Occupational Templates (Kishanko)
Contents
Blademaster
Flashing swords and perilous spells mark the Blademaster. Prizing speed and mobility over other forms of protection, Blademasters disdain the use of armor and shields, relying entirely on quick wits and quicker reflexes. Capable of incredibly fast attacks and renowned for their mastery of melee weapons, Blademasters fetch high pay as mercenaries, as common soldiers, trainers, or battlefield commanders.
There are three schools that train those with the potential to become Blademasters: the Kanno Blades School, run by the shadowy Emperor Lucian; the Tanaka School of Battle Arts, run by the wise and ancient Master Lo; and the Uzuki Kensei School, run by the kind and skilled Brand Uzuki. Each was founded by one of the three pupils of the great Akira Megami, first Blademaster and reputably a powerful Sorcerer. Upon graduation from one of the three schools, the new Blademaster receives his sword, this sword is crafted to fit the Blademaster's fighting style perfectly, and can pierce even the thickest armors. Players may customize their Blademaster's Sword, but it should have at least Penetrating 3.
Stat Bonus: Body +1, Mind +1, Soul +1 [30]
Attributes:
- Attack Combat Mastery 1 [10]
- Combat Techinques (Lightning Reflexes, Jump Attack) [4]
- Defense Combat Mastery 1 [10]
- Extra Actions 1 [15]
- Item (Blademaster's Sword) [5]
- Jumping 1 [2]
- Melee Attack (Swords) 1 [3]
- Melee Defense (Swords) 1 [3]
- Special Movement (Fast) [2]
- 9 or more points of Kensei Magic
Skills:
- Acrobatics 1 (Jumps) [2]
- Administration 1 [1]
- Military Sciences 1 [3]
- Performing Arts (Bladedancing) [1]
Blademaster's Sword
- Weapon 5 (Range 0, Penetrating 5) [10]
Total: 100 CP
Kensei Magic Power Template
- Deplete 1 [-1]
- Equipment (Sword) [-1]
- Unique (Cannot Use In Armor) [-3]
Dragon Knight
Dragon Knights are paragons of virtue. Defenders of the weak and the oppressed, Dragon Knights ride their mighty dragons about the land searching for wrongs to right and villains to defeat. Magic weapons and dragonfire are their weapons, and stout plate and flight are their defenses. Dragon Knights are the Guardians of Order, constantly on the move in an attempt to secure peace for the world.
Unfortunately, their foes are many, and the Dragon Knights have always been few in number. In addition, not everyone has the right qualities to be a Knight; one must be good with dragons, have a strong sense of justice tempered by mercy, be somewhat good with a blade, and be capable of affording to feed a dragon. This combination of wealth and responsibility is rare, so there are few Dragon Knights.
Those potential Dragon Knights that make it through the screening process are trained in the care, feeding, and training of a young dragon for several years. After they pass a series of basic competence tests in these tasks, they are allowed to enter the Hatchery and wait for a dragon to select them. Fully half of the applicants who make to this stage are never chosen, and become simple dragon handlers or take other jobs around one of the two Dragon Citadels.
If chosen by a dragon, the new Dragon Knight is allowed to select a design for an Elemental Blade, and must then forge it. The forging of Elemental Blades is a dangerous task, involving raw Elemental Forces which must be tamed by will alone. Elemental Blades are formed of pure Elemental Force, typically they can protect their wielder against hostile attacks by the element of their composition, and can also have other powers, like the ability to appear in the Dragon Knight's hands instantly from wherever it happened to be. If they succeed in this task, they are given a suit of armor (dragons have no ability to protect their riders in flight) and a first quest. The first quest is usually the most difficult, fledgling dragons cannot fly or breathe sustained flame jets, but must be protected during this first quest.
Survivors are accorded the rank of Dragon Knight, third class, and allowed to leave the Citadel. To gain experience, Dragon Knights are allowed to travel on their own, returning to the Dragon Citadel on their continent only once a year. If the call goes forth for the Knight, he receives the message by the power of his Elemental Blade. Knights are only called in times of great emergency however, and are normally allowed to pursue prosperity and order at their own discretion.
