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Comments and discussions of Adventure stuff. D and Z.


TentanariX

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Re: Comments and discussions of Adventure stuff. D and Z.

(TentanariX's chat game)

This is pretty simple. Uses DoD's character creation. Medieval fantasy setting.

Character Sheet:

Code:
Name:
Gender:
Race:
Personality:
Pic:

Advantages:

Disadvantages:

Fetishes:
 

cross_grave

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Re: Comments and discussions of Adventure stuff. D and Z.

Yeah... Sheet for an RP I've cooked up with Dia in a chatroom. Magic School, in a society of wizards where backstabbing is a completely normal way of living.

Name:

Age:

Race:

Gender:

Description (pic or text):

Stats:

Magic Major:

Stats are Strenght, Agility, Intelligence, Power, Charisma. You got 20 points to spend on your stats. Base level for Intelligence and power is 2, for others 0. Stats act mainly as modifiers, making it harder to screw up a roll. Max level is 10.

Strenght is used for anything that requires brawn, like pushing heavy stuff or shrugging off hits. Determines how much punishment you can take, too.

Agility is for stealth and any action that requires speed or precision. Keep in mind, even invisibility won't help if you're tripping over your own feet. Dodging bullets is a useful skill too.

Intelligence is the mage's ability to construct and see through spell patterns. Any spell with a strong or complicated effect requires high intelligence to be understood. Without that, it can't be used or countered. Intelligence also determines how well you can sense magic nearby.

Power is required when one uses a spell. It shows how well you can draw out mana necessary to use a spell. Strong spells need lots of mana. If you fail to draw out enough power, you won't achieve anything.

Charisma shows how convincing you are. Very useful when you want others to do the dirty work. Liars need this stat badly.
 
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Diagasvesle

Diagasvesle

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Re: Comments and discussions of Adventure stuff. D and Z.

Naruto-esque stuff.

Little Bit of System statings... No examples through.

Base Stats: 15 points to spend. All stats start at base of one. Max Stats 20
Fitness (Str and Agi) 1
Stamine (Endurance) 1
Chakra Reserves (Mana) 1

Ninja Stats: 30 spending points. Max 50
Ninjutsu
Taijutsu
Genjutsu

Optional:
Kekkei Genkai (Bloodline Limit. Ex Sharigan)
If character has one, explain how it is activated and IT can not be useable at start of rp and can only become useable once character is able to activate it during rp.

Ranks for Base Stats:
1 - 3 Below Average
4 - 8 Average
9 - 12 Exceptional/Genius
13 - 14 Prodigy
15 Sannin
16 Kage
17 - 18 Demonic
19 Bjuu Strength
20 Kami Strength

Ranks for Ninja Stats:
1 - 15 Gennin
15 - 24 Low Chuunin Rank
25 - 30 High Chuunin Rank
31 - 38 Jounin
39 - 42 Sannin
43 - 45 Kage
48 - 50 Legendary

Name (Important):
Gender:
Age:

Picture:
Height:

Other (Think... naughty):

Background of Clan:

Base Personality (Optional):

Mask Personality (Non-optional. How the character acts around other people and hides feelings. This becomes optional if base personality is made):

Base Stats:
Fitness:
Stamina:
C.R.:

Shinobi/Kounichi Stats:
Ninjutsu:
Taijutsu:
Genjutsu:


Kekkai Genkai (Optional):
There is no example inside that quote. None at all. *Glares*
 
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Diagasvesle

Diagasvesle

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Re: Comments and discussions of Adventure stuff. D and Z.

Ah, something new. Necro bump as well.

Galatic Saviour

Plot - Every 2,300 Terra years (Earth) a saviour, a person/being of immense strength, beauty, intellect, and power is born. The year is 15,604 T.Y, a saviour is born this year. With the event of this year, all children born this year, are sought by various faction. Some factions seek to control the saviour, some seek to end the saviour, and some seek the saviour just so they can open him/her/it up and find the DNA that makes a creature a saviour.

Need to Know Facts:

Most Known Factions:
Collogats Empire: This is the largest faction in-game and controls Terra and over 65% of the galaxy. It has the highest amount of resources at it's disposal and the strongest, but not the most advanced army. It seeks the saviour to control the saviour. This empire is pro-humanoids and is systematically imposing a caste system on all creatures that are intelligent but not humanoid.

United Species: This faction is made up of numerous worlds, solar systems, and large mechanical planets based aroudn the outer edges of the galaxy. They have moderate amounts of resources, and are in constant conflict with that of the Collogats Empire. Their army is of great strength and is able to slow the Collogats Empire Army. They are as advanced as the Collogats Empire. Controls 11% of the galaxy. They seek the saviour to lead them to victory over the Collogats Empire.

Troin: A faction that is questionable. But this faction doesn't control planets or solar systems, but it seems to be that the solar systems and planets align themselves underneath the reign of this faction. This faction has an unknown amount of resources at it's disposal and it's army is a frightening thing to fight due to the odd technology that it uses. They control 15% of the galaxy. They do not seem to seek the saviour.

-----------------------------------------------------------------

Saviour Character - Main character of the game is more powerful then other characters. Hard to kill.
Abnormal Characters - Can be mistaken for the saviour.
Regular Characters - Npcs or Players that want their characters to be able to blend in.

Max for all non sub stats is 500.
Max for all sub stats is 1500.

Saviour Characters: 400 Points to spend on non sub stats. 1200 Points to spend in sub stats. There is just something special about this character type. This can't be selected. A roll will happen to decide who.
Abnormal Characters: 400 Points to spend on non sub stats. 1200 Points to spend in sub stats.
Regular Characters: (Npc's and players who just want to be regular) 200 Points for non sub stats. 600 points for sub stats.

