1
Forum Games and Roleplaying / [RPG] Burning Rock - Flaming Bandit!
« on: May 20, 2010, 09:34:22 am »
All slots taken!
Story (this will update periodically)
Game Mechanics
Out-of-Combat Rules
Combat Rules
Rest
Levelling Up
Character Creation
I won’t be keeping a waiting list! When a slot is open I will update the first post; first come first serve. This is so that people who join in later in the game are most likely to be active.
I will wait up to 48 hours for everyone to deliberate on and post their actions each round. Please do mention if you’re not going to be active for more than two days (and remember to announce your return). Anyone who takes too long will have their character taken over by AI that turn, which will assist and follow the party. If you are absent for three consecutive rounds, I may decide to axe you to free the slot for a more active player (doesn't apply if you mention beforehand that you are going to be inactive for a while). Sorry, but I'd rather the game doesn't take half a year to get somewhere.
ANYTHING IS SUBJECT TO CHANGE IF FOUND TO BE UNBALANCED OR GAMEBREAKING.
Maxicaxi
Pillow_Killer
Askot Bokbondeler
Spartan 117
Open slots remaining: None.
Additional Rule: No teamkilling. 3-strikes on trying to and you'll be booted.
Story (this will update periodically)
Spoiler (click to show/hide)
12:00 Noon
Fredas
2nd of Rain's Hand
3E 452
Shipwrecked!
Near the broken wreckage of a ship on a beach, you regain consciousness. The area is entirely unfamiliar, and so are your companions. Neither do you know why you are there... but that strikes you as unnatural. You can clearly remember the ship hitting a reef, and everything before taking the trip, but the reason you were aboard the ship in the first place escapes you. As does the name of this place.
In the distance you can see cliffs with several natural caves eroded into the face, atop of which is a forest, with a mountain rising up in the far distance. The beach, and the cliffs stretch as far as the eye can see in both directions. There is smoke rising from somewhere in the forest, it seems you aren’t alone.
Local Area

Local Area Key

World Map (thought I was forgetting something)

Fredas
2nd of Rain's Hand
3E 452
Shipwrecked!
Near the broken wreckage of a ship on a beach, you regain consciousness. The area is entirely unfamiliar, and so are your companions. Neither do you know why you are there... but that strikes you as unnatural. You can clearly remember the ship hitting a reef, and everything before taking the trip, but the reason you were aboard the ship in the first place escapes you. As does the name of this place.
In the distance you can see cliffs with several natural caves eroded into the face, atop of which is a forest, with a mountain rising up in the far distance. The beach, and the cliffs stretch as far as the eye can see in both directions. There is smoke rising from somewhere in the forest, it seems you aren’t alone.
Local Area

Local Area Key

World Map (thought I was forgetting something)

Game Mechanics
Spoiler (click to show/hide)
The game rules used will be a bastardized combination of the rules from D&D and The Elder Scrolls games. Outside of combat you are unrestricted in what you do, but checks will be done to check success on some actions, based on your attributes and/or skills. Locations in the game world will be represented by a 5x5 ft map/grid, with fog of war and line of sight style revealing (to make transition to combat much easier).
Encumbrance is on, but is slightly more forgiving than in the vanilla of each ruleset. You can carry up to your encumbrance limit with no penalties, and carrying above your maximum will cause you to be unable to perform any action that will require a check; you will also need to take the entire first round in combat to dump items to bring your encumbrance back down (you will need to choose what to drop for your first round, and will need to pick them back up afterwards). At double your encumbrance, however, you will be immobile.
Also to note that spell effects Almsivi Intervention, Levitate and Jump are disabled. Divine Intervention has a slightly different function (resurrection) and Fortify effects cannot boost any stat or skill by more than 50 points (excluding Fortify Health and Magicka effects).
I will be using a ‘saving throws’ system of sorts for lethal situations. Such as when you take damage that will reduce your Health to 0, in or out of combat. A successful saving throw will reduce your health to exactly 1 instead. If your health is already exactly 1, winning a saving throw will still save you but you will be Incapacitated for the remainder of the fight unless healed.
Food will also be needed. You will become hungrier every 5 hours (Fed->Normal->Hungry->Very Hungry->Starving, you will die after five days of starvation, eating decreases your hunger by two levels). One non-combat round being equal to half an hour. Travelling on the map takes one full day; one food item is consumed automatically. There are no random encounters.
Fatigue is disabled.
You may perform Alchemy if you have at least a mortar and pestle, and bottles to put the finished potions into. A bottle is returned after drinking a potion, but must be cleaned with fresh water before reuse. Reusing a dirty bottle will create a tainted potion that will have a negative side effect.
