The Elder Scrolls: Dawn of Domination [An Elder Scrolls RP by Tyrant Raver] [OOC and Sign-Ups]



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Tyrant Raver

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  • Nothing's Like Before
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Does everything had to be black and white? Are all things within the realm are just the way it is? Lenient and bleak? Maybe so, but not all are what it seems. Not all things colorful and pleasant represents the right and not all hideous and grotesque represents the wrong, evil.

The mortal mind and perception are the most vulnerable trait of the earthbound. It can be used to mislead and bend anyone once anything takes grasp of it. That is what will lead this miserable world to utter chaos.

A century has passed since the defeat of the World-Eater at the immortal plane of Sovngarde. Brought down by the combined effort of the Ancient tongues and the Dragonborn. As told by the old, Alduin can never be defeated nor banished, for his destiny is absolute. The end cannot be stopped nor prevented, it can only be delayed. And once it comes back, its reckoning will tremble the very foundations of the world as we know it. And neither anyone can stop it.

The Season Unending has been dissolved since the passing of the Dragonborn. Once again sparking the second Great War, the Aldmeri Dominion mobilized their main forces unto Skyrim, attacking both the Legion and the Stormcloak rebellion by surprise, greatly overwhelming them.

Emperor Titus Mede III demanded an explanation to the Dominion, but they answered them by the tip of their blade. Saying the true purpose of the White-Gold Concordat was merely to stall the empire so that the Dominion can bolster its ranks and reclaim Tamriel in their name. They could not do it on the appointed time because of the presence of the Dragonborn at that time.

Now that the Dragonborn's soul has been reclaimed at the immortal plane. The Dominion launched its full-scale operation. In just a matter of 2 months, Cyrodiil was made seat of the Dominion with the emperor now fallen by the enemy's blade. The Empire's military force and remaining denizens from Morrowind and Cyrodiil retreated to Skyrim.

From there, they made their temporary hold and base of operations; even though the Dominion had already half of the province in their grasp as result of their relentless skirmish. The rebellion and the legion forged an alliance together and set aside their ideals to face a common enemy; The Magna Septim. In honor of Talos/Tiber Septim's name.

Amidst the war, agents of the Order of Magnus, an order of Arch-Mages in the College of Winterhold, had recently unearthed a massive underground study within the Iceberg located not too far from Winterhold, and within the borders of the Sea of Ghosts. Judging by the aesthetics of the architecture, the ruin pre-dates in the early Merethic era. And within that ruin, sealed a Black Elder Scroll.

Unlike the other Elder Scrolls, that are tapped by the divines themselves. This one was different. The scroll held immense void and naught that can be compared to Sithis. Because of this, the scroll was impossible to read without someone destroying themselves completely. Unlike the Elder Scrolls that takes away your sight once you read it, this one can literally turn one poor soul inside-out and is immediately turned to the never-ending void.

A member of the Order of Magnus and former High Moth Priest, Altimar offered his soul to read the Black Elder Scroll for the sake of the world. As he read it, his physical body immediately disintegrates that his soul only remained. Before his soul was claimed by the void, he declared in spirit-form a fraction of the scroll's contents.

...upon the World-Eater's fall, he will be reborn in mortal flesh and once his destiny fully realized... Neither the righteous nor the ambitious can stop him. For to oppose him is to oppose the will of the Divines....

The stage is set and the curtain is rolled. Should mortalkind fall or should they have the power/trait that neither Daedra nor Divine can foresee to save them from their fate? Only the flow of time can tell

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Rules and RP mechs

Spoiler Spoiler Show


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Character Temp​

Before anything else, in the "Appearance" section of the temp. If you are playing Skyrim or Oblivion or Morrowind. You can use your own character's screenshot. If not then please do provide a pic with short description to the side.

