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Posted: Tue Nov 22, 2005 12:38 am
It had to come eventually... All I have is pics for now, but I do have short descriptions to attach to them, and the ability lists are forthcoming. All images are copyrighted to their respective artists, and may not be used or distributed for profit. Physical: Knight  Archer  Ranger  Mercenary  Thief  Fighter  Ninja  Lord  Magic Classes: Fire Mage  Earth Mage  Dark Mage  Air Mage  Water Mage
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Posted: Wed Dec 07, 2005 12:15 am
*Cleared out all the useless posts in this thread... which was basically all of them. Points addressed in those posts: - We used all RO pictures here, perhaps using others, or maybe game sprites. - Gino said something that made no sense, then edited it away and stated such. And now... overview: Physical:Knight A noble fighter, trained in various forms of melee combat, as well as mounted combat. Mainly Knights will follow the code of chivalry and work to preserve the Knight's noble image, though dishonorable knights are not unheard of, especially in troubled times. Knights tend to be either in service under a noble or royalty, or nobility themselves. Knights are fully proficient with a weapon type that they have chosen to specialize in, and partially proficient with every other weapon type allowed to them (the closer the weapon is to their chosen variety, the more capable the Knight will be of handling the weapon :: example: a broadsword-weilding knight would have little trouble swinging about a shortsword or a greatsword, but a spear or halberd would be unfamiliar). A Knight's proficient weapon may be any of the following: Shortsword, Broadsword, b*****d Sword, Great Sword, Double-Bladed Sword, Flamberge (any type), Spear, Halberd, Glaive, Voulge, Hand Axe, Bardiche, Great Axe, War Hammer, Great Club, Mace, Heavy Flail, Lance and Javelin. A Knight is also proficient in the use of heavy armor and all types of shield. If a Knight has a mount, (s)he often grows close to the animal after years of training with it. Strengths: Strong and tough. Proficient with melee weapons. Trained to fight well in heavy armor. Trained in mounted combat. Weaknesses: Usually not trained in ranged weapons. Heavy armor restricts and hinders movement. Follow a strict code. Knight Techs Swordsman Melee Weapon KnowledgeGeneral knowledge with the chosen weapon is known, such as which end is held, and which end goes into things that you want to die. A few basic techniques are known and a little practice has been had, enough to give an advantage over someone unskilled in that weapon. Heavy SwingCalling upon hidden strength, the Knight readies a strike that hits hard against his opponent; harder than even the heaviest blow that he could have dealt with only his own strength. Attacks that connect or are blocked with a shield cause the target to be stunned for half a second. Charge time: 1 second | Damage: Moderate | Targets: 1 | Range: Within reach of weaponShield BashThe shield can be used for more than defense, it can also be used to attack. By striking an opponent with the broad surface of a heavy shield, a Knight can unbalance his opponent. Charge time: None | Damage: Superficial | Targets: 1 | Range: AdjacentChargeUsing his intimidating presence to his advantage, a Knight can charge at a hapless opponent before delivering a blow. The terrifying image of a Knight bearing down upon his opponent can incite fear into an enemy(s) (opposed roll: d6 plus class level). When charging, a Knight moves twice as fast as normal, but only across open terrain in a stright line. If mounted during a charge, the mount will also deal minor trample damage to the opponent, in addition to the attack. Charge time: None | Damage: Varies | Targets: 1 group | Range: 60 feet (120 feet mounted)Page Melee Weapon TrainingA little bit of training with the chosen weapon has been undertaken. Practice makes perfect, and though this level of skill is still far from perfect, it reflects perseverence and dedication to improvement. A trained weilder can easily best a clumsy oalf who has just picked up this weapon. ParryA Knight is trained in defense, as well as attack. The Parry is a quick movement of a weapon in order to defend against a single attack coming from the front. Charge time: None | Targets: 1 attack | Range: AdjacentBattle CryUttering a terrifying Battle Cry, a Knight is able to intimidate his foes without even needing to draw a weapon, granting the status effect fear (opposed roll: d6 plus class level). Charge time: None | Targets: All within range | Range: Able to hear the KnightRide-By AttackA Knight's training with his mount has made both skilled and cool in combat. When performing a Charge while mounted, a Knight is able to continue charging even after delivering an attack to the target, and