Name:Sasharah "Sash" Hoenheim.
Race:Nord.
Gender:Male.
Appearance:
Backstory:
Born as the runt of the litter, Sash was never as strong as most Nords, he was always picked on by everyone for being weak and small, so he learned to outsmart them, outpace them. Where everyone else was always seeking attention, Sash was sneaking off to pick some pockets or pick some locks. He was always practicing with his bow or slinking around Cirodil when he wasn't stealing something.

Sash has almost no qualms about stealing, even from family, but he would almost always give it back to those he who didn't deserve it, unless it was shiny of course.

When Sash was young he met -Read, stole from- a man named Heals-Hurts, who surprised him by calling him out on it, but letting him have the coins anyway, Sash stuck with the Argonian for just over a year, they got to know each other, becoming fast friends, because, after all who doesn't need a thief?

But a few years after separating from the Argonian, he received this letter...

Skills:

Archery. LvL 7. Sneaking is all good and well, but almost useless if you can't strike from the shadows, luckily Sash is well versed with a bow and arrow.

Sneaking. LvL 8. After years of being a thief, Sash is abnormally skilled in avoiding detection, especially when goodies are involved.

Alchemy. LvL 5. Sash can brew up a potion or poison acceptably, though he isn't as good as some, Sash can hold his own at brewing.

Daggers LvL 9. Sash is one of the best with daggers and other small blades, he knows almost all the tricks and can make miracles happen with a dagger in hand.

Pickpocket LvL 7. Sash is an expert pickpocket, stealing from nobles and peasants alike, and they never even know their purses are empty.

Lockpick LvL 6. Picking locks is no different than picking pockets for Sash, though he hasn't had nearly as much practice, not that his incessant twitching helps with this.

Weaknesses:

Greedy Greedy LvL 3. Booby trapped? Hidden? Someone else's? Doesn't matter, I want it. Who can resist the allure of treasure. The answer? Not Sash.

Brittle Body LvL 1. As others weathered blows like champions, Sash crumpled like parchment. Take take 1 extra chi damage if the damage is done by blunt weaponry.

Twitchy Twitchy LvL 2. Sash twitches unnervingly whenever people get close to him, either towards a weapon or towards their pockets. As a result no one feels quite safe around Sash. Plus 2 to any pickpocket rolls if the target knows Sash is there.

Spells/Techniques:

Good ol swicharoo: Cost 2 Magika. Turn the tables and flip the board. Grab a nearby object or enemy and switch places with them, letting them take anything aimed at you. Sash is immune to attack for 1 turn.

Rob em blind: Cost 1 Magika. No time to look, steal it anyway. Blindly lash out and grab an item from from an enemy. Enemy loses 1 peice of unequipped gear.

Ye old distraction: Cost 1 Magica. Look! A distraction! Distract current enemy by throwing your voice, giving yourself the chance to reroll a turn.

Chi: 3
Magica: 0
Max Magica: 3
/人◕ ‿‿ ◕人\

Edit: The final form of Sash the Thief.
 
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Name:Sasharah "Sash" Hoenheim.
Race:Nord.
Gender:Male.
Appearance:
Backstory:
Born as the runt of the litter, Sash was never as strong as most Nords, he was always picked on by everyone for being weak and small, so he learned to outsmart them, outpace them. Where everyone else was always seeking attention, Sash was sneaking off to pick some pockets or pick some locks. He was always practicing with his bow or slinking around Cirodil when he wasn't stealing something.
Sash has almost no qualms about stealing, even from family, but he would almost always give it back to those he knew, unless it was shiny of course.

Skills:

Archery. LvL 6. Sneaking is all good and well, but almost useless if you can't strike from the shadows, luckily Sash is well versed with a bow and arrow.

Sneaking. LvL 8. After years of being in shadow, Sash is abnormally skilled in avoiding detection, especially when goodies are involved.

Alchemy. LvL 5. Sash can brew up a potion or poison acceptably, though he isn't as good as some, Sash can hold his own at brewing.

Daggers LvL 9. Sash is one of the best with daggers and other small blades, he knows almost all the tricks and can make miracles happen with a dagger in hand.

Pickpocket LvL 7. Sash is an expert pickpocket, stealing from nobles and peasants alike, and they never even know their purses are empty.

Spells/Techniques

Good ol swicharoo: Cost 2 Magika. Turn the tables and flip the board. Switch Yin/Yang rolls with the enemy. Bet they didn't see that coming.

Rob em blind: Cost 1 Magika. No time to look, steal it anyway. Roll to take 1 random item from the enemy, the higher the roll, the better the prize.

Ye old distraction: Cost 1 Magica. Look! A distraction! Distract current enemy, giving yourself the chance to run or attack.