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Tyrant Raver

The Dragon
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  • Nothing's Like Before
  • Crafty Soul
  • Whirlwind Lancer
  • Writer of Writers
  • This is Halloween
Re: The Elder Scrolls: Dawn of Domination [A bold Elder Scrolls RP by Tyrant Raver]

Roleplay Battle Mechanics​

So to prevent dull and mundane fight scenes in the RP, I'll be implementing simple yet strict battle mechanics. Well in this part, the same basic rules apply (No Godmodding, no powerplay and no lollygagging) So to begin we'll be setting 3 types of primary classes of characters; The Heavy, Light, and Cloth. each character differs only through their stats and combat attributes, in which to be determined by RP posts.

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The Character Stats

Stats are the basic Health and Magic attributes; just 2, simple yes? The default HP pool is set to 10 and MP to 5. These stats are good for the entirety of the whole fight/battle scene; whether it would be 10 or even 50 posts long. So long as you keep track of these stats, you are good.
  • Stat Notes
  • For example, you're a Cloth type character. If you run out of say MP counters, then you will be unable to cast spells within 5 posts. You can't cast in between, that would be violating the rules. But since cloth-types have huge MP pool (See below) you won't have a problem.
  • But if YOU run out of HP counters, you'll be incapacitated in battle and depends on the situation or part of the story. You can die or be captured if you are fighting multiple opponents.
So if you are in battle make sure you BOLD a phrase in your post where you have been hit or damage.

ex.

As Wolve moves in to deliver his strike, he was outpaced by the enemy hitting him with a direct blow to the gut.​

There, so Wolve got hit! Oh no! Clumsy bastard got -1 HP damage. The damage differs from the nature of the hit. So he got punched in his asset which counts as a melee' damage. Melee' damage deals -1 damage to your HP, Magic damage deals -2--okay to sum it up here's a complete rundown of damage types.

Normal Melee'/Ranged attack = -1 HP

Normal Melee' damage of course, refers to a simple punch, or a swing of a sword or even a kick to the balls.

Magic Damage = -2 HP
Magic Cost = -3 MP

Yes, magic hurts but also cost a chunk of MP so use it wisely mages.

Power Attack Damage = -3 HP (differs)

Yes this is the ace of Melee'. Power attacks are determined by Combat attributes to perform properly which we will tackle later.

Destructive Magic = -4 HP
Magic Cost = -5 MP

Ouch, this will turn you inside out. This field is the counter part of Power Attack for Melee'.

Poisoned Weapon/Arrow Damage = -1 HP per post
Maximum Post Duration = 4 posts

Fancy yourself an alchemist hmm? Poison damage applies to melee and ranged attacks only. And note, the poison damage takes effect on the next user post of your opponent. So give him/her at least one chance to retaliate before it rots him/her from the inside out.


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Combat Attributes

Now that stats are out of the way, we are now ready to tackle Combat Attributes. Combat Attributes are determined by again--two factors, Power Attack/Destructive Magic and Defensive Maneuvers.

Power Attacks/Destructive Magic

Power attacks refers to the Ace Melee' attack; a killing blow or an incapacitator. The key here in using these attributes is to know the post cooldown. For example the Light type character can dish out 3 power attacks per post. Say for example he used them all in one post. Then he would have to wait up to 3 User posts before he can use them again. And by User post, I mean you would have to wait until you, the user made 3 posts before using them in your 4th post.

Destructive magic's mechanic differs from Power attack, because of the MP consumption and damage it can dish out. A warning for Heavy type mages though, don't use this unless of course you know what you are doing. And also it deals with the same damage and MP consumption no matter what type you are.

Now as indicated above that Power attacks differs from damage via character class. To sort them out:

Heavy Type

Power Attacks = 2
Power Attack Damage dealt to enemy = -3 HP

Light Type

Power Attacks = 3
Power Attack Damage dealt to enemy = -2 HP

Cloth Type

Power Attacks = 2
Power Attack Damage dealt to enemy = -2 HP

Defensive Maneuvers

Don't wanna just stand there and take it right? Block it! Dodge it! And they say evading is for pussies. Defensive maneuvers refers to how you block or evade the incoming attack. This is again determined by character class, each class has his/her own Defense counters. This factor also has a user post cooldown and is determined by the number of counters of course, so use them wisely.

