Board Thread:Roleplaying/@comment-5424581-20160618194206

This RP is inspired by borderlands. I don't know how well this will go but I'm trying something.

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Everyone in Cyrodiil knows about the Ayleids and how adept they were with magic. By now ( 4th era, 203) all of the known ruins have been thoroughly explored and the artifacts have been stored away by collecters and colleges. Stories have spread about a newly discovered ruin near Cheydinhal. Until recently it had been buried. It was only discovered when a storm uncovered the tops of the arches that surround every Ayleid ruin. Unfortunately the door is sealed. Despite being thousands of years old it is strong enough to keep everyone out. The Synod have examined the door and have proven unable to open it. "Lock experts" have also been unable to get in. The door has inscribed on it directions to other Ayleid ruins. It is suspected this is where the keys are. But most Ayleid ruins have been emptyed. The keys may no longer be where the inscription says. But it's a place to start.

Treasure hunters have been lured by the call of riches, power, fame, and adventure.

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This RP has a class system. There can only be one of each class so there will be limited player chatacters. Each class has a unique ability and two sub skills to augment their ability. (augments are earned after big events and bosses.) The classes are loosely based off of ESO classes (and two based off of vampirism and lycanthropy, and one based off a faction in ESO.)

The Lycanthrope

Has the ability to transform into a man-beast. Augments: Pack Leader (summon two spirit wolves to your side(I'm choosing spirit wolves because it wouldn't make sense for normal wolves to appear in some random ruin.)), Werewolf Berserker (Your attacks become more powerful and you become faster. You also become more bloodthirsty and might transform at random if you don't satisfy your beast form.)

The Dragonknight

Has the ability to create magical magma armor around yourself, reducing damage taken and burning nearby enemies. Augments: Magma shell (Grants you and your allies a powerful magical shield adding to the protection your armor already gives you), Corrosive armor (You poison nearby enemies rather than burn them and your attacks ignore armor and physical resistance.)

The Nightblade

Has the ability to create a ring of shadows around yourself. Enemies that enter it are slowed. You and your allies are granted magical protection. Augments: Bolstering darkness (You gain more protection and you and your allies become invisible within the ring), Veil of blades (enemies take damage as long as they stay in the ring)

The Templar

Has the ability to create a divine nova blast. (Works like the sun damage spells in Dawnguard.) Continually harms enemies and weakens their strikes. Augments: Solar disturbance (Also slows the enemies within the nova's range.) Solar prison (holds enemies within Nova's range in place.)

The Sorcerer

Has the ability to create a globe of silencing magic around yourself. All magical effects are negated. Augments: Suppresion field (Damages enemies within the globe), Absorbtion field (Spells cast within the globe are absorbed and heal you and allies.)

The Mage

Has the ability to call a meteor from the sky to strike and enemy. (Note: You can use it inside. It just won't look as impressive. The meteor/comet is made of magic. It doesn't actually come from the sky. You just make it look that way.) Augments: Ice comet (Causes the meteor to deal frost damage and freeze enemies it doesn't kill.), Meteor shower (Allows you to call up to five meteors instead of just one.)

The Vampire

Has the ability to summon a swarm of bats, darkening the sky and dealing damage to enemies. (How do you use this inside? They're probably daedric bats or something.) Augments: Clouding swarm (The bats cloak you in shadow, rendering you invisible.), Devouring swarm (The damage the bats do heals you.)

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Things to know:

You don't have to work together. You can but you aren't forced to. You can be indifferent to each other or actively try to take each other out to reduce your competition.

You can only use your ability one per battle. If used in a non-combat situation you must instead wait until a believable amount of time has passed before using it again.

As for rules I don't feel the need to post them as most people here have enough experience RPing that it won't be necessary. If you do something you shouldn't I will say something about it.

There will also be NPC treasure hunters who will most likely want you out of their way.

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Character card
Name:

Race:

Age: (optional)

Sex:

Class:

Weapons:

Other equipment:

Spells: (Limit is six)

Powers: (Aside from racial powers, resists, and abilities you are limited to three.)

Resistances:

Passive abilites:

Bio: (optional but recommended.)

Appearance: (Optional but it is recommended to at least describe the character.)

(Feel free to start anywhere in Cyrodiil. You could be in a bar and hear a rumor, You could be investigating the door, You could be just entering Cyrodiil because you heard about the ruin.) (Oh and let me know if this post is missing anything important.) 