on the head)
1D4+1 general combat or stealth oriented spells through levels 1-2.
Sayian Warrior (Martial arts specialist): A Sayian Warrior trained specifically for melee combat.
+40 to Strength
+50 to Agility
+30 to Endurance
1D4+2 Martial arts moves
1D4 Ki moves.
2 special martial arts moves.
Sayian Warrior (Energy Specialist): A Sayian Warrior trained specifically for utilizing their ki to create high-powered energy blasts.
+70 to End
+20 to Strength
-10 to Agi.
+20% to energy attack ranges.
Gets 1D4 Martial moves instead.
Gets 1D4+2 Ki moves
2 Special Ki moves
Mage: A spell caster of wide variety and ability can choose the widest variety of “General” spells.
+20 Intelligence
+12 Endurance
+10 Willpower
2D6+4 General spells from levels 1-4
Sagely Robes
1D4+2 magic items
Enchanted dagger or Staff
Sorcerer: This mage specializes in battle orientated spells and magic, but still only gets to choose from the General spell list, but gets a few higher level combat spells at starting level.
+15 Intelligence
+25 Endurance
+13 Willpower
+7 Agility
1D6+2 Combat oriented spells between levels 1-7
1D4 General spells from levels 1-3
Combat Robes
1D8 magic items
1D4+1 magic weapons
Wizard: This magic user’s magic is more learning oriented and used to gain knowledge about a wide variety of things, usually relies on items for defense/assault.
+30 Intelligence
+15 Endurance
+20 Willpower
+12 Charisma
2D4 “Knowledge gaining or creation spells” between levels 1-6
1D4 General Spells.
Clothe Robe
1D6+2 magic items
Enchanted Staff
Summoner: A mage who specializes in summoning creatures. Starts with a few summoning spells, and can get 1D4 general spells at level 3.
1D4+1 level 1-3 summoning spells.
1D4 weapons (including one lesser magic weapon)
1 set of light armor (Body: 400, Arms: 75, Legs: 150)
Necromancer: A magic user who has special magical abilities over the dead.
+10 to Intelligence
+14 to Willpower
+10 to Endurance
1D4+3 level 1 Necromancer spells.
1D6+3 items (Including weapons)
Mystic: A mage/psychic who seems to get his/her powers from within’, and has no real understanding of how magic works. The mage also has a small plethora of psychic abilities.
1D4+2 General spells.
2 Unique spells
1D4 psychic powers
+4 to Charisma.
Nature Shaman: A mage who specializes in manipulating and befriending nature and wild animals.
1D6+2 Nature Spells
+20 to WP
+10 to End.
+12 to INT.
1D4 archaic weapons.
Natures Staff: +200 to MP, Charm Animal once a day (Lasts 10 minutes per level of caster). +24 to damage.
Tank Commander: An officer who commands a single tank or unit of tanks. Specializes in tank combat and armored tactics.
+20 to Int.
+15 to Wp
+10 to Str
1 Jump suit with nations insignia on shoulder, chest and back.
1 Flack Jacket: 200 HP front and back.
1D4 small weapons (Pistols, knives, etc)
1D4 extra clips.
Dancer: A character who specializes in dancing and entertaining others.
+30 to Endurance
+40 to Agility
+12 to Strength
+14 to Charisma.
+1D8X1000 Credits.
Merchant: A character that specializes in selling, appraising, and buying items. Not very useful in combat, but a very good (not to mention rich) member of any team.
+20 to Intelligence.
+50 to Will power.
+30 to Charisma.
+1D20X10,000 credits.
+1D20 items (Medical supplies, armor, weapons, jewelry, nearly anything that's common.)
+1D8 rare items.
Car or Truck of choice.
Mystic Bowman: An archer who uses passive and active magical powers to empower his arrows. There are five different areas in which the bowman can concentrate his magic: Air, Fire, Ice, Lightning, and Shadow.
+20 to Perception.
+15 to Strength.
+15 to Agility
+5 to Endurance
1 Enchanted bow (+3 to strike, +15 to damage, +15% range)
1D10X10 arrows.
