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/cyoa/ - Choose Your Own Adventure

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Party allies:
/tg/, /quests/, /twgrl/, /builders/, /games/, /animu/

File: e43a1a74aa704ae⋯.pdf (5.42 MB,Necromancer CYOA v3.21 pt1.pdf)

File: 0721450612b1d9b⋯.pdf (2.63 MB,Necromancer CYOA v3.21 pt2.pdf)

 No.12924

I'm pretty sure I saw this CYOA here before, but now I can't find it, so I'm reposting it just in case.

____________________________
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 No.12940

TWO PDFs? the hell.

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 No.12942

This one at least looks like an actual CYOA, more or less (actual background, gothic font titles, colours, thin columns of text, and at least one image on almost every page – hell, some of them are genuine illustrated card-like choice sets, even if card borders are nonexistent here).

On the other hand, the design looks like you're actually supposed to print it out and glue into a book before using it, and the length of this stuff is more fit for a (short) novel or some kinda D&D manual – 76 pages (and even if you count double pages as one it's still almost 40)… You'd have to spend some serious effort trying to make a build out of this.

…Also, 4th tier has the weakest spells, which felt weird as they counted down on pages

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 No.12951

>PDF

>76

>FUCKING

>PAGES

when will Reddit learn. Just fuck off and stop cancering up the board.

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 No.12966

Oh I remember this one it was the shit, looks like an update too. Unfortunately you're missing some pages where are the fleshcraft minions?

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 No.12967

>>12966

never mind I'm an idiot forgot to zoom out.

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 No.12972

Primary School: Promraen Caro (Green)

Tier 4: Cure Injury, Inflict Paralysis, Reinforcement

Tier 3: Warp flesh, Alter Appearance, Cure Diseases, Enhanced Senses

Tier 2: Rejuvenate, Create Life

Tier 1: Clone

Second School: Liber Animas

Tier 4: Speak with the Dead

Tier 3: Astral Projection, Astral Protection, Trap Soul

Tier 2: Extract Soul

Companions: Kreie, Shamina, Maajid, Valeriya

Minions: Created Life[1], Coven[6], Elementalist[1]

Perks: Surgeon, Engineer, Bloodcrafter, Cunning Linguist

Enemies: Rampant Undread (only makes two)

Drawbacks Limited Control

God: The Emancipated

Race: Tiefling (I'll be using a new body)

Faction: Fleashweavers

Nation: The Untamed Lands - Deparmiya

Lair: Underground shrine

My minions and I desire new, artificial bodies to escape death and live more pleasantly. Shamina will be given a new body too. Enhanced senses, warp flesh, create life, and bloodcrafter will be used to gain the superior bodies we desire. Trap soul and extract soul can handle hostile spirits, preserve dead companions until spare bodies are ready, and more. The underground shrine in the untamed lands is ideal for hiding spare bodies. My skills will make me liked by outsiders and there is no need to be public about my fedora-tipping posthumanism.

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 No.12973

>>12942

I found it easier than most. Most of this one is your 15 spells and fluff that can be skimmed over until something catches your eye. Those 15 spells are around half the decisions you have to make. There might be a lot of companions and other things, but you cannot choose very many and the color coding helps you focus on them by theme.

Here's a summary of nation/god/race fluff to make it easier.

Nations

Dark Green: Teb'Eis

Humans, hardy and short with blond/red hair. Known for skilled sailors and elaborate saunas. The area consists of volcanic islands with icy forests and wind-blasted cliffs. Teb'Ihr (middle green) tried to invade in the past. Lots of trade, much like the other human (green) lands.

Middle Green: Teb'Ihr

Humans. Serfs, castles, and traditionalism. Lots of ancient noble families and shifting borders. Northern parts are forests, plains, and mountains. South has badlands. Deserts are along the southern coast.

Light Green: Teb'Hai

Humans. Split off from Teb'Ihr (middle green) in war hundreds of years ago. Exiles and heretics from Teb'Ihr are welcome. Lively with lots of trade, but the crown controls much of it.

Gray: Leuchtevto

Elves. Nothing ever changes. The elves are tribal and like to enslave others. Warfare is done silently over slights between elders. Trade is rare, but "elves are willing to trade bizarre and absurd requests for their magical tools and slaves." These trades are outlawed by death in Teb'Hai and frowned upon in Teb'Ihr and Teb'Eis.

Purple: Matchtevsto

Elves. Very militant. Believes the world is destined to be theirs. Split off from Leuchtevto (gray), but on good terms with them. Tried to take over Duparmiya (orange) to the south, but failed. Hasn't given up, but is very patient and plans carefully. Trades with Lorekhmu (red) and less scrupulous merchants of Teb'Ihr (middle green).

Red: The Untamed Lands - Lorekhmu

Kobolds and humans. Resting place of The Child (deity). North is badlands and deserts. South is swamps, jungles, and wealthy city-states.

Orange: The Untamed Lands - Deparmiya

Nomads of all kinds and small settlements. Hottest country. Mostly quiet. Exile from communities for troublemakers is common. Ancient, massive ruins in remote locations testify to a different, distant past in the region. Cities in the south.

Gods

The Mother

Patron of humans and the main god. Interfering with death is abominable.

The Father

Patron of elves and those who do not worship the mother. Values personal strength, cunning, and duty.

The Child

Child of The Mother and The Father. Both boy and girl net neither, kind and cruel. Made war upon its parents, but lost and was buried in Lorekhmu.

The Emancipated

Fedoras and cults that don't worship the main three.

Races

Humans

Teb'Hai (light green) humans are darker. Teb'Eis (dark green) are shorter, stouter, and lighter. Humans in untamed lands (red/orange) are much darker. Worships The Mother.

Elves

Non-faggot elves that like chattel slavery and hunting. Farms with slaves. Worships The Father.

Kobolds

Don't live very long. Culture/lives are simple. Spiritual/pacifist probably because they suck and their lives suck. Created by The Child.

Tiefling

Otherworlders, few among them remember from where they came. Neutral relationship with the gods. Merchants are common, as is the moral of equivalent exchange and that deals be fair. They live 150-250 years and are held in high regard among kobolds.

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 No.14285

>>12973

Quick question: The initial cap of 30 u, does it mean that you start with 30u or that your cap for the entire CYOA is 30?

Sorry if I ask, english is not my first language.

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 No.14305

>>14285

I'm pretty sure it's just to start. A necromancer who can't create more minions is a pretty shit necromancer.

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 No.14308

>>14305

Thanks mate

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 No.14368

>>12924

I enjoyed it

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