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Messages - Vagabond Serpent

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Character Sheets / Character Sheets
« on: July 18, 2017, 08:30:56 AM »
Although there are no minimum amount of information required, make sure to give a good idea of your character. The image here is the same size than the avatar, it can be used for both. If you can't find a picture that is 150x200, post with what you find, the GM will resize it and change the link with the first review. Post your character in reply to this post. Do not chat in this thread, your post will be removed. This is for character sheets only.

Character Name



Full name:
Place of birth:
Faction and Rank:
Experience Estimate:






Other Information:


Now when filling up the form, make sure to check the following:

  • Names should be more or less lore friendly for your chosen race, unless you can explain the wild deviation in the sections below;
  • Age ought to be lore friendly too, no 300 years old Bretons, please, unless it is a vampire, or you've convinced me to allow your character to be a daedroth;
  • Places of birth are allowed from the entire Tamriel;
  • When going over your factions and ranks, try not to create a really high ranking character and don't forget to check the factions reaction tables, please;
  • Experience estimate is expected in the form of Novice, Apprentice, Journeyman, Master, Grandmaster;
  • Attributes are enough to be listed in the same style, Very Low, Low, Average, High, Really High;
  • Class can be either one of the existing or custom made, but, please, try to make sure it can actually work;
  • Major and Minor skills list just like Experience Estimate please.

Code: [Select]
[center][size=18pt]Character Name[/size]

[b]Full name: [/b]
[b]Race: [/b]
[b]Age: [/b]
[b]Place of birth: [/b]
[b]Birthsign: [/b]
[b]Faction and Rank:[/b]
[b]Experience Estimate:[/b]






[app]Other Information:[/app]


Morrowind Lore / Re: Factions
« on: July 17, 2017, 03:39:10 PM »
Finally, keep in mind that it is possible to be the member of more than one factions, but then you'd have to be mindful of the conflicts and work around them. See the Reaction Table below to help yourself figure out the allies and foes.

Morrowind Lore / Re: Factions
« on: July 17, 2017, 03:37:47 PM »
Vampire Clans

Vampires are reestablishing themselves more openly on the island of Vvardenfell, after a long period of near-extinction and hiding. Each is dominated by a particular race, though with a mixed group of minions. The Vampire clans have no faction allies, not even other Vampire clans. There are three clans of Vampires that have made the greatest progress in staking out territory.

  • Aundae Clan.A vampire clan led by Dhaunayne Aundae. They are a dark brotherhood of vampiric mages "blessed" with dark powers of the mind; their path through the darkness relies on their mastery of magic. The Aundae Clan consists fully of Altmer, but with Dunmer and Redguard cattle.
  • Berne Clan. A vampire clan led by Raxle Berne. These vampires are the true masters of the night. Sliding through the darkness, invisible in the shadows, they hunt their prey in secrecy and silence.
  • Quarra Clan. A vampire clan led by Volrina Quarra. They fear nothing, and with good reason. Of all the clans, they are the strongest... At least physically. They are not subtle, and would rather slaughter an entire village than choose a few on which to feed.

You cannot be a member of more than one vampire clan, ever.

Morrowind Lore / Re: Factions
« on: July 17, 2017, 03:33:29 PM »
Native Factions

These factions are mostly establishments with long-standing regional Dunmer traditions, and usually have to do with reclaiming Morrowind for the Dunmer, and resisting the colonial Imperial culture. There are some internecine conflicts among these native factions (e.g., resistance by the Ashlanders of Vvardenfell to the comparatively recent and Morrowind-wide Tribunal Temple). The real odd one out is Twin Lamps, which is recent, comprised primarily of non-Dunmer in the region, and opposed to a particular Dunmer practice. Of Morrowind's endemic factions, only the Morag Tong has the character of a guild, and of them it is the only one with a history and presence outside Morrowind.

  • Ashlanders. The Ashlanders are traditionalist, rural, nominally migratory native tribes of the Dunmer of Vvardenfell, who are opposed to outlanders' influence, and to that of the Tribunal Temple. In the Ashlander view, even the "settled Dunmer" of the Great Houses are outlanders and are usurpers of native land and resources, as well as worshippers of false gods, the Tribunal.
  • Camonna Tong.Vvardenfell's organized crime syndicate, pre-dating the Imperial occupation, the Camonna Tong is in direct competition and conflict with the outlanders' Thieves Guild. Lately, it has been looking to make allies within the Fighters Guild. Despite their conflict, there is no faction reaction between members of the Camonna Tong and the Thieves Guild, probably owing to the secrecy each maintains about membership.
  • Morag Tong.An ancient guild of assassins, with a strict code of ethics, the Morag Tong has a long history intertwined with that of the Great Houses, who regularly employ the organization in the House Wars. The Morag Tong is as native to Morrowind as to other provinces, and is not a recent colonial import. Its only real enemy is the Dark Brotherhood, a far less scrupulous set of killers for hire.
  • Nerevarine Cult.A Dunmer sect, primarily but not exclusively among the Ashlanders, the Nerevarine Cult is persecuted as heretics by the Tribunal Temple. The cult's faith centers on a prophecy about the return of an ancient hero of the Dunmer.
  • Tribunal Temple.The newest of the Dunmer religions, it is tolerant of and has assimilated the original ancestor worship and "Good Daedra" cults to the extent it can, while focused on servitude to a trio of living gods, the Almsivi Tribunal. It is markedly hostile toward the Nerevarine Cult (whom the Temple ruthlessly suppress) and toward the Sixth House. While the Temple is vying for converts with the Imperial Cult, the two religions largely just maintain non-interference with each other. Some people are in the congregations of both faiths, and various locations have both a Tribunal Temple shrine and an Imperial Cult altar in fairly close proximity.
  • Twin Lamps.An anti-slavery movement, it is Argonian-led, with support from Khajiit, some humans, and (importantly) a handful of progressive Dunmer aristocrats. Its opposition to the traditional reliance on slave labor in Morrowind (the last province of the Empire to still permit the practice) puts Twin Lamps in conflict with some Great House interests, especially those of the Telvanni.

Morrowind Lore / Re: Factions
« on: July 17, 2017, 03:28:21 PM »
Imperial Factions

The Imperial factions are all establishments relating to Imperial traditions and politics. Most such factions originate from Cyrodiil and have made their way to Morrowind and Vvardenfell.

  • Blades. The Blades are the Emperor's elite espionage, military, and diplomacy service. Regional Grand Spymasters of the Blades receive instructions directly from the Emperor.
  • Census and Excise. These tax collectors are a functionary branch of the Imperial government, and also control immigration, prisoner release, port customs, demographics, and other border-control, population, and revenue matters. Customs and Excise Officials are also empowered to investigate local criminal offenses.
  • Dark Brotherhood. A renegade guild of contract killers, with clients at the highest level, the Dark Brotherhood has been around as centuries, and remains the mortal organizational enemy of the more principled Morag Tong.
  • East Empire Company. This crown-chartered company is a monopolistic mercantile operation.
  • Fighters Guild. This guild is a mercenary organization engaged in bounty hunting, protected delivery of trade goods, debt collection, pest-creature control, and bodyguard work.
  • Imperial Cult. The Imperial Cult is the chief religion of the Empire, worshipping the Nine Divines. Despite being in competition with them for worshippers, the Imperial Cult mostly takes a "let sleeping dogs lie" approach toward other religious groups, aside from the Sixth House.
  • Imperial Knights. This is an elite, aristocratic order of the Imperial Legion.
  • Imperial Legion. The Legion is the army of the Empire, and (in settlements with a strong Imperial presence) its principal police force.
  • Mages Guild. This guild provides training and services in the magical arts, including enchanting and spellmaking, and desires to exclude House Telvanni from this business.
  • Talos Cult. A secret sect within the Imperial ranks, most of whom would regard the Talos Cult as heretical and treasonous.
  • Thieves Guild. Specialists in the procurement of desirable things without direct confrontation, be it outright larceny or recovery of previously stolen goods. Tolerated by Imperial forces to a degree, and locked in a turf war with the Camonna Tong.

Morrowind Lore / Re: Factions
« on: July 17, 2017, 03:22:05 PM »
Great Houses

The Great Houses are the large establishments throughout the Empire of extended lineages of "civilized" Dunmer, with many non-Dunmer retainers. The Great Houses' traditions derive from ancient Dunmer clans and tribes, but they now function something like political parties. Of the Empire's five recognized Great Houses, only three have a significant presence in the Morrowind province or on the island of Vvardenfell in particular.

  • House Hlaalu. The most Empire-friendly of the Great Houses in Morrowind, and the most focused on commerce and politics, House Hlaalu is also the easiest Great House on Vvardenfell to join and advance within for a non-Dunmer outlander (one of the top Hlaalu people in Morrowind is of Imperial stock). Everything is business to the Hlaalu, and the house is ultimately controlled by the Dunmer Hlaalu family, some of whom possess titles of Imperial nobility.
  • House Redoran. A Great House primarily of warriors, though with business interests that clash with those of House Hlaalu, the Redoran have an eye to reestablishing Morrowind's former, pre-Imperial glory, though they stop short of open revolt against the Empire. House Redoran has deep ties to the nature culture, despite their civilized veneer. The Redoran, politics aside, have mutual respect for and from other warrior-caste groups, such as the Fighters Guild and the Imperial Legion.
  • House Telvanni. An isolationist Great House led by a council of mages (not all of whom are exactly friendly to one another), the Telvanni are the Great House that is least accepting to outlanders of any kind. House Telvanni has come into conflict with the Mages Guild for control of magic-related services and resources. Advancement to the higher ranks of the Telvanni requires impressive magic skills and intelligence.
  • Sixth House. Disgraced an age ago, and long thought to have been utterly destroyed, this ancient House is rebuilding itself and is allied directly with Dagoth Ur and the Daedra. It recruits necromancers and mercenaries to take control of Daedric Shrines and other abandoned sites that can be defended, including underneath established cities. The Sixth House has mutual antipathy with most other factions in the game, and no allied factions.

You cannot be the member of more than one Great House, nor can you join the Sixth House without permission from GM.

