OP

Theaxofwar

Definitely not a Bunny Cat in disguise.
Location
Standing right behind you
Hello,

I am Heals-Hurts. I have had many titles throughout my lifetime, Prisoner, Healer, Bard, Thane, Dragon slayer, Savior, Champion, Arch-Mage, Vampire Hunter, Daedra Slayer, Dragonborn. If you are reading this, I am dead.

I have devoted my existence to combating the Daedric Princes, yet they are powerful and cunning. I knew that, as the Dragonborn, my soul would go to Sovenguard after I died, regardless of what the Daedric Prices wanted, so I felt no fear in combating them. I collected artifacts, killed followers, destroyed cults all for the sake of my mission, and as I did so, I grew in power. At my peak I was able to defeat entire armies singlehanded, walking away without injury.

I do not know how I was slain, but if I am dead it means there is no one left to keep the Daedric Princes at bay. For that reason I have sent you this letter. In my death I am forming an order to continue my work. You have been chosen because you are among the best Tamriel has to offer. If you accept, you will be meeting with the others at the very top of High Hrothgar, where you will meet my friend and colleague, Paarthurnax.

The Dragonborn,
Heals-Hurts​

So I'm going to be honest, this is mostly a split second decision. That being said, I don't plan to let any rp I make die if I have anything to say about it. I'll be using a modified Wushu system, as explained below.

I'll be using d10s, for this version of the Wushu system, which I have shamelessly borrowed from the awesome @Hoshino Yumemi, with each meaningful detail you put in a post worth a die. So, for example, if you say you're gonna punch a guy, and you describe it as "My character balls up their hand, winds up with their hand raised high and slugs this guy clean across the face," that's probably worth three d10s- the clenched fist, the windup, the punch hitting home. And no matter how good or bad your roll is, you definitely slugged that guy clean across the face. The roll just decides the consequences.

Rolling works by declaring actions, then rolling a d10 for every detail you can cram in. Depending on the situation, there's a maximum dice cap to get up to which puts a limit on how elaborate your actions get. For pacing, y'know?

Generally, unless I'm feeling like a certain event requires special dice caps, we'll go by the following guidelines:

Normal Threat/Downtime: 5-7 dice
Major Threat: 7-9 dice
Extreme Threat: 9-11 dice

I'll always name how many you'll get as a cap, but if I want to do your sorta boss warning introduction you'll see what kind of threat generally it is.

There are two Threats you primarily roll against. The first are Mooks, which are either hordes of disposable goons or even inanimate objects or things like, say, defusing a bomb or weathering a storm. Those have a Threat Rating, which is a flat score in the amount of total successes you have to roll as a group to eliminate the threat and end the scene. If you roll at least one success in your pool, great! You take the Threat Rating down by however many successes you scored, and this keeps going until the Threat Rating goes to zero. If you somehow bungle all your dice and get zero successes, you lose a Chi point.

The main event is fighting Nemeses, who are enemies statted just like the players, and Nemeses are defeated just like the players - their Chi has to run down to 0. This is where Yang and Yin dice come in: for every success you roll, you get to name how many are Yang dice, which are for attack, and Yin dice, which are for defense. Every Yin point cancels a Yang point, and if there are still Yang points that punch through, that takes off a point of Chi no matter how many Yang dice are left.

Here's an example of an exchange using Yang and Yin dice. So, let's say, two guys are fighting one another with a dice cap of 7, and one guy rolls six successes and the other rolls five.

If the guy with six splits their dice at three Yang and three Yin, the guy with five only has to offer up three of their own successes as Yin dice to not get hit.

If the split was three Yang and three Yin on one side and three Yang and two Yin on the other side, the guy with two Yin gets hit because one Yang point was enough to get through.

If the split was, say, all Yang dice with the guy with six and all Yang dice on the guy with five, they both get hit.

If you're still having problems following this, ask me for anything, or follow this link and read how it's paced.

