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Author Topic: Morrowind RP Character Sheets  (Read 5791 times)
Swift
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« on: October 09, 2005, 01:19:54 AM »

Post your character sheets here.
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Corsair5
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« Reply #1 on: October 09, 2005, 02:55:52 AM »

Name: Du'kair Sadowneir

Age: 26

Race: Dark Elf (Refer to themselves as Dunmer.)

Homeland: Morrowind, the city of Almalexia (Note that the city may be referred to by other names, due to Almalexia's recent death.)

Profession: Mercenary Scout

Concept: Support Fighter

Alignment: Chaotic Neutral (For those of you unaware, Chaotic Neutral means he doesn't care about the battle of Good vs. Evil, He's more or less self-serving. However, it should not be assumed he's crazy just because he's Chaotic Neutral.)

Skills:
Long Blade

Parry: Long Blade

Light Armor

Bows

Sneak

Equipment: Fine Netch-leather going from throat to ankle, mostly unadorned brown, with a black chitin belt wrapping around at the waist. A pair of soft leather boots and gloves go over his feet and hands. The chest-piece is newer than the rest of his armor, also does not quite match.

A long, single edged steel saber hung from his waist, with a bone hilt. Bronze wire wraps around the hilt, slightly neglected, so rather than gleaming, it shines dully, the color blunted by finger and palm prints, as well as dirt and other roadside hygenic issues.

Hardened leather sheath for his saber, black with red tracery down it.

Very dark blue cloak over his shoulders, brooched with a shield-shaped crest, with a flying black dragon as the symbol.

A yew longbow, painted black, with a quiver of twenty-nine arrows, fletched with swan-feathers. The arrows have heads of silver.

Origins: Du'kair was born and raised in Almalexia. His mother and father both practitioners of the Forbidden Magic, Necromancy. When the Empire finally imposed its outlaws on Necromancy, his parents were taken and burned at the stake. Du'kair, being too young to even remember them, was taken in by a man named Kalar, a sailor and mercenary from Cyrodiil. Du'kair was raised with a combination of cultures, both Dunmeri and Cyrodiilic, and as such, has a much more tolerant view towards Outlanders and such. Du'kair became a mercenary at the age of 19, and favored the Light attack style, becoming a scout for his party. At age 24, his old party was massacred by a band of Khajiit highwaymen while on their way to the city of Torval in Elsweyr. Du'kair and a pair of the highwaymen were the only survivors. After a year of doing odd jobs, he joined his current mercenary company. (That is, the Warriors of Hero6. Tongue)

MP: Not applicable.
HP: 96%, he has bruised ribs and a recently healed burn on his chest.
« Last Edit: October 29, 2005, 10:52:16 PM by Corsair5 » Logged

serow
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« Reply #2 on: October 09, 2005, 03:18:06 PM »

Name: Kael Jorrus (version 1.5)
12/11/2005
Race: Breton/Redguard
Concept: Acrobatic fighter who uses magic to boost his fighting skills and to heal.
Profession: Spellsword paladin

History:
Born to a Redguard mother and a Breton father, Kael's family reside in Breton and operate a small but comfortable diner in a local town. Since young, he was raised in an environment where magic and martial prowess have been blended perfectly into creating yummy food.
Inspired by his mother's tales of adventuring, Kael began his homebrew training under his parents to take up the path otherwise known as the Spellsword. In his training, Kael gained a good grasp of Ataru from his mother and a decent mastery of magicka from his father.
His 1st year adventuring had been rather cruel to him outside of his relaxed home environment and thus he signed up with the Hero6 mercenary band 2 months ago to earn a living for the time being.
Kael has been teased as the "Spell-Stick" because he uses a staff instead of the namesake sword as his weapon. And to the uninformed, Kael typically looks like a mage or a monk but with a different style of robe.

