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Here follows the rules I've been using for both the original RPG campaign and the two on-line (Play-by-Web and Play-by-Email) games currently running.
I'm currently using the GURPS 3rd edition rules. I also make use of GURPS Psionics, Martial Arts and Ultra-Tech, among others.
Characters may have any skills appropriate for a TL4 background. Most "Generic" advantages and disadvantages from the GURPS Basic Set or Compendium I (or other worldbooks) are acceptable. Beginning characters should be Kandar or Human.
I use the rule from GURPS Compendium I, whereby Hit Points are based on ST rather than HT, and fatigue points are based on HT rather than ST. To allow characters who are tough, but not strong, the advantage "Extra Hit Points" (5pts per level) is available.
This is a good point value for a group of players who know little or nothing about the setting before beginning play. Characters will be 'street level' types or young apprentices who lack knowledge of Kalyr's deeper secrets, but will learn about the mysteries of Kalyr during play.
This is the default starting point value for a Kalyr campaign. It allows for reasonably experienced and competent characters of most types, or beginners with a lot of potential. This is the point value used in the on-line games.
This level is appropriate for a "political intrigue" type campaign. With most the additional points going on political or social advantages such as Status, Patrons, Military Rank, Allies etc., it will give the character something of a power base.
These are of course only suggestions, but are typical types of character who might be encountered in Kalyr, along with some appropriate advantages, disadvantages and skills for each.
There is much political intrigue in kandar cities, especially in Ravenah or parts of the Great Empire. Sometimes rivalries and feuds get out of hand, and get murderous, providing employment for professional hit men. There is no organisation resembling an assassin's guild as such. Some assassins are freelancers, killing for financial gain. Some are members of powerful crime syndicates. Others are agents working for their nation or guild. Still others are fanatic members of obscure religious cults. Assassins tend to come from either a military or criminal background. Any assassin PC should either be an ex-assassin, or under "deep cover".
Kandar cities can at times be dangerous places. People such as wealthy merchants, nobles and important guild figures can have many enemies, and need protection. Many bodyguards are members of the Union of Guards.
The roads linking kandar cities cross miles of poorly-controlled wilderness areas populated by bandits or other worse things, requiring all caravans to travel armed. Such caravan guards often have other duties, such as looking after the pack animals. Many human caravan guards are members of the Union of Guards.
The city guard are the police force within the walls of kandar cities, and are trained both in combat and detective skills. In recent years some cities have started to recruit humans into the guard, and humans now form almost half the guard in Calbeyn.
The rougher end of kandar cities are full of criminal types, ranging from petty thieves and pickpockets and muggers, through housebreakers and smugglers, to more serious organised crime. Some rougher parts of kandar cities, such as Calbeyn's notorious Anthill, are effectively run by crime lords.
There are a great many wandering singers, musicians and jugglers who provide entertainment in the cities, often working in inns and taverns. Few if any manage to make much money, and the kandar elite tend to look down upon them and their 'art', but one or two manage to establish some sort of reputation.
The city of Filgeth still has a gladiatorial arena, where people fight, sometimes to the death, for the entertainment of others. Most gladiators are either slaves or condemned criminals, although there are always a few desperate free men who seek fame and fortune in the arena. The career of a gladiator is often quite short, but those who survive may manage to win their freedom.
A kandar noble belongs to one of the fourteen ancient kandar Clans. The archetypal noble is arrogant and cruel, enjoying a life of idle luxury, waited on by hordes of human slaves. Of course, there are nobles who don't conform to this stereotype, and do a real job, often in the high levels of city government. Being a noble can be a dangerous "occupation", and assassination is a constant risk to members of more than one clan.
The Karazthan, or Academy of Knowledge is the guild which makes mechanisms. They are the only people who can make or repair their strange magical machinery. To be member of the Karazthan you have to first have served an apprenticeship in the guild, and nearly all apprentices are children of members. The Karazthan jealously guard their monopoly, and employ "operatives", who are not afraid to use force to shut down anyone who challenges it.