So now that you know the system, let's get right down to my favorite part, character creation.
Name:
Gender:
Race:
Appearance:
Backstory: (Not only what your life is like, but what makes you a hero worthy of joining the Dragonborn's new Order? What did you do that made him decide to send a letter to you, among the countless others that could have been chosen?)
Skills:
Spells/Techniques:
Chi:
Current Magicka Score:
Magicka Cap:

Now you may be wondering, what are Skills and Spells/Techniques? Well I'll be happy to explain!

Skills are general things your character is able to do. For example, using a sword or riding a horse. Heck, even general schools of magic that your character is good at. The specifics are up to you, but these will be the bread and butter of your character. You can start with no more then 5.

All your skills start at level 5, but you can invest points to increase their level up to nine. The default number that you roll to hit or go under in a situation not applicable to any of your skills is 4. You can also make Weaknesses, that go under 4 to give yourself extra points to spend. You can't have a Weakness at 0.
Spells/Techniques are what keep things from just being about the lucky roll. These have special effects on the game, such as giving you extra dice, re-rolls, immunity from certain things, stuff like that.

However, you can't just use them whenever. Everyone has what I call Magicka. You get Magicka for great Roll Playing and when you are super unlucky and roll a 10. Everyone also has a Magicka Cap. This defaults at three, but you can use unspent points to raise it. You should have 3 to 4 Spells/Techniques.
Name: Heals-Hurts
Gender: Male
Race: Argonian
Appearance:
Backstory:
Heals-Hurts was born to heal. Because of this, he was unsurprised by the name given to him on his Day of Naming, which translates to "Heals-Hurts." This calling to heal brought him out beyond his homeland, and into the greater world of Tamriel. He traveled for a long time, going to places that needed healers, using his mastery of restoration to heal the sick and wounded, and moving on. That is, until he was attacked by a band of daedric cultists. he was traveling with a caravan at the time, and when they were attacked by the cultists, he drew his mace and fought. After the fighting ended, Heals-Hurts realized something, while he disliked fighting and killing, he was unafraid to do so to stop those who would cause death and destruction.

After this revelation, Heals-Hurts traveled to Skyrim in order to join the College of Winterhold and learn how to better fight. Unfortunately, he was caught crossing the border, and sent to the chopping block. He did not die there however, ironically saved by the very Dragon he was fated to slay.

Heals-Hurts went on many adventures, slaying Alduin, becoming the Arch-Mage of the College of Winterhold, Slaying the Vampire Lord Harkon and the First Dragonborn Miraak. Throughout his adventures however, Heals-Hurts learned of something truly horrifying, and dedicated his life to killing Daedra. This was a task that drove him to collect and hide Daedric Artifacts, kill Daedric Cultists, and even make and break deals with the Daedric Princes. Eventually however, Heals-Hurts died, but before death he was able to send out letters that lead to the creation of a new Order to defend all of Tamriel form the Daedra.
Skills:
Restoration - A school of magic often seen as weak, restoration focusses on healing, protection, and killing undead. Heals-Wounds has practically mastered this art. 9

Mace Fighting - Heals-Wounds is a master of using a mace to defend himself. While he originally only picked it up to defend himself, he is now one of the best Mace wielders in Tamriel. 9

Thu'um - The thu'um is the language of dragons, and Heals-Wounds speaks it fluently. From slowing time to breathing fire, very little is impossible with the right words. 9

Self Sacrificing - Heals-Wounds will do anything to defend the innocent, even if it harms or even kills him. 2

Spells/Techniques:

Heal Other - Using his restoration magic, Heals-Wounds restores one of his allies' Chi.

Close Wounds - Using his restoration magic, Heals-Wounds restores one of his Chi.

Dragon Aspect - Mul Qah Diiv! With a mighty shout, Heals-Wounds takes on the aspect of a dragon. For three turns, Heals-Wounds increases his dice cap by .5, rounding down. Can only be used once per scene.

Chi: 3/3
Current Magicka Score: 0/4
Magicka Cap: 4

Be warned, enemies will have Skills and Spells/Techniques as well.