Racial Stat bonuses, ask GM.
Confirmed Races:
Humans: +5 Strength, Intellect, & Beauty. -10 to Power.
Elves: +10 Intellect & Beauty. +15 to calculations. +25 to Magical Strength. +5 to Hades. -25 to Hyperion.
Fox-Taur: +20 to Endurance & Fitness. +30 to Luck. -15 to Calculations. Prone to Heat.
Jaguar-Taur: +25 to Stamina. +15 to Fitness. +30 to Luck. -15 to Calculations. Prone to Heat.
Drassage: +20 to Beauty and +20 to Power. -10 to Hyperion. -10 to Hades. -20 to Charisma.
Burmecians: +25 Intellect. +25 Beauty. -25 Strength. +50 Luck.


Stats:

Strength - How much the character can lift, throw, and break.
Sub stats:
Endurance - How much a character can take before dieing. (Recieves 1/2 bonus from strength.)
Fitness - Stamina, how much a character can do before collasping from exhaution. ( Recieves x2 bonus from strength)
Hyperion - How resistance the body is to foreign objects. Resists disease, poison, and metallic nonenchanted melee weapons and metal projectiles. Doesn't resist magic or energy projectiles. (Recieves 1/10 bonus from strength.) This stat goes up by 1 for every 10 points put into it.

Intellect - How quickly the character can learn.
Sub Stats:
Calculations - How fast your character can calculate where something is going to fall or land. (Dodge rate. Recieves x1 bonus from intellect.)
Magical Strength - How powerful is the magic that the character wields. (Recieves x1 from Intellect)
Hades - How resistance the body is to foreign objects. Resists magical in nature poison and diseases, enchanted melee weapons and metal projectiles (enchanted.) Resists magic and energy projectiles. (Recieves 1/10 from intellect.) This stat goes up by 1 for every 10 points put into it.

Beauty - How appealing your character looks to othe creatures.
Sub Stats:
Allure - How much in, great (sexual) interest creatures view your character. (Recieves x2 from Beauty)
Charisma - How quickly a character can swindle/convince/dupe a creature. (Recieves 1/2 from Beauty.)
Zeus - Mind Control slightly, how much a character through sheer will, can bend another temporarily to their will. (Recieves 1/10 from Beauty.) This stat goes up by 1 for every 10 points put into it.

Power - How much your character can affect the enviroment.
Sub Stats:
Meditation - How much your character can take from the enviroment. (Magic regeneration. Recieves x1 bonus from power.)
Body Regeneration - How fast the character can regenerate their own body. (Recievse x1 from power.)
Luck - How much the character can distort time and space to suit their needs. (Recieves 1/10 from power.) This stat goes up by 1 for every 10 points put into it.

Ex Stats:
Power: 20 points placed in it.
Meditation: 30 points put in. (Base) + 20 from power. 50 Meditation in total.


Name:
Race:
Gender:
Picture:
Changes to Picture:
Height:
Character Type: Saviour or Regular
Faction Territory Born in:

Personality (Mask. Optional if other personality is filled.): The mask shown to strangers and casual friends.

Personality (Personal. Optional if other personality is filled.): How you act around lovers, deep friends, and non estranged family members.

Background:


Strength:
Endurance:
Fitness:
Hyperion:

Intellect:
Calculations:
Magical Strength:
Hades:

Beauty:
Allure:
Charisma:
Zeus:

Power:
Meditation:
Body Regeneration:
Luck:

Edit: There are other factions, but these will be posted upon discovery.
 
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Diagasvesle

Diagasvesle

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Re: Comments and discussions of Adventure stuff. D and Z.

Again something new... quite a messy work through...

In an alternate universe, seperated from other universes by an extremely powerful dimenisional barrier, there resides many a worlds within, each holding powerful beings in on there... This is the universe of Superior Heros, a world with adventure, and plunder a few steps away.... along with a few other choice bits...

Need to Know Info:
Power Levels or Strengths - This is an overall rating of the superhero or villians strength. These power levels (Or PL for short) can only be gauged by fighting the person and taking an estimate of their strengths yourself. Through, there are devices that will help you figure their overall power levels out, as well as give off a few dirty secrets. (Think Scanner like in DBZ.)

There's only 1 government in place that directly affects Super heros and supervillains.. It's basically a legalized merc group that, if either the good or the bad guys pay them enough, they'll fix'em up... Through they do have some ulterior motives if the country that their residing in asks them for this or that...


Alliance System -
The Superhero can either be working by themselves in which case they'd be labeled as a vigilante and it will be sorely up to them to garner help from the policemen, investigators and generally, their considered loose cannons by the residing Government.

Gvern Mercernary Group - The World Merc group that takes care of Superhero's and villains for a price. Almost all Superhero's and Supervillains will be healed by this group, even if they don't want membership to them.. through they will be charged quite high. (Enforced Healing whether or not player's and npc superhero's/villains want it.. But only if they find you. High chances they will find your defeated self or one of the superhero's unknowingly working for them..)

Super People Society - This loose and baseless organisation of super baddies and goodies, work together and against eachother. This society is made of an in opposition against the Gvern in an attempt to tell the government that the super people can and will take care of themselves..

Countries Government - Depending on the hero, they can be working for their countries government.


Statty Bit:
Strength Based: For any super powers based off Strength..
Endurance Based: How long you can last, your resilience against attacks... This is the stat meant for indestrucbility.
Mind Based: Pyschic Powers, any super power based off using your mind derives from this stat.
Dexterity Based: How flexible, stretchable, how reflexive.. This power is meant for dodging.
Inorganic Based: Gadjets, technobabble, the works here. This power is meant for what equipment the super being carries on them.

Note all these start at a base of 1.
Stats should be made in accordance of super hero character.
1 stat point in anything, can correspond to an increase of the overall generic stat PL. Through that doesn't mean it will.

15 Points to spend in stats.
To have more points into stats then the starting 15, you can add weaknesses.

Depending on the weaknesses, either their undiscovered or known. (Undiscovered give more points at start.) Gm will determine the bonuses given by the weaknesses. (Aka how many more points allowed into stats.)

