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post #31 of 99 (permalink) Old 01-07-13, 06:06 PM
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Arg ladey, Captain Eugene Blackheart at yur service!




Name: Captain Eugene Blackheart


Race: Imperial


Age: 55


Birthplace: Anvil, Cyrodiil, Tamriel


Physical Appearance: Eugene is a large, bulky man. He has a ragged visage, with two large blue eyes and a full black beard. He has black braided hair that hang over his shoulders. He wears fine clothes, plundered from royalty that he has slain. He wears a large black leather Imperial captain’s hat.


Religious beliefs: Eugene prefers Daedra worship, as they may best suit his needs. He chiefly worships the Daedra Sanguine in hopes of being rewarded for his sinful lifestyle.


Personality: Eugene is a rough, hard man. As all Imperials, he has an insatiable lust for gold which led to his lifestyle of slaughter and plunder. He cares little for the lives of his comrades and sees most “pitiful” behavior as cowardice. Despite his tough nature, he’s not totally void of compassion. Often he will hear out his crew when problems arise in hopes of boosting morale. This, however, was also his downfall on many occasions because this show of weakness spurred mutiny. Thankfully, due to his excellent foresight skills, he has rooted out many a mutiny before it begun and made a show of their leader. He is an excellent swordsman who enjoys a good fight and has bested many an opponent in single battle. He is a great tactical thinker and a hard leader, as well as an exceptional fighter.


Background:
Eugene grew up in the small Imperial town of Anvil near the coast of Cyrodiil. There he worked with his father as a blacksmith. As he grew older, he joined the Imperial navy due to his fascination of naval warfare. On one occasion, during a battle with sea-faring bandit thugs, his captain was struck by a bow and the crew flew into panic. Eugene forcefully regained control and proceeded to win the battle with minimal casualties. Upon his return, he was made captain himself. He served the navy for many years, but grew bored of it because it would yield him little gold – the thought pillaging and raiding was far more attractive.

Since then, he chose to dedicate his life to this greedy, selfish desire. He abandoned the Empire and rounded up a crew of bandit outlaws encompassing many of Tamriel’s different races and came to understand and respect each of their unique skills and usefulness. His crew raided Imperial ports and stole many of their vessels, taking to the seas and laying siege to distant towns and villages. They killed, raped, and plundered many villages that they passed by on their journeys, amassing vast amounts of wealth and equal amounts of notoriety. This notoriety attracted many other bandit clans into Eugene’s embrace and thus his pirate army began to grow.

In one fateful event, an Imperial fleet was sent to ambush Eugene’s army and stem his growing power. A massive naval battle ensued and ended with the destruction of the Imperial fleet – but Eugene’s forces had suffered nearly the same amount of casualties. His fleet was decimated and only a handful of ships remained. Enraged and saddened, he turned back to consolidate, but many of his men either abandoned him or attacked him, hoping to steal all the plunder. Eugene managed to fend for himself and defeat his rival crew. He was now alone without his men.

He later forged new campaigns, summoning up other bandits that he could find and led small crusades that nearly always ended in failure. Eugene was getting old and his lust for plunder simply could not be satisfied. One day, after an unsuccessful raid, Eugene’s men mutinied and forced the captain to walk overboard, leaving all his wealth to the crew. In no shape to fight, Eugene obeyed and fell to his watery tomb. As his crew took off with a song in the air, Eugene managed to swim back to shore where he spent the rest of his life travelling from tavern to tavern, drinking ales and meads of all kinds, spending whatever remained of his loot knowing that he would die soon enough – of not of age, then of assassination.


Skills: Blademaster, Silver tongued, Merchant’s flair


Perks:
One-handed:
- Blademaster
- Storm of Blades
- Dance of Death
Blocking:
- Wall of Blades
- Bladebreaker
Smithing:
- Master of the Forge
Pickpocketing:
- Thief’s Intuition
- Under their Noses
Speech:
- Silver Tongued
- Merchant’s Flair
- Inspiration
Light Armor:
- Second Skin


Equipment:

Pirates’ Wrath: A large curved sword, forged by Eugene himself to suit his fighting style.
Pirates’ Lust: A second curved sword, forged by Eugene to be used in conjunction with its twin.

Gold jewellery: These comprise of necklaces, wristbands, rings, and pendants. They show prestige and experience, but nothing else. These were stolen during Eugene’s old pillaging raids.

Imperial light armor, gauntlets, and boots. He wore this since he joined the navy.
Royal clothing: Shirt and pants that once belonged to Imperial nobility. He wears this over his armor as a show of wealth.
Ale: Eugene comes with three bottles of ale to suit his new drunkard lifestyle.
Torch: Eugene is an old man by Imperial standards – when it gets dark out, he needs to find his way home.
Rag: Eugene has a rag which he uses as a handkerchief.



Traits:

Imperial Luck: Finds more gold in chests and loot.
Voice of the Emperor: Calms nearby enemies for 60 seconds, but can only be used once a day.

Imposing Presence: Eugene has the ability to unite hostile forces, as was clearly demonstrated when he formed his pirate crew of bandit outlaws. He may force two enemies to help him, but only once a day and only for the time of 60 seconds.

