[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.
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.
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.
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.
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.