Dungeons & Dragons: K-pop Edition

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Yutazenpai

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Welcome to the Forgotten Realms!
This thread is for those interested in participating in a D&D experience, where the adventurers are your favorite K-pop stars. In order to begin your journey, you will first have to create a character. Below is a guide to help you build your K-pop idol adventurer.
NOTE: I tried to simplify this because there's so many components to D&D, and trying to throw everything would make this way too complicated. A couple of races were excluded from the list, as well as minor details or choice options
. After registration, more information will be given to you about your character's attributes to help you further develop them. The form will cover the basics necessities of creating an adventurer, and further character development can be made after registration and before the first campaign. Characters are final, and cannot be changed after submitted.


STEP 1: RACES
Races are the many intelligent humanoid species in the D&D world. Here is some information about the available races (taken from the 5th Edition Player's Handbook).


Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs—these common threads unite all dwarves.
Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk. Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most common shades are light brown or deep tan, like certain tones of earth. Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair.

Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world.
With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females. Elves’ coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry.

The comforts of home are the goals for most halflings' lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies. Though some halflings live out their days in remote agricultural communities, others form nomadic bands that travel constantly. But even these wanderers love peace, food, hearth, and home, though home might be a wagon jostling along an dirt road or a raft floating downriver.
The diminutive halflings survive in a world full of larger creatures by avoiding notice or offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds. Halflings’ skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are rare. They like to wear simple, comfortable, and practical clothes, favoring bright colors.

Humans are the youngest of the common races, late to arrive and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. They build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.
Humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century.

A gnome’s energy and enthusiasm for living shines through every inch of his or her tiny body. Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds. Their tan or brown faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with excitement.
Their fair hair has a tendency to stick out in every direction, as if expressing the gnome’s insatiable interest in everything around. A gnome’s personality is writ large in his or her appearance. A gnome’s clothing, though usually made in modest earth tones, is elaborately decorated with embroidery, embossing, or gleaming jewels.

Half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some live among humans, some among elves. Many half-elves choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.
To humans, half-elves look like elves, and to elves, they look human. They’re neither as slender as elves nor as broad as humans. They range from under 5 feet to about 6 feet tall, from 100 to 180 pounds. Half-elf men do have facial hair, and sometimes grow beards to m ask their elven ancestry. Half-elven coloration and features lie somewhere between their human and elf parents, and thus show a variety more pronounced than that found among either race. They tend to have the eyes of their elven parents.

Tieflings are the result of a pact struck generations ago infusing the essence of Asmodeus—overlord of the Nine Hells—into their bloodline. Their appearance and their nature are not their fault but the result of an ancient sin, for which they will always be held accountable.
Tieflings are derived from human bloodlines, and they still look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take any of a variety of shapes: some have curling horns like a ram, others have straight and tall horns like a gazelle, and some spiral upward like an antelope. They have thick tails, four to five feet long, which lash or coil around their legs when they get upset or nervous. Their canine teeth are sharply pointed, and their eyes are solid colors—black, red, white, silver, or gold. Their skin tones cover the full range of human coloration, but also include various shades of red. Their cascading hair is usually dark, from black or brown to dark red, blue, or purple.


 

Yutazenpai

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STEP 2: CLASSES
Class is the primary definition of what your character can do. It’s more than a profession; it’s your character’s calling. Here are brief descriptions of the classes.


A fierce warrior of primitive background who can enter a battle rage
An inspiring magician whose power echoes the music of creation
A priestly champion who wields divine magic in service of a higher power
A priest of the Old Faith, wielding the powers of nature— moonlight and plant growth, fire and lightning— and adopting animal forms
A master of martial combat, skilled with a variety of weapons and armor
An master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection
A holy warrior bound to a sacred oath
A warrior who uses martial prowess and nature magic to combat threats on the edges of civilization
A scoundrel who uses stealth and trickery to overcome obstacles and enemies
A spellcaster who draws on inherent magic from a gift or bloodline
A wielder of magic that is derived from a bargain with an extraplanar entity
A scholarly magic-user capable of manipulating the structures of reality
 

ec.li.ps.e.138

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Oh this looks like it'll be so much fun!! Are you going to post a basic character sheet? (I myself have all the rulebooks and stuff, so I know most of the rules already, I'm just excited lmao)
 

Yutazenpai

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STEP 3: PERSONALITY AND BACKGROUND
This expounds on the details that distinguish characters from one another, including the rules of backgrounds and languages, and the finer points of personality and alignment.
NOTE: The steps for determining height and weight have been excluded from this chapter.


