
Too bad Jack let his guard down and almost got himself killed.
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by The Vekta-Helghast Empire » Sun Feb 23, 2014 8:07 pm


by Abasha » Sun Feb 23, 2014 8:39 pm

by Dalria » Sun Feb 23, 2014 8:42 pm

by Setinel » Mon Feb 24, 2014 9:45 pm

by Tel Vanni » Mon Feb 24, 2014 10:00 pm

by Abasha » Tue Feb 25, 2014 7:58 pm

by Abasha » Tue Feb 25, 2014 8:14 pm
Dalria wrote:I'll be slow tonight; gotta finish a project!


by Setinel » Tue Feb 25, 2014 8:16 pm
Tel Vanni wrote:A few things you would expect to find in random treasure, maybe an unusual object or two. If Imp lets you join at this stage, he will probably let you bend this a bit, so you can keep up. I doubt he'll let you claim the Daedric Crescent, though.
I started with Firemoth Keep and a moderately powerful, unique ring. Somebody else started with a pack full of raw ebony. I believe there was also someone who started with a partial suit of Blades armor and someone else who started with his own iron mine. Runs-With-Scissors didn't start with any scissors, but he did start with pen, ink, paper, books and a good job. Wolfram started with a horse, sword and an Imperial uniform.
Since you say you've "just started," you can just look at your actual Skyrim character's equipment. You shouldn't be able to get anything unacceptable until you've completed a fair amount of the game. Any magic items you can get early in the game will be common ones, even if they look impressive to you at first.
If you still don't know what to choose, I can make a list of common magic items which an Argonian would likely use. It would help if I also knew what character class you are interested in.

by Tel Vanni » Tue Feb 25, 2014 9:18 pm
Setinel wrote:Assassin. My character is just a regular agorian with an imperial guard uniform and 2 of the imperial swords. Imperial bracers, boots, chest plate, and helmet (The commander girl persons).

by The Psuedo-Democratic States of the Doge » Wed Feb 26, 2014 12:17 am

by Tel Vanni » Wed Feb 26, 2014 9:58 am

by The Armed Republic of Dutch Coolness » Wed Feb 26, 2014 10:13 am

P2TM Mentor

by The Vekta-Helghast Empire » Wed Feb 26, 2014 10:54 am
Tel Vanni wrote:That just means she needs a high Unarmored skill.

by Tel Vanni » Wed Feb 26, 2014 12:03 pm

by The Psuedo-Democratic States of the Doge » Wed Feb 26, 2014 2:59 pm

by Imperialisium » Wed Feb 26, 2014 4:11 pm
The Psuedo-Democratic States of the Doge wrote:Character Template
Race: Imperial; Partial Nordic ancestory (Unknown to her)
Name: Vittoria "The Huntress"
Age (everyone starts under 500 years old regardless): 21
Appearance: Standing at 5'10 with a small frame, Vittoria is rather petite compared to many others in the world. Her face is slightly gaunt and her arms are rather sinewy and bony. She is thus slightly weaker than the majority of others. She has a very athletic, toned, thin body. Her abdomen is wiry, thin, and muscular and her legs are sinewy. She can usually be seen in her hunting clothing along with her bow and two daggers holstered on her sides. Vittoria white at Whiterun
Vittoria while hunting
Vittoria while exploring
Birthplace: Whiterun, Skyrim
Personal Background: Born late into the turmoil of the Fourth Era, Vittoria was brought into the world of Tamriel at one of its most darkest points in history. Her parents, expatriates from Cyrodil, fled the empire due to instability in the region and the incompetency of the Imperial Legion to protect them. While Vittoria's mother was late into her pregnancy, the family left towards Skyrim, where a few relatives resided. While travelling towards their relative's residence in the North of Skyrim, the family rested in the town of Whiterun. It was there where Vittoria's mother went through labor, giving birth to her in a small room in the local inn. After all the worries that the family left behind in Cyrodil, this was a joyous moment.
However, as the night grew darker, a large, band of barbarous bandits raided the town, stealing, assaulting, killing and even raping some of the populace. Those that did not escape or run to the center of the city were either slaughtered or enslaved. Vittoria's family was captured, seperating Vittoria from her mother and father at birth. This separation was a traumatic event that is still felt with a need of vengeance every day. Vittoria was sent towards a slave camp that specialized in training children in the laborious tasks they would, soon receive, putting them in horrendous conditions. It was here Vittoria grew up, in which she gained some aspects of her hardened personality.
When Vittoria was just sixteen, the camp that she lived in her whole life went through a massive revolt. Those that enslaved the oppressed were slaughtered or evicted from the camp. This newly free, former-slave society was greatly unstable and needed certain people to take roles in the camp. It was here when Vittoria became widely fascinated with hunting and archery, bring food back to the society. Additionally, her interest in nature itself allowed her to become somewhat skilled in alchemy with various plants, allowing her to create supplemental healing potions.
After two years following the revolt at the camp, a group of slavers from up North decided to invade the society and reclaim what they deemed as their property. Many of the former slaves were slaughtered and imprisoned during the invasion, creating another traumatic event for Vittoria. Luckily enough, she was enslaved again, rather than being executed, being sent to a subordinate arena in Cyrodil. It was there she worked as a low-level fighter, being exposed to terrible conditions. She was starved, mistreated, beaten, and sent to fight against incredible odds. Ironically however, she was able to fight over these obstacles, which conditioned her to become a decent fighter. She was able to rise through the arena's ranks, something that trained her for the troubles she would possibly face ahead.
After three years at the arena, sickened with the horrendous, traumatic conditions that she faced, Vittoria escaped from her slavers. While in a bloody brawl between two guards, she was able to flee from the arena and run off into the wild. Although she was able to again defeat those who captured her, she left with severely painful wounds. From the barbed arrows embedded in her abdomen to the deep lacerations on her arms and legs, she narrowly escaped. From this, however, Vittoria realized her genetic "greater power", passed down from her family. This power allowed her to sustain debilitating wounds, usually stopping shock from occurring and giving her the endurance to keep her body moving. She still feels pain and her wounds have to be appropriately treated; however, she is able to take in more damage and push through her injuries.
Now it is two months after her escape. Vittoria "The Huntress" is off to find her parents and additionally stop bandits from terrorizing the unstable world of Tamriel. She is open to grouping up with some of her old friends or aligning herself with a empire. Will she be able to survive the turmoil of Tamriel?
Family Background (optional but advised for depth): As said in her background, she was separated at birth from her parents. She knows very little about their history; thus she does not know her own history in depth. However, a "greater power" passed on at birth from her family may help her to find the true origin of her ancestors.
Personal Effects at start of RP:
"Greater Power" as mentioned
Iron Hunting Dagger X 2
Wooden Hunting Bow X 1
Iron Broadhead Arrows X 20
Leather Arrow Quiver X 1
Huntress, Very Light Leather Armor/Clothing X 1 (As pictured in the second photo)
Light Iron Breastplate X 1 (As pictured in the last photo, only worn on occasion)
Bear Pelts X 6
Domesticated Brown Saddle Horse X 1
Grilled Venison Steak X 2
Septim Coins X 50
Small Alchemy Set X 1
Minor Healing Magic Capabilities