Similar to UbeOne's ongoing RWBY RP, and Hoshino Yumemi's Magical Girl RP, you can also undergo projects during downtime between fight scenes. They'll be treated kind of like Mook encounters, with their own difficulty score similar to a Threat Rating. Only difference is, you don't have to take care of these in the same scene, and players can have their own individual ones. Success in these sorts of projects, like construction or creating resources, will be represented by the creation of Traits that that player or everybody in the group can use.

Created Weapons and Armor may have Enchantments, or special effects similar to a Spell/Technique. Unlike Spells/Techniques, these do not cost Magicka, but can be used against you if taken by the enemy.

I will be accepting five people, though that may change.

Credit where it's do, a lot of the character creation elements have been adapted from @Hoshino Yumemi. This was also very loosely inspired by @Janus and later @StellarMonarch's Skyrim RPs. If they are looking at this, thank you!
 
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Rules
I totally forgot to include these in the op, so here are the rules!

  1. Follow standard SV rules.
  2. Some knowledge of Skyrim lore is highly recommended.
  3. Please try to be civil. That means no mind controlling and no team killing.
  4. If there are arguments, ask me. My word is law.
  5. If you read this, put /人◕ ‿‿ ◕人\ at the bottom of your character sheet.
 
What kind of weapons are allowed. I mean obviously nothing seriously crazy but, what are our options?
 
Name: Maximillian Blackstone
Gender: Male
Race: Imperial
Appearance:
Backstory: The Blackstone Company is a construction company that is near omnipresent throughout the Empire. They had one of the closest blood ties with the Mede dynasty and are respected by every house of the Ruling Council convened after the death of Titus Mede. Their second son, Max has studied at the most posh boarding schools Cyrodiil has. However, his dreams of a safe business career died in a fire when he was enlisted b the newly resurrected Order of the Blades, and extensively trained as a secret agent of the empire. He soon rose very high even among the Blades recruits and graduated with the highest possible credit as a senior officer.

He spent some brief time in the Imperial City, before his commander asked him to go to Skyrim to take advantage of the recent bandit unrest, pacify the war fronts by whatever means neccessary, renovate some fortresses and practically apply the ground rules of capitalism.

He also personally wished to find the rare Transmute Ore spell, since rumors of its existence in Skyrim have been spreading, so he gladly cancelled his plans and went to the land of the Nords.

Once he reached Skyrim, he stumbled upon Heals-Hurts in a ruin, where he helped him clear up a cave in and explore the Dwemer ruin, finding both a new friend and the aged Dwarven Shield he currently uses. After his death he received a letter that lead him to the town of Ivarstead, and soon enough he found himself climbing the Ten Thousand steps with company from an inn...

Skills:
  • Alteration (8): A school of magic that focuses on exploring the mysteries of the world without and manipulating it. Max has mastered the defensive aspects of the field upto Ebonyflesh and can use general utility stuff like the light spells. He can use Alteration for Terraforming, like erecting walls, fortifications, clearing cave-ins, etc.
  • Speech (7) : The Imperials are of the line of Saint Alessia and Talos, and so are naturally predisposed to prosocial deeds. Those of strong blood (like the Blackstones) can apply this as a skill that is generally applicable to one on one social encounters and mercantile affairs and commanding soldiers.
  • Sword and Board (8) : A good, orthodox style that is both highly effective and broadly applicable to both defense and offense, but takes a -2 penalty if used without either sword or shield
  • Blades Training (6) : The Legion has an expansive Officer training program that focuses on making its soldiers ready to survive and thrive in any inhospitable environments.

Spells/Techniques:
Mage Armour: Spend one Magicka. Black shadows coalesce into a protective armor around the user. For five rounds, treat the user as having a persistent +2 Yin dice for defense.

Panoply of the Emperor: The conquering blade that can rebuke all foes, the legendary aegis that wards away blows. These relics of Tiber Septim are a memory in every Imperial's blood, though only the most ancient unbroken bloodlines can actually recall them like so. After the opponent spends dice as Yin-Yang, reduce either one at a rate of two die per Magicka spent.

