Well here it is the rebirth of my greatest achievement in my RTD creation history, this does not mean any of my games it dies it simply means that this game that has been on hiatus for so long is now back. It will be subject to rule changes as we go, but the same system from the previous game shall be used, and all players from the original game will get their spots first. Sign-up will not be first come, and first served (For those of you who have the patience to dig through the wall of text below), I will take the applications of whoever I like best if all of the original players do not wish to take their spots.
This country is in ruins as a civil war rips it apart slowly, but surely killing many people for a struggle over power that shouldn't have happened. This war was caused by the fall of the Imperial City, and the Imperials themselves for a band of Orcs thought it time to destroy them little did they know the chaos that they would cause themselves, and every race that calls this place home. They call themselves the Orcs of the Isles, and they have returned fifty years after destroying the Imperial City, and all people within to take back the city they believe to rightfully be theirs. They have declared another war on the residents of the Imperial City, a faction known as 'The Shield of the People', they have come to take the city by force from this group, and that is where you six come in.
The Imperial City has fallen, the Aegis has been broken, and you six and a spare few survivors have been driven down into the Catacombs below. Now you must find your way out, and hope that maybe one day you'll be able to take revenge on the Coalition, but first you must deal with the horrors that lurk within these Catacombs. Countless skeletal remains litter this place, and many bear the mark of 'The Shield'.
Name:
Gender:
Age:
Description:
Bio:
Status:
Health - 10/10 + any others attained through attributes, traits, or birthsigns
Magika - 100/100 + any others attained through attributes, traits, or birthsigns
Fatigue - 50/50 + any others attained through attributes, traits, or birthsigns
Inventory Slots - 0/10 + any others attained through attributes, traits, or birthsigns
Speed - ? Varies depending on race, and any obtained through traits, attributes, or birthsigns.
Race: See Spoiler 1
Birthsign: See Spoiler 2
Attributes: See Spoiler 3
Agility -
Endurance -
Intelligence -
Personality -
Speed -
Strength -
Willpower -
Class: See Spoiler 4
Faction: None
Equipment: See Spoiler 5
High Elves -In the Imperial tongue, the haughty, tall, golden-skinned peoples of Summerset Isle are called High Elves. The Ayleid referred to them as Salache, but they call themselves Altmer, or the "Cultured People". In the Empire, "High" is often understood to mean "proud" or "snobbish", and as the Altmer generally personify these characteristics, the "lesser races" harbor little warmth for them. Altmer confidently consider themselves, with some justice, as the most civilized culture of Tamriel; the common tongue of the Empire, Tamrielic, is based on Altmer speech and writing, and most of the Empire's arts, crafts, and sciences are derived from Altmer traditions. However, the Altmer's smug self-assurance of superiority can be hard to bear. Deft, intelligent, and strong-willed, Altmer are the most strongly gifted in the arcane arts of all the races, and Altmer boast that their sublime physical natures make them far more resistant to disease than the "lesser races". However, they are also somewhat vulnerable to fire, frost, and shock. Bonuses= +100 Magika, +2 to resist poison rolls, and +2 to damage taken from Fire, Frost, and Shock
Speed-3
Argonian -Argonians are the reptilian denizens of Black Marsh. Little is known and less is understood about them. Years of defending their borders have made the Argonians experts in guerrilla warfare, and their natural abilities make them equally at home in water and on land. They are well-suited for the treacherous swamps of their homeland, and have developed natural immunities to the diseases and poisons that have doomed many would-be explorers into the region. Their seemingly expressionless faces belie a calm intelligence, and many Argonians are well-versed in the magical arts. Others rely on stealth or steel to survive, and their natural agility makes them adept at either. They are, in general, a reserved people, slow to trust and hard to know. Yet they are fiercely loyal, and will fight to the death for those they have named as friends.
