Elder Scrolls: The Beasts (interest/sign-up thread)

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SamtheDeathclaw

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[HEADING=2]Elder Scrolls: The Beasts[/HEADING]


A call has gone out for adventurers, hunters, killers. A powerful wizard has created a new race of beasts- werewolves, some name them. They are no such thing. But they are very dangerous, unlike anything Tamriel has ever seen before. Bestial, vaguely bear-like in shape with stunted, vestigal wings and murderous red eyes. The Empire has put out a call for anyone to hunt down these beasts, promising vast riches and a single boon from the Empress for any who manage to stop the menace.

A warrior of some renown is putting together a party to take up this quest. Said warrior, a redguard name Szo, put out the call for adventurers in the Imperial City some weeks ago, and selected some applicants to go with him. You are one of those selected, one who applied and impressed Szo with your skills and ability. Whatever your reasons for going, you have only an hour or less left before your party rides out to meet destiny. And some monsters. Same thing, really, in Tamriel.


Hello and welcome to Elder Scrolls: The Beasts, an Elder Scrolls-based rp. The game takes place in 3E 172, during the golden years of Empress Katariah, widow of Mad Pelagius. The world is in what would be a golden age, with all provinces having bowed to the Empire, and a perfectly sane and competent ruler on the throne, except for the Beasts this wizard has created.
So that's your goal: find the wizard, stick pointy things in his chest until he dies, and hope that makes the monsters go away. Along the way, well. You will decide what happens along the way. Don't trust a teammate? Have a duel! Want to investigate that spooky ruin? Grab your pals and check it out. It's up to you, honest. The world-devouring monstrosities can wait.
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Standard rules apply: Don't mary sue, don't godmod, and treat your fellow roleplayers with respect, even if you don't agree with them. (And if you have a problem with something I'm doing or a call I made, please talk to me about it. I'm perfectly willing to adjust things based on player feedback, so talk to me instead of just quitting or grinning and bearing it.)
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We're using Morrowind's skillset, with Climbing added, if anyone wants to use it, bringing the total up to 28. You can pick 3 major skills and 5 minor skills to use. (While I love playing Skyrim, its skill system is a mess to try and rp with. So pick these, just to make my life easier.) If you want, you can sacrifice two minor skills to make one of your three major skills up to master. (One master skill, two major, three minor.) This is up to you.
You're going to be fairly high level, with equipment and skills to match. Think 25-30 range, with your major skills being expert level and your minor being adept.
Use your own discretion when it comes to equipment, but most anything is fair game, and won't come into play too much. We'll be using skills alone to determine hits and such, instead of skills and equipment.
ROLLS. Anything powerful will be fought with dice rolls. 1d20 vs. a number a choose for each beastie. You get below this number, you lose one hp. Above, you hit. At this number, nothing happens- either you dodge its attack, or block, or it does, or you parry or.. Whatever. It's up to you how anything happens, the numbers just decide WHAT happens.) This will only really be used for boss fights, or groups of Beasts. A high-to-mid-level character can easily slaughter basically anything else, so there's not a lot of use to making you roll constantly.
It's assumed that you know all spells in a school up to your level in that school. (i.e., a master-level destructionist will know every destruction spell. An adept in illusion will know up to the adept level spells. (From Courage up to Rally, in Skyrim terms.)
We'll be using Morrowind spells, including Levitation, Jump, Slowfall, all of those. Mark/Recall, as well. A full list can be found at http://uesp.net/wiki/Morrowind:Spells at the top of the page.
This one is trick from a game point of view. I haven't yet decided the exact way it will work, and suggestions are welcome. The way I have it down right now is: you roll a d20 and compare it to a base for your skill level in Sneak: above 1 for master is a success, above 3 for a major skill, 5 for a minor skill, 15 for someone completely untrained in sneak.
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And without further ado.
Name: You know what goes here. I hope.
Age:
Gender: Male/Female
Race: Feel free to choose any race, as long as it works lore-wise, and bio-wise. (So, dragons: extinct. Kothringi: any still alive left on a ship to the west. And preferably, go with something we know enough about you can play.)
Appearance: Give us a good mental image of your character. Height? Build? Are they STUNNINGLY GORGEOUS or are they HIDEOUS MONSTROSITIES? Pictures are welcome, just not by themselves.
Personality (OPTIONAL): What's your character like? Do note, you're expected to follow this if you chose to fill it in. Some people find it helps with the character creation process, while others hate it with a passion. It's entirely up to you if you fill it out or not.
Major Skills: (if you chose to take the master skill, please note which skill is Master-level. Obviously.)
Minor Skills:
Equipment:
Bio: The big one. Be as detailed as possible. Not novel-esque detailed, but the more you give us, the better.

