Switching careers?

By Ralzar, in Rules Questions

I can't seem to find anything about this in the rulebook. In WFRP3 it was pretty common to pretty much "finish" your career and then switching to a new career. For example going from a Soldier to a Veteran. Or switching to do something different, for example going from a Thief to a Student.

I realize the Genesys career are not as specific (unless you make them so) but even if your careers are just basically D&D classes I can still see a player wanting to transition into a different career.

Is there any rules for this? Or any suggestion on how to handle it? I'm thinking simply having the change cost some exp.

A career in Genesys is basicly just 8 class skills. Since there are No trees to fill out as such. They represent where you learned your initial education from. Instead of switching at a xp cost just buy non career skills or there are many talent that gives you one or 2 skills as class skills.

Lots of what makes a career unique and special is covered with Talents in this system. As Archellus said the way to make your character a more specialised version of something is to get specific talents. A great example is the Templar talent, in most systems a character wanting to change career from Knight to Templar would take some sort of prestige class. But for Terrinoth you simply have a set of talents that grant you the unique skills and abilities that makes a Templar a Templar.

Another good example is the talent Hunter, it encapsulates everything a normal hunter needs to do their job. For all the special abilities of an expert hunter you simply choose some of the talents that enhance those three skills

If your character has a specific transition idea then usually you can come up with a list of the particular things that represent that new career, then turn those things into a few talents.

I have almost the same kind of question as Ralzar.

I'm gonna start my first session in RoT and my players want to create a double-class character as a soundrel-Druid.

Instead of the core rules, i was thinking about allowing the player to create his character by spending the 8 careers skills as follow:

Choose 1 skill of the 8 as Primal. The knowledge for Primal is a non-career skill. Only Primal skill. I didn't find talent to give Magic skills (Aracana,Primal,..) as a career.

What do you think and recommand ? Thank you

If this is a new character then you have a couple of options; create a new career from scratch, modify an existing career, or create s talent to do what you want. The most important part is to find out what skills are most important to this player, what about the scoundrel do they want? What’s the overall vision of the character? A wanderer with magical gifts? A street rat or thief?

1. Making an entirely new career is fairly simple, make a list of 8 skills with the player and choose some appropriate gear, it’s probably the most flexible, but has the biggest potential for being unbalanced. It’s easy to get greedy and end up with too many combat/social/magic skills. Honestly I would avoid this unless you have quite some experience with the game.

2. Modifying a Career is much easier, remove one skill and replace with an alternate whilst avoiding replacing a low use skill for a high use skill. In this case you have three solid starting points; Druid, Scoundrel, Ranger. So it really depends on which of those careers is the closest to the players vision, then change at most two skills to get it right.

3. Making a talent has some benefits, the character will end up with more skills, and it shouldn’t disrupt the standard careers. In this case I can see two obvious options here, a Druid talent (Primal and Knowledge Lore), or a Smuggler talent (Stealth, Skullduggery, Deception). There could perhaps be some limitations put on those, Druid could follow the Templar design.

Thank you Richardbuxton for those detailed options. My fear was to unbalanced of the course the game.

Option 2 and 3 are good ones.

If you can get a more clear idea of what the player wants then post it here and we can help balance things for you ?

cool.

Thanks

I did option 2 for my own game. I let the player pick a career they wanted them we worked together with the backstory of the characters and maybe switched 1 or 2 skills. Think i tried to keep it somewhat with in the same skill type. So a social for a social etc.

Think i had one player that wanted negotiations instead of charm since in his backstory he was a shopkeeper.

On 10/7/2018 at 5:25 AM, KelYco said:

I have almost the same kind of question as Ralzar.

I'm gonna start my first session in RoT and my players want to create a double-class character as a soundrel-Druid.

Instead of the core rules, i was thinking about allowing the player to create his character by spending the 8 careers skills as follow:

Choose 1 skill of the 8 as Primal. The knowledge for Primal is a non-career skill. Only Primal skill. I didn't find talent to give Magic skills (Aracana,Primal,..) as a career.

What do you think and recommand ? Thank you

My career question is a bit unique to my setting and game flavour (and I realized from the answers here that I was thinking about the caeers a bit wrong for Genesys) I've decided to just not overthink it and just make up a rule if a player actually expresses a need to change career.

For your question I would agree with others here that the easiest solution is just making a new career. I basically did that for the 15 or so careers my players could choose between when we started. Just think of a concept and choose 8 skills that fit that concept. Done.

There aren't really any particlyarly "overpowered" combinations of skills, as whatt skills are usesfull is completely up to the GM. Sure, some combinations of skills produce better fighters, but it's not like it costs THAT much for a character to go outside their career to buy any skills to get that combination anyway.

Edited by Ralzar
13 hours ago, Ralzar said:

Sure  , some combinations of skills produce better fighters, but  it's  not like it costs THAT much for a character to go outside their career to buy any skills to get that combination anyway.  

You're right, it doesn't require very many skills at all to be a fairly able combatant. Thinking back most of my character concepts would only need two or three combat/magic skills to function as themselves in most genesys settings.

On 9/30/2018 at 12:23 AM, Ralzar said:

For  example going from a Soldier to a Veteran. Or switching to do something different, for example going from a  Thief to a Student.  

...

Is there any rules for this? Or any suggestion on how to handle it? I'm thinking simply having the change cost   some exp.

I second the notion that creating Talents if the best way to represent adopting a prestige class (or a job/class promotion, pokemon evolution, or whatever narrative justification the character has for gaining new career skills during the campaign).

If a character needed to well and truely change their starting career, say because they've suffered amnesia, or been possessed by an ancestral spirit. I would allow it on the condition that I audited the sheet for cost cost changes as a result of invested skills becoming career or noncareer skills respectively. This would most likely result in the character being refunded some experience, or incuring a small experience point debt.

In my own campaign, I provided the PCs with a number of Backgrounds they could choose from, which added two new career skills to their list based on the life or career they led before becoming adventurers. These Backgrounds could easily be adapted as a Tier 2 Talent. You could make it a ranked Talent as well, if you wanted to allow them to purchase even more career skills, but I would not do that myself.

Here are some of the more generic Backgrounds I created, as suggestions:

Academic - Discipline, Knowledge (Lore)
Cutpurse - Skulduggery, Stealth
Drover - Riding, Knowledge (Geography)
Hunter - Survival, Perception
Merchant - Charm, Negotiation
Officer - Cool, Leadership
Performer - Charm, Coordination
Physician - Medicine, Knowledge (Lore)
Sailor - Seafaring, Resilience
Thug - Brawl, Coercion
Tradesman - Artifice, Negotiation
Vagabond - Streetwise, Resilience
Watchman - Streetwise, Vigilance