Baffle them with bullshit!: Spend two Magicka to delay combat and pre-prepare and use two actions in advance before the combat joins battle. This is done by giving a strangely fascinating monologue on the hidden properties of ,say, the floor beneath you, or just anything plain weird, while you cast Mage Armor or build a wall between you and them.


Chi: 3
Current Magicka Score: 0/4
Magicka Cap: 4

(1 point left unused, will spend later if I think of a good trait)

/人◕ ‿‿ ◕人\
 
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Cool. I'll see about getting something up, by tonight.
Awesome!
Name: Maximillian Blackstone
Gender: Male
Race: Imperial
Appearance:
Backstory: The Blackstone Company is a construction company that is near omnipresent throughout the Empire. Their newest scion, Max has studied at the most posh boarding schools Cyrodiil has and was enlisted in the Legion for five years. He then spent some brief time in the Imperial City, before his father asked him to go to Skyrim to take advantage of the recent bandit unrest, renovate some fortresses and practically apply the ground rules of capitalism.

He also personally wished to find the rare Transmute Ore spell, since rumors of its existence in Skyrim have been spreading, so he gladly cancelled his plans and went to the land of the Nords.

Once he reached Skyrim, he found a certain call in his blood that lead him to the town of Ivarstead, and soon enough he found himself climbing the Ten Thousand steps with company from an inn...

Skills:
  • Alteration (8): A school of magic that focuses on exploring the mysteries of the world without and manipulating it. Max has mastered the defensive aspects of the field upto Ebonyflesh and can use general utility stuff like the light spells. He can use Alteration for Terraforming, like erecting walls, fortifications, clearing cave-ins, etc.
  • Speech (7) : The Imperials are of the line of Saint Alessia and Talos, and so are naturally predisposed to prosocial deeds. Those of strong blood (like the Blackstones) can apply this as a skill that is generally applicable to one on one social encounters and mercantile affairs and commanding soldiers.
  • Sword and Board (8) : A good, orthodox style that is both highly effective and broadly applicable to both defense and offense, but takes a -2 penalty if used without either sword or shield
  • Legion Training (6) : The Legion has an expansive Officer training program that focuses on making its soldiers ready to survive and thrive in any inhospitable environments.

Spells/Techniques:
Mage Armour: Spend one Magicka. Black shadows coalesce into a protective armor around the user. For five rounds, treat the user as having a persistent +2 Yin dice for defense.

Panoply of the Emperor: The conquering blade that can rebuke all foes, the legendary aegis that wards away blows. These relics of Tiber Septim are a memory in every Imperial's blood, though only the most ancient unbroken bloodlines can actually recall them like so. After the opponent spends dice as Yin-Yang, reduce either one at a rate of two die per Magicka spent.

Baffle them with bullshit!: Spend two Magicka to delay combat and pre-prepare and use two actions in advance before the combat joins battle. This is done by giving a strangely fascinating monologue on the hidden properties of ,say, the floor beneath you, or just anything plain weird, while you cast Mage Armor or build a wall between you and them.


Chi: 3
Current Magicka Score: 0/4
Magicka Cap: 4

(1 point left unused, will spend later if I think of a good trait)
A diplomat, I like it! The only thing is that you mention a "call in his blood" leading him up the steps. I very well me misunderstanding what you mean, but I think I should clarify that everyone who arrives should have received a letter such as the one in the op.

Congrats on being the first one to submit a sheet!
 
WIP

Now, I know that he seems rather out of place, but here me out when I say he's based off of Don Quixote and Norton I, Emperor of the United States. Basically, a delusional loon, but one that was of so much help, the people like him anyway.

I'll go finish this tomorrow. Gotta sleep first.