Chi: 3
Magica: 0
Max Magica: 3

I like it! You did the points correctly and everything! That being said, I can tell you didn't read the rules. Also, and this isn't really your fault, as I kind of forgot to add it, but in your backstory you need to show why Heals-Hurts chose to send a letter to you. What separates you from a petty thief and makes you a hero?
Like how many more points?
You have two left before any disadvantages.
 
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I like it! You did the points correctly and everything! That being said, I can tell you didn't read the rules. Also, and this isn't really your fault, as I kind of forgot to add it, but in your backstory you need to show why Heals-Hurts chose to send a letter to you. What separates you from a petty thief and makes you a hero?

You have two left before any disadvantages.

Cool, used the last of my starter to bring in 'Thick Skin Hard Bones/ Fighter Body.' And being it up to 7. And how many points do my disadvantages give me?
 
Theaxeofwar

It has been fixed! Huzzah!

Edit: I think... What rule did I get wrong?
 
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@Theaxofwar So I have a character idea from an old TES RP that never got off the ground. A Falmer adventurer. As in, one of the Betrayed. He has reasons for being this way (he was the result of an experiment by a rogue group of wizards from the College of Winterhold to make Falmer less evil and bloodthirsty), but I just wanted to clear it with you first.

EDIT: Also, how many points do we start with?
 
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YOU HAVE SUMMONED ME! WHICH DARK SCUM OF THE PLANES OF OBLIVION DO YOU WISH OF TO SLAY!

Wait, why am I shouting again? Meh, it doesn't really. So Axy, ya need me for somethin'?
Join Us! Join Us! Join Us!
Theaxeofwar

It has been fixed! Huzzah!

Edit: I think... What rule did I get wrong?
Huzzah! Yeah, that works. Definitely something Heals-Hurts would do, and it makes sense.

And you got the Face now, so it's all good.
@Theaxofwar So I have a character idea from an old TES RP that never got off the ground. A Falmer adventurer. As in, one of the Betrayed. He has reasons for being this way (he was the result of an experiment by a rogue group of wizards from the College of Winterhold to make Falmer less evil and bloodthirsty), but I just wanted to clear it with you first.

EDIT: Also, how many points do we start with?
I'll need to see the sheet, but I like the idea. As long as you can make it work with the lore you can do it, unless its game breaking.

Oh, and you start with 10 points.
 
Cool, used the last of my starter to bring in 'Thick Skin Hard Bones/ Fighter Body.' And being it up to 7. And how many points do my disadvantages give me?
It depends. Disadvantages start at three, giving you one point. Two gives you two, and one gives you three. You can't have a disadvantage of zero.
 
In the interest of more submissions, I'll be tagging all of the people who took part in The Extrarius Skyrim RP.
I hear My Name!

By the power of the Holy Grail, by the will of Alaya, and the Forum Gods, I: Servant Asterion, under the name of Caster answer your summons! What is your Wish, Oh strange & mighty Rabbit Cat?

*Proceeds to read the OP*
Well, it's certainly interesting...

I mean, maybe I'll jump in if there's room, but if I'm being honest it doesn't really grab my attention that much. Still though, I hope it finds success.
 
Gotcha, so two disadvantages means two points. Right?
It depends what level the disadvantages are. If they are both at 3 then yeah.
I hear My Name!

By the power of the Holy Grail, by the will of Alaya, and the Forum Gods, I: Servant Asterion, under the name of Caster answer your summons! What is your Wish, Oh strange & mighty Rabbit Cat?

*Proceeds to read the OP*
Well, it's certainly interesting...

I mean, maybe I'll jump in if there's room, but if I'm being honest it doesn't really grab my attention that much. Still though, I hope it finds success.
Thank you! I wish you success in your endeavors as well. :)
 
Spells/Techniques
Spells/Techniques should have clearly defined effects on the game. A Spell/Technique should a two part description, first, the fluff. Basically a small description of what you are doing and what it looks like. Then the mechanics. What effect does it actually have?

Examples:

Devastating Strike - with a mighty swing of his mace, Heals-Hurts breaks through an enemies guard. For one turn, two of an enemies Yin are disabled.

Intimidating Gaze - Heals-Hurts gives an enemy a look of such ferocity and anger that the enemy is immediately overcome with terror. This enemy is intimidated and any intimidation rolls on him will auto-succeed. He must roll a four or lower to break free of the effect.

Invisibility - Heals-Hurts taps into his Magicka and casts the Invisibility spell, disappearing from sight. For three turns, enemies add two to any detect rolls on Heals-Hurts.
 
