Orphnoch Warrior of Epic
Posts : 66 Points : 5075 Join date : 2010-10-15 Age : 32
Character sheet Rank: None Level : (1/1)
| Subject: TAKE TO THE SKIES SON![Skyrim Pen & Paper] Fri Jun 29, 2012 8:13 pm | |
| BASIC RULES: - Uses a d10 system. Only dice used are d10s.
- Skill checks are made by rolling a d100(two d10s with one acting as the tens digit). If the roll is less than the skill level, it is a success.
- Every skill check that succeeds gives one experience to the skill.
- Every 10 that the roll is under counts as a degree of success. Example: Cedric rolled a 12 on a One Handed test, and his one handed skill is 33. The difference between these two numbers is 21, meaning there were two degrees of success.
- Degrees of success add an extra experience point to that skill per degree.
- Degrees add +1to results for damage and heal rolls, and an extra turn for duration related spells.
- Rolling a double 0 results in a success and an instant level up of the involved skill, leaving no left over experience.
- When rolling for a check that does not have an associated skill(example: Remembering your Daedric princes), the maximum value is at the DMs discretion.
- Unarmed attack checks are considered an automatic hit.
- When attacking, declare your target and your skill you are using. If you succeed your skill check, the one hit then rolls an armor check based on the armor he is wearing where he got hit. If he succeeds the attack is dodged.
- Only one attack can be dodged per person per round. You may intentionally take a hit to attempt to dodge another down the turns. Unused dodges do not carry over.
- Rolls to check percentage based chances(example: 20% chance to stun) must roll lower than the number to succeed(19 or lower in the example provided)
- All skills start at 15. Health, Magicka, and Stamina all start at 100.
- To increase a skill, multiply the next number by 1.5 rounding down. That is how much experience is required to level up the skill. To go from level 19 in a skill to level 20 takes 30 experience.
- Left over experience from leveling up will carry over.
- Everytime you gain a skill, you get the skills new level as experience to level up your character.
- The formula for how much experience you need to level up is (Current level + 3) * 25. It takes 100 experience to get from level 1 to level 2.
- Every Character Level gives one perk for the player to spend, except the first and any level after 50
- You can also increase your Stamina, Magicka, or Health by ten every level.
- You can spend your turn blocking to be able to defend any attack instead of just one.
- By spending 80 stamina while wielding a melee weapon, a power attack can be made. Power attacks that succeed deal double damage and force blockers to not be blocking for the rest of the turn and lose one action on their next.
- Spells that do not have an upkeep cost must be charged for 1 action before they will activate. After being charged, they can be released at will. The caster must focus on only that spell to keep it ready, however.
- All characters move at a base 20ft per turn. Sneaking reduces this to 10ft per turn, and Heavy Armor applies a -5ft penalty, Light Armor applying a -2ft.
- Dual Wielding allows a character to attack with both weapons per round. They can both be dodged if the character decides to try and dodge.
- Characters may shift in different directions while power attacking to activate specific attacks or to generally move around the field.
STEALTH: - Characters may enter stealth at any time.
- Attacking out of stealth results in double damage if the attack was not seen coming.
- A stealth check must be made for every nearby enemy every turn.
- Being in direct light adds a -10 penalty.
- Being within 5 feet of someone adds a -5 penalty.
- Being in someones direct line of sight adds a -10 penalty.
- If someone knows you are there and you try to stealth away, a -10 penalty is applied and three consecutive stealth checks must be made.
RACES: - Spoiler:
Altmer- High Elves of the Summer Set Islands. - +50 base Magicka
- Highborn Power - For 6 rounds, Magicka regenerates 25x Faster(Protip: Try and write this number down somewhere). Daily ability.
- Bonus Spell: Fury.
- +10 to Illusion.
- +5 to Alteration, Conjuration, Destruction, Enchanting, and Restoration.
Argonian- Lizard people of the Black Marsh - Resist Disease: 50%
- Water Breathing.
- Histskin - For 6 rounds, Health regenerates 10x Faster(Protip: Try and write this number down somewhere). Daily ability.
- +10 to Lockpicking.
- +5 to Alteration, Light Armor, Pickpocket, Restoration, and Sneak.
Bosmer- The Knife Ears of Valenwood - Resist Poison: 50%
- Resist Disease: 50%
- Histskin - For 6 rounds, make any animal(DMs discretion on whether it is an animal or not. Don't be dicks) an ally to you. Daily ability.
- +10 to Archery.