Name: Sir Estafan Protacio y Belandina
Gender: Male
Race: Human, Imperial
Appearance:
Backstory:

Skills:
Horseback Riding Lv.5 - What is a Knight without a steed? A common foot soldier, that's what! No Knight worthy of the title would fight on foot if they can help it!
Heavy Armor Mastery Lv.5 - A Knight requires only the best for bodily protection, and what better than a custom suit of full plate armor for when one needs to take a blow for the lowly and defenseless peasantry?
Sword Mastery Lv.10 - The Sword is the symbol of a Knight's mission and authority. To not master it is akin to a fish not knowing how to swim, it's simply unthinkable!
Block Mastery Lv.5 - A Knight must protect those around him, but to do so, he must first know how to defend himself.
Knightly Charisma Lv.10 - More than a hired soldier or a lowly mercenary, a Knight is a beacon of light for others to follow and look upon especially in times of dire need.

Spells/Techniques:
Mordhau "The Murder Stroke" - Spend 2 Magicka. Against hardier opponents, half-swording may be the only viable option one has after being forced off their steed. Adds 2 Yang Dice for offense and removes a Yin Dice from the enemy on each successful hit. The skill and effects last for 3 turns.

Tip of the Lance - Spend 1 Magicka. The glint of steel and the sheer volume of voice forces all attention onto the user for 2 turns.

The Coat of Arms - Spend 1 Magicka. As a bastion of light, your deeds and words inspire others to greater lengths. Apply 1 bonus Dice to all allied rolls for 2 turns.

Chi: 3/3
Current Magicka Score: 0
Magicka Cap: 3/3

/人◕ ‿‿ ◕人\
 
Name: Maximillian Blackstone
Gender: Male
Race: Imperial
Appearance:
Backstory: The Blackstone Company is a construction company that is near omnipresent throughout the Empire. Their newest scion, Max has studied at the most posh boarding schools Cyrodiil has and was enlisted in the Legion for five years. He then spent some brief time in the Imperial City, before his father asked him to go to Skyrim to take advantage of the recent bandit unrest, renovate some fortresses and practically apply the ground rules of capitalism.

He also personally wished to find the rare Transmute Ore spell, since rumors of its existence in Skyrim have been spreading, so he gladly cancelled his plans and went to the land of the Nords.

Once he reached Skyrim, he found a certain call in his blood that lead him to the town of Ivarstead, and soon enough he found himself climbing the Ten Thousand steps with company from an inn...

Skills:
  • Alteration (8): A school of magic that focuses on exploring the mysteries of the world without and manipulating it. Max has mastered the defensive aspects of the field upto Ebonyflesh and can use general utility stuff like the light spells. He can use Alteration for Terraforming, like erecting walls, fortifications, clearing cave-ins, etc.
  • Speech (7) : The Imperials are of the line of Saint Alessia and Talos, and so are naturally predisposed to prosocial deeds. Those of strong blood (like the Blackstones) can apply this as a skill that is generally applicable to one on one social encounters and mercantile affairs and commanding soldiers.
  • Sword and Board (8) : A good, orthodox style that is both highly effective and broadly applicable to both defense and offense, but takes a -2 penalty if used without either sword or shield
  • Legion Training (6) : The Legion has an expansive Officer training program that focuses on making its soldiers ready to survive and thrive in any inhospitable environments.

Spells/Techniques:
Mage Armour: Spend one Magicka. Black shadows coalesce into a protective armor around the user. For five rounds, treat the user as having a persistent +2 Yin dice for defense.

Panoply of the Emperor: The conquering blade that can rebuke all foes, the legendary aegis that wards away blows. These relics of Tiber Septim are a memory in every Imperial's blood, though only the most ancient unbroken bloodlines can actually recall them like so. After the opponent spends dice as Yin-Yang, reduce either one at a rate of two die per Magicka spent.

Baffle them with bullshit!: Spend two Magicka to delay combat and pre-prepare and use two actions in advance before the combat joins battle. This is done by giving a strangely fascinating monologue on the hidden properties of ,say, the floor beneath you, or just anything plain weird, while you cast Mage Armor or build a wall between you and them.


Chi: 3
Current Magicka Score: 0/4
Magicka Cap: 4

(1 point left unused, will spend later if I think of a good trait)
I can't believe I forgot to mention this, but you're missing something important. Check the rules.
WIP

Now, I know that he seems rather out of place, but here me out when I say he's based off of Don Quixote and Norton I, Emperor of the United States. Basically, a delusional loon, but one that was of so much help, the people like him anyway.