Spells can fizzle and backfire! Fizzles are harmless (only wasting magicka), but backfires will tend to hurt the caster somehow. Backfires are, as such, reserved for abysmally bad skill checks.
Encumbrance is on, but is slightly more forgiving than in the vanilla of each ruleset. You can carry up to your encumbrance limit with no penalties, and carrying above your maximum will cause you to be unable to perform any action that will require a check; you will also need to take the entire first round in combat to dump items to bring your encumbrance back down (you will need to choose what to drop for your first round, and will need to pick them back up afterwards). At double your encumbrance, however, you will be immobile.
Also to note that spell effects Almsivi Intervention, Levitate and Jump are disabled. Divine Intervention has a slightly different function (resurrection) and Fortify effects cannot boost any stat or skill by more than 50 points (excluding Fortify Health and Magicka effects).
I will be using a ‘saving throws’ system of sorts for lethal situations. Such as when you take damage that will reduce your Health to 0, in or out of combat. A successful saving throw will reduce your health to exactly 1 instead. If your health is already exactly 1, winning a saving throw will still save you but you will be Incapacitated for the remainder of the fight unless healed.
Food will also be needed. You will become hungrier every 5 hours (Fed->Normal->Hungry->Very Hungry->Starving, you will die after five days of starvation, eating decreases your hunger by two levels). One non-combat round being equal to half an hour. Travelling on the map takes one full day; one food item is consumed automatically. There are no random encounters.
Fatigue is disabled.
You may perform Alchemy if you have at least a mortar and pestle, and bottles to put the finished potions into. A bottle is returned after drinking a potion, but must be cleaned with fresh water before reuse. Reusing a dirty bottle will create a tainted potion that will have a negative side effect.
Spells can fizzle and backfire! Fizzles are harmless (only wasting magicka), but backfires will tend to hurt the caster somehow. Backfires are, as such, reserved for abysmally bad skill checks.
Out-of-Combat Rules
Spoiler (click to show/hide)
Note that while not in combat, your actions go in the order in which they are posted. Specifying that you follow someone will cause your movement to happen at the same time as theirs (if not interrupted by someone else), so following the first person to post is a good way to keep close. Also note that you can perform actions during a movement, take advantage of that fact.
Movement is unrestricted (although you may not walk into an area you don’t know about yet you may “follow a wall” a certain distance into the unknown), but if combat is initiated in your turn during a long move, you might find yourself entirely out of reach of your friends. This is a very bad situation to be in, as most enemies will be at least as strong as you are at the start of the game, and you may be caught by surprise (getting no action for the first round of combat). Simple actions, such as giving an item to someone, talking, opening an unlocked container or door, changing what you have equipped, and so on will always succeed. Anything that requires a specific skill or attribute will take a roll, as will searching the area (limited to a single grid square at a time).
You can take up to five non-roll actions (including movement) and two rolled ones. If any action fails for some reason, your other actions will not be interrupted if possible. So if you make an action that you don’t want to do if a previous one fails, make sure to mention it. Alternative actions count toward the per-turn limits.
Movement is unrestricted (although you may not walk into an area you don’t know about yet you may “follow a wall” a certain distance into the unknown), but if combat is initiated in your turn during a long move, you might find yourself entirely out of reach of your friends. This is a very bad situation to be in, as most enemies will be at least as strong as you are at the start of the game, and you may be caught by surprise (getting no action for the first round of combat). Simple actions, such as giving an item to someone, talking, opening an unlocked container or door, changing what you have equipped, and so on will always succeed. Anything that requires a specific skill or attribute will take a roll, as will searching the area (limited to a single grid square at a time).
You can take up to five non-roll actions (including movement) and two rolled ones. If any action fails for some reason, your other actions will not be interrupted if possible. So if you make an action that you don’t want to do if a previous one fails, make sure to mention it. Alternative actions count toward the per-turn limits.
Combat Rules
Spoiler (click to show/hide)
Combat will consist of 10-second rounds. You have two actions to use. This includes movement, attacking and casting spells, but doesn’t cover free actions such as talking (within reason) and dropping an item you have in your hand. You may move/attack/use spells twice if you so wish. Your allowed movement is your Speed attribute, in foot, rounded up to the nearest 5. As in D&D 3.5, every second diagonal counts double (10ft instead of 5).
The D&D mechanic of threatening the squares around you applies. Actions such as using a ranged weapon, casting ranged spells, fizzling/backfiring a spell or moving out of a threatened square provokes an attack of opportunity, once per character. Mention what you want to do to anything that you get an attack of opportunity on during your turn (melee or touch-range spell only). You may spend one of your combat actions to retreat from a threatened square to any adjacent square without triggering an attack of opportunity.