While Argonians appear reptilian in nature at first glance, they also exhibit fish- and amphibian-like qualities, such as being able to breathe underwater, having small gills behind their ears, and swim using the same body mechanism as that of a tadpole or eel, waving its tail side-to-side to propel itself through the water. Unfortunately for the Argonians, the very traits that enabled them to survive so well in the swamps of their homelands also made them ideal slaves for hard labour in regions of Morrowind that would prove uninhabitable to the other races. They are commonly enslaved along with the Khajiit in Morrowind. Though slavery is illegal in the rest of the Empire, the Dunmer of Morrowind were allowed to own slaves for quite some time. This was due to the conditions of the treaty under which Morrowind joined the Empire, which allowed the Dunmer to follow their ancient traditions concerning the ownership of slaves. King Helseth eventually abolished slavery from Morrowind due to political and moral reasons. Bonuses= Can Breathe Underwater, Immune to Poisons, +2 to resisting diseases
Speed - 5
Wood Elves -The Bosmer are the various barbarian Elven clan-folk of Valenwood, a forested province in southwestern Tamriel. In the Empire, they are often collectively referred to as Wood Elves, but "Bosmer", or "the Tree-Sap People", is what they call themselves. "Tree-Sap" suggests the wild vitality and youthful energy of Wood Elves, in contrast with their more dour cousins, the Altmer and Dunmer. Bosmer reject the stiff, formal traditions of Aldmeri high culture, preferring a romantic, simple existence in harmony with the land, its wild beauty and wild creatures. These country cousins of the High Elves and Dark Elves are nimble and quick in body and wit, and because of their curious natures and natural agility, Bosmer are especially suitable as scouts, and thieves. But most of all, the Bosmer are known for their skills with bows; there are no finer archers in all of Tamriel. Their ability to command simple-minded creatures is also well known. As part of their Green Pact, they are religiously carnivorous and cannibalistic, but do not destroy trees or plant life, though they are not averse to using wooden or plant-derived products created by others.
The elves of Valenwood have always been involved in political arguments between the other races of Tamriel, but have never waged war with other nations, only defended their lands countless times, from the Khajiits of Elsweyr and the High Elves of the Summerset Isle. One of these skirmishes with the Khajiits formed the basis of the book Mixed Unit Tactics.
They have never been truly allied with other nations. Mistrust has been engendered by the ritual cannibalism that they practice in accord with their Green Pact. The specifics of other Bosmeri beliefs and traditions makes them uncomfortable with the "dour" city life lived by other races. In addition, the many invasions of Valenwood have probably not helped, nor the depredations of the Camoran Usurper in the Colovian Highlands and other provinces. Bonuses= Beast Tongue - Allows you to befriend animals, and lets you start with a medium, or small animal companion, +2 to resisting Poisons,and Disease
Speed-5
Dark Elves -The Dunmer, also known as Dark Elves, or Moriche in the Ayleid Language, are the dark-skinned, red-eyed, Elven peoples of the Eastern Empire. "Dark" is commonly understood as meaning such characteristics as "dark-skinned", "gloomy", "ill-favored by fate" and so on. The Dunmer and their national identity, however, embrace these various connotations with enthusiasm. In the Empire, "Dark Elf" is the common usage, but in their homeland of Morrowind, and among their Aldmeri brethren, they are called "Dunmer". Their combination of powerful intellects with strong and agile physiques produce superior warriors and sorcerers. On the battlefield, Dunmer are noted for their skill with a balanced integration of the sword, the bow and destruction magic. In character, they are grim, aloof, and reserved, as well as distrusting and disdainful of other races.