Just a note - Normal humans all have a base stat of 1. Except for the inorganic stat, normal humans (The average worker, not the avergae steroid user or martial artist. There are exceptions.)
Average Worker Stats:
Str Based: 1
End. Based: 1
Mind Based: 2
Dexterity Based: 1
Inorganic Based: 3


Ex: Character Sheet

Name: Tom Smith
Superhero Name (ShN): Blatan
Age: 34
Picture:
Description: A small man with an unruly haircut of brown hair. Is furtive an always seems to be looking down. Hates to make eye contact and usually wears work issued clothing.
Superhero Description (Include clothing description here): A tall proud staring man wearing a latex suit with gold and red strips running down it. Looks garishly funky.
Height: 6'02
Alliance - None. Vigilante

Background: Tom worked in a small time radioactive facility as a worker drone there. Mindlessly going about his job until a sudden accident smacked him in the back of his head and resorted in his brain going funky and he had the sudden urge to disco.. He ignored the feeling till it became so great that he ended up discoing all night long and resulted in his brain doing wondrous things to his body.. It felt like he had been on a drug trip and back. Seeing how he could now do new things, and watching Superheros on tv, he decided to emulate them like the flaky person he was and Blatan was born.

Super Powers:
Speedy Disco Smack - (Strength and Dexterity Based.) Does a garishly funky disco dance that is a surprise attack, resulting in a smack against the bad guy. (Low PL strength.)

Disco Whirlwind! - (Strength and Dexterity Based) Whirls around in a extreme speed hitting and attacking with flurries of limbs. (Moderate PL strength.)

Disco Mega Hump! - (Strength, Endurance and Dexterity Based) A finishing move of slamming his hips against the opponent. (High PL Strength.)

Stats:
Str Based: 1 + 5 = 6
End. Based: 1 + 3 = 4
Mind Based: 1 + 2 = 3
Dexterity Based: 1 + 5 = 6
Inorganic Based: 1

Overall PL: 8

That was a quick character sheet.

Here is the character Sheet for the players:

Name:
Superhero Name:
Age:
Alliance:

Picture:
Description (If no picture or changes from picture):
Super Hero Clothing (What does he/she wear when dressed up?):

Height:
Weight:
Bustsize:
Cocksize:

Background:


Stats:

Str Based: 1
Endur. Based:
Mind Based:
Dex. Based:
Inorganic Based:

Overall PL: (Determined By GM.)

Super Powers ( skills and descriptions of what they do. Should correspond with stats):


Fetishes (Player Character):


Weakness(es) (Only 2 allowed.):
 
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Diagasvesle

Diagasvesle

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Re: Comments and discussions of Adventure stuff. D and Z.

A bleach typish rp..

A Bleach E-rp Idea.

Sandbox using world of Bleach.

Need to Know Info -

Stat Information:

Spirit Stats:
Rejutsu - Spirit Pressure. To use an example for this would be calling in Dragon Ball Z and pointing at Dragon Ball Z as a quick reference to what Rejutsu is. The larger rejutsu, the stronger you are therotically. But if the body cannot stand the rejutsu pressure, consequences happen. More Rejutsu means more strength but requires more endurance..

Sense - Standard Sensing ability, lets you feel and take an estimate at how strong the opponent is. The lower this is, the harder to detect other beings, even those with extradinarily high rejutsu's if they aren't hiding themselves.

Allure - This stat is... how attractive or how much wanted the character is by other beings be it hollows, shinigamis, or vizens or even impossible beings. The higher it is, the higher chances of getting free stuff, fights, and training.

Body Stats:

Strength - Real life strength without use of rejutsu. Upon entering spiritual form, this is heavily boosted by rejutsu. (Weight lifting ex.)
Endurance - How much you can take withstand and live through. (This stat is needed heavily for high amounts of Rejutsus.)
Intelligence - This is all around thinking smarts. Affects combat invovling Spiritual Arts... (Chanting and shooting balls of fire etc.)
Charisma - This is how great your character can convince other people to listen or go with the character's way. (Combining this with Allure means high sexual attraction possible. Enough even to stop hollows from devouring soul and just raping etc.)

Stats for Beings:


Shinigamis - Gain quick bonuses in Sense, allure, intelligence and charisma. (Not at Start.)
Pure Hollows - Gain quick bonuses to rejutsu, allure, strength and endurance.
Vizen (Half Hollow half Shinigami) - Gains quick bonuses to rejutsu, allure, endurance and charisma. Has to deal with split personalities and constant fighting with inner hollow. Otherwise, Vizen beomces pure hollow if hollow wins inside fight.

Other - Humans gain bonuses same as shinigami but don't worry about zanpaktous but instead get their own custom weapons etc... As long as not sword base. If it's a sword, they become subsitute



Stat Information - Buying.
Spirit Stats All start at 5. That means rejutsu starts at 250. (Normal Human average is 5.) Rejutsu for every point put into it... 1 point in rejutsu = 50 up. It requires 2 points to upgrade allure.
Rejutsu - (5) 250
Sense - 5
Allure - 5

Body Stats All start at a base of 5. Average humans with little to no importance, have varying degrees of 1-8 for these stats. 1 point in endurance means 200 more rejutsu can be taken. Low intelligence does not mean stupidity.
Strength - 5
Endurance - 5
Intelligence - 5
Charisma - 5

Stat buying...
Spirit Stats - 10 points to spend here. No points can be taken from the start at 5.
Body Stats - 5 Points to spend here. Points can be subtracted from base 5 (aka ex lower charisma to 4 to get 6 points to spend in others.)