Morrowind Lore / Factions
« on: July 17, 2017, 03:17:14 PM »
Morrowind is a place for a real big lot of factions, and each of those factions competes with the others in one way or another for the dominant position in the food chain. There are factions that flooded the province as it was joined up with the Empire. There are ancient, Dunmer founded and controlled factions that had been there for ages. Naturally there's a clash between those two groups.

But not is as easy as it seems, for even seemingly allied groups who share same interest on outside are the bitter enemies on the inside. The plot would thicken quickly around and great adventures would await the one who'd try to untangle this Gordian Knot. Or maybe worsen it even more, by trying to advance through the ranks of the two opposing factions, hmm?

Morrowind Lore / Attributes
« on: July 17, 2017, 03:07:44 PM »
Attributes are the fundamental measurements that define a character's nature and inherent abilities, in contrast with Skills, which generally indicate how well a character has learned to perform specific actions. There are eight primary Attributes.

The typical starting value of each primary Attribute is between thirty and fifty, but the actual starting values depend upon your character's race and gender. In addition, two Attributes will be "favored" by your character's class with ten extra points. With the exception of Luck, each primary Attribute governs three to five Skills.

  • Agility is how nimble you are. It controls your chance to hit enemies, your chance to dodge their attacks, and your maximum Fatigue. Also reduces your chance to get knocked down in combat.
  • Endurance is how tough you are. It controls your starting and maximum Health, and your maximum Fatigue. Also slows down fatigue loss while running, and while fighting.
  • Intelligence is your luggage of knowledge and wit. It controls your maximum Magicka, for the more you know, the more powerful you are. 15% of your Intelligence attribute is the amount of magicka gained per hour of sleep.
  • Luck is luck. It helps everything you do in a small way. Or hinders you, if you're a luckless lout.
  • Personality is your pretty face and long lashes. it controls how much people like you, and the prices you get at vendors.
  • Speed is speed, it's how fast you can move your limbs when you really need to. It controls your rate of movement when walking, running, swimming, or levitating.
  • Strength is self explanatory. It controls the damage you cause with weapons, as well as how much you can carry. It also helps determine your maximum Fatigue and starting Health. Strength also factors into how your weapon durability degrades on each successful hit: Higher strength means higher weapon degradation.
  • Willpower is how strong your resolve is. It controls your odds of success at spellcasting and your chance to resist Magicka. It also determines your maximum Fatigue.

Morrowind Lore / Re: Skills
« on: July 08, 2017, 01:31:17 PM »

  • The Marksman skill affects the use of ranged weapons such as the short bow, long bow, crossbow, dart, throwing star, and throwing knife.
  • Characters with great Short Blade skill are more effective with short, quick, thrusting weapons like daggers, tantos, short swords, and wakizashis.
  • The Light Armour skill lets one move and defend while wearing light-weight, flexible armors like leather, boiled leather, fur, chitin, and glass. To use any style of armor effectively, the wearer must be trained, conditioned, and skilled in its use.
  • The Hand-to-hand skill is the martial art of unarmed combat. Hand-to-hand attacks damage only the Fatigue of a standing opponent, but they damage Health when a target has been knocked unconscious by Fatigue loss.
  • The Acrobatics skill involves jumping, climbing, and avoiding damage from falls. The higher one's Acrobatics, the higher one can jump vertically, the farther one can jump horizontally, and the greater the high one may fall from (or jump down on purpose). Developing this skill also enables one to slow and (eventually) stop a sliding descent that could cause damage or kill; to walk along increasingly steep slopes without sliding or falling down; to climb steeper inclines, and with less effort. Those skilled in Acrobatics can reach areas others cannot get to, and can direct their paths (to an increasing extent) while falling or jumping. With Acrobatics pushed by magic to abnormally high levels, one can jump and fall rather extreme distances.
  • The Sneak discipline is the art of moving unseen and unheard. Skilled sneaks are also adept pickpockets. Sneak is a very useful skill, as it allows for critical hits.
  • The Security skill lets you open locked doors and containers with lockpicks, disarm traps with probes, and re-seal sealed documents after reading them. This skill is essential for agents and thieves alike. Unlocking locked objects is a crime, so make sure you don't let anyone see you do it.
  • The Mercantile skill is the art of buying low and selling high. This skill guarantees lower initial prices for goods, equipment, and services, and improves chances of getting better deals by bargaining.
  • Those skilled in the art of Speechcraft influence others by admiring, intimidating, and taunting them. Listeners are more willing to divulge information or to entrust important tasks to the skilled speaker.

Morrowind Lore / Re: Skills
« on: July 08, 2017, 01:24:25 PM »

  • The effects of the College of Illusion spells alter the perceptions and thoughts of living beings. Illusion effects include blindness, illumination, paralysis, silence, calmness, enragement, charm, distract, camouflage, and invisibility.
  • The spell effects of the College of Conjuration include the mental domination of mundane and magical creatures, summoning of otherworldly weapons and armor, and summoning of Daedric or undead servants and powers to serve and protect the caster.
  • Students of the College of Alteration manipulate the physical world and its natural properties. Alteration effects include water breathing and walking, jumping, levitating, burdening, opening and locking, and creating shield barriers against physical and elemental damage.
  • The Destruction skill is the mastery of the spell effects of the College of Destruction. Their spells harm living and unliving things, and include elemental damage, draining, damaging, vulnerability, and disintegration magical effects.
  • The spells of the College of Mysticism shape and focus otherworldly forces to bind souls in gems, or teleport the caster's body, or manipulate the world with telekinesis, or absorb or reflect magical energies, or sense unseen objects at a distance.
  • Adepts of the College of Restoration heal, restore, and fortify the body's attributes and abilities, cure disease, and protect it from other malign influences. Restoration spells can also augment strength, endurance, intelligence, agility, and other bodily attributes.
  • Alchemy allows you to identify magical properties in ingredients and create potions to provide temporary or one-use benefits, such as healing, curing disease, water-walking, magical shielding, and fortifying bodily attributes
  • Enchanting is the process of permanently applying a magical effect to an item by harnessing the power of a creature's soul. This skill governs the creation, use, and recharging of enchanted items. Skilled enchanters are more likely to be successful at creating new items, their enchanted items use less power and are recharged more efficiently by soul gems.
  • The Unarmoured skill lets one avoid or reduce injury during combat while not wearing any armor by evading, deflecting, or absorbing blows. Those versed in this skill are better defended while wearing no armor.

Morrowind Lore / Re: Skills
« on: July 08, 2017, 01:14:32 PM »

  • The Long Blade skill lets one use broadswords, sabers, longswords, claymores, katanas, and dai-katanas effectively. The higher the skill, the more likely an attack is to hit an enemy.
  • The Axe skill helps a user wield heavy chopping weapons like war axes and battleaxes more effectively.
  • The Blunt Weapon skill makes you more effective when using heavy bashing weapons like maces, hammers, clubs, or staves.
  • The Spear skill permits effective use of long-hafted thrusting weapons like spears and halberds.
  • The Block skill allows one to use shields to block any attack. Shields will not protect you from magical attacks. A successful block removes all damage from the attack.
  • The Medium Armour skill lets one move and defend while wearing durable but flexible armors like chain, scale, bonemold, and Orcish armor. To use any style of armor effectively, the wearer must be trained, conditioned, and skilled in its use.
  • The Heavy Armour skill is used to move and defend while wearing massive and rigid armors like iron, steel, silver, Dwemer, ebony, and Daedric armor. To use any style of armor effectively, the wearer must be trained, conditioned, and skilled in its use.
  • The Armourer skill is used to maintain weapons and armour at top effectiveness. Damaged weapons do less damage. Damaged armour provides less protection against attacks. As wear increases, the diminishing effectiveness of weapons and armour becomes dramatic.
  • The Athletics skill trains and conditions one for running and swimming. Skilled athletes move short and long distances over land with speed and efficiency, and they also swim swiftly underwater.

Morrowind Lore / Skills
« on: July 08, 2017, 12:59:24 PM »
There are 27 skills in Morrowind, each of which determines how well you can perform various tasks. Each skill is governed by an Attribute; there are three to five skills governed by each attribute (except Luck). Each class has five Major skills, five Minor skills, and seventeen miscellaneous skills. Each skill also belongs to one of three specializations. As usual, blue are combat, red are magic, yellow are stealth.

Morrowind Lore / Re: Classes
« on: July 04, 2017, 02:11:09 PM »

Acrobat is a polite euphemism for agile burglars and second-story men. These thieves avoid detection by stealth, and rely on mobility and cunning to avoid capture.

Attributes: Agility, Endurance.

Major: Acrobatics, Atheltics, Marksman, Sneak, Unarmoured.

Minor: Speechcraft, Alteration, Spear, Hand-to-Hand, Light Armour.


Agents are operatives skilled in deception and avoidance, but trained in self-defense and the use of deadly force. Self-reliant and independent, agents devote themselves to personal goals, or to various patrons or causes.

Attributes: Personality, Agility.

Major: Speechcraft, Sneark, Acrobatics, Light Armour, Short Blade.

Minor: Mercantile, Conjuration, Block, Unarmoured, Illusion.


Archers are fighters specializing in long-range combat and rapid movement. Opponents are kept at distance by ranged weapons and swift maneuver, and engaged in melee with sword and shield after the enemy is wounded and weary.

Attributes: Agility, Strength.

Major: Marksman, Long Blade, Block, Athletics, Light Armour.

Minor: Unarmoured, Spear, Restoration, Sneak, Medium Armour.


Assassins are killers who rely on stealth and mobility to approach victims undetected. Execution is with ranged weapons or with short blades for close work. Assassins include ruthless murderers and principled agents of noble causes.

Attributes: Speed, Intelligence.

Major: Sneak, Marksman, Light Armour, Short Blade, Acrobatics.

Minor: Security, Long Blade, Alchemy, Block, Athletics.


Barbarians are the proud, savage warrior elite of the plains nomads, mountain tribes, and sea reavers. They tend to be brutal and direct, lacking civilized graces, but they glory in heroic feats, and excel in fierce, frenzied single combat.

Attributes: Strength, Speed.

Major: Axe, Medium Armour, Blunt Weapon, Athletics, Block.

Minor: Acrobatics, Light Armour, Armourer, Marksman, Unarmoured.