Dunmer distrust and are treated distrustfully by other races. They are often proud, clannish, ruthless, and cruel. Young female Dark Elves are well known for their promiscuity. Despite their powerful skills and strengths, the Dunmer's vengeful nature, age-old conflicts, betrayals, and ill-reputation prevent them from gaining more influence. Those of them born outside of Morrowind or ones who grew up in the Imperial tradition are, however, usually much friendlier than their native-born counterparts. Bonuses= Ancestral Guardian - You can summon a ghost to be your ally, and guardian at the cost of 10 Magicka a turn, -2 to damage from fire
Speed-5
Breton -Bretons are the human descendants of the Aldmeri-Nedic Manmer of the Merethic Era and are now the inhabitants of the province of High Rock. They are united in culture and language even though they are divided politically, for High Rock is a factious region. Bretons make up the peasantry, soldiery, and magical elite of the feudal kingdoms that compete for power. Many are capable mages with innate resistance to magicka. They are known for a proficiency in abstract thinking and flamboyant customs. They are not the only ethnicity of High Rock; the Horse People of the Bjoulsae River and the Witchmen of the Reach could possibly be referred to as Bretons as well, though it would be a primarily geographic label.
The Bretons' origin can be traced to the First Era of Tamriel's history, when the Aldmer intermingled extensively with Nedic peoples. This occurred both through war and long periods of coexistence in a multiracial society. While the Aldmer maintained control of Tamriel, the Manmer lived as lower-class citizens, supporting their meric brethren. After the Aldmer lost their foothold, the remaining Manmer interbred with the controlling human races. The Bretons of modern-day Tamriel have a much-diluted meric ancestry, seen in their higher magical affinity.
Breton culture operates under the Feudal System, and their society is agrarian and hierarchical. Monarchs rule over castles and villages of half-timber houses. The cities are sprawling trade hubs. Bonuses= +50to Magicka, Takes half Magical damage, and Stone Skin - Allows you to take half Physical Damage for eight turns with a sixteen turn cooldown.
Speed-4
Khajiit -The Khajiit are a race of feline humanoids hailing from the province of Elsweyr, well-known for their keen Intelligence and Agility. While these traits make them superb thieves, Khajiit are also fearsome warriors, although seldom gifted with the skill to harness magical forces. This is not to say that Khajiit do not possess the ability, merely that strenuous training must be undertaken to make wielding magic a serious option, either in passive or aggressive actions.
Physiologically, Khajiit differ greatly from both the varied races of man and mer, not only in their skeletal structure (possessing a tail and digitigrade -toe walking- stance) and dermal makeup (the "fur" that covers their bodies) but in their digestion and metabolism as well. The Khajiit, along with the Argonians, make up the so called 'beast races' of the Empire, due to their therianthropic qualities.
It is currently unclear whether a successful union between Khajiit and other races may occur, for, while reports of children born of such unions have been noted in the past, no well-documented cases exist. Bonuses= Can see in the dark, +1 to thief action rolls, and Eye of Fear Greater Power (Demoralize an Enemy for 6 turns, 12 Turn cooldown)
Speed-4
Nord -The Nords are a race of tall and fair-haired humans from Skyrim who are known for their incredible resistance to cold and even magical frost. They are enthusiastic warriors, and act as soldiers and mercenaries all over Tamriel. Eager to augment their martial skills beyond the traditional methods of Skyrim, they excel in all manner of warfare. They thrive in the cold, reminiscent of their native Atmora, and are known as a militant people by their neighbors. Nords are also natural seamen, and have benefited from nautical trade since their first migrations across the sea from Atmora. They captain and crew the merchant fleets of many regions, and may be found all along Tamriel's coasts. Bonuses= You take half frost damage, and start with the Woad(You take 3 less damage from all attacks), and Nordic Frost (Inflicts 25 Frost damage on target cooldown of 5 turns) Greater Power
Speed-4
Northern Orc -Orcs, also called Orsimer, "Corrupt Elves", or "Pariah Folk" in ancient times, are sophisticated barbarian beastlike peoples of the Wrothgarian Mountains, Dragontail Mountains, and Orsinium, also known as the "City of the Pariah" (the literal translation is "Orc-Town"). They are noted for their unshakable courage in war and their unflinching endurance of hardships. In the past, Orcs have been widely feared and hated by the other nations and races of Tamriel, sometimes being considered no better than goblins. However, they have slowly won acceptance in the Empire, in particular for their distinguished service in the Emperor's Legions. Orc armorers are prized for their craftsmanship, and Orc warriors in heavy armor are among the finest front-line troops in the Empire, and are fearsome when using their berserker rage. Most Imperial citizens regard the Orc society as rough and cruel, but there is much to admire in their fierce tribal loyalties and generous equality of rank and respect among the sexes. The Orcs of the Iliac Bay region have developed their own language, known as Orcish.
