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Career-based Characters

Note: This is still a work in progress, and should not be considered complete! Any comments and feedback would be appreciated.

This is an alternative method for generating a character's skills using the Fudge system. It uses a 'life-path' style in which a character advances through various careers, picking up skills and other benefits along the way. Fans of Classic Traveller (need url!) will recognise the general idea.

Attributes

Attributes are generated as as described in the Fudge rules for kalyr.

Childhood and Adolescence

This represents the skills learned during a character's early years. Choose the background the character was born into (this is restricted by the character's Status and Rank), and determines which skills were learned during this period of the character's life. Take twelve levels in any combination of skills listed for the chosen background, with not more than two levels for any one skill. You must take at least one level in any skill in bold.

Outlander

You grew up in one of the 'free human' tribes founded by runaway slaves. You lived a primitive existance, learning to live off the land. This is an unlikely background for a kandar character.

Requires Status of Poor or worse.

Skills
Boating
Brawling
Climbing
Hiding
Jumping
Running
Spear
Spear Throwing
Stalking
Survival
Swimming
Tracking

Rural

You grew up in the rural area near a kandar city; your parents were most likely either plantation workers or poor tenant farmers, growing food to feed the population the nearby city.

Requires Status of Poor or worse.

Skills
Agriculture
Animal Handling
Boating
Brawling
Climbing
Jumping
Running
Swimming
Zarandar Riding
Repair/Devise
Any appropriate craft

Urban Poor

You grew up in a kandar city, but you certainly didn't grow up in the lap of luxury; your only education was the school of hard knocks.

Requires both Status and Rank of Poor or worse.

Skills
Brawling
City Knowledge
Climbing
Hiding
Jumping
Knife-Fighting
Running
Stalking
Streetwise
Swimming
Fast-Talking

Urban Professional

You parents were in the successul professional classes, below the nobility in status, but above the street scum.

Requires either Status or Rank of Fair or better.

Skills
Reading and Writing
Any appropriate craft
Brawling
City Knowledge
Kalyr Law
Kalyr Politics
Kandar Social Graces
Nirvork
Streetwise
Swimming
Zarandar Riding
Repair/Devise

Noble

You were born or adopted into one of the 14 kandar clans that sit on the top of the social pile.

Requires Status of Great or better.

Skills
Reading and Writing
Kandar Social Graces
Ancient History
Kandar Religious Lore
Kandar Literature
Kalyr Politics
Kalyr Law
Nirvork
Narvork
'Judo'
'Karate'
Zarandar Riding
Musician
Artist
Singing

Adult Careers

Adult careers work in a similar way to childhood experience. You must take two career terms (which represent an indeterminate number of years). Each term gives twelve skill levels, which may be spend on the skills available to the career, with a maximum of two levels per term. In addition, you must spend levels on any skills in bold before any others, unless that skill is already at Good or better.

You may take the same career twice, to give a character highly skilled in a specific area, or take two quite different careers to give a broader range of skills.

Assassin or Spy

There is much political intrigue in kandar cities, especially in Ravenah or parts of the Great Empire. Wherever you find intrigue you will find spies. And sometimes rivalries and feuds get out of hand and become murderous, providing employment for professional assassins. Many spies or assassins are agents working for their nation or guild. Others might be are members of powerful crime syndicates, or fanatical members of obscure religious cults. There are also freelancers working solely for financial gain. Assassins tend to come from either a military or criminal background. Any assassin PC should either be an ex-assassin, or under "deep cover".

Skills
Acting
City Knowledge
Crossbow
Dagger
Fast-Talk
Hiding
Kandar Social Graces
Poisons
Stalking
Streetwise

Bodyguard

Kandar cities can at times be dangerous places with all those assassins about. The likes of wealthy merchants, nobles and important guild figures can have many enemies, and need protection. Many bodyguards are members of the Union of Guards.

Skills
Any hand weapon
Body Language
City Knowledge
'Judo'
Kandar Social Graces
'Karate'
Streetwise

Caravan Guard

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.

Skills
Any hand weapon
Any missile weapon
Riding
Animal Handling
City Knowledge
Power-Waggon Driving
Streetwise
Survival
Waggon Driving

City Guard

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. In many cities the guard also doubles up as the fire brigade, and must fight fires as well as crime.

Skills
Baton & Shield
City Knowledge
'Judo'
Kandar Law
Adminstration
Climbing
Jumping
Reading and Writing
Research
Streetwise
Tracking

Criminal

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.

Skills
Brawling
City Knowledge
Climbing
Evaluate
Fast-Talk
Gambling
Hiding
Jumping
Knife-Fighting
Locksmith
Repair/Devise
Running
Stalking
Streetwise

Entertainer

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.

Skills
Performance
Musical Instrument
Singing
Streetwise
Kandar social graces
Gambling
City Knowledge

Gladiator

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.

Skills
Any hand weapon
Any unarmed combat skill
Performance
Body Language

Kandar Noble

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.

Skills
Administration
Ancient History
Artist
'Judo'
Kalyr Law
Kalyr Politics
Kandar Literature
Kandar Religious Lore
Kandar Social Graces
'Karate'
Musician
Narvork
Nirvork
Reading and Writing
Riding
Singing
Zarandar Riding

Karazthani

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.

Skills
Administration
Ancient History
Electronics
Flamelance
'Judo'
Lightning Wand
Power-Waggon Driving
Reading and Writing
Repair/Devise
Research
Vyrn-Making

Knight

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.

Skills
Narvork
'karate'
Fast-Draw Narvork
Body Language
Kandar Religious Lore
Ancient History
Reading and Writing

Merchant

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.

Skills
Bargaining
Evaluate
Fast-Talking
Any foreign language(s)
Any hand weapon
Any unarmed combat skill
City Knowledge
Kandar Social Graces
Streetwise
Zarandar Riding

Outlander

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.

Skills
Boating
Brawling
Climbing
Hiding
Jumping
Running
Spear
Spear Throwing
Stalking
Survival
Swimming
Tracking

Physician

While there are healers that rely on psionic healing powers, there are many more that rely on more mundane medical arts. Quite a few might be quacks and charlatans, but there are plenty of people with real skill and knowledge.

Skills
Diseases
Fast-Talk
First-Aid
Insight
Kandar social graces
Poisons
Reading and Writing
Research

Priest

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 artefacts 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.

Skills
Kandar Religious Lore
Administration
Ancient History
City Knowledge
Leadership
Oratory
Reading and Writing
Research
'Judo'

Sailor or Riverboat Crewman

The great seaport of Ravenah sends ships to many places, and the broad Fil and Cal rivers are both major trade arteries. Unfortunately, piracy is commonplace, even on rivers.

Skills
Swimming
Boating
Any light one-handed weapon-
Brawling
City Knowledge (any port of call)
Climbing
Jumping
Pilot Riverboat
Pilot Ship

Soldier of the Legions

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.

Skills
Narvork & Sword
Klunark
Flamelance
Crossbow
'Karate'
Leadership
First-Aid
Military Tactics
Survival
Waggon Driving
Power-Waggon Driving
Stalking
Hiding

Wizard

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.

Skills (all)
Reading and Writing
'Judo'
Ancient History
(The Way of the Will)
Mind-Reading
Mind-Sending
Mind Shield
any other skills
The Way of the World
Illusions
Telekinesis
any other skills
The Way of Restoration
Healing
Mind-Reading
any other skills
The Way of Vision
any skills associated with the Way


All material © Tim Hall, 2000 unless otherwise stated.
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