Tjf
CHYOA Guru
You stride through the open doors of the building, looking in awe as you see the guild hall. It's not a big building, but as the light shines down from the high windows, illuminating the trophies of so many heroes - people who fought monsters, stood on battlefields, rescued damsels, and less...illustrious achievements too, you feel a thrill run up your spine. This is the guild hall, where for centuries jobs great and small have been posted from around the continent, and warriors, mages and thieves alike have embarked to fulfill these requests.
"Rookie, huh?" You hear from behind you, turning to see a large orcess looking down at you.
"Wonder how long you'll last." She chuckles. "Lookin' to sign up? Here, follow me." She leads you through the hall to a reception desk, where an old greybeard looks at you questioningly, before opening a dusty old tome. "Please, write down your details here."
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Personal Information:
Name:
Gender:
Species:
Appearance/Pic:
Background/Reason for joining:
Class: (Think warrior, mage, barbarian, etc. Provides bonuses to certain rolls, and effects how the character is perceived socially by people who don't know them yet. You're free to make your own class - explaining what it is. Just don't make it too gamey, like a class of warriors that can also do magic and are great at stealth.)
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Belongings (Transferred to next of kin delivery upon death):
Oh... It seems you don't have much... That's alright, we all have to start somewhere. The Guild will give you a few gifts to help you get on your feet.
Gold: (1000 gold at start)
Armor: (Custom unarmored clothing at start)
Weapons: (Basic weaponry at start, with a type of your choosing, ie: Swords, spears, bows, crossbows, staffs, wands, etc.)
Equipment: (Basic tools, a compass and camping gear at the start)
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Skills (Be honest!):
Combat Skills:
(Two points to spend, each point denoting +10 modifier to dice rolls involving that skill. Two points can be spent on the same skill to denote mastery. Sword fighting, bow combat, firearms, spears, etc are examples of combat skills)
Non-Combat Skills:
(Three points to spend, as above. Persuasion, Deception, Awareness, Crafting and Repair are examples of non-combat skills)
Spells/Abilities:
(If your class involves magic, you can take branches of magic ie: Restoration or fire magic, as combat and non-combat skills. Each skill point in a branch of magic allows you to take two spells or magical abilities, which you'll list here.)
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Flaws (We all have 'em...):
(Players have two flaw points to spend on their character. Flaws can be two regular negative traits, or a single, substantial character flaw that has a major impact on the character's life. Arrogance, impatience, shyness and misanthropy etc are examples of flaws. With both points spent, the player will be able to replace an item of default starting gear with a custom, superior version with a dice roll modifier.)
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"Rookie, huh?" You hear from behind you, turning to see a large orcess looking down at you.
"Wonder how long you'll last." She chuckles. "Lookin' to sign up? Here, follow me." She leads you through the hall to a reception desk, where an old greybeard looks at you questioningly, before opening a dusty old tome. "Please, write down your details here."
-----------------------------------------------------------------------------------------------------------
Personal Information:
Name:
Gender:
Species:
Appearance/Pic:
Background/Reason for joining:
Class: (Think warrior, mage, barbarian, etc. Provides bonuses to certain rolls, and effects how the character is perceived socially by people who don't know them yet. You're free to make your own class - explaining what it is. Just don't make it too gamey, like a class of warriors that can also do magic and are great at stealth.)
-----------------------------------------------------------------------------------------------------------
Belongings (Transferred to next of kin delivery upon death):
Oh... It seems you don't have much... That's alright, we all have to start somewhere. The Guild will give you a few gifts to help you get on your feet.
Gold: (1000 gold at start)
Armor: (Custom unarmored clothing at start)
Weapons: (Basic weaponry at start, with a type of your choosing, ie: Swords, spears, bows, crossbows, staffs, wands, etc.)
Equipment: (Basic tools, a compass and camping gear at the start)
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Skills (Be honest!):
Combat Skills:
(Two points to spend, each point denoting +10 modifier to dice rolls involving that skill. Two points can be spent on the same skill to denote mastery. Sword fighting, bow combat, firearms, spears, etc are examples of combat skills)
Non-Combat Skills:
(Three points to spend, as above. Persuasion, Deception, Awareness, Crafting and Repair are examples of non-combat skills)
Spells/Abilities:
(If your class involves magic, you can take branches of magic ie: Restoration or fire magic, as combat and non-combat skills. Each skill point in a branch of magic allows you to take two spells or magical abilities, which you'll list here.)
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Flaws (We all have 'em...):
(Players have two flaw points to spend on their character. Flaws can be two regular negative traits, or a single, substantial character flaw that has a major impact on the character's life. Arrogance, impatience, shyness and misanthropy etc are examples of flaws. With both points spent, the player will be able to replace an item of default starting gear with a custom, superior version with a dice roll modifier.)
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