perform another Charge attack against a second target (a change in direction is allowed, but both charges must be in a straight line). Trample damage caused by the mount increases to Moderate. Squire Melee Weapon ProficiencyTime and training have made a skilled warrior out of what once was a clumsy youth. Proficiency reflects knowledge and training in every aspect of the chosen weapon's use, and the beginning of true skill. Knockdown BlowA heavy-handed blow that the Knight deals either with a weapon, unarmed, or with a strike from the shield. This attack is similar to a combination of the Heavy Swing and Shield Bash skills, and draws upon a supernatural strength to deal a crushing blow to the enemy, causing knockdown. Charge time: 1 second | Damage: Moderate | Targets: 1 | Range: Within range of weaponSecond WindIntense endurance training allows the Knight to possess fortitude above that of a normal man. Once a Knight has fallen from injury or exhaustion, he is able to rise again with a Second Wind to continue fighting for another 5 minutes, or until he is defeated. After the duration has expired the Knight will collapse in exhaution, unable to rise again. Charge time: None | Reuse time: 24 hours | Target: Self | Range: Self | Duration: 5 minutesWar CryShouting a War Cry for his allies, a Knight can inspire them for battle, and bolster them against cowardice. All allies within earshot of the Knight recieve immunity to fear for the duration of the effect, and are less prone to exhaustion. However, bolstered allies, and the Knight himself, become prone to fits of violent rage due to their enthusiasm for battle (roll 1d6 with every post, if a 1 is rolled the character goes into a violent fit of rage which subsides after all enemies are defeated or after 1d4 posts). Charge time: None | Targets: All within range | Range: Allies within hearing distance | Duration: 5 minutesKnight Melee Weapon MasteryUnlocking the full potential of the weapon, a Master is able to use it in ways that a novice could only imagine. Strikes are fast and accurate, and a Master fighting with his head should be able to best nearly any opponent in close combat. SunderA crippling blow delivered with the aid of a Knight's hidden reserves of supernatural strength, Sunder is capable of destroying certain objects with an attack due to the brute force involved. This carries with it the risk of damaging the Knight's own weapon, however, but it is often worth the risk if the situation calls for such. Charge time: 1 second | Damage: Major | Targets: 1 | Range: AdjacentDie HardDue to the constant stress and strain that a Knight puts upon his body, he had adapted to learn to cope with the punishment that he recieves and the injuries that he suffers in battle. A Knight can no longer be rendered unconcious by injury or exhaustion, and will continue to fight until the blood stands still in his veins and his lungs draw no more breath. Magical sleep spells will still effect a Knight normally, however. OverrunWhen performing a Charge a Knight is able to perform a Knockdown Blow against any number of opponents that he encounters in his Charge. If mounted, the Knight is able to chance course up to twice during the charge and trample damage increases to Major for opponents that suffer knockdown. Even if not mounted, a Charge will deal minor trample damage to opponents that suffer from knockdown. Baron/Baroness One with the BladeA warrior and his weapon are hardly even separate existences anymore. The weapon itself is nearly an extention of the weilder's own arm, and even impossible feats seem within reach to a warrior who has reached this level of true mastery. EruptionAn attack that uses every ounce of a Knight's inner strength in one attack. Eruption is a pussiant strike that will knockdown and sunder any opponent that it strikes. Though, not stopping there, the blow drives the enemy hard into the ground (or an adjacent solid object) to cause a shockwave that tears up the earth for up to twenty feet around on all sides; causing a violent eruption that strikes everyone in the area for moderate bludgeoning, slashing, and piercing damage due to the debris. Charge time: 3 seconds | Damage: Critical | Targets: 1 | Range: 20 feetJuggernautA true pinacle of strength and endurance, the Knight draws upon his inner strength to perform feats that are truly heroic in stature; gaining the strength of ten men for the duration. A Juggernaut is immune to knockdown, unbalance, fear, sleep, and poison, as well as fatigue. In this state, a Juggernaut does not feel pain, will not respond to injury, and is prone to fits of violent rage (roll 1d6 with every post, a roll of 1 or 2 will result in the Juggernaut going into a fit of violent rage which subsides after 1d4+1 posts; even if all of the enemies are defeated before this time, a Juggernaut will continue to evicerate