Bards are loremasters and storytellers. They crave adventure for the wisdom and insight to be gained, and must depend on sword, shield, spell and enchantment to preserve them from the perils of their educational experiences.

Attributes: Personality, Intelligence.

Major: Speechcraft, Alchemy, Acrobatics, Long Blade, Block.

Minor: Mercantile, Illusion, Medium Armour, Enchant, Security.


Battlemages are wizard-warriors, trained in both lethal spellcasting and heavily armored combat. They sacrifice mobility and versatility for the ability to supplement melee and ranged attacks with elemental damage and summoned creatures.

Attributes: Intelligence, Strength.

Major: Alteration, Destruction, Conjuration, Axe, Heavy Armour.

Minor: Mysticism, Long Blade, Marksman, Enchant, Alchemy.

Starting Spells: Shield, Water Walking, Bound Dagger, Summon Ancestral Ghost, Fire Bite.


Any heavily armored warrior with spellcasting powers and a good cause may call himself a Crusader. Crusaders do well by doing good. They hunt monsters and villains, making themselves rich by plunder as they rid the world of evil.

Attributes: Agility, Strength.

Major: Blunt Weapon, Long Blade, Destruction, Heavy Armour, Block.

Minor: Restoration, Armourer, Hand-to-Hand, Medium Armour, Alchemy.

Starting Spells: Fire Bite.


Healers are spellcasters who swear solemn oaths to heal the afflicted and cure the diseased. When threatened, they defend themselves with reason and disabling attacks and magic, relying on deadly force only in extremity.

Attributes: Willpower, Personality.

Major: Restoration, Mysticism, Alteration, Hand-to-Hand, Speechcraft.

Minor: Illusion, Alchemy, Unarmoured, Light Armour, Blunt Weapon.

Starting Spells: Hearth Heal, Shield, Water Walking, Detect Creature.


Of noble birth, or distinguished in battle or tourney, knights are civilized warriors, schooled in letters and courtesy, governed by the codes of chivalry. In addition to the arts of war, knights study the lore of healing and enchantment.

Attributes: Strength, Personality.

Major: Long Blade, Axe, Speechcraft, Heavy Armour, Block.

Minor: Restoration, Mercantile, Medium Armour, Enchant, Armourer.


Most mages claim to study magic for its intellectual rewards, but they also often profit from its practical applications. Varying widely in temperament and motivation, mages share but one thing in common - an avid love of spellcasting.

Attributes: Intelligence, Willpower.

Major: Mysticism, Destruction, Alteration, Illusion, Restoration.

Minor: Enchant, Alchemy, Unarmoured, Short Blade, Conjuration.

Starting Spells: Hearth Heal, Shield, Water Walking, Fire Bite, Chameleon, Sanctuary, Detect Creature.


Monks are students of the ancient martial arts of hand-to-hand combat and unarmored self defense. Monks avoid detection by stealth, mobility, and Agility, and are skilled with a variety of ranged and close-combat weapons.

Attributes: Agility, Willpower.

Major: Hand-to-Hand, Unarmoured, Athletics, Acrobatics, Sneak.

Minor: Block, Marksman, Light Armour, Restoration, Blunt Weapon.


Nightblades are spellcasters who use their magics to enhance mobility, concealment, and stealthy close combat. They have a sinister reputation, since many nightblades are thieves, enforcers, assassins, or covert agents.

Attributes: Willpower, Speed.

Major: Mysticism, Illusion, Alteration, Sneak, Short Blade.

Minor: Light Armour, Unarmoured, Destruction, Marksman, Security.

Starting Spells: Shield, Water Walking, Fire Bite, Chameleon, Sanctuary, Detect Creature.


Pilgrims are travellers, seekers of truth and enlightenment. They fortify themselves for road and wilderness with arms, armor, and magic, and through wide experience of the world, they become shrewd in commerce and persuasion.

Attributes: Personality, Endurance.

Major: Speechcraft, Mercantile, Marksman, Restoration, Medium Armour.

Minor: Illusion, Hand-to-Hand, Short Blade, Block, Alchemy.

Starting Spells: Hearth Heal.


Rogues are adventurers and opportunists with a gift for getting in and out of trouble. Relying variously on charm and dash, blades and business sense, they thrive on conflict and misfortune, trusting to their luck and cunning to survive.

Attributes: Speed, Personality.

Major: Short Blade, Mercantile, Axe, Light Armour, Hand-to-Hand.

Minor: Block, Medium Armour, Speechcraft, Athletics, Long Blade.


Scouts rely on stealth to survey routes and opponents, using ranged weapons and skirmish tactics when forced to fight. By contrast with barbarians, in combat scouts tend to be cautious and methodical, rather than impulsive.

Attributes: Speed, Endurance.

Major: Sneak, Long Blade, Medium Armour, Athletics, Block.

Minor: Marksman, Alchemy, Alteration, Light Armour, Unarmoured.


Though spellcasters by vocation, sorcerers rely most on summonings and enchantments. They are greedy for magic scrolls, rings, armor and weapons, and commanding undead and Daedric servants gratifies their egos.

Attributes: Intelligence, Endurance.

Major: Enchant, Conjuration, Mysticism, Destruction, Alteration.

Minor: Illusion, Medium Armour, Heavy Armour, Marksman, Short Blade.

Starting Spells: Shield, Water Walking, Bound Dagger, Summon Ancestral Ghost, Fire Bite, Detect Creature.


Spellswords are spellcasting specialists trained to support Imperial troops in skirmish and in battle. Veteran spellswords are prized as mercenaries, and well-suited for careers as adventurers and soldiers-of-fortune.

Attributes: Willpower, Endurance.

Major: Block, Restoration, Long Blade, Destruction, Alteration.

Minor: Blunt Weapon, Enchant, Alchemy, Medium Armour, Axe.

Starting Spells: Hearth Heal, Shield, Water Walking, Fire Bite.


Thieves are pickpockets and pilferers. Unlike robbers, who kill and loot, thieves typically choose stealth and subterfuge over violence, and often entertain romantic notions of their charm and cleverness in their acquisitive activities.

Attributes: Speed, Agility.

Major: Security, Sneak, Acrobatics, Light Armour, Short Blade.

Minor: Marksman, Speechcraft, Hand-to-Hand, Mercantile, Athletics.


Warriors are the professional men-at-arms, soldiers, mercenaries, and adventurers of the Empire, trained with various weapons and armor styles, conditioned by long marches, and hardened by ambush, skirmish, and battle.

Attributes: Strength, Endurance.

Major: Long Blade, Medium Armour, Heavy Armour, Athletics, Block.

Minor: Armourer, Spear, Marksman, Axe, Blunt Weapon.


Witchhunters are dedicated to rooting out and destroying the perverted practices of dark cults and profane sorcery. They train for martial, magical, and stealthy war against vampires, witches, warlocks, and necromancers.

Attributes: Intelligence, Agility.

Major: Conjuration, Enchant, Alchemy, Light Armour, Marksman.

Minor: Unarmoured, Block, Blunt Weapon, Sneak, Mysticism.

Starting Spells: Bound Dagger, Summon Ancestral Ghost.

Morrowind Lore / Classes
« on: July 04, 2017, 02:03:57 PM »
In Morrowind, every humanoid character has a class. A character's class reflects their occupation, their position in society, or simply what sorts of things they are good at. In RP terms, class comprises three different aspects of a character: Specialization, Favored Attributes, and Major/Minor Skills. Together, these choices have significant impact on the state of your character at the start, as well as how they will develop. When you create a character, you will either create a custom class, or use one of the twenty-one predefined player-character classes, detailed below.

Each class has one of three Specializations: Combat, Magic, or Stealth. Each of the twenty-seven Skills is also classified into one of these Specializations. Your character enjoys a five-point bonus to their starting proficiency in the nine Skills that match the Specialization of their class. They also increase those Skills faster, needing only 80% of the normal experience points for each Skill level.

Each class "favors" two of the eight primary Attributes. Your character will start with ten extra points in the favored Attributes of their class, added to the values determined by their race and gender.

Each class categorizes five Skills as "Major", five others as "Minor", and the remaining seventeen as "Miscellaneous". The greatest significance of this is that only Major and Minor Skills advance your progress. Another benefit, however, is that your character's proficiencies will start at 30 in each Major Skill and 15 in each Minor Skill. Miscellaneous Skills start at 5. These are the values before any bonuses from race or Specialization. The experience points required to increase a Skill are only 75% of normal for Major Skills, but they are increased to 125% of normal for Miscellaneous Skills.

Choosing a class is largely a matter of personal taste and style. Fortunately, your choice of class does almost nothing to limit the opportunities available to you for character development, plot, or roleplay. It can simply make some opportunities require more or less effort to exploit. For example, your character need not be a Thief, nor even a Stealth specialist, to join the Thieves Guild, but you may find the Thieves Guild quests to be more challenging if your class considers Skills like Security and Sneak to be Miscellaneous.

Therefore, creating a custom class has no inherent disadvantages, but it does require extra care and consideration. A custom class thrown together haphazardly has every chance of being frustrating to play. The most crippling blunder, arguably, is a lopsided distribution of governing Attributes among your Major, Minor, and Miscellaneous Skills. This can make it extremely challenging to get the best Attribute increases from each level up and cause some Attributes to lag far behind the others when you reach higher levels.

It's also very helpful to learn exactly what actions build experience in each Skill, along with the risks and obstacles to performing those actions successfully. If a Skill starts low because it's Miscellaneous, it can be very tedious or even dangerous to gain experience in it through practice. Beginning with higher proficiencies in some complementary skills can reduce this handicap. For example, it's less dangerous to wield a weapon you are not skilled with when you wear armor that you are skilled in. It's also less time-consuming and expensive to use the weapon repeatedly if you're skilled at repairing it yourself. Taking these things into consideration when choosing Major and Minor skills for a custom class can make your character more enjoyable to play, and allow you to rely on training less often.

One final consideration for custom classes is the option of choosing Luck as a favored attribute. None of the predefined classes do so, but it can be a significant advantage when you want a character that's as balanced as possible. Since Luck can never increase more than one point each level, it will tend to grow much, much more slowly than your other primary Attributes. The instant ten-point bonus for a class that favors it mitigates that substantially, and makes your character just that much better at everything.

