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Archivist

Characteristics: Intelligence, Wisdom, Willpower


Skills: Academic Lore, Animal Ken, Arcana, Crafts, Forbidden Lore, Medicae, Perception,
Politics, Scrutiny, Tech-Use
Spell Schools: Abjuration, Conjuration, Divination, Illusion, Necromancy
Bonus for Completion: Gain a use of Improvisational Magic without spending a Hero point
once per session.

Bookworm
Level: 1
Prerequisites: Academic Lore 1, Arcana 1, Forbidden Lore 1, 1 Spell
Feats:
Minor Magic
Spellbook
Spellbook
*Skill Focus (Mental Skill)
Improvisational Magic
Eidetic Memory

Researcher
Level: 2
Prerequisites: Academic Lore 2, Arcana 2, Forbidden Lore 2, 5 Spells
Feats:
Minor Magic
Spellbook
Spellbook
*Tested
Skill Focus (Mental Skill)
Research

Archivist
Level: 3
Prerequisites: Academic Lore 3, Arcana 3, Forbidden Lore 3, 10 Spells
Feats:
Minor Magic
Spellbook
Spellbook
Skill Focus (Mental Skill)
Decipher Glyphs
*Speak Language (Any)
Professor
Level: 4
Prerequisites: Academic Lore 4, Arcana 4, Forbidden Lore 4, 15 Spells
Feats:
Minor Magic
Spellbook
Spellbook
Expanded Knowledge
Walking Library
*Speak Language (Any)

Pagemaster
Level: 5
Prerequisites: Academic Lore 5, Arcana 5, Forbidden Lore 5, 20 Spells
Feats:
Minor Magic
Spellbook
Spellbook
Expanded Knowledge
Speak Language (Any)
*Archmage Tradition

Old New Feats

Decipher Glyphs
You've spent countless hours studying ancient runes, symbols, and hieroglyphs. For this
reason, you can always recognize what language a body of text is written in, regardless of
whether or not you can read the language normally.

Walking Library
You gain a +2k0 bonus to knowledge skill tests you have an applicable specialty in.
Chiurgeon

Characteristics: Wisdom, Intelligence, Charisma


Skills: Academic Lore, Brawl, Crafts, Forbidden Lore, Medicae, Perception, Persuasion, Tech-
Use
Bonus for Completion: +1 to all Medicae Tests

Lay Healer
Level: 1
Prerequisites: Medicae 2, Academic Lore 1
Feats:
Foresight
Danger Sense
Skill Focus (Medicae)
Patch Up
Emergency Response
*Sound Constitution

Medic
Level: 2
Prerequisites: Medicae 3, Academic Lore 2, Skill Focus (Medicae)
Feats:
Evasion
Wholeness of Body
Things to Consider
Break Bad
Double Dose
Phantom Prosthetics
*Chem Geld
*Decadence

Chiurgeon
Level: 3
Prerequisites: Medicae 4, Academic Lore 3, Double Dose
Feats:
Remote Treatment
Jaded
Superior Chiurgeon
Explication
Divine Ministration
*Skill Focus (Medicae)
*Sound Constitution

Doctor
Level: 4
Prerequisites: Medicae 5, Academic Lore 4, Superior Chiurgeon
Feats:
Inspire
Immunology
One Hundred Percent Purity
True Grit
Diamond Body
Improved Divine Ministration
*Skill Focus (Medicae)
*Upgraded (Common)

Master Chiurgeon
Level: 5
Prerequisites: Medicae 5, Academic Lore 5, Improved Divine Ministration
Feats:
Instant Therapy
Ki Vector
Healing Touch
Specialized Tools

Patch Up: You may make a Medicae Test (Such as attempting to stop Blood Loss) as a Reaction
Action.
11111111111

Emergency Response: When you or an adjacent ally suffers damage, you may change its
damage type as a Reaction Action.

Double Dose: All drugs you administer have their positive and negative effects doubled.

Phantom Prosthetics: Bionics you install are treated as one quality level higher.

Remote Treatment: By spending a Reaction, you may operate on people up to half your Speed
in meters.

Superior Chiurgeon: Once per scene, you may reroll a failed Medicae test that you have a
specialty in.

Explication: For you, persuasion is a science. One that involves lots of straps and needles. As
long as you have the proper tools and facilities, you may make Social Attacks using Medicae.
Immunology: You are immune to all diseases, and take no damage from the Toxic quality.