Name: Szo Redcloak
Age: 46
Gender: Male
Race: Redguard
Appearance: Szo stands at 5'9", with a very muscular build. His head is completely smooth, with a single large scar running from just above his right eyebrow to the middle of his scalp. His dark brown eyes belay a deep intelligence and a distrustful nature, along with his perpetual frown below.
Personality: Szo is ultimately distrustful. There are only two kinds of adventurers, he's fond of saying: the paranoid and the buried. He likes to draw steel first, ask questions some unspecified point far in the future. Despite his deep mistrust of anyone and everyone, he is not a bad person. He protects the weak, and strikes out at evil when he's able. He is occasionally charming, and knows how to convince people to go with him on his insane quests.
Major Skills: Long Blade, Heavy Armor, Block.
Minor Skills: Spear, Athletics, Restoration, Speechcraft, Armorer.
Equipment: His armor is simple steel plate, painted a deep blue with his house crest worked in silver in the center. He wears a red cloak in addition to this, which hangs down to his mid-calf. He carries a steel tower shield, a silver spear, enchanted to repel undead when he speaks a particular word, and a Nordic broadsword, fire enchanted.
Bio: Szo was born to boring farmer parents. His childhood was an endless haze of chores and work. He hated it a great deal. His grandfather had been an adventurer, but had retired to run a farm. They kept his armor and weapons hung up on the walls in the study: an iron chest plate, greaves and pauldrons, a steel longsword and an iron spear. He stole all of this and took his pair of boots, and left. He fought his way across Hammerfell's great Alik'r desert, fighting bandits and monsters. He then headed into High Rock, and became a sellsword there for a decade, making a name for himself among noble circles as someone who could get the job done with a minimum of questions. However, one job went wrong, and a particular lord took issue. Szo fled to Cyrodiil, to the Imperial City. There, he took his new name, and began using his family crest, having used his personal one for years. He reinvented himself, basically, as an adventurer, not some common sellsword. He delved deep into old dungeons and returned with fantastic treasures.
After another decade of this, he made quite a name for himself as an adventurer, and eventually began to form his own parties to travel with. He hunted liches, powerful necromances, Daedra worshippers, anything that someone would pay to have killed.
And now, the greatest challenge yet, and the greatest prize. He headed to the Imperial city immediately, and started recruiting for a party to kill the sorceress and her Beasts.
There's not a specific start date yet, but probably no sooner than next weekend and almost definitely no later than June 10th.
 

SamtheDeathclaw

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Aug 8, 2009
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Accepted characters:
SPARTANXIII said:
I think you'll know who's coming!

Name: Belkin Steel-Hearth

Age: 23

Gender: Male

Race: Half Imperial, Half Nord

Appearance: Roughly 5'9", a thin build with muscles that show a great deal of training. Shaggy Brown hair along with Blue eyes.

Personality: Mostly happy-go-lucky in life and a little immature sometimes, isn't really one to talk to people but once conversation starts he warms up to them quickly, knows the difference between what's good and what's bad, and usually takes the side of good, isn't really the first one to draw his blade but will gladly do so when it gets to it, really gets stuck into texts regarding Smithing and doesn't like being disturbed when studying them.

Major Skills: Armorer (Master), Heavy Armor, Long Blade

Minor Skills: Block, Marksman, Short Blade

Equipment: Wears custom made Dwarven Armor with his family's symbol on the breastplate. He also uses a custom crafted Dwarven Shield and Sword, the sword sharpened to the point that it can swing to a pinpoint area. Also on him are some customised smithing tools that have been tempered to not break easily.

Bio: (Anyone who's played a Skyrim RP before with me should know this, but for those who haven't)

Belkin Steel-Hearth was born to a known caste of Warrior-Smiths, regarded for their mastery of forging as well as their finding of lost smithing arts through their adventuring. Their family is well regarded in terms of smithing; Orc techniques, Nord techniques, Redguard, Imperial. By the time a child of the family turns 18 they're already a skilled armorer and smith by their own right, with all their skills already taught and needing to be learnt stored in a field guide known as "The Steel-Hearth Compendium".

As for Belkin himself, not much is needed to be said. He's already skilled enough to craft Glass and Ebony armors, and would have already started on Daedric armor...if daedric hearts weren't so hard to come by! As such, he has been spending his time learning little tricks towards smithing while also doing a bit of mercenary work, mainly involving the culling of Bandits. While in the Imperial City to shop for some more metals that he could craft into armor to sell, he heard the call regarding the mysterious beasts. He quickly decided to try out on the quest, impressing Szo with his skill with a blade and his crafting of one as well.

Ruedyn said:
Name: Gaius Faust

Age: 50

Gender: Male

Race: Imperial
Appearance: A tall, scholarly looking man, Gaius stands at 6'1, with a pale complexion. He walks with the air of an aristocrat, and though his grey eyes usually seem blank, they mask a certain ruthless madness. His age and stressfuly lifestyle have increased the rate in which his hair grayed, making his neat hair pure silver. He keeps a trimmed beard, pointed at the end of his goatee.
His clothing is usually a black robe, hung loosely over his Shrouded Armor, Cyrodiil edition. He keeps his belt on the outside, however, where his plain dagger hangs loosely. He is always seen wearing his control amulet.

