Author Topic: OOC: Skyrim RP Rules, info, and discussion  (Read 111330 times)

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Offline LordNecross

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OOC: Skyrim RP Rules, info, and discussion
« on: January 21, 2012, 07:25:35 PM »
Skyrim - A Mind without a Heart
Hello! As you know I am LordNecross, also known as SenHai. I have decided to make a full fledged RP based in TES (The Elder Scrolls). This of course will be mostly taking place in Skyrim, but we will venture past its borders.

The Setting

You must know that this RP will be occurring during the Dragon Crisis, and none of you are Dovahkiin.  Your characters of course are better than the average joe, and may even be exceptionally skilled in certain areas. You are not Dragon slaying Mammoth tamer though, you are pretty much guaranteed a short part in this RP if you attempt to take things on beyond your skill.
We will be starting off in Markarth, how you come to be here is up to you, whether it be the promise of riches or adventure, or just needing a reason to keep fed and clothed, you will all arrive here. Your first posts don't have to centralized here, incase you need to build up for getting here, but get this done within the first few posts.

I am the Will of God.

As a GM or DM if you prefer, I will you all to live or die in my world. Keep reasonable and your character won't meet an unfortunate end. This is going to be a trust system for us all. So no planning to kill your fellow RPers and such, I doubt such things would occur anyways. Conflicts with characters should be planned out in PMs with the character you will conflict with. We all have different characters with different motives, so all might not be so peachy when it comes down everyone's goals in the game.
There is a main story line, and it is beyond your control, but like anything in TES, there is room to wander, and as our group grows in trust we will be able to trust each other enough to do planned side quests.
I will control major NPCs and generally any NPC I deem fit to use to advance story.

Combat

Combat will be based on a trust system in non-essential combat, random encounters, or fights you bring upon yourself.
Important combat will have its results deemed by me, and the roll of dice.
Dice rolls will be as such for any action requiring a skill.

Novice- a roll of 6 will be equivalent of a hit or a block or successful cast.

Apprentice- 5+ roll equivalent of a hit, block or successful cast.

Adept- 4+ roll equivalent of a hit, block or successful cast.

Expert- 3+ roll equivalent of a hit, block or successful cast.

Master- 3+ roll equivalent of a hit, block or successful cast, with 1 re-rolls for unsuccessful rolls.

Skills

You may have up to seven of these. You may have mastery of one skill or two at max, but I must be provided with sufficient reason to allow this. You can have expert of two other skill, and adept of three, the final skill is apprentice level, though it may be adept if you convinced me to allow you mastery of two skills.
Rolling for skills is much the same as combat, only for skills such as Sneak, speech, lockpicking, pickpocket.

Other skills simple determine skill of Smithing or Enchanting, or Alchemy. These I don't recommend in taking as major skills or at all, but you can if you want to.

I will let you know now, my character will have mastery of Smithing, so when it comes to needing gear made for you, just make sure you find equivalent supplies as the recipes in the game. Armor and weapons will not be improvable like in game, since it is not essential for the damage or protection system. Enchanting however will be useful as successful attacks auto apply weapon effects, and armor enchantments give you boosts depending on what it enhances.

Character Sheet


Birthsigns will be mostly for show, it would add another complexity that is unneeded.

Races will have use of their special abilities, such as natural resistances. Discussions of special rules will be made in the OOC and added to this post, so suggestions are nice. Though as for resistances, a resistance of 50% is equivalent to a roll 4-6 for success or flip of a coin. And powers are auto used, and have no chance of fail.

Skills added to the sheet are put into the categories and labeled for the skill level.
Example: Combat-Single handed (Expert), Light Armor (Adept)

Magic that is naturally known, such as base magics, and additional magic that a character who is more adept in the art is listed in the Known spell section. Make sure to list skills within ones ability, so a master of destruction can cast spells within that pool of that level.

The overall point of this game though is to have fun, if we don't enjoy it, why play at all?
As for play schedule, for the most part I will allow posting anytime, but I will have the sole power of controlling quest starting NPCs and advancing the story.
We will be starting as soon as I have the main quest line planned out.

Spoiler for Character Sheet:
Code: [Select]
[b][u]Name:[/u][/b]
[u][b]Sex: [/b][/u]
[u][b]Race:[/b][/u]
[u][b]Age: [/b][/u]
[u][b]Birthsign:[/b][/u]
[u][b]Birthplace:[/b][/u]
[u][b]Appearance: [/b][/u]
[u][b]Personality:[/b][/u]
[u][b]Possessions/Gear:[/b][/u]
[u][b]Skills:[/b][/u]
Combat-
Magic-
Stealth-
Known Spells-
[u][b]Background: [/b][/u]

Armor and Weapon Materials

These all have their own perks and abilities, Better stuff better damage or protection right?

One thing to know, if you have a Shield you will always have that attempt to take damage before falling to an armor save. So if the block fails, then the Armor roll is next, depending on skill, Mastery gives re-rolls. Dual wielding give two attacks in one turn, so two rolls. Meaning more damage, though you sacrifice blocking entirely and rely on your armor save.

Well its up to you to weigh the options. Also if certain parts on the character are not covered, then armor skill does not count for unprotected areas. This all depends on where one is hit.

Leather- This will include Hide as well. Its up side is it is Comfortable to wear, it does not hinder movement, and is not likely to cause much noise. Sneaky people will be hard to detect in this, even without it being enchanted. Auto re-roll on sneak attempts. only when wearing full leather.

It suffers in the fact that it is Barely Armor, you only get armor saves from this on a roll of a six. No matter ones skill with light armor.

Iron- Iron is a Soft Metal, compared to others. it absorbs impacts well, and weapons can get stuck in it, essentially making it hard for the attacker to recover after hitting your armor or shield. Iron Weapons get the Rusty perk, having a small chance to poison an enemy on a roll of 6 only, and only if the first roll is a six, in case you got a re-roll.