Improved Divine Ministration: Divine Ministration can be used as a Reaction Action and heals
1d10 Hit Points.
Instant Therapy: As a Reaction Action, you may make a Charisma+Medicae roll at TN 20. For
every raise on the roll, you may remove a point of insanity that an ally suffered this round.

Ki Vector: As a Reaction Action, you may grant any creature you touch the effects of a drug
you are using for 1d10 rounds.

Healing Touch: You gain a free Reaction that cannot be used to attack or defend.

Ranger

Characteristics: Dexterity, Intelligence, Composure


Skills: Acrobatics, Athletics, Animal Ken, Ballistics, Command, Common Lore, Drive, Medicae,
Perception, Persuasion, Pilot, Scrutiny, Stealth, Tech-Use, Weaponry
Sword Schools: Diamond Mind, Tiger claw

Gun Kata: Last Line, Point Blank


Level Completion: +1 to ranged damage rolls.

Scout
Level: 1
Prerequisites: Stealth 2, Ballistics 1, Weaponry 1
Feats:
Danger Sense
Fast Reflexes
Jaded
Sound Constitution
Two-Weapon Fighting
*Weapon Proficiency (Basic)
Weapon Proficiency (Melee 2)

Ranger
Level: 2
Prerequisites: Stealth 3, Ballistics 2, Weaponry 2, Two-Weapon Fighting
Feats:
*Animal Companion
Armor Proficiency (Light)
Catfall
Evasion
Hindering Opportunist
Skill Focus (Any)
*Skill Focus (Any)
Sneak Attack
*Sound Constitution

Commando
Level: 3
Prerequisites: Stealth 3, Ballistics 3, Weaponry 3, Hindering Opportunist
Feats:
Back Stab
Defensive Mobility
Fleet of Foot
Quick Draw
Weapon Focus (Any)
Skill Focus (Any)
*Skill Focus (Any)
*Sound Constitution

Winged Viper
Level: 4
Prerequisites: Stealth 4, Ballistics 4, Weaponry 4, Defensive Mobility
Feats:
Armor Specialization (Light)
Expert Tracker
Fearless
Hard Target
*Improved Animal Companion
Skill Focus (Any)
*Skill Focus (Any)
*Sound Constitution
Vexing Flanker

Fullmetal Jaguar
Level: 5
Prerequisites: Stealth 5, Ballistics 5, Weaponry 5, Vexing Flanker
Feats:
Blademaster
Devastating Critical
Improved Back Stab
Skill Focus (Any)
*Skill Focus (Any)
Step Aside OR Wall of Steel

FEATS

Hindering Opportunist
When an enemy takes an action that provokes an Opportunity Attack from you, you may forgo
the attack and instead take an Aid Another action to help an ally attacking the same opponent.
Vexing Flanker
When ganging up on an enemy, you gain an additional +1k0 on melee attacks made against
that enemy.

Danmaku Duelist

Characteristics: Dexterity, Intelligence, Wisdom


Skills: Arcana, Acrobatics, Ballistics, Charm, Crafts, Perception, Performer, Intimidation,
Scrutiny
Gun Kata: Crisis Zone, Elemental Gearbolt
Bonus for Completion: +1 to Dodge tests

Spellslinger
Level: 1
Prerequisites: Acrobatics 2, Ballistics 2
Feats:
Warning Shot
Fleet of Foot
Implement Focus
Gun Blessing
*Weapon Proficiency (Basic)
*Skill Focus (Arcana OR Acrobatics OR Ballistics)

Magidancer
Level: 2
Prerequisites: Acrobatics 2, Ballistics 3, Warning Shot
Feats:
Spell Card Crafter
Double Tap
Evasion
Crack Shot
*Weapon Proficiency (Ranged 1)
*Skill Focus (Crafts)

Arcane Artist
Level: 3
Prerequisites: Acrobatics 3, Ballistics 3, Spell Card Crafter, Gun Blessing
Feats:
Hip Shooting
Spell Card Expert
Deadeye Shot
*Weapon Proficiency (Ranged 2)
*Lead Fingers

Hexsculptor
Level: 4
Prerequisites: Acrobatics 4, Ballistics 4, Spell Card Crafter, Spell Card Expert
Feats:
Daredevil Dodger
Rock and Roll
Hard Target
Combat Insight
*Meditation
*Pinball Wizard

Bullet Pattern God


Level: 5
Prerequisites: Acrobatics 5, Ballistics 5, Spell Card Expert, Daredevil Dodger
Feats:
Bullet Pattern Architect
Fan the Hammer
Step Aside

NEW FEATS

Warning Shot
You can make a shot hurt, but not kill. When dealing Critical Damage with a ranged attack, you
may instead opt to inflict an equal amount of Fatigue.