Stat Bonus: Body +2, Mind +1, Soul +2 [50]
Attributes:
- Divine Relationship 2 [4]
- Companion (Young Dragon) [8]
- Item: Elemental Blade [5]
- Organizational Ties 1 [2]
- Wealth 1 [5]
- 10 Points of Gear representing armor and mundane weaponry
Skills:
- Administration 1 [1]
- Animal Training 1 (Dragon) [2]
- Etiquette 1 [2]
- Military Sciences 1 [3]
- Law 1 [1]
- Riding 1 (Dragon) [2]
Defects:
- Conditional Ownership (Dragon) -1
Elemental Blade
- Armor (Optimized: Element) 4 [4]
- Features 1 (Communicator) [1]
- Weapon 2 (Elemental Blade) [2]
- 3 Points of appropriate powers (User's Choice)
Total: 94 CP
Gunslinger
Since the end of the War of Thought, the thunder of Ktal firearms have echoed. The Gunslinger, graduate of the secret Ktaln school of firearms, is the holder of that thunder. Trained in the use of twin revolvers, single revolver, shotgun, and rifled carbine combat techniques, the Gunslinger is the master of ranged combat. Capable of drawing his weapon and firing before ordinary soldiers can react, Gunslingers are dedicated to law over chaos.
The Gunslingers are trained in a hidden school located in a mountain valley somewhere in the Ktal mountain range. Answering only to the Sovereign Democracy of Grand Ktal, the Gunslingers are sworn to bring justice and order to lawless regions, and to preserve the secrets of the Gunslinger school.
Respected, feared, and admired for their almost supernatural ability with firearms, a weapon type rare outside of the Ktal mountains, Gunslingers are given (or take) immunity to arrest everywhere they go save in Ktal itself. Serving as a kind of police force, technological sage, and one-man army, Gunslingers usually avoid the larger towns and kingdoms, instead helping to clean up the smaller towns and villages free of exterior control.
Gunslingers are drawn from all ranks of society, and every race. Ktaln are predominant, due to their natural inclination towards technology, as well as their invention of firearms, but anyone who shows aptitude and makes it to the secret Gunslinger school (either led there by another Gunslinger or on their own) will be trained.
Stat Bonus: Body +2, Mind +2 [40]
Attributes:
- Aura of Inspiration 1 [4]
- Combat Technique 4 (Lightning Reflexes, Two Weapons, Any 2) [8]
- Item: Gunslinger's Heavy Revolver (x2, point cost is total) [10]
- Organizational Ties 2 (Gunslinger's Order) [4]
- Ranged Attack (Handgun) 1 [3]
- Ranged Defense (Personal) 2 [6]
- Spend 20 CP on items
Skills:
- Languages 3 [3]
- Mechanics 1 [2]
- Medical 1 [2]
Defects: None, possibly Marked, Nemesis, Wanted, etc.
Gunslinger's Heavy Revolver
- Weapon 4 (Range 3, Penetrating 1, Piercing 3, Ammo-1 [10]
Total: 102 CP
Mechanist
The original Mechanists were created by the Technopriests of Grand Ktal over seven hundred years ago, mighty warriors created from a fusion of advanced technology and sorcery. However, the revolt of the Mechanists destroyed much of the Technopriest's advanced technosorcery, and only fragments survived. Modern Mechanists are constructed using experimental techniques developed by the Ktaln Technomages. Similar in design to the Mechanists of old, the modern Mechanist is less powerful and requires extensive maintenance to their mechanical bodies. If a Mechanist fails to keep its systems in proper order, they may fail under stress, resulting in embarrassment at the least.
Typically, Mechanists look like their original human or Ktaln bodies (elves and dwarves have yet to be successfully converted), but a few distinguishing features sometimes remain to identify them as Mechanists. The eyes may have a metallic sheen, one or both of the hands or limbs is obviously mechanical (gleaming chrome being the preferred look in Technomage circles presently), a slight whirring noise when they move, etc.
Stat Bonus: Body +2 [20]
Attributes:
- Armor 1 [1]
- 60 points in special attributes like additional Armor, Heightened Senses, Features, Flight, Force Field, Land Speed, Superstrength, and Weapon
Skills:
- Languages 1 [1]
- Mechanics 1 [2]
Defects:
- Marked (Mechanical Body) -2
- Special Requirement (Repairs) -1
Total: 81 CP
Psycher
Masters of the hidden powers of the mind, Psychers are relatively rare, members of a secret discipline handed down since the days of the War of Thought. Originally developed by the Ktaln in defense of their homeland (although later discarded in favor of technosorcery) the discipline of Psycher spread into the New Races (dwarves, elves, and humans) from refugees accepted into the Kingdom of Ktal. The Ktaln instructed their new citizens in the use of Psycher, and then put them on the front lines of defense along with the Mechanists, although they were intended to only be support units. Even so, the Psycher units had heavy casualties. Psychers can extend their lifespans, a few still remember fighting on the front lines, and as such, most Psychers refuse to train Ktaln.
