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Post by DarkNova50 on Mar 27, 2010 15:51:05 GMT
Alright kids, so you can either use the general kind of character sheet I'm using below, or you can use your own...just so long as it has all the basic information.
Remember: only you can prevent incomplete character generation.
Name: Selene Artemis Race: Imperial Gender: Female Age: 21 Birthsign: The Lady
Class: Imperial Paladin Skills: Long blade, Block, Heavy armour, Holy destruction magic, Restoration
Physical Appearance: Tall and slender in build, Selene possesses an array of well toned muscles throughout her body, the result of years of physical conditioning. Her shape features unmistakably attractive, feminine curves, without being cumbersomely voluptuous. Overall, Selene carries herself with an air of youthful vibrancy, and occasionally, something akin to bubbliness. Eyes: Bright, crystalline blue, nearly ivory in hue Hair: Warm rose blonde, worn straight and to her shoulder blades Height: 5’8” Tattoos/Scars: None
Mental Description: Selene has, on a number of occasions, been accused of being too ‘light-hearted’ and ‘carefree’ by her superiors. Generally upbeat and positive, she adores being around other people and striking up conversations. Strong willed and determined, she manages to speak her mind without being overly aggressive. It is only when she enters combat that all traces of humour leave her, and she becomes focused solely on victory.
Primary Weapons: -Sunna Archeus: A sanctified silver longsword, blessed by a priest of the Nine. The cross guard takes the shape of a pair of angelic looking wings on either side of the hilt, and the entire blade seems to glow a faint blue. -A medium sized steel shield, painted hues of white and gold. Clothing/Armour: A suit of dull black, lighter than average steel plate armour, meant to balance mobility and protection. Beneath this, she wears a simple, white cotton tee shirt and tan coloured pants. Inventory: A small leather satchel containing a small amount of gold.
Bio: Both her parents killed during the siege of the Imperial City at the end of the Oblivion Crisis, Selene fell into the care of a friend of the family, who happened to be a member of the newly formed Knights of the Nine. Taken in by the order, she was trained in religious doctrine, though she honestly found weapons and magic training far more interesting.
Since then, she has continued to train and serve the Knights admirably, though her progression through the ranks has been slow. This is in part due to her occasionally ‘cavalier’ attitude towards her more academic studies.
She has been tasked now with assisting the Elder Council on what is, by all appearances, a fairly simple assignment.
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Post by webster52402 on Mar 27, 2010 19:17:27 GMT
Ooooh, if I'm right about the way the 'Villain' will turn out, then Wilfric, a character I have been dying to use again, will mesh just perfectly. Given his own warped sense of morality, this may well turn out badly for him... Excellent...
Name: Wilfric Cinn Salazar Race: Imperial Gender: Male Age: 24 Birthsign: The Serpent
Class: Noble Skills: Mercantilism, Speechcraft, Short Blade, Destruction, Alteration, Illusion
Physical Appearance: Wilfric is the epitome of the 'greasy nobility' look. His hair is long and deep black, slicked back to fall down around his shoulders in a carefully maintained wave. The only thing that he hasn't been able to keep from appearing there is the greasy look to it, which comes in part from the sallow, oily skin that he was born with.
With gaunt, sharp features, Wilfric's face is more akin to a skeleton's skull draped in tight, pale skin than anything. His eyes - a deep, emerald green - are sunken back a little in his head, staring hollowly out at the world. His cheeks are high and sharp, almost feminine. His lip are pale and liver-like, though the smile they hold is remarkably straight and almost too-perfectly white.
His body follows suit, with its gaunt, almost lanky appearance, which is only minorly enhanced by his stature at 5'5" tall. However, to make up for it, he drapes himself in the finest clothing that he could find. A lover of the theatrical, he commonly drapes himself in fine woolen cloaks, his favorite being a deep blue cloak with fine gold embroidery. Eyes: Bright green Hair: Greasy black, wavy, worn down to the shoulders. Height: 5’5” Tattoos/Scars: None
Mental Description: Greasy, smooth, and charming, Wilfric progresses through life bending people to his whims through sheer strength of character or through intensely thought out planning. However, Wilfric does have limits to his conniving ways. Viewing himself as a step above the common man, he abhors things like rape, torture, needless murder, and the killing of an unarmed person.
