Story It starts with a prisoner that have been seen in one of The Emperors dream. One day The Emperor had to escape from The Imperial City in a secret way. The prisoner could follow The Emperor who had three guards from The Blades with him. Those guards didn't like the prisoner but it was The Emperors words. On the way died two of The Blades died. When they walked through some big rooms they came to a important gate. But it was barricaded from the other side. They walked into another small room. But there were no way out. The Emperor knew that it was his end. He told the prisoner about a demonic world called Oblivion. He said that the prisoner must take The Amulet Of Kings to his son,Martin. Suddenly! A assassin jumps out from a secret door and kills The Emperor! The member of The Blades kills the assassin. He says to the prisoner that he only trust him a little bit. But he can't kill the prisoner. The Emperor wanted him alive. The prisoner finds a way out to freedom. Now his current task to find Jaffure
The first who joins is the one who have to give The Amulet Of Kings to Jaffure. You pick you race,birthsign and make a custom class where you take 7 skills.
Races
Orc - Increased Strength and Endurance Breton - Increased Magicka and Spell Damage Imperial - Increased Blade skill and Light armor skill Redguard - Increased Strength and Speed Nord - Increased Endurance and resistance to cold High Elf - Increased Magicka and lightning spell damage Dark Elf - Good close-combat fighters,ranged and magic Wood Elf - Increased Sneak and Security skill Argonian - Increased Sneak Skill and Magicka, Can breath under water Khajiit - Increased Acrobatics and Athletics skill, Can see in dark
Skills
Combat
Block Parry melee attacks with shields and weapons. Successful blocks reduce damage.
Armorer Maintain weapons and armor at top efficiency. Worn weapons and armor are less effective.
Heavy Armor Make more effective use of Iron, Steel, Dwarven, Orcish, Ebony, and Daedric armors.
Blunt Deliver the crushing blows of mace and axe weapons more effectively.
Blade Deliver the slashing and thrusting attacks of dagger and sword weapons more effectively.
Athletics Run and swim faster, and regenerate lost stamina faster.
Hand to Hand Attack without weapons to damage and stamina opponents.
Magic
Destruction Cast spells to inflict magical, fire, frost, and shock damage or to reduce resistances to magic attacks.
Alteration Cast spells to breathe or walk on water, open locks, shield from physical and magical damage, and alter encumbrance.
Illusion Cast spells to charm, conceal, create light, silence, paralyze, command, or affect morale or aggressiveness.
Conjuration Cast spells to summon otherworldly creatures, magical weapons and armor, and turn the undead.
Mysticism Cast spells that absorb, reflect, and dispel magic, move objects, sense life, and bind souls.
Restoration Cast spells to restore, fortify, or absorb physical and magical attributes, cure disease, and resist magical attacks.
Alchemy Create potions and gain benefits from alchemical ingredients more effectively.
Stealth
Security Use lockpicks to open locked doors and containers.
Sneak Pick pockets and move unseen and unheard by observers.
Acrobatics Jump long distances and avoid damage when falling great distances.
Light Armor Make more effective use of Fur, Leather, Chainmail, Mithril, Elven, and Glass armors.
Marksman Deliver more deadly ranged attacks with bow and arrow weapons.
Mercantile Get better deals when buying or selling goods.
Speechcraft Use speech to persuade listeners to like and trust you.
Birthsigns
The Apprentice The Apprentice ability confers a 100-point bonus to your Magicka attribute, but gives you a 100% Weakness to Magic.
The Atronach With the Atronach ability you don't regain Magicka over time. Instead you have a 50% Spell Absorption to recharge your Magicka. Your base Magicka is also increased by 150 points.
The Lady The Lady's Blessing confers bonuses of 10 points to your Willpower and Endurance attributes.
The Lord Being born under the Lord gives you the Blood of the North lesser power to regenerate up to 90 points of Health. However, you also gain the Trollkin curse, a permanent 25% Weakness to Fire.
The Lover Use the Lover's Kiss power once a day to paralyze an opponent for 10 seconds at the cost of 120 points of Stamina.
The Mage The Mage ability confers a permanent bonus of 50 points to your Magicka.