In the posts below, the blue stands for the Combat class. The red - for Magic. The yellow - for Stealth.

Morrowind Lore / Birthsigns
« on: June 30, 2017, 03:04:25 PM »
The Birthsigns is what gives you character some special, unique traits, which further define him or her and help in one way or another, or on contrary, hinder you. There are three Guardians, nine Charges, three for each of the Guardians, and the Serpent, a specail constellation. Everyone MUST have a birthsign.

The Guardians

The Warrior

The Warrior is the first Guardian Constellation and he protects his charges during their Seasons. The Warrior's own season is Last Seed when his Strength is needed for the harvest. His Charges are the Lady, the Steed, and the Lord. Those born under the sign of the Warrior are skilled with weapons of all kinds, but prone to short tempers. The special ability given is the Warwyrd - permanent increase in attack power.

The Mage

The Mage is a Guardian Constellation whose Season is Rain's Hand when magicka was first used by men. His Charges are the Apprentice, the Golem, and the Ritual. Those born under the Mage have more magicka and talent for all kinds of spellcasting, but are often arrogant and absent-minded. The special ability given is the Fay - maximum Magicka pool is 150% of the natural capacity forever.

The Thief

The Thief is the last Guardian Constellation, and her Season is the darkest month of Evening Star. Her Charges are the Lover, the Shadow, and the Tower. Those born under the sign of the Thief are not typically thieves, though they take risks more often and only rarely come to harm. They will run out of luck eventually, however, and rarely live as long as those born under other signs. The special ability given is the Akaviri Danger-sense - permanent Sanctuary effect over the individual.

The Charges

The Lady

The Lady is one of the Warrior's Charges and her Season is Heartfire. Those born under the sign of the Lady are kind and tolerant. The special ability given is the Lady's Favor and Lady's Grace, increasing the character's Personality and Endurance.

The Steed

The Steed is one of the Warrior's Charges, and her Season is Mid Year. Those born under the sign of the Steed are impatient and always hurrying from one place to another. The special ability given is the Charioteer - increased Speed.

The Lord

The Lord's Season is First Seed and he oversees all of Tamriel during the planting. Those born under the sign of the Lord are stronger and healthier than those born under other signs. The speical ability given is the Trollkin - you are twice more vulnerable to the Fire than any normal character, but you can cast on yourself free spell Blood of the North for a quick heal.

The Apprentice

The Apprentice's Season is Sun's Height. Those born under the sign of the apprentice have a special affinity for magick of all kinds, but are more vulnerable to magick as well. The special ability given is the Elfborn - natural magica pool is 1.5 times bigger, but your defences against pure magicka attack are 50% less strong.

The Atronach

The Atronach (often called the Golem) is one of the Mage's Charges. Its season is Sun's Dusk. Those born under this sign are natural sorcerers with deep reserves of magicka, but they cannot generate magicka of their own. The special ability given is the Wombburn - the natural magicak pool is two times bigger than any normal person's, but the magica is stunted as well. Also there's the ability to absorb 50% of the spells cast at you to restore your own resources.

The Ritual

The Ritual is one of the Mage's Charges and its Season is Morning Star. Those born under this sign have a variety of abilities depending on the aspects of the moons and the Divines. But the most common version is the free spells of Blessed Word and Blessed Touch, which turn undead, and the power of Mara's Gift - once a day heal all your wounds but the most horrendous ones.

The Lover

The Lover is one of the Thief's Charges and her season is Sun's Dawn. Those born under the sign of the Lover are graceful and passionate. The special ability given is the Mooncalf, which increases the Agility, and the power to do a Lover's Kiss once a day - you will paralyze the on you've kissed for a while in trade for losing your own stamina a lot.

The Shadow

The Shadow's Season is Second Seed. The Shadow grants those born under her sign the ability to hide in shadows. The special ability given is the Moonshadow power - once a day become invisible for a brief.

The Tower

The Tower is one of the Thief's Charges and its Season is Frostfall. Those born under the sign of the Tower have a knack for finding gold and can open locks of all kinds. The special ability given is the Beggar's Nose - you gain a free spell to detect a key, an animal or an enchantment in your vicinity for a while and the Tower's Key power, which allows to rend asunder an average strength lock once a day.

The Serpent

The Serpent wanders about in the sky and has no Season, though its motions are predictable to a degree. No characteristics are common to all who are born under the sign of the Serpent. Those born under this sign are the most blessed and the most cursed. The special ability given is the Star-Curse - this spell poisons the ones you touch with a potent poison, but for the duration of the poisoning leeches your own health out. Nothing is free.

Morrowind Lore / Re: Races
« on: June 30, 2017, 01:03:15 PM »
Now. There is, in fact, a shit ton of Races in The Elder Scrolls lore as you can see. However, unless requested by the game master, clearly necessiated by the setting and the direction of where the story is heading, or simply in the lieu of lack of enough characters from the regular gene pool, creating a character from another race will be frowned upon. So talk to me first.

Morrowind Lore / Re: Races
« on: June 28, 2017, 02:45:12 PM »


The Altmer, or self-titled "Cultured People", are a tall, golden-skinned race, hailing from Summerset Isle. They are also known as High Elves by the denizens of Tamriel. In the Empire, "High" is often understood to mean proud or snobbish, and as the Altmer generally personify these characteristics, the "lesser races" generally resent them. Altmer natural life span is around the thousand of years, but the diseases, violence and mishaps take their toil, so in general they live two to three times as long as humans; with a 200-year-old Altmer being old and a 300-year-old Altmer being very, very old. Altmer consider themselves to be the most civilized culture of Tamriel; the common tongue of the continent is based on Altmer speech and writing, and most of the Empire's arts, crafts, laws, and sciences are derived from Altmer traditions. They usually have golden, green, or amber eyes.

The Altmer are the most strongly gifted in the arcane arts of all the races, and they are very resistant to diseases. However, they are also somewhat vulnerable to magicka, fire, frost, and shock, which makes them very weak against their strongest point - magic. They are among the longest living and most intelligent races of Tamriel, and they often become powerful magic users due to both their magical affinity and the many years they may devote to their studies.

Their racial specials are resistance to the common diseases and supreme energy pool, 1,5 times more than any other individual of the same intelligence. All that in trade for 125% damage from shock and frost, 150% damage from the fire and magical attacks. Every Altmer is versed in Destruction, Enchanting and Alchemy and knows Alteration, Conjuration and Illusion well enough.

While the Breton is marginally better for protective magic, Altmer are also advantageous for magic. You receive much more magicka than the Breton (the only other race with a magicka bonus). This may be the foremost reason to play the Altmer, because with that much magicka one does not worry as much about the more expensive spells. Particularly greedy players can also choose a birthsign with a Fortify Maximum Magicka Ability so they would almost never encounter a magicka shortage, but they would have to endure the extensive resting needed to re-gain it - though Alchemy provides a means of restoring it more quickly with potions, and Altmer have a bonus to their starting skill value. Altmer are also the only race with an Enchant bonus, which ironically does not use magicka. Consider this if you plan to play an enchanter, as Enchant is a difficult skill to raise and even a small starting bonus is helpful.

The dilemma one faces with the Altmer is the many weaknesses they have. Experienced players should be able to navigate around this kind of issue, but early on you will be afflicted with a severe handicap against any characters who will use magic. For this reason, you may want to design your character to keep their distance in battle. Females have a certain advantage there, with the increased speed. Using this method, you could attempt playing a magical sniper, having high speed to retreat (or at least significant feather/burden effects) while using Destruction spells to attack your opponent. Of course, Morrowind is open enough to allow you plenty of options, so anything you can implement to keep yourself safe from magic will be ideal: Reflect, Spell Absorption, Paralyze, Calm, Demoralize, Speed Fortification/Damage/Drain, Silence or Sound. These can be particularly viable options for Altmer spellcasters as they have enough magicka to cast both these 'protective' spells for their own safety as well as using ranged spells from the Schools of Destruction and Mysticism against their enemies.

In a sense, the Altmer are the embodiment of the Apprentice birthsign, in that they gain larger magicka reserves but pay for it with increased susceptibility (and of course this is doubled again for an Altmer that is born under the Apprentice).


The Bosmer are the Elven clan-folk of Valenwood, a forested province in southwestern Tamriel. In the Empire, they are often referred to as Wood Elves, but Bosmer, Boiche, or the Tree-Sap people is what they call themselves. Bosmer rejected the stiff, formal traditions of Aldmeri high culture, preferring a more romantic, simple existence in harmony with the land and its wild beauty and creatures. They are relatively nimble and quick in body compared to their more "civilized" Altmeri cousins (who often look down upon the Bosmer as unruly and naive). Their agility makes them well-suited as scouts and thieves. However, they are also a quick-witted folk, and many pursue successful careers in scholarly pursuits or trading. Bosmer in general live two to three times as long as humans due to the diseases and violence and accidents taking their toil from the race capable of 1000 years life span; with a 200-year-old Bosmer being old and a 300-year-old Bosmer being very, very old. Though they are considered less influential than some of their Elven brethren, the Bosmer are also relatively prone to producing offspring. As a result, they outnumber all other mer on Tamriel.

The best archers in all of Tamriel, the Bosmer snatch and fire arrows in one continuous motion; they are even rumored to have invented the bow. They have many natural and unique abilities; notably, they can command simple-minded creatures and have a nearly chameleon-like ability to hide in forested areas. Many in the forests of Valenwood follow the tenets of the Green Pact. These "Green Pact Bosmer" are religiously carnivorous and cannibalistic, and do not harm the vegetation of Valenwood, though they are not averse to using wooden or plant-derived products created by others.

Their racial special include the Beast Tongue power, giving them the ability to control a creature for some time and great resistance to a common disease. There are no finer archers in all the Tamriel, and they know how to get around stealthily in the light armour they favour. That is further augmented by the acrobatics that seems to be a part of their life and extensive alchemy studies.

Bosmer make good stealthy archer characters. They do well in any faction where those abilities are prized - the Morag Tong, Great House Hlaalu, the Thieves Guild. With a big boost to Marksman, a good bonus in Sneak, and 50 speed to start, you have good natural ability for sniping and skulking. Racial skill bonuses usually aren't significant, but the boost to Marksman is hard to ignore, especially since there's not much else to be a decision-swinging bonus, and it can make a positive difference, especially if your Class has Marksman as a Minor Skill.