As such, Wilfric comes off as relatively good natured, when his morals interfere with what he will and will not do. However, his morals are shaky when applied to himself, and if he sees it as necessary, he will not hesitate to claim the life of someone that seeks to usurp his strength or undermine his movements. That being said, he will not ever interfere with the natural order outright: He relies on that order to protect himself.
Primary Weapons: - Destruction Magic. Wilfric has a particular affinity for frost magic, which he relies upon heavily. It's rare to see him in the front lines of a fight. - A small silver dagger, just in case. - Poisons. Lots and lots of poisons.
Clothing/Armour: His cloaks, along with his fine burgundy clothing. Other than that? He can't be weighed down by armor.
Inventory: A variety of exotic poisons, which Wilfric carries in a small pouch that hangs off of his belt. A pouch containing several gold coins (He is a noble after all.).
Bio: Wilfric Cinn Salazar is a name that many would recognize, if they were particularly attuned to the business world. Though Wilfric himself was already born into wealth through mercantile, with his parents running a chain of armor and weapon shops, after their deaths when Wilfric was young - in very suspicious circumstances. Rumors suggest Wilfric himself may have killed them - Wilfric took to the cutthroat world with gusto.
Quickly establishing himself as a ruthless businessman, Wilfric used the resources that his mother's shop and his father's adventuring days provided to start an aggressive campaign, quickly buying out several stores that were scattered throughout Cyrodil. After forming these footholds, he continued to utilize underhanded tactics to gut his competition, ruthlessly outbidding and closing down store after store. Soon, it came to a point where people were afraid to go into business against him, for good reason.
Normally, a person like Wilfric would not go along with such an expedition, but according to Ocato's wishes, Wilfric was contacted about the forthcoming adventure. Knowing that Wilfric's resources would come in useful as well as his skills in obtaining more resources, Ocato successfully lured the noble away from his businesses with the promise of great reward.
The rest of the tale has yet to be woven...
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Post by DarkNova50 on Mar 28, 2010 14:49:24 GMT
Well Webster, with any luck my 'villain' will be able to surprise you.
Approved.
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Post by Darkom on Mar 28, 2010 21:44:53 GMT
Here's my tentative first draft. I apologize again for cluttering up the RP thread, I thought it was a sign up type thing. I hope you don't mind that I made my guy on of the cultists, I'll change anything if it messes with your plot. Thanks Name: Ja’Rashi Race: Khajiit (Suthay-raht) Gender: Male Age: 24 Sign: The Serpent Factions: Ex-Cult of Merrunz (Mehrunes Dagon), Ex-Gang of the Gold Cat Class: Hunter/Gangster/Cultist (Disguising himself as a scholar, though he is not really suited for it) Skills: Ja’Rashi retains the skills from all his past occupations, from his childhood as a hunter to his later life as a gangster, and dabbles in some destructive magicks. He is an excellent marksman and tracker, and is adept at surviving in the wild, including skinning and cooking his game. He is also a skilled fighter, talented with many of the traditional weapons of Senchal’s underground (claws, club, dagger, etc.), and has an excellent record of intimidating various targets. Appearance: Ja’Rashi looks every bit like the stereotypical gangster of Senchal, muscular from training and fights, but still gaunt from skooma addiction. He has a naturally angry look, thick brown brows curved into a perpetually scornful stare. His claws are long and bear the chipping and staining of constant fighting, and his tail is missing almost three inches from the tip, blunted and scarred at the end. Hair: As part of his ritual indoctrination into the cult, he shaved his head of any superfluous hair, leaving only a short fur behind. Fur Color: Tannish orange, with stripes of darker brown. Eyes: Ruddy orange, with the traditional vertical pupils of the cat-folk. They flash red when he is most influenced by Merrunz, when he is enraged. Height: 5’ 10’’ Weight: 190 lbs. Build: Muscular yet lean, with a wild look. Scars/Tattoos: Due to his occupation, he is covered in small nicks and cuts, though as a part of his scholarly disguise he has tried to get most healed while in Leyawiin. He has the tattoo of his gang, a smiling Khajiit, on