Major Skills: Conjuration (Master), Repair

Minor Skills: Stealth, Blades

Equipment: An amulet that allows control over Dwemer creations, and a shortsword, of ordinary make that is enchanted to do lightning damage. He also carries a few repair hammers, for his dwemer robots.
His main robot is a Dwemer Spider, but he also has a shpere as an assisstant, and a Centurion as his heaviest weapon. Perhaps the Centurion makes him a poor assassin. Perhaps it makes him the best.

Bio: Gaius was born in Imperial city, a Warrior smith, a caste he never truly belonged. Sure, he was good with his hammer, and could do maintenance rather well. Yet he utterly failed on the first part of the title. His combat training never took off, he was weaker than most and preferred the humble dagger to most anything else. So he made daggers for himself. Several iron daggers. Perhaps too many.

And so Gaius trained with smithing, and got his ass kicked around a lot. This changed when one day he just... snapped. He snuck into his fathers room when he was asleep. And he slit his throat open. His mother never even knew it was him, as the following night he murdered her as well.

These murders attracted a certain faction to him. The Dark Brotherhood found him, living in a house no one knew was empty, and recruited him. They found he was sneaky, but had a strange aptitude for magic. And so he trained with them. He was not a very good destruction mage, and restoration was of no use to one with his lifestyle.

One day, he was given an assignment most thought would be easy. Go along with an excavation crew, and make sure none came back. He stuck with this crew, under the guise of a curious noble, and set off traps where he found them. He had most of them killed, but their escort was a very wily man. He had managed to take Gaius and 2 others to the very end, where they found an amulet. Gaius put it on, and found the automotons bent to his will.

That trip ended with a very bloody Centurion.

And so Gaius found a new gimmick for his assassinations. He would simply make his new machines do it. This led to a very successful career for him, as he used his machines to butcher his contracts. Quite easy, he sees looking back on those days. Now, he is old. Though he has heard a redguard wishes to use his abilities. Something about monsters, or something else crazy. He'd do it, money was good afterall.
IFS said:
Name: Jo'iit

Age: Mid twenties (assuming Alfiq live the same length of time as other khajiit)

Gender: Female

Race: Alfiq Khajiit

Appearance: Looks for the most part like an ordinary housecat with light brown fur. Her small size makes it difficult to carry much, and she doesn't tend to wear anything in the way of clothing.

Personality: Jo is curious and playful by default, and is always looking for something new to learn. She can be quite mischievous if she feels like it but makes friends easily and tends to be fairly loyal to them. She is naturally talented at stealth given her small size and tends to get into all sorts of places as a result, although her skill at magic means that she can and will be shockingly direct and forceful if she feels like it.

Major Skills: Destruction (master), Alteration, Conjuration

Minor Skills: Mysticism, Illusion, Sneak

Equipment: Not much, she tends to rely on summons to carry what she finds, and has a harness of sorts to help her carry scrolls, coins and potions though she only wears it when traveling alone. She often hides it outside of a settlement before entering to make her seem more like what people tend to assume she is, an ordinary housecat.

Bio: Jo'iit (or Jo as most people call her) hails from Elsweyr, she started learning magic at a young age and found that she excelled at it. Given that her size made most other skills outside her reach she devoted large amounts of time to the study and practice of magic. She soon found that she particularly enjoyed destruction and conjuration magic, although she learned a fair amount of alteration and illusion magic for practical purposes. Eventually she had learned all her instructors in Elsweyr had to teach and decided to set out travelling north. Most outside of Elsweyr had never even heard of the Alfiq, never-mind seen one, which made it a difficult journey. Still she persevered and traveled far learning what scraps of knowledge she could as she did.

When word reached her of the call for adventurers, via the gossip of some kind townsfolk who gave what they thought a passing stray a bowl of milk, she jumped at the opportunity (after finishing the milk of course). Applying was difficult, though Szo was impressed by her powerful magics and accepted her into the group. Part of her reason for joining the venture was not just to bring down a great evil, but to continue to explore the land, and to learn what magic she could after all clearly this wizard held some powerful secrets.

I was always sad I didn't get to do much with this character, happy I can give it another go.
GreysonRoss said:
Name: Carmen Ymir

Age: 24

Gender: Female

Race: Nord

Appearance:

-For a warrior she's a stunning and head-turning young woman. She stands at 5'9" and weighs 125, without Armor. As you can see, she has nice bright blue eyes and beautiful blue war paint under her eyes. She has nice, long dark ash-amber hair and nice, smooth mocha skin.

Personality: Carmen is a strong and swift warrior, whom was recently trained in the arts of fighting and magic using four years ago. Due to her slight lack of warrior knowledge, she is constantly reading books and referencing books she has read, like "Dragons' health is 4 times a normal human's." This also makes her very intellectual in other things, like food, fighting, spells, and clothing. She's also very nice and brave; she's always there for close people, and even strangers when they need it.

Major Skills: Archery (Master Skill), Short Blade and Alchemy.

Minor Skills: Block, Restoration, and Athletics.

