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These characters were originally written up for a one-shot convention game; they represent fairly inexperienced young PCs, ideal for players that are not familiar with the setting. These PCs could also be used as starting PCs for a longer-term campaign.
Race: Kandar (ST-1, DX+2)
ST: 8 DX: 11 IQ: 14 HT: 10 Move: 5
Total Points: 75
Advantages
Alertness+1 (5 points)
Appearance - Attractive (0 point)
ESP+5 (Takes Extra Time x 2 {-20%}) (12 points)
Literacy (5 points)
Psychokinesis+8 (Full Power in Emergencies Only {-20%}) (32 points)
Status (good)+2 (10 points)
Unusual Background / Psionic (10 points)
Disadvantages
Duty / Academy of the Mind (roll of 12 or less) (-10 points)
Enemy / Rival Wizard, (roll of 9 or less) (-10 points)
Honesty (-10 points)
Laziness (0 point)
Migraine+1 (-5 points)
Nightmares (-5 points)
Skills
Carpentry-14 (1 point)
Clairvoyance-11 (0.5 point)
History-11 (0.5 point)
Knife-12 (2 points)
Language: Filgan(Native)-14 (0 point)
Language: Mannish-13 (1 point)
Language: Old Kandar-12 (0.5 point)
Literature-11 (0.5 point)
Lockpicking/TL-12 (0.5 point)
Precognition-11 (0.5 point)
Psionics/TL-12 (2 points)
Psychometry-11 (0.5 point)
Pyrokinesis-11 (0.5 point)
Telekinesis-11 (0.5 point)
Writing-12 (0.5 point)
Summary
Attributes: 25
Advantages: 79
Disadvantages: -40
Quirks: 0
Skills: 11
STORY
From an early age, it was apparent that you were gifted in the powers of the mind. You could see inside things, and move items about with mind; as a child you found that with a little help from these powers you could open just about any lock. What saved you from a life of crime (apart from a strong sense of honesty) was being discovered by the Academy of the Mind. Although your parents were apprehensive at first, you settled in and began to master your powers. You've still got a long way to go; your mentor assures you that the headaches and the terrible nightmares will recede in time. Sadly you didn't manage to get past your first year without making an enemy or two, and one of your fellow apprentices has been giving you a very hard time lately.
ST: 12 DX: 11 IQ: 12 HT: 11 Move: 5
Total Points: 75
Advantages
Alertness+1 (5 points)
Charisma+2 (10 points)
Literacy (5 points)
Psionic Resistance+3 (6 points)
Status (good)+1 (5 points)
Disadvantages
Greed (-15 points)
Lecherousness (-15 points)
Skills
Area Knowledge-13 (2 points)
Brawling(Calbeyn)-12 (2 points)
Fast-Talk-12 (2 points)
Knife-11 (1 point)
Language: Filgan-11 (1 point)
Language: Mannish(Native)-12 (0 point)
Merchant-13 (4 points)
Streetwise-12 (2 points)
Summary
Attributes: 60
Advantages: 31
Disadvantages: -30
Quirks: 0
Skills: 14
STORY
You're the youngest of a family of five, children of a wealthy grain merchant. You father, Ulmar has plans to establish a Kalyr-wide trading network, which may involve you being sent out to head up some foreign cities.
Race: Kandar (ST-1, DX+2)
ST: 10 DX: 13 IQ: 13 HT: 10 Move: 5
Total Points: 75
Advantages
Appearance - Attractive (0 point)
Literacy (5 points)
Patron / Clan, (roll of 9 or less) (15 points)
Status (good)+4 (20 points)
Wealth: Comfortable (10 points)
Disadvantages
Compulsive Carousing (-5 points)
Duty / (To clan, roll of 9 or less) (-5 points)
Gullibility (-10 points)
Horrible Hangovers (-1 point)
Impulsiveness (-10 points)
Intolerance (racial) (0 point)
Laziness (0 point)
Obnoxious Drunk (-1 point)
Weak Will+1 (-8 points)
Skills
Acrobatics-12 (2 points)
Administration-12 (1 point)
Area Knowledge(Wealthy end of town)-13 (1 point)
Fencing-12 (1 point)
History-11 (1 point)
Judo-12 (2 points)
Karate-12 (2 points)
Language: Filgan(Native)-13 (0 point)
Language: Mannish-12 (1 point)
Language: Old Kandar-12 (1 point)
Literature-11 (1 point)
Savoir-Faire-14 (2 points)
Summary
Attributes: 50
Advantages: 50
Disadvantages: -40
Quirks: 0
Skills: 15
STORY
You won the prize in the lottery of life, and were born into a wealthy noble family, with all the privileges and responsibilities that entails. Sometimes, however, you find noble polite society stuffy, and you're glad you've got some friends amongst the ordinary folk of the city, so you can escape the formal life of the mansions on South Cliff for a while and 'slum it' with the ordinary people. You're a bit of a party animal, and have a tendency to drink a little too much, although you usually end up regretting it in the morning. You also tend to act first and think later, something that's got you into trouble more than once, relying on family members to smooth things over and pay for the damage.