Heavy type

Defense Counters: 3
Post Cooldown: 4

Light type:

Defense Counters: 4
Post Cooldown: 3

Cloth Type

Defense Counters: 3
Post Cooldown: 2

So you are probably wondering, hmm... how do we know if he did a power attack? How did we know if he dodged or blocked it? It will be on your post. Underline the phrase of your defensive maneuver in your post. In power attacks, it must be implicated on the bolded-out phrase of your attack and it has to have an effect if you are battling random enemies. For example:

~For User Vs. User

Wolve quickly leaned forward and using the full force of his momentum, he swung his greatsword.

~For User Vs. Environment

Wolve then at a quick pace, deflected the blade and then finally connecting a full swing of his sword through the poor bandit's neck decapitating his enemy in the process.

Just use superlatives and hyperbole's and make it obvious. Then you have your power attack.

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Primary Character Types

These primary classes don't have a corresponding character class to them so feel free to create a Heavy-type mage or ranger, or even a cloth-type warrior! Possibilities are endless. These will be your character overall stats.

Heavy type

HP: 15
MP: 10
Defensive Counters: 3
Power Attacks/Destructive Magic: 2

Light type

HP: 10
MP: 10
Defensive Counters: 4
Power Attacks/Destructive Magic: 3


Cloth type

HP: 15
MP: 10
Defensive Counters: 3
Power Attacks/Destructive Magic: 2

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Character Sub-class

Oh ho! But why stop here? You wouldn't want a heavy type mage with only 10 MP pool right? To make this interesting, I'll be adding Sub-classes to suit your character playing style. Sub-classes grant Stat bonuses, as well as penalties to make it more interesting and balanced at the same time. Each sub-class has its own individual perks and penalties per character type.

Mage

Heavy
~ - 2 HP, +5 to MP, -1 to Power Attack Counter
Light
~ + 2 HP, +5 to MP, -2 to Power Attack Counter, -1 to Defensive
Cloth
~None (Default type)

Warrior

Heavy
~None (Default)
Light
~ +3 HP, -1 Power attack, -1 Defensive
Cloth
~ +3 HP, -5 MP, +1 Power attack, -1 Defensive Cooldown

Ranger/Assassin

Heavy
~ -1 HP, +1 Power Attack, +1 Power and Defensive Cooldown
Light
~None (Default)
Cloth
~ +2 HP, -2 MP, +1 Power Attack, +1 Defensive


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Potion and Healing and Buff Magic

Ha! I think you're bleeding! Out of mana? Well well, I have the right remedy for that.

Yes I will be adding a healing mechanic for tough and epic battles. Each character are allowed to carry 5 potions. Whether it would be 5 health potions; 2 health and 3 magicka potions so as long as its 5 then we're good. You can only use potions once per post, if you ran out then tough luck.

Health potion = Heals 3 HP
Magicka potion = Restores 3 MP

Don't have the potion but a devoted healer? No problem.

The heal spell, works less than your regular potion but lasts up to 2 posts. With a corresponding MP cost of course. (durr)

Heal Spell = Restores 2 HP per post, lasts 2 user posts.
MP cost = 5 MP

Looking to protect yourself? or deal some damage? You can also cast defensive magic or buffs on your character for better survival and good for tight situations. The average buff lasts 3 user posts while party buffs last 5 posts. And remember, party buffs are only to be cast upon a group not on yourself. Silly. Or else, it will be invalid.