Equipment: Scaled Bracers (Gauntlets), Steel Cuffed Boots (Boots), Leather-Hide Armor (Armor, with her special Symbol on the Left Shoulder), Ebony Bow, Ebony Arrows, Nord Hero Sword, Twin Enchanted Gold Ruby Rings of Minor Archery, and an Ebony Shield.

Bio: Carmen Ymir is the daughter of an Archery-Combat Master and Trainer. You'd think she'd know everything about fighting, with her being a Master's daughter in all, but no, her mother and father spoiled her. Her mother, being Natasha Ymir, was a Potion Maker and Gem seller, and she always let Carmen make potions with her. Carmen is now able to make every potion in the book, allowing her to survive longer. With that, she has been able to use healing potions on herself, potions of pain on her enemies, and durability potions to withstand anything.

Also, her father's brother, her uncle, is a Grand Librarian, keeper of all books in Falkreath. Due to that, she has always been around books and knowledge, allowing her to learn more about combat and other assortments of skills.

When Carmen became 20 years old, her father began to train her more in the Arts of Combat and Archery, causing her vast knowledge of combat grow to this day. She is now awaiting a partner or more to journey with, which is why she answered Szo's call for help.
deathbydeath said:
Name: Kushan gro-Morgol
Age: Late twenties, early thirties. I dunno.
Gender: A Manly Man
Race: Orsimer
Appearance: He's about as close to STUNNINGLY GORGEOUS as an Orc can get, meaning you won't want to gouge out your eyes as soon as you meet him. He measures between 5'7" and 5'10" depending on his posture and mood at the time. His skin is a dark shade of green, think cedar leaves, and his regularly ebony hair is mostly shaved, with the exception of his mohawk hair comprised of dreadlocks. Lastly, he wears a line of crimson war paint from in front of his ear canal to his cheekbone, and from there to his chin.
Personality: Bold, brash, and badass. He has a certain amount of racial pride and superiority complex, but it is relatively minor and really only come up in phrases like "If only you were an Orc." His methods of problem solving are direct, and when anything unpleasantly personal is directed at him, he tends to take his shirt off and make his thoughts violently known. There's a womanizing streak in him, and this usually manifests itself through dominance and impressing.
Major Skills: Unarmed (Master), Unarmored, Athletics
Minor Skills: I don't fucking know. Block, Acrobatics, and Sneak? (stemming mostly from his efficient movement and expert physique)
Equipment: Not much. He doesn't carry armor or weapons, but he does lug around a few classic adventuring staples: a knife, razor, whetstone, firestarter, raincoat, a matchbox-sized container of spices, and a length of rope. Some spiked jewelry as well, like bracelets and arm-bands.
Bio: He was born in the Orc tribe of Morgol, located around the borders of Skyrim, Morrowind, and Cyrodiil. He grew up boisterous and competitive, and tended to deprive himself of "combat crutches" used by others, like weapons and armor. Sometimes, this made his victories even more victorious, while other times it gave underhanded opponents an advantage. Either way, Kushan stuck with it and adopted an unarmed style that focused on things like getting up close and lethal bear hugs. As he grew in age and maturity, he kept the imposing attitude and unorthodox fighting while simply making them better as opposed to adopting a new persona. He became one of the lead hunters and warriors for Morgol and refused to be instructed in other disciplines any more than was necessary. However, his days at Morgol were ended suddenly when he tried to elope with the chief's fourth and favorite wife, Greshna, whom he was rather sweet on as a child (the chief himself beat Kushan in a duel for cheiftan with the help of underhanded advantage-taking a few years earlier). The chief considered this stealing, breaking Orcish law, and hunted the pair down. He only managed to capture Greshna, but in pursuing the lovers ruined Kushan to the point of exile.

Since then, Kushan became a wandering traveler, simply not feeling quite right trying to settle down and live a stationary life. He has explored and battled and hunted, and he wants to do these things some more. When he heard stories of Szo's requests for help, he gladly signed up with the Redguard, although Kushan had to "convince" Szo to let him on by beating him in an arm-wrestling contest and getting rid of a drunk man continually harassing Szo.
Josh12345 said:
Posting character sheet here:
Name: Teldryn Lassniss
Age: 46
Gender: Male/Female
Race: Dunmer (Altmer grandfather though)

Appearance: Tall by Dunmer standards with the iconic ugly altmer nose, golden eyes, grey skin and brownish black hair tied back into a knot.
Personality: He thinks of himself as a master tactician. To a certain extent he would be, however his poor judgement tends to have his plans blow up in his face. He has a smug sense of superiority to anyone that isn't elven, but aside from that he's tolerable, you won't invite him out for drinks but you probably won't want to jab forks in his eyes either.

Major Skills: Archery, Light Armour, Destruction
Minor Skills: One Handed, Speech, Pickpocket, Restoration, Sneak
Equipment: An elven bow his family have had for a few generations. Traditionally handed down to the first born, but his sister didn't want it :/
A sheath of arrows gathered together of various makes and conditions, and a glass sword.
He wears leather armour that he's dyed a dark crimson, and a fur overcoat in cold places. He also wears a nice iron ring that's been enchanted, He's not entirely sure what with, but his aim is better with it on somehow.