Spell Card Crafter


Danmaku Duelists fight with magical items called Spell Cards. Spell Cards are custom weapons,
built using the ranged custom weapon rules from Book 2 but with a mod limit of your Level. It
requires a Crafts check equal to the TN of the Wealth check to acquire it and taking the same
amount of time. These Spell Cards require a TN 20 Arcana check to reload, at whatever action
the Spell Card would normally take to reload. Alternatively, an hour of meditation will also
reload all Spell Cards. Spell Card attacks count as magic weapons. While Spell Cards can take
many forms – from actual cards to dolls to futuristic guns – they all function similarly.

Spell Card Expert


Your expertise with Spell Cards allows you to quickly replenish their power. Reduce the
amount of time it takes to reload a Spell Card either by one action, or to the next lowest action
(Examples: 2 Full to Full, Full to Half, Half to Reaction).
Daredevil Dodger
After dodging, if an attack misses you by less than 5, you receive a +1k0 bonus to ranged
attacks performed on your next turn. This stacks with itself, if you should happen to dodge
multiple attacks in this manner.

Bullet Pattern Architect


You’re capable of altering the effects of your Spell Cards on the fly. Three times per scene, you
can select an additional mod for your Spell Card, having its effects apply immediately. This
additional mod lasts until the end of the scene, or until you use Bullet Pattern Architect to
replace the mod with a different one.

Detective
Characteristics Composure, Fellowship, Wisdom
Acrobatics, Athletics, Ballistics, Brawl, Charm, Common Lore,
Skills Deceive, Drive, Intimidation, Larceny, Perception, Persuasion,
Scrutiny, Stealth
Gun Kata Clay Pigeon, Tin Star
Completion
+1 to all Perception tests
Bonus

Level Title Prerequisites Feats


Common Sense
Fast Reflexes
Wisdom 2 Hardy
1 Flatfoot
Perception 1 Luck
*Speak Language (Any)
*Unremarkable
Decadence
Wisdom 2 Jaded
Perception 2 Foresight
2 Gumshoe
Ballistics 1 Skill Focus (Perception)
Common Sense Unarmed Warrior
Weapon Proficiency (Basic)
Combat Sense
Wisdom 3
Improvisational Warrior
Perception 3
3 Investigator Light Sleeper
Ballistics 2
Paranoia
Foresight
Quick Draw
4 Untouchable Wisdom 4 Defensive Mobility
Perception 4 Fleet of Foot
Ballistics 3 Hip Shooting
Paranoia Raven's Eye
True Grit
*Sound Constitution
Wisdom 5 Death Before Defeat
Perception 5 Expert Tracker
5 Ace Dick
Ballistics 4 Iron Jaw
Raven's Eye *Sound Constitution

Gunzerker
Characteristics: Charisma, Constitution, Willpower
Skills: Athletics, Ballistics, Brawl, Drive, Intimidation, Perception, Performer, Pilot
Gun Kata: Crisis Zone, Point Blank
Level Completion: +1 to melee damage rolls.

Compensator
Level: 1
Prerequisites: Ballistics 2, Brawl 2
Feats:
Armor Proficiency (Light)
Hardy
In the Zone
*Sound Constitution
Storm of Iron
Unarmed Warrior
Weapon Proficiency (Basic)
*Weapon Proficiency (Any)

Devastator
Level: 2
Prerequisites: Ballistics 2, Brawl 2, In the Zone
Feats:
Armor Proficiency (Medium)
Jaded
Sound Constitution
*Sound Constitution
Steel Rain
Weapon Proficiency (Ranged 2)
*Weapon Proficiency (Any)

Gunzerker
Level: 3
Prerequisites: Ballistics 3, Brawl 3, In the Zone, Steel Rain
Feats:
*Armor Proficiency (Heavy)
Nerves of Steel
Sound Constitution
*Sound Constitution
True Grit
Unarmed Master
Weapon Proficiency (Ranged 1)