The Ritual Those born under the Ritual use the Mara's Gift power once a day as a powerful Restore Health spell. The Blessed Word can turn the undead.
The Serpent Gain the Serpent spell to cause a slow but potent poison on touch, while simultaneously curing yourself and dispelling magic on yourself. Casting this spell costs 100 points of Stamina.
The Shadow Use the Moonshadow power once a day to become Invisible for 60 seconds.
The Steed The Steed ability grants a bonus of 20 to your Speed attribute.
The Thief The Thief ability grants a 10-point bonus to your Agility, Speed, and Luck attributes.
The Tower With the Tower Key power, once a day open a door or container of Average lock level or less. The Tower Warden reflects five points of damage for 120 seconds once a day.
The Warrior The Warrior ability grants a bonus of 10 points to your Strength and Endurance attributes.
Attributes
Endurance - Increases your HP and Stamina Strength - Increases your melee damage Luck - Increases the chance to get someone to trust you and get better deals Speed - Attack faster, run faster and swim faster Agility - Aim better, picklock better, sneak better and acrobat better Willpower - Stronger attack, absorb and cure spells. Increases Magicka Intelligence - Stronger summons, absorb and curse spells. Increases Magicka
Copyright fail. Ok, I have to be fair, since you added a "The" in the name, I can't Armor Sue you. Er... *turns around and starts walking off* Just don't claim the name as your idea.
Well I changed it a bit. Every Atributte and Skill is 10, and something 15, because of the Class Bonus, starting HP 20, and Magicka 15. Changed Quite of everything I think. Update it, and tell that this should be the new sheet. Like I did. If you want...No offense.
Do like mine, Hp 20, Magicka 15, and do your Bonuses as you are Dark Elf, +5 Marksman, +5 to Any Spell Skills, and +5 to Hand to Hand Atributes all 10.
I can't wait for Sonny to come online, I must tell him that he needs to make a New Sheet.
Name: Bluydee Age: 18 Gender: Male Race: Argonian Class: Mystic Ninja Birthsign: The Serpent Lvl: 1 (0/20 EXP) Health: Stamina: Magicka: Endurance: Strength: Luck: Speed: Agility: Willpower: Intelligence: Skills: Destruction Cast spells to inflict magical, fire, frost, and shock damage or to reduce resistances to magic attacks.
Sneak Pick pockets and move unseen and unheard by observers.
Acrobatics Jump long distances and avoid damage when falling great distances.
Light Armor Make more effective use of Fur, Leather, Chainmail, Mithril, Elven, and Glass armors.
Conjuration Cast spells to summon otherworldly creatures, magical weapons and armor, and turn the undead.
Blade Deliver the slashing and thrusting attacks of dagger and sword weapons more effectively.
Alteration Cast spells to breathe or walk on water, open locks, shield from physical and magical damage, and alter encumbrance. Spells: Head: Chest: Hands: Legs: Feets: Main Hand: Off Hand: Inventory:
Name: Bluydee Age: 18 Gender: Male Race: Argonian Class: Mystic Ninja Birthsign: The Serpent Lvl: 1 (0/20 EXP) Health: 20 Stamina: 10 Magicka: 15 Endurance: 10 Strength: 10 Luck: 10 Speed: 10 Agility: 10 Willpower: 10 Intelligence: 10 Skills: Destruction Cast spells to inflict magical, fire, frost, and shock damage or to reduce resistances to magic attacks.
Sneak: 15 Pick pockets and move unseen and unheard by observers.
Acrobatics: 10 Jump long distances and avoid damage when falling great distances.
Light Armor: 10 Make more effective use of Fur, Leather, Chainmail, Mithril, Elven, and Glass armors.
Conjuration: 10 Cast spells to summon otherworldly creatures, magical weapons and armor, and turn the undead.
Blade: 10 Deliver the slashing and thrusting attacks of dagger and sword weapons more effectively.
Alteration: 10 Cast spells to breathe or walk on water, open locks, shield from physical and magical damage, and alter encumbrance. Spells: None Head: None Chest: Sack Cloth Shirt Hands: None Legs: Sack Cloth Pants Feets: Sack Cloth Sandals Main Hand: None Off Hand: None Inventory: None