his left bicep, and the flame of Merrunz on his right palm. He is also missing a good portion of his tail, due to one of many fights he got into. Personality: Quick to anger and quicker to lash out, Ja’Rashi was never a very personable Khajiit. His troubled past has given him a somewhat pessimistic outlook on life, and his cultist beliefs have only reinforced the thought. While he knows when to be respectful, he rarely holds back his angry sneer for any but his superiors. He is most at home in the wilderness, and is otherwise very irritable. He has a dark and sarcastic sense of humor, and rarely acts on logic. Goals: To discover the truth behind the Daedra mystery. Fears: That his lord has disdained him, or worse, that he is somehow gone. Hobbies: Skooma, cards, dark rituals, mugging a poor passerby, or practicing his archery. He still enjoys the occasional hunting trip, and feels at home in the wild. Religion: Khajiiti folk religion; Follower of Merrunz/Ja’Khajiit Armor: A mismatched set of armor scavenged from the bloody streets of Senchal, including a chain backed dark leather cuirass, similar bracers, tough leather boots, and a pair of studded shin guards. (He does not wear his armor into the city, but instead has it in one of his many bags) Weapons: Though he left most of the tools of his trade in Senchal, he kept his father’s bow and arrows, more of a memento than a useful weapon. Nonetheless, he remains brutally efficient with the weapon. Clothing: Going into the city, to match his false identity, he wears a ridiculously vibrant and intricate scarlet robe that he bought in Leyawiin, assuming it to be the garb of a scholar. It is covered in swirling designs and embroidery, and shimmers when he moves. Before making the ill thought out purchase, he would wear light clothing under his armor, usually tan or dark brown. Miscellaneous: A hidden bottle of skooma and pipe, a large bag of gold, several books on Daedra (Mehrunes in particular), and several ritualistic items (including an ornate dagger, some flammable dark crimson powder, incense, and a vial of what appears to be blood). Biography: Born in a simple farming village in the tropical south of Elsweyr, Ja’Rashi’s early life consisted of his family’s small farm, his dozen younger brothers and sisters, and the small community of friends that lived nearby. His keen eye and lean build found him much more suited as a hunter than a farmer, the Suthay-raht found himself alone in the undergrowth of the Tenmar before he even reached his teens. His trips could last longer than a week, but more often than not he came back successful, and quickly mastered many forms of tracking and hunting. Only months before his coming of age, sixteen by Khajiit standards, one of his friends introduced him to a fun loving group of youngsters who called themselves a cult of Merrunz, the ever-young Khajiit god of destruction. More of a gang than a cult, the group’s minor thefts and vandalism were never more than a nuisance to the village, yet Ja’Rashi still kept his involvement with the cult a secret from his family. Less than a year later, after Ja’Rashi had passed the test of manhood and been granted his father’s bow, the gang was caught red handed killing several of a local farmer’s prized livestock. The village elder passed a light punishment, fining the young Khajiits’ families and admonishing the cats, but Ja’Rashi’s father was not so forgiving. The young cat was disowned from his own house, living off the land and his former gang-mates, never to return to his childhood home. (This was also the year of the Oblivion crisis, and though no Daedra attacks struck his village, his gang-cult was severely affected by the news of their lord appearing in the Imperial City) After a few months of such life, Ja’Rashi had had enough. He gathered what Septims he could and set off with a few of his gang-mates for Senchal, hoping to make their fortune there. However, they soon found that Senchal was in no shortage of cutthroat gangs, and after a few fights most scattered. Ja’Rashi, however, sought to make a name for himself, turning to the so called sponsor of their gang for help. Poverty and envy turned the once innocent joke of his rituals to Merrunz into a serious religious ceremony. He soon found a true group of cultists, their numbers including several prominent drug lords and gang leaders, and recited the ancient initiation without hesitation. (Not sure whether or not you wanted Mehrunes to survived the Oblivion Crisis, but if not then I’ll just say that they were phony cultists) Ja’Rashi had finally found the opportunity to join one