Bio: Born into a small merchant family in Mournhold, Teldryn didn't much mind his life. He had a skill in banking and he managed to always weasel out the best deal from his vendors. However, one bad decision after another by his father was making their business circle the drain, and the inheritor of the family (his sister) didn't seem to have any care for this. In an act of despairation his father rolled his mounting debt into one large loan from house Hlaalu and set off on a trade agreement to Tear. He didn't come back.
Unable to take the business lawfully, and not yet of age to properly be taken seriously by his debtors, their family defaulted on the loan payments and Teldryn was forced out of his home. Penniless, his sister wed into a wel off rival family and his mother was able to join her. Yet Teldryn wasn't about to be the thrall of another low house, so he set off on his own to Cyrodiil to strike out rich in Cheydinhal, smuggling their family bow out him him. On his way he met up with some mercenaries groups and was able to learn a few spells and his way around with a sword.

After arriving in Cheydinhal, he found a notice about hunting and work, and only needing one of those words, he set off. That's where he is now, hoping to find this 'Szo'.
 

SPARTANXIII

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Nov 24, 2009
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I think you'll know who's coming!

Name: Belkin Steel-Hearth

Age: 23

Gender: Male

Race: Half Imperial, Half Nord

Appearance: Roughly 5'9", a thin build with muscles that show a great deal of training. Shaggy Brown hair along with Blue eyes.

Personality: Mostly happy-go-lucky in life and a little immature sometimes, isn't really one to talk to people but once conversation starts he warms up to them quickly, knows the difference between what's good and what's bad, and usually takes the side of good, isn't really the first one to draw his blade but will gladly do so when it gets to it, really gets stuck into texts regarding Smithing and doesn't like being disturbed when studying them.

Major Skills: Armorer (Master), Heavy Armor, Long Blade

Minor Skills: Block, Marksman, Short Blade

Equipment: Wears custom made Dwarven Armor with his family's symbol on the breastplate. He also uses a custom crafted Dwarven Shield and Sword, the sword sharpened to the point that it can swing to a pinpoint area. Also on him are some customised smithing tools that have been tempered to not break easily.

Bio: (Anyone who's played a Skyrim RP before with me should know this, but for those who haven't)

Belkin Steel-Hearth was born to a known caste of Warrior-Smiths, regarded for their mastery of forging as well as their finding of lost smithing arts through their adventuring. Their family is well regarded in terms of smithing; Orc techniques, Nord techniques, Redguard, Imperial. By the time a child of the family turns 18 they're already a skilled armorer and smith by their own right, with all their skills already taught and needing to be learnt stored in a field guide known as "The Steel-Hearth Compendium".

As for Belkin himself, not much is needed to be said. He's already skilled enough to craft Glass and Ebony armors, and would have already started on Daedric armor...if daedric hearts weren't so hard to come by! As such, he has been spending his time learning little tricks towards smithing while also doing a bit of mercenary work, mainly involving the culling of Bandits. While in the Imperial City to shop for some more metals that he could craft into armor to sell, he heard the call regarding the mysterious beasts. He quickly decided to try out on the quest, impressing Szo with his skill with a blade and his crafting of one as well.
 

Ruedyn

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Jun 29, 2011
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SPARTANXIII said:
You don't mind if I do something with the Warrior Smiths, right?

Name: Gaius Faust

Age: 50

Gender: Male

Race: Imperial
Appearance: A tall, scholarly looking man, Gaius stands at 6'1, with a pale complexion. He walks with the air of an aristocrat, and though his grey eyes usually seem blank, they mask a certain ruthless madness. His age and stressfuly lifestyle have increased the rate in which his hair grayed, making his neat hair pure silver. He keeps a trimmed beard, pointed at the end of his goatee.
His clothing is usually a black robe, hung loosely over his Shrouded Armor, Cyrodiil edition. He keeps his belt on the outside, however, where his plain dagger hangs loosely. He is always seen wearing his control amulet.

Major Skills: Conjuration (Master), Repair

Minor Skills: Stealth, Blades

Equipment: An amulet that allows control over Dwemer creations, and a shortsword, of ordinary make that is enchanted to do lightning damage. He also carries a few repair hammers, for his dwemer robots.
His main robot is a Dwemer Spider, but he also has a shpere as an assisstant, and a Centurion as his heaviest weapon. Perhaps the Centurion makes him a poor assassin. Perhaps it makes him the best.

Bio: Gaius was born in Imperial city, a Warrior smith, a caste he never truly belonged. Sure, he was good with his hammer, and could do maintenance rather well. Yet he utterly failed on the first part of the title. His combat training never took off, he was weaker than most and preferred the humble dagger to most anything else. So he made daggers for himself. Several iron daggers. Perhaps too many.