Bosmers' disease resistance is helpful unless you intend to become a Vampire. The Beast Tongue ability has limited use, unless you like moving a special creature such as Creeper from town to town with you, or if you get mobbed by low-level creatures early on.

A downside to being a Bosmer is low strength, so you may have trouble carrying a large supply of ammunition, meaning more trips to the store. This will be largely mitigated if you aren't weighed down by Heavy/Medium Armor and heavy weapons like battleaxes - though if you do use them you'll quickly build your Strength.


Orcs, also called Orsimer or "Pariah Folk" in ancient times, are sophisticated, beastlike people of the Wrothgarian Mountains, Dragontail Mountains, Valenwood, and Orsinium (literally translated as "Orc-Town"). They are noted for their unshakable courage in war and their unflinching endurance of hardships. Orcs have elven blood, but are usually considered to be beastfolk. In the past, Orcs have been widely feared and hated by the other nations and races of Tamriel, and were often considered to be goblin-ken. However, they have slowly won acceptance in the Empire, in particular for their distinguished service in the Emperor's Legions. Orc armorers are prized for their craftsmanship, and Orc warriors in heavy armor are among the finest front-line troops in the Empire, and are fearsome when using their berserker rage. Orcs have a lifespan similar to that of humans. Most Imperial citizens regard the Orc society as rough and cruel. The Orcs of the Iliac Bay region have developed their own language, known as Orcish, and have often had their own kingdom, Orsinium.

Their racial special includes the increased resistance to magical attacks, making them only 75% effective, and ability to go Berserk, fortifying their Health, Stamina and damage dealth in trade for making them clumsy beasts after sucking Agility out of their blood. Each Orc is trained to wear medium and heavy armours and to maintain them, as well as operating an axe and a shield.

Like the Nords, Orcs are defensive combat characters, although they focus more on physical defense than magical. A starting Endurance of 50, plus a good Block bonus, means you may actually go out looking for scars. You're not totally helpless against magic, with about 50 willpower to start and 25% magicka resistance, but chances are you won't be devoting much of your time to increasing your willpower throughout your journey. Pairing this high resistance they have as well as the natural Armorer bonus means you probably won't worry too much about long hikes, but you will need to improve your strength to compensate for the weight of your hammers. Berserk will turn you into a titan in case you find you started to feel immortal and got yourself in deep trouble, however, you may want a potion, scroll or enchantment to boost your agility as you may otherwise find it impossible to hit any of your enemies. Your personality means you probably won't be well-liked, especially as a female character, so look forward to lots of straight-up hits from the Fighters Guild and Imperial Legion. It will be difficult to get along with anyone without plenty of training.

Orcs are the only race that get a bonus to Armorer and Block, so you can count on those being favorite skills for you. With axes being the only favored weapon skill, that's naturally a good place to start, but +5 isn't much of an incentive if you prefer another one-handed weapon style. The choice between Heavy and Medium Armor is even more equal, so go with whatever suits you more. Acrobatics will help you develop your strength, but it's up to you how much further you wish to develop your character. Armorer, Block, Axe, Heavy/Medium Armor, and perhaps Acrobatics are all that the Orcs really ask for, so you still have half your skills to assign as you would like to play.

Female Orcs are uniquely positioned to play as a Battlemage-type character, due to having increased Strength and Endurance without having compromised Intelligence. This comes with the tradeoff of slightly decreased Willpower, compared to the Male Orc, and an even further damaged Personality, having the lowest starting Personality in the game.

Finally, the province natives, the Dunmer

The Dunmer, also known as Dark Elves, are the ash-skinned, typically red-eyed elven peoples of Morrowind. "Dark" is commonly understood as meaning such characteristics as "dark-skinned", "gloomy", "ill-favored by fate" and so on. The Dunmer and their national identity, however, embrace these various connotations with enthusiasm. In the Empire, "Dark Elf" is the common usage, but among their Aldmeri brethren they are called "Dunmer". Their combination of powerful intellects with strong and agile physiques produce superior warriors and sorcerers. On the battlefield, Dunmer are noted for their skill with a balanced integration of the sword, the bow and destruction magic. Dunmer live two to three times as long as humans thanks to the toil that the diseases, violence and mishaps take, while they can reach to the thousand and some are known to live even longer, but in general it is with a 200-year-old Dunmer being old and a 300-year-old Dunmer being very, very old. In character, they are grim, aloof, and reserved, as well as distrusting and disdainful of other races.

Dunmer distrust and are treated distrustfully by other races. They are often proud, clannish, ruthless, and cruel, from an outsider's point of view, but greatly value loyalty and family. Young female Dunmer have a reputation for promiscuity in some circles. Despite their powerful skills and strengths, the Dunmer's vengeful nature, age-old conflicts, betrayals, and ill-reputation prevent them from gaining more influence. Those born in their homeland of Morrowind are known to be considerably less friendly than those who grew up in the Imperial tradition.

Their racial specials inculde the power to summon a protection of the Ancestral Guardian to mitigate any attack that is not a spell and the highest known resistance to Fire, making attacks with that element only quarter effective. As they grow up, the Dunmer are trained in Destruction and Mysticsm magic to the lesser extent, and wielding a short blade, as well as receiving a well balanced physical exercise allowing them to move fast in the light armour with a long bladed weapon or a bow as well.

Here we have a race that's not really devoted to anything—Dunmer are a solid, flexible race and have no real weaknesses. Dunmer have skill bonuses in several areas but none are especially significant — except perhaps for Destruction and Short Blades, which can give a nice boost if those were chosen as non-specialized Minor Skills, making a starting character better-rounded.

The Dunmer 75% Resistance to Fire means you can shrug off all but the most devastating of fire spells, and means you can easily reach complete immunity from fire with one or two enchanted items or potions. Their Ancestral Guardian Power is a great protective bonus, providing a 50 point Sanctuary effect for 60 seconds. That is a great help to keep you protected from any attack that isn't a spell. That's useful for any Dunmer character, from mages to archers to heavy warriors.

Given their lack of specialization, it is hard to determine what an ideal Dunmer character would be; perhaps one who would make use of all their racial skill bonuses. If so, then one would have either a Scout or Nightblade character: a fast, lightly-armored fighter capable with blades and bows, using Mysticism's various utility spells for healing, detection and escape, alongside Destruction to further hinder enemies with Absorb/Damage/Drain Attribute spells. Of course, one could use Destruction to hurt foes directly, but with blades and Marksman it wouldn't be necessary. A better synergy would be to cripple opponents so that they can be finished off more easily with conventional weapons.

Morrowind Lore / Re: Races
« on: June 28, 2017, 02:00:10 PM »


Bretons are the human descendants of the Aldmeri-Nedic Manmer of the Merethic Era and are now the inhabitants of the province of High Rock. They are united in culture and language, even though they are divided politically, for High Rock is a fractious region. Bretons make up the peasantry, soldiery, and magical elite of the feudal kingdoms that compete for power. Many are capable mages with innate resistance to magicka. They are known for a proficiency in abstract thinking and unique customs. Bretons appear, by and large, much like other pale-skinned humans. They are usually slight of build and not as muscular as Nords or Redguards. Their Elvish ancestry is usually only detectable upon a closer inspection of their eyebrows, ears, or high cheekbones, though many individual Bretons appear to be more Nordic or Imperial than anything else. The great diversity in their appearance is to be expected from their politically fractured society, though their clothes, accents, customs and names are fairly uniform.

Passionate and eccentric, poetic and flamboyant, intelligent and willful, the Bretons feel an inborn, instinctive bond with the mercurial forces of magic and the supernatural. Many great sorcerers have come out of their home province of High Rock, and in addition to their quick and perceptive grasp of spellcraft, enchantment, and alchemy, even the humblest of Bretons can boast a high resistance to destructive and dominating magical energies.

Their racial specials are the ability to summon a shielding field in a jiffy, that would protect the caster from all the attacks. Bretons call that Dragon Skin. They also have the natural resistance to magicka, so any magical, non-elemental attack made against them, will be only half successful. Bretons are also indeed bonded with the forces of magical arts and every breton will get a half bigger pool of magical resource compared to any humanoid of similar intelligence, sans, perhaps Altmer.

As the result of all that, every Breton knows a lot of Conjuration, Mysticsm and Restoration schools of magic, traditional in their home province of High Rock, plus at least some basic knowledge of the Alteration, Illusion schools and Alchemy.

Bretons are good magical characters, more interested in using magic for their own personal use than hurting others. Their bonuses are entirely in the school of magic, so it makes sense that you'd get some extra magicka to work with. You might also consider backing your Breton up with a magicka enhancing sign for a further Magicka boost, particularly if you plan on focusing mostly or entirely on magic for dealing with enemies.

Another nice bonus is the magic resistance. Quite the opposite from the almost-berserker mindset the Altmer have toward magic, a 50% magic resistance can make many negative effects seem much more manageable. It is important to remember, however, that in Morrowind, resist magicka does not affect fire, frost or shock spells. It is worth knowing that there are relatively few enemies using genuinely dangerous Magicka spells, Vampires being a notable exception, so an innate Resist Magicka Ability is not as exciting as it may initially seem as it does not protect at all against all those powerful elemental spells which are much more common. However, it is a significant boost towards getting a 100% Resistance to Magicka which can be helpful in a variety of ways, from wearing the Boots of Blinding Speed without penalty right up to shrugging off annoying Bonewalker attacks.

The Breton's Dragon Skin ability is tremendously useful for inexperienced characters and can be used to power through an enemy, or group of enemies, that would otherwise be next to impossible to defeat. Although this power is useful at all levels, once you reach higher levels in Alteration you will likely be able to use stronger shield spells for the same effect. Nonetheless, the Dragon Skin power is a highly valuable addition to any character's arsenal.

