Board Thread:Roleplaying/@comment-29458028-20150320023036

It is the year 4E 221, two decades after the Dragonborn made his name first known.

Dovahkiin, that was the name many called him ... The Dragonborn saved everyone from the wrath of Alduin by banishing the dark dragon back to Aetherius. The man fully expected the return of his foe, and thus sought immortality.

The Dragonborn chanced upon Serana and Vampirism. He destroyed the dawnguard, to earn the trust of the Volkihar clan, which he proceeded to take over, after slaying the evil Lord Harkon. The Volkihar clan was purged by the Dragonborn in short order and rearranged.

As the Dragonborn journeyed to Solsthiem to slay Miraak, his trusty daedric longsword at hand, clad in his daedric armor, the various factions in Skyrim slowly got back on their feet, as new leaders took over and recovered important artifacts for them. The dragonborn slew his foe, returning to the Volkihar castle, as he began to seek more.

Eventually, the Elves attacked, when the Dark Brotherhood slew Titus Mede the second. The Empire, Stormcloaks and Aldmeri Dominion stalemated after many bloody and difficult battles. The Dark Brotherhood began a vicious struggle with the Morang Tong, now that their reputations were restored.

In the midst of all this, Mephala's artifact resurfaced, a deadly, black sword with the power to break the stalemate and grant whomever who wielded it massive powers and abilities beyond man or elf. Many people who heard of the blade began to covet it.

The Dragonborn eventually journeyed into Oblivion. dissapearing from the mortal world. He left his love and children behind, after chasing a fleeting ideal. He would bring the dragons to Oblivion with him.

The various factions now struggle for ascendency amidst the three way war and the underground battle of the Assassins. They all only had one final solution - possess the Ebony Blade and use it's terrible power for dominance...

You have been thrust into Skyrim. Will you try to bring unity and peace, or war and strife? Will you be a shining hero to be remembered, or a dark evil hated for all time? Who will you help and who will you hinder? Would you claim the black blade and use it for good or evil? It's all up to you!

Factions:

You can start off with your own faction, but they start out small. They cannot start out with an whole city in their hands. They start off with a bar/pub, or a small outdoor location. Your faction cannot start out with a faction power, but can learn faction powers as they grow, with the GMs' discretion.

Known independent factions:

-Dawnguard

-Volkihar Vampires

-Companions

-College of Winterhold

-Thieves' guild

There is a complete explanation for the factions if you click this statement. Each Faction has unique powers you can learn by joining them. Take note the Dawnguard and Vampires don't mix, the Thieves' guild and Companions don't mix and everyone isn't too friendly to the mages, even though nobody really hates them.

More factions will come along with their benefits and detriments as the RP progresses.

Of course, you are free to not join any faction. You are also free to betray or switch factions, although there might be penalties for betrayal and they are punished pretty severely in some cases...

The Ebony Blade:

The Ebony blade is a really, really special sword that can make you very, very powerful. It can fire crimson blasts at enemies at range, cause explosions and the skills of all the previous wielders might just fill your head when you use it.

Still, when you unsheathe the blade, it will start to ask you to do things. If you disobey the blade, it might abandon or kill you. If you are defeated when wielding the blade, it will dissapear. If Mephala is not happy with you, her champion, she'll fry you.

Great power for a Great price. Think carefully, since your characters who wield the blade will be demoted to "protected" and be more killable.

Dawnbreaker:

Dawnguard members have a special ability to summon the Dawnbreaker at their darkest hour, to perform one powerful attack. The Dawnbreaker has three attacks - it can fire a crescent of light that damages anything to a medium range, cause a powerful, blinding explosion that temporarily disorients people, or summon a high damage, single target flare.

Pray to Meridia (AKA ask the GMs) if you wish to recieve the Dawnbreaker for one attack. Prayer might be rejected, though, and you only get it for one attack, after which is vanishes.

Other Artifacts:

No Daedric or Aedric Artifacts, aside from the Ebony Blade, if it comes into your hands. The Dawnbreaker has a special mechanic, while other artifacts are considered overpowered and the Dragonborn took them to Oblivion anyway. Do not even bother trying to gain them via RP, since the Dragonborn gained all of them via RP. :P

_______________

Co GMs: Humble Daedric Servant (HDS) and Tatenicholson001 (Tate)

Rules:

1. You are not dragonborn or any of the TES protagonists. Make characters who will contribute to the story. The Dragonborn is in Oblivion, the Hero of Kvatch is Sheogorath and the Nerevarine, Agent of Daggerfall and Eternal Champion are dead.

2: One of your characters of your choosing is protected from death. He/She can only be killed if you allow it. Wounds may be inflicted, but they can always be healed. (Meaning you cannot cut off a part of someone's body unless they agree, barring the exception where they can regrow body parts.). Other characters, or characters wielding the Ebony blade, are "protected". They might become killable if some circumstances are met.

3. You can have special powers and special spells as listed on the character card These powers are of your own making and unique to you. They CANNOT be too powerful to the point that it will kill a character in an instant or be a god that is capable of destroying anything that stood in his/her path.