by The Vekta-Helghast Empire » Wed Feb 26, 2014 6:07 pm

by Setinel » Wed Feb 26, 2014 8:38 pm
Tel Vanni wrote:Setinel wrote:Assassin. My character is just a regular agorian with an imperial guard uniform and 2 of the imperial swords. Imperial bracers, boots, chest plate, and helmet (The commander girl persons).
Then you probably want light armor, not an Imperial Guard uniform. The less you weigh, the easier it is to sneak. If you're a Legionaire, try Newtscale armor. It doesn't count as a uniform in game, but it can in roleplay. You can get a full suit in any of the other light armors, too. If you're not in the Legion, you might want to go with some other kind of light armor. This roleplay is based on the entire TES canon, not just Skyrim, so there are a lot of light armors to choose from.
If you join the Dark Brotherhood, you gain access to Shroud Armor, which gives boosts to your relevant skills while you are wearing it.
Stealth magic is easy enough to come by. Potions of Invisibility are common, as is the Shadowmask spell. Jump spells can help you enter through the second story window and Levitate spells can help you enter from the highest windows (not usually in game, but it works in roleplay). Feather can make you lighter, so you don't make so much noise, and there are many common items which can cast it.
Poison is also a favorite of assassins. Besides having a supply of poison for your weapons and for the food of your victims, you can also have items which do magical poison damage. Just put "Viper" in front of the name of any weapon, except for bows, to get one that does poison damage on every strike. For bows, you use Viper Arrows instead. Actual poisons can have a variety of effects, such as Drain Health, Drain Fatigue (sleeping poison), Drain Attribute (any of your basic attributes), Paralyze, Burden (makes the victim heavier), Weakness to... (fill in the blank), Silence (keeps the victim from casting spells) and, of course, Poison Damage. You might also want to carry a poisonous alchemy ingredient, such as Bungler's Bane, Violet Coprinus or a Ghoul Heart. Ancient Dagoth Brandy is a particularly nasty poison, though it is also one of the rarest.
Although most assassins in Tamriel don't use them, and there's no way to do this in-game, your roleplay assassin could also have traps. There are traps to do all the same things as all the above poisons, plus things like Fire Damage, Frost Damage, Shock Damage and curses. Traps could even summon monsters. All you have to do is install it in something you think your victim will be the next to open - such as his own closet door. They're probably heavy and expensive, so you wouldn't have very many at a time.
Another thing an assassin would have is a Writ. You need one for each of your victims. If you are on a contract, you'll have an outstanding Writ and will have to carry it until your mission is complete. Some assassins keep old Writs, just in case any questions come up about their past work. The rules are different for each of the assassin guilds, but none allow you to assassinate anyone without a duly authorised Writ. In places where assassination is tolerated by the authorities, you can show the Writ to a guard to avoid arrest.
If you are in the Dark Brotherhood, your Writ is called a "Contract." If you are in the Morag Tong, it is called an "Honorable Writ of Execution" and far more Guards will be willing to let you go after they see it.
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