their remains until the rage subsides). Charge time: 5 seconds | Target: Self | Range: Self | Duration: 3 minutesMounted Combat MasteryThe horse and rider become so atuned to each others thoughts and feelings that there is almost a mental link between them. Due to perfect coordination and much practice, a mounted Knight can perform acts in the saddle that would require perfect coordination and balance; even such things that would, to any normal rider, cause him to fall from the saddle or throw the horse due to unbalanced weight. Archer  Master of ranged weapons, the archer trains in the art of staying far from any fight that he chooses to participate in. Specializing in things such as bows, crossbows, thrown blades, and firearms, the archer prefers to strike from a distance with speed and accuracy. Strengths: Strong and agile, having great hand-eye coordination. Proficient in ranged weapons. Stealthy, with a knowledge of camoflage. Weaknesses: Not practiced in close quarters combat. Heavy armor restricts movement and interferes with ability to aim. Can get into trouble quickly if they are not engaging a single opponent at a distance. Ranger  The huntsman, knowledgable in the ways of the wilderness. Understanding of the ways of animals, how to track them and how to hunt them, as well as how to befriend them, comes with the job. Rangers need to know how to use what they have available to accomplish the task at hand, and make use of their special hunting tools and wilderness lore often. Strengths: Hardy and perceptive. Proficient with bows (crossbows), axes, and knives. Skilled at moving silently and quickly at the same time. Able to set traps and snares (complex traps require special tools). Oftentimes keep an animal companion. Weaknesses: Somewhat uncivilized. Heavy armor inhibits movement and stealth. Mercenary  A skilled fighter, willing to work for money. Oftentimes hired as militia or bandits, they might find themselves on the side of the law one week and as an outlaw the next. In their trade, it pays to have a knowledge in many areas. Strengths: Open to physiques of all types. Proficient in all basic weapons, and a few exotic. Heavy armor does not generally intefere with their specialties. Always looking out for number one. Weaknesses: No specific specialization. Do not tend to have long lasting relationships with a community. Thief  Strengths: Weaknesses: Fighter  Strengths: Weaknesses: Fighter Techs Brawler Rough and Tough Up My Sleeve Tumble Flying Axe Kick White Belt Fisticuffs Stone Fists Acrobatic Charge Hundred Fists Martial Artist Martial Arts Training Iron Fists Stone Body Stunning Fist Black Belt Martial Arts Mastery Iron Body Blade Grasp Executioner's Fist Master Fists of Legend Perfect Body Return Crippling Strike Ninja  Strengths: Weaknesses: Samurai  Strengths: Weaknesses: Samurai Techs 【徒弟】 Totei [とてい] Melee Weapon Knowledge Flash of Steel Stable Stance Dawn Slash 【練習生】 Renshyusei [れんしゅうせい] Melee Weapon Training Catch a Breath (INSERT TECH HERE) Quick Draw 【武士】 Bushi [ぶし] Melee Weapon Proficiency Wings of the Crane Defensive Stance Honor-Bound 【侍】 Samurai [さむらい] Melee Weapon Mastery Snatch Offensive Stance Splitting Hairs 【大名】 Daimyo [だいみょう] Two as One Focus Perfect Stance Dusk Slash Paladin The Paladin is an elemental warrior. Putting his faith within the elemental spirits, a Paladin trains not only his body, but his spirit as well, attuning his own spirit with their chosen element. The Paladin is surrounded by an elemental aura, and focuses this aura through his chosen weapon to unleash powerful attacks upon his enemies. When focusing his aura for an attack, however, the Paladin does not gain the defensive bennefits that it offers until the ability is discontinued and the recovery time has passed; his Aura is either too exhausted or concentrated somewhere else, and it cannot be used to defend or use another skill. At the start of his training, a Paladin takes a Chosen Weapon. From this point on, the Paladin can use this and only this weapon to focus his aura, as a part of his strict dicipline. The Paladin becomes so familiar with the weapon throughout his training that it becomes like an extension of himself; and through it he focuses his aura in order to make elemental attacks. A Paladin shares a bond with his weapon, as it has been imbued with a part of the Paladin's own spirit, and he can sense its presence no matter where it may be. If the weapon is lost or stolen, the Paladin must seek it out and retrieve it. If the weapon is broken or damaged, the Paladin must attempt to have it repaired. If the weapon is destroyed or lost forever to the Paladin, then he must choose a new weapon to take its place. Replacing one chosen weapon with another is a serious matter, and this should be reflected in the roleplaying. A new weapon could take weeks, even months for the Paladin to adjust