of the most feared gangs in Senchal, that of Ya’Tirrje the Gold Cat, and quickly climbed the ranks with his newfound connections. He soon took up many of the underworld’s dastardly habits, harboring a growing addiction to skooma and gambling, as well as many back alley brawls. Now Ja’Rashi had a name in Senchal, and all the privileges and dangers that came with it. He had come a long way from the simple farm boy with a knack for tracking, though sadly enough his story was not an uncommon one. One night, the twentieth of Sun’s Dusk, Jode and Jone loomed particularly bright in the sky. Ja’Rashi had been given the central role in one of the many rituals to Merrunz his cult performed; he was being initiated as one of the high priests, but the eternally youthful god must approve before the rank was made official. They performed the ritual, sacrificing blood and fire, but the Daedra seemed not to notice, none of the usual signs of his presence were given. Ja’Rashi, nervous that he might be refused, continued to the end of the ceremony, leading the group in a screeching prayer, making one final call to their dread lord. But instead of the booming voice they had expected, fire exploded from the altar, killing several cultists and leaving Ja’Rashi badly bloodied. After the incident, Ja’Rashi fled the city, leaving his gang and the remains of his cult behind, fearing that the explosion would be blamed on him. He made many more prayers and rituals to Merrunz, but at best received silence, at worst more hellfire. The Khajiit took refuge in the Imperial city of Leyawiin, finding several similarly confused cultists there. He heard that similar occurrences and Daedra sightings were happening all across Tamriel, and that the Elder Council is determined to find out why. Reason for Being Contacted: After reaching the other cultists in Leyawiin, Ja’Rashi travelled to the Imperial City, building a false persona as a Daedra researcher. His façade in place, he appealed to Ocato, offering his services as a scholar to discover the truth behind his lord’s disappearance. Interesting Fact: Ever since the ceremony in Senchal, Ja’Rashi has had strange dreams about his lord, and, more recently, has started hearing Merrunz’ voice, a whisper in his skull. He is not sure what is happening to him, but it makes his mission to discover the truth of the Daedra all the more urgent. (A piece of Mehrunes being escaped into Ja’Rashi, and depending on what your plot is Nova it was either dormant and was awakened by the ceremony or was implanted during the ceremony) Thanks again, I'm really looking forward to this one
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Post by Simmo33 on Mar 29, 2010 17:02:31 GMT
Name: Raydus Ustald Race: Redguard Gender: Male Age: 22 Birthsign: The Shadow
Class: Crusader Skills: Blunt weapon, long blade, heavy armour, block, armourer, medium armour
Physical Appearance: Raydus' most striking features are his deep set eyes and pronounced brow ridge, almost casting his eyes in permanent shadow. He has a wide jaw and thick lips, most of the time having a serious look on his face. Raydus is averagely tall and not particularly toned, but certainly not weedy looking. His hands look worn due to years of fighting and manual labour. Eyes: Very dark brown Hair: Short, black and very fuzzy, but neatly cut. Height: 5’10” Tattoos/Scars: Various small scars on fingers and hands.
Mental Description: Raydus is a man of few words. He prefers not to intefere with other people's lives and would rather let someone be a victim of their own stupidity than correct them, though he will give his honest opinion on something if asked. He usually holds the same straight-faced expression at all times, revealing nothing about what he is thinking, which can often be deep and complex. If somebody starts a conversation with him he will do his best to be nice to them, but is unlikely to make any real effort to keep the conversation alive. Raydus has a very dry, some would say sick, sense of humour. He always speaks in a low, monotone voice.
Primary Weapons: -A simple but trusty iron longsword, plain-looking, but strong and kept sharp. Clothing/Armour: Steel cuirass and helm, bought for their strength, they now look dirty and worn. Carries a rectangular steel shield for protection, which looks slightly newer and more expensive. When not in battle, Raydus can be seen wearing a pair of fitted black cotton trousers and a plain white shirt with a red leather waistcoat over the top. Inventory: A medium sized amount of gold, a few books and quills and some ink, all carried in a brown leather shoulder bag.