Gortwog gro-Nagorm united his people by establishing an autonomous enclave, and forced the Emperor Uriel Septim VII to recognize Orsinium as an equal of the other lesser kingdoms of the Iliac Bay. During the Warp in the West, Orsinium was one of the four city-states to gain control of the Numidium, conquering the surrounding kingdoms and baronies and swearing loyalty to the Emperor.
Their religion centers around the worship of the Daedric Prince of outcasts, Malacath. The Orcs were supposedly created when the Daedric Prince Boethiah defeated the Aldmeri god Trinimac, transforming him into Malacath and his faithful, the Orsimer, into Orcs. The stories recount that Boethiah "ate" Trinimac. The Orcs have considered themselves outcasts like their deity ever since, and this is reflected in much of their culture. For instance, unlike other races, the Orc tradition is to have weddings take place at midnight. Bonuses= -1 to all magic damage, and the ability to use the Berserk special power for eight turns with a cooldown of sixteen turns (+25 hp, +2 to damage, and evasion, and +85 to fatigue. -2 to accuracy)
Speed-3
Orc of the Isles -The ancestors of these Orcs were banished from these lands for annihalating the Imperials,a dn causing this war for control over the country. They have returned after fifty years of exile to reclaim the city they believe to be theirs which is now controlled by a mysterious faction known as 'The Shield of the People'. Ever since their exile the Orcs of the Isles have changed in their short exile due to their home having immense natural magic power, adn as thus many of their people are slightly changed by this magic which grants them odd powers, and gifts, but it does not come without a cost for they are also unable to cast magic due to their powers. Bonuses= Create one mutation for your character, Can't Use Magic, and +20 to Health
Speed-3
Dwarves -The Dwemer (pronounced Dwee-Mer) were a fabled lost race of Mer hailing from Dwemereth, the region that is now Morrowind. Their ruins and artifacts are scattered across Tamriel, specifically within Hammerfell (mainly in the mountains of Stros M'Kai), High Rock, and Morrowind. Meric races use the term "Dwemer," which translates to "deep," "deep-counseled," or "secretive" people [1]. They are alternatively known as Dwarves, a term used by Imperials and possibly created by the giants, the Ehlnofey of the Velothi Mountains. They formed free-thinking, yet reclusive elven clans devoted to the secrets of science, engineering, and the arcane. They recently revealed themselves at the beginning of the civil war, adn now they are allies of the Nords, and Northern Orcs. Bonuses= +10 to Health, +1 to Crafting, and + 1 to Damage
Speed-3
Redguard -The most naturally talented warriors in Tamriel, the dark-skinned, wiry-haired Redguards of Hammerfell seem born to battle, though their pride and fierce independence of spirit makes them more suitable as scouts or skirmishers, or as free-ranging heroes and adventurers, than as rank-and-file soldiers. In addition to their cultural affinities for many weapon and armor styles, Redguards are also physically blessed with hardy constitutions, resistance to poison, and quickness of foot. Redguards do not share the same blood as the other human races, and they have no connection with the ancestral human homeland of Atmora. Bonuses= +2 To resist disease, and Poison rolls, and the ability to use Adrenaline Rush greater power for six turns with a twelve turn cooldown. (+25 to Health, +2 to damage, Movement Speed, and dodge rolls)
Speed-4
The Apprentice -Those born under this constellation gain great magical abilities, but suffer much greater damage from it as well. (+100 Magicka, You take 2x the damage from magic)
The Atronach - Those born under this constellation gain great magical abilites, and the amzing power to absorb the magic, adn use it as power for your spells, but you no longer generate your own magic power. (+150 Magicka, Absorb Half the Magicka that a spell costs when cast on you, and You lose the ability to regenerate Magicka)