Mighty Gunzerker
Level: 4
Prerequisites: Ballistics 4, Brawl 4, In the Zone, Nerves of Steel
Feats:
*Armor Proficiency (Extreme)
Fistful of Hurt
Death Before Defeat
Lay Waste
Rock and Roll
Sound Constitution
*Weapon Proficiency (Any)

Dwarf Titan
Level: 5
Prerequisites: Ballistics 5, Brawl 5, Fistful of Hurt, Lay Waste
Feats:
*Armor Proficiency (Power)
Fearless
Iron Curtain
Iron Jaw
Sound Constitution
*Weapon Proficiency (Any)

FEATS

Fistful of Hurt
Just because you prefer sweet, loud dakka doesn't mean you can't scrub a berk mercilessly if
he manages to get close. If your unarmed melee attack deals damage, you can push the target
1 meter away, and the target is no longer engaged in melee with you.

In the Zone
Maybe it's the smell of the gunpowder or the roar of the bullet, but sometimes you lose
yourself in battle. By spending one full action as your mind deadens the world, you gain +1
Constitution, the Auto-Stabilized trait, -2 to your Intelligence and Wisdom until the end of
combat, and you must make a ranged attack or move closer to an enemy on each of your
turns. You may not make Dodge or Parry actions. This feat can be treated as Frenzy for the
purpose of interacting with other feats and abilities.

Lay Waste
While In the Zone, you can use Basic weapons one-handed at no penalty, and attack with two
Basic weapons as part of the same Full Auto Burst.

Maid
Characteristics: Dexterity, Fellowship, Composure
Skills: Acrobatics, Animal Ken, Charm, Common Lore, Crafts, Deceive, Disguise, Drive,
Intimidation, Larceny, Perception, Performer, Persuasion, Scrutiny
Sword Schools: Diamond mind
Magic Schools: Abjuration, Enchantment
Level Completion: +1 Mental Defense

Scullery Maid
Level: 1
Prerequisites: Charm 2, Crafts 2
Feats:
At Your Service
Luck
Protocol
*Speak Language
*Unremarkable
Weapon Proficiency (Any)

Apprentice Maid
Level: 2
Prerequisites: Charm 3, Crafts 2, At Your Service
Feats:
Hidden Objects
*Improvisational Warrior
Jack of All Trades
Peer (Nobility)
*Research
Wholeness of Body
Zen Shooting

Housemaid
Level: 3
Prerequisites: Charm 3, Crafts 3, At Your Service, Jack of All Trades
Feats:
Decadence
Divine Grace
Elegance
*Improvisational Master
Nick of Time
*Weapon Focus (Any)

Head Maid
Level: 4
Prerequisites: Charm 4, Crafts 4, Elegance
Feats:
Accessorize
Fearless
*Improvisational Savant
Maid's Duty
*Mental Fortress
Well Connected

Perfect Maid
Level: 5
Prerequisites: Charm 5, Crafts 5, Elegance, Maid's Duty
Feats:
Armor of Contempt
*Feather Step
Perfect Self
Perfectly Elegant
*Weapon Specialization (Any)
World for Two

FEATS

Accessorize
You always know the right outfit for the situation. You gain a +2k0 bonus to any skill test when
wearing an "appropriate" outfit, such as a lab coat for science, a cheongsam for kung fu, a robe
and pointed hat when using magic, etc.

At Your Service
Maids are masters of elegance and politeness. You gain +2k0 to Charm, Performer, and
Persuasion tests in "polite" settings.

Hidden Objects
You take no penalty on checks to conceal large, oddly shaped, or strange objects inside your
clothes or on your body as long as it is no larger than you are.

Elegance
Maids move with purpose and grace. They can make movement actions without provoking an
attack of opportunity in combat.

Maid's Duty
Your loyalty and duty can allow you to push yourself as far as an exalt... and if you are an exalt,
that much farther. You gain a Hero Point that can only be spent to activate abilities that
require spending Hero Points. You cannot spend it normally or burn it.

Nick of Time
A Maid is no good if she cannot be where she is needed. By spending a Hero Point, you may
arrive at any scene immediately. If it is a combat scene, you can roll initiative and arrive when
your turn comes up.

Perfectly Elegant
You have achieved perfect grace, where you can avoid the pitfalls that many others fall into.
You never suffer more than the basic effect of a failed test, no matter how many checks on the
roll.

Well Connected
Maids have been to many places and spoken to many people. You may spend a Hero Point to
declare that you know someone, however improbable that is. This will not instantly make
them an ally, though they might be willing to talk or give up some non-sensitive information.