Bio: Radyus' parents were both farmers, and as a child his parents made him help them work, with the intention of him inheriting the farm once they passed away. However, Raydus didn't like farming, but his parents wouldn't let him pursue anything else. All he really wanted was to find his purpose in life, and all he knew was that it certainly wasn't farming. At the age of 17, much against the wishes of his parents, Raydus left home in search of adventure and purpose. He spent the next few years travelling from place to place, hoping to find something, or someone, that would make him want to stay. He survived by running errands for people, some things he wishes he'd never done, but never turning to crime, even when things were desperate. Eventually he managed to get a decent amount of gold together by living in awful conditions and squeezing every penny. Raydus had earned himself quite a reputation as a man-for-hire and fierce fighter, and so wasn't surprised when he was contacted and asked to take part in a mission by Chancellor Ocato.
Will this do...?
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Post by DarkNova50 on Mar 30, 2010 4:02:14 GMT
Darkom: Overall, looks pretty good. I like the idea of one of the characters being a cultist of one of the dead Daedra, too. Regarding the whole piece of Dagon inside of him thing: I suppose that after Dagon 'died,' a remnant could have survived and made its way into Ja'Rashi during the failed ceremony.
So...approved.
Simmo: That'll do, lad, that'll do...
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Post by FC4 on Mar 30, 2010 14:34:13 GMT
A character to reflect my Roleplaying abilities at the moment. Name: Roberto Malinus Nickname: prefers to be addressed by his last name, Malinus Gender: Male Age: 60 Race: Breton Birthsign: The Lord Class: Battlemage –Status: Retired Class Description: Learned in the arts of war magic, a battlemage is skilled with both material weaponry and offensive magic, though a master of neither. Defensive magic is also a focus, but the degree of offensive/defensive magical knowledge will vary by personal preference of the mage. Renowned and feared by troops of all races, they make fine additions to any army. Skills: Short blade, Blunt Weapon, Light Armor, Destruction, Conjuration, Mysticism, Cooking Appearance: Malinus’ age is beginning to show, but the elder is by no means withered with age. If anything, war has aged him with little grace, making him appear older than he is. Wrinkles mar a once handsome face, born from worry and stress and the weariness of magical excursions. His hair has grayed and begun to fall out, while his eyes bear that sunken-in character of a tired old man. His body is slender and muscular, but showing signs of his age. Height: 5’ 8” Eyes: Dulled hazel Hair: His hair is worn loosely and naturally, not held up in any way and kept relatively short, never passing chin length. His forehead has grown in size as his grayed hair has begun to recede, resulting in baldness on the front half of his head. Tattoos/Scars: Burns, scratches, sword wounds; he’s had them all and now they’re too old to really remain visible. Weapons: Most of his weapons are summoned into being, but Malinus does carry a silver dagger with embedded topazes in the hilt and pommel. It was presented to him when he was first promoted to the rank of Battlemage, and he has kept and cared for it ever since. Armor: In his youth he wore chainmail and steel plates; now one hears the creaks of leather rather than clinks of mail. A leather breastplate, greaves, boots, and bracers now cover his body for armor. They look worn, but in fine condition. Clothes: His armor is worn beneath robes of deep oceanic blue, one of his favorite colors, and the hems of the robe are embroidered with golden swirls and waves. On his chest is a pattern of golden threads woven into the Imperial Dragon. He tops it off with a slightly out of place straw farmers hat, to keep the sun off his head and neck. Inventory: An oak staff that comes up to his shoulder, used primarily as a walking stick rather than a weapon. Nor is it really needed; just a tool to aid people in underestimating him, making walking more comfortable, and hold him up if his knee gives out. His left hand is adorned with a silver wedding band, unenchanted, while his right hand has a golden band with a ruby inset, enchanted with a moderate shield spell. Misc: –Studied Daedra for a time, but his memory is beginning to fail him, so not the most knowledgeable -Took up cooking after his retirement, and has become rather good at it. -His major focus of study in Destruction magic was Shock magic; the man can do things with it most mages never think of. -Has a bad left knee, that occasionally gives out on him. -Carries with him basic