Ward Spell

Effect = reduces melee and ranged damage by 1
Duration = 3 posts
MP cost = 3 MP

Barrier

Effect = Envelops the party with a protective shell, that reduces magic, melee, and ranged damage by 1
Duration = 5 posts
MP cost = 5 MP

Dragon's bane

Effect = increases party Melee and Ranged attack power by 1
Duration = 3 posts
MP cost = 4 MP

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Monster types

What's a world without anything that tries to make a meal of you or rob you dead? Up for some bounty hunting? These will be either your cannon fodder or your worst nightmare. Monsters will be separated by types which means they will have their own pool of stats.

Lesser Creatures

Lesser creatures will be your average bunny, deer, wolves, walking skeletons the likes. These ones are easy pickings for ya.

Average HP range= 1-2 HP
Damage dealt = -1 HP per hit

Predators

Now this is where we get tricky, for these suckers are slightly cunning and tenacious and can hunt in packs or hordes. Saber cats, Tundra wolves, Velociraptors, goddamn Bears are some of them.

Average HP range = 2-4 HP
Damage dealt = 1 to 2 damage

Forces of Nature

Looks can be deceiving, before you know it, they be gorging on your intestines. These are mystical beings. While they are passive they can be a real threat to the player once engaged in battle. And worst of all they can be unpredictable. So watch out. Among these are Spriggans, Wisps, Ice Wraiths, Forest Sirens.

Average HP range = 3-5 HP
Damage Dealt = -2 HP

Risen Undead

Now these suckers can be tough as nails to beat and extremely aggressive. They are usuall clad in tough rusty armor and armed with weapons and even magic! So beware when you venture into tombs. Among these monstrosities are Vampires, Draugr's, Black Wraiths, Ghosts.

Average HP range = 7 HP
Damage Dealt = 1-2 HP


Great Landstriders

If you're alone charging against these, then you're in luck. You have your funeral waiting for you. These creatures while most of them are docile, they can be easily agitated by walking in front of them. They will not hesitate to squash and mash you where you stand, and even enroll you to the nearest space center.... in space. Taking down one takes 2-3 players to do so. Mammoths, Giants and Theriums are the main examples.

Average HP range = 20 hp
Damage dealt = 3-5 HP (ouch)

Cave Dwellers

No, these are not creeps that lock themselves in their basements for days. Although close--but still no. Some are sneaky bastards others are just there yelling at you to get the f*ck out. These are extremely aggressive monsters that prey anyone, anything that intrudes their territory. And sometimes snatch or kidnap anything they could find outside their turf. Among these are Falmers, Chauri, Trolls.

Average HP range = 7 HP
Damage Dealt = 1-3 HP

Daedric Legion

Now these creatures are the real deal. Bona fide demons that came straight out of the mouth of hell to prey on the living. They take no prisoner and won't take second thoughts on killing you on sight. They are armed to the teeth with supreme dark magic to boot. They can be as formidable as they come in all shapes and sizes, and won't stop until they eat your soul. The Dremora, Nekkers, Hagravens, Colossi, Werebeasts are only a fraction of these terrible terrible monstrosities.

Average HP range = 7-10 HP
Damage Dealt = 2-4 HP

Rogues

Ah yes... The usual cutthroats. Sitting by the fire with mead in hand and a knife to your throat. These are your average joes mislead to a life of crime. They usually hang out in the wilds but in groups. Bandits and Rogue mages are the primary suspects.

Average HP range = 4-8 HP
Damage Dealt = 1-3 HP

Dragons

Now we hit the mother load. These guys are the peak of the food chain. It would take an entire party to take down one. They are fast in the skies and formidable at ground. They will swallow you whole when they get the chance. So if you encounter one without a party--run. Run as fast as you can.

Average HP range = 30 HP
Damage Dealt = 3-8 HP

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*If you have questions please feel free to post :)
 

Light

faster than
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I like the way you've described all the monster groups.
Unfortunetley, I won't be joining in, unless its still open for me in 3 weeks time (going on holidays).
 
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