Knights are the ancient kandar warrior orders, who have existed from long-forgotten ancient times. There are two types of knightly orders; secular orders, who pledge allegiance to the city-lord, and religious knights, who are attached to a temple. Most knights have a high opinion of themselves, and look down on the soldiers of the legions. Most religious knights follow Kardak, Ulseth or Karlandra, but knights following other guardians are not unknown.
Many kandar cities are dependant on trade, and a rich and powerful merchant class has arisen. The Merchant's guild now has considerable economic and political power. Until recently, most successful merchants were kandar, who controlled the guild, but now a number of human merchants have become successful enough to challenge their dominance.
This is someone from the wilderness area who has come to a kandar city. There are many reasons to leave the wilds. Maybe the village was destroyed by monsters, bandits or kandar knights. Maybe he or she was accused of a crime and ran. Maybe he or she just got bored and head for the "fabulous city" told about in stories.
Priests, almost exclusively kandar, are servants of the Guardians, and serve as the spiritual leaders of the kandar people. They have some divination abilities, using artefact called "oracles" to communicate with the Guardians. Most gain no other magical powers from being a priest, but a few priests have psionic abilities that some consider a divine gift. As messengers of the Will of the Guardians, they do have considerable political influence, and move in the highest circles of kandar society.
The great seaport of Ravenah sends ships to many places, and the broad Fil and Val rivers are both major trade arteries. Unfortunately, piracy is commonplace, even on rivers.
The kandar cities maintain significant standing armies, since wars are rather more common than people would like. The elite soldiers are the eight Legions, which date from the second empire, a thousand years ago. The Eight Legion, based in Ravenah, and the half of the Fifth Legion based in Calbeyn now accept humans into their ranks, but all other legions are kandar only. The legions take people from any background, and promotion tends to be on merit rather than social rank, at least most of the time.
These people are practitioners of The Ways of Wizardry. The powers manifested today are but a pale shadow of the powers of the great wizards of old. These powers are psionic in origin, and occur naturally in a minority of the population. In all but a few cases, the powers of the mind cannot be controlled properly without training from an early age. The main organisation for training wizards is the long-established Academy of the Mind, an order of wizards which has a chapter in almost every city. There are a few smaller local associations of wizards which remain outside the Academy, and there are a few independent lone wizards, who occasionally take apprentices.
Kandar have +2 DX (+20 points), -1 ST (-10) and the advantage of Attractive appearance (+5). Racial disadvantages are Racial Intolerance (-5) and Laziness (-10). It costs 0 points to play a Kandar. Both mental disadvantages may be bought off, increasing the racial cost to 15 if you buy off both.
Normal sized zughru have +3 ST (+30 Points), and +1 HT (+10 points), with the advantages of Night Vision (+10 points), DR +1 (+5 points) and Electrokinesis 5 (25 points) with the racially learned skills of photokinesis at IQ (4 points). Racial disadvantages are short sightedness, giving -2 to hit with missile weapons (-10 points), Intolerance (-10 points), mild Agoraphobia (-10 points), Reduced move -1 (-5 points) and Short Lifespan (-25 points). It costs 24 points to play a normal-sized zughru.
The so-called Giant Zughru only have +1 ST, but have Increased Strength (+50 points), and -1 to both 10 and DX (-20points). They have two extra hit points (+16 points), in addition to all the standard advantages. The have all the standard disadvantages except reduced move. It costs 45 points to play a giant zughru. Any surface dwelling zughru may buy off the Agoraphobia disadvantage. It is also possible for any zughru to buy off the Intolerance disadvantage.
Uleem have -4 ST (-30 points), +2 DX (+20), and +2 HT (+20), with the advantages of +2 Charisma (+10), +2 Alertness (+10) and +2 Strong Will (+8). They also have racially learned skills of Merchant at IQ+1 (+4), Diplomacy at IQ (+4) and Cookery at IQ (+2). Disadvantages are -2 hit points (-10) and -1 to move (-5), and Honesty (-10). It costs 23 points to be a Uleem.