Burning Ale: During Eugene’s crusades, he devised the strategy of lighting bottles of mead or ale on fire through the use of a rag to be thrown at enemy ships. This weapon proved incredibly useful for boarding parties who first set the enemy’s ship ablaze and then cut them down in their panic. If Eugene has a bottle of ale, mead, or any other alcohol, a torch, and a rag, he can make a burning Molotov and throw it as a weapon.


If someone lacks intelligence, than he is not stupid, because one cannot be stupid without intelligence.

If someone reverts to having to complain about your grammar, then you already won.
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post #32 of 99 (permalink) Old 01-07-13, 06:35 PM
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Colour me stupid, but I'm very confused about the Skills bit. I don't get why some people are listing a few skills before all the others, nor do I get how to indicate which skills are 'specialist', as per your instruction on the example. Could I get a clarification?

On another note, I'm almost done. Just everything post-history, or in other words, the less wordy side.
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post #33 of 99 (permalink) Old 01-07-13, 07:27 PM Thread Starter
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Normally these perks actually represent what skills your character is capable of. Take storm of blades for example, if your character has this, it means they are skilled in the use of dual wielding swords/axes/maces. If you choose the pyromancer perk, it means your character's an expert in fire spells (hurling balls of explosive fire, creating walls of said element etc)...So in conclusion the perks are your skills (as well as the occassional bonus)

When the sky falls down, The Dead sleep no more. Can you survive as your world slowly tears itself apart?

"When life gives you lemons...BLOOD FOR THE BLOOD GOD"
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post #34 of 99 (permalink) Old 01-07-13, 09:20 PM
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OK, so Skills and Perks are one and the same? But I'm still confused about this:

Quote:
Skills (Choose eight to specialise in):
Specialisation. How, or am I going insane?
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post #35 of 99 (permalink) Old 01-07-13, 09:25 PM Thread Starter
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With the choice of perks/skills...it kinda allows for what direction you want your charcter to go into. Your character will have 8 skills...but it's up to you which ones you make him best at.

When the sky falls down, The Dead sleep no more. Can you survive as your world slowly tears itself apart?

"When life gives you lemons...BLOOD FOR THE BLOOD GOD"
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post #36 of 99 (permalink) Old 01-07-13, 09:34 PM
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So, you have to take the perk in order to specialize in it as a skill? I'm just saying what makes the most sense to me.

The new pirate captain is freaking badass, Destroyer. Avast, ye scallywag!

I literally live in the fucking Mojave Wasteland, the only thing we're missing here at 29 Palms are the Deathclaws.
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post #37 of 99 (permalink) Old 01-07-13, 09:51 PM Thread Starter
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Generally its what you have the most perks that makes the skill specialised in...the other skills are bits on the side unless you're aiming for a particular character build.

When the sky falls down, The Dead sleep no more. Can you survive as your world slowly tears itself apart?

"When life gives you lemons...BLOOD FOR THE BLOOD GOD"
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post #38 of 99 (permalink) Old 01-08-13, 03:02 PM
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Quote:
The new pirate captain is freaking badass, Destroyer. Avast, ye scallywag!
Oh dear God, we're BOTH drunken pirate captains!? Hahaha, things should get interesting...


If someone lacks intelligence, than he is not stupid, because one cannot be stupid without intelligence.

If someone reverts to having to complain about your grammar, then you already won.

Last edited by DestroyerHive; 01-08-13 at 03:15 PM.
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post #39 of 99 (permalink) Old 01-08-13, 05:43 PM Thread Starter
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I'll get blasting a bit of Alestorm then

When the sky falls down, The Dead sleep no more. Can you survive as your world slowly tears itself apart?

"When life gives you lemons...BLOOD FOR THE BLOOD GOD"
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post #40 of 99 (permalink) Old 01-08-13, 06:12 PM
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So we have two pirates? Sweet jesus, this could be funny. Bust out the rum before we all get killed by not-drunk-enough pirates.

So have a character sheet:

------------------------------------------------
Name: Tullahvul

Race: Altmer

Age: 71/86

Birthplace: Alinor (city), Summerset Isles

Physical Appearance: Always robed from head to toe (a full 6’4”), it is rare for someone to find Tullahvul’s skin, though it is a paler shade than that of most Altmer, more similar to that of the hardy Nords than that of the dextrous Bosmer. His eyes are a striking green and his face usually reads cold and calculating when out of view, though this will change to whatever is best if his face is visible. His features are striking and fairly sharp. He normally takes to the outside world in wizard robes of a distinctly black shade (read: black as you get), robes, hood and all. He wears normal leather boots, also normally black, along with gauntlets that run under his sleeves. His robes emit many colours, quite faintly, while his boots and gloves radiate a light green glow, visible only to those who are really looking for it. Despite this aura of power, his muscular ability is rather lacking.

Religious beliefs: Tullahvul never reveals his beliefs, even to those closest to him. However, it is notable that he refrains from making any reference to religion, such as the common remark of ‘by the Eight!’, in any of his speech.