Fighting Style:
Ataru is a rather kinetic style of fighting, with somersaults, rolls and jumps.
Kael relies on his agility, acrobatics and skill with parrying to avoid being hit. If hard pressed, Kael uses Enhance Ability to fight faster and harder than physically possible and Sensing to gain precognition of his opponents' moves.

Skills:
1. Staff
2. Acrobatics
3. Survival
4. Restoration
-Healing
-Enhance Ability
5. Mysticism
-Telekinesis
-Sensing

Quirks:
Partial fast reflexes (Half-Redguard)
Weakened natural magic resistance (Half-Breton)
Culinary familiarity
Improved Probability

MP: 7(Restor) + 7(Mystic) + 8(convert 4 spells) + 2(racial, half-Breton) + 8(convert 4 spells from training at Morava's) = 32

Current Health Status : OK
Current MP: 26/32

Equipment:
1x staff
1x glass dagger
1x beige long sleeve cloth shirt, pants set
1x dark boots
1x dark brown open front robe with hood
1x small backpack with some food, waterskins, towel
1x belt with pouch, utility knife, spare change, dagger shieve
1x scroll of return
1x slightly used Sven's shovel with Nordic runes
1x wooden spear with metal head
« Last Edit: November 12, 2005, 05:00:41 AM by serow_#R » Logged
Reish Vedaur
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« Reply #3 on: October 09, 2005, 04:56:51 PM »

Name: Irdan Cevinom

Race: Breton

Concept: Pomp and circumstance, but practically useless.

The Cevinom name has become prominant in Sadrith Mora, a few as slave traders and a couple in politics, but mostly as harbormasters.  Irdan, who outside of Sadrith Mora prefers to be known as Cevinom, was born into and raised for a while in a family of slave traders until an attempted emancipation claimed the life of his father.  His mother gave him up to a related family, wealthy harbormasters, who raised him with many comforts.

Cevinom was still unsatisfied, and he began to try his hand at politics.  His cold demeanor belied his political talents, and he never progressed, regardless of his family's influence.  He began to gather money and travelled away to Molag Amur, where he found much interest in the darker arts of necromancy.

His fascination and experimentation with necromancy only furthered his cold attitude.  Before long, those around him turned a blind eye to him, and this frustrated him.  He left in search of a group who would not ignore him, eventually becoming a mercenary.  Unfortunately for him, his desire for expensive clothing, and his requirement for pampering outside of civilization, has seen him removed from several mercenary bands.


Skills:
Long Blade +
Parry: Long Blade
Short Blade
Destructive Magick
- Flame pulse (broad but short ranged burst of flame)
Conjuring Magick
- studies in necromancy


Magicka: 7 (Destruct) + 7 (Conjure) + 3 (Breton) + 12 (converted) = 29
Current Magicka: 29

Quirks:
- Full composure (fear and pain never seem to register)
- Full survival dependancy (couldn't hunt, cook, built shelter or make sustainable fires to save his life)


Equipment:
Dark gray robe with black trim - Badly singed on the left side
- 2 soul gems
- 2 healing potions

Black coat with sewn-in metal plates (under robe) slight hinderance
Fine green clothing
Leather bracer (left forearm under robe)
Black leather boots
Black leather gloves
Steel rapier enhanced with glass shards (left hip under robe)
Steel stiletto (left thigh under robe)
Full canteen
Satchel
- A day's worth of rations
- Tea leaves
- Wooden cup
- Money


~~

The storyline is kinda weak because I wrote it when I was very tired lol.
« Last Edit: November 12, 2005, 04:01:40 AM by ReishVedaur » Logged

Lord_Bierhoff
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« Reply #4 on: October 11, 2005, 07:17:51 PM »

Reish: you are converting a total of 6 spells which should give you 12 mana, so your total should be 29 mana.

Just for clearification, you have parry on your long blade and your stiletto is for your off-hand (defensive use)?
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Reish Vedaur
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« Reply #5 on: October 11, 2005, 10:59:31 PM »

A stiletto is purely offensive, it's far too small to be used to block anything, but yes it is for the off-hand, and yes the parry is for the long blade.