- +5 toAlchemy, Light Armor, Lockpicking, Pickpocket, and Sneak.
Breton- The Grand Mages of High Rock - Resist Magic: 25%(reduces the amount of damage taken, not the chance of taking damage).
- Dragonskin - For 6 rounds, absord 50% of the Magicka required to cast a spell you are hit by. Daily ability.
- Bonus Spell: Conjure Familiar.
- +10 to Conjuration.
- +5 to Alchemy, Alteration, Illusion, Restoration, and Speech.
Dunmer- The Dark Elves of Morrowind - Resist Fire: 50%(reduces the amount of damage taken, not the chance of taking damage).
- Ancestor's Wrath- For 6 rounds, Enemies in melee range take 2d10 fire damage per round. Daily ability.
- Bonus Spell: Sparks.
- +10 to Destruction.
- +5 to Alchemy, Alteration, Illusion, Light Armor, and Sneak.
Imperial- The Humanpeople of Cyrodiil. - Imperial Luck- Whenever an Imperial finds gold from a chest or corpse, they find an extra d10 gold.
- Voice Of The Emperor- Calms people within 75ft for 6 rounds as if a calm spell was cast. Daily Ability
- +10 to Restoration.
- +5 to Block, Destruction, Enchanting, Heavy Armor, and One-handed.
Khajit- The Cat People of Elsweyr - Claw Attacks- Unarmed attacks do an extra d10 damage.
- Eye of Night- Gains night vision for 6 rounds.
- +10 to Sneak.
- +5 to Alchemy, Archery, Lockpicking, Pickpocket, and One-handed.
Nord- The Vikings of Skyrim - Resist Frost: 50%(reduces the amount of damage taken, not the chance of taking damage).
- Battlecry- Everyone within 60 ft flee for 3 rounds. Daily Ability.
- +10 to Two-handed.
- +5 to Block, Light Armor, One-handed, Smithing, and Speech.
Orc- The Warriors of Orsinium - Berserker Rage- For 6 rounds, reduce damage taken by 50% and double damage dealt. Daily Ability.
- Blood Kin- On good starting relationship with other Orcs
- +10 to Heavy Armor.
- +5 to Block, Enchanting, One-handed, Smithing, and Two-handed.
Redguard- The NON RACIST TERM HERE of Hammerfell - Resist poison: 50%
- Adrenaline Rush- For 6 rounds, Stamina regenerates 50x Faster(Protip: Try and write this number down somewhere). Daily ability.
- +10 to One-handed.
- +5 to Alteration, Archery, Block, Destruction, and Smithing.
SKILLS: - Spoiler:
- COMBAT wrote:
- Archery wrote:
- The bow skill. Skill checks regarding this can only give experience if used in combat.
Perks: Overdraw(5 tiers) -Requirements: 0/20/40/60/80 Archery. All previous levels of the skill -Effect: Bows do 20/40/60/80/100% more damage, rounding down.
Critical Shot(3 tiers) -Requirements: 30/60/90 Archery. All previous levels of the skill. Overdraw 1 -Effect: On successful damaging hit, roll d100. 10/15/20% chance of dealing 200/225/250% damage.
Hunter's Discipline -Requirements: 50 Archery. Critical Shot 1 -Effect: Recover twice as many arrows from dead bodies.
Ranger -Requirements: 60 Archery. Hunter's Discipline -Effect: Able to move at normal speed with bow drawn.
Eagle Eye -Requirements: 30 Archery. Overdraw 1 -Effect: Allows the archer to zoom in at the cost of stamina, providing a +5 bonus to attack rolls.Costs 10 stamina per action spent like this.
Power Shot -Requirements: 50 Archery. Eagle Eye -Effect: Non Large enemies are staggered 50% of the time they are hit, losing one action.
Quick Shot -Requirements: 70 Archery. Power Shot -Effect: An arrow can be readied as a free action.
Steady Hand(2 tiers) -Requirements: 40/60 Archery. All previous levels of the skill. Eagle Eye -Effect: While zoomed in, time slows down for the archer. Increases Eagle Eye bonus to +10/15.
Bullseye -Requirements: 100 Archery. Ranger or Quick Shot -Effect: Arrows that land have a 15% chance to paralyze the target for 1 round.
- Block wrote:
The not dying skill. Skill checks regarding this can only give experience if used in combat. Perks: Shield Wall(5 tiers) -Requirements: 0/20/40/60/80 Block. All previous levels of the skill -Effect: Increase block value by 10/20/30/40/50.
