If you lack ideas you can always go for simple +2d6 boosts. 'If doing X or Y, gain a +2d6 to the check'. Perhaps one dedicated to strength related tasks? Or if you would prefer to take on the role of 'Tank' you could have a talent that grants you 1 temporary HP whenever you enter combat. Or perhaps a talent that allows you to increase an ally's Skirmish Defense by 2 that you can change to a different ally once per round.
Up to you. I'm trying to allow Talents to be broad expressions of their player's creativity. While I have a personal pseudo balancing guidelines in my head, I'm always willing to let people expand upon the rules. If it seems too powerful or too weak we can always change things down the line
You need something? I can get it for you. You need to get in somewhere? I can help you get in there. I can do these things without being noticed. Some people might call me a burglar, but that's a little insulting of a title, isn't it? I prefer the term, "Inside Man"...or "Woman" in this case.
WHAT ARE SIGNIFICANT EVENTS THAT TOOK PLACE BEFORE YOUR ENTRY INTO THE GUILD?
State your history here.
WHAT ARE SOME NOTABLE EVENTS THAT TOOK PLACE AFTER YOU JOINED THE GUILD?
State some important things that took place after your arrival.
WHAT IS YOUR PERSONALITY?
Describe your personality.
WHAT EQUIPMENT DO YOU NORMALLY PREPARE?
Describe your standard equipment load.
WHAT ARE YOUR SKILLS AND MAGICAL APTITUDE?
Describe your skills and magical capability.
WHAT ARE SOME OF YOUR FLAWS AND INCAPABILITIES?
Describe your personal issues and challenges.
WHY SHOULD YOU BE CONSIDERED TO JOIN THIS NEW GUILD BRANCH?
In your own words tell us why you should be considered.
Talents Lucky Klutz: Let's be honest: Forsythia is a klutz, and those moments where she trips over nothing can make her look like an absolute fool. But, strangely enough, all of those small sacrifices in dignity (and in some cases, blood), have yielded to very lucky breaks. Such instances included events like finding the very item that's needed in a situation, inadvertently hiding from a foe just in time, and even dodging a potentially fatal blow at the last minute. This grants a +2d6 bonus to everything when they reach 50% HP.
Sticky Fingers: Growing up on the streets has taught her how to get what she needs, even if it means pilfering them from others. So naturally, she has learned how to do so without getting detected in most cases now. This grants a +2d6 bonus when Forsythia tries to pilfer something from someone without being noticed.
Forsythia's statistics look good to me. Are the talents basic bonuses to those implied situations or something else? Lucky Klutz seems a bit broad. Perhaps a situational bonus to everything when they reach 50% HP? Though I believe you can add an additional 1d6 to one of your Pools.
Forsythia's statistics look good to me. Are the talents basic bonuses to those implied situations or something else? Lucky Klutz seems a bit broad. Perhaps a situational bonus to everything when they reach 50% HP? Though I believe you can add an additional 1d6 to one of your Pools.
Thank you! I added the floating 1d6 to the Proficient Pool. ^_^
I think Sticky Fingers would be the +2d6 bonus when Forsythia tries to pilfer something from someone without being noticed. I wasn't completely sure for Lucky Klutz, but I think the situational bonus to everything when they reach 50% HP sounds good. ^^"
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Ysmengarde Green-Song
WHAT IS YOUR ROLE WITHIN THE GUILD?
Wayfinder (Ranger)
WHAT ARE SIGNIFICANT EVENTS THAT TOOK PLACE BEFORE YOUR ENTRY INTO THE GUILD?
Born and raised with her own kind, secluded and high up in the Mountains. Chosen to be married off and form an alliance with a powerful other group of druids. However during the final ceremony the groom never shows up, turning the ceremony in one of great grief stating the Gods spurned Ysmengarde. Knowing that if she were to stay she would cause great embarrassment and disharmony she accepts her banishment and leaves her people to wander the world forever, so that they may attempt to form a new alliance. During her first night of banishment however she stumbled upon the small Aetherfragment that is now her pactbuddy. Rescuing it from certain death, she allowed it to nurse on her, draining her health for its own strength. It marked her as its bondmate by the tiniest of magical runes that formed a pattern on the outside of her face. It allowed her to name it and promised to serve her well.
WHAT ARE SOME NOTABLE EVENTS THAT TOOK PLACE AFTER YOU JOINED THE GUILD?