Character sheet edited to reflect that.  =)
« Last Edit: October 11, 2005, 11:02:07 PM by ReishVedaur » Logged

Lord_Bierhoff
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« Reply #6 on: October 12, 2005, 02:04:35 AM »

ok cool, I just wanted to be sure I know what you wanted,  I don't want to be running a game using misinformation, it can become messy
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serow
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« Reply #7 on: October 12, 2005, 06:41:02 AM »

3 skirmishers, 2 of them dual-wielders with magical powers =)
and different schools of magic at that ~
 cool
was there supposed to be a 4th character coming ?
« Last Edit: October 12, 2005, 07:36:17 AM by serow_#R » Logged
Swift
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« Reply #8 on: October 12, 2005, 09:52:21 AM »

I'll remind him tonight.  
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serow
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« Reply #9 on: October 12, 2005, 10:00:36 AM »

Quote
I'll remind him tonight.
who wants to bet he'll be coming in with a skirmisher as well ?  Wink  
« Last Edit: October 12, 2005, 10:03:47 AM by serow_#R » Logged
Lord_Bierhoff
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« Reply #10 on: October 12, 2005, 01:08:50 PM »

laugh  Serow that reminds me, do you want both your weapons offensive?
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serow
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« Reply #11 on: October 12, 2005, 02:01:30 PM »

Quote
laugh  Serow that reminds me, do you want both your weapons offensive?
no
kael's default wielding style will be interchangeably one hand attack, one hand parry (that's why i use a skill slot for 2-weapon fighting cheesy )

only when he declares a full attack will both hands be used for attack,
likewise for full defense

um... is that ok ?
if it is, i'll edit the sheet to reflect this
if not then i'll make some changes regarding his choice of weaponry

either way i'll be including his general fighting and casting style
« Last Edit: October 12, 2005, 03:51:18 PM by serow_#R » Logged
Lord_Bierhoff
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« Reply #12 on: October 12, 2005, 03:57:37 PM »

so you want both hands to be a balance of offensive and defensive skills?
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serow
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« Reply #13 on: October 12, 2005, 04:15:49 PM »

Quote
so you want both hands to be a balance of offensive and defensive skills?
er... how to put this ?

in normal attacks, 1 attacks while the other defends. which hand does what isn't really important bcoz of specialised training in fighting with 2 weapons, where you learn how to use both hands for both attack and defense;

in a full attack, both are in attack mode (significantly lessened defense bcoz the oppponen still has to defend against the attacks);

in full defense, both are in defend mode (no attacking at all).
 
since we're fighting turn-based, choosing 1 of the above lasts until the beginning of my next turn, so i cannot change my "stance" freely.

is this what you mean ?
if this is not legal, i'm fine with changing to weapon styles that are legal. Kael's concept is not dependent on his choice of weapons. (only his nickname is  laugh )

*dammit, now i'm so tempted to come up with even more weapon styles for Kael! you just watch, he'll turn into a jedi weapon master someday! :hero: *  wub  rofl  
« Last Edit: October 12, 2005, 05:17:21 PM by serow_#R » Logged
Lord_Bierhoff
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« Reply #14 on: October 13, 2005, 03:36:00 PM »

no, I'm not so worried about what your character can or can not try and do with his weapons.  He can use both to attack or defend or one for both, or he could try attacking with one hand while playing the bagpipes with the other.  What I'm wondering about is where the character's skill is stronger to determine how successful he will be at what he attempts.  In other words is he amazing at blocking but can only hit the other guy when he's lucky, or will he shed the opponent but will have a heck of a time keeping his bodily fuids inside his skin.  Or will he be pretty good at both.  (think of a 75/25, or a 50/50 split of his abilities).
« Last Edit: October 13, 2005, 03:46:01 PM by Lord_Bierhoff » Logged


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