Ex statbuying:

Endurance - 5 + 10 = 15

Charisma - 5 - 5 = 0
Code:
Character Sheet ~

Name:
Age:
Race:
Picture:
Description if No picture:

Height:			Bustsize:
Figure:			Cocksize: (If Herm or male.)
Weight (Optional):

Background:





Spirit Stats:
Rejutsu: (5) 250
Sense: 5
Allure: 5

Body Stats:
Strength: 5
Endurance: 5
Intelligence: 5
Charisma: 5


Preference -
Hollow (Start or becoming from human or not at all.)
Shinigami (Start or becoming from human or not at all.)
Vizen (This can happen.)
 
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Diagasvesle

Diagasvesle

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Re: Comments and discussions of Adventure stuff. D and Z.

Oblivion E-Rp.

Plot, Starting Area and Quick info of sexuality.
Need to Know Plot:
It is the year 1174 of Tiber Septim. Tiber Septim the 7th has just lost 3 of his sons to assassins from a cult called the mythic dawn.. Dark tidings are beginning to stir now with the loss of his 3 sons. And murmered whispers of impending darkness are beginning as the dragonfire that seals the gates of oblivion, are beginning to open a little wider with each death of The ninth god Tiber Septim's descentdents.

Sexuality of the game.
Khajits and Argnoians are considered lesser races and typically enslaved.
Hermphradites make up 5% of the population and imperial hermphradites are worshipped as an incarnation of a sexual goddess.
Pregnancy is commonplace and seen. Traveling inbetween cities can take anywhere from 2 weeks to 5 months.

Starting Area: Players Character has been jailed for a reason. He/she is jailed with two other prisoners in the Imperial Prison of the Imperial Cyrodil City. He/she is not the hero but can effect the hero. Whether the hero succeads, whether the hero fails or even assuming the role of the heroic ship from the hero. (Hero is generated at Character Start.)
Descriptions of Cities. More information will be given ingame.
Region - Cyrodil.
Cities in Cyrodil. More Information avaiable ingame.
Captial - Imperial City. Mainly populated by Imperials.
Anvil - Located on the Gold Coast, populated mainly by redguards. Argonians are required to wear collars at all times and either have a mistress/master with them or a paper saying they are free. Khajits are not allowed inside the city unless special papers are granted to them.
Bravil - South of the imperial city. It is a slummish town with barely any central authority. Blackmarket has a strong presence here. There is also outright fueds between Argonians and Khajits.
Bruma - North of the imperial city. Mainly populated by nords. Harshly cold. Slavery is held under very harsh eyes. No new enslavements are allowed and runaway slaves are guranteed freedom.
Cheydinhal - Northeast of Imperial City, mainly populated by dunmers. Altermers in the city are kicked out on sight unless working for the mages guild or having a contract. Resisting being kicked out results in enslavement.
Kvatch - It is destroyed ingame and currently besieged by an oblivion portal. Southwest of the Imperial City. If taking the highroads, must pass it to get to anvil.
Leyawin - Mainly Argonian Population with all Khajits enslaved period. A non enslaved khajit is up for grabs upon entering the city. The guards do not care about any argonian or khajit death inside the city.
Skingrad - Any slaveowner must have papers to prove that they own the slaves. Does not grant freedom to runaway slaves but returns them to owners.
 
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Diagasvesle

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Re: Comments and discussions of Adventure stuff. D and Z.

Attributes and Skills Post.

Attributes
Stat Bits: All attributes start at 50 and are only changed at start by racial changes or birthsigns.
Attributes:
Strength - How much the character can carry on their body and how far they can throw something.
Endurance - How much punishment the character can take and how long before they tire.
Speed - How quickly the character can move and swing weapons or reload bows.
Agility - How high a character can jump and how nimble they are at dodging blows.
Personality - How charismatic the character is.
Intelligence - How quick a character can learn, read, write or how powerful they can throw spells.
Willpower - How quickly the character regenerates mana or recovers from being tired by sheer force of will.
Luck - Affects everything a tiny bit. Most Notably Skills.
Skills
Major Skills - Affects when your character levels up. Every 5 major skill level ups equals 1 level up.

Minor Skills - Affects how many bonus points you can put into stats when leveling. Every 5 minor skills level up = 1 point boost at the time of leveling up.

Skill Mastery Levels:
Novice: ( 0 - 24 )
Apprentice: ( 25 - 49 )
Journeyman: ( 50 - 74 )
Expert: ( 75 - 99 )
Master: ( 100 )
Grandmaster: Secret.