I'll go finish this tomorrow. Gotta sleep first.

Name: Sir Estafan Protacio y Belandina
Gender: Male
Race: Human, Imperial
Appearance:
Backstory:

Skills:
Horseback Riding Lv.5 - What is a Knight without a steed? A common foot soldier, that's what! No Knight worthy of the title would fight on foot if they can help it!
Heavy Armor Mastery Lv.5 - A Knight requires only the best for bodily protection, and what better than a custom suit of full plate armor for when one needs to take a blow for the lowly and defenseless peasantry?
Sword Mastery Lv.10 - The Sword is the symbol of a Knight's mission and authority. To not master it is akin to a fish not knowing how to swim, it's simply unthinkable!
Block Mastery Lv.5 - A Knight must protect those around him, but to do so, he must first know how to defend himself.
Knightly Charisma Lv.10 - More than a hired soldier or a lowly mercenary, a Knight is a beacon of light for others to follow and look upon especially in times of dire need.

Spells/Techniques:
Mordhau "The Murder Stroke" - Spend 2 Magicka. Against hardier opponents, half-swording may be the only viable option one has after being forced off their steed. Adds 2 Yang Dice for offense and removes a Yin Dice from the enemy on each successful hit. The skill and effects last for 3 turns.

Tip of the Lance - Spend 1 Magicka. The glint of steel and the sheer volume of voice forces all attention onto the user for 2 turns.

The Coat of Arms - Spend 1 Magicka. As a bastion of light, your deeds and words inspire others to greater lengths. Apply 1 bonus Dice to all allied rolls for 2 turns.

Chi: 3/3
Current Magicka Score: 0
Magicka Cap: 3/3

/人◕ ‿‿ ◕人\
I'm looking forward to the backstory, but Mordhau doesn't really make sense. Depending on how you look at things, every time you describe yourself as hitting an enemy, you, well, hit the enemy, or you hit the enemy every time a Yang isn't blocked by a Yin. The first one is really easy to abuse, and the second one would basically negate all of the opponents Yin with one attack. I'd recommend making it cost one magicka and just having it add two Yang.

Also, you can't have abilities at 10. You need at least a chance to fail.
 
You called me?

'Righty ho, just a sec...
Yup. This was inspired by my contemplation of the Skyrim rp you did. Obviously it's very different, but the original version was much more similar (it had SIs and ROB) until I realized it made more sense to just forgo that aspect.

Welcome to the rp!
 
Name: Zaag "Second to" Nunne
Gender:Female
Race: Orsimer
Appearance:
Backstory:
Zaag was born in a stronghold outside of Riften, she lived their until she learned that not only was her father going to basically sell her to another Stronghold, it was completely within his rights to do so. And it kinda escalated from there, sure was the knife to her fathers ribs totally necessary? some would say no. But, whatever she's a free woman and now she can do what ever she wants. And apparently what she wanted was to be a fairly accomplished pit fighter in Riftens Ratways, Never lost a bout and very rarely left an opponent able to walk properly, well was is the operative word there. you lose one fight and suddenly your worth less than a carrot, so there she was lost and quite suddenly without any kind of a decent job when low and behold what's this then a letter to join some kind of group. A job and fights, well you don't have to twist her arm.

Skills:
Dirty Tricks: Knee to the groin,punch to the throat Handful of dirt to the eyes, Everything to win a life or death battle. 7
Pit Fighter: Throw a punch and mean it, Shatter bone with a kick, and break a nose with your forehead. 8
Nose for Trouble: Well, when you hang around criminals and lowlifes you learn what a deal looks like and what someone trying to hide something looks like. 7
Crime is a State of being not a act: well ya, hang out with Criminals long enough you learn a few tricks, how to pick a lock, chock someone out real quite like, even burn a building down and make it look like an accident. 8
Fighters Body: you know something interesting. Get hurt enough and you become harder to hurt. 7
Not a great face:Facial Scars are not easy to hide and some people find them .....Intimidating.
But, Armors Heavy: Doesn't really like Any kind of heavy armor.