ALIGNMENT: Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Individuals might vary significantly from typical behavior of their alignment, and few people are perfectly and consistently faithful to the precepts of it.
Lawful good (LG) creatures can be counted on to do the right thing as expected by society. Gold dragons, paladins, and most dwarves are lawful good.
Neutral good (NG) folk do the best they can to help others according to their needs. Many celestials, some cloud giants, and most gnomes are neutral good.
Chaotic good (CG) creatures act as their conscience directs, with little regard for what others expect. Copper dragons, many elves, and unicorns are chaotic good.
Lawful neutral (LN) individuals act in accordance with law, tradition, or personal codes. Many monks and some wizards are lawful neutral.
Neutral (N) is the alignment of those who prefer to steer clear of moral questions and don’t take sides, doing what seems best at the time. Lizardfolk, most druids, and many humans are neutral.
Chaotic neutral (CN) creatures follow their whims, holding their personal freedom above all else. Many barbarians and rogues, and some bards, are chaotic neutral.
Lawful evil (LE) creatures methodically take what they want, within the limits of a code of tradition, loyalty, or order. Devils, blue dragons, and hobgoblins are lawful evil.
Neutral evil (NE) is the alignment of those who do whatever they can get away with, without compassion or qualms. Many drow, some cloud giants, and yugoloths are neutral evil.
Chaotic evil (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons, red dragons, and orcs are chaotic evil.

Give your character two personality traits. Personality traits are small, simple ways to help you set your character apart from every other character. Your personality traits should tell you something interesting and fun about your character. They should be self descriptions that are specific about what makes your character stand out.
Describe one ideal that drives your character. Your ideals are the things that you believe in most strongly, the fundamental moral and ethical principles that compel you to act as you do.
Create one bond for your character. Bonds represent a character’s connections to people, places, and events in the world. They tie you to things from your background. They might inspire you to heights of heroism, or lead you to act against your own best interests if they are threatened. They can work very much like ideals, driving a character’s motivations and goals.
Finally, choose a flaw for your character. Your character’s flaw represents some vice, compulsion, fear, or weakness—in particular, anything that someone else could exploit to bring you to ruin or cause you to act against your best interests.

 

Yutazenpai

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Still gotta add the rest of the details. Sorry it's taking so long guys.
 

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BACKGROUNDS:
Your character’s background reveals where you came from, how you became an adventurer, and your place in the world.

You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric - performing sacred rites is not the same thing as channeling divine power.

Skill Proficiencies: Insight, Religion
Languages: Two of your choice
Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 gold pieces.

Personality Trait (Choose two)
1. I idolize a particular hero of my faith, and constantly refer to that person’s deeds and example.
2. I can find common ground between the fiercest enemies, empathizing with them and always working toward peace.
3. I see omens in every event and action. The gods try to speak to us, we just need to listen.
4. Nothing can shake my optimistic attitude.
5. I quote (or misquote) sacred texts and proverbs in almost every situation.
6. I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods.
7. I've enjoyed fine food, drink, and high society among my temple’s elite. Rough living grates on me.
8. I’ve spent so long in the temple that I have little practical experience dealing with people in the outside world.

Ideal (Choose one)
1. Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)
2. Charity. I always try to help those in need, no matter what the personal cost. (Good)
3. Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic)
4. Power. I hope to one day rise to the top of my faith’s religious hierarchy. (Lawful)
5. Faith. I trust that my deity will guide my actions, I have faith that if I work hard, things will go well. (Lawful)
6. Aspiration. I seek to prove myself worthy of my god’s favor by matching my actions against his or her teachings. (Any)

Bond (Choose one)
1. I would die to recover an ancient relic of my faith that was lost long ago.
2. I will someday get revenge on the corrupt temple hierarchy who branded me a heretic.
3. I owe my life to the priest who took me in when my parents died.
4. Everything I do is for the common people.
5. I will do anything to protect the temple where I served.
6. I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.