Race: Kandar (ST-1, DX+2)
ST: 11 DX: 14 IQ: 11 HT: 11 Move: 6
Total Points: 75
Advantages
Alertness+2 (10 points)
Appearance - Attractive (0 point)
Literacy (5 points)
Status (good)+3 (15 points)
Strong Will+2 (8 points)
Disadvantages
Dreamer (-1 point)
Duty / (To temple, roll of 12 or less) (-10 points)
Laziness (0 point)
Overconfidence (-10 points)
Pacifism: Cannot Harm Innocents (-10 points)
Phobia: Squeamishness (mild) (-10 points)
Skills
Acrobatics-12 (1 point)
Body Language-9 (1 point)
Climbing-12 (0.5 point)
First Aid/TL-11 (1 point)
Intimidation-10 (1 point)
Judo-12 (1 point)
Jumping-13 (0.5 point)
Karate-12 (1 point)
Language: Filgan(Native)-10 (0 point)
Language: Mannish-10 (1 point)
Narvork-12 (1 point)
Savoir-Faire-11 (1 point)
Streetwise-10 (1 point)
Theology-10 (2 points)
Summary
Attributes: 60
Advantages: 43
Disadvantages: -41
Quirks: 0
Skills: 13
You're a bold knight of Ulseth the Just, protector of the weak and helpless! Righter of wrongs! Well, not just yet. You're still training in the way of the sword, and your duties, when not training, seem to revolve around standing sentry outside the temple.
ST: 11 IQ: 13 Move: 5
DX: 10 HT: 12
Total Points: 75
Advantages
Clerical Investment (Social)+1 (5 points)
Empathy (15 points)
Literacy (5 points)
Status (good)+2 (10 points)
Disadvantages
Compulsive Generosity (-5 points)
Duty / (to Temple, roll of 9 or less) (-5 points)
Overweight (-5 points)
Pacifism: Cannot Harm Innocents (-10 points)
Sense of Duty: large group/nation / The poor and disadvantaged (-10 points)
Truthfulness (-5 points)
Skills
Bard-12 (1 point)
History-11 (1 point)
Language: Filgan-13 (2 points)
Language: Mannish(Native)-11 (0 point)
Language: Old Kandar-12 (1 point)
Law-12 (2 points)
Musical Instrument(Zathur)-12 (2 points)
Performance/Ritual-13 (2 points)
Research-12 (1 point)
Shortsword((for Baton))-11 (4 points)
Singing-12 (1 point)
Streetwise-12 (1 point)
Theology-12 (2 points)
Summary
Attributes: 60
Advantages: 35
Disadvantages: -40
Quirks: 0
Skills: 20
STORY
Ulseth the Just isn't typical of the Guardians. Not only do his priests preach equal rights for the human majority, but also he accepts humans as well as kandar as priests. Human priests of Ulseth are still unusual, and female priests are even more unusual. Of course, being a novice, most of the time you're receiving still training in the doctrines and practices of the faith, and your duties consist of mundane tasks such as running errands to other temples.
ST: 11 DX: 10 IQ: 13 HT: 12 Move: 5
Total Points: 75
Advantages
Clerical Investment (Social)+1 (5 points)
Empathy (15 points)
Literacy (5 points)
Status (good)+2 (10 points)
Disadvantages
Compulsive Generosity (-5 points)
Duty / (to Temple, roll of 9 or less) (-5 points)
Overweight (-5 points)
Pacifism: Cannot Harm Innocents (-10 points)
Sense of Duty: large group/nation / The poor and disadvantaged (-10 points)
Truthfulness (-5 points)
Skills
Bard-12 (1 point)
History-11 (1 point)
Language: Filgan-13 (2 points)
Language: Mannish(Native)-11 (0 point)
Language: Old Kandar-12 (1 point)
Law-12 (2 points)
Musical Instrument(Zathur)-12 (2 points)
Performance/Ritual-13 (2 points)
Research-12 (1 point)
Shortsword((for Baton))-11 (4 points)
Singing-12 (1 point)
Streetwise-12 (1 point)
Theology-12 (2 points)
Summary
Attributes: 60
Advantages: 35
Disadvantages: -40
Quirks: 0
Skills: 20
STORY
Ulseth the Just isn't typical of the Guardians. Not only do his priests preach equal rights for the human majority, but also he accepts humans as well as kandar as priests. Human priests of Ulseth are still unusual, and female priests are even more unusual. Of course, being a novice, most of the time you're receiving still training in the doctrines and practices of the faith, and your duties consist of mundane tasks such as running errands to other temples.
Race: Kandar (ST-1, DX+2)
ST: 9 DX: 12 IQ: 13 HT: 10 Move: 5
Total Points: 75
Advantages
Appearance - Attractive (0 point)
Charisma+2 (10 points)
Literacy (5 points)
Patron / Karazthan, (roll of 6 or less) (20 points)
Psionic Resistance+4 (8 points)
Versatile (5 points)
Disadvantages
Curious (Extremely) (-10 points)
Duty / Karazthan (roll of 12 or less) (-10 points)
Imaginative (-1 point)
Overconfidence (-10 points)
Truthfulness (-5 points)
Skills
Armoury/TL(Karazthan Weaponry)-12 (1 point)
Beam Weapons/TL(Lightning Wand)-14 (1 point)
Driving/TL(Power Waggon)-11 (1 point)
Electronics Operation/TL(Karazthan Devices)-12 (1 point)
Fast-Talk-13 (2 points)
Holdout/Concealment-12 (1 point)
Judo-12 (4 points)
Language: Old Kandar-11 (0.5 point)
Mathematics-10 (0.5 point)
Mechanic/TL(Karazthan Machinery)-13 (2 points)
Sleight of Hand-11 (2 points)
Stealth-11 (1 point)
Traps/TL-12 (1 point)
Summary
Attributes: 30
Advantages: 63
Disadvantages: -36
Quirks: 0
Skills: 18
STORY
Like both your parents before you, you've been apprenticed into the Karazthan, the secretive guild of machines and mechanism. You have been trained to build and repair the mysterious machines and gadgets the guild is famous for. Sometimes you 'borrow' things (although you do always take them back), although you know you're not supposed to.