Board Thread:Non-TES Roleplaying/@comment-19164168-20161209162946

(This is the reboot of a previous RP that died due to reasons, as stated in the title) This is an alternate version of Mundus itself. A world molded into something ... unique. You are an inhabitant of what is called the Nibenay Enclave, a landlocked sovereign city-state whose territory consists of a walled enclave within the province of Cyrodiil.

It is a city of several schools and institutions of higher learning from basic to the most advanced level that learn side-by-side along with researchers and engineers who research on psychic powers and higher technology, the latter being one of the primary reasons for its establishment. It is the most advanced city in this world, rivaling even that of the Empire's and the Aldmeri Dominion's.

For many reasons, security within Nibenay Enclave is extremely strict, and entry is strictly forbidden without the word and authority of the Nibenay government itself.

In this world, you are a individual in the great city. Student? Worker? etc.? The choice is yours as you shape your own destiny in this world to make!

Note: There are two kinds of power users in this RP: Espers and the standard Mages. Espers have one power with many applications. The mages are, well, the standard mages.

General Rules 

Unless given special permission, avoid leaving the city.
 * The standard stuff. However, regarding combat, fight with your brains. Not just your brawn. Fighting without brains or using raw power alone will easily get you killed. "Love/Willpower conquers all" does not work here. In the end, tactical prowess and advantage is what gets you through each battle. 'nuff said.


 * You can have any profession. However, if someone has already taken a position that there is only one of, you cannot have that profession. The Nibenay Council and gov't itself is locked off for obvious reasons.


 * Have fun :3

Character Card
Name:

Race:

Gender:

Age:

Appearance:

Classification(Esper or Mage):

Skills(One Expert, Four Adept):

Core Skill/Power(If Esper):

Spells(If Mage. Max 8. Single-effect only):

Attire:

Accessory(Up to 2):

Resistances(Racial + 2 more max):

Weaknesses(mandatory, not optional, cannot be mental):

Mental Weakness(highly mandatory):

Bio/Background: 