Skills - (A to Z )
Acrobatics - How high a character can jump and how fall they can fall without harming themselves.
Novice - Cannot attack while Jumping or Falling. ( 0 - 24 )
Apprentice - Can perform normal Attacks, not power attacks, when jumping or falling. ( 25 - 49 )
Journeyman - Can perform power attacks when jumping or falling. Also gain Dodge. ( 50 - 74 )
Dodge - Allows Dodging of, up to, 3 incoming non magical attacks. High drain on Fatigue.
Expert - Jumping no longer drains fatigue. Dodge is halved in fatigue cost.
Master - Water Jumping.
Alchemy - Allows making of potions, drugs and medicinal Salves. (Does Require some items to use. )
Novice - Recognize all very common herbs and their effects.
Apprentice - Recognize common herbs and their effects.
Journeyman - Recognize uncommon herbs and their effects.
Expert - Recognize rare herbs and their effects.
Master - Recognize very rare herbs and their effects. (Nirnroot Excluded.)
Athletics - How quickly you swim and run and how fast you regenerate fatigue while running.
Novice - Running and swimming slowly drops fatigue.
Apprentice - Running and Swimming very slowly drops fatigue.
Journeyman - Running and Swimming does not drop fatigue.
Expert - Running slowly regnerates fatigue.
Master - Running regenerates fatigue, and swimming slowly regenerats fatigue.
(Athletics novice to master fatigue is subject to change depending on weight and other effects.)
Alteration - Altering the physical/material world. Usually for breathing underwater or walking on water. Can do other.
Novice - Ability to cost novice level spells.
Apprentice - Can cast Apprentice level spells. ( Can use novice spells as well.)
Journeyman - Can cast Journeyman level spells. (Can use apprentice spells. Etc higher level it goes up.)
Expert - Can cast expert level spells.
Master - Can cast all level spells except grandmaster.
Armorer - Governs useage of repair hammers for weapons and armor.
Novice - Cannot repair magical items.
Apprentice - Repair hammers last twice as long before breaking.
Journeyman - Can now repair magical items. (Excluding staffs.)
Expert - Can improve weapons and armors. ( Durability from 100% --> 125%.)
Master - Repair hammers no longer break.
Blade - Governs daggers, swords, claymores, katanas and all other sorts. (Axes and Mace have wooden handles and are considered blunt. Ex: Halberds are blunt.) How great a person is at handling blade weapons.
Novice - Power attacks do 2.5 times more damage.
Apprentice - Gives Stationary Power Attacks if using blade weapons.
Stationary Power Attacks - Staying still before launching into a power attack gives it 3 times more damage.
Journeyman - Power attacks now have a chance to disarm opponents. ( 5% )
Expert - Stationary Power attack now increases from 3 times damage to 4 times damage.
Master - Stabbing has a chance of paralysis. ( 5% )
Block - Ability to reduce damage from weapons.
Novice - Fatigued from blocking. Using hands only to block results in lopping off of arms.
Apprentice - No longer fatigued from blocking. Using Hands only to block results in deflection of weapon only if wearing metal gauntlets.
Journeyman - Can cause recoil after blocking sometimes. ( 35% and opponent is stunned for a bit.) Hand block can no deflect blades if barehanded. (needs hand to hand journeyman)
Expert - Can knockback an oppenent. (Opponent is stunned and knockedback. Based off recoil) Hand blocking can now counter attack after a succesful deflection. (needs hand to hand expert)
Master - When an opponent is knockbacked, chance of disarming the opponent. ( 5% ) Hand blocking now has a chance to catch and disarm an opponent. ( 5% ) (needs hand to hand master.)
Blunt - Governs, maces, axes, two handed maces/axes and spears.
Novice - Power Attacks do 2.5 times damage.
Apprentice - Gives Heavy Stationary Power Attack.
Heavy Stationary Power Attack - Damages durability of Armor by 50% daamge of power attack.
Journeyman - Power attacks have a chance of disarming attacks. ( 5% )
Expert - Power attacks now have a chance of sending opponents flying. ( 5% )
Master - Power attacks now do 3.5 times damage.
Conjuration - Summoning of denizens.
Novice - Can cast novice level spells.
Apprentice - Can cast apprentice level spells.
Journeyman - Cas cast journeyman level spells.
Expert - Can cast expert level spells.
Master - Can cast all level spells except grandmaster.
Destruction - Attacking spells.
Novice - Can cast novice level spells.
Apprentice - Can cast apprentice level spells.
Journeyman - Cas cast journeyman level spells.
Expert - Can cast expert level spells.
Master - Can cast all level spells except grandmaster.
Hand to Hand - Fighting with fists or covered fists. No shield or weapon.
Novice - Power attacks do 4 times damage.
Apprentice - Regular fist attacks now do 1.5 more damage.
Journeyman - Can now hit ghosts.
Expert - Power attacks now have chance of knocking opponent onto their backs.
Master - Gain ability Painful Poke.
Painful Poke - 50% Chance of paralysis. Counts as a power attack.
Heavy Armor - Wearing armor that counts as heavy with little loss.
Novice - Heavy armor degrades at 150% normal rate.
Apprentice - Heavy Armor Degrades at normal Rate.
Journeyman - Heavy Armor degrades at 50% normal rate.
Expert - Equipped and Wearing Heavy armor weighs 50% less.
Master - Equipped and Wearing Heavy armor no longer weighs at all and does not impede athletics or acrobatics..
Illusion - Charming people, confusing, or hiding magics.
Novice - Can cast novice level spells.
Apprentice - Can cast apprentice level spells.
Journeyman - Cas cast journeyman level spells.
Expert - Can cast expert level spells.
Master - Can cast all level spells except grandmaster.
Light Armor - Wearing armor that counts as light with little loss.
Novice - Heavy armor degrades at 150% normal rate.
Apprentice - Heavy Armor Degrades at normal Rate.
Journeyman - Heavy Armor degrades at 50% normal rate.
Expert - Equipped and wearing light armor does not weigh character down.
Master - Effective useage of light armor increases defense by 50%.
Marksman - Ability of useage of Bows and Arrows. (No crossbows. Magical Bows are apparent.)
Novice - Suffers fatigue loss when arming the bow with an arrow and aiming.
Apprentice - No fatigue loss when holding bow steady and aiming.
Journeyman - Gain Eagle Eye
Eagle Eye - Able to now zoom when sighting with bow and arrow. (Sniper ability.)
Expert - Releasing arrows with enough force to sometimes knock down opponents. ( 5% )
Master - Gain ability of snipe and 5% of arrow able to paralyse opponent upon impact.
Snipe - Only useable if opponent head is able to be seen. 10X damage after useage. Massive Fatigue loss.
Mercantile - Haggling and buying of goods and vice versa.
Novice - Goods price while selling reduced by wear.
Apprentice - Prices no longer reduced when selling due to wear and tear.
Journeyman - Can now sell anything to any vendor. (Cajoling them to buy it.)
Expert - Able to invest money into a shop and get a diviend when returning to collect.
Master - Can now buy any good at base value and sell at base value. Haggling to lower their prices while sellings character items for more is now easily within reach.
Mysticism - Spells that relfect, absorb, dispel magic, move objects, sense lives, or bind souls.
Novice - Can cast novice level spells.
Apprentice - Can cast apprentice level spells.
Journeyman - Cas cast journeyman level spells.
Expert - Can cast expert level spells.
Master - Can cast all level spells except grandmaster.
Restoration - Magical healing or augmentation of living or non-living things. (Undead do not count and take damage from restoration spells. )
Novice - Can cast novice level spells.
Apprentice - Can cast apprentice level spells.
Journeyman - Cas cast journeyman level spells.
Expert - Can cast expert level spells.
Master - Can cast all level spells except grandmaster.
Security - Lock picking. (Finding the skeleton key lockpick makes this skill obselete.)
Novice - Locks break many lock picks before succeading.
Apprentice - Locks break at least 5 lock picks before succeading.
Journeyman - Locks break at least 3 lock picks before succeading.
Experts - Can now lock pick very hard locks. Locks break at least 1 lockpick before succeading.
Master - Lockpicks never break. (Skeleton Key gives this. But losing skeleton key means losing this benefit.)
Sneak - Moving undetected and pickpocketing.
Novice - Cannot pickpocket anything without being discovered. (Excluding the dead.) Easily caught when sneaking. All weapons do x2 extra damage.
Apprentice - Can pickpocket drunks and sleeping people. Sneaking works on not paying attention opponents. All weapons do x4 extra damage from a sneak attack. Power attacks now stack.
Journeyman - Can pickpocket heavy items from drunks and sleeping people. Can pickpocket some items from alert people. Boots do not cause any noise while sneaking. All weapons do x6 extra damage from a sneak attack.
Expert - Can strip drunks and sleeping people easily. Can pickpocket heavy items from alert people. All weapons do x8 extra damage from a sneak attack. Blends into shadows easily.
Master - Can strip alert people. Somehow. Blends into shadows and can even walk unnoticed easily in front of guards and people not using magical powers to sense life. All weapons do x10 extra damage from a sneak attack.
Speechcraft - How easily you can sway people to your side.
Novice - Bribes are much more effective then talking to them.
Apprentice - Talking to them now helps some.
Journeyman - Disposition falls 50% slower when talking to them.
Expert - Things they hate, you can now convince them they don't hate as much.
Master - It's very easy to swindle them to giving you bribes.
More Information on Attributes that affect skills
Combat Skills - Effected By Strength and endurance. (Speed affects only athletics.)
Armorer (endurance) - Athletics (Effected only by speed) - Blade (Strength) - Block (Endurance) - Blunt (Strength) - Hand to Hand (Strength) - Heavy Armor (Endurance)