Psycher abilities tend towards Mind Control, Telepathy, and Telekinesis. However, a wide range of abilities are available and many Psychers have become deadly opponents by concentrating on abilities like pyrokinesis (Armor [Optimized (Fire)], Telekinesis [Fire], and Weapon) or by controlling more powerful fighters (Companion). Psycher training does include basic martial arts (Melee Attack (Unarmed) and Melee Defense skills), allowing them to at least defend themselves somewhat if facing an opponent of stronger will.
Stat Bonus: Mind +2, Soul +2 [40]
Attributes:
- Combat Technique 2 (Brutal, Lethal Blow) [4]
- Melee Attack (Unarmed) 1 [3]
- Melee Defense (Unarmed) 1 [3]
- 45 Points of Psycher Powers
Skills:
- Controlled Breathing 1 [1]
- Languages 1 [1]
- Occult 1 [3]
- Social Sciences 1 [1]
Defects:
- Marked (Psycher Discipline Tattoo) -1
Total: 100 CP
Psycher Power Template
- Backlash -2
- Detectable -1 (Astral, Psychic)
Shadow Knight
The mortal champions of Sidun (even elves are considered 'mortals' to the vampire overlords), Shadow Knights exist only to serve their cruel vampire masters. Gifted with powers and a Midnight Dragon, these dark counterparts to the Dragon Knights operate clandestinely throughout the world under the orders of the vampires.
A Shadow Knight is trained in a variety of offensive techniques, emphasizing attack over defense, and melee combat over ranged. In addition, each Shadow Knight possesses the Shadow Armor, a suit of supernatural black plate armor which is as tough as dragonscale (although it provides no special protection against Elemental attacks). A dark and secret ritual empowers the Shadow Knight to utilize the secret magics of the vampires, at the price of their very soul.
Cursed with the thirst for blood like their masters (Shadow Knights must consume at least one pint of blood after any day they use Vampire Magic) and tormented by nightmares of the punishment for failure, Shadow Knights do everything in their considerable power to fulfill their missions. Their Midnight Dragons remain loyal to the Vampire Noble who controls the Knight, and are allowed to inflict the punishments for failure. As such, Shadow Knight is not a suitable template for PCs, unless playing an anti-hero or all-Sidun game.
Stat Bonus: Body +2, Soul +1 [30]
Attributes:
- Companion (Spellsworn Shadow Dragon) [23]
- Shadow Armor [3]
- Melee Attack (Player's Choice) 1 [3]
- Melee Defense (Player's Choice) 1 [3]
- Ranged Attack (Vampire Magic) 1 [3]
- Ranged Defense (Personal) 1 [3]
- 5 points of Item
- 15 points of Vampire Magic
Skills:
- Burglary 1 [2]
- Etiquette 1 [2]
- Foreign Culture 1 [3]
- Intimidation 1 [2]
- Languages (Low Mu) 1 [1]
Defects:
- Conditional Ownership -1 (Dragon)
- Marked -1 (Clan Tattoo)
- Red Tape -1 (Vampire Noble)
- Special Requirement -1 (Blood)
Shadow Armor:
- Armor 5 (Detectable -1 (Sight), Equipment -1 (Summoning Medallion)) [3]
Total: 94 CP
Vampire Magic Power Template
- Deplete -1
- Detectable -2 (Astral, Visual, Evil)
- Environmental -2 (Sunless Areas)
Shaman
Shamans are those born with the Second Sight who actively embrace the Spectral Levels, the world of Spirits. All of the various races have individuals with the Second Sight, although not all of them decided to follow the path of the Shaman. Spirits can sense individuals who can see them, however, and may end up forcing the character along this path anyway.
As Shamans can communicate with spirits easily, they tend to form bargains with various spirits to gain various powers. This is represented by Shamanist Magic, which allows the Shaman to open themselves fully to the Spectral Levels, forming a conduit that allows spirits to possess the Shaman and grant them skills and abilities the spirit possesses.
Shamans use dance and ritual chants to open themselves to the Spectral, some also take hallucinogenic drugs or practice meditation and purification techniques. This may lead to an addiction (Special Requirement [drug or purification rituals]). A rare few Shamans have achieved a state of close oneness with the Spectral Levels, and can allow spirits to possess them with but a thought.