It suffers with Denting, Blunt weapons or heavy weapons can critically injure the wearer. Th armor collapses inward, breaking ribs, so a critical hit auto incapacitates a character. This only happens on a roll of six when hit in the chest, where the iron armor really protects. It hinders the player for two turns where only retreat is possible for the first turn and healing the second. Iron weapons need constant UpKeepyou must repair after 3 battles, and it costs one Iron ingot per iron item .

Steel- Everyones idea of standard armor. Steel is Dependable, and has a chance of deflecting successful hits on a second roll. So if the saving roll fails, the second roll negates damage only on a roll of six. Steel Weapons Have no Bonus, and no Fallbacks. No wonder so many people use them.

Steel armor  suffers from, Shaken. Armor that is hit has a chance of vibrating due to impact, this can either cause some one to be unable to use their shield next turn due to the shaking fatiguing the arm, or outright disorienting the person if hit in the head. Only happens on a failed roll of 1 for armor save or Block. Plate Armor has the same perks but has no vulnerable spots.

Chaurus Chitin- strange armor, and very diverse in form, made from the carapace of the Large Chaurus insects. Its Alive! I swear the armor is alive, as it bestows upon the wearer an additional wound for health, so any attacks made on the wearer, take this wound first, and prevent actual harm to the wearer. Weapons are equally strange, and how they are made, is only known to the Falmer, and possibly a few of the most Masterful Smiths, and it seems the weapons are Blood Thirsty, and on a roll of 6 attack that deals damage(meaning the enemy doesn't block or make a successful armor save), then the next attack will allow for an additional attack during the next turn.

Chaurus armor can seemingly cause the wearer to Flinch of a failed armor save of 1, this can cause an attack on anything nearby(friend or foe), it could cause the weapon to be dropped, or cause a spasm that could stagger the wearer. During a episode caused by a Chaurus weapons blood thirst, if one the next turns additional attacks fails, then the holder might feel Just a Pinch, which is cause by a hyperdermic fang that will sprout to take some of the holders blood. This blood does not intiate another frenzy, and in fact prevents it from happening for the rest of the battle.


Chitin- Rule Recommendation needed.

Elven- Armor of this type is of course Elegant, its appearance can distract one you are attacking or one who is attacking you on 33% chance. A special roll is made for anyone attacking or being assaulted in the armor a roll of 5-6 cause distraction preventing them from blocking, or stopping their attack. Weapons of this Type are Delicate, and are good duelist weapons, meaning one can use them in defense as well, as long as you are not duel wielding, you can make a defensive roll before making a roll for a block on a roll of a 5 you deflect a blow, and on a roll of a 6 you disarm them.

Elven armor is also Shiny, and when a full set is worn it makes it harder to sneak, when attempting to sneak a roll must be made to see if you are automatically spotted 4-6 you are not spotted, 1-3 you are. Elven Weapons are Light Weight, and in attempting to defend with them a failed roll of 2 knocks the weapon hard and fatigues attacking for next turn, a failed roll of 1 and the weapon is knocked from your grasp, disarming you.



Dwarven
- Dwarven armor is well designed and suits its purpose. Its almost as if wearing a full set made you a Machine, your attacks are purposeful, and even with its heavy design it the armor seems to help you attack better, and on a  roll of 6 for an attack the force behind your strike knocks back attempted blocks. Dwarven weapons have Heavy Blows and on a roll of 6  for an attack you can auto incapacitate a struck limb.

Dwarven Armor is a Burdon though, and movement is halved for moving turns, unless one has Mastery of Armor. Dwarven Weapons are also Heavy and  fatigue the attacker on a failed attack roll of 1.


BoneMold- ((Equivalent to Dwarven, as we will compare this to the enhanced version in Dragon born DLC)) Currently Enhanced wound(health) amount from the Armor, need recommendation as to down sides.

Scale Armor- Is heavier and more protective than Elven armor, it is especially protective against arrows, It being Scaled, it grants a re-roll to any failed roll against an attack from an arrow this includes Mastery Re-rolls.

Though it may be better protection and certainly lighter than plate, its design fails as it is a Shoulder Heavy much like chain mail, though this can be partially countered by using a belt. you have a 50% chance to not strike first in any fight and it is 100% without a belt.

Orcish- Orcish armor is Spiky and a high armor save or block roll with a shield will auto-wound an enemy for one wound, Orcish weapons are Jagged and all weapon have a chance to cause bleeding, and axes nearly guarantee bleeding.

Orcish armor, is Uncomfortable and low rolls for defense on armor, or block, can cause bleeding (roll of 2), and a single wound(Roll of 1) though an armor save can be rolled to prevent these, but it only counts towards stopping bleeding and the additional wound, not the original attack that struck. Orcish weapons are Crude and may hurt the person who uses the weapon if they don't know how to use it. Failed rolls can hit the player's self instead, (roll of 1 or 2), then a roll is made to save this wound.

Glass- Glass armor is Strange, I mean who in their right mind would wear Glass? But apparently the material has proven itself as it seems the wearer is more likely to resist magical attacks Giving a preliminary 5+ roll against ignoring a spell, this roll is only rolled once per type of spell, if a curse is ignored the next time a curse is attempted then this roll cannot be made within the same battle, this property also bestows allowing an additional enchantment to be placed on this type of armor.   Weapons made of glass are as Sharp as Broken glass!, Wounds from these weapons hurt like hell, and a critical wounds from these weapons cause spasms which can have varying effects. Getting glass in a wound is no fun. (FOr those who don't know the material is actually more like Volcanic Obsidian, according to Lore)


Both Glass armor and weapons suffer in the fact that though dependable and more protective than other light armors, they  can Crack. If the wearer is incapacitated for the fight, the armor becomes broken, and useless until repaired with the proper materials.

Nordic Carved Armor- Rule recommendation needed, though a benefit for the armor may be something Bear Related in name. Weapons however are the same as elven while Nordic Carved Armor Is nearly the Same as Ebony and can be considered an Alternative, though we should debate this first.