Ranged spells and weapons require a clear line of sight!
The D&D mechanic of threatening the squares around you applies. Actions such as using a ranged weapon, casting ranged spells, fizzling/backfiring a spell or moving out of a threatened square provokes an attack of opportunity, once per character. Mention what you want to do to anything that you get an attack of opportunity on during your turn (melee or touch-range spell only). You may spend one of your combat actions to retreat from a threatened square to any adjacent square without triggering an attack of opportunity.
Ranged spells and weapons require a clear line of sight!
Rest
Spoiler (click to show/hide)
Magicka doesn’t recharge on its own, and sometimes you will find yourselves fairly badly battered without a way to heal. Resting restores both health and magicka. While resting, you may attempt to learn new spells (say what effect and name you want it to have). Alternatively, you may choose to practice a skill. Either will be decided on with a roll based on your current skill. Resting takes 5 hours, and may be interrupted in hostile places.
To clarify: Practising a skill grants an amount of experience dictated by the result of a skill check. Learning new spells can be done no matter your skill level, but the higher your skill, the better the resulting spell (exceptionally good checks result in spells that are powerful but difficult to cast consistently).
To clarify: Practising a skill grants an amount of experience dictated by the result of a skill check. Learning new spells can be done no matter your skill level, but the higher your skill, the better the resulting spell (exceptionally good checks result in spells that are powerful but difficult to cast consistently).
Levelling Up
Spoiler (click to show/hide)
You gain levels by improving your major and minor skills through using them. When you have gained 10 skill levels, you will level up, receiving 15 attribute points to spend wherever you want (maximum of 5 points per attribute, Luck will increase on its own each level and so isn’t a valid choice). Your Health and Magicka will also increase, although passively. This can only be done during a rest period, but doesn’t have any bearing on learning a new spell or training a skill.
Character Creation
Spoiler (click to show/hide)
Use this template.
Name:
Age (adults only):
Gender:
Race: Choose from this page http://www.uesp.net/wiki/Morrowind:Races. Your base attributes will be those listed divided by 10 (excluding Luck, resistances will be left alone, skill and attribute bonuses will be changed to a percent bonus to the base value).
Description (optional):
Birthsign: Choose from this page http://www.uesp.net/wiki/Morrowind:Birthsigns. Note that any attribute bonuses from here will be changed to a percentage bonus to the base value instead (+25 points -> +25%).
Attributes (you have 50 points to distribute wherever you like, excluding Luck, with a maximum of +25 on any one; these will be added onto your racial attributes)
Agility:
Endurance:
Intelligence:
Personality:
Speed:
Strength:
Willpower:
Skills (choose a Specialization, two Favoured Attributes, three Major and three Minor skills from http://www.uesp.net/wiki/Morrowind:Skills , any spells and starting equipment you get will be granted depending on the skills you chose, note that Acrobatics for this game will be used for things such as climbing and plays a factor in combat, and Althletics gives a percent-bonus to your movement distance)
Specialization (faster skill level gain):
Major (+10 points):
Minor (+5 points):
Favoured Attributes (get a permanent 10% bonus):
I will generate the rest of the details and add the completed sheets to the first post. There are four slots (see bottom of the post). Edit the character template into your first post and take your time to fill it, you don’t need to rush through it.
Name:
Age (adults only):
Gender:
Race: Choose from this page http://www.uesp.net/wiki/Morrowind:Races. Your base attributes will be those listed divided by 10 (excluding Luck, resistances will be left alone, skill and attribute bonuses will be changed to a percent bonus to the base value).
Description (optional):
Birthsign: Choose from this page http://www.uesp.net/wiki/Morrowind:Birthsigns. Note that any attribute bonuses from here will be changed to a percentage bonus to the base value instead (+25 points -> +25%).
Attributes (you have 50 points to distribute wherever you like, excluding Luck, with a maximum of +25 on any one; these will be added onto your racial attributes)
Agility:
Endurance:
Intelligence:
Personality:
Speed:
Strength:
Willpower:
Skills (choose a Specialization, two Favoured Attributes, three Major and three Minor skills from http://www.uesp.net/wiki/Morrowind:Skills , any spells and starting equipment you get will be granted depending on the skills you chose, note that Acrobatics for this game will be used for things such as climbing and plays a factor in combat, and Althletics gives a percent-bonus to your movement distance)
Specialization (faster skill level gain):
Major (+10 points):
Minor (+5 points):
Favoured Attributes (get a permanent 10% bonus):
I will generate the rest of the details and add the completed sheets to the first post. There are four slots (see bottom of the post). Edit the character template into your first post and take your time to fill it, you don’t need to rush through it.