Stat Bonus: Soul +2 [20]
Attributes:
- Astral Projection 1 [6]
- Power Flux (Spirit Fusions, Major) 4 [32]
- Sixth Sense (Empathy, Sense Magic, Any) 3 [6]
- Supersense (See Spirits) 2 [4]
Skills:
- Cultural Arts 2 [2]
- Medical 1 [2]
- Performing Arts 2 [2]
Defects:
- None required outside of power template, which is applied to power flux
Power Template
- Activation [-1]
- Backlash [-2]
- Deplete [-2]
- Unique (Requires Spirit Pact) [-3]
Total: 74 CP
Skulker
Assassin, thief, or spy, Skulkers are all members of the Brotherhood of Midnight, founded in the days of ancient Mu. Skulkers tend to be loners, assassins work best alone, thieves aren't usually trusted, and spies can trust no one. However, the Brotherhood does have means of identifying fellow members.
The first is the secret code, a complex system of ciphers and codes that has never been written down and never cracked by a non-Skulker. Skulkers who betray the Brotherhood do not live long enough to teach anyone else. Words of the secret code can be inserted into ordinary conversation without undue notice, and the appropriate response can determine membership status. The second is more risky, involving the display of the Brotherhood scars, a set of lines of scar tissue along the left hand, which do not impair function. This method has been discovered by some authorities however, and can be faked or disguised by sorcery.
The final method involves the poison Bloodboil, and is riskiest of all. The poison is delivered to the suspected member in the form of a trap, if they manage to disarm the trap and neutralize the poison (which may be somewhat safely ingested, causing mild stomach pains), then they obviously know some of the Brotherhood's secrets. Bloodboil is a weapon coating poison, a wound contaminated by Bloodboil will continue to bleed. If the wound is stitched or bound shut, bleeding may continue, and the victim will experience a terrible fever.
Stat Bonus: Body +1, Soul +1 [20]
Attributes:
- Heightened Awareness 1 [2]
- Organizational Ties 1 [2]
- 20 points on Items such as weapons and other appropriate tools
- Weapon 2 Bloodboil Poison (Continuing (Hourly-Bodyx3), Drain 2: Body, Linked, Incurable, Ammo -2, Toxic) [5]
Skills:
- Burglary 1 [2]
- Climbing 1 [2]
- Intimidate 2 [2]
- Languages 1 (Skulker Code) [1]
- Poisons 2 [4]
- Stealth 3 [6]
- Street Sense 2 [2]
- Urban Tracking 2 [2]
Defects:
- Marked -1
- Skeleton in the Closet -2
Total: 67 CP
Sky Captain
Airships ply the skies of the southern continent. The Sky Captain commands one of these vessels of the sky. He may work for the forces of Oak Cove and the Mystic Circle of the Tornado, he may be independent, he may work for one of the Trader's Guilds, or he may serve under Hermund Faust, air pirate and all around nice fellow.
Sky Captains are selected for their leadership abilities, and usually work their way up to Sky Captain doing other work, such as rigging sails, tending engines, or manning the helm. Oak Cove prefers to have Sorcerers captaining their airships, although this is not necessary for non-military ships.
Attributes:
- Aura of Inspiration 3 [12]
- Companion 3 (4 120 pt crewmen) [6]
- Companion 1 (200 pt First Mate) [8]
- 30 points of Item for Airship
- 10 points of Air Aspect Sorcery
- 10 points of Item for tools, etc.
Skills:
- Administration 1 [1]
- Artisan 1 [1]
- Boating 1 (airship) [2]
- Mechanics 1 [2]
- Navigation 1 (Air) [2]
- Physical Sciences 1 (Thaumturgy) [2]
- Occult 1 [3]
- Swimming 1 [1]
Defects: None, possibly Conditional Ownership, Marked, Nemesis, Red Tape, Wanted, etc
Total: 90 CP
Sorcerer
Students of Elemental Force, Sorcerers pursue incredible powers for their own reasons. The practice of Sorcery is usually not draining, when used within reason. Almost all Sorcerers possess a Power Battery, which is an external device (usually their Focusing Staff) that stores excess Elemental Force within it for the Sorcerer's later use. If the Power Battery is exhausted, then the Sorcerer must deplete his own energies channeling raw Elemental Force to make spells.