Unfortunately, the Bretons have no offensive skill bonuses to speak of. It should be borne in mind however that racial skill bonuses are usually only slight, and they make no significant difference in the long run. So even though, for example, a Breton may not have a Destruction bonus, it would not take long to make up that difference even through natural skill-raising. Possibly in the early stages you may want to support your magic with some non-magical method of damage, perhaps using your magic to enhance yourself or hinder your enemy rather than damaging them directly. Using Conjuration to have your summoned creatures fight for you is another way to get around the non-offensive magic.


Also known as Cyrodiils, Cyrodilics, Cyro-Nordics and Imperial Cyrods, the well-educated and well-spoken Imperials are the natives of the civilized, cosmopolitan province of Cyrodiil. Imperials are also known for the discipline and training of their citizen armies, and their respect for the rule of law. Though physically less imposing than the other races, the Imperials have proved to be shrewd diplomats and traders, and these traits, along with their remarkable skill and training as light infantry, have enabled them to subdue all the other nations and races and erect the monument to peace and prosperity that comprises the Glorious Empire. Their hegemony has waxed and waned throughout the eras, and most historians refer to three distinct Empires, the ends of which each mark a new epoch in Tamrielic history.

Their racial specials include Star of the West power that allows to transfer the fatigue onto an opponent, restoring their own capabilities, and well hung tongue in mouth, allowing to increase disposition of another character, even if for a while. Other say that it's like the Voice of the Emperor himself is invoked in such cases. All the Imperials know how to fight with the sword and how to talk and trade, but they also are aware of using blunt weapons and fighting with bare hands, often favouring the light armours there are.

Imperials are a very versatile race. They are considered the most balanced race in Morrowind, and are especially suited for adaptability. This is due to the fact that they can specialize in any of the three main archetypes easily with their beginning attributes and skills. Imperial characters do not have a standard combat talent, but their flexibility can be utilized in many situations, and Imperial characters throughout the world will have many varied roles.

Imperials start with the highest Personality of any race, and with their Charm Power, Voice of the Emperor, and with their bonus to Speechcraft and Mercantile, they have no trouble persuading just about anyone or making good trades. To them, training is cheaper and equipment is easily obtainable.

The Lady Birthsign and Lover Birthsign have great synergy with Imperials; starting out with a possible 85 Personality can lead to great things early on, and their Star of the West power can counterbalance the penalties of the Lover's Kiss. Their skill bonus to Speechcraft and their Charm power makes persuasion a powerful tool. Natural Disposition will often be very high, in many scenarios allowing for different opportunities than would otherwise be possible.

Melee combat is most effective for this race. With Imperials' average melee combat attributes, the ideal fighting character would raise Strength, Endurance, and Agility as quickly as possible. They have a bonus to Long Blade, a skill which uses some of the most common and powerful weapons in the Morrowind. And to turn the tide of battle they have a useful Power, The Star of the West, which Absorbs Fatigue. In the early stages, a character with hand-to-hand as a major or minor skill can combine The Star of the West to level up hand-to-hand and also stunlock most opponents. Even later in the story Star of the West may prove useful.

Stealth and Magic are not hard to utilize for Imperials. With their high Personality, Illusion can be raised immediately, but their other skills and attributes must not be neglected. Magic characters need more Willpower and Intelligence while stealth characters need Agility and Speed. The Atronach Birthsign is a good match for the rich Imperial, as buying Potions of Magicka will make up for its Wombburn effect.


The Nords are the children of the sky, a race of tall and fair-haired humans from Skyrim who are known for their incredible resistance to cold and magical frost. They are fierce, strong and enthusiastic warriors, and many become renowned warriors, soldiers and mercenaries all over Tamriel. Eager to augment their martial skills beyond the traditional methods of Skyrim, they excel in all manner of warfare, and are known as a militant people by their neighbors. Nords are also natural seamen, and have benefited from nautical trade since their first migrations from Atmora. They captain and crew many merchant fleets, and may be found all along the coasts of Tamriel.

The citizens of Skyrim are aggressive and fearless in war, industrious and enterprising in trade and exploration. Strong, stubborn, and hardy, Nords are famous for their resistance to cold, even magical frost. Violence is an accepted and comfortable aspect of Nord culture; Nords of all classes are skilled with a variety of weapon and armor styles, and they cheerfully face battle with an ecstatic ferocity that shocks and appalls their enemies.

Their racial specials are that they are completely immune to frost, natural and magical, and shock attacks are only half effective against them, plus they can Woad and shield themselves from an attack or hit their enemy with a Thunder Fist, freezing them up on touch. There is of course the Thu'um, but in Morrowind no Nord (or any other race) was ever seen capable of doing so.

Their cultural upbringing makes the adult Nords know things of war mostly - each of them is trained to move in the medium armour, wield axe or blunt weapon, and have at least basic understanding of how to operate long blades and spears while moving in the heavy armour.

Obviously, Nords are primarily combat-based, so their skills synergize with each other. That doesn't mean they can't be unique, though. Nords seem to be tough characters, willing to suffer some scars in each engagement. More accurately, Nords focus on magical resistance while using combat in their main lifestyle. This essentially makes them a combat equivalent to Bretons. Rather than having a bonus to magical skills, you're given a variety of options for how to work your character. This also means it can be easier to focus your character's development than as a Breton.

The Woad shield effect is very useful early and in tough situations it will often mean the difference between life and death. The Thunder Fist is powerful early on too, provided you hit your enemy with it, but it soon loses its effectiveness as tougher enemies appear. Keep in mind that it is also useless against other Nords.

The Nord's natural combat abilities, combined with their natural immunity to frost and resistance to shock damage, means that facing off against enemies early on will be no problem even to inexperienced characters. Having a Nord who has endurance as a favored attribute will also allow them to maximize health gain early on which is hugely beneficial to any type of player.


Redguards are the most naturally talented warriors in Tamriel. The dark-skinned, wiry-haired people of Hammerfell seem born to battle, though their pride and fierce independence of spirit makes them more suitable as scouts or skirmishers, or as free-ranging heroes and adventurers, than as rank-and-file soldiers. In addition to their cultural affinities for many armor styles and weapons (particularly swords), Redguards are also physically blessed with hardy constitutions, resistance to poison, and quickness of foot. Redguards do not share the same blood as the other human races, and they have no known connection with the ancestral Nordic homeland of Atmora.

Their racial specials include very tough immune system, making them quite resistant to all the common diseases and poisons, and the ability to experience Adrenaline Rush during the combat, which fortifies their Agility, Endurance, Speed, Strength and Health for a while.

Each Redguard favours a long blade, and knows how to handle short ones, axes and blunt weapons, wear medium and heavy armour and stay fit and atheltic over the course of life.

Redguards are certainly the most aggressive combat race you'll find in Morrowind. With 50 strength for males and huge bonus to Long Blade, you're in a position to do some serious damage right away. If you feel like abandoning defense altogether, you can use two-handed swords for maximum pain every time. As typically occurs with combat characters, part of it is practically designed for you. But there's still much room left to the individual. Ironically, the main focus of Redguards (big, powerful slashes of the sword) may end up just becoming a means to whatever else you want your character to be doing. Redguards are a great choice for someone who wants to dive into Morrowind and hack away.

Redguards have a power called Adrenaline Rush, which temporarily boosts health and other attributes. It can give you the upper hand in combat, but it should be used with caution. The 25 point boost lasts only for the duration of the Adrenaline Rush. After one minute is up, 25 health points are subtracted from your current health. If your health is at or below 25 points, you will die when Adrenaline Rush wears off. For this reason, it is always a good idea to carry a few Restore Health Potions with you if you are playing as a Redguard.

Morrowind Lore / Races
« on: June 28, 2017, 01:50:32 PM »
Morrowind is the place for several races, each with their own abilities, skills, and powers. Each of them have a home province where they originate from. There are ten main races in the setting, and their names are clicable links to the pages with the overwhelming amount of the racial lore.

Beast Folk


Argonians (in their native tongue of Jel they call themselves the Saxhleel, or People of the Root) are the reptilian natives of Black Marsh, a vast swampland province in southeastern Tamriel. The other races often prefer to refer to them as 'lizards' or the 'Lizard Folk' instead, especially when meaning to be derogative. They are known as the foremost experts in guerrilla warfare throughout the Starry Heart, a reputation brought upon them by defending their borders from enemies for countless centuries. Argonians have a lifespan similar to that of humans. According to the First Era Scholar Brendan the Persistent "the Argonian people have, throughout Tamrielic history, been perhaps the most misunderstood, vilified, and reviled of all the sentient races. Yet, those who have taken the time to experience Argonian culture have gained a greater appreciation for this noble and beautiful people." However, it should be noted that he himself went missing in his final expedition into the deeper swamps of their homeland.

At home in water and on land, the Argonians of Black Marsh are well-suited to the treacherous swamps of their homeland, with natural immunities protecting them from disease and poison. The female life-phase is highly intelligent, and gifted in the magical arts. The more aggressive male phase has the traits of the hunter: stealth, speed, and agility. Argonians are reserved with strangers, yet fiercely loyal to those they accept as friends. Like the Khajiit, Argonians are limited to some headgear and no footwear.

Their racial specials are the ability to breathe underwater, immunity to poison and a great resistance to the common diseases. All the Argonians are very fit and athletic and have at least some basic knowledge of how to use shafted weapons when moving in medium armour and how to fight without any protection, weaving spells of Illusion and Mysticism, aided by the knowledge of the Alchemy.

With skills in combat and magic, they are well rounded characters. The lack of the ability to wear full armor as a beast race prevents Argonians from being overwhelming warriors, knights or crusaders. This, combined with the lack of magicka-increasing abilities, would make them just about the worst battlemages; however, the female Argonians can make an amazing battlemage with the correct class and birthsign, for example the Lady. Argonians males can however make the finest nightblades and excel as scouts and witchhunters, with males being more adept at thievery. Females being more adept casters more suitably go out of the lines of stealth. Going all-out mage, sorcerer or pilgrim with females will work too, but necessitates a birthsign that increases magicka, and males can make decent thieves, rogues and assassins.


Khajiit are cat-like people who come from Elsweyr, known for high intelligence and agility. These traits make them very good thieves and acrobats, but Khajiit are also fearsome warriors. However, they are rarely known to be mages. Khajiit mostly stay on land, but piracy and skooma trade does draw some to work as sailors.