World for Two


You have achieved the pinnacle of maidhood, the ability to tap into the maid force to slow
down time itself. You may spend a Hero Point to lock yourself and up to one other person in a
moment of stopped time. Neither of you may affect other things like this; however, you can
continue to affect each other. Outside of combat this can last a number of minutes equal to
your Charisma, but the stress of combat causes it to only last for a single round.

Man-At-Arms

Characteristics: Strength, Dexterity, Willpower


Skills: Acrobatics, Athletics, Ballistics, Brawl, Common Lore, Crafts, Intimidation, Perception,
Scrutiny, Weaponry
Sword Schools: Desert Wind, Iron Heart, Stone Dragon
Gun Kata: Point Blank
Bonus for Completion: +1 attack Penetration

Caddy
Level: 1
Prerequisites: Ballistics 1, Brawl 1, Weaponry 1
Feats:
*Hardy
Power Attack
Quick Draw
Unarmed Warrior
*Armor Proficiency (Light)
Weapon Proficiency (Melee 1 OR Melee 2)
Weapon Proficiency (Ranged 1 OR Ranged 2)

Man-At-Arms
Level: 2
Prerequisites: Ballistics 2, Brawl 2, Weaponry 2, Quick Draw, Unarmed Warrior
Feats:
*Hurl Weapon
*Rebound
Improvisational Warrior
Two Weapon Fighting
*Armor Proficiency (Medium)
Weapon Proficiency (Melee 1 OR Melee 2)
Weapon Proficiency (Ranged 1 OR Ranged 2)

Walking Armory
Level: 3
Prerequisites: Ballistics 3, Brawl 3, Weaponry 3, Improvisational Warrior, Two Weapon
Fighting
Feats:
*Blind Fighting
Double Tap OR Steel Rain
Improvisational Master
Swift Attack
*Armor Proficiency (Heavy)
Weapon Proficiency (Melee 3)
Weapon Proficiency (Throwing)

Rock Hard Gladiator


Level: 4
Prerequisites: Ballistics 4, Brawl 4, Weaponry 4, Improvisational Master, Swift Attack
Feats:
Blademaster
Combat Master
*Fearless
Hip Shooting OR Rock and Roll
Improvisational Savant
Unarmed Master
*Armor Proficiency (Extreme)

Lord of the Court


Level: 5
Prerequisites: Ballistics 5, Brawl 5, Weaponry 5, Blademaster, Improvisational Savant
Feats:
*Counter Attack
Devastating Critical
Fan the Hammer OR Sharpshooter
Lightning Attack
Sword Beam
True Grit
*Armor Proficiency (Power)

OTHER HOMEBREW FEATS

Hurl Weapon (Psycho)


You can use any one-handed Melee weapon that lacks the Brawling special quality as a Thrown
weapon with a range of 3m per dot of Strength.

Rebound (Baller)
After using a thrown weapon, you can return it to your hand as a free action by making a
successful Athletics + Dexterity test against TN 15 + 2 for every enemy around you. If you have
another ability that would cause a thrown weapon to return to your hand, you may use that
power instead.

Monster hunter

Attributes: Strength, Composure, Constitution


Skills: Acrobatics, Athletics, Ballistics, Weaponry, Stealth, Animal Ken, Intimidation, Scrutiny,
Common Lore, Crafts, Tech-Use
Completion Bonus: May take 1 additional Fatigue before passing out.
Schools:
Stone Dragon
Crisis Zone
Silent Scope

Rookie:
REQUIREMENTS: Perception 2, Animal Ken 2
Heightened Sense (Sight OR Hearing)
Carving King
Weapon Profiency (Basic)
Armor Proficiency (Light)
Peer (Hunter Association) *
Sound Constitution *
Tracker:
REQUIREMENTS: Perception 3, Animal Ken 2
Expert Tracker
Furious Assault OR Far Shot
Armor Proficiency (Medium)
Weapon Proficiency (Melee 3 OR Ranged 1)
Weapon Proficiency (Trigger) *
Sound Constitution *

Pro Hunter:
REQUIREMENTS: Perception 3, Animal Ken 3, Expert Tracker
Evasion
Crushing Blow OR Crack Shot
Armor Proficiency (Heavy)
Weapon Proficiency (Any)
Wild Empathy
Good Reputation (Hunter Association) *
Sound Constitution *