Sorcerers are trained in one of the Eight Schools: the Mystic Circle of the Tornado (air), the Ancient School of Enduring Stone (earth), the Ancient Order of All-Consuming Flame (fire), the Eldritch College of Revealing Light (light), the August University of the Green Cycle (nature), the Unbroken Circle of Eternal Night (shadow), the Moebius Order (time), and the Grand College of Undying Waves (water). Each of the Eight Schools teaches the young Sorcerer to control their key element, which becomes that Sorcerer's Aspect. While spells using other elements, even opposing ones, are possible, the Sorcerer will never feel comfortable relying on another Elemental Force. Some Sorcerers even refuse to learn spells involving other Elemental Forces, they become powerful within their Aspect, but weak, almost laughable, without it.
Sorcerers require their Focusing tool (usually a staff, but scythes, halberds, spears, and even swords have been used) to work any sorcery at all. The Focusing tool reduces the drain on the Sorcerer, but he becomes dependent on this, typically believing (and usually instructed) that the Focusing tool is necessary for sorcery of any kind. Focusing tools typically become more elaborate as time passes, as Sorcerers add additional Elemental Stones (required to use the item as a Focus) as they pick new elements and as they add more enchantments to the Focusing tool. The first enchantment, this one bestowed by their school, is the Power Battery (Energy Bonus 1-5), but Sorcerers typically add some attack and defense spells (powered entirely by Elemental Stones) as a backup after they gain more experience. In addition, certain spells only work when placed in an external object, so those are also commonly enchanted.
Stat Bonus: Mind +1, Soul +3 [40]
Attributes:
- Melee Defense 1 (Player's Choice) [3]
- Ranged Attack (Sorcery) 1 [3]
- Ranged Defense (Personal) 2 [6]
- Sorcerer's Focusing Tool [11]
- Sixth Sense 1 (Detect Magic) [2]
- Supersense 2 (See Spirits) [4]
- 20 points of Sorcery attributes
Skills:
- Area Knowledge 1 [2]
- Etiquette 1 [2]
- Languages 2 [2]
- Occult 1 [3]
- Physical Sciences 1 (Thaumaturgy) [2]
Defects:
- None required
Total: 100 CP
Sorcerer's Focusing Tool
- Energy Bonus 4 [8]
- Feature (Elemental Stone x12) [12]
- Force Field 2 [2]
Power Template:
- Deplete -1 (or more, depending on the ability)
- Detectable (unless attack) -2 (Astral, Hearing, Human Sight)
- Equipment -1 (Focusing Tool)
Technomage
Seeker of lost knowledge, the Technomage is a tinkerer, an experimenter, and a scholar. Technomages are priests of the Ktal Temple of Technology, a religious order dedicated to the preservation and creation of knowledge of the workings of the universe. Not all priests of the Temple are Technomages, but a good number of them walk this path, many of the others are Gunslingers, the remaining few are administrators, better suited to the sedentary life of the main Temple.
The priests of the Temple are, however, the only organization which possesses the knowledge to train new Technomages, and they jealously guard the ancient texts, written in the Temple language. Sadly, the Temple has lost what little influence it had with the world at large, fewer children are sent to the Temple every year, and the tithes grow thin. In response to this, the Temple has established the Itinerant rank, newly ordained priests must travel the world for two years, spreading the light of reason.
The typical Itinerant carries a veritable hardware store of tools and gadgets at all times, and some are even capable of redesigning their equipment during combat, allowing them to always be prepared to handle a new situation. The character's Item attribute represents a pool of points they may reassign between sessions. For in session gadgetry, use Power Flux.
In addition, Technomages are the only Occupational Template capable of learning the Computers and Electronics skills in this setting (both costing 2 points/level, with standard specialties), which represents their knowledge of ancient Technosorcery equipment operation and repair.
Stat Bonus: Mind +2 [20]
Attributes:
- Ranged Defense (Personal) 1 [3]
- Power Flux (Minor Creation) 4 [20]
- 30 points of Items
Skills:
- Artisan 1 [1]
- Biological Sciences 1 [1]
- Computers 1 [2]
- Electronics 1 [2]
- Languages 2 (Old Mu, Temple) [2]
- Mechanics 4 (Technomancy) [8]
- Physical Sciences 3 [3]
- Social Sciences 1 [1]
Defects: None, but possibly Easily Distracted, Ism (Child prodigy), Impaired Manipulation (See Marked), Marked (Scarred from numerous explosions), Sensory Impairment (See Marked)
Total: 93 CP