And so Gaius trained with smithing, and got his ass kicked around a lot. This changed when one day he just... snapped. He snuck into his fathers room when he was asleep. And he slit his throat open. His mother never even knew it was him, as the following night he murdered her as well.

These murders attracted a certain faction to him. The Dark Brotherhood found him, living in a house no one knew was empty, and recruited him. They found he was sneaky, but had a strange aptitude for magic. And so he trained with them. He was not a very good destruction mage, and restoration was of no use to one with his lifestyle.

One day, he was given an assignment most thought would be easy. Go along with an excavation crew, and make sure none came back. He stuck with this crew, under the guise of a curious noble, and set off traps where he found them. He had most of them killed, but their escort was a very wily man. He had managed to take Gaius and 2 others to the very end, where they found an amulet. Gaius put it on, and found the automotons bent to his will.

That trip ended with a very bloody Centurion.

And so Gaius found a new gimmick for his assassinations. He would simply make his new machines do it. This led to a very successful career for him, as he used his machines to butcher his contracts. Quite easy, he sees looking back on those days. Now, he is old. Though he has heard a redguard wishes to use his abilities. Something about monsters, or something else crazy. He'd do it, money was good afterall.
 

IFS

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Mar 5, 2012
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Name: Jo'iit

Age: Mid twenties (assuming Alfiq live the same length of time as other khajiit)

Gender: Female

Race: Alfiq Khajiit

Appearance: Looks for the most part like an ordinary housecat with light brown fur. Her small size makes it difficult to carry much, and she doesn't tend to wear anything in the way of clothing.

Personality: Jo is curious and playful by default, and is always looking for something new to learn. She can be quite mischievous if she feels like it but makes friends easily and tends to be fairly loyal to them. She is naturally talented at stealth given her small size and tends to get into all sorts of places as a result, although her skill at magic means that she can and will be shockingly direct and forceful if she feels like it.

Major Skills: Destruction (master), Alteration, Conjuration

Minor Skills: Mysticism, Illusion, Sneak

Equipment: Not much, she tends to rely on summons to carry what she finds, and has a harness of sorts to help her carry scrolls, coins and potions though she only wears it when traveling alone. She often hides it outside of a settlement before entering to make her seem more like what people tend to assume she is, an ordinary housecat.

Bio: Jo'iit (or Jo as most people call her) hails from Elsweyr, she started learning magic at a young age and found that she excelled at it. Given that her size made most other skills outside her reach she devoted large amounts of time to the study and practice of magic. She soon found that she particularly enjoyed destruction and conjuration magic, although she learned a fair amount of alteration and illusion magic for practical purposes. Eventually she had learned all her instructors in Elsweyr had to teach and decided to set out travelling north. Most outside of Elsweyr had never even heard of the Alfiq, never-mind seen one, which made it a difficult journey. Still she persevered and traveled far learning what scraps of knowledge she could as she did.

When word reached her of the call for adventurers, via the gossip of some kind townsfolk who gave what they thought a passing stray a bowl of milk, she jumped at the opportunity (after finishing the milk of course). Applying was difficult, though Szo was impressed by her powerful magics and accepted her into the group. Part of her reason for joining the venture was not just to bring down a great evil, but to continue to explore the land, and to learn what magic she could after all clearly this wizard held some powerful secrets.

I was always sad I didn't get to do much with this character, happy I can give it another go.
 

deathbydeath

New member
Jun 28, 2010
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I'm not sure whether to try and re-establish Umbra in this context, or do something else (or not at all). I like Umbra and I think he's the least shit character I've written/had been accepted. However, I can't copy-paste him here as most of his life is reliant on events between Oblivion and Skyrim, and upon more inspection I'll probably have to do more editing. However, I'm going to semi-leave civilization this Sunday, with my potential internet access and writing time hamstrung. I could probably pull off being in an RP, but I'd be one of the less sporadic posters.

I dunno why I'm even posting this. Have fun, and I might put a sheet up.
 

SamtheDeathclaw

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deathbydeath said:
I dunno why I'm even posting this. Have fun, and I might put a sheet up.
If you can't do it now, but would like to, we could let you join at a later date. It wouldn't be much trouble to work in, really, and I have no real intentions of ever closing this thing completely.
 

GreysonRoss

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May 30, 2013
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Name: Carmen Ymir

Age: 24

Gender: Female

Race: Nord

Appearance:

-For a warrior she's a stunning and head-turning young woman. She stands at 5'9" and weighs 125, without Armor. As you can see, she has nice bright blue eyes and beautiful blue war paint under her eyes. She has nice, long dark ash-amber hair and nice, smooth mocha skin.

Personality: Carmen is a strong and swift warrior, whom was recently trained in the arts of fighting and magic using four years ago. Due to her slight lack of warrior knowledge, she is constantly reading books and referencing books she has read, like "Dragons' health is 4 times a normal human's." This also makes her very intellectual in other things, like food, fighting, spells, and clothing. She's also very nice and brave; she's always there for close people, and even strangers when they need it.

Major Skills: Archery (Master Skill), Short Blade and Alchemy.