to. Other than this, there is no restriction upon what type of weapon the Paladin takes as his chosen. Strengths: Skilled in their chosen weapon. Heavy armor does not interfere. Ability to unleash elemental attacks. Partial immunity to magic. Weaknesses: Only one usable weapon. Follows a strict code. Paladin Skills Warrior of (Element) Melee Weapon Knowledge - (Weapon)General knowledge with the chosen weapon is known, such as which end is held, and which end goes into things that you want to die. A few basic techniques are known and a little practice has been had, enough to give an advantage over someone unskilled in that weapon. Faint Aura of (Element)The Paladin is surrounded by a faint aura of his chosen element; this aura grants a slight resistance to magical attacks of the opposing element and allows the Paladin to sense magical energy of the same or opposing element up to a distance of 50 feet. Imbue WeaponThe Paladin's weapon takes on his elemental aura (ranging in strength from faint to overpowering depending upon the strength of his aura). Attacks made while this ability is active carry the elemental subtype for damage (such as slashing damage AND fire damage), and a sufficiently strong strike from an imbued weapon can harm even spells. Casting time: 2 seconds | Recovery time: 2 seconds | Range: SelfTransferrenceA Paladin is able to protect others by extending his aura to them. If the Paladin is within range of an ally, he may transfer all defensive bennefits of his aura to the ally (note that doing so prohibits the use of aura techs until the ability expires). Casting time: 1 second | Recovery time: 2 seconds | Range: 20 feet (1 Ally)Crusader of (Element) Melee Weapon Training - (Weapon)A little bit of training with the chosen weapon has been undertaken. Practice makes perfect, and though this level of skill is still far from perfect, it reflects perseverence and dedication to improvement. A trained weilder can easily best a clumsy oalf who has just picked up this weapon. Weak Aura of (Element)The Paladin is surrounded by a weak aura of his chosen element; this aura grants a little resistance to magical attacks of the opposing element (reducing their damage categories by one rank, to a minimum of 'minor') and allows the Paladin to sense magical energy of the same or opposing element up to a distance of 200 feet. Empower WeaponBy focusing his aura into his weapon, the Paladin empowers his own attacks; increasing his strength and adding elemental damage to his blows. This elemental damage oftentimes will go through even if a strike is blocked, but not with a missed attack. Casting time: 2 seconds | Recovery time: 2 seconds | Range: Self(Element) GuardianThe Paladin can concentrate his aura into one place, forming a solid elemental shield that can be used to block attacks or to attack. Anything touching the shield other than the Paladin will suffer minor elemental damage from his concentrated aura. Casting time: 1 second | Recovery time: 2 seconds | Range: Self | Duration: 5 minutes or until destroyedPaladin of (Element) Melee Weapon Training (2) - (Weapon)A slight improvement in skill with the chosen weapon. Aura of (Element)The Paladin is surrounded by an aura of his chosen element; this aura grants a resistance to magical attacks of the opposing element (reducing their damage categories by one rank, to a minimum of no damage dealt) and allows the Paladin to sense magical energy of the same or opposing element up to a distance of 500 feet. Wave of (Element)When the Paladin's aura is focused into the weapon, the Paladin can unleash a purely elemental attack with a sweep of their chosen weapon. Only one such attack can be made for every time the weapon is charged with aura. The wave moves outwards along the path of the sweep until it collides with an object or disperses. Casting time: 3 seconds | Recovery time: 2 seconds | Range: 20 feet | Damage: ModerateMartyrdomThe Paladin is strictly devoted to his beliefs, and will not stay down if it means compromising his morals or failing the elemental spirits. The Paladin is able to retain conciousness for 5 minutes when he otherwise would have fallen due to exhaustion or injury (this does not effect Sleep status). Unless the Paladin recieves healing (for substantial injury), he will slip unconcious again when the duration has expired. This ability does not stave off death, merely unconciousness. Casting time: Instant | Reuse time: 24 hours | Range: Self | Duration: 5 minutesChosen of (Element) Melee Weapon Proficiency - (Weapon)Time and training have made a skilled warrior out of what once was a clumsy youth. Proficiency reflects knowledge and training in every aspect of the chosen weapon's use, and the beginning of true skill. Strong Aura of (Element)The Paladin is surrounded by a strong aura of his chosen element; this aura grants a significant