Ace Hunter:
REQUIREMENTS: Perception 4, Animal Ken 3, Carving King
Hardy
Giant Slayer
Swift Attack OR Double Tap
Armor Proficiency (Extreme)
Weapon Proficiency (Any) *
Sound Constitution *

Apex Hunter:
REQUIREMENTS: Perception 5, Animal Ken 4, Giant Slayer
Fearless
True Grit
Devastating critical
Weapon Focus (Any)
Armor Proficiency (Power)
Weapon Specialization (Any) *
Sound Constitution *

Carving King: After you slay an enemy, you may make a TN (Monster's Size x 5) Crafts check on
it's corpse. If this TN is successful, you gain a chunk of usable material from this monster. This
gives you a +10 on the next Wealth/Acquisition/Crafting check you make, if you expend the
usable material, and make an item using the monster's parts which makes the item a Best
Quality version. You may only successfully carve one part from a monster, though as many
people up to the monster's Size may also carve parts before the monster is considered picked
clean.

Giant Slayer: If an enemy's size is twice your own or greater, gain +1k1 to Attack and Damage
against them.

Ninja
Characteristics: Dexterity, Intelligence, Fellowship
Acrobatics, Athletics, Ballistics, Brawl, Common Lore, Deceive,
Skills: Diguise, Intimidate, Larceny, Perception, Persuasion, Politics,
Scrutiny, Stealth, Weaponry
Sword Schools: Killer Doll, Shadow Hand
Magic Schools: Conjuration, Illusion
Level Completion
-1 to all Perception rolls made against you.
Bonus:

Level Title Prerequisites Class Feats


Catfall
Danger Sense
Fast Reflexes
Academy
1 Disguise 1, Stealth 2 Improved Feint
Student
*Tested
Weapon Proficiency
(Throwing)
Evasion
Research
*Skill Focus (Any)
Disguise 2, Stealth 3, Fast Reflexes,
2 Genin Sneak Attack
Illusion or Conjuration 1
*Weapon Proficiency
(Melee 2)
Zen Shooting
Back Stab
Fleet of Foot
Disguise 3, Stealth 4, Evasion, Illusion or Protocol
3 Chunin
Conjuration 2 Quick Draw
*Spell Focus
Two Weapon Fighting
4 Jounin Disguise 4, Stealth 5, Sneak Attack, Illusion Daggerspell Stance
or Conjuration 2 Hard Target
Improved Sneak
Attack
Jaded
Master of Disguise
Swift Attack
Assassin Strike
Feather Step
Disguise 5, Stealth 5, Hard Target, Swift *Greater Spell Focus
5 Kage
Attack, Illusion or Conjuration 3 Improved Back Stab
Step Aside
*Weapon Focus (Any)

Pirate
Characteristics: Dexterity, Intelligence, Charisma
Skills: Perception, Common Lore, Acrobatics, Ballistics, Larceny, Stealth, Scrutiny, Charm,
Deceive, Pilot, Disguise, Tech-Use, Intimidation, Brawl
Gun Kata: Clay Pigeon, Point Blank
Level Completion: +1 to Fame, to a maximum of 5.

Swabbie
Level: 1
Prerequisites: Larceny 2, Pilot 2
Feats:
Blind Fighting
Danger Sense
Fast Reflexes
Weapon Proficiency (Basic)
*Weapon Proficiency (Melee 2)
*Weapon Proficiency (Ranged 1)

Rapscallion
Level: 2
Prerequisites: Larceny 2, Pilot 3, Danger Sense
Feats:
Armor Proficiency (Light)
Catfall
Evasion
Skill Focus (Any)
*Skill Focus (Any)
Sneak Attack

Corsair
Level: 3
Prerequisites: Larceny 3, Pilot 3, Evasion
Feats:
Fleet of Foot
High-Risk Trading
Luck
Quick Draw
Skill Focus (Any)
*Skill Focus (Any)
Weapon Focus (any Ranged)

Dread Pirate
Level: 4
Prerequisites: Larceny 4, Pilot 4, Sneak Attack
Feats:
Hard Target
Hip Shooting
Improved Sneak Attack
Jaded
Mark of Infamy
Skill Focus (Any)
*Skill Focus (Any)

Scourge o' the Stars


Level: 5
Prerequisites: Larceny 5, Pilot 5, Improved Sneak Attack, Mark of Infamy
Feats:
Combat Master
Devastating Critical
Fearless
Skill Focus (Any)
*Skill Focus (Any)
Step Aside

