Board Thread:Roleplaying/@comment-29461586-20150518062512

It is the year 4E 221.

16 years after the legendary Last Dragonborn gave her life to save the world from another catastrophic event known as the Planemeld. 12 years after the zealotic anti magical favtion known as the Inquisition was utterly defeated in the deadly Battle for Wayrest.

When the fires finally died down, the province of High Rock struggled to recover from the wounds it suffered during the war. High Rock was now a kingdom divided along class lines: great noble families rule over masses of peasants. This aristocratic class holds much of the real power of the country, with lords ruling directly over the regions as their personal fiefs while the monarchy is weaken by intrigue.

The peasant class, more than dis-satisfied of the situation as it is, instigated acts of rebellion and revolts against the upper class, going so far as to become bandits and form small armies in their attempt to destroy the aristocracy. Many became bandits and other vagabonds as a result. Some going to desperate measures as to consort with the Daedra themselves.

In the time of strife, and absolute uncertainty, will one be able to cling to hope? Will even the lowest among the masses rise to greatness?

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Note:
There are a fixed set of skill lines that can be used by anyone regardless of class. But the abilities of each skill line will occupy slots like class abilities. Refer to Rule No. 3 for reference.

When beginning with a new character, they start off with 5 skills. They can choose the second skill of their favorite skill line, but novice skill lines can only be started off with the most basic skill/spell.

Additional skill points will be granted to unlock new abilities, skills, and passives as the RP progresses.

One-Handed & Two Handed (Blades)

 * Puncture: An attack that ignores 50% of Armor. Melee Range. Two Handed has a very small delay time.


 * Throwing Knife: As the explanation says. Staggers opponents 50% of the time.


 * Power Bash: Like in Skyrim. More effective with Shields.


 * Defensive Stance: increases Defense for a short time. More effective when handling a Shield


 * Dual/Barbaric Savagery: A flurry of 9 attacks ending with one fierce attack. Two handed only does 4 slow slashes ending with a power attack, but deals more damage.

Archery

 * Hunter's Sight: Night Vision regardless of class


 * Volley: Fires an cone-shaped arc of 3-7 arrows that slow movement speed. Horrible accuracy at long range.


 * Elemental Arrow: Fires an element-enhanced arrow. Fire increases damage taken, Ice slows movement speed, Shock drains magicka and stamina.


 * Power Shot: Fire an arrow with precision that slows enemy mvement speed by 50% for a short time


 * Precision: Fire a well-aimed shot, interrupting any channeling or charging spells and also reduces armor of victim for a short time.

Destruction
Note: Players can devote to all elements, but can only use one element in battle. To change elements, they must do so out of combat.


 * Destructive Blast: Varies by effect. Fire causes knockback. Ice drains stamina, Shock reduces magicka


 * Focus: Increases spell power by 20% for a short time.


 * Elemental Affinity: Varies by element: Fire Increases attack power by 15%, Ice Inreases Armor by 15%, Shock grants increased attack and movement speed by 15%


 * Amplification: Increases an enemy's weakness to the elements by 20%


 * Elemental Surge: Cloak self with one's preferred element and dash forward with sheer force. Elemental damage is increased by 30% during the maneuver.

Restoration

 * Curing Light: Heals target for a small amount of health. Can be casted on self.


 * Regeneration: Increases regernation rate for self and nearby allies. Capped at 30%


 * Rejuvenation: Allows every hit to restore 2% of caster's max magicka. Also recieve 8% more healing.


 * Harmony: Removes many bad aliments to self or nearby allies..


 * Protective Blessing: Increases spell resistance and armor rating for nearby allies and self. Also restores 10% of max health.

Illusion

 * Valor: Increases attack power for self and allies by 10%


 * Serenity: Increases spell resistance by 10% for self and nearby allies.


 * Illusive Mist: Works like Skyrim's muffle. Allows better sneaking and regenerate stamina 15% faster while undetected.


 * Vanish: Invisibility For a very short time :P Useful for Sneak Attacks or escapes. Does not change pickpocket chance and cannot be spammed.


 * Call to Arms: increases Attack & Movement speed by 10%. Health, Magicka, and Stamina are boosted by 20% during the effect.

Passives (Requires Skill Points)

 * Blacksmithing - Allows the forging of stronger weapons, armor, and clothing.
 * Lockpicking - Allows better chances for picking locks and forcing locks.
 * Pickpocketing - Allows better chances for pickpocketing and stealing from certain enemies (NPCs) mid-combat
 * Enchanting - Allows the crafting of Glyphs, which are used to enchant weapons and armor. Jewelry included.

(Sneak is fixed. when someone tries to perform a sneak activity against someone, I'll fairly inform if it succeeds or not. A 50/50 chance by coinflips.

Non-class skill lines improve by keeping and/or using their respective abilities. New abilities will be granted by the GM as the RP and characters progress)

Rules
1. You are not dragonborn or any of the TES protagonists. Make characters who will contribute to the story. The Dragonborn is gone, the Hero of Kvatch is Sheogorath and the Nerevarine, the 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.).

3. All characters are locked in classes. Notably, the ESO classes. (Dragonknight, Templar, Nightblade, and Sorcerer.) Non-classes Skill Lines (Ex: One-Handed skills) can be used by anyone regardless of class. They can only use 5 abilities in combat that they chose to use and CANNOT switch their chosen abilities during combat. For more info, see the note about Skill Lines above.

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 DEAD."

◾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 not allowed, as only very few ever know it since time has passed.

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 (Will be updated as the RP progresses):

Name:

Race:

Gender:

Age:

Appearance:

Class:

Skills(One favorite, three favored):

Spells(Up to 5):

Resistances(1 max. Race restricted):

Passives (Up to 1 for now. Race restricted):

Special Passive (Minor effect only):

Weaknesses(mandatory, not optional):

Mental Weakness(highly mandatory):

Bio/Background:

(Powers/Ultimates will be added soon as the RP progresses)

- - - - - - - - - - - - - - - -

EXAMPLE BELOW:

Name: Kirsta Heart-Fire

Race: Breton

Gender: Female

Age: 23

Appearance: Very beautiful appearance, slim

Class: Nightblade

Skills(One favorite, three favored): Siphoning (Favorite), Assassination + Shadow + Restoration (Favored)

Spells(Up to 5): Strife, Agony (Favorite) / Teleport Strike, Shadow Cloak, Fast Healing (Favored)

Resistances(1 max. Race restricted):

Passives (Up to 2 for now. Race restricted): Light Armor Affinity (More protection from Light Armor.)

Special Passive (Minor effect only): Adaptation (Permanent Waterbreathing)

Weaknesses(mandatory, not optional): Is not very athletic due to war wounds, arrow attacks, poison.

Mental Weakness(highly mandatory): Anger management issues

Bio/Background: A warrior whom swears her life to those she trusts. 