Sunday, December 9, 2007

Jobs

Job programs:

These are essentially the way characters learn new skills; characters will have to bump around the basic jobs for awhile until they can get a shot at a more advanced job.

Characters can stop one job and start on a completely new job; they just start back at level one for the new job.

You basic jobs of adventuring caliber:


Mercenary

Entrance requirements: Running, WP Rifle and one of the following: Climbing, PS 16, PE 16, Pilot Automobile, Tracking.

As there are no centralized armies in the region, mercenaries form the bulk of the defenses of local farms, monasteries, warlords, and so forth. Small pockets of mercanary armies dot the landscape, and are very powerful organizations. Mercenaries live expensive but well paid lifestyles.

Growth:

Level 1 +1 Roll with Punch
Level 2 Recognize Weapon Quality
Level 3 Camouflague
Level 4 WP Grenade
Level 5 WP Assault Rifle
Level 6 Detect Ambush
Level 7 WP Grenade Launcher
Level 8 WP Automatic Pistol
Level 9 Fortifications
Level 10 Demolitions
Level 11 WP Motar
Level 12 WP Flamethrower
Level 13 Parachuting
Level 14 Strategy/Tactics
Level 15 One additional attack per melee


Prize Fighter

Entrance requirements: Boxing, Hand to Hand: Basic (or better) and one of the following: PS 16, PE 16, Tumbling, Wrestling, WP Knife

In these dark and dreary times where you never know what horrific monster or army is going to show up out of nowhere and rape and murder you and your family, you look to the simpler things in life for entertainment, like good old hand to hand combat. Prize fighters are the wrestlers of the modern era, filling dingy arenas just like they always have.

Growth:

Level 1 +3 Roll with Punch
Level 2 WP Broken Bottle
Level 3 WP Barstool
Level 4 +2 to strike with fists, legs
Level 5 WP Blunt
Level 6 Bodybuilding
Level 7 WP Net
Level 8 +30 SDC
Level 9 Kickboxing
Level 10 WP Improvisation
Level 11 Gymnastics
Level 12 +3 to Dodge
Level 13 One additional attack per melee
Level 14 Anticipation
Level 15 Blind Fighting

Squire

Entrance Requirements: ME 16+, WP Sword, either Hand to Hand: Zanji Shinjinken-ryu, English Swordsmanship, Italian or Spanish Fencing, or another sword-art.

An apprentice knight, the squire is the dedicated warrior. The squire will have a knight he will have to assist as she rises to knighthood, but the squire will have enough freedom to get into trouble, what with all the injustice and monsters in the world.

Level 1 Fencing
Level 2 WP Shield
Level 3 WP Pole Arms
Level 4 WP Blunt
Level 5 WP Ancient of Choice
Level 6 WP Ancient of Choice
Level 7 Armourer
Level 8 Horsemanship: Knight
Level 9 Detect Ambush
Level 10 Parachuting
Level 11 Oxygen Conservation
Level 12 Interrogation Techniques
Level 13 Strategy/Tactics
Level 14 WP Paired Weapons of choice
Level 15 Blind Fighting


Sharpshooter

Entrance Requirements: WP Revolver, PP 16+, and one of the following: Recognize Weapon Quality, MA 16, WP Pistol

In the harsh reality of today's bars, roads and other dangerous places, guns are everywhere. Which such equal footing, to get an edge one must achieve true mastery of their gun. Thus, the sharpshooter.

Growth:

Level 1 WP Rifle
Level 2 +1 to strike with projectiles
Level 3 WP Sharpshooting - Quick Draw - Revolver
Level 4 WP Sharpshooting - Called Shot - Revolver
Level 5 +1 Initiative
Level 6 WP Automatic Pistol
Level 7 WP Sharpshooting - Quick Draw - Pistol
Level 8 WP Sharpshooting - Trick Shots - Revolver
Level 9 WP Sharpshooting - Called Shot - Pistol
Level 10 Sniper
Level 11 WP Sharpshooting - Trick shots - Pistol
Level 12 WP Sharpshooting - Quick Draw - Rifle
Level 13 WP Sharpshooting - Called Shot - Rifle
Level 14 One additional attack per melee
Level 15 WP Sharpshooting - Trick Shots - Rifle


Ranger

Entrance requirements: Wilderness Survival, Prowl, and one of the following: PE 16+, Identify Plants/Fruits, Animal Husbandry, Land Navigation

The wilderness is the new frontier; the scattered settlements are separated by great seas of forests, desert and plains. For any trade or travel to occur, someone needs to know the lay of the land, where is safe to go and where isn't, and so forth.

Growth:

Level 1 WP Rifle
Level 2 Detect Ambush
Level 3 Skin and Prepare Animal Hides
Level 4 +3 to Roll with punch
Level 5 Sense of direction
Level 6 Horsemanship: General
Level 7 Track Animals
Level 8 Trap Construction
Level 9 Winter Survival
Level 10 Tame Animals
Level 11 Carpentry
Level 12 Leather working
Level 13 Preserve Food
Level 14 Breed Animals
Level 15 One additional attack per melee

Entertainer

Entrance requirements: PP 16+, MA +16, One of the following: Play musical instrument, ME +16, PB +16, Dance

Like always, rather than deal with their own lives the masses like to put entertainers on pedestals and judge their every move. Consequentially, there is good money to be made entertaining.

