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.
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.
So now that you know the system, let's get right down to my favorite part, character creation.
Now you may be wondering, what are Skills and Spells/Techniques? Well I'll be happy to explain!
Be warned, enemies will have Skills and Spells/Techniques as well.
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!
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
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.
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:
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.
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.
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:
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
Gender: Male
Race: Argonian
Appearance:
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.
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.
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.
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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