Theme
Middle Class White Guy
 
Contact me
Wine SLuRP
Misc...
Poetry Galleries About Me
Home
 
Basics
Characters
Skills
Magic
 
Mythos
The World
Background

Character Creation
Choosing a Career

So, you have a character, but as yet he is merely a character. Now we shall start thinking of a role your character can fulfill in society. We shall start thinking about a career.

In a way, there is only one profession that your character will be, and that is Adventurer. If you were not an adventurer, you would not go on adventurers, and as all SLuRP games are based on adventurers, you would never get to play.

Thus all player-characters are assumed to be adventurers (of one sort or another) and are thus assumed to be members of The Adventurer's Guild.

However, what is life without variety? There are many varieties of adventurer, as indeed there are many varieties of adventure. Here are the most common examples.

Fighter:
One who lives by the sword, and makes a living by being good in combat situations.
Grunt:
A particularly unsubtle Fighter.
Scout:
A more subtle Fighter who also has some woodland skills, like tracking and hiding.
Ranger:
More generalised than a Scout, with a greater range of skills, usually including more combat ability.
Medic:
Anyone who specialises in the craft of healing.
Charmist:
Anyone who specialises in Charisma skills and Charm magic.
Mage:
A wielder of Elemental Magic.
Shaman:
A mystic who can tune into, and utilise, the natural forces of life.
Alchemist:
A sort of scientist/mage who mixes potions and powders for various (unpredictable) uses.
Priest:
A follower of a God, and wielder of Divine Magic.

Most characters are a combination of one or more of the above concepts.

Many careers require a guild membership. The guilds in Keese hold a lot of power, and if you try to practice your career without being a guild member, you may well be subjected to quite severe persuasion to desist.

Also, certain skills are only taught to guild members.

The Guilds in Keese:

Adventurers'
All player-characters get free membership.
Rangers'
For Rangers, scouts and other forest-oriented types.
Craftsmen's
Includes Alchemists and Medics as well as potters and tailors.
Alchemists'
A concrete bunker for keeping Alchemists out of harm's way. Technically part of the Craftsmen's Guild.
Merchants'
Unlikely to be of relevance to player-characters (although they hire adventurers quite a lot).
Mages'
For Mages (obviously).
Churches
Not guilds as such, but serve similar purposes. A Priest must be a member of a church.

Readers familiar with other RPG's may well be aware of the character class of the Thief. Although there is nothing to prevent you from becoming a thief-type character, Thief is not considered a career because if it was there would have to be a Thieves' Guild.

There is no Thieves' Guild in Keese. (It must be true, they said so)

For a first character, it is generally recommended that you play a fighter character. Fighters are simple creatures, and it is generally pretty obvious what is required of them. Being a Fighter cuts down a lot on the amount of rules you need to know.

Once you have chosen a career, and joined an appropriate guild (which may cost money) you can begin to equip yourself for your life as an adventurer.

You will need Equipment, and you will need to learn some Skills. These are the next stages of character generation.


See also : Genesis
  : Equipment
  : Skills
  : Progress
Background
Creative Commons License
Except where stated, this site and its contents are copyright ©2024 Alec Harkness and licensed under a Creative Commons Attribution-Share Alike 2.5 License.
Contact me