Minor Skills: Block, Restoration, and Athletics.

Equipment: Scaled Bracers (Gauntlets), Steel Cuffed Boots (Boots), Leather-Hide Armor (Armor, with her special Symbol on the Left Shoulder), Ebony Bow, Ebony Arrows, Nord Hero Sword, Twin Enchanted Gold Ruby Rings of Minor Archery, and an Ebony Shield.

Bio: Carmen Ymir is the daughter of an Archery-Combat Master and Trainer. You'd think she'd know everything about fighting, with her being a Master's daughter in all, but no, her mother and father spoiled her. Her mother, being Natasha Ymir, was a Potion Maker and Gem seller, and she always let Carmen make potions with her. Carmen is now able to make every potion in the book, allowing her to survive longer. With that, she has been able to use healing potions on herself, potions of pain on her enemies, and durability potions to withstand anything.

Also, her father's brother, her uncle, is a Grand Librarian, keeper of all books in Falkreath. Due to that, she has always been around books and knowledge, allowing her to learn more about combat and other assortments of skills.

When Carmen became 20 years old, her father began to train her more in the Arts of Combat and Archery, causing her vast knowledge of combat grow to this day. She is now awaiting a partner or more to journey with, which is why she answered Szo's call for help.
 

SamtheDeathclaw

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GreysonRoss said:
You've got a couple problems, not to be mean or anything.
OP said:
We're using Morrowind's skillset, with Climbing added, if anyone wants to use it, bringing the total up to 28. You can pick 3 major skills and 5 minor skills to use. (While I love playing Skyrim, its skill system is a mess to try and rp with. So pick these, just to make my life easier.) If you want, you can sacrifice two minor skills to make one of your three major skills up to master. (One master skill, two major, three minor.)
You have one master, five major, and five minor.
So you need to remove three major skills, and two minor skills if you want to keep archery as a master skill.

One handed, two handed, and pickpocket are a part of other skills. See here for a list of the skills we're using.

Jarl Dengeir of Stuhn won't be born for another four hundred years, give or take.
OP said:
The game takes place in 3E 172...
And the third era ends in 3e 433, and then the event of Skyrim happen in 4E201, right around four hundred years after the events of this rp. So while Dengeir is old, I do not think he is that old.

How did she get her equipment? Falkreath is one of the poorest Holds. Even putting aside her father not having been born yet, no Jarl except probably Whiterun, Solitude and Winterhold could possibly afford ebony weapons. So maybe downgrade it, or add how she got them through adventuring/robbing/whatever.

You've kind of got a conflict in your intentions here. She has a "slight lack of warrior knowledge", yet she's (as you have her written right now) expert-level or better in four fighting skills. That does not quite work. A novice who doesn't know anything is not going to be expert in anything, and someone who's expert in something is going to have had plenty of practical experience, not needing to study books to know anything.

That's all that's definitely wrong, but a couple of things caught my attention, but mostly just expand on the bio. Where did she receive this warrior training she got four years ago? Where does she get these books? That sort of thing. You have her childhood covered, -ish, but her actual life is still a big blank. So fill that in somewhat more, if you would.

So after going over the sheet a couple more times, I decided I probably need to spell this out as clearly as I can: This game has nothing to do with Elder Scrolls V: Skyrim. If anything, it's closer in style to the third game of the series, Morrowind, whose skills we're using.
(And I realize this is just a repost of a sheet from another rp, but if you're going to apply here as well, you might ought to read the op somewhat.)

UPDATE FOR THE REST OF YOU:
We're going to start sometime Sunday, but it won't be closed to new submissions just yet. I'll make the group and whatnot Friday/Saturday and then we'll start Sunday, probably. Hopefully.
 

deathbydeath

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Holy poop, I have an idea for a character. Tell me Sam, if our character was based around grappling/wrestling, would that fall under 'unarmed', or some amalgamation of unarmed, athletics, or possibly armor?
 

SamtheDeathclaw

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deathbydeath said:
Holy poop, I have an idea for a character. Tell me Sam, if our character was based around grappling/wrestling, would that fall under 'unarmed', or some amalgamation of unarmed, athletics, or possibly armor?
I would say unarmed mainly, but atletics would definitely be a pretty good skill to have for throwing people around. Unarmored would be the defensive side, assuming s/he does it without armor. ... If that's what you meant by "armor" I guess.

GreysonRoss said:
All edited, your Highness... :3
Looks better. Good enough, thank you.
 

SamtheDeathclaw

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SPARTANXIII said:
Ruedyn said:
IFS said:
GreysonRoss said:
ALRIGHT YOU LOT:
Go here and join. We'll probably still start Sunday, I'm just getting everything set up.

As for any others considering applying, just pm me your sheet whenever you finish it, and we'll work out how you'll join (if you finish it after we start/Sunday.)

Edit: Wow I am an idiot. Link is fixed.
 

deathbydeath

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Oh shit, I need to get this done.