I won’t be keeping a waiting list! When a slot is open I will update the first post; first come first serve. This is so that people who join in later in the game are most likely to be active.
I will wait up to 48 hours for everyone to deliberate on and post their actions each round. Please do mention if you’re not going to be active for more than two days (and remember to announce your return). Anyone who takes too long will have their character taken over by AI that turn, which will assist and follow the party. If you are absent for three consecutive rounds, I may decide to axe you to free the slot for a more active player (doesn't apply if you mention beforehand that you are going to be inactive for a while). Sorry, but I'd rather the game doesn't take half a year to get somewhere.

ANYTHING IS SUBJECT TO CHANGE IF FOUND TO BE UNBALANCED OR GAMEBREAKING.
Maxicaxi
Spoiler (click to show/hide)
Name: Maxicaxi
Race: Breton (Female)
Age: 18
Has long dark hair and green eyes.
Birthsign: The Apprentice
Specialization: Magic
Health: 20/20
Magicka: 118/118
Encumbrance: 41.8/130
Armour: 3.6
Hunger Level: Fed (2h)
Status:
Normal
Inventory
Common Shirt, 2lb, 4gp (Equipped)
Common Pants, 2lb, 4gp (Equipped)
Common Shoes, 2lb, 2gp (Equipped)
Bread, 0.2lb, 1gp
Crab Meat, 0.5lb, 1gp (x2)
Marshmerrow, 0.1lb, 1gp
Small Kwama Egg, 0.5lb, 1gp
Cracked Iron Breastplate, 28lb, 5 Armour, 1gp (Equipped)
Chitin Longsword, 6lb, 3-12 Damage, 18gp, 1-handed, 5ft Reach (Equipped)
Spellbook
Attributes
Agility: 13
Endurance: 23
Intelligence: 39
Personality: 14
Speed: 14 (combat:15ft)
Strength: 13
Willpower: 39
Luck: 41
Major Skills
Destruction 15 [2940/3600]
Long Blade 15 [2940/3600]
Heavy Armour 15 [2940/3600]
Minor Skills
Alteration 15 [2940/3600]
Conjuration 20 [7220/8400]
Restoration 20 [7220/8400]
Misc Skills
Medium Armour 5 [80/150]
Spear 5 [80/150]
Acrobatics 5 [80/150]
Armourer 5 [80/150]
Axe 5 [80/150]
Blunt Weapon 5 [80/150]
Block 5 [80/150]
Light Armour 5 [80/150]
Marksman 5 [80/150]
Sneak 5 [80/150]
Athletics 6 [180/252]
Hand-to-Hand 5 [80/150]
Short Blade 5 [80/150]
Unarmoured 5 [80/150]
Illusion 10 [810/1100]
Mercantile 5 [80/150]
Speechcraft 5 [80/150]
Alchemy 10 [810/1100]
Enchant 5 [80/150]
Security 5 [80/150]
Mysticism 15 [2940/3600]
Key
Normal
Part of selected Specialization, accelerated experience gain.
Fortified Skill
Damaged/Drained Skill
Race: Breton (Female)
Age: 18
Has long dark hair and green eyes.
