Post by thenether on Oct 17, 2011 10:04:56 GMT -6
RACES
Altmer (High Elves)
Argonian
Bosmer (Wood Elves)
Breton
Dunmer (Dark Elves)
Imperial
Khajiit
Nord
Orc
Redguard
Dremora
There are only the following skills and attributes (To make it easier):
Blade
Blunt
Block
Heavy Armour
Light Armour
Destruction
Restoration
Alteration
Mysticism
Illusion
Alchemy
Marksman
Sneak
Security
Atributes:
Strength: How much damage you can do
Endurance: How Much damage you can take
Agility: How fast you are
Intelligence: How much magica you have
Here are the racial boosts:
Imperial:
Strength: 50
Endurence: 40
Agility: 30
Inteligence: 40
Blade:+5
Restoration:+5
Heavy Armour:+10
(Imperials recieve an extra skill bonus because I can't really understand the use of their racial boosts in this one)
Altmer (High Elves):
Strength: 30
Endurence: 40
Agility: 40
Inteligence: 50
Conjuration:+5
Destruction+10
Weakness to frost: 25%
Weakness to fire:25%
Weakness to shock:25%
Argonian:
Strength: 40
Endurence: 30
Agility: 40
Inteligence: 40
blade:+5
Security:+10
Resist Poisen: 100% (Except poisen apples or any other posien made form the poisen apples)
Bosmer (Wood Elves):
Strength: 30
Endurence: 30
Agility: 50
Inteligence: 40
+10 Marksman
+5 sneak
Resist disease 75%
Breton:
Strength: 40
Endurence: 30
Agility: 30
Inteligence: 50
+10 restoration
+5 Alchemy
50% RESIST magicka
Dunmer (Dark Elves):
Strength: 40
Endurence: 40
Agility: 40
Inteligence: 40
+10 destruction
+5 Mysticism
Summon ancestor gaurdian
Khajiit:
Strength: 30
Endurence: 40
Agility: 50
Inteligence: 40
+10 sneak
+5 security
See in the dark
Nord:
Strength: 50
Endurence: 50
Agility: 40
Inteligence: 30
+10 heavy armour
+5 Block
resist frost 50%
Orc:
Strength: 50
Endurence: 50
Agility: 30
Inteligence: 30
+10 Heavy Armour
+5 Block
resist Magicka 25%
Redguard:
Strength: 40
Endurence: 50
Agility: 40
Inteligence: 30
+10 blade
+5 Light armour
Resist Poisen 75%
Dremora:
Strength: 40
Endurence: 50
Agility:30
Inteligence: 40
Blade+5
Heavy Armour+10
Resist Fire 50%
weakness to shock 50%
resist Magic 25%
Name then leader
Dark Brotherhood; Vamas Lidabras (Alpha Wolf)
Members:
Morag Tong : Da'karim (Huka)
Members:
Mythic Dawn: Coation (thenether)
Members:
Blade's:
members:
Thieves guild:
Members:
Knights of the Nine: William 'James' Michael (wax)
Members:
Order of the dragon:
Members:
Induril:
members
Oblivion hosts:
members
The leader of a faction can change the rule's of that faction WITH IN REASON (The order of the dragon is hardly going to join the mythic dawn!)
Please use this format
Name:
Faction and rank (remove if you freelance):
race:
Age(Aesthetic):
Bio(nothing flashy, just a back story sort of thing):
Class (just make up, chose 7 of the skills and 2 attributes, the attributes get +10 and the skills start at 25, plus race bonus)
You can add overall attribute's and skills if you want, I think it makes it easier, So t have, but you don't have to
Ok here is a quick rule's overview
1: NO GODMODDING! IMMORTALITY IS ONLY FROM AGE (which doesn't matter it's just a side thing, just as the master of the dawn, mankar was over 300, but that doesn't matter as he still died)
2 Be reasonable, if you don't have resist poisen it WILL afect you, if you resist 25% then only get hurt by it 75% of the time (in other words, DON'T BE INVINCIBLE!)
3 you can put up your own skills, but be reasonable
4 actually bother about skills, if you have a 5 destruction you won't cast a spell that will blow everything up!