1D4+3 arrow enhancement spells.
Knight: A noble and honorable warrior, skilled with all sorts of archaic weaponry, riding horses, and has a general understanding of politics.
+30 to Strength
+50 to Endurance
+15 to Agility
+12 to Willpower
+10 to Charisma
1 suit of full plate mail (Body: 900, Head: 150, Arms: 250, Hands: 25, Legs: 500, Feet: 40)
1D4 Archaic weapons.
1D6+1 Items (Including shield if desired)
One Steed.
Cyborg Soldier: A formerly organic soldier who has sacrificed their body in exchange for greater combat abilities.
All stats depend upon the model and customization.
Nature Borg: This is a warrior of the planet, their body radically transformed by natural magic, there are several different forms of this "cyborg" to represent the various elements of nature. Every form loses all body hair and any distinguishing marks/features, pretty much just keeping their skeletal structure.
Forest Borg: This version covers the user's body with leaves, vines, flowers and gives them bark-like skin, plants grow trailing it's foot steps.
Add 1D6+2 feet to height
+20 strength
+20 Endurance
+25 Agility
+15 Willpower
+30 Charisma
+50 looks
Can disguise self as a tree.
Can fire vines to entangle opponents.
Can speak to trees
Tree viewing: Can observe events that happened near the targeted tree, from a bird-eye view, well, if the bird was perched in the tree.
Root self: Can root self in the ground and gain +75% (+2% every five levels) hit points, and +15 (+5 every two levels) strength but loses all mobility.
Animate Trees: Causes nearby trees to become animated for a short period of time, acting as fighters, guards, or simple companions.
Blades of Grass: Causes blades of grass as sharp as swords 1-4 feet tall sprout from the ground, doing 20-40 (+5/10 per level) damage each, -10 to dodge.
Flurry of Leaves: Causes a small tornado of leaves to blow into the targets face, causing them to lose vision and thus significantly reduce their accuracy with any weapon and take a major penalty to dodge and parry.
Tree Staff: A large, stout, solid tree branch appears in the hand of the Borg. Approximately 10 (+1/2 foot per level) feet long. 15-35 (+2/6 per level) blunt damage.
Mountain Borg: This version of the Nature Borg transforms the users skin into stone and adds considerably to their build and height, making them "mountains of men", haha.
+1D10+5 feet to height
+50 to Strength
+100 to Endurance
-45% Agility.
+20 Willpower
-50% looks.
Can disguise self as a large rock/boulder
Can fire stalagmites from palms: 45-70 damage, two per turn (one from each hand), 250-foot range.
Rock Shield: Summons up loose rocks and debris in a 50-foot area to create a shield with 75 Endurance and 600 HP.
Rock Hammer: A hammer made of rock appears in the users hand that does 25-60 blunt damage.
Animate Boulders: Causes several small boulders and rocks to jump together into a roughly humanoid shape, acting as a servant for a short while of time.
Stone Tornado: Causes small rocks to fly at high-speeds in a conical fashion over a 20-foot radius, causing severe damaged to unarmored foes and possibly clogging some equipment. 45-80 damage per turn one is caught in the Stone Tornado.
Ocean Borg: This version of the Nature Borg causes the users skin to become transparent and their internal organs/skeletal structure to convert into water.
+10 to Strength
+15 to Endurance
+70 to Agility
+20 to Willpower
+5 to looks
Can jump into any body of water larger than themselves and become completely invisible.
Fire high-pressure streams of water from palms. 10-18 (+3/+5 per level) damage per turn caught in the stream.
Absorb Water: Can absorb water to grow, adding slightly to strength (+2 every 50 gallons), Endurance (+1 every 100 gallons), and incurring a dodge/parry penalty of -2 every 100 gallons, and giving opponents a +2 to strike every 100 gallons.
Water Whip: A whip made of water grows from the users hand, generally with a 15 (Plus 1/2 foot per level) foot reach. 14-28 damage, 20% change to stun, 35% chance to entangle on called shot.