The Lady - Those born under this constellation gain great mental, and physical bonuses. (+5 to Willpower, and Endurance)
The Lord - Those born under this constellation gain gain great health regeneration, but suffer from a weakness to fire. (+3 Hp Regne a turn, and you take +2 damage from fire)
The Mage - Those born under this constellation gain the powers of a great mage (x1.5 Magicka)
The Ritual - Those born under this constellation gain the powers of a great priest. (You can use Blessed Word, and Mara's Gift)
The Serpent - Those born under this constellation gain the Greater Power Serpent's Spell (Poisons enemy doing 5 damage each turn for 12 turns, and casts dispell, cure poison, adn damage fatique(100) on yourself)
The Shadow - Those born under this constellation have the ability to become invisible, adn escape from the hounds of destiny. (Gives you the greater power Moonshadow (makes you invisible for six turns with a coolsown of 12 turns)
The Thief - Those born under this constellation gain greater speed, and ability as a thief, and pickpocket. (+ .5 Speed, and + 1 to all rolls involving thievery, or thief like actions )
The Steed - Those born under this constellation gain impressive speed, and are much faster than others (+1 to speed)
The Tower - Those born under this constellation gain the greater powers Tower's Key, and Tower Warden. (Tower's Key - Allows you to open an average lock every 5 turns. Tower Warden Refelcts 1/10 of all damage recieved for six turns with a cooldown of twelve turns.
The Warrior - Those born under this constellation gain great physical strength, and endurance. (+15 HP, +2 Item Slots, and +2 to damage)
You have 35 Points Remaining
Agility - Affects your total Fatigue, damage dealt by ranged weapons, and your steadiness in combat. For every point in Agility your fatique increases by five points. Every five points in agility give you a +1 to damage, adn accuracy rolls with ranged weapons. Every ten points added gives you a bonus of +1 to all weapons accuracy (excluding bows which you get the bonus for every 5 points)
Endurance - Affects your total Fatigue as well your starting health and your health gain upon leveling up. For every point is this you gain 5 Fatigue, and 1 point of Health. For every five points in this you gain 15 Fatigue, and 10 Points of Health as well as a -1 to all damage taken. For every 10 points into this you gain 50 Fatigue, and 25 Points of health as well as a -2 to all damage taken. 1/10 of this added to your HP each time you level up.
Intelligence - Affects your total magicka, understanding, and any other rolls regarding intellect. For every point in this you gain 5 points of Magicka. For every 5 points in this you gain 20 Magicka, and a +1 to Understanding, and Knowledge rolls. For every 10 points in this you gain 50 Magicka, and a +2 to understanding.
Personality - Affects your ability to gain information and better prices from NPCs. For every five points in this you gain a +1 to Coercion rolls. For every 10 points in this you get a +1 in Barter, Bribing, and Persuasion Rolls.
Speed - Affects your Attack Speed, Movement Speed (Determines order of attacks in a battle), and Evasion. For every point in this you gain .2 speed.
Strength - Affects Damage, and Inventory Slots. For every 2 points into this you gain 1 inventory slot. For every five points into this you gain 2 inventory slot. For every ten points into this you gain 3 inventory slots, and +1 to damage. Required for most Physical Rolls.
Willpower - Affects amount of Magicka, Magic Damage, Resistance, and Potentcy, and what spells you can cast. For every point into this you gain 5 Magicka. For every five points into th is you gain 25 Magicka, and +1 to Magic Potentcy. For every 10 points into this you gain 50 Magicka, and +1 to magic Damage, and Resistance.
Fill out the following sheet to make a class.
Class Name:
Class Type: (Warrior, Thief, Mage, ETC.)