Flaw (Choose one)
1. I judge others harshly, and myself even more severely.
2. I put too much trust in those who wield power within my temple’s hierarchy.
3. My piety sometimes leads me to blindly trust those that profess faith in my god.
4. I am inflexible in my thinking.
5. I am suspicious of strangers and expect the worst of them.
6. Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.


You have always had a way with people. You know what makes them tick, you can tease out their hearts' desires after a few minutes of conversation, and with a few leading questions you can read them like they were children's books. It’s a useful talent, and one that you’re perfectly willing to use for your advantage.

Skill Proficiencies: Deception, Sleight of Hand
Tool Proficiencies: Disguise kit, forgery kit
Equipment: A set of fine clothes, a disguise kit, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary duke), and a belt pouch containing 15 gold pieces.

Scam (choose one):
Every charlatan has an angle he or she uses in preference to other schemes. Choose a favorite scam.
1. I cheat at games of chance.
2. I shave coins or forge documents.
3. I insinuate myself into people’s lives to prey on their weakness and secure their fortunes.
4. I put on new identities like clothes.
5. I run sleight-of-hand cons on street corners.
6. I convince people that worthless junk is worth their hard-earned money.

Personality Trait (Choose two)
1. I fall in and out of love easily, and am always pursuing someone.
2. I have a joke for every occasion, especially occasions where humor is inappropriate.
3. Flattery is my preferred trick for getting what I want.
4. I’m a born gambler who can't resist taking a risk for a potential payoff.
5. I lie about almost everything, even when there’s no good reason to.
6. Sarcasm and insults are my weapons of choice.
7. I keep multiple holy symbols on me and invoke whatever deity might come in useful at any given moment.
8. I pocket anything I see that might have some value.

Ideal (Choose one)
1. Independence. I am a free spirit— no one tells me what to do. (Chaotic)
2. Fairness. I never target people who can’t afford to lose a few coins. (Lawful)
3. Charity. I distribute the money I acquire to the people who really need it. (Good)
4, Creativity. I never run the same con twice. (Chaotic)
5. Friendship. Material goods come and go. Bonds of friendship last forever. (Good)
6. Aspiration. I’m determined to make something of myself. (Any)

Bond (Choose one)
1. I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about.
2. I owe everything to my mentor— a horrible person who’s probably rotting in jail somewhere.
3. Somewhere out there, I have a child who doesn’t know me. I’m making the world better for him or her.
4. I come from a noble family, and one day I’ll reclaim my lands and title from those who stole them from me.
5. A powerful person killed someone I love. Some day soon, I’ll have my revenge.
6. I swindled and ruined a person who didn’t deserve it. I seek to atone for my misdeeds but might never be able to forgive myself.

Flaw (Choose one)
1. I can’t resist a pretty face.
2. I'm always in debt. I spend my ill-gotten gains on decadent luxuries faster than I bring them in..
3. I’m convinced that no one could ever fool me the way I fool others.
4. I’m too greedy for my own good. I can’t resist taking a risk if there’s money involved.
5. I can’t resist swindling people who are more powerful than me.
6. I hate to admit it and will hate myself for it, but I'll run and preserve my own hide if the going gets tough.
 

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You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You’re far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.

Skill Proficiencies: Deception, Stealth
Tool Proficiencies: One type of gaming set, thieves’ tools
Equipment: A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gold pieces

Criminal Specialty (Choose one):
There are many kinds of criminals, and within a thieves’ guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life.
1. Blackmailer
2. Burglar
3. Enforcer
4. Fence
5. Highway robber
6. Hired killer
7. Pickpocket
8. Smuggler

Personality Trait (Choose two):
1. I always have a plan for what to do when things go wrong.
2. I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
3. The first thing I do in a new place is note the locations of everything valuable - or where such things could be hidden.
4. I would rather make a new friend than a new enemy.
5. I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
6. I don't pay attentions to the risks in a situation. Never tell me the odds.
7. The best way to get me to do something is to tell me I can't do it.
8 I blow up at the slightest insult.

