Future RP Ideas
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- Gideon Dragontongue
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Re: Future RP Ideas
Looks good to me. I'll probably wait to join until some other people have to fill out the weaker group.
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- Iamgoofball
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Re: Future RP Ideas
You're missing an Age part on the character sheet.
Otherwise, good work! You get an Aperture Science Employee Of The Moment Award!
Otherwise, good work! You get an Aperture Science Employee Of The Moment Award!
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- Deandra
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Re: Future RP Ideas
Actually, I specifically decided to exclude that field. The characters are all adults, and forcing people who play elves to pick an age is just annoying for no good reason. If you play somebody who is unusually old, or for whom age is otherwise important, feel free to put that information into the physical description or the background.Iamgoofball wrote:You're missing an Age part on the character sheet.
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My Oblivion mods:
Full listing is here
- Iamgoofball
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Re: Future RP Ideas
Ah, I understand.Deandra wrote:Actually, I specifically decided to exclude that field. The characters are all adults, and forcing people who play elves to pick an age is just annoying for no good reason. If you play somebody who is unusually old, or for whom age is otherwise important, feel free to put that information into the physical description or the background.Iamgoofball wrote:You're missing an Age part on the character sheet.
it is a mystery
- MARS
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Re: Future RP Ideas
So I sat down a couple of times in the last few weeks to properly flesh out the world of De.Z.Io.N.. I think I can safely say at this point that it's far more work than I'm willing to spend my energy on just for an Rp. Furthermore I think original worlds aren't overly suited for RPs. It is much easier, quicker and less exhausting to set up something interesting in an already existing universe that everyone is familiar with. So, yeh, consider Dezion postponed indefinetely.
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- Crepe the Ashlander
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Re: Future RP Ideas
Following off what Mars said about original universes being a pain to RP in, I decided I wouldn't have a go at the RP I had suggested earlier.
Instead would anyone find an RP set during the Seven Years' War interesting? I looked around and noticed nobody else (that I had noticed) had done something like this. The plot will be centered around a conspiracy (fiction mind), with the constant over-shadowing background of the real first world war.
Instead would anyone find an RP set during the Seven Years' War interesting? I looked around and noticed nobody else (that I had noticed) had done something like this. The plot will be centered around a conspiracy (fiction mind), with the constant over-shadowing background of the real first world war.
Re: Future RP Ideas
PVP RP's are horrible IMO. They never really work out properly. Not even with dice rolls websites.
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Then the nina go bang, bang, and I'll be everywhere on the map - but
I rep that West
Then the nina go bang, bang, and I'll be everywhere on the map - but
I rep that West
- Crepe the Ashlander
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Re: Future RP Ideas
No it won't be PVP. The player will be (albeit forcefully) placed in a small special forces contingent used to unravel and combat the conspiracy that is taking place during the war.
Unless of course you meant Deandra's RP
Unless of course you meant Deandra's RP
Re: Future RP Ideas
I meant PvP RP's in general :P
Combat in general is a bit naff on RP's since everyone's character tends to be an unstoppable god. :l
Hard to do it otherwise, though.
Combat in general is a bit naff on RP's since everyone's character tends to be an unstoppable god. :l
Hard to do it otherwise, though.
Doin my own, thang, and if you got a problem with that
Then the nina go bang, bang, and I'll be everywhere on the map - but
I rep that West
Then the nina go bang, bang, and I'll be everywhere on the map - but
I rep that West
- Crepe the Ashlander
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Re: Future RP Ideas
I got to admit, I don't really like the idea of PVP RPs, that's why I tend to avoid them like a wildfire when they show up on the RP board.
- Deandra
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Re: Future RP Ideas
I'm a little worried at my ability to pull this off, but the PvP aspect should be fairly minor compared to the twists I've got plannedCrepe the Ashlander wrote:Unless of course you meant Deandra's RP
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My Oblivion mods:
Full listing is here
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Saturalia * Babette's Feast * Additional Amulets * Noble Female Clothes
My Oblivion mods:
Full listing is here
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Taters
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Re: Future RP Ideas
For some future time when there aren't quite so many RPs running(haha), would anyone be interested in a dark survival horror RP? I wouldn't base it on any existing ideas or franchises, and it would focus purely on staying alive and solving a mystery than in trying to fight anything. I might even do it something like a horror version of Clue, where one player would be secretly designated as the "bad guy", and they'd all have to figure that out through trial and error.