4. You must have some sort of severe weakness, or a few of them, actually. You also must be at least vulnerable to attacks. All characters should be well-balanced.

5. You can not be any of the following... 6. You cannot be overpowered: By this I mean…
 * Divine
 * Daedric Prince
 * Any over-powered super races.
 * Modded races (Without consent, please submit your modded races' character card and I'll approve it or disapprove it. Half-Breeds don't count as modded races and can be used at will.)
 * Dragons (Dragons are too large and are impossible to fit into a story that isn't soley about dragons.)
 * Dragonborn (At best it would be an underwhelming character trait and at worst, it would be overpowered, that and the Last Dragonborn IS NOW IN OBLIVION"

◾No avoiding damage or ignoring it: You take hits, just like you dish them out. You may block or dodge attacks. Depending on the skills of the combatants, some attacks will hit, so have some discretion about such.

◾No ridiculously over-powered super-spells or weapons Anything that allows you to destroy powerful enemies in one hit or gives you a majorly unfair advantage over other players and NPCs will be considered over-powered. This will be considered powerplay.

◾You cannot destroy a building in one post unless it's really, really small: Depending on the building’s size; you must destroy it over the course of several posts. The only exception is during Flashbacks, dream sequences or during written plot pieces (over the course of a paragraph or two).

◾‘Fridge Magic’ is also considered a form of overpoweredness. Fridge Magic is spontaneous luck, which allows the player to avoid damage or consequence for their actions. It can be done accidentally, so it’s not treated as harshly, but please undo it if multiple people call you out on it or if the GM calls you out on it.

7. When attacking another character he must be allowed to retaliate 2 times, the 3rd time it will always hit unless it is lethal. The character can be incapacitated but not killed unless the character's creator accepts. (Does not apply to minor characters, story-essential characters or NPC's.)

8. You can not be overpowered nor powerplay under any circumstances.

9. The lore can NOT be altered, without a GM's permission.

10. You can only control your own character unless stated otherwise by the original creator of the character...

11. NO Dovah characters... Don't even ask...

12. DO NOT force other people's characters to do something. This is a form of powerplaying.

13: Do not imprison characters unless they agree. This is considered powerplay

14: Characters must be approved by the GM before they can be used.

15: The thu'um is allowed but only 3 words of power, these 3 words cannot all be of the same shout, Thu'um counts as a power. One exception exists: Soul Tear - you can have all three words of Soul tear, since it cannot work when the full shout is not used. Storm call is not allowed as it is considered overpowered.

16. You can have Flashbacks: Unless you have arrangements with another player, you cannot interact with another player’s characters in a flashback, you can with NPCs and your own characters.

You can also write dream sequences: In a dream, most rules do not apply but only, because dreams have no bearing on the plot or actual world. Anything that happened in the dream stays in the dream; therefore dreams should only be kept to one or two post.

17. METAgaming shall never be tolerated under any circumstances whatsoever... META is when you break a rule but continue playing, ignoring rules to make you more powerful than everyone else, or having your character know things that he or she is not meant to know. A METAgamer's post shall always be deleted immediately. Approprate actions might be taken at the GM's discretions

And again, no, you cannot pull an Divine or a Daedric Prince out of your pocket to destroy an army, town, or a province. This rule also applies to NPCs. If an Aedra or Daedric Prince is vital to a character's story, they must be approved by the GM first.

18: '''Do not fool around. '''Do not have your character fooling around for no particular reason, even if they are written as idiotic, jesters or jokers.

19: You cannot change major plot points without a GM's permission. Talk to us if you want to have anything changed.

20: Give players some time to react to posts.

21: Powerplaying is strictly not tolerated. An example of powerplaying is User A attacking and destroying User B without letting the latter react/retaliate in any way, or putting the latter into a situation with no other course of action. A user persistenty breaking this rule will have his/her offending characters eliminated by random all powerful entities without prior notice.

22. Powers might be removed from a character via depowering if used unfairly, especially for powerplaying. This if for the first offence. Spamming once a day powers is also considered as METAgaming and will not be tolerated.

Note: If you don't know what's going on, just ask for a recap.

Character Creation Form:

Name:

Race:

Gender:

Age:

Appearance:

Skills(One Master, Two Expert, Three Adept.):

Spells(Up to 7 spells, where 3 can be custom):

Powers(2 max, passive or active):

Resistances(Racial + 2 more max):

Weaknesses(mandatory, at least 2):

Mental Weakness(At least one):

Weapons and Equipment:

Faction:

Main Character? (always protected from death):

Bio/Background:

Certain notes apply to the character sheet:

1. You can gain four more spell slots by adding a sufficienly delibitating weakness, sacrificing a power or sacrificing an adept skill. This can be only done once and you must indicate what you gave up.

2. Faction powers and spells are added on and do not take up power slots - choose your character's powers wisely to complement your faction abilities.

3. Any aesthetic abilities that do not affect the survival rate of the character can be added freely, it's not considered a power. Examples include Biological Immortality (cannot die of old age and old age ONLY).  