You are an adventurer.
You have been sent to a cave in the woods.
You were told that you would fulfill your life goal of [insert reason for adventuring here].
upon arriving at the location you were directed to all you find are other 5 other adventurers and a stone obelisk in the woods
((just need a character sheet for now, will continue when all character sheets are up))
Character Creation Rules:
Playable Races:
ELVES
Wood elves: High nature understanding (alchemy/good with animals), agile, weak
Snow elves: cold resistance, can use ice magic very well (all that choose ice magic can cast level two spells off the bat), weak against fire
High elves: agile, fast, intelligent, weak, hated by every other race (high elves used to be very genocidal)
MINORITY RACES
Humans: absolute middle of all skills
Argonians: can breath under water, their scales act as a weak armor, they are a minority
Kahjiit: high natural understanding, agile, claws (can fight unarmed and cause more damage than other races), they are a minority and a disliked one at that
BRUTE RACES
Red Guards: Very strong, Very tough, not intelligent, low magical ability (all can only cast level one spells and mages can only cast up to level two)
Orcs: strong, tough (not as strong/tough as redguard), are not magicaly impared like red guard, feared by people (hard to have conversations with some people)
Dwarves: short, strong, slow, good at enchanting items (get higher bonuses from using enchanting stones), low social level (hard to converse with people)
Children of the Wild: very low social interaction (can only converse with adventure group, wood elves, kahjiit, and animals), has a very high natural ability (all have high understanding of nature ((very high alchemy/natural interaction))), many advantages when in woods/plains areas
Magic Rules
There are many schools of magic
each one has 3 levels of skill
level one: anyone can cast
level two: normal people have difficulty casting, mages can cast with ease
level three: normal people can not cast, most mages can cast with only slight difficulty
all people get one field of magic
people who choose two fields of magic can not use normal weapons and may only be mastered (able to use level 3 spells) in one of the two fields
mages (people able to use level 3 spells) can not use two handed weapons discluding staves
Fields of Magic [and their spells at each level]
Nature (alchemy)-
this isnt exactly a field of magic and some races have a naturally heightened ability to use this
level one- can create minor healing potions and poisons
level two- can create stronger healing potions and poisons, can also start making drugs with special affects (pm me to ask if effects are ok)
level three- can create powerful healing potions and deadly poisons, can create strong drugs with powerful effects (pm me to ask if effects are ok)
Ice-
level one- can cool things down and cool objects on touch, can also create snow balls
level two- can create balls of ice, can freeze targeted items, can freeze objects on touch
level three- can create an ice spike, can solidify targeted items (think a throwable liquid nitrogen), can solidify objects by touch
Fire-
level one- can create a spark, can warm things by touch, can warm targeted objects
level two- can create a small flame, can heat targeted things (ex- boiling water), can heat things through touch
level three- can create a fire ball, can burn targeted things, can burn things by touch
Wind-
level one- can create a breeze
level two- can create a strong blow of wind, and create a blast of breeze (blows an ¨orb¨ of wind)
level three- can create a tornado force of wind, can cause a strong blast of wind around you (blasts an orb of wind)
Medical Magic-
level one- heal minor wounds
level two- heal major wounds and bring dead/severed limbs back to life
level three- reanimate dead, heal severed limbs (put a cut off limb back on)[this includes heads]
Wards-
Level one- can create a small blast to stop weak spells but no physical attacks
Level two- can create strong blasts to stop most magic and some physical attacks, can creat soft balls of energy that can be thrown
Level three- can create a powerful blast that can stop most any attacks (stone two handed weapons not affected), can create large hard balls of energy that can be thrown as projectiles
((may accept suggestions for new fields of magic though im probably going to just stick with these))
Weapons/Armor rules
WEAPONS
Characters can only wield weapons within their limits
elves can not wield heavy two handed weapons
though elves can duel wield light weapons
mages can not wield two handed weapons with the exception of staves
mages can carry single handed weapons though an open hand is needed to cast magic
Armor
Everyone will start with some form of armor
It will be basic armor
elves generally don't have heavy armor and brutes generally don't wear light armor
the minority races can wear whatever they want but stay in mid to light armor
You must choose a material for your starting equipment
Weapons- bronze (light and quick), Iron (mid weight and fairly strong), stone (heavy and powerful)
Armor- leather (light but weak), iron scale/chain (mid-mid), iron plate (heavy but strong)
Character Sheet (just ask any questions you need to in thread)
Name: (nothing too outlandish here please)
Race: (no half and half races, besides the children of the wild race)
Age: (Young, mid-aged, or old. NOT LOOKING FOR A NUMBER HERE)
Intended class: (if you mean to have a specific put it here if not just put N/A)
Main Weapon(s): (one two handed weapon, one one handed weapon, two one handed weapons, two two handed weapons is ok if you are a red guard, follow rules if you are magic based. Also choose what kind of weapon you want. Just about any melee weapon will work including spears and the such.)
Magic: (choose one, if you want to use it you have to have an open hand, if you want two types you cant use a normal weapon)
Reason for adventuring: (are you seeking fame, fortune, world peace, or all of the above. Must use one of these options or ask in thread about a different one though these are preferred)
Advantage: (your characters largest personal advantage, race advantages are a given. ex: strong for your race, tall, short, fast, smart, etc pm me for questions on this one)
Disadvantages: (these are your characters personal disadvantages, must have at least two and a maximum of eight, race disadvantages are a given and don't count here. ex: slow, missing arm, stupid, etc etc pm me for questions)
[there will be no contradictions between your advantages and disadvantages though your advantages can go against your races disadvantages and your disadvantages can go against your races advantages though you lose said advantage/disadvantage. you can not have your personal advantages/disadvantages cancel each other out.]
just need character sheets for now
will try to add rules for your pet and will also try to put a map up
I only want people who can play with a minimum of one update per day for the whole group
I do not want people who will drop out mid game
If you feel you will not be able to play, do not sign up
PM me for any questions
World map(s)
The first one is of the cities the second is just an environment one
Green-tempurate
Light blue-tundra
Yellow- desert
Redish- tropical
Players
Detoxicated -
Name: Skarma
Race: Kahjiit
Age: Young
Class: Action Mage
Main Weapon: Hands
Main Armour: Robe
Magic: Fire III
Reason for Adventure: Fortune
Advantage: High Intelligence
Disadvantage: Fear of Spiders, Addicted to Tobacco
Patrick Hunt-
Name : Harghast Mandrin.
Race : Redguard.
Age : Young.
Class : Titan.
Main Weapon : Two Two-Handed Weapons. Ultra Greatswords.
Reason for adventure : To test himself.
Advantage : Titans Strength.
Disadvantage : Afraid of Giant Rats, Unable to use magic.
Equipment.
Weapon : Stone
Armor : Plate
Pewdsrocks-
Name : Alicia Manson.
Race : Children of the Wild.
Age : Young.
Class : Ranger.
Main Weapon : Composite Bow, Bronze Axe.
Armour : Leather.
Magic : Medical II, Nature III
Reason for Adventure : To meet new animals.
Advantage : Agile/Dexterous.
Disadvantage : Fear of Drowning, Fear of being buried alive.
Arcvasti-
Name: Vanitate Necesse
Race: Human
Age: Young
Class: Vindicator
Main Weapon: Single knife, concealed within sleeve most of the time.
Main Armour: Black clothes and a matching cloak.
Magic: Wind III
Reason for Adventure: To become a God Emperor
Advantage: Unoticeability, most of the time
Disadvantage: Major God Complex, OCD