Deflect Arrows -Requirements: 30 Block. Shield Wall 1 -Effect: While blocking, arrows do not deal damage.
Elemental Protection -Requirements: 50 Block. Deflect Arrows -Effect: While blocking, reduce frost, fire, and shock damage by 50%. Stacks multiplicatively and does not block secondary effects.
Block Runner -Requirements: 70 Block. Elemental Protection -Effect: Able to move while blocking.
Power Bash -Requirements: 30 Block. Shield Wall 1 -Effect: Can bash with the shield. Hits as if unarmed. If struck, the hit target will lose their next turn. Costs 40 stamina, deals 1d10 damage.
Deadly Bash -Requirements: 50 Block. Power Bash -Effect: Bashing does 5d10 damage.
Disarming Bash -Requirements: 70 Block. Deadly Bash -Effect: 20% chance of disarming opponent on successful bash.
Quick Reflexes -Requirements: 30 Block. Shield Wall 1 -Effect: While blocking, time slows down when the enemy power attacks. +5 to blocking.
Shield Charge -Requirements: 100 Block. Disarming Bash or Block Runner -Effect: While running, action can be spent to knock down any near by enemies with shield. HYPER! CHARGING STAR!
- Heavy Armor wrote:
- The skill of knights. Skill checks regarding this can only give experience if used in combat.
Perks: Juggernaut(5 tiers) -Requirements: 0/20/40/60/80 Heavy Armor. All previous levels of the skill -Effect: Increase value of any worn Heavy Armor by 20/40/60/80/100%
Fists of Steel -Requirements: 30 Heavy Armor. Juggernaut 1 -Effect: Unarmed attacks do the armor rating of your gauntlets in bonus damage.
Cushioned -Requirements: 50 Heavy Armor. Fists of Steel -Effect: Halves falling damage while wearing all Heavy Armor
Conditioning -Requirements: 70 Heavy Armor. Cushioned -Effect: Heavy Armor does not affect you weight wise, or cause you to move slower. Only applies to worn armor.
Well Fitted -Requirements: 30 Heavy Armor. Juggernaut 1 -Effect: +25% bonus armor if wearing all heavy armor.
Tower of Strength -Requirements: 50 Heavy Armor. Well Fitted -Effect: Cannot lose both actions from a single stagger or stun while wearing all Heavy Armor.
Matching Set -Requirements: 70 Heavy Armor. Tower of Strength -Effect: +25% armor bonus for wearing a matching Heavy Armor Set
Reflect Blows -Requirements: 100 Heavy Armor. Matching Set -Effect: 10% chance to reflect melee damage taken while wearing all Heavy Armor.
- One Handed wrote:
- The skill of swords, daggers, and maces. Skill checks regarding this can only give experience if used in combat.
Perks: Armsman(5 tiers) -Requirements: 0/20/40/60/80 One Handed. All previous levels of the skill -Effect: One Handed weapons do an extra 20/40/60/80/100% damage.
Bladesman(3 tiers) -Requirements: 30/60/90 One Handed. Armsman 1. All previous levels of the skill -Effect: Attacks with swords have a 10/15/20% chance to do 200/25/250% damage.
Bone Breaker(3 tiers) -Requirements: 30/60/90 One Handed. Armsman 1. All previous levels of the skill -Effect: Attacks with maces ignore 25/50/75% of armor.
Dual Flurry(2 tiers) -Requirements: 30/50 One Handed. Armsman 1. All previous levels of the skill -Effect: Allows 1/2 extra attacks per turn while dual wielding weapons.
Dual Savagery -Requirements: 70 One Handed. Dual Flurry1 -Effect: Dual Wielding power attacks do 50% more damage.
Fighting Stance -Requirements: 20 One Handed. Armsman 1 -Effect: One handed power attacks cost 25% less stamina.
Critical Charge -Requirements: 50 One Handed. Fighting Stance -Effect: Can do a one handed power attack while sprinting for double critical damage.
Savage Strike -Requirements: 50 One Handed. Fighting Stance -Effect: Standing power attacks do 25% bonus damage with a chance of decapitating the one hit.
Paralyzing Strike -Requirements: 100 One Handed. Critical Charge or Savage Strike -Effect: Backwards Power attacks have a 25% chance of paralyzing the target.
Hack And Slash(3 tiers) -Requirements: 30/60/90 One Handed. Armsman 1. All previous levels of the skill -Effect: Attacks with axes cause the enemy to bleed, making them take 1/2/3d10 extra damage.
- Smithing wrote:
- The skill of blacksmiths.