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- Gideon Dragontongue
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Re: Future RP Ideas
OH YES. I've been thinking about an RP like that for a while, just never got the guts to up and start it.
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- Kerr
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Re: Future RP Ideas
I would love to join something like that.
So we have come to solve every squabble in the village personally?
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- Justice knight
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Re: Future RP Ideas
I would definetly join that.
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Re: Future RP Ideas
Who would be interested in joining a Stranger Prince RP set before the current one. Also, you'd have to start out as a peasant and then you could become a thief, soldier, Druid, insane mass-murderer, baker, butcher, guard, hunter or anything really. Maybe even a Lord, Baron Earl etc.
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- MARS
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Re: Future RP Ideas
Brace for impact...I'm doing something new. And by that I mean something that none of you peeps have ever seen before in this subforum.
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- Musicman247
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Re: Future RP Ideas
"Yer a wizard, Musicman." - scribbane
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- Eltee
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Re: Future RP Ideas
Hey. There onlywas a minor orgy in MW1 (a foursome barely counts, anyway.)
- JVElEven
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Re: Future RP Ideas
It sounds so much more strange when we're talking about it like that.
Because there's no fun to be found in being normal.
- Eltee
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Re: Future RP Ideas
Yeh. Most of the RP isn't like that.
- Musicman247
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Re: Future RP Ideas
'twas a joke, Sir Wolf the Smiling
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ArgonianDunmer
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Re: Future RP Ideas
The Setting
The setting is Akavir, just after the events of Oblivion. It is still an unexplored and untamed land, bound to hold much in the way of adventure, treasure and glory.

The journey begins in Black Marsh, in the port of Lilmoth. From there, the voyage across to Akavir is long and arduous, but the rewards promise to be unimaginable.
The Quest
Akavi is a land untamed, but not for long, or at least, that's the plan. Your heroes are questing for ruches and fame, for honour and glory, to be the first from Tamriel to conquer this unimaginable land that is Akavir. Along the way, they'll have to contend with exotic wildlife beyond belief, vampiric Snake-Men, enraged Snow Demons, long abandoned ruins and much, much more. This is not a quest for the faint of heart.
Characters:
Name:
Race:
Sex:
Age:
Personality:
Background:
Description: (physical and professional)
Favoured Attribute: (pick one) +1 to rolls of skills governed by this attribute
Major Skills: (pick 3) conveys a +2 to associated rolls
Minor Skills: (also pick 3) conveys a +1 to associated rolls
Equipment: Keep it relatively reasonable, and believable in accordance with your background
Magic: Pick specific spells, preferably from Skyrim, but you can take effects and schools from other games
Attributes are:
Endurance - Heavy Armor, Block, Armorer
Strength - Spear, Axe, Blunt Weapon, Long Blade, Hand-to-hand
Agility - Light Armor, Marksman, Sneak
Speed - Movement (Athletics/Acrobatics/Climbing), Short Blade, Unarmored (Dodge)
Personality - Illusion, Mercantile, Speechcraft
Intelligence - Alchemy, Enchant, Security, Conjuration
Willpower - Alteration, Destruction, Restoration, Mysticism
Luck has an effect on everything
Combat:
Most of the fights in game will be against enemies provided by the DM. Your damage will be determined by this ten dice roll. This changes per enemy, but generally a roll of 20 will wound, a roll of 30 will seriously wound, a roll of 40 will severely wound or kill and a roll of 50 will kill outright. Your roll also determines damage done to your character by enemies, with the addition of DM rolls. Generally, a roll of less than 30 may wound, a roll of 20 will severely wound and a roll of 10 will kill outright. Damage done will be cumulative, so unless you are healed, consecutive damage will stack (i.e. three defensive rolls of less than 30 will equal three wounds, which will equal death, two rolls of less than 20 also equal death). Players roll their own dice, this is an honesty system.