Ebony- Ebony is a rare armor, and  Exquisite in both form and function. This dark metal armor is exceedingly protective, giving a single re roll to any saves. Ebony weapons are Masterpieces and deal additional damage upon successful strikes automatically.

Ebony does not have much failings except that its Dark metal seems to adversely affect healing magics, healing magic suffers a minus 1 to rolls meaning a roll of 4-6 is now a roll of 5-6. Ebony weapons being the Master creations, they require equivalent skill to use, meaning one must have an expert ranking for the skill required to use the weapon type.

Daedric- Daedric Weapons and armor are Possessed  and give automatic re-rolls regardless of Skill. However they are equally Spiteful and a failed roll of one on a non-skill Re-roll, or standard roll; meaning

Dragon- Pending.


Curses, Mutations, and various Altering diseases


Lycanthropy- Like in th game, you are immune to further diseases, unlike the game, without a Ring of Hircine, you have no control over yourself in Werewolf state. The transformation increases wound threshold by 3, on top of your base amount. Skills are equivalent to an untransformed state, and magic is unusable when transformed. Without the Ring, you can attack anyone and anything, and attacks count as unarmed so attacks depend on your armor skill. You are given a single reroll for attacks and defense. You also make three attacks, one for jaws, and two for claws. With the Ring of Hircine you can control the transformation and who you attack, you also get an additional re-roll, but attack and defense is still dependent on skill. (Lycanthropy includes all forms of Lycanthropy, meaning it is not soley dependant on the wolf version of it.) Armor in beast for counts as Leather. Silver weapons do additional wounds to you in this state.

Vampirism-(Will be added)
« Last Edit: January 11, 2013, 07:29:58 AM by LordNecross »

Offline LordNecross

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Re: OOC: Skyrim RP Rules, info, and discussion
« Reply #1 on: January 21, 2012, 07:36:41 PM »
Characters


Spoiler for F'heln Metal-Forge played by LordNecross:
Name: F'heln Metal-Forge
Sex: Male
Race: Nord/Imperial
Age: 142 (Appears to be 35)
Birthsign: The Warrior
Birthplace: Skyrim in a small town that no longer exists.
Appearance: He is tall and fair like any Nord, and has the accent of one. He does have a unique eye color, one eye is blue and the other a deep green, like his Imperial mother. He also has a smoothness of voice that says he has a bit of imperial refinement in him, not to mention his education. He is missing one arm, his right arm is replaced by a custom made dwemner mechanical arm. He also wears Nordic Steel armor, but none of that is usually seen as he wears a heavy robe to cover his entire right arm, and those who glimpse his right hand assume he is wearing a dwarven gauntlet. His hair is a reddish blonde.
Personality: He is quite and somber and finds joy in the pursuit of knowledge. He though seems to never be satisfied, as if there is something he needs he isn't getting.
Possessions/Gear: Smithing Gear, Various Soul stones,  Gemstones and gold for funding expeditions, Dwarven Waraxe(Build into Arm), Steel Shield, His Dwemner mechanical Arm , and a focus Gyro(Attached to a power pack for his Arm, it folds and stores itself there only popping out when no longer held down by the robe he wheres, it is used in casting his spells, located on his right shoulder) He also has supplies.
Spoiler for Quick Sketch of F'heln curteousy of Chellie and my collaboration to help her with the arm and armor:

Skills:
Combat- Smithing (Master), Onehanded (Expert), Heavy Armor (Master), Block (Adept)
Magic- Enchanting (Master), Destruction (Adept)
Stealth- Speech (Adept), Alchemy(Master)
Note: Master of all Crafting skills simply for story reasons.
Known Spells-  Shock, Lightning bolt
Background: Not much is known about him, all people know is he is some sort of intellectual who is traveling in search of things. He rarely speaks of himself, and it is best not to ask him. His age is unknown by all, so he is thought to be peculiar and strange man. Ladies have tried to get to know him since he is an atractive nord, but his demeanor keeps them at bay, since he only seems to be interested in his studies.

Spoiler for Kratos Aurion played by Ragez:
Name: Kratos Aurion
Sex: Male
Race: Imperial
Age: 35
Birthsign: The Warrior
Birthplace: Cyrodil
Appearance: Like this, basically.
Personality: At first glance, he appears to be as cold and heartless as his occupation as a mercenary would suggest. But get to know him, and he'll show his good side in the form of helpful advice and kindness. He's not one to kill without reason, despite his job, and will not kill an innocent no matter the situation.
Possessions/Gear: Unique light enchanted studded armor, a unique enchanted elven sword, and a dwarven dagger.
Skills:
Combat- Expert one handed, apprentice block, expert light armor, everything else is novice.
Magic- Master destruction, expert alteration, adept conjuration, adept restoration.
Stealth- Nothing to speak of, everything is novice in this area.
Known Spells- Lightning Storm, Fire Storm, Blizzard, Wall of Flames, Icy Spear, Thunderbolt, Lightning Cloak, Lightning Rune, Fireball, Sparks, Close Wounds, Heal Other, Greater Ward, Turn Undead, Ebonyflesh, Paralyse, Detect Life, Waterbreathing, Candlelight, Magelight, Conjure Frost Atronach, Banish Daedra, Conjure Flame Atronach, Soul Trap, Conjure Familiar.
Background: Kratos is a mercenary hailing from Cyrodil, he's known by the nickname 'Seraphim' to most mercenaries due to his odd acts of mercy and his strict moral code. He once had a loving wife with a son who looked up to him, but a sect of necromancers kidnapped his wife and son and burned his house down while he was out hunting one day. He found the necromancers and slaughtered them all, but by the time he had gotten to where his wife was held...it was too late.

The necromancers turned her into an undead monster, forcing Kratos to -after hearing her pleads to do so- end her misery. His son, having watched the scene and misunderstood everything, ran away. Kratos searched the entire area for him, but his son was long gone.