resistance to magical attacks of the opposing element (reducing their damage categories by up to two ranks, to a minimum of 'minor'; spells that cause 'minor' damage by default instead deal no damage) and allows the Paladin to sense magical energy of the same or opposing element up to a distance of 1 mile. (Elemental) StrikeBy concentrating and extending his aura, the Paladin is able to strike out from a distance with the aura itself; firing a blast of elemental energy in a straight line outwards from him in a direction of his choice. This elemental blast will continue on this course until it collides with an object that it can not push, break, or penetrate, or until it reaches the maximum distance. Casting time: 5 seconds | Recovery time: 5 seconds | Range: 100 feet | Damage: CriticalShield of (Element)Similar to the (Element) Guardian ability, the Paladin concentrates his aura to create a solid barrier. The barrier covers at most 10 feet by 10 feet of area, but can take any shape as long as it does not exceed the size restriction. Anything that comes into contact with the barrier other than the Paladin suffers Moderate elemental damage. Casting time: 2 seconds | Recovery time: 4 seconds | Range: 20 feet (originating from self) | Duration: 2 minutes or until destroyedHand of (Elemental God) Melee Weapon Mastery - (Weapon)Unlocking the full potential of the weapon, a Master is able to use it in ways that a novice could only imagine. Strikes are fast and accurate, and a Master fighting with his head should be able to best nearly any opponent in close combat. Elemental Existence - (Element)The Paladin is surrounded by an overpowering aura of his chosen element; this aura grants major resistance to magical attacks of the opposing element (reducing their damage categories by up to two ranks, to a minimum of no damage dealt) and allows the Paladin to sense magical energy of the same or opposing element up to a distance of 5 miles. Heart of (Element)The Paladin's aura concentrates around himself, forming an elemental shell that grants full resistance against elemental attacks of his opposing element, and deflects most attacks made against it. While in this shell, however, the Paladin's movement is restricted, and he cannot move faster than a slow walk. Any object that comes into contact with the barrier other than the Paladin suffers Major elemental damage. Using this ability for long periods of time can quickly become taxing for the Paladin. Casting time: 10 seconds | Recovery time: 15 seconds | Range: Self | Duration: 3 minutes or until destroyedWrath of (Elemental God)The Paladin's aura erupts around him; creating an elemental storm all around which will harm, if not outright destroy any object caught in it. This ability is incredibly taxing upon the Paladin, and will use up most of his reserves in exchange for the sudden burst of destructive force. Note: The casting time for Wrath of (Elemental God) is instantaneous if Heart of (Element) is already active. Wrath of (Elemental God) cancels Heart of (Element) when activated.Casting time: 10 seconds | Recovery time: 2 minutes | Range: 50 feet | Damage: Major | Duration: 30 seconds
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Posted: Wed Dec 07, 2005 12:28 am
Of course, once we flesh out where each class is supposed to be specializing, we'll be in a better position to work through a moveset on them.
Notes:
Theif and Ninja are the east/west equivalents, aren't they? Or, more specifically, a ninja clan is roughly the equivalent of a thieves guild, correct?
The same with Knight / Lord. Both are the noble warrior class, specializing in close combat with blades and heavy, ceremonial armor. The differences in the two being with the type of weapon used: heavy blades for the Knight, while the Lord requiring more finesse and speed of hand with his ken.
Fighter = generic close range type. Archer = generic long range type.
Ranger and Mercenary being sort of the mix types, the jacks of all trades. The Mercenary leaning more towards combat in general with no real specialization in method, and the Ranger more relying on strategy (tracking, hiding, setting up snares and traps).
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Posted: Wed Dec 07, 2005 12:36 am
Thoughts and ideas:
Restricting the choices of weapons for specific classes puts more emphasis on what they specialize in. An Archer with a glaive doesn't really make much sense, and neither does a Knight in heavy armor attempting to use a weapon that requires dexterous movement, such as a kisari-gama.
That isn't to say that the character cannot pick up an exotic weapon for their class and try for it, simply that the archetype is made for a different type of weapon. Maybe that first level characters should only start with their trained weapons, and can pick up 'exotic proficiency' as they progress otherwise.