Main Stat: (This will decide which stat gets a bonus for you taking this class)
Specialties: (Make up two Bonuses. For each extra downfall you can add one more bonus up to a max of six)
Downfalls: (Same as above)
Bonus Items: Your class lets you start with three free bonus items they can be anything from a sword to a pen.
For an example check the 'Druid' Class below its starting items are the equipped ones.
You Have 300 Gold to spend on your starting equipment.
Melee Weapons -
Swords -
Shabby Training Short-sword - (D-3, Size-2, AS-2, Cost - 10 Gold)
Rusted Hunting Knife - (D-2, Size-1, AS-4, Cost - 10 Gold)
Shabby Training Longsword - (D-4, AS-2, Cost - 25 Gold)
Rusted Katana - (D-3, AS-3, Cost - 40 Gold)
Rusted Bastard Sword (D-7, AS-1, Cost - 50 Gold)
Spears -
Rusty Training Spear - (D-3, AS-3, Cost - 50 Gold)
Rusty Training Pike - (D-4, AS-2, Cost - 45 Gold)
Axes -
Rusty Hand-Axe - (D-2, AS-3, Cost - 15 Gold)
Worn War-Axe - (D-3, As-2, Cost - 40 Gold)
Shoddy Battleaxe (D-6, AS-1, Cost - 50 Gold)
Maces -
Shoddy Wooden Club - (D-2, AS-3, Cost - 15 Gold)
Rusty Flanged Mace - (D-3, As-2, Cost - 25 Gold)
Stone Maul - (D-6, As-1, Cost - 40 Gold)
Staves -
Rotting Wooden Staff (D-2, AS-4, Cost - 10 Gold)
Staff of Hearth's Fire (D-3, AS-3, Low Level Fireball Enchantment, Cost - 85 Gold)
Staff of Wind's Vengeance (D-3, AS-3, Low Level Air Blast Enchantment, Cost - 85 Gold)
Ranged Weapons -
Bows -
Shabby Oak Longbow - (D-3, AS-2, Cost - 25 Gold)
Shabby Oak Shortbow - (D-2, AS-3, Cost - 25 Gold)
Shabby Willow Crossbow - (D-4, AS-1, Cost - 30 Gold)
Sling (D-2, AS -4, Cost - 25 Gold)
Thrown Weapons -
Used Shurikens (D-2, AS-5, Cost - 3 Gold Per)
Stones (D-1, AS-6, Cost-Free)
Cracked Javelins (D-3, AS-3, Cost - 8 Gold Per)
Armor -
Light Armor -
Worn Leather Curiass (PD-2, MD-0, Cost - 50 Gold)
Worn Leather Helmet (PD-1, MD-0, Cost - 25 Gold)
Worn Leather Gauntlets (PD-1, MD-0, Cost - 25 Gold)
Split Wooden Round Shield (BC-10%, SC-10%, Cost - 15 Gold)
Torn Beggar's Rags (D-0, Cost - Free)
Blue Jerkin (D-0, Cost - Free)
Green Pants (D-0, Cost -Free)
Rough Leather Shoes (D-0, Cost - Free, When this, and the two previous items are equipped you gain a +1 to stealth)
Heavy Armor -
Dented Iron Helmet (PD-2, MD-0, Cost - 35 Gold)
Rusted Iron Curiass (PD-3, MD-0, Cost - 75 Gold)
Crushed Iron Tower Shield (BC-25%, SC-1%, Cost - 35 Gold)
Rusted Iron Gauntlets (PD-2, MD-0, Cost - 35 Gold)
Dented Iron Leggings (PD-2, MD-0, Cost - 35 Gold)
Food, and Potions
Potions -
Cost - 45 Gold Per Potion
Lesser Potion of Health ( Uses - 2/2, Heals 8 Hp Per Drink)
Lesser Potion of Fortitude ( Uses - 2/2, Heals 50 Fatigue per Drink)
Lesser Potion of Magical Power (Uses - 2/2, Heals 50 Magicka Per Drink)
Magic Scrolls
Lesser Fireball ( Uses-5/5, Allows you to cast the Lesser Fireball Spell with varying power (Depends, on your magical strength, and potency)
Scroll of Summoning Lesser Imps (Uses - 3/3, Allows you to summon imps to do your bidding, 1 per use, and they will last until killed )
Combatants
Henry Whats'is'name
Race:Wood Elf (Bosmer)
Class: Druid (MS: Willpower, S: Nature's Tongue (Can communicate with animals, adn become friends, allies, or familiars with them), and Forest's Power (Can use Nature Magic from the start, and begins with 4 Nature Spells), D: Exile (-1 to persuasion, coercion, and barter rolls.)
