Marauder

This school is located on the Flying Dutcheman of space. It appears and disappers. It appears evrey 2 years((game time)), or it could be found if you roll under 20 on a d100. Also, you can find this school if you are level 16 and above. Here are the basic techniques you learn at this school.

1. Discharge 2. Combat Teleport 3. Flight 4. Charge

1. Invisablilty: Since the ship is disappering by means of magic. The occupants of the ship have learned to utlize this energy. They can make themselves invisable for short amounts of time. In game terms it means that it's an Auto Dodge. But, if the atker has Sense Ki, and rolls 12 or above on a d20, he has a -10 to stike. This can only be used twice per battle. Costs 400 ki and 10 STM points. Also if this ability is used outside the ship it has a 60% chance of failure. That means you have to get below 40 on a 1d100.

2. Hand of Fate: This the most powerful attack, from the Marauder school. It deals 6d6*10 dmg at level 1. And gains +3d6*10 every 2 levels. It cost 50 Ki per 3d6. At level 5 it gains Increased chargeing. This attack is also Shield Piercing, and is -5 to dodge.

Bonus to atributes: +5 to all stats, exetp Int whish is +15