This campaign setting is made for A Departure of Sanity. It is meant to take your game out of a modern setting and into a feudal Japanese setting. Unlike the coustomizeable rulebook, this book will be more rigid, but it will still allow for plenty of freedom.
Here are some of the basic feudal jobs that your character could take on, sorted in approximate order of their social rank: Farmer-Farmers are the poor servents of lords. Their job is to provide grain for the whole fife. Like the serfs of England, they are like slaves, but they cannot be traded. Their humble life seems meaningless, but without them, there is no grain. They should begin with the talents: farming and riding. They should also have a peasent weapon hobby and have the exceptional strength or speed constitution. They make the equivalent of $100 (counting inflation) a month. Their promotions should raise the amount $50. Merchant-Merchants are freelance businessmen who sell and trade wares from far off countries. They come into contact with many of the lords and other dynamic figures. They live the good life, but it is stressful to provide goods and often stop or start wars. Their talents should be: salesmanship and advanced toolmaking. Their hoddy should be art or small bladed weapons. They should have exceptional intelligence. Their money made is based on business sucess. Dutch Freelancers-The Dutch were the only people allowed to trade with Japan. They brought the Japanese warlords cannons and firearms to use in battles against enemies. They often play both sides of the game. All Dutch sailors are reservists in the Dutch navy. They cannot be ordered by the Japanese government. They are trained in sailing, riflery, persuasion and swordfighting. Their money is also based on business success. Riflemen/Spear Bearers-A peasant becomes a rifleman or spear bearer when their daiyamo goes to war. They gain a skill in riflery or spear fighting in this case. They usually do not fight long, but they gain double actualization points for any battle. Most return to be farmers, few advance in the military. If they do, they advance to swordsmen. They gain no extra pay for fighting in the war, though they do get to keep the weapons and armour. Swordsmen-Do not confuse with Samurai. These are farmers who have fought well enough in war to use swords in times of war. They carry a normal sword during battle. They usually stand behind the rifle and spear charge and clean up what the charge left standing. They get to keep the sword and armour, but they cannot display it in public. During war, they get double their normal farm salary, but they recieve no actualization point bonus (they are privy to the horrors of war). Standard Bearers-In feudal Japan, orders were relayed to various units by a complex series of standards. The standard bearers have no weapons, they are simply concerned with the changing of signal flags. The death of a standard bearer means total and utter discord. They gain the skill signal flag. They get 4 times their farm salary and twice their normal actualization point bonus. Cavalry-Permanent members of the army. They are recruited from swordsmen. They carry spears or swords and ride atop horses. They have the job of ordering troops, and can give the standard bearers orders to relay. They gain the skill of leadership and make about $800 a month. Samurai-They are the focus of the game because they are famous for their works as artists and philosophers. They are leaders of daiyamo armies and on the same level as their lords. All cary the famous two-swords, a symbol of state and all carry the weakness, bushido. There are several subclasses: Artisans-Samurai recruited for their artistic ability. They live in luxary in their lord's manor. They paint, sculpt, etc. They have the talent kendo and 2-3 artistic talents. They gain no money, for the daiyamo fulfills all their needs. Generals-Samurai who either stayed in their fathers care or joined with a new lord. They live in luxary in the lord's palace and lead his wars. They have the talents kendo, swordfighting, leadership, and two more military talents. Ronin-Samurai who have chosen to make their own destiny. They engage in solitary life. All take vows of poverty and most take a vow of chastity. They seek commune with the universe. Their ultimate goal is self-actualization. They have the skills kendo, a weapons skill, jiujitsu, philosophy, and 2-3 artistic skills. Geisha-They are the famous ladies of Japanese drama. They are artists, entertainers, singers, dancers, and poets. Any kabuki play will have one of these. I cannot discuss them here. They are discussed in length in a later section. They have the skills sing, dance, seduce, persuade, and 1 or more artistic skills. All the money they make is filtered through their okiya. Daiyamos-These are the lords of Japan, they wage war at each other all the time. Their goals are profeit, land, and power. They have the same skills as samurai and make as much money as business supports. Monks-They are men who seek to become one with the universe through self beterment. They are amazingly strong and skilled in the fighting arts, though most chose not to fight. If they do, the leave the priesthood. They are skilled in jiujitsu, karate, prayer, philosophy, and art. They make no money.
Here are some of the many Talents you will use in this campaign: Farming-A basic knowledge of all of the tools used in the act of farming. Someone with this talent at level one should be able to tend a small farm with minimal assistance. Someone with this skill should be proficient in about 5 tools and 1 method of farming. As skill increases, a farmer should learn more tools and farming methods. He should also be able to tackle bigger projects. Riding-The ability to ride horses and indigenous animals. Someone with this skill at level one should be able to ride horses fairly well, and be able to assert a level of control over Asian animals (i.e. Yaks). They should be able to ride more animals better as the level of advancement increases.