Ideal (Choose one):
1. Honor. I don’t steal from others in the trade. (Lawful)
2. Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
3. Charity. I steal from the wealthy so that I can help people in need. (Good)
4. Greed. I will do whatever it takes to become wealthy. (Evil)
5. People. I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
6. Redemption. There’s a spark of good in everyone. (Good)

Bond (Choose one):
1. I’m trying to pay off an old debt I owe to a generous benefactor.
2. My ill-gotten gains go to support my family.
3. Something important was taken from me, and I aim to steal it back.
4. I will become the greatest thief that ever lived.
5. I’m guilty of a terrible crime. I hope I can redeem myself for it.
6. Someone I loved died because of a mistake I made. That will never happen again.

Flaw (Choose one):
1. When I see something valuable, I can’t think about anything but how to steal it.
2. When faced with a choice between money and my friends, I usually choose the money.
3. If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.
4. I have a “tell” that reveals when I'm lying.
5. I turn tail and run when things look bad.
6. An innocent person is in prison for a crime that I committed. I’m okay with that.

You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them.Whatever techniques you use, your art is your life.

Skill Proficiencies: Acrobatics, Performance
Tool Proficiencies: Disguise kit, one type of musical instrument
Equipment: A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a belt pouch containing 15 gold pieces.

Entertainer Routines (Choose up to three):
A good entertainer is versatile, spicing up every performance with a variety of different routines. Choose one to three routines.
1. Actor
2. Dancer
3. Fire-eater
4. Jester
5. Juggler
6. Instrumentalist
7. Poet
8. Singer
9. Storyteller
10. Tumbler

Personality Trait (Choose two):
1. I know a story relevant to almost every situation.
2. Whenever I come to a new place, I collect local rumors and spread gossip.
3. I’m a hopeless romantic, always searching for that “special someone.”
4. Nobody stays angry at me or around me for long, since I can defuse any amount of tension.
5 .I love a good insult, even one directed at me.
6. I get bitter if I’m not the center of attention.
7. I’ll settle for nothing less than perfection.
8. I change my mood or my mind as quickly as I change key in a song.

Ideal (Choose one):
1. Beauty. When I perform, I make the world better than it was. (Good)
2. Tradition. The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful)
3. Creativity. The world is in need of new ideas and bold action. (Chaotic)
4. Greed. I’m only in it for the money and fame. (Evil)
5. People. I like seeing the smiles on people’s faces when I perform. That’s all that matters. (Neutral)
6. Honesty. Art should reflect the soul; it should come from within and reveal who we really are. (Any)

Bond (Choose one):
1. My instrument is my most treasured possession, and it reminds me of someone I love.
2. Someone stole my precious instrument, and someday I’ll get it back.
3. I want to be famous, whatever it takes.
4. I idolize a hero of the old tales and measure my deeds against that person’s.
5. I will do anything to prove myself superior to my hated rival.
6. I would do anything for the other members of my old troupe.

Flaw (Choose one):
1. I’ll do anything to win fame and renown.
2. I’m a sucker for a pretty face.
3. A scandal prevents me from ever going home again. That kind of trouble seems to follow me around.
4. I once satirized a noble who still wants my head. It was a mistake that I will likely repeat.
5. I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.
6. Despite my best efforts, I am unreliable to my friends.

You com e from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere.

Skill Proficiencies: Animal Handling, Survival
Tool Proficiencies: One type of artisan’s tools, vehicles (land)
Equipment: A set of artisan’s tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a belt pouch containing 10 gold pieces.

