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.
SkillsYou 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 SheetBirthsigns 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.
Armor and Weapon MaterialsThese 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 diseasesLycanthropy- 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)