5 Obey higher ranked members of your order, but you may stage an uprising against them
6 The most important rule, make sure you and everyone else has fun!
Altmer (High Elves)
Argonian
Bosmer (Wood Elves)
Breton
Dunmer (Dark Elves)
Imperial
Khajiit
Nord
Orc
Redguard
Dremora
There are only the following skills and attributes (To make it easier):
Blade
Blunt
Block
Heavy Armour
Light Armour
Destruction
Restoration
Alteration
Mysticism
Illusion
Alchemy
Marksman
Sneak
Security
Atributes:
Strength: How much damage you can do
Endurance: How Much damage you can take
Agility: How fast you are
Intelligence: How much magica you have
Here are the racial boosts:
Imperial:
Strength: 50
Endurence: 40
Agility: 30
Inteligence: 40
Blade:+5
Restoration:+5
Heavy Armour:+10
(Imperials recieve an extra skill bonus because I can't really understand the use of their racial boosts in this one)
Altmer (High Elves):
Strength: 30
Endurence: 40
Agility: 40
Inteligence: 50
Conjuration:+5
Destruction+10
Weakness to frost: 25%
Weakness to fire:25%
Weakness to shock:25%
Argonian:
Strength: 40
Endurence: 30
Agility: 40
Inteligence: 40
blade:+5
Security:+10
Resist Poisen: 100% (Except poisen apples or any other posien made form the poisen apples)
Bosmer (Wood Elves):
Strength: 30
Endurence: 30
Agility: 50
Inteligence: 40
+10 Marksman
+5 sneak
Resist disease 75%
Breton:
Strength: 40
Endurence: 30
Agility: 30
Inteligence: 50
+10 restoration
+5 Alchemy
50% RESIST magicka
Dunmer (Dark Elves):
Strength: 40
Endurence: 40
Agility: 40
Inteligence: 40
+10 destruction
+5 Mysticism
Summon ancestor gaurdian
Khajiit:
Strength: 30
Endurence: 40
Agility: 50
Inteligence: 40
+10 sneak
+5 security
See in the dark
Nord:
Strength: 50
Endurence: 50
Agility: 40
Inteligence: 30
+10 heavy armour
+5 Block
resist frost 50%
Orc:
Strength: 50
Endurence: 50
Agility: 30
Inteligence: 30
+10 Heavy Armour
+5 Block
resist Magicka 25%
Redguard:
Strength: 40
Endurence: 50
Agility: 40
Inteligence: 30
+10 blade
+5 Light armour
Resist Poisen 75%
Dremora:
Strength: 40
Endurence: 50
Agility:30
Inteligence: 40
Blade+5
Heavy Armour+10
Resist Fire 50%
weakness to shock 50%
resist Magic 25%
Name then leader
Dark Brotherhood; Vamas Lidabras (Alpha Wolf)
Members:
Morag Tong : Da'karim (Huka)
Members:
Mythic Dawn: Coation (thenether)
Members:
Blade's:
members:
Thieves guild:
Members:
Knights of the Nine: William 'James' Michael (wax)
Members:
Order of the dragon:
Members:
Induril:
members
Oblivion hosts:
members
The leader of a faction can change the rule's of that faction WITH IN REASON (The order of the dragon is hardly going to join the mythic dawn!)
Please use this format
Name:
Faction and rank (remove if you freelance):
race:
Age(Aesthetic):
Bio(nothing flashy, just a back story sort of thing):
Class (just make up, chose 7 of the skills and 2 attributes, the attributes get +10 and the skills start at 25, plus race bonus)
You can add overall attribute's and skills if you want, I think it makes it easier, So t have, but you don't have to
Ok here is a quick rule's overview
1: NO GODMODDING! IMMORTALITY IS ONLY FROM AGE (which doesn't matter it's just a side thing, just as the master of the dawn, mankar was over 300, but that doesn't matter as he still died)
2 Be reasonable, if you don't have resist poisen it WILL afect you, if you resist 25% then only get hurt by it 75% of the time (in other words, DON'T BE INVINCIBLE!)
3 you can put up your own skills, but be reasonable
4 actually bother about skills, if you have a 5 destruction you won't cast a spell that will blow everything up!
5 Obey higher ranked members of your order, but you may stage an uprising against them
6 The most important rule, make sure you and everyone else has fun!