Magic:
Likewise whether you succeed or fail in casting will be decided by a ten dice roll. (click the box and select 10 dice) A roll of less than 20 fails. A roll of greater than 20 but less than 40 has a minor effect, a roll of greater than or equal to 40 but less than 55 has a strong/potent effect. A roll of 55 - 60 has a legendary effect. Minor Healing removes a wound, Major healing removes a serious wound, and Legendary Healing removes all damage and can revive someone from the brink of death. Minor Destruction wounds, Major Destruction seriously wounds, Legendary Destruction kills outright. Minor Conjuration summons a minion who rolls 6 die and lasts for a single turn. Major Conjuration summons a minion who lasts 2 turns and rolls 8 die. Legendary conjuration summons a minion who lasts indefinitely and uses 10 die. All other spell effects vary only in Magnitude on a case-by-case basis as prescribed by the DM. Higher Mastery level skills modify your rolls down by 1 for Apprentice, 3 for Adept, 4 for Expert and 5 for Master.
Stealth:
Stealth is also governed by a dice roll. Stealth rolls can be made at any time by players using 2 die only. Depending on the scenario, the DM will interpret the roll and provide success or failure. Generally, a roll of 2 - 4 equals detected, 5 - 7 means that the PC is hidden, but the NPC has detected a presence and will search for it, 8 - 11 equals hidden and 12 enables a stealth attack without an additional stealth roll, dealing double damage (an additional roll can be made, but if less than 11, it is not counted). Stealth rolls may also be applied to attacks, if the PC is already hidden, and if they are greater than or equal to 7, but less than 11 they do double damage, greater than or equal to 11 they do triple damage.
Looting:
Finally, loot will be determined by a ten dice roll or a different numbered roll as the DM prescribes. The DM will provide opportunities for looting, which may involve lockpicking, unlocking or lock bashing, and the PCs may determine what loot they find, within reason. Rolls of 10 -15 give nothing. Rolls of 15 - 25 give cheap loot (Iron, Hide quality, clutter, weak potions of restorative effects only). Rolls of 26 - 40 give minor loot (Steel, Leather quality, small gold, potions). Rolls of 41 - 55 give Major loot (Minor quality with enchantments or Akaviri, potent potions, large gold). Rolls of 56 - 59 give Epic loot (Fine Akaviri, Glass, Daedric, Major quality w/ enchantment). Rolls 60 give Legendary loot (Artifacts, Epic loot with enchantments). In regards to Lockpicking, rolls of 10 - 19 fail. Rolls of 20 - 29 only unlock easy locks. Rolls of 30 - 39 unlock average locks. Rolls of 40 - 49 unlock hard locks. Rolls of 50 - 60 unlock all locks unless specified. Lock bashing uses weapon skill, unlocking uses Alteration skill. To bash open a lock you must do serious wounding damage for easy, severe wounding damage for average and killing damage for hard. For unlocking, minor spells unlock only easy, major unlock average and legendary unlock hard.
The setting is Akavir, just after the events of Oblivion. It is still an unexplored and untamed land, bound to hold much in the way of adventure, treasure and glory.

The journey begins in Black Marsh, in the port of Lilmoth. From there, the voyage across to Akavir is long and arduous, but the rewards promise to be unimaginable.
The Quest
Akavi is a land untamed, but not for long, or at least, that's the plan. Your heroes are questing for ruches and fame, for honour and glory, to be the first from Tamriel to conquer this unimaginable land that is Akavir. Along the way, they'll have to contend with exotic wildlife beyond belief, vampiric Snake-Men, enraged Snow Demons, long abandoned ruins and much, much more. This is not a quest for the faint of heart.