cooking supplies (old and worn from legion days), herbs and spices, a map (also weathered from his legion years), and sleeping mat wrapped in a coarse blanket, all tucked into a sling pack. Spells: Shock magic, Reflection and absorption spells, Telekinesis, Summoning weapons and minor Daedra, Deterioration spells, Dispel Mental: In his youth, Roberto Malinus loved magic intensely, seeking more knowledge and power like any carefree, incautious man. However, the more he learned, messed up, had accidents, and finally became a battlemage and entered the field of battle, he matured and sobered up right quickly. A marriage brought added responsibility. He became a tempered, even man, wizened by experience and understanding. Slow temper and wit kept him from trouble, and calm, calculating actions in the heat of the moment kept him alive. While he was never in a position of leadership, he did well following and leading amongst his comrades, all of whom felt equal beneath their commander. Now a father of two and a grandfather of six, he has settled into the kind-granddad phase of a man’s life. But the warrior remains within, and was quick to arise during the Oblivion Crisis. Now, he could be described as a gentle, empathetic old man with a stinger poised to strike at the slightest threat. Bio: He was stationed in Valenwood for most of his Legion career, with the task of trying to quell the escalating situation between Bosmer and Khajiit along the borders. He will acknowledge, along with his many fellows, that the conflict is beyond hope and will never end; it only grows worse as the Aldmeri Dominion takes greater control of Valenwood. He was in Valenwood still when the Oblivion Crisis struck. The results were devastating for both provinces, but they did bring the border conflict to a temporary peace. Since retirement, he couldn’t really tell you the exact state of the area, but he wouldn’t be surprised if fighting had begun again. But that is all behind Malinus now, as he has retired to his estate in Chorrol, taking up cooking to keep his mind active now that his son and daughter have grown and moved on. Bianca, his wife, has enjoyed the freedom brought by having him home and doing housework, so has taken time to serve as a healer at the Chruch of the Nine.
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Post by Simmo33 on Mar 30, 2010 17:40:25 GMT
Simmo: That'll do, lad, that'll do... Love the way you sound like you ONLY JUST approved it.
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Post by Elgen on Mar 30, 2010 18:01:59 GMT
DO YOUR WORST, DARKNOVA!
Name: Aron Koldbrann Race: Nord Gender: Male Age: 32
Class: Combat Engineer Skills: Long blade, Block, Heavy armour, (kicking ass), Engineering, etc. Class Description: When asked this question, Aron sharply replies with "I know how stuff is made, and thus I can make it fall apart pretty quickly. It's a surprisingly valued skill nowadays."
Physical Appearance: Tall and muscular, as is appropriate by a Nordic warrior. He's got a hard expression a lot of the time, making him look a bit older than he really is. He's also a scar going down over his face, right over where his left eye should've been. Instead, he's got a black eye patch on which he's drawn an eye. Eyes: His remaining good eye is ice cold grey, shifting quickly from place to place. The lack of his eye doesn't hamper him much. Hair: Messy curly dark blonde hair. Height: 6' Tattoos/Scars: Aforementioned eye-scar.
Mental Description: Aron's been in the service of the legion for a long time, and has seen quite a bit of life (as one might call it). He tries not to make it change him too much, but at times he ends up a bit sentimental, and has a rough sense of humour. The loss of his eye was a hard one, but it's been a long time now, and he's learned to use the one he has left to the fullest. Has a foul mouth at times.
Primary Weapons: A simple steel sword with some simple faded gold colouration on the handle. Heavy steel shield, worn on his back when not used, with a blazing sun painted on the front. Clothing/Armour: A heavy set of steel armour, making him look half a time bigger than he really is. The armour is dented here and there, but otherwise in good shape. Underneat he wears a simple brown shirt and trousers. Inventory: Some gold, rations, fire kit, all packed neatly in his horse's saddle packs.
Bio: Aron joined the legion quite early, and after serving for a few years, an officer got news of his bright head, and sent him off to school to learn about engineering, and how to utilize it in combat. Aron had quite a good life after that, as he didn't see much front line combat himself. He lost his eye in the Oblivion crisis, in close combat with the daedra, and barely managed to stay alive through the Kvatch-insident.