Name: Kushan gro-Morgol
Age: Late twenties, early thirties. I dunno.
Gender: A Manly Man
Race: Orsimer
Appearance: He's about as close to STUNNINGLY GORGEOUS as an Orc can get, meaning you won't want to gouge out your eyes as soon as you meet him. He measures between 5'7" and 5'10" depending on his posture and mood at the time. His skin is a dark shade of green, think cedar leaves, and his regularly ebony hair is mostly shaved, with the exception of his mohawk hair comprised of dreadlocks. Lastly, he wears a line of crimson war paint from in front of his ear canal to his cheekbone, and from there to his chin.
Personality: Bold, brash, and badass. He has a certain amount of racial pride and superiority complex, but it is relatively minor and really only come up in phrases like "If only you were an Orc." His methods of problem solving are direct, and when anything unpleasantly personal is directed at him, he tends to take his shirt off and make his thoughts violently known. There's a womanizing streak in him, and this usually manifests itself through dominance and impressing.
Major Skills: Unarmed (Master), Unarmored, Athletics
Minor Skills: I don't fucking know. Block, Acrobatics, and Sneak? (stemming mostly from his efficient movement and expert physique)
Equipment: Not much. He doesn't carry armor or weapons, but he does lug around a few classic adventuring staples: a knife, razor, whetstone, firestarter, raincoat, a matchbox-sized container of spices, and a length of rope. Some spiked jewelry as well, like bracelets and arm-bands.
Bio: He was born in the Orc tribe of Morgol, located around the borders of Skyrim, Morrowind, and Cyrodiil. He grew up boisterous and competitive, and tended to deprive himself of "combat crutches" used by others, like weapons and armor. Sometimes, this made his victories even more victorious, while other times it gave underhanded opponents an advantage. Either way, Kushan stuck with it and adopted an unarmed style that focused on things like getting up close and lethal bear hugs. As he grew in age and maturity, he kept the imposing attitude and unorthodox fighting while simply making them better as opposed to adopting a new persona. He became one of the lead hunters and warriors for Morgol and refused to be instructed in other disciplines any more than was necessary. However, his days at Morgol were ended suddenly when he tried to elope with the chief's fourth and favorite wife, Greshna, whom he was rather sweet on as a child (the chief himself beat Kushan in a duel for cheiftan with the help of underhanded advantage-taking a few years earlier). The chief considered this stealing, breaking Orcish law, and hunted the pair down. He only managed to capture Greshna, but in pursuing the lovers ruined Kushan to the point of exile.

Since then, Kushan became a wandering traveler, simply not feeling quite right trying to settle down and live a stationary life. He has explored and battled and hunted, and he wants to do these things some more. When he heard stories of Szo's requests for help, he gladly signed up with the Redguard, although Kushan had to "convince" Szo to let him on by beating him in an arm-wrestling contest and getting rid of a drunk man continually harassing Szo.

I'll PM it in a minute, in case you were wondering.
 

Josh123914

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Nov 17, 2009
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Posting character sheet here:
Name: Teldryn Lassniss
Age: 46
Gender: Male/Female
Race: Dunmer (Altmer grandfather though)

Appearance: Tall by Dunmer standards with the iconic ugly altmer nose, golden eyes, grey skin and brownish black hair tied back into a knot.
Personality: He thinks of himself as a master tactician. To a certain extent he would be, however his poor judgement tends to have his plans blow up in his face. He has a smug sense of superiority to anyone that isn't elven, but aside from that he's tolerable, you won't invite him out for drinks but you probably won't want to jab forks in his eyes either.

Major Skills: Archery, Light Armour, Destruction
Minor Skills: One Handed, Speech, Pickpocket, Restoration, Sneak
Equipment: An elven bow his family have had for a few generations. Traditionally handed down to the first born, but his sister didn't want it :/
A sheath of arrows gathered together of various makes and conditions, and a glass sword.
He wears leather armour that he's dyed a dark crimson, and a fur overcoat in cold places. He also wears a nice iron ring that's been enchanted, He's not entirely sure what with, but his aim is better with it on somehow.

Bio: Born into a small merchant family in Mournhold, Teldryn didn't much mind his life. He had a skill in banking and he managed to always weasel out the best deal from his vendors. However, one bad decision after another by his father was making their business circle the drain, and the inheritor of the family (his sister) didn't seem to have any care for this. In an act of despairation his father rolled his mounting debt into one large loan from house Hlaalu and set off on a trade agreement to Tear. He didn't come back.
Unable to take the business lawfully, and not yet of age to properly be taken seriously by his debtors, their family defaulted on the loan payments and Teldryn was forced out of his home. Penniless, his sister wed into a wel off rival family and his mother was able to join her. Yet Teldryn wasn't about to be the thrall of another low house, so he set off on his own to Cyrodiil to strike out rich in Cheydinhal, smuggling their family bow out him him. On his way he met up with some mercenaries groups and was able to learn a few spells and his way around with a sword.

After arriving in Cheydinhal, he found a notice about hunting and work, and only needing one of those words, he set off. That's where he is now, hoping to find this 'Szo'.