Stats:
HP - 15/15
Magicka - 270/270
Fatigue - 165/165
Inventory Slots - 7/14
Speed - 6
Attributes:
Strength - 5
Endurance - 5
Agility - 5
Willpower- 10(+2)
Intelligence - 7
Personality - 5
Equipment:
Equipped
Druidic Robes (P-1, Light Armor, Low-Level Shield Enchantment (-1 to damage, 50% chance to happen))
Staff of the Forest Spirit (D-3, Size-3, AS-2, Mid-level Earth Control Enchantment (Allows you to manipulate earth to a certain extent)
Druidic Seal (P-0, Masterful Nature's Ally Enchantment (All animals, and creatures of nature are friendly towards the bearer of these seals)
In Inventory
Lesser Potion of Magical Power (2/2, +50 Magicka when drunk)
3x Ripe Apples (Heals 2 Hp, and 10 Fatigue a turn
Sickly Goblin Fighter
Race:Goblin
Status:
HP - 10/10
Magicka - 0/0
Speed - 4
Attributes: ~*Hidden*~
Equipment:
Equipped
Rotted Wooden Round Shield (10% Chance to block attack, 50% chance to shatter)
Shoddy Rotted Tribal Spear (D-2, AS-3, Size-3)
Moldy Horse Jerkin (P-1, Light Armor)
Battle Begins
Henry faces the Goblin across from him as the prepare to do battle on a small bridge overlooking a dark river, and as the two begin to advance towards each other the sounds of creatures down below can be heard. Henry gets the first attacks in [8][2] the first one makes contact as Henry's Staff [3+2-1=4[2[1[3-1=2]]]] comes up, and hammers the goblin's shield arm, shattering the shield, breaking the goblin's wrist, and imbedding shards of wood throughout his arm[6 damage Dealt]. [Willpower Check = 4[6]] The goblin tries to lunge at you with his spear, but instead he falls to the ground in pain, and begins shreaking in agony. Henry [10] brings the staff down onto the goblin's face, and there is a sickening crunch as the beast's skull is crushed, and blood begins to poor out what used to be the goblin's nose. Henry Wins the Battle
The Light of the Nine appears in the form of great markers such as stones, statues, ever burning hearths, and weapons of god like power. No normal mortal can touch these sacred markers only those who have been gifted with a Mark of the Nine, a divine tatto that appears on your body immediately after birth, can touch theses markers. When these gifted mortals known as Wielders come into contact with a marker they are given a gift from the Nine in the form of great powers. That is in most cases true, but when you find a Marker in the form of a weapon, or some type of armor you are allowed to use its powers, but beware that they do not come without a cost, and each of these Markers known simply as 'Miracles' have a different cost.
Normal Markers - Each time you touch one of these you gain 5 Attribute points, and the option to choose, or create 2 Lesser Powers, or One Great Power. There are many of these scattered through out the world, but touching them will not be easy as each Marker seems to attract monsters, and demons from realms unknown.
Miracles - These weapons, and pieces of armor hold great power, and thus are rarely ever seen. When one is found that has not been bound to a wielder then in order to gain said artifact, and bind it you must first defeat the powerful being protecting it for no unbound Miracle is without a guardian. There are rumors of Miracles that are the discarded items of the Nine themselves.