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TES Adventures Interest/OOC/Signup Thread

Discussion in 'Role Playing' started by BadDo9, Mar 13, 2016.

  1. IC Thread || Character+ Thread
    PREMISE

    This will take place quite some time before the events of Oblivion.

    The Players are a cliche. They all meet at a tavern and agree to form an adventuring party. However, in order to get known they register with a Nirn-wide management group. For a monthly cut of gold, the group will be advertised to get contracts. With this and the dungeon crawling they do on the side, they are soon able to buy their own base and go on their own.

    But who knows that those early contracts may have begun?


    COMBAT
    ~~Read Please~~
    This is a small variation on my earlier narrative combat

    During all direct combat scenarios and actions against the enemy will have overall structure from me but the details will be up to the players (i.e. I'll write something like "you can kill three guys, or two and strike at the mini boss" or the such, and allow the player to improvise how he kills them). If players would like to take some sort of direct action not offered, simply run it by me in I'll give you the possible results of that action.

    Mooks (Untitled enemies) Are able to be killed to the number given. Titled enemies, {Elites ; Minibosses ; Bosses ; Megabosses} Are all enemies that you must post strikes for, rather than outright killing them.

    Wounds will be free-form, and Indicated in Bold during the appropriate player's section of the RP



    CHARACTER SHEET

    Name-
    Gender-
    Race-

    "Class"-
    Age-

    Appearance- (Description, Pic or Mix)

    Major Skills- (Pick 7)

    Starting Weapons- (Up to 2 sets. eg. Sword and Bow. Only lowest Tier Material)
    Starting Armor- (Hide/Leather or Iron ; No Helmet)
    Starting Spell- (1 low-tier spell type. eg, Novice Destruction. If a mage-type class, PM me)

    Personality- (Optional)
    History- (Optional)




    DISCLAIMERS

    Play nice, have fun. This won't be super-loresy.
  2. May I join?
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  3. Kal Kalle Arkhona Vanguard

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  4. Name: Madril
    Gender: Male
    Race: Dunmer
    "Class": Ranger
    Age: ?
    Appearance: Tall and slender, with almost-unnaturally lengthened fingers and toes, and possessing more strength than someone of his appearance would normally have.

    Major Skills: Acrobatics, Alchemy, Athletics, Blade, Light Armour, Marksman, Sneak

    Starting Weapons: Paired Iron Sword and Dagger & Hunting Bow
    Starting Armor: Hide
    Starting Spell: Minor Life Detection

    Personality: TBD
    History: TBD

    Say if anything is wrong.

    Edited #2.
  5. Kal Kalle Arkhona Vanguard

    I had to giggle when I saw what Angel had rolled, because I've been chewing on this character for a few days.

    Name: Linevi Tsan
    Gender: Female
    Race: Dunmer
    Class: Spellsword(-ish)
    Age: 77
    Appearance: It is I!

    Major Skills:

    - Blade
    - Block
    - Armorer
    - Light Armor
    - Acrobatics
    - Athletics
    - Destruction

    Starting weapons: Iron sword
    Starting armor: Leather armor (with cloth underlayed for warmth)
    Starting spell: Fire bolt, lightning bolt, ice spike

    Personality:

    Like most of elvenkind, Linevi is marked by a certain haughtiness when dealing with non-elves - as though she knows something they don't. She's confident in her abilities to the point of arrogance, and like most dark elves, she has a poorly concealed tendency towards cruelty. Nonetheless, she's not one to go out of her way to cause suffering and mischief, but her ways are cynical: the ends justify the means, in most respects. She prides herself on her ability to go on when others would give up, though she's not one for boasting or other displays of bravado. Her sense of humor is unkind, usually mocking, and she finds a reason to laugh at most things, even when the joke is on her.
  6. Kal Kalle Arkhona Vanguard

    I think @Avenging-Angel should go for Sneak as a major skill, though. After all, Madril's armor is made of hide.
  7. It does make a bit of sense but what should I lose?
  8. IMO, lose Mysticism.
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  9. So we don't have to have a magic-based skill in order to use its associated spells?

    Changed anyways
    Kalle likes this.
  10. No, not really. But magic-based classes like @Kalle start with more spells in the skills they have. You could learn a spell from a book, just like in Skyrim, but you might not be able to use it.

    Also, in general, the major skills add bonuses to taken actions. Usually rather significant.
    Kalle likes this.

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