Defining Event (Choose one):
You previously pursued a simple profession among the peasantry, perhaps as a farmer, miner, servant, shepherd, woodcutter, or gravedigger. But something happened that set you on a different path and marked you for greater things. Choose a defining event that marked you as a hero of the people.
1. I stood up to a tyrant’s agents.
2. I saved people during a natural disaster.
3. I stood alone against a terrible monster.
4. I stole from a corrupt merchant to help the poor.
5. I led a militia to fight off an invading army.
6. I broke into a tyrant’s castle and stole weapons to arm the people.
7. I trained the peasantry to use farm implements as weapons against a tyrant’s soldiers.
8. A lord rescinded an unpopular decree after I led a symbolic act of protect against it.
9. A celestial, fey, or similar creature gave me a blessing or revealed my secret origin.
10. Recruited into a lord’s army, I rose to leadership and was commended for my heroism.

Personality Trait (Choose two):
1. I judge people by their actions, not their words.
2. If someone is in trouble, I’m always ready to lend help.
3. When I set my mind to something, I follow through no matter what gets in my way.
4. I have a strong sense of fair play and always try to find the most equitable solution to arguments.
5. I’m confident in my own abilities and do what I can to instill confidence in others.
6. Thinking is for other people. I prefer action.
7. I misuse long words in an attempt to sound smarter.
8. I get bored easily. When am I going to get on with my destiny?

Ideal (Choose one):
1. Respect. People deserve to be treated with dignity and respect. (Good)
2. Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful)
3. Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)
4. Might. If I become strong, I can take what I want— what I deserve. (Evil)
5. Sincerity. There’s no good in pretending to be something I’m not. (Neutral)
6. Destiny. Nothing and no one can steer me away from my higher calling. (Any)

Bond (Choose one):
1. I have a family, but I have no idea where they are. One day, I hope to see them again.
2. I worked the land, I love the land, and I will protect the land.
3. A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.
4. My tools are symbols of my past life, and I carry them so that I will never forget my roots.
5. I protect those who cannot protect themselves.
6. I wish my childhood sweetheart had come with me to pursue my destiny.

Flaw (Choose one):
1. The tyrant who rules my land will stop at nothing to see me killed.
2. I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
3. The people who knew me when I was young know my shameful secret, so I can never go home again.
4. I have a weakness for the vices of the city, especially hard drink.
5. Secretly, I believe that things would be better if I were a tyrant lording over the land.
6. I have trouble trusting in my allies.
 

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You are a member of an artisan’s guild, skilled in a particular field and closely associated with other artisans. You are a well-established part of the mercantile world, freed by talent and wealth from the constraints of a feudal social order. You learned your skills as an apprentice to a master artisan, under the sponsorship of your guild, until you became a master in your own right.

Skill Proficiencies: Insight, Persuasion
Tool Proficiencies: One type of artisan’s tools
Languages: One of your choice
Equipment: A set of artisan’s tools (one of your choice), a letter of introduction from your guild, a set of traveler’s clothes, and a belt pouch containing 15 gold pieces.

Guild Business (Choose one):
Guilds are generally found in cities large enough to support several artisans practicing the same trade. However, your guild might instead be a loose network of artisans who each work in a different village within a larger realm.
1. Alchemists and apothecaries
2. Armorers, locksmiths, and finesmiths
3. Brewers, distillers, and vintners
4. Calligraphers, scribes, and scriveners
5. Carpenters, roofers, and plasterers
6. Cartographers, surveyors, and chart-makers
7. Cobblers and shoemakers
8. Cooks and bakers
9. Glassblowers and glaziers
10. Jewelers and gemcutters
11. Leatherworkers, skinners, and tanners
12. Masons and stonecutters
13. Painters, limners, and sign-makers
14. Potters and tile-makers
15. Shipwrights and sailmakers
16. Smiths and metal-forgers
17. Tinkers, pewterers, and casters
18. Wagon-makers and wheelwrights
19. Weavers and dyers
20. Woodcarvers, coopers, and bowyers

Personality Trait (Choose two):
1. I believe that anything worth doing is worth doing right. I can’t help it— I’m a perfectionist.
2. I’m a snob who looks down on those who can’t appreciate fine art.
3. I always want to know how things work and what makes people tick.
4. I’m full of witty aphorisms and have a proverb for every occasion.
5. I’m rude to people who lack my commitment to hard work and fair play.
6. I like to talk at length about my profession.
7. I don’t part with my money easily and will haggle tirelessly to get the best deal possible.
8. I’m well known for my work, and I want to make sure everyone appreciates it. I'm always taken aback when people haven’t heard of me.

