The Adventurer's Guild - Player Inventory, Skills and Companions (Read Only)

Discussion in 'RPG Information' started by Tjf, Dec 10, 2024.

  1. Tjf

    Tjf CHYOA Guru

    Eran Nightwind:

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    Class: Spellblade (mixes melee combat and spells)
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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
    Armor: Common Elven Clothes
    Weapons: Enchanted Elven Sword*
    Equipment: Basic tools, a compass and camping gear
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    Skills:
    Combat Skills:
    One-handed Swords * - skilled at using one-handed swords in combat
    Air Magic * - can use air spells

    Non-Combat Skills:
    Negotiation * - skilled at all sorts of negotiation, such as when dealing with merchants or when trying to get some extra rewards from his clients
    Domination (women) ** - very skilled at getting women to do what he wants (most of the time what he wants is for the woman to bend over and let him put it in)

    Spells/Abilities:
    Wind Blades – creates a number of small but sharp blades of wind that cut enemies and can cause bleeding. Each blade vanishes after one successful strike upon an enemy
    Gale Burst – shoots forth a cone of strong wind that deals some damage and pushes everything back several steps (if possible). Useful for pushing people off ledges or into traps
     
  2. Tjf

    Tjf CHYOA Guru

    Claudia von Shamha

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    Class: Warrior
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    Belongings (Transferred to next of kin delivery upon death):
    Gold:
    1100
    Armor: (Custom unarmored clothing at start)
    Weapons: Family Sword, Varscona +2 to cold damage
    shield,
    dagger
    Equipment: (Basic tools, a compass and camping gear at the start)

    Miscellaneous/Sellable:

    - Royal Service Medallion
    - Common Halberd
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    Skills (Be honest!):
    Combat Skills:
    Sword fighting**

    Non-Combat Skills:

    Persuasion*
    Awareness*
    Cooking*

    Spells/Abilities:
     
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  3. Tjf

    Tjf CHYOA Guru

    Name: Meira Teylvran
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    Companions/Contacts:

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    Jaiela is Meira's older sister by only a few years yet tends to position herself as the smarter and more mature of the two. Having also joined her as becoming a house servant at an early age, the two sisters have something of a rivalry in approval by the late master's children. Having adopted the name Jasmine to frame herself as more human like, it hasn't changed her still purplish hair. Though compared to her younger sister, it's not quite as glaring and for a good amount of elves, it passes more for black, though that's largely only passes to elves born in mostly human or mixed settlements. And she wouldn't acknowledge it, but she shares the same memories of needing to flee due to their hair color as much as her younger sister.

    Jaiela has a deep seated need to feel superior to others, barring anyone who is not her own family, a Madenguarde. Meira considers it along the lines of her older sister creating a fake persona herself as an aristocratic upper class elite, while nothing could be further from the truth. Acting as the personal secretary and personal guard, to the eldest son, there's no denying her talents. Even as children, Meira always felt that Jaiela was always the stronger of the two when it came to magic.

    When Celeste had deemed she wished to move on to adventuring, Jaiela had remained at the side of the eldest, and the sisters had went their separate ways.

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    Class: Black Magician
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    Belongings:
    Gold: 1000 gold
    Armor: Elven Sorceress Outfit
    Weapons: Basic Staff
    Equipment: Camping Gear, Lantern, Monster luring incense, Monster repelling incense
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    Skills:
    Combat Skills:
    Mental Magic- Magic utilized to influence someone's mind.

    Black Magic

    Non-Combat Skills:
    Persuasion
    Alchemy
    Survival

    Spells/Abilities:
    Evil Flame:
    Despite the name, it's a blast of magic that has no real temperature, made purely of dark magical energy converted into a magical blast of power. A rather simple, but practical spell.
    Dark Bind: Summons solid hands from shadows at the caster's control. The strength and scale depends on the power put in by the caster.
    Enrage: A technique used by mages who manipulate the mind to provoke a target into a unthinking rage to attack the nearest thing around them or a particular target they internally hated by losing control of themselves, allies included. However, this usually requires the victim to have already had those emotions in the first place. Creating them in a being not already internalizing them usually requires a powerful and skilled caster. Most often, it usually requires amplifying feelings that normally wouldn't be acted on.
    Dominate- Even friendly monsters often will only acknowledge a master whose strong enough to form a contract with, and dominate is usually the best means. In her experience, she's only found it work consistently on animalistic creatures or particularly weak minded ones. She's never been able to complete it on a human successfully, though part of that comes from being mostly unwilling to test it. The strength of it also tends to wane depending on the strength and number of beings under the invoker's command. She's found about two is the most she can do before she has to enter a certain unique form of negotiations to complete the contract.
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    Flaws:
    Omen- It's not something typical for most other races to be aware of, but among elves, many treat her with natural suspicion and wariness. This usually depends on how superstitious they are, but she's used to elves who follow their culture often treating her as a thing to be feared.