Birthsign: The Apprentice
Specialization: Magic
Health: 20/20
Magicka: 118/118
Encumbrance: 41.8/130
Armour: 3.6
Hunger Level: Fed (2h)
Status:
Normal
Inventory
Common Shirt, 2lb, 4gp (Equipped)
Common Pants, 2lb, 4gp (Equipped)
Common Shoes, 2lb, 2gp (Equipped)
Bread, 0.2lb, 1gp
Crab Meat, 0.5lb, 1gp (x2)
Marshmerrow, 0.1lb, 1gp
Small Kwama Egg, 0.5lb, 1gp
Cracked Iron Breastplate, 28lb, 5 Armour, 1gp (Equipped)
Chitin Longsword, 6lb, 3-12 Damage, 18gp, 1-handed, 5ft Reach (Equipped)
Spellbook
| Name | Effect | Range | AoE | Duration | Magnitude | Cost | Success Chance |
| Burn | Fire Damage | Ranged | 5ft | 2 rounds | 2-6 | 6 | 90% |
| Guardian | Shield | Touch/Self | n/a | 6 rounds | 1-10 | 6 | 90% |
| Summon Ghost | Summon Ghost | n/a | n/a | 6 rounds | n/a | 4 | 100% |
| Balming Touch | Restore Health | Touch/Self | n/a | 3 rounds | 4 | 6 | 100% |
| Dragon Skin | Shield | Self | n/a | 6 rounds | 50 | Daily Power | 100% |
Attributes
Agility: 13
Endurance: 23
Intelligence: 39
Personality: 14
Speed: 14 (combat:15ft)
Strength: 13
Willpower: 39
Luck: 41
Major Skills
Destruction 15 [2940/3600]
Long Blade 15 [2940/3600]
Heavy Armour 15 [2940/3600]
Minor Skills
Alteration 15 [2940/3600]
Conjuration 20 [7220/8400]
Restoration 20 [7220/8400]
Misc Skills
Medium Armour 5 [80/150]
Spear 5 [80/150]
Acrobatics 5 [80/150]
Armourer 5 [80/150]
Axe 5 [80/150]
Blunt Weapon 5 [80/150]
Block 5 [80/150]
Light Armour 5 [80/150]
Marksman 5 [80/150]
Sneak 5 [80/150]
Athletics 6 [180/252]
Hand-to-Hand 5 [80/150]
Short Blade 5 [80/150]
Unarmoured 5 [80/150]
Illusion 10 [810/1100]
Mercantile 5 [80/150]
Speechcraft 5 [80/150]
Alchemy 10 [810/1100]
Enchant 5 [80/150]
Security 5 [80/150]
Mysticism 15 [2940/3600]
Key
Normal
Part of selected Specialization, accelerated experience gain.
Fortified Skill
Damaged/Drained Skill
Pillow_Killer
Spoiler (click to show/hide)
Name: Abdilla
Race: Imperial (Male)
Age: 31
Birthsign: The Lord
Specialization: Combat
Health: 23/23
Magicka: 21/21
Encumbrance: 42.8/380
Armour: 5.3
Hunger Level: Fed (2h)
Status:
Normal
Weakness to Fire, 100%, Permanent (Birthsign)
Inventory
Common Shirt, 2lb, 4gp (Equipped)
Common Pants, 2lb, 4gp (Equipped)
Common Shoes, 2lb, 2gp (Equipped)
Bread, 0.2lb, 1gp
Crab Meat, 0.5lb, 1gp
Marshmerrow, 0.1lb, 1gp
Small Kwama Egg, 0.5lb, 1gp
Cracked Iron Breastplate, 28lb, 5 Armour, 1gp (Equipped)
Netch Leather Shield, 6lb, 5 Armour, 17gp (Equipped)
Chitin Dagger, 1.5lb, 4 Damage, 6gp, 1-handed, 5ft Reach (Equipped)
Whetstone, 2lb, 20gp, +1 Dam to bladed weapons for 10 hits (25/25)
Spellbook
Attributes
Agility: 18
Endurance: 24
Intelligence: 14
Personality: 15
Speed: 27 (combat:30ft)
Strength: 38
Willpower: 18
Luck: 41
Major Skills
Acrobatics 15 [2940/3600]
Heavy Armour 15 [2940/3600]
Block 15 [2940/3600]
Minor Skills
Armourer 10 [810/1100]
Restoration 10 [810/1100]
Athletics 10 [1010/1100]
Misc Skills
Alteration 5 [80/150]
Conjuration 5 [80/150]
Destruction 5 [80/150]
Long Blade 15 [2940/3600]
Medium Armour 5 [80/150]
Spear 5 [80/150]
Axe 5 [80/150]
Blunt Weapon 10 [810/1100]
Light Armour 10 [810/1100]
Marksman 5 [80/150]
Sneak 5 [80/150]
Hand-to-Hand 10 [810/1100]
Short Blade 5 [80/150]
Unarmoured 5 [80/150]
Illusion 5 [80/150]
Mercantile 15 [2940/3600]
Speechcraft 15 [2940/3600]
Alchemy 5 [80/150]
Enchant 5 [80/150]
Security 5 [80/150]
Mysticism 5 [80/150]
Key
Normal
Part of selected Specialization, accelerated experience gain.