Having nowhere to go, and nobody to return to, with only his combat skills to his name. Kratos became a mercenary. His arcane knowledge, coupled with his extensive training with a special enchanted sword, made him perfect for the job. He is currently in Markarth due to sensing good business opportunities there, since the Forsworn regularly attack merchants and travelers in Markarth.

Spoiler for Gallen Velas Played by SirEmilCrane:
Name: Gallen Velas
Sex: Male
Race: Dark Elf
Age: Over 300
Birthsign: The Lady
Birthplace: High Fane, Vivec
Appearance: Tall, with black slicked back hair, gaunt and grizzled face, patchy stubble, scaring around right eye
Personality: Reserved, will only engage in conversation if its necessary, not prone to outward emotion. However, will fight to the death for any Dunmer, anywhere.
Possessions/Gear: Battered iron armor under travel stained clothes. Well used steel sword. Lock-picking kit. Travel provisions. Copy of the 36 Lessons of Vivec. Bonemold Bow and arrows.
Skills:
Combat- Master One Handed, Expert Heavy Armor, Adept Archery
Magic- Expert Destruction, Apprentice Conjuration
Stealth- Adept Lockpicking, Adept Sneak
Known Spells- Fireball, Firebolt, Chain lightning Conjure Familiar, Ancestor's Wrath 
Background: Born in Vivec to parents of House Indoril long ago. Gallen was destined for life in service to the tribunal temple from an early age. His skills were finely honed by the finest redoran swordsmen and telvani mages until he was trained to perfection. At age twenty he was inducted into the temple to begin training as an ordinator. The training was long and arduous but he finished top of his class in all accounts. Put on guard duty in Vivec he distinguished himself in investigation and purgation of heretical cults.

When red mountain erupted and the Argonians invaded Gallen fought alongside his brother ordinators at Mournhold where they were almost widped out to a man. he managed to survive and left for Skyrim to protect the Dunmer who fled there. Living in Windhelm he did all he could for the Dunmer but eventually became fed up with the Nordic racism. He killed a nordic man who was accused of raping Dark Elf girls and fled when the guards came after him. Crossing Skyrim he eventually came to Markarth, with intention to finally settle down and live his life out in peace.

Spoiler for Cardei-Rai played by Tobbs:
Name: Cardei-Rai

Sex: Male

Race: Argonian

Age: 34

Birthsign: The Warrior

Birthplace: Stormhold, Black Marsh

Appearance: Holds a warrior's muscular appearance, has dark brownish scales, two curved horns on his head with a set of spikes between them. His left eye is light blue while his right eye is yellow; his pupils are thin stripes. Most often has his war paint on, which is a thick red line going from his neck, across his eyes and up to his scalp before going down on the other side. He is missing about a third of his left ring finger and has three scars across his left cheek, caused by an angry bear.

Personality: Have a hard time trusting new people, but to those he sees as friends, he holds even greater loyalty than to that of golden coins, which is pretty impressive. Cardei-Rai was lead by greed into a life as a travelling mercenary. Of course, he doesn't mind spilling blood either. His favored weapon is the sword and shield, and he despise many forms of magic, and sees most magicians as arrogant and untrustworthy. Rai holds a strong hatred against the Dunmer for enslaving many of his kind long ago, even if it was abolished long ago as well. This hate has passed through generations of his family, and it has also made him see the Dunmer as greedy, arrogant, lying heaps of concentrated trickery. Everything despite him never having a real conversation with a Dark Elf in his life. He sees no point in "listening to their lies". Hates disloyalty, dishonesty, arrogance, and everything he sees as cowardly.

Possessions/Gear: Hunting bow, Steel arrows, Dwarven sword, Steel shield and full Steel armor, with exception of the helmet. Amulet of Talos.
Skills:
Combat- One-handed (Master), Block (Expert), Heavy armor (Expert), Archery (Adept), Two-handed (Adept)
Magic- Restoration (Apprentice)
Stealth- Sneak (Apprentice)
Known Spells- Heal (self)
Background: Cardei-Rai was born into a well-known Argonian family in Black Marsh with a long legacy of known warriors - some known outside of Black Marsh, others not. All his life he was taught that the Dunmer should not be trusted, but despised and outright hated. And he holds that opinion to this day. Having a naturally muscular build and high tolerance to pain, Rai's father had high hopes of him, thinking he would be yet another generation to fight for the Empire. But also being quite greedy and having a greater thirst for blood that the Legion could satisfy, Cardei-Rai became a mercenary. His father was furious, and froze him out of the family, telling him he was not welcome as long as he kept lived his life as a blade-for-hire. Now Cardei-Rai is on his way to Markarth. Perhaps he could make a profit by fighting for the Legion without having to enroll, and make good money on it, too. And with stories of a new Dragonborn in Skyrim, how could he resist?

Spoiler for Venetia Tamsyn played by ChellieRawr:
Name: Venetia Tamsyn
Sex: Female

Race Breton

Age:28

Birthsign: The Mage

Birthplace: She was born in High Rock but her parents moved to Falkreath.

Appearance: She is about 5”4 ½. She has golden eyes and long, raven black hair. She keeps herself fairly clean when she is sober. Most of the time her face is hidden by her Novice hood. She has Scar tissue built up on her Left shin all the way around to her calve from an accident in her younger years. (see in background)
Spoiler for appearence:

Does not represent current attire.

Personality: She is over all a nice person, just very “rough around the edges”. Since she dealt with some emotional scaring she never opens up, especially to men. She doesn’t hate other races but if you are of a particular race she will refer to you as “[insert race here]” (example: if you are a Nord she will refer to you as “Nord”.) She is a heavy drinker and does it to conceal her emotional trauma she went through in her younger years (see in background).It’s hard to love her due to her sarcastic and crude behavior. When you get to know her true side she is shy, clumsy, naïve and almost has a childlike aspect to her that is difficult to tap into. She loves to cook and bake when it’s on her time and play drinking games and sing.