    Soul Bonded: While not the same as a summoning contract, there is a very specific type of Geas using an old gods ritual to tie someone's life to the other. For anybody but a first-rate ritualist expert, attempting a soul bond this way would only be possible if it was accepted willingly. Should the holder die anything that isn't a natural death, it ensures the death of the bonded one as well., and to share whatever pain the master feels. Nobody sane would ever possibly agree to this. Even so, Meira took it as her pledge, to serve her lady in everyway. Really, this wouldn't even be a problem in itself...if not for....Claire's impulsivity and naivety leading her to do stupid things like joining an Adventurer's Guild with no experience.
     
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  4. Tjf

    Tjf CHYOA Guru

    Zilavra Nirinath

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    Class: Enforcer - The Enforcers of The Obsidian Talon are very aggressive fighters. Much like Barbarians, they can attack brutally while shrugging off damage. The difference being that Enforcers shrug off damage through their brutal conditioning and training and Barbarians do it through rage. Also experienced Enforcers also have some subterfuge built into their skillsets such as stealth, lockpicking,etc...
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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: Zilavra wears a black tunic and trousers with an elegant cloak around her shoulders and her breasts are wrapped which makes her look a bit boyish. Some would take her for a minor noble...if it wasn't for all of those scars.
    Weapons: Zilavra prefers dual wielding a Longsword and Shortsword with a style that focuses on dispatching her enemies as quickly as possible while caring little for physical harm.
    Equipment:
    -Compass, camping gear, a bedroll which likely would be regarded as just a thin mat for sensible people, a length of rope,
    - a small enchanted jewel that her masters can use to contact her. It burns hot when someone desires to contact her and projects that individual's ghostly visage when rubbed and a password is spoken. The communication is two-way, but she cannot use it to contact her masters. It is only for her masters to contact her.
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    Skills (Be honest!):
    Combat Skills:

    Swordfighting*
    Dual Wielding*

    Non-Combat Skills:
    Intimidate* - About the only social skill she has. If looks could kill, then hers definitely could.
    Awareness* - Enforcers are always more aware than average about what's going on around them as they maintain wariness for any danger.
    Stealthy* - Zilavra steps lightly, doesn't make unnecessary movements, and has little presence. Even when she's not actively trying to hide, she can approach someone close to them without them noticing and leave just as quickly.

    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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  5. Tjf

    Tjf CHYOA Guru

    Eliza of the Dawn Star

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    Class: Cleric
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    Belongings:
    Gold: 500 Gold
    Armor: Eliza wears a comfortable (if revealing) set of robes embroidered with the symbols of her tribe's pantheon and travelling boots.
    Weapons: *Wooden staff* with the sigil of the Goddess Melinatra affixed at one end. Embedded in the centre of the sigil is an amethyst stone that pulses periodically.
    Equipment: Basic tools, a compass, food rations and camping gear

    Clothing:

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    A simple but beautiful set of emeralds inlaid in jewelry, which seem to radiate with a calming energy.

    +10 to Restoration Magic Rolls when worn

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    Combat Skills:
    Restoration Magic *
    Pole-staff *

    Non-Combat Skills:
    Awareness * - Even though Eliza is only a half-elf she inherited the acute senses of her elven ancestors. Her sight and hearing are near perfect and beyond normal for humans.
    Repair * - Growing up on the road Eliza learned how to fix things with nearby supplies. While not an tradesman by any means, if something breaks she can usually get it back in working order or at least get it working long enough to reach someone who can.
    Foraging * - Growing up on the road oftentimes Eliza and her father had to rough it on long journeys. She grew to know how to find food and drinking water as well as what resources were around that could be used to fix their gear.

    Spells/Abilities:
    Bind Wounds - A common spell to stop bleeding or cure light injuries.
    Rejuvenate - A spell to restore one's stamina, vitality, or shortness of breath. Speeds up the natural healing process. Also stops people from sweating due to physical exertion.
     
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