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Joseph Brown Vice Captain
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Posted: Wed Dec 07, 2005 7:58 am
Actualy, from what it looks like the fighter is the generic fist fighter, not the generic anything melee fighter. If I'm getting the right vibe the mercenary is something that's supposed to be the generic anything melee fighter.
Which seems to me that, well, it dosen't really work. If to play a generic meele fighter you either have to be a knight, lord or mercenary it seems were limiting our melee fighters to the two most cliche backgrounds. There's also the fact that you can be a mercenary theif, a mercenary ranger, a mercenary mage, a mercenary archer... etc.
I say we change the mercanary to fighter, and the fighter to brawler/monk/fist-hitter/something else. If somebody wants to be a mercenary they can write it into their history.
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Posted: Wed Dec 07, 2005 8:56 am
Da. ::nod:: Sounds like a plan.
Yeah, it was late, so it sort of slipped my mind how we have no generic asswhupper character.
UPDATE:
The Mercenary class will be changed to Swordsman.
The Fighter class shall retain that name.
Paladins have been included.
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Posted: Thu Dec 08, 2005 10:26 pm
exclaim Wanted:
A list of rank names for the physical classes. I know we had one in here before, but I can't find it...Truewind .:Fighting Styles (West):. Western fighting styles are divided into six categories. Knights are heavily armored guardians of nobles (and sometimes nobles themselves) who usually ride horses and are skilled in the usage of the lance and/or the sword. Knight progression: Page, Squire, Knight, Defender, Lord/Lady Archers attack from a distance using a variety of weapons. They may be competent with a melee weapon, but their true prowess lies with a bow or crossbow, or (rarely) with the musket or pistol. Archer progression: Slinger, Hunter, Archer, Sharpshooter, Sniper Rangers utilize the terrain to their advantage. They are skilled trackers who use both melee and ranged weapons (though they specialize in neither). Some rangers have been known to fight with two weapons, one in each hand. Rangers are also very in tune with animal and plant life, often bearing an animal companion of some sort and possessing knowledge of herbs. Ranger progression: Traveler, Guide, Ranger, Strider, Watcher Mercenaries are usually common born men and women who hire out their fighting skills to an employer. There are two types: those who belong to a mercenary company (headed by a Captain), and those who do not (freelancers). They are masters of many different weapons, some plain, and some exotic. Mercenary progression: Recruit, Swordsman/Swordswoman, Mercenary, Blade, Captain Thieves are masters of trickery, and prone to bouts of stealing and mayhem. Many cities have thieves’ guilds (and the accompanying underground communities), but there are plenty of thieves who work outside the auspices of the guilds. Thieves tend to prefer small, easily concealed weapons, and like rangers, have been known to wield a weapon in each hand. Thief progression: Footpad, Pickpocket, Thief, Assassin, Ghost Fighters use their hands and feet as weapons in battle. They can be anything from common street thugs too poor to afford a good club to sturdy boxers who are masters of their art. Fighter progression: Brawler, Tough, Fighter, Pugilist, Master --- .:Fighting Styles (East):. Lord/Lady (see Knight above): Lords do not use the lance, but they may be skilled in the use of the bow. Commoners address lords and ladies with the suffix –sama. Samurai may be included in this class. Lord progression: Son/Daughter (Onzoshi/Himesama), Protector (Hogosha), Lord (Shoushu/Jyoketsu), Prince/Princess (Shinnou/Ume), Emperor/Empress (Mikado/Jotei) Archer (see Archer above): Archers in the East are for the most part the same as those in the West. In the East, they are more likely to be affiliated with an army than to be wanderers. Mercenary (see Mercenary above): Mercenaries in the East are for all intents and purposes the same as those in the West. Samurai without lords (rounin) most often fall into this class if they still fight. Ninja are specialized fighters of the East, masters of both city and country warfare. Their weaponry includes, among other things, the short blade, throwing stars, and hooked ropes. They can tap into chi, the power of the life force, and though it is not exactly magic, some of their abilities may appear to be supernatural. Ninja progression: Genin, Chounin, Ninja, Jounin, Hokage Martial artists are fighters who specialize in the use of their bare hands and feet. They often are skilled with weaponry, yet have honed their own bodies to such powerful weapons that they have no need of it. Martial artists often spring from holy orders or peoples too poor to afford weapons. Martial Artist progression: Brawler, White Belt, Martial Artist, Black Belt, Master For my own reference...
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