Fortified Skill
Damaged/Drained Skill
Race: Imperial (Male)
Age: 31
Birthsign: The Lord
Specialization: Combat
Health: 23/23
Magicka: 21/21
Encumbrance: 42.8/380
Armour: 5.3
Hunger Level: Fed (2h)
Status:
Normal
Weakness to Fire, 100%, Permanent (Birthsign)
Inventory
Common Shirt, 2lb, 4gp (Equipped)
Common Pants, 2lb, 4gp (Equipped)
Common Shoes, 2lb, 2gp (Equipped)
Bread, 0.2lb, 1gp
Crab Meat, 0.5lb, 1gp
Marshmerrow, 0.1lb, 1gp
Small Kwama Egg, 0.5lb, 1gp
Cracked Iron Breastplate, 28lb, 5 Armour, 1gp (Equipped)
Netch Leather Shield, 6lb, 5 Armour, 17gp (Equipped)
Chitin Dagger, 1.5lb, 4 Damage, 6gp, 1-handed, 5ft Reach (Equipped)
Whetstone, 2lb, 20gp, +1 Dam to bladed weapons for 10 hits (25/25)
Spellbook
| Name | Effect | Range | AoE | Duration | Magnitude | Cost | Success Chance |
| Star of the West | Absorb Health | Ranged | 5ft | Instant | 20 | Daily Power | 100% |
| Voice of the Emperor | Charm | Ranged | 5ft | 20 rounds | 25-50 | Daily Power | 100% |
| Blood of the North | Restore Health | Self | n/a | 30 rounds | 2 | Sign | 100% |
| Balming Touch | Restore Health | Touch/Self | n/a | 3 rounds | 4 | 6 | 54% |
Attributes
Agility: 18
Endurance: 24
Intelligence: 14
Personality: 15
Speed: 27 (combat:30ft)
Strength: 38
Willpower: 18
Luck: 41
Major Skills
Acrobatics 15 [2940/3600]
Heavy Armour 15 [2940/3600]
Block 15 [2940/3600]
Minor Skills
Armourer 10 [810/1100]
Restoration 10 [810/1100]
Athletics 10 [1010/1100]
Misc Skills
Alteration 5 [80/150]
Conjuration 5 [80/150]
Destruction 5 [80/150]
Long Blade 15 [2940/3600]
Medium Armour 5 [80/150]
Spear 5 [80/150]
Axe 5 [80/150]
Blunt Weapon 10 [810/1100]
Light Armour 10 [810/1100]
Marksman 5 [80/150]
Sneak 5 [80/150]
Hand-to-Hand 10 [810/1100]
Short Blade 5 [80/150]
Unarmoured 5 [80/150]
Illusion 5 [80/150]
Mercantile 15 [2940/3600]
Speechcraft 15 [2940/3600]
Alchemy 5 [80/150]
Enchant 5 [80/150]
Security 5 [80/150]
Mysticism 5 [80/150]
Key
Normal
Part of selected Specialization, accelerated experience gain.
Fortified Skill
Damaged/Drained Skill
Askot Bokbondeler
Spoiler (click to show/hide)
Name: Saret
Race: Redguard (Male)
Age: 31
Birthsign: The Atronach
Specialization: Magic
Health: 12/15
Magicka: 130/130
Encumbrance: 19.3/150
Armour: 1.5
Hunger Level: Fed (2h)
Status:
Normal
Resist Poison, 75%, Permanent (Racial)
Resist Common Disease, 75%, Permanent (Racial)
Spell Absorption, 50%, Permanent (Birthsign)
Stunted Magicka, No Magicka Regeneration, Permanent (Birthsign)
Inventory
Common Shirt, 2lb, 4gp (Equipped)
Common Pants, 2lb, 4gp (Equipped)
Common Shoes, 2lb, 2gp (Equipped)
Bread, 0.2lb, 1gp
Crab Meat, 0.5lb, 1gp
Marshmerrow, 0.1lb, 1gp
Small Kwama Egg, 0.5lb, 1gp (x9)
Patched Cloth Shirt, 4lb, 1 Armour, 1gp (Equipped)
Chitin Shortsword, 4lb, 4-9 Damage, 13gp, 1-handed, 5ft Reach (Equipped)
Rusty Key
Spellbook
Attributes
Agility: 14
Endurance: 15
Intelligence: 37
Personality: 13
Speed: 27 (combat:35ft)
Strength: 15
Willpower: 33
Luck: 41
Major Skills
Short Blade 20 [7320/8400]
Conjuration 15 [2940/3600]
Destruction 15 [2940/3600]
Minor Skills
Acrobatics 10 [810/1100]
Athletics 15 [2940/3600]
Light Armour 10 [910/1100]
Misc Skills
Alteration 5 [80/150]
Restoration 5 [80/150]
Heavy Armour 10 [810/1100]
Medium Armour 10 [810/1100]
Spear 5 [80/150]
Armourer 5 [80/150]
Axe 10 [810/1100]
Blunt Weapon 10 [810/1100]
Block 5 [80/150]
Marksman 5 [80/150]
Sneak 5 [80/150]
Hand-to-Hand 5 [80/150]
Long Blade 20 [7220/8400]
Unarmoured 5 [80/150]
Illusion 5 [80/150]
Mercantile 5 [80/150]
Speechcraft 5 [80/150]
Alchemy 5 [80/150]
Enchant 5 [80/150]
Security 5 [80/150]
Mysticism 5 [80/150]
Key
Normal
Part of selected Specialization, accelerated experience gain.
