I can't see there's any problem with a character
having multiple occupation keywords. He or she's
changed what they do for a living. Things like warrior
-> weapon-thane -> clan champion are probably
prerequisites in most cases.
Inferring from what the advanced experience rules
imply I allow players in my games to have one point in
a keyword for every year of their lives. How the
player splits this lot is essentially up to them but
it's got to hang together (and be described in the
narrative if you're using one).
So, in the case of a herder turned God-Talker (which
is, incidentally, the same as one of my characters, is
this great minds or fools?) you'd have something like:
"Jon Ergolfson was a Heortling Herder of the Antorling
clan. After the clan's God-Talker was swallowed by
Aroka he became devoted to Heler and became the clan's
God Talker."
I've written the rules I use up. They can be found on
the new fangled interweb thing at:
http://www.btinternet.com/~aescleal/CharacterCreation.htm
Cheers,
Ash
PS: Magic keywords work in the same way, but cultural
ones take a bit more explanation. It also means that
instead of having an ability "Lived in Tarsh" the GM
could actually allow the player to slap a couple of
"years" on "Homeland: Tarsh" instead.
- Rob <robert_m_davis_at_...> wrote:
>
>
> Hi
>
> I have a character who is a God Talker AND a herder.
> I have given
> him both Keywords although this would seem to
> conflict a little with
> he rules on keywords. Any suggestions on how other
> people handle God
> Talkers.
>
> Regards
> Rob
>
>
>
>
>
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