Characters:
Name:
Race:
Sex:
Age:
Personality:
Background:
Description: (physical and professional)
Favoured Attribute: (pick one) +1 to rolls of skills governed by this attribute
Major Skills: (pick 3) conveys a +2 to associated rolls
Minor Skills: (also pick 3) conveys a +1 to associated rolls
Equipment: Keep it relatively reasonable, and believable in accordance with your background
Magic: Pick specific spells, preferably from Skyrim, but you can take effects and schools from other games
Attributes are:
Endurance - Heavy Armor, Block, Armorer
Strength - Spear, Axe, Blunt Weapon, Long Blade, Hand-to-hand
Agility - Light Armor, Marksman, Sneak
Speed - Movement (Athletics/Acrobatics/Climbing), Short Blade, Unarmored (Dodge)
Personality - Illusion, Mercantile, Speechcraft
Intelligence - Alchemy, Enchant, Security, Conjuration
Willpower - Alteration, Destruction, Restoration, Mysticism
Luck has an effect on everything
Combat:
Most of the fights in game will be against enemies provided by the DM. Your damage will be determined by this ten dice roll. This changes per enemy, but generally a roll of 20 will wound, a roll of 30 will seriously wound, a roll of 40 will severely wound or kill and a roll of 50 will kill outright. Your roll also determines damage done to your character by enemies, with the addition of DM rolls. Generally, a roll of less than 30 may wound, a roll of 20 will severely wound and a roll of 10 will kill outright. Damage done will be cumulative, so unless you are healed, consecutive damage will stack (i.e. three defensive rolls of less than 30 will equal three wounds, which will equal death, two rolls of less than 20 also equal death). Players roll their own dice, this is an honesty system.
Magic:
Likewise whether you succeed or fail in casting will be decided by a ten dice roll. (click the box and select 10 dice) A roll of less than 20 fails. A roll of greater than 20 but less than 40 has a minor effect, a roll of greater than or equal to 40 but less than 55 has a strong/potent effect. A roll of 55 - 60 has a legendary effect. Minor Healing removes a wound, Major healing removes a serious wound, and Legendary Healing removes all damage and can revive someone from the brink of death. Minor Destruction wounds, Major Destruction seriously wounds, Legendary Destruction kills outright. Minor Conjuration summons a minion who rolls 6 die and lasts for a single turn. Major Conjuration summons a minion who lasts 2 turns and rolls 8 die. Legendary conjuration summons a minion who lasts indefinitely and uses 10 die. All other spell effects vary only in Magnitude on a case-by-case basis as prescribed by the DM. Higher Mastery level skills modify your rolls down by 1 for Apprentice, 3 for Adept, 4 for Expert and 5 for Master.
Stealth:
Stealth is also governed by a dice roll. Stealth rolls can be made at any time by players using 2 die only. Depending on the scenario, the DM will interpret the roll and provide success or failure. Generally, a roll of 2 - 4 equals detected, 5 - 7 means that the PC is hidden, but the NPC has detected a presence and will search for it, 8 - 11 equals hidden and 12 enables a stealth attack without an additional stealth roll, dealing double damage (an additional roll can be made, but if less than 11, it is not counted). Stealth rolls may also be applied to attacks, if the PC is already hidden, and if they are greater than or equal to 7, but less than 11 they do double damage, greater than or equal to 11 they do triple damage.
Looting:
Finally, loot will be determined by a ten dice roll or a different numbered roll as the DM prescribes. The DM will provide opportunities for looting, which may involve lockpicking, unlocking or lock bashing, and the PCs may determine what loot they find, within reason. Rolls of 10 -15 give nothing. Rolls of 15 - 25 give cheap loot (Iron, Hide quality, clutter, weak potions of restorative effects only). Rolls of 26 - 40 give minor loot (Steel, Leather quality, small gold, potions). Rolls of 41 - 55 give Major loot (Minor quality with enchantments or Akaviri, potent potions, large gold). Rolls of 56 - 59 give Epic loot (Fine Akaviri, Glass, Daedric, Major quality w/ enchantment). Rolls 60 give Legendary loot (Artifacts, Epic loot with enchantments). In regards to Lockpicking, rolls of 10 - 19 fail. Rolls of 20 - 29 only unlock easy locks. Rolls of 30 - 39 unlock average locks. Rolls of 40 - 49 unlock hard locks. Rolls of 50 - 60 unlock all locks unless specified. Lock bashing uses weapon skill, unlocking uses Alteration skill. To bash open a lock you must do serious wounding damage for easy, severe wounding damage for average and killing damage for hard. For unlocking, minor spells unlock only easy, major unlock average and legendary unlock hard.
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- Gideon Dragontongue
- Grand Master

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- Joined: Thu Dec 08, 2011 9:00 pm
Re: Future RP Ideas
I'm interested, for certain.
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