Fortified Skill
Damaged/Drained Skill
Race: Redguard (Male)
Age: 31
Birthsign: The Atronach
Specialization: Magic
Health: 12/15
Magicka: 130/130
Encumbrance: 19.3/150
Armour: 1.5
Hunger Level: Fed (2h)
Status:
Normal
Resist Poison, 75%, Permanent (Racial)
Resist Common Disease, 75%, Permanent (Racial)
Spell Absorption, 50%, Permanent (Birthsign)
Stunted Magicka, No Magicka Regeneration, Permanent (Birthsign)
Inventory
Common Shirt, 2lb, 4gp (Equipped)
Common Pants, 2lb, 4gp (Equipped)
Common Shoes, 2lb, 2gp (Equipped)
Bread, 0.2lb, 1gp
Crab Meat, 0.5lb, 1gp
Marshmerrow, 0.1lb, 1gp
Small Kwama Egg, 0.5lb, 1gp (x9)
Patched Cloth Shirt, 4lb, 1 Armour, 1gp (Equipped)
Chitin Shortsword, 4lb, 4-9 Damage, 13gp, 1-handed, 5ft Reach (Equipped)
Rusty Key
Spellbook
| Name | Effect | Range | AoE | Duration | Magnitude | Cost | Success Chance |
| Adrenaline Rush | Fortify Agility | Self | n/a | 6 rounds | 50 | Daily Power | 100% |
| Fortify Endurance | Self | n/a | 6 rounds | 50 | |||
| Fortify Speed | Self | n/a | 6 rounds | 50 | |||
| Fortify Stength | Self | n/a | 6 rounds | 50 | |||
| Fortify Health | Self | n/a | 6 rounds | 25 | |||
| Burn | Fire Damage | Ranged | 5ft | 2 rounds | 2-6 | 6 | 87% |
| Summon Ghost | Summon Ghost | n/a | n/a | 6 rounds | n/a | 4 | 92% |
Attributes
Agility: 14
Endurance: 15
Intelligence: 37
Personality: 13
Speed: 27 (combat:35ft)
Strength: 15
Willpower: 33
Luck: 41
Major Skills
Short Blade 20 [7320/8400]
Conjuration 15 [2940/3600]
Destruction 15 [2940/3600]
Minor Skills
Acrobatics 10 [810/1100]
Athletics 15 [2940/3600]
Light Armour 10 [910/1100]
Misc Skills
Alteration 5 [80/150]
Restoration 5 [80/150]
Heavy Armour 10 [810/1100]
Medium Armour 10 [810/1100]
Spear 5 [80/150]
Armourer 5 [80/150]
Axe 10 [810/1100]
Blunt Weapon 10 [810/1100]
Block 5 [80/150]
Marksman 5 [80/150]
Sneak 5 [80/150]
Hand-to-Hand 5 [80/150]
Long Blade 20 [7220/8400]
Unarmoured 5 [80/150]
Illusion 5 [80/150]
Mercantile 5 [80/150]
Speechcraft 5 [80/150]
Alchemy 5 [80/150]
Enchant 5 [80/150]
Security 5 [80/150]
Mysticism 5 [80/150]
Key
Normal
Part of selected Specialization, accelerated experience gain.
Fortified Skill
Damaged/Drained Skill
Spartan 117
Spoiler (click to show/hide)
Name: Kairon
Race: Redguard (Male)
Age: 20
A dude with skin and stuff.