Khajiit anatomy differs greatly from both men and elves, not only because of their fur, tail, and sometimes toe-walking stance, but also their digestive system and metabolism. Khajiit, Argonians, and Imga are the so-called "beast races" of Tamriel because of these large differences. Khajiit have a lifespan similar to that of humans. There are no well-documented cases of cross-breeding between Khajiit and other races, though there are rumors of such a thing. The foreign appearance and behavior of Khajiit make them common targets of racial discrimination.

The Khajiit of Elsweyr can vary in appearance from nearly Elven to the Cathay-Raht "jaguar men" to the great Senche-Tiger. The most common breed found in Morrowind, the Suthay-Raht, is intelligent, quick, and agile. Khajiit of all breeds have a weakness for sweets, especially the drug known as skooma. Many Khajiit disdain weapons in favor of their natural claws. They make excellent thieves due to their natural agility and unmatched acrobatics ability.

Their racial specials include the ability to see in the dark like it was a day and demoralize an opponent with a feral attack, though the latter tends to have lesser effect on the creatures than on the other humanoids. All Khajiiti are great acrobats, and all of them are quite athletic and know how to use their claws and fangs in melee combat. They favour light armour and short bladed weaponry, as well as sticking to shadows and breaking into the places they should not.

The best way to summarize the Khajiit is that it gets to go where it wants and take what it wants. The major increase in Acrobatics should make it significantly easier to navigate through elevated terrain, not to mention take a fall. The other bonuses they get are all minor but work together almost seamlessly. It should go without saying that this is the race of a thief or assassin.

In fact, the only noticeable weakness is what it shares with Argonians. The restriction of limited headgear and outright lack of shoes takes away a lot of things you can use.

The Elder Scrolls / General Elder Scrolls chat
« on: June 26, 2017, 08:17:45 AM »
Okay... Truth be told, I've forgotten for the time being that this is first and foremost video game based RP site. :P

My idea was to grab the era of Morrowind and set up a TES RP all over Tamriel, Shivering Isles, other known Oblivion realms and maybe Akavir, with people using the games info to make it juicily detailed, and get creative using Morrowind's RP system, which I consider the best of the TES, combined with Skyrim fighting style, which I also consider the best in the TES, for beside the well described and visited locations, there are many other kingdoms to have fun in...

But, let's make it game specific, fine with me. If people will want, I'll make a subboard for the non-specific RPs, like an adventure set in Elseweyr, based on the info gleaned from Arena and Online and the Lore Database. :)

I am going to concentrate on filling Morrowind and Oblivion folders up then, while I offer ThatGuy to get to work on the Skyrim folder. We need some basic lore for the specific RP there, some setting information, races and classes descriptions and character sheet templates. I suggest we do not go overboard with the load of info that rivals Tolkien's works, but put here basic descriptions and refer people to Unofficial Elder Scrolls Pages for the indepth information :)

Character Sheets / [Fallout 2] Character Sheets
« on: May 12, 2017, 02:05:05 AM »
Although there are no minimum amount of information required, make sure to give a good idea of your character. The image here is the same size than the avatar, it can be used for both. If you can't find a picture that is 150x200, post with what you find, the GM will resize it and change the link with the first review. Post your character in reply to this post. Do not chat in this thread, your post will be removed. This is for character sheets only.

Character Name



Full name:
Place of birth:
Experience Estimate:

Do not make a character a member of the factions like BoS or Enclave, this is forbidden unless such a specific character is required by GM. Experience estimation is required to judge what Perks are available.




The sum of SPECIAL must be 41. No more, no less. The only exception is with the Gifted trait, then it must be 49. The attributes can't be lower than 1, nor higher than 10. To help you gauge the values, here's a chart:

  • Very Bad
  • Bad
  • Poor
  • Fair
  • Average
  • Good
  • Very Good
  • Great
  • Excellent
  • Superhuman


Must list the three main skills of your character, with precise aptitudes given (1-300). The rest are required to be mentioned on the rough estimate level, e.g. Basic or Advanced.


Completely option section. Can have none, one or two, what could be used to define your character better.

Other Information:

Whatever you think is worth mentioning, from various reputations of your character to the favourite poker hand.


Code: [Select]
[center][size=18pt]Character Name[/size]

[b]Full name: [/b]
[b]Age: [/b]
[b]Place of birth: [/b]
[b]Experience Estimate:[/b]






[app]Other Information:[/app]


Fallout 2 Lore / Re: Character Design
« on: May 11, 2017, 08:24:59 AM »

At character creation, the player may choose 2 optional traits. Traits are special character attributes, such as "Skilled" (which drastically increases the player's skills, but hinders the perk growth), or "Jinxed" (enemies have a greater chance of critical attack failures, but so does the player). A trait normally provides one beneficial and one detrimental effect, and once a trait is chosen, it is impossible to change, except by the very special means.

Bloody Mess

By some strange twist of fate, people around you die violently. You always see the worst way a person can die.


A little slower, but a little bigger. You may not hit as often, but they will feel it when you do! Your Strength grows, but the speed of your action lowers.

Chem Reliant

You are more easily addicted to chems. Your chance to be addicted by chem use is twice normal, but you recover faster from their ill effects.

Chem Resistant

Chems only affect you half as long as normal, but your chance to be addicted is also only 50% of normal.

Fast Metabolism

Your metabolic rate is twice normal. This means that you are much less resistant to radiation and poison, but your body heals faster.

Fast Shot

You don't have time to aim for a targeted attack, because you attack faster than normal people. With the guns and thrown weapons, that is.


Your attacks show a lot of finesse. You don't do as much damage, but you cause more critical hits.


You have more innate abilities than most, so you have not spent as much time honing your skills. You gain +1 to all the SPECIAL, but your skills suffer in quality and growth.


You studied less-combative skills as you were growing up. Your combat skills start at a lower level, but other skills are substantially improved. First Aid, Doctor, Speech and Barter are improved, but all six combat skills are hindered.


You swing harder, not better. Your attacks are very brutal, but lack finesse. You rarely cause a good critical hit, but you always do more melee damage.


The good thing is that everyone around you has more critical failures in combat, the bad thing is - so do you!


By not paying attention to any threats, you can act a lot faster in a turn. You can't dodge any attack, but you sequence much faster in a combat turn.

One Hander

One of your hands is very dominant. You excel with single-handed weapons, but two-handed weapons cause a problem.

Sex Appeal

You've got the "right" stuff. Members of the same sexual orientation are attracted to you, but those of the opposite tend to become quite jealous.


Since you spend more time improving your skills than a normal person, you gain more skill points. The tradeoff is that you do not gain as many extra abilities. Your skills grow faster, but perk growth is hindered a lot.

Small Frame

You are not quite as big as other people, but that never slowed you down. You can't carry as much, but you are more agile.

Finally, there are the PERKS. However, I'd like to not that due to the specifics of the perk system, where two characters with absolutely identical stats, skills and traits but with different perk set result in diametrically opposite builds, please consult with me before applying a perk request for your character. They might be too inexperienced yet, or do not have what it takes to possess the certain ability.

Fallout 2 Lore / Re: Character Design
« on: May 11, 2017, 07:38:22 AM »

Now for the skills. There are 18 different skills in this world. They are ranked in effectiveness from 0% to 300%. The starting values for those skills at are determined by the character's 7 basic attributes, but most of those skills would fall between 0% and 50%. After that - it is a long, hard learning session, and the higher is your intelligence, the easier this trek will be. Every character must tag 3 of the 18 skills. A tagged skill improves at twice the normal rate and demonstrates what the current character is the best at. Also it should be noted that how high a skill can be developed is affected by the character's attributes - a character with a low intelligence will not be able to boost their science rating as high as a character with high intelligence, for example, or a low strength character would never excel at punching people. As skills grow higher in rating, they begin to increase slower. Just as in the real life, it will take much more time to expand on your knowledge of a certain subject if you've already covered all the basics, like say learning Laser Physics is a long and tiresome process taking years, unlike learning the basics of the Optics, from which the Laser Science stems, which are taught for the first time under four month in high school.

Effectiveness Breakdown

1% to 100% - Pre-School
101% to 125% - Basic
126% to 150% - Advanced
151% to 175% - Expert
176% to 200% - Master
201% to 300% - Legendary

There is sometimes a chance to directly apply your skills during a conversation, bypassing other outcomes in a completely new way, but that would only happen if your skill is adequate enough for the task. E.g., fixing a jammed handgun can be done by anyone with the Pre-School level of gun handling skills, but stitching up a shot liver can be properly done only by an Expert in medicine.

Combat Skills

Small Guns is the skill of use, care and general knowledge of small firearms - pistols, SMGs and rifles. It is the staple weapons of choice for the post apocalyptic nuclear war survivor. Although small guns lack the wide devastation possible with Big Guns and Energy Weapons, they are more than capable of holding their own in a fight. Small Guns, unlike Big Guns or Energy Weapons, is naturally high to begin with. Ammunition is also plentiful and can usually be bought or looted from containers and bodies. The small guns character can easily exploit these advantages by building a gunfighter or sniper character. There are several perks available that directly increase this skill, the most powerful being "Sniper". Also, some of the most unique and powerful weapons are available for those who specialize in small guns. The skill is governed by Agility.

Big Guns is the skill of the operation and maintenance of really big guns - miniguns, rocket launchers, flamethrowers and such. The Strength requirements of most big guns, combined with the weight of the guns themselves and the large amounts of ammunition they require make investing into Strength points at character creation a prudent choice for those planning to use these weapons as their mainstays. Most, if not all, big guns in Fallout are burst weapons exclusively, meaning that the precise targeting with those is a moot. This makes taking the Fast Shot trait a much more viable option for big gun enthusiasts, as they enjoy the benefits of the trait without the drawback. The skill is governed by Agility.

Energy Weapons is the skill of the care and feeding of energy-based weapons. How to arm and operate weapons that use laser or plasma technology. There is not much more to say for this skill really. Maybe only that the energy weapons are superiour to the classical ballistic ones, and laser is inferiour to plasma based guns, but they are also very scarce, hard to find and extremely expensive, as well as their ammo. The skill is governed by Agility.