Name: Donavin Patterson
Gender: Male
Race: Redgaurd
Appearance:
Backstory: When I was a young upstart sell sword, I saw my fair share of battles. Just trying to get away from home and make my fortune. My father was a bit of a folk legend and I just wanted to live up to him. A hag raven mangled my leg with a cursed blade. It was fairly serious magic, though it was cured the damage to my leg could only be healed so far. Leaving me with a slow painful limp. I wanted to help my company though, I wanted to have an impact on the battle. So I started to study the arts of a smith. I wasn't just good I was *DAMN GOOD*.

I left the company a few years afterwards, they were being attacked just to steal their arms because of the reputation I was gaining. I spent a few more years refining my art even further making a metric shit ton of gold. Which I spent every single piece on getting the best magical education money could buy from tomes to instructors, to letter correspondence with experts. I studied both enchantment and alchemy both of which to further my art. Potions to increase my skill even further and enchanting to make it a finished project. Learning and mastering my magicka did more than teach me those skills, I started to create my own school of magic..something new the art of using magicka in the very crafting of the item to improve it rather than just afterwards.

Apparently I have a legend the dragon born heard of my skill and is asking for me to be his smith, how could I refuse.

Skills:

Black Smithing:9
Enchanting:9
Alchemy:9
Sword Play:5
Dodge:2

Spells/Techniques:

Sight of the Smith: Can use magicka to temporarily see the faults in a weapon allowing him to remove them largest to smallest ever making it closer to perfect. Can surpass the skill of any other smith with this, even if it is quite time consuming. Can greatly increase the quality of a crafted item this way.

Metal Mixing: Can mix two metals to create an improved hybrid gaining traits from both. Though this very time consuming, expensive and requires a lot of magicka in the crafting.

Perfect strike: With a complete understanding of a crafted blade he can make an unstoppable strike.




Chi:3/3
Current Magicka Score:0/4
Magicka Cap:5


/人◕ ‿‿ ◕人\
 
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Theaxeofwar.

I think I finally worked out some non rule breaking skills, I edited them on to my character, could you see if I did it right please?
 
Could use some help with my abilities.
Crafting is good. I like crafting. The backstory is great as well. However, can you add some fluff to your Skills? I know we all know what they do, but it's still helpful for me to know the specifics of your character, and the fluff is very useful for that. Also, and I honestly didn't even think of this until now, but you can't have a Disadvantage at 0. You need at least some chance of success.

As for the Spells/Techniques, each one costs one Magicka I assume? The first two are fine as is, and for the third perhaps simply remove a Yin from the enemy.
 
As for the Spells/Techniques, each one costs one Magicka I assume? The first two are fine as is, and for the third perhaps simply remove a Yin from the enemy.

Cool so they don't need a specific mechanical effect for that?

Are there rules for better weapons or tools?



Also, your not willing to allow me to have a 0? Dodging isn't the only defense I could have and it seemed very thematic,to say my disadvantage is "I can't dodge"
 
Zedalb your a genius, you could technically improve ALL our equipment! You could be our power multiplier!

PS: ITS late where I am so I'm kind of delirious right now. (Is that how you spell delirious? Dalerios? Dilerias? God I'm tired...)
 
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Cool so they don't need a specific mechanical effect for that?

Are there rules for better weapons or tools?



Also, your not willing to allow me to have a 0? Dodging isn't the only defense I could have and it seemed very thematic,to say my disadvantage is "I can't dodge"
Yes, but perhaps you trip and fall, miraculously dodging the blow. The possibility should always be left open. As for the crafting stuff, there are a few ways we can do this. The second one is pretty simple, combining two materials to get one better then either.

For the first one, well. As time goes on your characters will be able to gain more Skills and Spells/Techniques. I'll also be adding something called Enchantments. Enchantments are basically Spells/Techniques granted by a weapon. I think that this Technique will grant weapons made with it the Peerless Craftsmanship Enchantment. This will make it so when you get a natural 1 on a Yang attack and the enemy blocks with a Yin that is not a natural one, the enemy's weapon will break, unless that weapon also has the Peerless Craftsmanship Enchantment.
 
Yes, but perhaps you trip and fall, miraculously dodging the blow. The possibility should always be left open. As for the crafting stuff, there are a few ways we can do this. The second one is pretty simple, combining two materials to get one better then either.

For the first one, well. As time goes on your characters will be able to gain more Skills and Spells/Techniques. I'll also be adding something called Enchantments. Enchantments are basically Spells/Techniques granted by a weapon. I think that this Technique will grant weapons made with it the Peerless Craftsmanship Enchantment. This will make it so when you get a natural 1 on a Yang attack and the enemy blocks with a Yin that is not a natural one, the enemy's weapon will break, unless that weapon also has the Peerless Craftsmanship Enchantment.

Okay I'll change the dodge, whats the cost of raising you max magicka?
 
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