Stealth Skills - Effected by Speed, Agility, and Personality.
Acrobatics (Speed) - Light Armor (Speed) - Marksman (Agility) - Mercantile (Personality) - Security (Agility) - Sneak (Agility ) - Speechcraft (Personality)

Magic Skills - Effected by Personality, Intelligence and willpower
Alchemy (Intelligence) - Alteration (willpower) - Conjuration (Intelligence) - Destruction (Willpower) - Illusion (Personality) - Mysticism (Intelligence) - Restoration (Willpower)
 
Last edited:
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Diagasvesle

Diagasvesle

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Re: Comments and discussions of Adventure stuff. D and Z.

Races Post and Birthsigns and alpha character sheet.

Races
Altmer - High elves. Snooty type denizens of Oblivion that have high abilities in magic and are considerably very intelligent. They have an intense hatred to Dunmer (Dark Elves.)

Average Male Height - 6"05 to 6"09
Average Male Cocksize - 7 inches long to 9 inches long. 1 to 1 1/2 inches thick.
Average Female Height - 6"04 to 6"07
Average Female Bustsize - G to I cupsize.
Altmers Hermphradites gain +2 to bustize and +3 to inches in length to cocksize and 1/2 inch in thickness. 1% of Altmer population and are greeted by disgust from the fellow altmers.

Pregnancy for Altmers - Is hard on their bodies. Generally cannot withstand repeated pregnancies.
They are also much more easily affected by magic.

Attributes Changes
For males: + 10 Intelligence. -10 Strength and Speed.
For Females: +10 Intelligence. -10 Strength and Endurance.

Skill Changes:
+ 10 Alteration, Destruction, Mysticsim.
+5 Alchemy, Conjuration, Illusion.

Argonians- Lizard Like people that are very well situated to rivers, marshes and other nasty places. They are highly resistent to poisons and diseases. They are also, very much hated by other races due to their peoples unusual ways and their heavy useage of poisons and spreading disease. Khajits and Argonians hate eachother alot. Argonian eggs are considered delicacy's. Especially the pink fertilized eggs. Khajits have an insane appetite for any argonian egg.

Average Male Height - 5"08 to 5"10
Average Male Cocksize - 12 inches long to 14 inches long. 1 1/2 to 2 1/2 inches thick.
Average Female Height - 5"08 to 5"10
Average Female Bustsize - Dependent.

Female Argonian Bustsizes depend on how many eggs they lay per year. They start laying eggs only after having sex. Before laying eggs most argonians have B cup breasts.
A female argonian who has laid an egg, unfertilized, will have C cup breasts.They will not lay another egg till they have had sex.
A female argonian who has laid a fertilized egg will have D cup breasts and will then on lay an egg per year.
Argonians that have a high sex life will have G cup breasts and will lay an egg every three months. This is as far as a natural argonian female can go without using magic or taking drugs.
Argonians that have K cup breasts are affected by drugs or magic and will lay eggs weekly.
Argonians that have S cup breasts will lay eggs daily. Largest Argonian Bustsize is U cup and at that point, they are constantly laying eggs. Either fertilized or unfertilized. (1 egg per hour.)
Female Argonians Have ovipositors.

There are no hermphradites.

Attribute Changes:
For Male - +10 Agility and Speed. -10 Willpower, Endurance and Personality.
For Female: +10 Intelligence. -10 Endurance and Personality.

Skill Bonuses:
+10 Athletics and Security.
+5 Alchemy, Blade, Hand to Hand, Illusion, and Mysticism.