Possessions/Gear:
-Armor: Mage hood with 10% magic resistance, Elven Armor with Elven boots, and Leather bracers.
-Weapons: Hunting bow, steel arrows, and simple iron dagger.
-Jewelry: Gold Ring with a Gold Ruby Necklace
-Other: She Has enough gold to support her drinking, but more is always welcome.
Skills:
Combat- Archery [Adept]
Magic- Destruction [Master], Restoration [Expert], Enchanting [Apprentice]
Stealth- Light Armor [Adept], Sneak [Adept], Speech [Expert]
Known Spells- Fire Storm, Wall of Storms, Frost Cloak, Fireball, Thunder Bolt, Grand Healing, Repel Lesser Undead, and Greater Ward

Background: She was born in High Rock and when she was only a couple of weeks old her parents moved to Falkreath. She grew up with not a lot of friends since many children made fun of her because she was a Breton. Her mother was a baker and her father was a blacksmith, but after she turned 4 things changed for her drastically. Her parents where murdered in the dead of night by werewolves. She made it out barely with her life when the guards found her.

 The city tried to put her with different families but she made it almost impossible to deal with. She had (and still to this day) has nightmares and suffers from seizures or “Fits” that where triggered after the tragedy. So when she was 12 she was taken in by the guards and was raised to protect the city. When they tried training her with swords, axes and maces she completely failed at them. When she tried her skills with a bow and arrow they where fairly decent, but her magic skills where a gift. So when she was 19 she was a fairly strong guard considering she was just an apprentice mage. Growing up with the guards she fell in love with another guard named Yorath. She was to shy to admit that she was fond of him, it did not help that he also picked on her when she was little and still teased her now and again.

 When she was 20 she was sent out on a mission to retrieve a crown from a growing bandit army. The priestess who told her the mission allowed her to take Yorath but warned her that there would be “severe consequences” in doing so. So after making her journey up the mountain and sneaking in she got the crown after intoxicating and smacking a wine bottle on the bandit “king’s” head. When she and Yorath where about to escape they where caught. So Yorath distracted the bandits so she can escape, knowing that he will die in the process. So when she was about to get killed and yet so close to the exit she casted a fire spell down on the ground which set of a trail of oil that led to an oil well. The whole cave exploded and she was the only one who escaped while the rest of the cave collapsed.

 When she woke up she was in shock. She tried digging through the rubble, aimlessly trying to rescue Yorath who was obviously dead. When Generals from the local city found her she was borderline insane. She gave the generals the crown she recovered and they where shocked that she even made it in the cave. So when they asked what she would like as a reward she just asked for Venison, Bread, and Mead. So she made her way to Markarth half drunk and numbed by her physical pain due to her still shocked state.

Spoiler for Talib Al-Skaven played by mikethor007:
Name:
Talib Al-Skaven
Sex:
Male
Race:
Redguard
Age:
31
Birthsign:
The Serpent
Birthplace:
Sentinel, Hammerfell
Appearance:
 Tall, blocky. Not the usual apearance of someone you'd associate with knowing the magical arts. Scar on the left arm which was most likely caused by a sword. Light burn marks on both hands (Possibly a magical accident). Dark, brownish skin.
Personality:
Taciturn. Pragmatic. More likely to do what needs to be done instead of being locked to a code of conduct. Usually speaks only the necessary, but won't refuse conversation when he would deem it grossly impolite.
Possessions/Gear:
Standard Steel Armor, the full kit. Steel sword and shield. Worn spellbook. Bread and cheese.
Skills:
Combat- One handed (Adept), Heavy Armor(Expert), Blocking (Adept), Archery (Adept)
Magic- Destruction (Master), Restoration(Expert)
Stealth- Lockpicking (Apprentice)
Known Spells- Lightning Storm, Fireball, Icy Spear, Grand Healing
Background:
Born in Sentinel, under the birthsign of the Serpent. Lived in relative well-being for most of his childhood. His father would toil at work while his mother would manage a stall at the great market, near the Docks. Would've gone the usual route of the Redguard as he grew up (combat training), weren't for a mishap he had in his teen years. A mage caught a thief in the act and used a spell on the spot, inside the market. The resulting conflagration burned the thief to a crisp, torched his mother's goods at the stall and scarred both of Talib's hands as he tried to shield himself from the blast. Needless to say, the mage was forced to pay for treatment, and all of the merchandise as well. Since then, instead of being wary or afraid of magic, Talib was determined to learn its ways.
He trained both in magic and in the Redguard ways, though the more heavy emphasis was doubtless to magic.

Spoiler for Bleddyn played by PMorgan18:
Name: Bleddyn
Sex: Male
Race: Nord
Age: 28
Birthsign:The Warrior
Birthplace: Falkreath, Skyrim
Appearance: Normal Build, short brown hair, full beard
Personality: Quiet and collected.
Possessions/Gear: Imperial Bow, Woodcutter's Axe, Steel Dagger, Leather Armor, Green hood and cape
Skills:
Combat- Archery[Master], One-Handed[Adept]
Magic- Restoration[Adept]
Stealth- Sneak[Expert], Light Armor[Adept], Alchemy[Adept]
Known Spells- Healing, Healing Hands
Background:
Grew up in the woods around.  He made a living as a hunter and trapper out in the woods mostly surviving alone.  His parents were killed when he was young so he escaped to the woods so he could avoid going to an orphanage.  After a few years he started collecting bounties on Forsworn and moved to Markarth.

Spoiler for Glard Grover played by wisekill1:
Name:
Glard Grover
Sex:
Male
Race:
Human; Nord
Age:
25
Birthsign:
The Lord
Birthplace:
Skyrim; Cracked Tusk Keep
Appearance:
Glard Brover is a tall man with black hair and a masculine build. He has blue eyes and a scar on his forehead.
Personality:
Glard loves to talk to people and explore new places he always seems to be full of energy and is quite fast to trust new people.
Possessions/Gear:
Armor: Full steel armor with the exeption of boots and a helmet. Hide boots and a iron helmet.
Weapons: Dwarven Battleaxe. Hunting bow with iron arrows.
Other: Amulet of Kynareth. Silver Garnet Ring. Enough food for a couple of days. Pickaxe. Some gold coins.
Skills:
Combat-
Two-Handed Expert. Heavy Armor Expert. Archery Novice.
Magic-
Illusion Adept.
Stealth-
Speak Master. Alchemy Adept, Lockpicking adept.
Known Spells-
Rally, Frenzy, Pacify, Fear.
Background:
Glard was the heir of a small castle named Cracked Tusk Keep until a group of Orc bandits moved in a few years ago, since than he has been moving around skyrim accepting work as a mercenary.
He had a simple life as a child but his father trained him in the arts of combat and payed wandering mages to teach him Illusion magic.
He was the only member of his family that managed to escape the castle during the attack.