Ysmengarde normally keeps to herself, but she's known by all of the Guild as the go to girl for advice on going out in the wilderness, locations, sources of food and water she knows and tends to keep an eye on new adventurers making sure they don't bite off more than they can chew. Although Ysmengarde is protective, she isn't that motherly that she'll throw her life away for a bunch of idiots. She's earned the title Wayfinder, due to the fact that most of the mapped out tracks are hers.
WHAT IS YOUR PERSONALITY?
Ysmengarde is generally known for her quiet demeanor, her deep blue eyes hold a sad determination, seeking and always observant. She is generally very kind though her wanderings have made her more weary, perhaps it is due to the fact that she is a pretty young woman and therefore seen as easier prey, but once trust is earned you'll find in her a loyal companion who'll stand her ground and do what she can to help.
WHAT EQUIPMENT DO YOU NORMALLY PREPARE?
Her travelling gear; These consist out of a furlined woolen cloak, her travelling leather armour, her fingerless leather gloves and her extra woolen pair. Belt with additional pouches for her money, her smaller tools such as her flint, needle and thread, wetstone ect. Good and sturdy rope 50ft. Backpack with bedroll, waterskin, a weeks rations and 5 torches. Her weaponry a strong huntingbow and also a light leather quiver holding her arrows. A carving and a skinning knife. A grappling 'claw' hook. A healing potion.
WHAT ARE YOUR SKILLS AND MAGICAL APTITUDE?
Skills: - She knows all the practical skills on how to survive outside. Build fires, look for shelter, hunt and skin animals, forage for berries and which herbs are edible. All skills were taught to her during her days with her people. - She is familiar with a lot creatures and if needs be can do some tracking. - She knows how to Cook, Climb, & take care of her own gear. - She can read weather patterns
- *Flurry, can shoot more than one arrow at the same time. *(So either a doubleshot at the same target or target two creatures separately with a knockback effect)
Magical Aptitude: Aetherborn: - Due to her connection to the Aether she can tune in to it, discerning through touch. She can call upon the Eyes of the Wild; touching a creature, tree or stone to see through it like radar or gain a moment of sight. For example stumbling upon a battlescene, she can read and track patterns through touching and stepping through the scene (like Aragorn does in The Two Towers). Or by touching a large tree use its root system to pick up tremors of the earth, like a spider can listen to the tremors in its web, thereby discerning potential whereabouts and rough amounts of creatures.
- Aether Spirit; For now still a small ball of gentle light, but as it grows both in connection with Ysmengarde and in its final Spiritual Form (think of Daemons from Pullman's Dark Materials) it can act independently and free from Ysmengarde, though they share an intertwined bond and when one is in pain, the other feels it too. The Aether Spirit is acquired though a Soulbonding pact. In return for its capabilities, wisdom, logic ect it depends on Ysmengarde's lifeforce and protection. Also throughout the years of the pact its nature is formed and changed by that of its owner. The Kinder the owner, the more benevolent the spirit grows, the more brutal and aggressive...well you get it. For now it is about the size of a baseball in its glow and Ysmengarde refers to it as 'Twiglett'. Twiglett is the source for power when it comes to the Tricks and Aether Bowstring. It can not do two things at the same time, Twiglett either infuses the bow by becoming its string for a set duration or it floats freely about and can use its Aether Tricks when possible.
* Aethertricks; Small tricks of magic to call upon; Darkening shadows, Blending in with the background for a small area, Rustling leaves, illusionary imagery such as tracks and markings.
WHAT ARE SOME OF YOUR FLAWS AND INCAPABILITIES?
Ysmengarde grew up rather sheltered high in the Mountains, a protected life and thus is less familiar with social interactions and can be considered somewhat naive and depending on the situation easy to take advantage off.
Ysmengarde is not a fan of injustice, cruelty or excessive violence.
She's rather prudish and has her insecurities when she comes up lacking in social situations, appearance wise or intellectually.
Can't hold her liquor.
WHY SHOULD YOU BE CONSIDERED TO JOIN THIS NEW GUILD BRANCH?
She is what is known as a Aetherborn. Her natural resilience and her familiarity with the Mountains, Forests and particularly colder climate have gifted her with the skills wanted by a natural wanderer. She is best at ease in nature, she at an early age studied herbs and poisons and enjoys the thrill of the hunt. She is a good Wayfinder and skilled marksman. Plus her pact with and Aether spirit, is a potential source of growing strength.
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