Personality: To say that any man or mer alive on Tamriel knows Tullahvul for who he is would be a statement falser than any. For the most part, he is quiet and tactful, interjecting useful little tidbits into conversations to turn them his way. He appears to be plotting, scheming and thinking for the most part, but he does not talk about it, so nobody knows for sure. Sometimes, he comes alive, actively taking part in the dialogue. Sometimes, he will just slip away without a word. He is as changeable as can be known, but there is one fact for certain: he must know things. That fact is as inescapable as fate itself. He will do anything for knowledge, brutally efficient in his endeavours. But he must keep to his own agenda…

Background: Tullahvul’s childhood was one of normality for the Altmer – secrecy from other races, daily affirmations of Aldmeri superiority and a top-notch education. Due to the eruption of Red Mountain in his early childhood and the reformation of the Aldmeri Dominion, his childhood was not the most open one – the Altmer were taking their normal haughty reaction to world events and were in the middle of a powerful bout of feeling themselves Tamriel’s rightful authoritative power. He learned a lot but was indoctrinated more. He harboured no hatred for the Thalmor, nor any great feelings for his parents or even other Altmer – he just studied as he wanted to.

His childhood was of no consequence for the things to come, as fate dictates him being a mage in every timestream and said experiences were to be for little. Upon his 20th birthday, Tullahvul left the city of Alinor for other places to learn and to gain more practical experience. He made his way to the Crystal Tower, the Mage’s Guild of Cyrodiil and various mages about Tamriel, learning, fighting; becoming who he was to be. He travelled as far as High Hrothgar to Sentinel, into Ayleid Ruins and even into Daedric realms in his travels. He was becoming great, advancing to numerous positions within magical organisations at a young age for an Altmer. But his tale took a turn for the odd.

A messenger was sent with instructions for him to travel to the Temple of the Ancestor Moths, high in the Jerall Mountains. Here, a priest took him forcefully, eyes glowing with ethereal power, and locked him away in a hidden catacomb within the temple. Even for a mage of his calibre, this was a strange experience. The catacomb was completely empty, save for a single, black tome. There was only one option for him to take, after a process of decision spanning a week. He had to read it, whatever it was. Then he disappeared from the world, and spent the next fifteen years in a place known to few. When he emerged a mere fifteen seconds of real time later, he was a changed Mer.

He was an enigma to all, completely and utterly changed. Where he was once relatively jovial and outgoing for an Altmer, vocal and eager to learn, he had become sullen and insular, quiet and efficient. His stations grew small to him and he rose in the order of these organisations, more suited to teaching than learning, but seeking knowledge nonetheless and never teaching a mass. His robes, once of the colours of the rainbow, cheerful and energetic, were changed for those of black, forbidding and dark. He was feared by many, but few knew what they were afraid of.

At the start of the Great War, Tullahvul was present in Leyawiin. As the Aldmeri army besieged the city, he cast a horrible, foggy blackness for yards around him, hampering both armies to little effect, save for his own escape. Eventually, on his own business, he came to the Flowing Bowl Inn in Bravil. He waited and waited for the people to arrive. His motives may be his own, but his business was to be shared.

Skills:
Perks:


Destruction: 18
-Pyromancer(2)
-Chryomancer(2)
-Electromancer(2)
-Master of Elements(5)
-Leechmaster(7)

Restoration: 9
-Wardmaster(7)
-Magic-Bound(2)

Illusion: 24
-Master of the Mortal Mind(3)
-Shaper of Realities(5)
-Invisible Prince(10)
-Terror Incarnate(3)
-Shadow Spells(3)

Conjuration: 22
-Prince of Oblivion(10)
-Daedra-Kin(5)
-The Undoing(7)

Alteration: 10
-Mage Armour(3)
-Arcane Senses(2)
-Living Stone(5)

Sneak: 10
-Shadow-Kin(10)

Alchemy: 5
-Snake-Kin(5)


Equipment:
Robes of the Black Mage (Magic Armour): Grants a boost to total Magicka to, reduces spell costs of and exudes a fearsome aura from the wearer.

Elven Leather Gauntlets and Boots: Mild protection, but less cumbersome and better at being armour than casual imperial leather.

Tendril Knife (Magic Weapon): Makes foes sluggish and stupid 75% of the time. A very sharp and very strange self-protection blade.

Traits:
Highborn (Race Trait): Increased Magicka regeneration rate (1000%) once per day, for a short period of time (60s).

Fortify Magicka (Race Trait): All Altmer are born with a distinctly greater amount of Magicka to draw from (+50).

Servant of the Tome: Tullahvul knows things nobody else does and a strange power is on his side when it comes to business. He has access to specific spells and abilities and most people couldn’t even dream of, as well as the knowledge of how to bypass traps and puzzles with eerie ease.

Years in seconds: Tullahvul’s voyage into the unknown has left him a changed Mer. He has wisdom and magical ability far beyond his years (increased magicka and magicka regeneration rate) and has the strangest aura surrounding him (speechcraft skills are temporarily lowered in his presence and enemies have a small chance of fleeing in the same area).

---------------------------------------
Hope you like it. And on a side note, feel free to begin guessing his motives and plans at any time. I want to see how easy he is to see through.
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