Spoiler for Adelaide played by Godur:
Name: Adelaide
Sex: Female
Race: Breton
Age: 21
Birthsign:The Shadow
Birthplace:Farrun,  High Rock
Appearance:
Adelaide possess a youthful appearance; her  clean skin,  smooth facial features, and large brilliantly green eyes making her pretty to behold. She's tall for a breton and her body is well-shapen and physically fit, forged for agility rather than brute strength. Medium length, stark red hair grow on her head, tied up in places with thin silk bands and ribbons.
Personality:
Adelaide is an outwardly cheerful, and sometimes carry herself with a mischievous demenour, and a sense of feigned naiveté at times. She's very open minded in general, and will not care much for the belief of others, and see no problems breaking social conduct so long as it isn't directly stupid to do so.  Her good mood carry over, at least visibly, even in very bad situations, it take a lot to make her upset, and indeed she seem uncanningly gleeful whenever blood is spilled.
Possessions/Gear:
Shrouded Armor and hood, several changes of colourful clothing (Is usually worn over, or in place of, the armour when she's in civilisation),2 lightly enchanted steel daggers, hunting bow and 30 steel arrows in a quiver, 10 doses of health poison, 4 doses of magicka poison, 3 healing potions,  satchel for potions and alchemy supplies (Does contain a modest supply of reagents),  backpack, flint and tinder, a handful of septims.
Skills:
Combat- One-handed (Master) , Archery (Adept)
Magic- Illusions (Expert)
Stealth- Light Armor (Adept), Sneak (Expert), Lockpicking (Adept), Alchemy (Adept)
Known Spells- Clairvoyance, Muffle, Fear, Invisibility, Pacify
Background:
Adelaide was born to a family of merchants in the city of Farrun in High Rock, and the first years of her life was graced by a wealthy, and easy quality; growing up in a large manor by the coast.  For most of her childhood her paretns would be busy running the business, and Adelaide would be left in the care of a nanny and tutor by the name of Belea, and despite numerous early pranks and other mischief, from Adelaide's side, the two grew close over the years.

However the family's wealth and status stood on thin ice, it seemed one day, when a shipment that had been awaited for weeks was seized by the local authorities; they had encountered illegal goods onboard, and now the family's fortune was turned in an instant.  They had been set up, and that very night city guardsmen burst into the manor intent on arresting everyone inside as accomplices of the smuggling ring.  Everyone was taken, or brutally beat down byt he armed men, except for young Adelaide who managed to escape into the night.

Thrown onto the street, with nothing left to call her own, Adelaide was forced to adapt quickly to her new environment and learned to survive by herself. The thoughts for survival eventually turned to thievery, grabbing food and coin to get by, and later it turned into a game, a thrill, that she definitely enjoyed. within a space of a few weeks her activity was found out by the local thieves and, after a series of tests, she found herself in their ranks.

Among the thieves she met another young woman, an Imperial named Surana, and they quickly became friends, and partners in crime. Together they successfully broke into numerous homes, plundering valuable items and just generally messing around;  the fun was in the breaking in and not the thefts themselves. Whether by some defense mechanism, or thanks to a growing friendship with Surana, this time was oddly happy for Adelaide and she managed to push past the loss of her family, going back to the cheerful self she had been as a child.

Her thriving career in the thieves guild continued rapidly and she'd be sent on more and more challenging jobs. One such jobs took her to Skyrim, in Solitude, where she was to steal valuable documents. During the job she found out that the owner of the documents had been the very same man who set her family up to be executed, and at once years of supressed memories came flashing back. Instead of completing her task she tracked the man down and, with numerous stabs to the chest, killed him in his sleep. The murder was quick, bloody and brutal, and, most importantly, Adelaide had enjoyed it.

It wasn't the city guards that found out first however, but rather a much more sinister organisation: The Dark Brotherhood. Adelaide would soon find herself approached by one Astrid, and after another murder to prove herself she joined the Falkreath sanctuary as one of their sisters. She thrived there, and morbidly went on with her contracts with gleeful laughter, and when she didn't do that she honed her talents; teaching herself to approach the targets quicker, quieter, and to kill them with precise strikes of daggers instead of reckless abadon, and to use magic to enhance her stealth. Every waking hour, not occupied by a contract, went into practice.

During her time with the Brotherhood she was appointed a task that took her far away from Skyrim, to Cyrodiil, hunting and tracking several members of a wealthy family of nobles for almost a year. When she returned things were different; the falkreath sanctuary stood in flames and its members slain by an unknown assailant. Without orders, or any knowledge of other sanctuaries, Adelaide then took up travelling, earning her living as a freelance assassin and adventurer, always searching for any sign of the Dark Brotherhood which she had grown to love.