Create Whirlpool: Creates a small whirlpool (About 20 feet in diameter per level) useful for drowning people and sinking small boats.
Boil: Causes up to 500 cubic feet of water per level to instantly start boiling at very high-temperatures.
Control Tide: Can control the tide over a small section of beach (200 foot strip, +20 feet per level) for 10 minutes (+1 minute per level).
Instant Transmission over bodies of water: When the 'Borg enters a large body of water they essentially become a free floating consciousness, thusly, the entire body of water is their body, though they can only physically manipulate a very small portion, however, since the entirety of the water is their body, they can transfer over any distance of water instantly.
Water Navigation: Gets instant knowledge of any body of waters course and a fish-eyes view of any area in the water.
Gunsmith Enchanter: This class both constructs and uses magical guns, often resembling earlier styles of weapons such as muskets, hand cannons and revolvers. Only do master Gunsmith Enchanters make modern style enchanted assault rifles and pistols. There are a few rumors surrounding very old and ancient Gunsmith Enchanters who have developed ways to enchant modern energy weapons.
+30 to Perception
+20 to Agility
+15 to Intelligence
+25 to Willpower
+20 to Endurance
Flame Bullets: Bullets explode upon impact, creating a 2(+3 inches per level) foot blast radius and adding 6-24 (+4/+6 per level) damage.
Knockout Bullets: Bullets do normal damage but have a 10%(+2% per level) of rendering the target unconscious no matter where they hit.
Spark Bullet: Adds 5-10 (+4/+7 damage per level), causes mild stun.
.44 Revolvers: 7-30, 2000 foot range, 6 round payload
Hoplite: A heavily armed infantryman trained in combat with pole arms and marching formations. They are often sought as soldiers in professional armies or as guards.
+30 to Strength
+15 to Agility
+50 to Endurance
+25 to Willpower
+10 to Intelligence
Suit of Heavy Steel Armor: Main Body: 550/550
Steel Helmet: 75
Steel-tipped Spear: 12-25 damage per thrust, 1-6 per crushing blow.
Large Steel Circle Shield: 300.
Cavalry Archer: An archer trained to strike while mounted on a horse, even while the horse is moving. A powerful warrior alone, in a group or as part of a larger force. The Archer is skilled with both bows and crossbows.
+20 to Agility
+15 to Strength
+15 to Intelligence
+10 to Willpower
+30 to Endurance
Suit of light chain mail: Body: 100/100, Arms: 60/60, Head: 30
Long bow: 500 foot "straight shot" range, 2500 foot "arched-shot" range, plus or minus wind direction.
1D6X15 steel tipped arrows
Short Sword: 6-15
Quick Horse:
HP: 300
Agility: 40
Endurance: 30
Strength: 22
Intelligence: 7
Ninja: The ninja is skilled in the ways of sneaking and attacking from the shadows and creating confusion and chaos in order to keep his or her position concealed during a fight, though ninja's are generally best as saboteurs and better at sneak and evasion than direct combat, they are able to hold their own against lightly armed or poorly trained guards.
+30 to Agility
+10 to Strength
+10 to Intelligence
+20 to Willpower
+15 to Endurance
Black jumpsuit/gi
1D10+4 ninja stars (1-6 damage, 40 foot range +5 feet per point of strength)
Ninjato (15-40 damage, concealable in baggy clothing)
200 foot climb cord w/ grappling hook.
Padded sandals
Samurai: Samurai are noble warriors from the east trained in the art of combat with short swords, long swords and longbow. They are generally honorable and noble warriors, though they demand respect, and their combat skills often show that they deserve it.
+25 to strength
+10 to agility
+40 to willpower
+15 to endurance
+10 to charisma
Medium enchanted leather armor: Body: 650/650, Arms: 75, Legs: 250, Head: 30. AR: 10
Katana: 20-50 damage. AP: 4+15 on thrust.
Wakizashi: 12-28 damage. AP: 4+15 on thrust.
1D4+1 magic items (weapons, armor, misc.)