Bosmer - (Wood Elves) Wild elves. They are generally wild and found in forests of valenwood. Through some of them are intelligent enough to speak and have traveled throughout the wood. But, the bosmer that haven't been taught speech or reading or writing are usually found in the wilds, or in goblin caves, bear dens, or wolf dens, mating with the creatures and generally producing children of that species. They are also sometimes, rudely referred to as whores and gigolos of the wildes.

Average Male Height - 4'08 - 5'03
Average Male Cocksize - 6 inches long to 7 inches long and 1/2 inch thick to 1 inch thick.
Average Female Height - 4'03 to 4'06
Average Female Bustsize - F cup to J cup.

Bosmer Hermphradites are highly valued slaves. Hermphradites gain +4 bustsize and +5 inches in cocksize length and +2 inches in thickness. 6% of the population.

Bosmer have a genetic yearning to be pregnant with a creature of the wild. Anytime a bosmer is pregnant by a wild creature or monster, the father of the species is what they birth. Through if they are impregnated by a nord, altmer, dunmer, imperial or redgaurd, they will birth a bosmer child. Khajits and Argonians are excluded.

Attribute Changes:
Male - +10 Agility and Speed. -10 Strength, Willpower, and Personality.
Female - +10 Agility and Speed. -10 Strength, Willpower, and Endurance.

Skill Bonuses:
+10 Alchemy, Marksman, and Sneak
+5 Acrobatics, Alteration, and Light Armor

Bretons - Much Diluted Elven race. Their ancestors served the Aldmer (Altmer) in the past. But as soon as the downfall came of that old empire, they easily intermixed with the dominant human race at the time. All in all, they are a half-elven half human race.

Average Male Height - 5'02 - 5'08
Average Male Cocksize - 8 inches long to 9 inches long and 1 inch thick to 2 inch thick.
Average Female Height - 5'00 to 5'05
Average Female Bustsize - D cup to H cup.

Breton Hermphradites suffer from infertility and are only .03% of the population.. +1 Bustsize, and +1 inch in length.

Bretons have trouble with pregnancies, making it hard on them to do much anything when they are huge with child.

Attribute Changes:
Male - +10 Intelligence and Willpower. -10 Agility, Speed, and Endurance
Female - +10 Intelligence and Willpower. -10 Strength, Agility, and Endurance

Skill Bonuses:
+10 Conjuration, Mysticism, and Restoration
+5 Alchemy, Alteration, and Illusion

Dunmer - (Dark Elves) During the early reigns of the rule of the Elven empires, this choice of elvens broke off and changed and went on an exodus when a deadric prince ate their God they worshipped and tricked them into worshipping him. Due to this, the Dunmer are very different from their other elven races. The dunmer pratice deceit, trechery and hold age long fueds. They are also very, very, loving of pain and giving pain during anything.

Average Male Height - 5'00 - 5'06
Average Male Cocksize - 11 inches long to 13 inches long and 1 1/2 inch thick to 2 inch thick.
Average Female Height - 5'00 to 5'04
Average Female Bustsize - H cup to K cup.

Dunmer Hermphradites are feared by other races but worshipped by their own. Much like Imperial Hermphradites are worshipped like sexual goddesses. Dunmer Hermphradites are worshipped as consorts of their Deadric Prince. Hermphradites gain +2 to bustsize. +3 to length, +2 to thickness (Cocksize). Dunmer Hermphradites also have spiked cocks.

Dunmers can only be impregnated by other Dunmers. Through, they can certainly impregnate other races.

Attribute Changes:
Male - +10 Speed. -10 Willpower and Personality
Female - +10 Speed. -10 Willpower and Endurance

Skill Bonuses:
+10 Blade and Destruction
+5 Athletics, Blunt, Light Armor, Marksman, and Mysticism

Imperials - The humans of the lands. Due to their strict armies and diplomatic tendencies, they have managed to subdue all other races under their control, resulting in a massive empire that rivals the olden Ayleid Elven empire. At the current, imperials are neither hated nor well liked by many races, most viewing them as neutral since the imperials are considered imparital.

Average Male Height - 5'09 - 6'03
Average Male Cocksize - 10 inches long to 12 inches long and 1 1/2 inch thick to 2 1/2 inch thick.
Average Female Height - 5'06 to 5'09
Average Female Bustsize - G cup to M cup.

Imperial Hermphradites are worshipped as sexual goddess incarnations throughout the Empire. They are usually found at birth and put into a temple to be pampered, worshipped and otherwise embraced as soon as they were old enough. +4 to Bustsize. +5 inches in length, and +1 1/2 inches in thickness. (Cocksize).

Imperials have trouble with pregnancies as the norm.

Attributes Changes:
Male - +10 Personality. -10 Agility and Willpower
Female - +10 Personality. -10 Agility and Speed

Skill Bonuses:
+10 Mercantile, Speechcraft and Heavy Armor
+5 Blade, Blunt and Hand to Hand

Khajits - Furry Feline anthro people coming from a province called Elsweyr. Khajit are heavily disliked and enslaved eagerly throughout the empire. The reason being for this is the sins of a few theiving khajit and their cruelty that has cast a marked pallid shadow over the rest of their race. Khajits hate Argonians but love eating the eggs that are laid by the females of that race. The reason why Khajits hate argonians and not just view them as prey is that the Argonian eggs, if succesfully implanted in one of the two wombs of a female khajit, will make the khajit female infertile to any male khajit while being able to only birth out argonian children.

Average Male Height - 5'05 - 5'08
Average Male Cocksize - 15 inches long to 16 inches long and 3 1/2 inch thick to 4 1/2 inch thick. Most Khajits have dual barbed cocks.
Average Female Height - 5'04 to 5'06
Average Female Bustsize - E cup to J cup.

Khajit Hermphradites are viewed only as legends inside their society. Khajit Hermphradite Population %0.000005.