No Longer in play or Deceased

Spoiler for Aa'Naro played by Mukora:
Name: Aa'Naro
Sex: Male
Race: Argonian
Age: 42
Birthsign:Shadow
Birthplace:Blackmarsh
Appearance: A tall argonian of average build. His yellow eyes stand in contrast to his light red scales. If one looked closely, they would notice a small number of his back teeth are missing, and he has a black tattoo on the upper-back of his neck.
Personality:Vaguely pessimistic. Has strong feelings against any form of "injustice, " and those who do not revere the Nine Divine. Despite this, he always enjoys a good laugh, and will likely joke unless the situation is dire.
Possessions/Gear:A few books concerning the Eight Divines, Daedra, and other assorted topics, A pair of silver iron daggers, and a full set of Netch Leather Armour worn over robes.
Skills:
Combat- One-handed (Expert), Light Armour (Adept)
Magic- Restoration (Adept), Alchemy (Apprentice)
Stealth- Sneak (Master), Lockpicking (Expert)
Known Spells- Close Wounds, Lesser Ward, Heal Other, Turn Undead
Background: Born in Blackmarsh, and under the sign of the Shadow, Aa'Naro was taken by the Dark Brotherhood at a young age to become a part of the order of Shadowscales. He commited many low-profile assassinations for the Brotherhood, from merchants to beggars. He questioned himself constantly, however, and never did feel "right" taking the lives of others in cold blood. He hated himself for many years before deciding enough was enough, at the age of twenty. He escaped the Dark Brotherhood in the black of night, running as fast as he could for safe haven. For many years after that, he took to life as a beggar, and a bit of petty thievery. Eventually, he came across a temple of the Nine Divines and "found" himself, deciding that the best way to atone for his crimes was reverence. He started life as a travelling preacher, marking paths to out-of-the-way-wayshrines, and trying his best to convince "non-believers."

Spoiler for Valus Sinerin played by Scarlet-mangekyo:
Name: Valus Sinerin
Sex: Male
Race: Altmer
Age: 20
Birthsign: The mage
Birthplace: Summerset isles
Appearance: looks very much like a young elf, tall and proud with the slight gold hue to his skin of the High Elves. He hides his face with an extended mages hood, but when its revealed it is not the typical bueatiful visage people think of...instead his face and body is scarred and burned from the extensive abuse he received at the hands of his leaders.
Personality: Cold and reserved, slightly sadistic at times when using his magics against someone. He has a sharp tongue and will always attack anyone that he deems stupid and thick. He tends to try and be alone at all times
Possessions/Gear: Mages Robes, a staff of flames and a steel dagger
Skills:
Combat- One handed (adept)
Magic- Destruction (expert), Cojuration (master), Enchanting (expert) Illusion (adept) Restoration (adept), Alteration (apprentice)
Stealth-
Known Spells-  Flame Thrall, Frost thrall, thunderbolt, incinerate, Flame and lightning cloak, Transmute, Fast healing,
Background: A former member of the Aldmeri dominion until he was exlied for...some unpleasentness that involved his master, some magic and necromancy. He was burnt and injured by his leaders before being thrown out to Skyrim's wilds with only a staff and dagger. Valus happened upon Winterhold and was taken in by the healer of the College. AS soon as he was better he took a few robes and started out towards the wilds once more, just travelling, his hatred of the dominion consuming him...his motive for revenge.


Reason for leaving:



People who have yet to submit that are on this list Please do so soon, or PM me and allow to know if you are dropping, the RP will start soon after the Final Character sheet is received.
« Last Edit: January 06, 2014, 06:19:51 AM by LordNecross »

Offline Tobbs

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Re: OOC: Skyrim RP Rules, info, and discussion
« Reply #2 on: January 21, 2012, 08:35:54 PM »
Before I send my sheet, I need to know - does the material I use for my gear affect my performance? Say, if I have a steel sword.Will that do less damage than a Dwarven sword, or do those factors not count here?

Keep calm and move along.

Offline SirEmilCrane

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Re: OOC: Skyrim RP Rules, info, and discussion
« Reply #3 on: January 21, 2012, 09:24:12 PM »
Do we post here or PM you?
...scum.

Offline LordNecross

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Re: OOC: Skyrim RP Rules, info, and discussion
« Reply #4 on: January 21, 2012, 09:31:53 PM »
Do we post here or PM you?
Please PM me.

Offline LordNecross

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Re: OOC: Skyrim RP Rules, info, and discussion
« Reply #5 on: January 21, 2012, 09:33:50 PM »
Before I send my sheet, I need to know - does the material I use for my gear affect my performance? Say, if I have a steel sword.Will that do less damage than a Dwarven sword, or do those factors not count here?
I have some limits. When it comes to gear, better gear is of course better. Gear quality affect the damage you do yes.

I have to limit you guys though,

Offline LordNecross

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Re: OOC: Skyrim RP Rules, info, and discussion
« Reply #6 on: January 21, 2012, 09:39:21 PM »
Please join me in IRC if you have any immediate questions.

For those of you who don't know what that is. Click on Live Chat at the top of the page.
« Last Edit: January 21, 2012, 09:45:07 PM by LordNecross »

Offline SirEmilCrane

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Re: OOC: Skyrim RP Rules, info, and discussion
« Reply #7 on: January 21, 2012, 10:19:10 PM »
sent, hopefully accepted

I'm shooting for a unique character but who knows how well that will work
...scum.

Offline LordNecross

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Re: OOC: Skyrim RP Rules, info, and discussion
« Reply #8 on: January 21, 2012, 11:13:29 PM »
Okey doke. Its all updated. Feel free to discuss amongst yourselves or ask questions.

Offline Mukora

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Re: OOC: Skyrim RP Rules, info, and discussion
« Reply #9 on: January 22, 2012, 04:41:42 AM »
Sent my sheet. He may be "too weak," though. But I was trying to make him realistic.
"Any food that involves cheese is just an excuse to eat cheese." -Hannah Hart

Offline LordNecross

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Re: OOC: Skyrim RP Rules, info, and discussion
« Reply #10 on: January 22, 2012, 04:50:05 AM »
Sent my sheet. He may be "too weak," though. But I was trying to make him realistic.
Nothing wrong with that. Its all in fun.

Offline LordNecross

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Re: OOC: Skyrim RP Rules, info, and discussion
« Reply #11 on: January 22, 2012, 05:09:38 AM »
None of you seemed to go too overboard with your inventories which I respect. Though Tobbs went kinda far. Might need to trade some things in his inventory. Sorry man, you can keep teh armor but gonna downgrade you to steel weapon and shield.