Growth:

Level 1 Balloon Animal Making
Level 2 +3 to dodge
Level 3 Clowning
Level 4 Performance
Level 5 Advertising
Level 6 Contacts
Level 7 Play musical instrument: Sing
Level 8 Juggling
Level 9 Acting
Level 10 Public Speaking
Level 11 +1 Initiative
Level 12 Acrobatics
Level 13 Ventriloquism
Level 14 Mime
Level 15 Sleight of Hand

Scholar/Scientist

Entrance requirements: Basic Math, Literacy, One of the following: IQ 16+, Biology, Chemistry, Physics, Advanced Math

In this brave new world we call out for answers in every direction. Luckily, the discipline of science has survived, although scientists are increasingly having to deal with those who would rather dictate science than be dictated by it. The scientist and scholar seeks to learn the lost knowledge of the old world, sometimes to madness.

Growth:

Level 1 Biology, Chemistry or Physics
Level 2 History: 25th century
Level 3 Biology, Chemistry or Physics
Level 4 Lore: Daemons and Monsters
Level 5 Anthropology
Level 6 Basic Electronics
Level 7 Lore: Magic
Level 8 Archaeology
Level 9 Electro-chemistry
Level 10 Astronomy
Level 11 Biochemistry
Level 12 Paleontology
Level 13 Psychology
Level 14 Nuclear Physics
Level 15 Electricity Generation/Power Systems

Healer

Entrance Requirements: Biology, Literacy, One of the following: ME 16+, Food Preservation, Brewing

In such a painful world, healers are an essential part of society.

Level 1 First Aid
Level 2 Paramedic
Level 3 Holistic Medicine
Level 4 Nurse
Level 5 General Practitioner
Level 6 Medical Doctor
Level 7 Surgeon
Level 8 Psychology
Level 9 Criminal Sciences and Forensics
Level 10 Pathology
Level 11 Dentist
Level 12 Diagnostic
Level 13 Field Surgeon
Level 14 Psychiatry
Level 15 Toxicology

Priest

Entrance Requirements: Literacy, MA 16+,

In times like these, a hope in the future and an understanding of the world is important to one's sanity. Luckily for the survivors of the crash, a sudden influx of ancient gods has suddenly made an appearance over the horizon.

Of course, those mortals who do the work of these busy gods by converting followers and doing missions shall be greatly rewarded. But where do your real motivations lie? With your parish, your god, or yourself?

Priests have a surprising amount of freedom in the gods they worship these days. Simply put, they can build their own pantheon out of the various gods working in the region; however, they must use caution: doing the work of a patron god's enemy is sure to spell disaster.

In return for practicing their god's work, priests are able to learn and cast magic spells, wards and circles, like a wizard. They are given this benefit from the god(s) they do services for. If the priest angers the god, the god is able to withdraw the magic knowledge from the priest.

Priests start out with the following spells:

Turn Dead, Decipher Magic, See Aura, Sense Magic, Excorcism, Energy Bolt.

Priests can request one miracle from a god per level.

Level 1 Public Speaking
Level 2 Lore: Folklore and Mythology
Level 3 Begging
Level 4 Lore: Omens and Superstition
Level 5 Lore: Daemons and Monsters
Level 6 2x Chi
Level 7 Brewing
Level 8 Lore: General Law
Level 9 Philosophy: Western or Eastern
Level 10 Lore: Magic
Level 11 Mystic Herbalism
Level 12 Lore: Religions
Level 13 Theology/Philosophy
Level 14 Lore: Witches
Level 15 Fasting

Neomage

Entrance Requirements: Literacy, Astrology, Mana battery mutation (if mutant animal) OR Lore: Magic (if alien species.)

The neophyte magician, having grown up with a smattering of self taught magic abilities, is now starting in the long road to wizardry.

Neomages are able to learn and cast magic spells, wards and circles. They have this knowledge independently. Neomages are also able to store chi energy in specially created talismans, charms, rings and a variety of other objects.

Neomages start the game with the following spells: Decipher magic, Sense Magic, Cloud of Slumber, Globe of Daylight, Tongues, Enchanted Cauldron, two level one spells, two level two spells, one level 3 spell and one level 4 spell. Additional spells must be learned from greater mages, spellbooks, and other external sources.

Level 1 Language: Mystic
Level 2 Meditation
Level 3 Feng Shui
Level 4 Lore: Daemons and Monsters
Level 5 Lore: Ghosts and Faeries
Level 6 Identify Wards
Level 7 Literacy: Mystic
Level 8 Create Scroll
Level 9 Mystic Herbalism
Level 10 Lore: Witches
Level 11 Lore: Undead
Level 12 Art: Wards
Level 13 Lore: Dragons
Level 14 Create Magic Item
Level 15 Art: Circles


Advanced jobs:

Partial Cyborg augmentation
Full Cyborg augmentation
Glitterboy
Knight
Juicer augmentation
Swashbuckler
Robot Pilot
Stunt Racer
Jet Pilot
Gizmoteer
Doctor
Alchemist
Biomancer
Wizard
Technomage
Vampire

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