Vordral have +2 HT (+20 points). They have no other advantages. Disadvantages are Ugly (-10 points), Reputation -4 for kandar or -2 for other races (-15 Points) and Primitive (-10 points). Racial Cost is -15 points.
Lesardaan have +4 ST (+45), -1 IQ (-10) and +2 HT (+20), plus the advantages of Claws (+15), and +1 Toughness (+10). They have the Disadvantages of Primitive (-10) and Poverty (-15), plus Impulsiveness (-10) and Berserk (-15). Racial cost is 45 points.
Karazthani have access to higher TL skills and equipment, and must take the Karazthan as a patron, which costs 20 points!
The Union of Guards costs 10 points as a patron.
Priests of the Guardians must have the Clerical Investment advantage, which costs 10 points, to reflect their divination powers and high social and political status.
Literacy is an 5pt advantage, and Illiteracy is a -5pt disadvantage, since most all kandar can read, but most humans can't. Illiteracy doesn't count against the 40 points of disadvantages.
Administrative Rank is quite separate from status, and should be paid for seperately - one does not grant the other.
7 : Vulzavayr
6 : Urileyr
5 : Nir-Urileyr
4 : Tavonoleyr
3 : Nir-Tavonoleyr
2 : Kasireyr
1 : Nir-Kasireyr
-2 : Street beggar, Low status slave
-1 : Human street riffraff
0 : Average human Freeman (default status for human PCs)
1 : Poor kandar Freeman
2 : Kandar or human Citizen (default status for kandar PCs)
4+ : Kandar Noble
6 : Kandar Tharn (city-ruler)
7 : Sarkan
8 : Vulan
Any skills from the GURPS Basic Set or Compendium I appropriate to a TL3/4 background are acceptable, as are manoeuvres from the Compendium or Martial Arts. I haven't designed any Kalyr-specific martial arts styles. Anyone wanting a character trained in an armed or unarmed martial art is recommended to try and invent their own!
These skills and specialisations are specific to Kalyr:
(Mental/Average) This is the skill of making and repairing Flamelances. It is normally only taught to members of the Karazthan. A 5-point unusual background is required for anyone else to start with this skill.
(Physical/Average) This is the skill of driving power-waggons, the slow-moving vehicles built by the Karazthan. This skill is common among Karazthani, but might also be known by anyone whose job might involve using these vehicles, such as soldiers, merchants, nobles or even caravan guards.
(Physical/Easy) This is the skill of firing flamelances. It works the same way as Guns or Black Power Weapons. It is available to Knights, Nobles, Soldiers and Karazthani.
(Mental/Average) This is the skill of maintaining and repairing power-waggons, usually only known to Karazthani
(Physical/Hard) This is the skill of using the Narvork, the traditional kandar sword. It covers both one- and two-handed use. Parry is 2/3 when using the sword two-handed.
(Physical/Average) This is the skill of riding Yakka, another riding beast. It defaults to Riding(Zarandar)-3
(Physical/Average) This is the skill of riding Zarandar, the most common riding beast.
(Physical/Average) This is the skill of handling glethnu, the strange aquatic creatures used to tow barges along navigable rivers. Only riverboat crew are likely to know this skill.
(Mental/Average) This is the skill of making vyrn. It is normally only taught to members of the Karazthan. A 5-point unusual background is required for anyone else to start with this skill.
(Mental/Average) This is the equivalent to Blacksmith skill, except that it applies to working in Vyrn. (Vyrnsmith and Blacksmith default to each other at -5)
See the languages page for a list of all the languages of Kalyr. All kandar languages are mental/average. Kandar characters will have Filgan, Vohrran or Konaic as their native language, Humans may have either Mannish as their native tongue, or one of the kandar languages if they're of Status 2+. A five-point unusual background is required for any human or kandar to know any zughru language. Similarly, a 5-point UB is required for any character to know the language of any of the lesser races, such as Ulmish or Sssra.
