Wednesday, November 21, 2012

Fantasy Core RPG--Oriental Class Goals


FANTASY CORE RPG
(c) Jerry Harris, 2012
Published here as Open Game Content.

This is not an accurate, historical representation of Feudal Asian society. It is only a game representation. Other classes (standard fighters, thieves and barbarians) would follow the same type of power structure as above. Outsiders to the Asian or European-style cultures will be hard-pressed to take power in either by any means other than force.


Samurai
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Goal: Honor. A samurai seeks to be well known for their adherence to their principles and their loyalty to their lord.

Power Structure: A samurai would be considered equivalent to knightly nobility. They will hope to become a lord by being anointed by their own lord when he steps down or perhaps rule an annexed territory. The samurai will need an impressive record of loyalty and deeds, in addition to fighting off any potential rivals, likely in single combat. Their ultimate objective is to enter the Imperial Court. There, they want to more closely serve the Emperor, perhaps even rule in his name as Shogun.


Ninja
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Goal: Dread. Ninjas wish to inspire fear.

Power Structure: A ninja clan is a family affair. Loyalty to the family and its elders is absolute. 9th level ninjas are part of the Jonin, the ruling elders. They make the decisions for the clan and authorize its actions. There is a single 10th level Jonin who is their acknowledged leader. Successors may be anointed or put to a vote by Jonin, if there was no successor or the right to lead is challenged. This is a peaceful process, but there is always some jockeying for accomplishments and favor. Attrition in the Jonin positions is high, as elders are fully expected to carry out missions, just like lower level ninjas. They tend to be responsible for the highest-level missions involving the most discretion, subtly, and danger.


At their highest level, a ninja clan leader may be powerful enough to exert influence over the legitimate power structure in the country and rule from the shadows. Certainly any ruler will at least want good relations with their land’s most powerful ninja clans (and any usurper will as well).


Flying Warrior
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Goal: Peace. Whatever motivated the flying warrior to fight inevitably ends with their trying to renounce the world of Martial Arts. Often this takes the form of becoming a simple monk at a temple. According to every film I've seen on this subject, this never works out. Challenges from past and new rivals and threats to loved ones will continue until the flying warrior meets their end.

Power Structure: There is no formal hierarchy, but everyone knows who's number one. If you have to ask, it's not you. There can only be one 10th level flying warrior in a country or large area. Defeating the current holder is the only way of achieving 10th level.

Being the top martial artist has two advantages. One, your reputation alone will keep anyone under 9th level from ever thinking about messing with you. (On the downside, every 9th level flying warrior is gunning for you.) Two, you may found your own dojo and start a school. They will likely need to curry favor with various lords for their help in funding this or at least donating the land. Other schools, started by previous masters or those outside the area, will be natural rivals.


Shaman
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Goal: Virtue (Greed). A shaman does not want power or wealth (unless they're evil eunuches). They wish only to serve God.

Power Structure: There is no hierarchy of shamen. There are, however, rivalries amongst them over interpretation of scripture and questioning of each other's actions. Single combat (perhaps to the death) is often the result. Shamen will normally wander about searching for good deeds to do in hopes of achieving enlightenment and immortality. It is at that precipice, they may turn to evil, desiring more power.

A righteous shaman will seek to settle in a sanctuary for further contemplation, only coming forth to address great evils, such as evil shamen. This place of rest may be in a monastery, temple, or even a hut in the woods. A shaman reaching 10th level may choose to ascend from the mortal world to enlightenment whenever they wish. An evil shaman may become a ghost, haunting the place of their death or haunting a place of their choosing.

It should also be noted, shamen may spend 10 XP to gain a +1 to their Spell Checks. This does offer the possibility of getting better odds of casting higher level (6 and up) spells.


I'm off for Thanksgiving.  I should be back on Friday.

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