Lately he's been fighting as heavy cavalry in the front lines against dunmer separatists, though he couldn't really care less about the cause. This is where he got his armour and horse, but he's not content. Aron wants to do something more than fight the people his superiour points at, and has mentioned his concerns to quite a few people, often after a few beers.
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Cirith
Apprentice
Roleplaying mad genius
Posts: 59
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Post by Cirith on Mar 30, 2010 20:15:54 GMT
-Name: Ragno Devardius -Age: 27 -Gender:male -Race: Imperial -Backstory:Ragno is the tenth in a line of gifted craftsmen of magic jewellery, armour, weapons and charms. his family is wealthy but also proud of their work, he lives in Skingrad behind the city walls in a small home close to his father's smithy where he works with his father on strong weapons and armour for various clients, ranging from Legion officials and palace guards to wealthy nobility and knights. His family is respected and their work honoured but the most fame comes from Ragno's grandfather's great-grandfather Lucius Devardius who was a true master at his craft and the only one of the Devardius line to forge a weapon forever locked in legend: The Sun edge of Scinia, a sword that according to legend harnessed a flame as strong as a dragon's. It was used in the battle at Fort Scinia by the legendary swordsman called Arideth the Just, who defeated the champion of Boethia at what now is called Hero hill. Since the day that Ragno had been told about this legend and the Sun Edge he wanted only one thing: to make the next blade of legend of the Devardius line. but the magic of a man is limited and Ragno almost gave up on his dream when he realized legendary weapons are far more powerful then any enchantment he could make himself with the supplies he had in the city. But then he learned of other ways of enchanting: by using the magic of daedric beings, even lessers, a truly strong magic can be used for enchanting a strong weapon, now Ragno is trying to find a way to make an immensely more powerful enchantment to allow him to craft a weapon rivalling the Volendrung and Ebony Blade since he was 19 years old he has been travelling a lot to find more secrets in enchanting and made friends along the way. Now he is asked by some very important figures in his guild to aid a specially selected group to investigate the strange events revolving around groups of daedra. -Mental discription:a driven man, whos personal ambition drives him to explore the the possibilities of enchanting few would concider. Ragno is a calm, friendly man, the person few would think of as capable to survive outside the city, let alone battle against daedra during the oblivion crisis. But Ragno, thanks to his confidence and willpower, has managed to adjust his views of the world and accept the danger, some might find his calm attitude to the horrors he encountered as cold, but Ragno wont lose sight of his goals and overcome any obstacle in his path. -Weapons/Enchantments: a well crafted steel battle axe enchanted to enhance one's balance and to deal magical fire damage, his armour is also enchanted to weigh less while keep it's protecting qualities, allowing to move more freely then a normal armoured knight, lastly he wears gloves of thick, tough Orge leather, fireproof and nearly indestructible. From the wrist up it is plated with strips of bronze metal for arm protection, he carries a rough, unfinished sword with him of ancient design the pauldron on his shoulder has the design resembling a lion's head with rubies for eyes and a golden shine, enchanted to deflect fire, the enchantment is old and weakening. -Reason For recruitment: has done significant research about artifacts and enchantments in general for the guild of mages and has proved to be a talented sorcerer with enchanting and magic protection spells, as well as with his axe in combat. -Skills: he's a talented craftsman and sorcerer who knows how to properly identify an enchantment and its strength. He is tough and can endure physical stress quite well and is good with his axe -Appearance:[/u] strong body, not really broad and of average height, a bit darker skin color of the Imperials and obviously of well birth when you see his clothing and armor -Eyes: light blue eyes -Hair:short deep brown hair, a bit spiky -Face:smooth oval shaped face, thin moustache, with notable scar going from eye height on his left cheek down -Body: you can't call him slender, but he looks fit enough -Clothing/Accessories:his clothing is of good quality and relatively good materials: a black vest over maroon shirt and brown pants with a few patches to cover holes, he also wears a deep dark green travel cloak with hood, over his normal clothing he wears armour on his knees, shins and his lower arms and on his right shoulder, the pauldron on his shoulder has the design resembling a lion's head with rubies for eyes and a golden shine, enchanted to deflect fire, the rest of his armour is strong and magicly enchanted to be lightweight and shares the same colour as the pauldron and the kneecaps have the image of a lion's head in them. he also wears a lucky amulet he inherited from his grandfather, enchanted by his great-grandfather. also made of a gold like metal, the amulet depicts two wings encompassing a round smooth ruby, it's a thick amulet on a bigger then average chain for an amulet. [/ul]