Wizardry is actually psionics, nor magic. Wizards (or anyone else with psionic powers) require a 10 point unusual background advantage. They may have any powers listed in GURPS Psionics except Mindsword (too silly!) plus a some powers adapted from GURPS Supers which can be rationalised as psionic. They are explained in detail below. You should read the psionics page first!
This is covered by the powers of ESP and Astral Projection, although the latter power is rare.
This is also covered by Telepathy. Psychic Vampirism also falls within this way, although it's comparatively rare.
This is covered by Healing. plus those Telepathy skills, notably Telereceive and Mindwipe, which do have "benign" uses. A wizard following the Way of Restoration should have both powers.
This is covered by Psychokinesis, Electrokinesis and the new power Psychocreation. All Electrokinesis skills are available, although many of them are of limited use in this lower-tech setting. Teleportation theoretically comes under this way as well.
These skills are adapted from powers in GURPS Supers, scaled down to fit in with the psionics system.
Prerequisites: Telekinesis and Pyrokinesis at 12+.
The wizard projects a bolt of energy which does 1d damage for every 3 full levels of power. The attack has a base SS:12 and a base accuracy of 1, range 10 yards for every die of damage.
Prerequisites: Telekinesis and Pyrokinesis at 12+.
Similar to Firebolt, but it produces an explosive effect which covers a number of hexes eqivalent to the number of dice of damage. Damage dimishes by 1d for each successive hex away from the centre of the blast. Does 1d damage for every 5 full levels of power.
(Costs 5 Points per level*)
This is a new power, which covers illusions, the creation and alteration of matter, and at high level, shapechanging.
*Because Images duplicate photokinesis in the Electrokinesis power, it only costs 9 points per level for both powers.
This is the basic creation skill. It is identical to the EK skill Photokinesis.
This is based on the GURPS Supers power. Affects a whole object of up to 5xPower pounds in weight. As with the GURPS Supers power, it requires Analyse (Defined as an ESP skill) as a prerequisite. You can only change it to another substance you have analysed. The amount by which the skill roll succeeds determines the transformation possible:
0-3 You only change the object at a molecular, not atomic level. You can't turn a solid into a liquid or gas, or vice versa. For game purposes, you can change any organic compound into any other organic compound, or do things with the crystalline substances of metals, but you can't turn a gun into chocolate! Any change in substance only lasts as long as you concentrate, but any resulting change in form is permanent.
4-7 As above, but you can change things on an atomic level (change lead into gold), or change a solid from liquid to gas or vice-versa. Duration is power seconds, after which it reverts to it's original substance.
8+ As above, but any transformation is possible. Duration is now power minutes. Changes on a molecular level are now permanent.
Prerequisite: Alter
As the GURPS Supers power. The effective ST of the bond is equal to Power multiplied by the degree of success in the skill roll. e.g. A character with Power 5 and skill 14, rolling a 9 would bond two items together with an effective ST of 5x5 = 25.
Prerequisite: Alter
As the GURPS Supers power, except it only does 1d6 damage for every 2 levels of power.
Prerequisites: Power 10+, Alter, Illusion, Metabolism Control
This skill requires Healing power of at least 5 in addition to Psychocreation. It resembles the GURPS Supers power Morph. Increases or decreases of body size are allowed for levels of power above 10. The degree of success is reflected in the "realism" of the changed body.
0-3 Can create a "generic" individual. Anyone who examines it closely gets an IQ roll to tell that it's not "real". Cannot duplicate any actual individual.
4-7 Created body will pass as "real" even upon close examination.
8+ Can duplicate specific individuals.
Starting wealth is 100 Glerin. For game purposes, one glerin is equivalent to ten dollars. Any basic equipment listed under "Fantasy/ Medieval Equipment" (Page 212 in the GURPS Basic Set) is available. Most kinds of medieval armour are available, except for chainmail, which is unknown. Leather armour is the most common.
See Weapons for more detail on available arms.