Unarmed is a combination of martial arts, boxing and other hand-to-hand martial arts. Combat with your hands and feet, delivering punches, jabs, strikes, kicks. You have to be both strong and agile to excel in this way of combat. Also the unarmed-type weapons like a knuckles technically fall under this skill's governance.

Melee Weapons is the skill of using non-ranged weapons in hand-to-hand or melee combat - knives, sledgehammers, spears, clubs and so on, from the simple lead pipe all the way up to the high-tech super sledge. There's nothing more to say here but the fact that the skill is governed purely by Strength.

Throwing is the skill of muscle-propelled ranged weapons, such as throwing knives, spears and grenades. The higher your Throwing skill, the more likely you are to hurl a thrown weapon like a rock, Molotov cocktail or grenade exactly where you want to. It is governed by Agility.

Active Skills

The skills that you have to actively apply to achive a certain result.

First Aid is the general healing skill. Used to heal small cuts, abrasions and other minor ills. In RP terms, the use of first aid can heal you more over time than just rest. You can't use it more than three times a day, because it is exhausting, and you need to be both perceptive and intelligent for any chance of success.

Doctor is te skill of the healing of major wounds and crippled limbs. Without this skill, it will take a much longer period of time to restore crippled limbs to use. Again, it can't be abused too much over the day because it is even more exhausting than a simple First Aid treatment, but it can be a life saver. Requires perception and intelligence.

Sneak is the quiet movement, and the ability to remain unnoticed. If successful, you will be much harder to locate. You cannot run and sneak at the same time. You need to be very agile to be able to stay in shadows.

Lockpick is the skill of opening locks without the proper key. The use of lockpicks or electronic lockpicks will greatly enhance this skill. Or... This skill can also be used to lock doors, allowing the lockpicker to trap enemies in or lock them out of rooms. If you're not perceptive enough or have too clumsy fingers, you can jam the lock outright.

Steal is the ability to make things of others your own. Can be used to steal from people or places. Stealing is a tricky business which can, when done wrong, end in combat inevitably followed by one party's death. A good thief will work to avoid this outcome. To do so he must know how to maximize his odds based on the type of theft, whether he's trying to snurch an unattended item, a guarded item, or pick someone's pocket. Regardless of the type of theft, a failed attempt to steal from an unfriendly character will likely result in combat, while a friendly one might speak up and demands things back and explanations. Pressing your Luck with a friendly character can cause that character to become unfriendly. Oh, and you can also use that skill to actually PLANT something, both in containers and in pockets... Needless to say that you must be quite an agile bloke.

Traps is the skill of the finding and removal of traps. Also the setting of explosives for demolition purposes. In part, the traps skill is passive, and determines the ability of the character to spot a trap before setting it off, for example, spot that a safe is booby-trapped before it blows in your face. The other passive application of the traps skill involves the various types of the enviromental traps that the world of Fallout is riddled with. In part, the skill is active: primarily, it is used to disarm and remove a trap that has already been spotted. However, observant individuals can check objects for traps prior to interacting with them by applying their knowledge of the traps. Another active usage of this skill is setting up your own traps, from planting a C4 remote-detonated charge to setting a timer on a dynamite. The skill requires both agility and perception.

Science covers a variety of high-technology skills, such as computers, biology, physics, and geology. It bascially reperesents how well filled your brain is, and gives you a chance to hack computers, get extra info from terminals, talk to specific persons, get more dialogue options, and so on. High governing intelligence goes without saying.

Repair is actually the practical application of the Science skill, for fixing of broken equipment, machinery and electronics. It gives you a chance to repair things from broken computers to water pumps and the likes. Again, you need to be intelligent enough to know how to follow an instruction in a book.

Passive Skills

The skills that always stay with you and act every second of your life. You can't pull a word out of a pocket or consult poker rulebook on the flight, you know.

Speech is the ability to communicate in a practical and efficient manner. The skill of convincing others that your position is correct. The ability to lie and not get caught. That's the area where your charisma is essential.

Barter is trading and trade-related tasks. The ability to get better prices for items you sell, and lower prices for items you buy. The barter skill is primarily used in the buying and selling of items, such as trading with a merchant or scavenger. In general, the higher this skill level is, the lower prices will be when purchasing items, and the higher they will be when selling items. It is the primary factor in price determination, and is also offset by the Barter skill of the non-player character in question. The skill is also used in certain dialogue options with non-player characters, where certain responses require Barter checks, like offering to pay for a pack of rounds with a blowjob. Needless to say, you also have to be charismatic here.

Gambling is the knowledge and practical skills related to wagering. The skill at cards, dice and other games. This skill increases the odds of winning at roulette, slots or the games like "Mole-Rat Mambo". With proper skill efficiency, gambling allows to earn quite huge amount of money and might be a good alternative to barter skill. Must be the only skill where your lucky charms are really handy.

Outdoorsman is the practical knowledge of the outdoors, and the ability to live off the land. The knowledge of plants and animals. This skill's job is to make sure you stay alive by helping you to locate food and water in the wilds, avoiding rockfalls and other natural disasters, reading the tracks to see if you're walking into a trap or pursuing a treasure caravan. You've to be clever and quite enduring to succeed in all this.

Fallout 2 Lore / [Fallout 2] Character Design
« on: May 11, 2017, 04:38:40 AM »
Okay. Every character in Fallout world is defined by a certain system. While there is no a class system per se, the set of those attributes allows to tell by glance what a certain person is good at and what they suck at, helping to define their role in the adventure.


We start with the explanation of the S.P.E.C.I.A.L. system. S.P.E.C.I.A.L. is an acronym of Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck. These are the seven basic attributes of every character in the game and considered the primary stats. They are used to determine literally every aspect of every given character. Everything else is considered derived stats of the S.P.E.C.I.A.L. system.


It is your raw physical strength. While it obvious that a stronger character will have easier time beating someone's face in, throwing things further, grenades, for example, and basically will have more chances to survive by being able to absorb more physical punishment, it has two more important things under its direct influence - how much you can carry and if you have enough muscle in you to even lift a certain gun or a melee weapon. Again, it is understandable that a stronger person can carry more things, but it is also a thing that a stronger character can walk around with a heavier and bulkier armour on with ease, and do not have problems while trying to lift a rifle or a rocket launcher enough to get a steady aim, or trying to take a swing with a big sledgehammer.


It is your ability to see, hear, taste and notice unusual things, your environmental awareness and "sixth sense" so to speak. The sharper your perception is, the sooner you are able to notice an opposition and land a jump on them, and the easier it is to pick enemies from afar with sharpshooting. In less confrontational scenarios, a character with higher perception may notice things that allow them to open up new dialogue options on occasion when interacting with the world, and be more successful in picking locks, noticing and disarming various traps that the world is ridden with, allows to react faster to the things when driving a vehilce and avoid accidental fatal cuts when peforming an open heart surgery on someone... Or maybe deliver one on purpose.


Endurance is your stamina and physical toughness, your measure of overall physical fitness. A character with a high endurance will survive where others may not. There is not much to say about this attribute but the fact that the higher is your endurance, the faster your recover from injuries, the more injuries you can take before taking a dirt nap, the lesser will be the speed of a poision or the radiation with which it eats away your body. All in all, the higher value gives you the higher survival chance.


Your charisma is a combination of appearance and charm, and if you wish to influence people with words instead of a plasma rifle barrel in their face, then it is the attribute with a big importance for you. Charisma is your ability to charm and convince others. It affects your success to persuade others in dialogue and prices when you barter. You know the drill, bat your lashes and present ass, or come across as a rude scar covered savage. The choice is yours. Every person you meet for the first time will, after all, judge you by your looks and the imperssion you project.Oh, and it will take some charisma from you to make people like you enough to agree join forces with you.


It is your combinded knowledge, wisdom and the ability to think quickly. A high intelligence is important for any character, unless you're willing to be a complete cretin. Notably, the higher is your intelligence, the easier it will be for you to grasp first the basics and then the advanced concepts of any skill there is or show off your impressive wit and win a scientific argument in a dialogue. Naturally a high intelligence is required to excell in medical, scientific, engineering and survival skills, for without a satisfactory amount of biology, physiology, medicine, anatomy, physcis, chesmitry and the likes it is impossible to apply them. On the other hand, with a dimwitted character, many others will simply shrug one off, while others will insult or even attack them.


It is your coordination and the ability to move well, it is a measure of your overall finesse and reflexes. A character that wishes to keep an enemy on its toes, or claws, needs to have a high agility in order to have fast combat moves. Additionally it allows the character to dodge better, basically allowing to survive for longer by avoiding getting hit. It is a critical stat for anyone interested in the more mobile and visceral skills, such as the combat skills like gun handling, or covert ones like sneaking - a clumsy hippo won't be able to stay quiet enough!


Fate. Karma. An extremely high or low luck will affect the character - somehow. Events and situations will be changed by how lucky (or unlucky) your character is. Perhaps the only notable involvement of the stat would be how often you fuck up miserably, or on contrary score an unimaginably critical hit, and how good are you in the gambling.

Fallout 2 Lore / [Fallout 2] Setting
« on: May 10, 2017, 03:53:06 PM »
Welcome to the Wasteland, boys and girls. This is an RP dedicated to the wonderful universe of the Fallout. Welcome to a place where the world has ended and a new one arised from the ashes of the old one. Where there's no good or evil, there's only shade of gray, sometimes darker, sometimes lighter. Where the life is worth nothing, and where the so-called civilzation is struggling to arise anew amid heavy gambling, drinking, drug abuse, violence, gore, sex and ever-permeating radiation.

This particular game is set in the age of Fallout 2, and is at this point intended to explore its plot in the depth unseen before. To your convenience we have here a general outline of the world we are in established, together with a complete breakdown of all of the important events that had happened already and would happen later.

The game will start with the Chosen One, who will be MY character, arriving to Klamath. The future events in the timeline are provided to avoid inconsistences when creating characters, so there'd be no time travellers or people from yet non-existant places. The lore library will expand as the RP unfolds, with the information on the locations we visit and crucial characters put up for a comfort perusal, as well as the information on the drugs, weapons and whatnot there is to be aware of.

The later installments in the series are good and deep, and certainly will get their own story arcs later, but for now it is the Fallout 2 - so feel free to team up with the Chosen One and see where and how the roads will take your party!

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