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.
|