Ideal (Choose one):
1. Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful)
2. Generosity. My talents were given to me so that I could use them to benefit the world. (Good)
3. Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic)
4. Greed. I’m only in it for the money. (Evil)
5. People. I’m committed to the people I care about, not to ideals. (Neutral)
6. Aspiration. I work hard to be the best there is at my craft.

Bond (Choose one):
1. The workshop where I learned my trade is the most important place in the world to me.
2. I created a great work for someone, and then found them unworthy to receive it. I’m still looking for someone worthy.
3. I owe my guild a great debt for forging me into the person I am today.
4. I pursue wealth to secure someone’s love.
5. One day I will return to my guild and prove that I am the greatest artisan of them all.
6. I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood.

Flaw (Choose one):
1. I’ll do anything to get my hands on something rare or priceless.
2. I’m quick to assume that someone is trying to cheat me.
3. No one must ever learn that I once stole money from guild coffers.
4. I’m never satisfied with what I have— I always want more.
5. I would kill to acquire a noble title.
6. I’m horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I’m surrounded by rivals.

You lived in seclusion—either in a sheltered community such as a monastery, or entirely alone—for a formative part of your life. In your time apart from the clam or of society, you found quiet, solitude, and perhaps some of the answers you were looking for.

Skill Proficiencies: Medicine, Religion
Tool Proficiencies: Herbalism kit
Languages: One of your choice
Equipment: A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of com m on clothes, an herbalism kit, and 5 gold pieces.

Life of Seclusion (Choose one)
What was the reason for your isolation, and what changed to allow you to end your solitude?
1. I was searching for spiritual enlightenment.
2. I was partaking of communal living in accordance with the dictates of a religious order.
3. I was exiled for a crime I didn’t commit.
4. I retreated from society after a life-altering event.
5. I needed a quiet place to work on my art, literature, music, or manifesto.
6. I needed to commune with nature, far from civilization.
7. I was the caretaker of an ancient ruin or relic.
8. I was a pilgrim in search of a person, place, or relic of spiritual significance.

Personality Trait (Choose two):
1. I’ve been isolated for so long that I rarely speak, preferring gestures and the occasional grunt.
2. I am utterly serene, even in the face of disaster.
3. The leader of my community had something wise to say on every topic, and I am eager to share that wisdom.
4. I feel tremendous empathy for all who suffer.
5. I’m oblivious to etiquette and social expectations.
6. I connect everything that happens to me to a grand, cosmic plan.
7. I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings.
8. I am working on a grand philosophical theory and love sharing my ideas.

Ideal (Choose one):
1. Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (Good)
2. Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful)
3. Free Thinking. Inquiry and curiosity are the pillars of progress. (Chaotic)
4. Power. Solitude and contemplation are paths toward mystical or magical power. (Evil)
5. Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral)
6. Self-Knowledge. If you know yourself, there’s nothing left to know. (Any)

Bond (Choose one):
1. Nothing is more important than the other members of my hermitage, order, or association.
2. I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them.
3. I’m still seeking the enlightenment I pursued in my seclusion, and it still eludes me.
4. I entered seclusion because I loved someone I could not have.
5. Should my discovery come to light, it could bring ruin to the world.
6. My isolation gave me great insight into a great evil that only I can destroy.

Flaw (Choose one):
1. Now that I've returned to the world, I enjoy its delights a little too much.
2. I harbor dark, bloodthirsty thoughts that my isolation and meditation failed to quell.
3. I am dogmatic in my thoughts and philosophy.
4. I let my need to win arguments overshadow friendships and harmony.
5. I’d risk too much to uncover a lost bit of knowledge.
6. I like keeping secrets and won’t share them with anyone.
 
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