Board Thread:Roleplaying/@comment-25527142-20141012213358

'''Two centuries ago, the Oblivion Crisis wreaked havoc on Cyrodiil. Mehrunes Dagon, the Daedric prince of destruction, sought to claim the heart of the Empire. Only through the heroic actions of Martin Septim and the Hero of Kvatch was he forced to flee back to Oblivion.'''

'''But now his strength is renewed. This time, he sets his sights on Skyrim. Between the civil war and return of the dragons, Dagon sees this as the perfect opportunity to attempt another takeover. He has already placed Oblivion gates throughout the province. If left unchecked, there may very well be another Oblivion Crisis.'''

Obviously, this is an Oblivion/Skyrim crossover. And as such, there is a little more creative freedom here, both in character and story development. The action will be a healthy mix of dungeon-crawling, shutting down Oblivion gates, and fighting dragons, sometimes all at once!

Character Form

Name:

Race:

Gender:

Appearance:

Class:

Equipment:

Spells (if applicable):

Bio (optional):

Extra/Fun Fact (optional)

Notes


 * Because of the variety and difficulty of the action, as well as the fact that this is a crossover, there is a good deal of freedom in choice of gear. You may use any gear, including faction-specific gear, from BOTH Oblivion and Skyrim, except for the Shivering Isles and Knights of the Nine DLCs for the former.


 * Limit three enchanted items (armour, weaponry, accessories) per character. Daedric artifacts from either game are permitted, but they count as two items apiece.


 * Limit grade of items to elven/dwarven armour and elven weapons for Skyrim gear, and elven/orcish armour and elven weapons for Oblivion gear.


 * Magic-exclusive classes are allowed SIX different spells. Those that combine magical and physical combat are permitted FOUR. Non-magic classes may use TWO. The use of a bow and arrows in your equipment takes the place of one spell.

Race-specific Equipment Alterations


 * Nord characters may replace one spell with a Shout, and know all three levels of it.


 * High Elf and Breton characters are permitted an additional spell slot at the price of one of their enchanted items.


 * Orc characters are permitted gear from the next grade up, replacing their enchanted items for ebony or glass armour and/or replacing their spells with glass weapons.


 * Imperial and Redguard characters are permitted an additional enchanted item at the cost of one of their spells.


 * Dark Elves are permitted an additional Destruction spell if they do not use a bow and arrows.


 * Wood Elves and Khajiit are permitted a higher grade of bow and arrows at the cost of one of their spells.


 * Argonians may use their tail as a weapon, at no charge to their equipment.

Role-play Details


 * System is turn-based, with players in a defined post order. If one player does not post within 48 hours of the previous reply, he/she is skipped and the next person posts.


 * Various NPCs may join the group, controlled by me, to aid the adventurers. If he/she joins, I will provide a character form for them.


 * Random events will occur from time to time to make things interesting. This varies from encountering a lone bard to a surprise dragon attack.


 * I will post my character form once some people join in. 