FEATS

High-Risk Trading
Every two-stinger thief needs a fence, but emptying a cargo hold full of ill-gotten goods is
another beast entirely. You're a whiz at locating dodgy markets and shady middlemen to
convert the take into liquid assets. You can sell almost anything by making a Fellowship test
against the same TN as if you were trying to buy it, gaining Wealth instead of losing it if this
would result in Wealth Strain. But it ain't always a good idea to flaunt that jink, berk: If this
causes you to gain permanent dots of Wealth, you could gain a lot of attention you really don't
need, effectively gaining the Wanted hindrance in the crystal sphere you sold it in.

Mark of Infamy
After all that you've done, it's almost a shame that anyone can recognize your jolly roger and
the cutter who flies it. You have a distinctive emblem, tattoo, scar, or other device that is
immediately recognizable to anyone who's heard tales of your exploits. Gain a static bonus on
Charm, Command and Intimidation tests equal to your Fame against anyone who can see your
mark.
Samurai
Characteristics: Strength, Wisdom, Willpower
Skills: Athletics, Ballistics, Command, Crafts, Drive, Intimidation, Medicae, Perception, Politics,
Scrutiny, Weaponry
Sword Schools: Devoted Spirit, Diamond Mind, Iron Heart
Level Completion: +1 to Parry attempts and to Weaponry attacks against a target whose attack
you successfully Parried until your next turn.

Musha
Level: 1
Prerequisites: Weaponry 2, Politics 2
Feats:
Armor Proficiency (Light)
Discipline
Hatred (Criminals)
Power Attack
*Skill Focus (Any)
Sound Constitution
Weapon Proficiency (Melee 2)

Bushi
Level: 2
Prerequisites: Weaponry 2, Politics 3, Discipline
Feats:
Armor Proficiency (Medium)
Discipline
Guardian
*Jaded
Peer (Nobility)
Quick Draw
*Skill Focus (Any)
*Sound Constitution
Weapon Focus (Any)

Samurai
Level: 3
Prerequisites: Weaponry 3, Politics 4, Guardian, Quick Draw
Feats:
*Armor Proficiency (Heavy)
Combat Sense
Discipline
*Skill Focus (Any)
Swift Attack
True Grit
Weapon Specialization (Any)
Shogun
Level: 4
Prerequisites: Weaponry 4, Politics 4, Combat Sense
Feats:
*Armor Proficiency (Extreme)
Blademaster
Discipline
Good Reputation (Nobility)
Iron Jaw
*Skill Focus (Any)
*Sound Constitution
Wall of Steel

Daimyo
Level: 5
Prerequisites: Weaponry 5, Politics 5, Discipline, Good Reputation (Nobility)
Feats:
Armor of Contempt
*Armor Proficiency (Power)
Counter Attack
Death Before Defeat
Discipline
Fearless
*Skill Focus (Any)
Strong Minded

Ronin

Ashigaru -> Kagemusha -> Yojimbo -> Shugyosha -> Maken

Characteristics: Strength, Wisdom, Willpower


Skills: Athletics, Decieve, Drive, Intimidation, Larceny, Medicae, Perception, Politics, Scrutiny,
Stealth, Weaponry
Sword Schools: Diamond Mind, Iron Heart, Shadow Hand
Level Completion: +2 to all Parry tests.

Ashigaru
Level 1
Prerequisites: Weaponry 2, Intimidation 2
Feats:
Armor Proficiency (Light)
Hatred (Any)
Power Attack
Sound Constitution
Quick Draw
Weapon Proficiency (Melee 2)

Kagemusha
Level 2
Prerequisites: Weaponry 2, Intimidation 3, Sound Constitution
Feats:
Armor Proficiency (Medium)
Guardian
Improved Feint
*Jaded
*Skill Focus (Any)
Sound Constitution
Weapon Focus (Any)
*Weapon Proficiency (Any)

Yojimbo
Level 3
Prerequisites: Weaponry 3, Intimidation 4, Guardian, Quick Draw
Feats:
*Armor Proficiency (Heavy)
Combat Sense
Sneak Attack
Sound Constitution
Swift Attack
True Grit
Weapon Specialization (Any)

Shugyosha
Level 4
Prerequisites: Weaponry 4, Intimidation 5, Combat Sense
Feats:
*Armor Proficiency (Extreme)
Backstab
Blademaster
Iron Jaw
*Skill Focus (Any)
Sound Constitution
Wall of Steel