Khajit Females have two wombs. They can be impregnated by every race in both wombs. But if an argonian female lays an egg in them, they will be only able to become pregnant by argonians from then on. During pregnancy, if Khajits only have their lower womb impregnated, they can usually continued standing and walking. If Khajits have both the upper womb and lower womb impregnated, by the six month of pregnancy, they will need to be on all fours to withstand the pressure exerted on their back. Khajit's Lower Wombs are the least farthest away from entry point while their upper womb is much farther away. Also reason for Khajit males having dual Cocks.

Attribute Changes:
Male - +10 Agility. -10 Willpower and Endurance
Female - +10 Agility. -10 Willpower and Strength

Skill Bonuses:
+10 Acrobatics and Hand to Hand
+5 Athletics, Blade, Light Armor, Security, and Sneak


Nords - A race of huge, tall brawny fair hair people. Their women are referred to as amazons by other humanoid races while their men are referred to as human ogres due to their strength. Nords are a very militant and strong people, the only other humanoid race usually able to match them in pure melee fights without magic is the race of Redguards. They also hail from the province of Skyrim and are naturally at ease at the sea.

Average Male Height - 6'11 - 7'04
Average Male Cocksize - 19 inches long to 22 inches long and 5 inch thick to 5 1/2 inch thick.
Average Female Height - 6'09 to 7'01
Average Female Bustsize - K cup to P cup.

Nord Hermphradites are very rare but are usually the strongest of their people. +6 to Bustsize. +5 Inches in length, and +2 inches in thickness (Cocksize.)

A pregnant Nord Women is a fearsome sight to behold. Pregnancies do not slow down these warriors nor do they care about the child growing in them if it is harmed. They only care if they are carrying a child they have been impregnated by from a loved one. Up till their about to birth the child, Nord women can easily just squat and force the child out at the time of birth with ease and get on with their lives easily. They are also the main cause of monster population growth.

Attribute Changes:
Male - +10 Strength and Endurance -10 Intelligence, Willpower, and Personality
Female - +10 Strength. -10 Intelligence and Personality

Skill Bonuses:
+10 Blade, Blunt, and Heavy Armor
+5 Armorer, Block, and Restoration


Orcs - Are regarded as corrupted elves through many admire their loyalty to their beliefs. If an orc is defeated in combat, be it male or female, and is given mercy, the orc will submit themselves as slaves to the winner for 1 year before attacking that winner in a years time to enslave them and gain their own freedom. They are also unwavering in battle and always standing against the harshest foes they face. While both male and female are equal in their society, they constantly fight eachother and enslave eachother. They also practice object decoration on their bodies.


Average Male Height - 6'04 - 6'08
Average Male Cocksize - 13 inches long to 18 inches long and 3 inch thick to 4 inch thick. Orc cocks have bumps.
Average Female Height - 6'03 to 6'07
Average Female Bustsize - J cup to N cup

Orc Hermphradites are uncommon in their society but easily seen and often. +3 Bustsize. +2 Inches in length and +2 inches in thickness (cocksize.)

Pregnant Orcs are almost like nords in dealing with pregnancies. Through by the time 7 months roll around, the orc females cannot risk fighting as easily as the pregnancy then becomes harsh.

Attribute Changes:
Male - +10 Willpower and Endurance +5 Strength. -10 Intelligence, Speed, and Personality -5 Agility
Female - +10 Endurance +5 Strength and Willpower. -15 Personality -10 Speed -5 Agility

Skill Bonuses:
+10 Armorer, Block, Blunt, and Heavy Armor
+5 Hand to Hand

Redguards - Are fiercely independent and are most often seen as scouts, skirmishers, or heroes in their own rights. They follow fiercely on their beliefs and hate being enslaved and enslaving others. That does not mean they will be stupid enough to attack a slaver's caravan. Nor will they interfere with an orc slave since most orc slaves are voluntary. But for others, they will try to intervene and free them.

Average Male Height - 6'00 - 6'02
Average Male Cocksize - 15 inches long to 16 inches long and 2 1/2 inch thick to 3 inch thick.
Average Female Height - 5'11 to 6'00
Average Female Bustsize - K cup to L cup

Redguard hermphradites are regarded with extreme disgust by other redgaurds and are generally left out in the wild's to die. +3 to Bustsize. +3 Inches to length. +2 inches to thickness.

Redguards when impregnated, will generally stay from the battlefields to raise the child growing in them. A pregnant redguard is usually a very good housemaid since the redguard will abstain from fighting as much as possible to birth the child. Redgaurds cannot be impregnated by wild creatures but can be impregnated by monsters and other races.

Attribute Changes:
Male - +10 Strength and Endurance. -10 Intelligence, Willpower, and Personality
Female - +10 Endurance. -10 Intelligence and Willpower

Skill Bonuses:
+10 Blade, Blunt, and Athletics
+5 Light Armor, Heavy Armor, and Mercantile
Birthsigns
Alpha Character Sheet:

Name:
Race:
Gender:
Birthsign:

Background (Optional on this one):

Picture:
Height:
Cocksize:
Bustsize:

Attributes:
Agility: 50
Endurance: 50
Intelligence: 50
Luck: 50
Personality: 50
Speed: 50
Willpower 50

Skills:
Major Skills:

Minor Skills:


Spells:
Greater Powers:

Lesser Powers:

Touch Spells:

Range Spells:

Self-Spells:

Gold:

Items:
Weapons:

Armor:

Alchemy/Ingredients/Soulstones:

Books/Keys/Misc Items:
 
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Diagasvesle

Diagasvesle

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Re: Comments and discussions of Adventure stuff. D and Z.

Hmmm. Late on posting an update for My cyoa..

Still wondering if I should lower the difficulty for it.
 

Minerve

Tentacle God
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Re: Comments and discussions of Adventure stuff. D and Z.

Hmmm. Late on posting an update for My cyoa..

Still wondering if I should lower the difficulty for it.
Do not lower difficulty... It's fine as it is for now.
 
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