Spells/Techniques:
Hand a Sand: Trow some dirt in the opponents face. prevents the usage of a 2 Yin to block the next roll. Spend 1 magic.
Oh... right where it hurts: Punch or kick to the privates. Adds 3 to Yang to the attack roll. Spend 1 magic
Evasion: Move fast slip past the blow strike while their recovering. Add 2 yang to Her dice roll and remove 2 yin from Opponents dice roll. Spend 2 Magic

Chi: 3/3
Current Magicka Score: 0
Magicka Cap: 3/3

@Theaxofwar

/人◕ ‿‿ ◕人\

I Have almost assuredly missed something important somewhere or seriously messed up something .
 
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Name: Zaag "Second to" Nunne
Gender:Female
Race: Orsimer
Appearance:
Backstory:
Zaag was born in a stronghold outside of Riften, she lived their until she learned that not only was her father going to basically sell her to another Stronghold, it was completely within his rights to do so. And it kinda escalated from there, sure was the knife to her fathers ribs totally necessary? some would say no. But, whatever she's a free woman and now she can do what ever she wants. And apparently what she wanted was to be a fairly accomplished pit fighter in Riftens Ratways, Never lost a bout and very rarely left an opponent able to walk properly, well was is the operative word there. you lose one fight and suddenly your worth less than a carrot, so there she was lost and quite suddenly without any kind of a decent job when low and behold what's this then a letter to join some kind of group. A job and fights, well you don't have to twist her arm.

Skills:
Dirty Tricks: Knee to the groin,punch to the throat Handful of dirt to the eyes, Everything to win a life or death battle. 7
Pit Fighter: Throw a punch and mean it, Shatter bone with a kick, and break a nose with your forehead. 6
Nose for Trouble: Well, when you hang around criminals and lowlifes you learn what a deal looks like and what someone trying to hide something looks like. 7
Crime is a State of being not a act: well ya, hang out with Criminals long enough you learn a few tricks, how to pick a lock, chock someone quite like, even burn a building down and make it look like an accident. 5
Not a great face:Facial Scars are not easy to hide and some people find them .....Intimidating.3
But, Armors Heavy: Doesn't really like Any kind of heavy armor.3

Spells/Techniques:
Hand a Sand: Trow some dirt in the opponents face. prevents the usage of a 2 Yin to block the next roll. Spend 1 magic.
Oh... right where it hurts: Punch or kick to the privates. Adds 3 to Yang to the attack roll. Spend 1 magic
Evasion: Move fast slip past the blow strike while their recovering. Add 2 yang to Her dice roll and remove 2 yin from Opponents dice roll. Spend 2 Magic

Chi: 3/3
Current Magicka Score: 0
Magicka Cap: 3/3

@Theaxofwar

/人◕ ‿‿ ◕人\

I Have almost assuredly missed something important somewhere or seriously messed up something .
Umm... you start out with 10 points to spend, and and a skill at 5 costs no points.
 
So i assume our characters backstory must be in keeping with Elder Scrolls lore?
Yes, and you can't be the Dragonborn, cause he's dead.

Still, as long as it fits the lore you can do it. Heck, you can even take liberties with weapons and spells and stuff as long as they make sense in the setting (though I will ban anything to game breaking)
 
Yes, and you can't be the Dragonborn, cause he's dead.

Still, as long as it fits the lore you can do it. Heck, you can even take liberties with weapons and spells and stuff as long as they make sense in the setting (though I will ban anything to game breaking)

I might be able to whip something up.

What's your stance on vampires? (Recently contracted, no vampire lord shenanigans)
 
I might be able to whip something up.

What's your stance on vampires? (Recently contracted, no vampire lord shenanigans)
I'm fine with that, just keep in mind that you're a good guy. Put it next to your species. I look forward to the sheet! (Oh yeah, werewolves are cool to.)
 
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