Maken
Level 5
Prerequisites: Weaponry 5, Intimidation 5, Wall of Steel, Backstab
Feats:
Armor of Contempt
*Armor Proficiency (Power)
Counter Attack
Death Before Defeat
Fearless
Improved Sneak Attack
Sound Constitution

Sohei
Characteristics: Strength, Charisma, Willpower
Skills: Acrobatics, Athletics, Intimidation, Brawl, Perception, Scrutiny, Forbidden Lore,
Weaponry
Sword Schools: Setting sun, Desert wind
Level Completion: +1 Speed.

Brute
Level: 1
Prerequisites: Brawl 2, Athletics 1, Intimidation 1
Feats:
Frenzy
Danger Sense
Hatred (Daemons)
Power Attack
*Sound Constitution
Unarmed Warrior
*Weapon Proficiency (Any)

Atavist
Level: 2
Prerequisites: Brawl 2, Athletics 2, Intimidation 2, Frenzy, Unarmed Warrior
Feats:
Bear Hug
Bounding Beast
Hardy
Jaded
Ki Strike
*Sound Constitution
*Weapon Proficiency (Any)

Sohei
Level: 3
Prerequisites: Brawl 3, Athletics 3, Intimidation 3, Frenzy, Ki Strike
Feats:
Battle Meditation
Fiery Fist
Furious Assault
Nerves of Steel
Wholeness of Body
*Weapon Proficiency (Any)

Asura
Level: 4
Prerequisites: Brawl 4, Athletics 4, Intimidation 4, Battle Meditation
Feats:
Battle Rage
Fearless
Iron Jaw
Short Fuse
Unarmed Master
*Weapon Proficiency (Any)

Asurendra
Level: 5
Prerequisites: Brawl 5, Athletics 5, Intimidation 5, Short Fuse
Feats:
Armor of Contempt
Counter Attack
*Swift Attack
True Grit
Wall of Steel

FEATS

Battle Meditation
Others find their zen in peace and quiet. You find yours in the din and chaos of battle. You no
longer take a penalty to Wisdom while using Frenzy.

Bounding Beast
When you're mad enough to take on all comers, weapons just slow you down. While you are
using Frenzy and not carrying anything in your hands, you gain the Quadruped trait.

Fiery Fist
Your fury ignites your ki and informs your victims the hard way of the heat of your passions.
You may spend a Hero Point to give your unarmed strikes the Incendiary property for one
round.

Short Fuse
You're just a shade bit above your seething temper. You can Frenzy as a Half Action.

Street Samurai

Cutter -> Razorboy -> Bosuzuki -> Gillette -> Cyborg Samurai

Characteristics: Strength, Constitution, Willpower


Skills: Athletics, Acrobatics, Ballistics, Intimidation, Perception, Stealth, Tech-Use, Weaponry
Class Completion Bonus: Free rank in one Sword School or Gun Kata, to a maximum of half
your level (rounded up).

Cutter
Level 1
Prerequisites: Weaponry 2, Ballistics 2
Feats:
Armor Proficiency (Light)*
Jaded
Hardy
Power Attack
Storm of Iron
Weapon Proficiency (Basic)
Upgraded (Rare)

Razorboy
Level 2
Prerequisites: Weaponry 3, Ballistics 3, 1 or more bionic parts
Feats:
Armor Proficiency (Medium)*
Guardian
Quick Draw
Steel Rain
Weapon Proficiency (Any)*
Upgraded (Rare)
Bosuzuki
Level 3
Prerequisites: Weaponry 4, Ballistics 4, 2 or more bionic parts
Feats:
Armor Proficiency (Heavy)*
Double Tap
Nerves of Steel
Swift Attack
Weapon Proficiency (Any)*
Upgraded (Very Rare)

Gillette
Level 4
Prerequisites: Weaponry 5, Ballistics 5, 3 or more bionic parts
Feats:
Armor Proficiency (Extreme)*
Headstrong
Iron Jaw
Rock and Roll
Wall of Steel
Upgraded (Mythic Rare)

Cyborg Samurai
Level 5
Prerequisites: Weaponry 5, Ballistics 5, 4 or more bionic parts
Feats:
Armor Proficiency (Power)*
Fan the Hammer
Lightning Attack
Upgraded (Mythic Rare)
Upgraded (Artifact)*

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