Perks: Steel Smithing -Requirements: 0 Smithing. -Effect: Can smith steel weapons and armor, and improve them twice as much.
Arcane Smithing -Requirements: 60 Smithing. Steel Smithing -Effect: Can improve magical weapons and armor.
Dwarven Smithing -Requirements: 30 Smithing. Steel Smithing -Effect: Can smith dwarven weapons and armor, and improve them twice as much.
Orcish Smithing -Requirements: 50 Smithing. Dwarven Smithing -Effect: Can smith orcish weapons and armor, and improve them twice as much.
Ebony Smithing -Requirements: 80 Smithing. Orcish Smithing -Effect: Can smith ebony weapons and armor, and improve them twice as much.
Daedric Smithing -Requirements: 90 Smithing. Ebony Smithing -Effect: Can smith daedric weapons and armor, and improve them twice as much.
Elven Smithing -Requirements: 30 Smithing. Steel Smithing -Effect: Can smith elven weapons and armor, and improve them twice as much.
Advanced Armors -Requirements: 50 Smithing. Elven Smithing -Effect: Can smith scale and plate armor, and improve them twice as much.
Glass Smithing -Requirements: 70 Smithing. Glass Smithing -Effect: Can smith glassweapons and armor, and improve them twice as much.
Dragon Armor -Requirements: 100 Smithing. Daedric Smithing or Glass Smithing -Effect: Can smith dragon weapons and armor, and improve them twice as much.
- Two Handed wrote:
- The skill of Greatswords, warhammers, and battle axes. Skill checks regarding this can only give experience if used in combat.
Perks: Barbarian(5 tiers) -Requirements: 0/20/40/60/80 Two Handed. All previous levels of the skill -Effect: Two Handed weapons do an extra 20/40/60/80/100% damage.
Deep Wounds(3 tiers) -Requirements: 30/60/90 Two Handed. Barbarian 1. All previous levels of the skill -Effect: Attacks with great swords have a 10/15/20% chance to do 200/25/250% damage.
Skullcrusher(3 tiers) -Requirements: 30/60/90 Two Handed. Barbarian 1. All previous levels of the skill -Effect: Attacks with warhammers ignore 25/50/75% of armor.
Limbsplitter(3 tiers) -Requirements: 30/60/90 Two Handed. Barbarian 1. All previous levels of the skill -Effect: Attacks with battle axes cause the enemy to bleed, making them take 1/2/3d10 extra damage.
Champions Stance -Requirements: 20 Two Handed. Barbarian 1 -Effect: Two handed power attacks cost 25% less stamina.
Great Critical Charge -Requirements: 50 Two Handed. Champions Stance -Effect: Can do a two handed power attack while sprinting for double critical damage.
Devastating Blow -Requirements: 50 Two Handed. Champions Stance -Effect: Standing power attacks do 25% bonus damage with a chance of decapitating the one hit.
Sweep -Requirements: 70 Two Handed. Great Critical Charge or Devastating Blow -Effect: Sideways power attacks hit all targets in front of you
Warmaster -Requirements: 100 One Handed. Sweep -Effect: Backwards Power attacks have a 25% chance of paralyzing the target.
- MAGIC wrote:
- STEALTH wrote:
SPELLS: - Spoiler:
ENCHANTMENTS: - Spoiler:
WEAPONS: - Spoiler:
All Weapons have a base damage, which is a neutral version at iron quality. Every increase of quality adds a +1 to damage. Every increase of material adds a +1 to damage.
Swords: 1d10 Maces: 1d10+2 Waraxes: 1d10+1 Daggers: 1d10-1
Greatswords: 2d10-2 Warhammers:2d10 Battleaxes: 2d10-1
Bows: 1d10
Material range: Iron +0 Steel +1 Orcish +2 Dwarven +3 Elven +4 Glass +5 Ebony +6 Daedric +7
ARMOR: - Spoiler:
Each Increase in quality provides a +1. Light armor base armor: +1 Material range: Fur +0 Hide +0 Studded +0 Leather +1 Elven +2 Scaled +3 Elven Gilded +4 Glass +5 Dragonscale +6
Heavy armor base armor: +2 Material range: Iron +0 Banded Iron +0 Steel +1 Dwarven +2 Steel Plate +3 Orcish +4 Ebony +5 Dragonplate +6 Daedric +7
SPECIAL: - Spoiler:
- Vampires wrote:
- Werewolves wrote:
- Shouts wrote:
- Signs wrote:
- Daedric Artifacts wrote:
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