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Post by Darkom on Mar 30, 2010 20:29:34 GMT
Darkom: Overall, looks pretty good. I like the idea of one of the characters being a cultist of one of the dead Daedra, too. Regarding the whole piece of Dagon inside of him thing: I suppose that after Dagon 'died,' a remnant could have survived and made its way into Ja'Rashi during the failed ceremony. So...approved. Alright, thanks, I figured it would work well so long as I don't step on your plot's toes. As for the voice, I don't intend to have a bolded internal monologue every four lines telling him to kill someone, just a few subtle things every now and again. Other than that it would be a plot device ready to be used, and another way for me to make my guy interesting to play. But if anything starts to contradict your story or gets out of control please let me know, this is my first time doing something like this Thanks again, (and once again let me offer my apologies for cluttering up the RP thread, I had thought it was a sign up thread) I'm looking forward to starting ;D
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Post by DarkNova50 on Mar 31, 2010 1:21:43 GMT
Frank: We are pleased by this. We approve.
Elgen: You want my worst? You can't handle my worst! I mock your...my...worst...
Anyway, looks pretty good overall. Only one minor caveat: did you, by any chance, just copy and paste my character's skills and use them as your own? The weapon, shield and armour skills seem compatible enough...but I don't see why Aron would have the same kind of destruction magic, or restoration magic. And where is his engineering skill?
So if you could just quickly fix up his skills list, I'd be happy to approve him.
Cirith: Looks good, so I'll approve this. Just one thing: would you mind adding a mental description for your character? I know it's not absolutely crucial information, but it's still pretty handy information to have, anyway.
Looking good so far, kids.
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Post by Vrek on Mar 31, 2010 3:47:33 GMT
Finally got around to starting this...
Name: Almar Race: Bosmer Gender: Male Age: 56 Birthsign: The Lady
Class: Archer Skills: Marksmenship, short blade, light armor, acrobatics, athletics.
Physical Appearance: Almar is in noticeably good shape, especially in his arms and chest, which hold bulging muscles. His features are small and sharp, and he appears to be perpetually tired, because of overly pronounced bags under his eyes. Eyes: Dark brown Hair: Short, blond hair, matted with dirt and grime into rough locks that hang to the top of his forehead. Height: 5’1” Tattoos/Scars: None
Mental Description: Generally distrustful of most other people, especially Khajiits and Altmer. While cunning and quick-witted, he isn't afraid of acting out of passion or impulse. Being the among the best archer in his clan has tempered a sense of pride into him, as well as a competitive spirit. He also strictly follows the Green Pact, and refuses to eat or kill plants, and he always eats at least a part of everything he kills, even if he only has time to cut off an ear when he passes.
Primary Weapons: - Bow carved out of a large bone, used with similarly carved bone arrows. - Five Four serrated bone daggers, made purposefully weak at the hilt. Clothing/Armour: A suit of leather armor sans helmet, with an especially thick, and worn leather archery gauntlet on his left hand.
Inventory: Several strips of dried meat, small amount of gold.
Bio: Born and raised on the western reaches of Valenwood, and thus grew up in constant warfare with Khajiiti. He truly shined during the Oblivion Crisis, when he personally led a group of warriors into, and closing, three different gates.
After learning of the current crisis through the few remaining Legionnaires, his clan sent Almar to aid, as a show of good faith.
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Cirith
Apprentice
Roleplaying mad genius
Posts: 59
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Post by Cirith on Mar 31, 2010 9:50:56 GMT
ok I modified him, now it has the mental discription (pretty much you standard driven sorcerer with a personal agenda, but at least a civil one and kind enough to allies) I hope it's good enough.
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Post by Elgen on Mar 31, 2010 11:44:09 GMT
Why, I would never dare to copy your sheet...
Or, I got lazy, and haven't got any char sheets on my computer. You should've made a template.
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