My general limits though are no items beyond Dwarven or Elven to start with.

Offline Tobbs

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Re: OOC: Skyrim RP Rules, info, and discussion
« Reply #12 on: January 22, 2012, 05:41:16 AM »
None of you seemed to go too overboard with your inventories which I respect. Though Tobbs went kinda far. Might need to trade some things in his inventory. Sorry man, you can keep teh armor but gonna downgrade you to steel weapon and shield.

My general limits though are no items beyond Dwarven or Elven to start with.
I'm cool with that. After all, he had three years time to lose it. In fact, I can go to full steel if that makes everyone happy. I wanted full steel at first, but I thought everyone would have much better.

In short, change full Dwarven to full Steel.

Keep calm and move along.

Offline LordNecross

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Re: OOC: Skyrim RP Rules, info, and discussion
« Reply #13 on: January 22, 2012, 06:00:52 AM »
I'm cool with that. After all, he had three years time to lose it. In fact, I can go to full steel if that makes everyone happy. I wanted full steel at first, but I thought everyone would have much better.

In short, change full Dwarven to full Steel.
Your Modesty granted you a Dwarven sword.

Also I am updating the rules and adding perks to all weapon and armor types. Both good and bad, though the better the materials the less that the bad part is a hindrance.

Offline Tobbs

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Re: OOC: Skyrim RP Rules, info, and discussion
« Reply #14 on: January 22, 2012, 06:24:12 AM »
Your Modesty granted you a Dwarven sword.

Keep calm and move along.

Offline ChellieRawr

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Re: OOC: Skyrim RP Rules, info, and discussion
« Reply #15 on: January 22, 2012, 06:35:26 AM »
OORAH! IM SO EXCITED! > w <99 *squee*  :teehee:
ಥ‿ಥ :heart:

Offline Tobbs

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Re: OOC: Skyrim RP Rules, info, and discussion
« Reply #16 on: January 22, 2012, 06:44:42 AM »
Crane, I wish to warn you right now that Cardei-Rai will be a real pain in Velas' ass from the moment they meet.

And he will not like your character very much either, Ragez.

Keep calm and move along.

Offline LordNecross

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Re: OOC: Skyrim RP Rules, info, and discussion
« Reply #17 on: January 22, 2012, 06:54:18 AM »
You guys are gonna love combat, Armor and weapon perks are really gonna make  bad rolls really punishing and good rolls rewarding. Perks depend on the type of material

Offline Tobbs

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Re: OOC: Skyrim RP Rules, info, and discussion
« Reply #18 on: January 22, 2012, 06:56:03 AM »
Are we going to start the real game once everyone on the expectancy list has signed up?

Also, will we be posting in the same format as EotIV? Cause I really enjoy that way.
« Last Edit: January 22, 2012, 06:58:00 AM by Tobbs »

Keep calm and move along.

Offline LordNecross

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Re: OOC: Skyrim RP Rules, info, and discussion
« Reply #19 on: January 22, 2012, 07:55:29 AM »
Are we going to start the real game once everyone on the expectancy list has signed up?

Also, will we be posting in the same format as EotIV? Cause I really enjoy that way.
No idea what you mean by that. For the most part no. Not at all. You may not control other characters in any way at all. Combat is decided by me, so in any post you do not say that you hit you just say you attack, and I roll the results, and post what happened.

You can post anytime however. As for gaining resources, such as buying things, you can't expect to buy anything you want, and none of you are rich enough to do that. Money is Finite. I am not specific on amount but keep realistic.

Offline Tobbs

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Re: OOC: Skyrim RP Rules, info, and discussion
« Reply #20 on: January 22, 2012, 01:00:26 PM »
No idea what you mean by that. For the most part no. Not at all. You may not control other characters in any way at all. Combat is decided by me, so in any post you do not say that you hit you just say you attack, and I roll the results, and post what happened.
I mean will we be writing it like a story, where you can lay up detailed scenes and write expressions, thoughts, all dat shiet, or will it be like an old text-based computer game?

I doubt it will be the latter, though.
You can post anytime however. As for gaining resources, such as buying things, you can't expect to buy anything you want, and none of you are rich enough to do that. Money is Finite. I am not specific on amount but keep realistic.
You haven't opened a game thread yet. There's just the OOC.
« Last Edit: January 22, 2012, 01:04:17 PM by Tobbs »

Keep calm and move along.

Offline LordNecross

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Re: OOC: Skyrim RP Rules, info, and discussion
« Reply #21 on: January 22, 2012, 11:18:24 PM »
I mean will we be writing it like a story, where you can lay up detailed scenes and write expressions, thoughts, all dat shiet, or will it be like an old text-based computer game?
You can write thoughts and stuff of course. It can be detailed but for the most part once a scene is set up, you don't need to talk about a scene that is already set by me. The only scenes you will every set up is for a personal quest.
I doubt it will be the latter, though.You haven't opened a game thread yet. There's just the OOC.
NO DUH! :P
The game hasn't even started.....Posting anytime means once the game gets going.

Offline LordNecross

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Re: OOC: Skyrim RP Rules, info, and discussion
« Reply #22 on: January 23, 2012, 12:12:02 AM »
The Rules have been up dated. More up dates will come, just not immediately. Suggestions for rules are welcome. I will add in how the damage system works later.

Offline Ragez

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Re: OOC: Skyrim RP Rules, info, and discussion
« Reply #23 on: January 23, 2012, 01:25:25 AM »
I love the Elven weaponry rules, it's nearly perfect for my character.
"You accept darkness, yet choose to live in the light. So why is it that you loathe us who teeter on the edge of nothing? We, who were turned away by both light and dark - never given a choice?"

Offline Tobbs

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Re: OOC: Skyrim RP Rules, info, and discussion
« Reply #24 on: January 23, 2012, 01:25:58 AM »
NO DUH! :P
The game hasn't even started.....Posting anytime means once the game gets going.
x|

Keep calm and move along.