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By Anamaris   |   Watch
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Published: May 27, 2017


Just click on the download button on the upper right. That should bring up a PSD file so you can edit the fonts directly. Remember to install the fonts from here.


Simply copy and paste this information in the description of your art application. You can format your written application however you like, as long as the information is all there.












What triggered adventuring?                              

What triggered trying the game?                              


The information found in your art application's description should be about your character's in-game life and their avatar. Most of the written application is also details about this character's in game avatar. The About section at the end has a part for "real life" info, this is for details of the character that plays the MMO game of Faley.

In short, your character is playing an MMO game; tell us about their in game avatar, and then tell us a bit about the character themselves.



AGE avatar's apparent age
GENDER Any if applicable
RACE From our three main or your made up one
PATRON GOD This is the reason your character doesn't die in game. You don't have to believe, or even like this god. This god choose you and they have plans.


CLASS What is their in-game class? Examples: Fighter? Priest? Rogue? These are just a name for your characters class. You can get more examples from existing games, or check our class folder for existing ones.

AFFINITY What type is your character's specialty? Damage? Tank? Healer? Check character creation for details

BATTLE RANGE Their attacks or support abilities tend to be Long Ranged? Ranged? Melee? We start with only one, but can later on train for a second. Training will cost gold and EXP. Check character creation for details

ARMOR Can they equip Light? Medium? or Heavy Armor? Check character creation for details


The attributes are the stats used for combat and various other in-game actions. All characters start with one dot in each attribute. This means everyone starts on Poor level.

Just sum up all the stats that your race, affinity, battle range, and armor choice give you in the listed attribute, and that should give you your simple starter attributes.

Make sure to show which stats were added to end up with your attribute. For example, for your strength, you might have used your Base + Affinity. These numbers will change once you receive gear, as well as other items.


When first creating your avatar you are allowed one spell or abilities to help you start off your journey, plus one passive racial ability, and your affinity spell or ability. That makes it three in total. Pre-existing races will have one racial passive ability listed on their race page. New races get to create one of their own passive abilities. Players are able to create their own spells and abilities as well! 




We have two backgrounds to think about: Our in game one, and our real life history. The in game section should remain in your character app, visible to everyone, but you have the option of keeping your real life info in the about section a secret by adding [locked], [hidden], or any other creative means to hide that information. If you decide to keep it secret we recommend to stash it, and send it to the group in a note. Check the application info, number 5 here, for note details.

Your in-game Avatar's About section depends on your Real World Character. Some might add what type of playing style they like, others might be hardcore raiders and post raiding times, others might be roleplayers and add info about their character. What would your Real World Character write?

As a general rule, when developing your backgrounds, try to be dramatic but not over the top. In the long run, it is more interesting to have weaknesses, barriers to overcome, and difficult goals to fulfill than to have abundance, power, or effortless strength. Ideally, you want to address four domains in your background:
  1. Conflict who or what does your character fight or fight for?
  2. Challenges what limits your character?
  3. Mystery what doesn’t your character know?
  4. Passion what drives your character?

If you already have your primary motivator worked out, you can use the background to develop why your character is the way they are.

What triggered adventuring?

Even if you don’t answer many other questions about your background, this is a good one to know.

Any of the items above can act as your adventuring trigger. But if you’re still not sure, here are some ways to explore the essential question—how did you happen to end up in the game?
  • In game, was it a thoughtful decision to go adventuring or did circumstances compel you? Why did you make that decision or what circumstances pushed you into it?
  • If you want an escape from the real world, what set you off? Are you looking for something? Or…
  • trying to accomplish anything in game or out? Or…
  • was it wanderlust? Or…
  • seeking fame and fortune? Or…
  • trying to walk in (or away from) a parent’s or sibling’s footsteps in real life?
  • If in the game you are a fighter, you must have some minimal training—where did you get it (friend, a job, real world parent, real world military)? Or if you have a knack for picking pockets, how did you learn the ropes? If you are a priest, did you get “the call” from a Legendary deity, or were you indoctrinated into the religion?

Think about it this way—if the very first place you get to on your adventure in game is a tavern and someone asks “so, what brings you here?” an honest answer to this hypothetical question would be based on your trigger.        

Keep in mind, you can have two triggers, an in-game trigger, and a real world trigger. For real world, it is usually what drove you to the game. While in game triggers are more inclined to what you do in the game and why.                                


In the broadest sense, the Primary Motivator is the underlying engine of your character’s life. It is the foundational theme of his worldview and, at a deep level, is what ultimately drives him to action. While any given act might be tactically pragmatic in service to short-term goals, the PM is there in the background influencing his aims and behaviors.

A single Primary Motivator is entirely sufficient, one word and short description; and even if you want more, it is recommended to begin only with one. If you are inspired to have multiple Motivators, I suggest you still choose one that is primary with others that are secondary. This isn’t presented as a rule, it’s just experience—the more PMs you have, the less meaningful they become in your gaming. In general, I’ve found it more interesting and playable to go deeper with one motivator rather than broader with more PMs.

Example PMs could be:
Achievement To overcome obstacles and succeed; to become the best.
Conquest To conquer other peoples, to bring them into one’s own culture/rule.
Proselytization To spread a belief system; indoctrinate others.

You can get more examples from Ash’s Guide to RPG Personality & Background.

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