Birthsign: The Warrior
Specialization: Combat
Health: 28/31
Magicka: 20/20
Encumbrance: 50.3/330
Armour: 5.3
Hunger Level: Fed (2h)
Status:
Normal
Fortify Attack, 10%, Permanent (Birthsign)
Resist Poison, 75%, Permanent (Racial)
Resist Common Disease, 75%, Permanent (Racial)
Inventory
Common Shirt, 2lb, 4gp (Equipped)
Common Pants, 2lb, 4gp (Equipped)
Common Shoes, 2lb, 2gp (Equipped)
Bread, 0.2lb, 1gp
Crab Meat, 0.5lb, 1gp (x3)
Marshmerrow, 0.1lb, 1gp
Small Kwama Egg, 0.5lb, 1gp
Cracked Iron Breastplate, 28lb, 5 Armour, 1gp
Netch Leather Shield, 6lb, 5 Armour, 17gp
Whetstone, 2lb, 20gp, +1 Dam to bladed weapons for 10 hits (25/25)
Chitin Longsword, 6lb, 3-12 Damage, 18gp, 1-handed, 5ft Reach
Spellbook
Attributes
Agility: 24
Endurance: 33
Intelligence: 13
Personality: 13
Speed: 24 (combat:30ft)
Strength: 33
Willpower: 13
Luck: 41
Major Skills
Long Blade 30 [25430/27900]
Heavy Armour 20 [7220/8400]
Block 15 [2940/3600]
Minor Skills
Armourer 10 [810/1100]
Acrobatics 10 [810/1100]
Athletics 15 [3040/3600]
Misc Skills
Alteration 5 [80/150]
Conjuration 5 [80/150]
Restoration 5 [80/150]
Medium Armour 10 [810/1100]
Spear 5 [80/150]
Axe 10 [810/1100]
Blunt Weapon 10 [810/1100]
Destruction 5 [80/150]
Light Armour 5 [80/150]
Marksman 5 [80/150]
Sneak 5 [130/150]
Hand-to-Hand 5 [80/150]
Short Blade 10 [810/1100]
Unarmoured 5 [80/150]
Illusion 5 [80/150]
Mercantile 5 [80/150]
Speechcraft 5 [80/150]
Alchemy 5 [80/150]
Enchant 5 [80/150]
Security 5 [80/150]
Mysticism 5 [80/150]
Key
Normal
Part of selected Specialization, accelerated experience gain.
Fortified Skill
Damaged/Drained Skill
Race: Redguard (Male)
Age: 20
A dude with skin and stuff.
Birthsign: The Warrior
Specialization: Combat
Health: 28/31
Magicka: 20/20
Encumbrance: 50.3/330
Armour: 5.3
Hunger Level: Fed (2h)
Status:
Normal
Fortify Attack, 10%, Permanent (Birthsign)
Resist Poison, 75%, Permanent (Racial)
Resist Common Disease, 75%, Permanent (Racial)
Inventory
Common Shirt, 2lb, 4gp (Equipped)
Common Pants, 2lb, 4gp (Equipped)
Common Shoes, 2lb, 2gp (Equipped)
Bread, 0.2lb, 1gp
Crab Meat, 0.5lb, 1gp (x3)
Marshmerrow, 0.1lb, 1gp
Small Kwama Egg, 0.5lb, 1gp
Cracked Iron Breastplate, 28lb, 5 Armour, 1gp
Netch Leather Shield, 6lb, 5 Armour, 17gp
Whetstone, 2lb, 20gp, +1 Dam to bladed weapons for 10 hits (25/25)
Chitin Longsword, 6lb, 3-12 Damage, 18gp, 1-handed, 5ft Reach
Spellbook
| Name | Effect | Range | AoE | Duration | Magnitude | Cost | Success Chance |
| Adrenaline Rush | Fortify Agility | Self | n/a | 6 rounds | 50 | Daily Power | 100% |
| Fortify Endurance | Self | n/a | 6 rounds | 50 | |||
| Fortify Speed | Self | n/a | 6 rounds | 50 | |||
| Fortify Stength | Self | n/a | 6 rounds | 50 | |||
| Fortify Health | Self | n/a | 6 rounds | 25 | |||
Attributes
Agility: 24
Endurance: 33
Intelligence: 13
Personality: 13
Speed: 24 (combat:30ft)
Strength: 33
Willpower: 13
Luck: 41
Major Skills
Long Blade 30 [25430/27900]
Heavy Armour 20 [7220/8400]
Block 15 [2940/3600]
Minor Skills
Armourer 10 [810/1100]
Acrobatics 10 [810/1100]
Athletics 15 [3040/3600]
Misc Skills
Alteration 5 [80/150]
Conjuration 5 [80/150]
Restoration 5 [80/150]
Medium Armour 10 [810/1100]
Spear 5 [80/150]
Axe 10 [810/1100]
Blunt Weapon 10 [810/1100]
Destruction 5 [80/150]
Light Armour 5 [80/150]
Marksman 5 [80/150]
Sneak 5 [130/150]
Hand-to-Hand 5 [80/150]
Short Blade 10 [810/1100]
Unarmoured 5 [80/150]
Illusion 5 [80/150]
Mercantile 5 [80/150]
Speechcraft 5 [80/150]
Alchemy 5 [80/150]
Enchant 5 [80/150]
Security 5 [80/150]
Mysticism 5 [80/150]
Key
Normal
Part of selected Specialization, accelerated experience gain.
Fortified Skill
Damaged/Drained Skill
Open slots remaining: None.
Additional Rule: No teamkilling. 3-strikes on trying to and you'll be booted.