Hidden 6 yrs ago Post by Mortarion
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<Snipped quote by Chicken>

All Mer live for about a few hundred years to my knowledge. I remember real old lore about Altmer being able to live thousands of years, but I think that got retconned (or never existed).


Wasn't the bit about Altmer living for thousand years due to them prolonging their life through magic? The DUnmer able were to do so as well, I mean, one of Morrowind's NPCs was alive during the war with the Dwemer and that was a good hundred years ago in-universe.
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<Snipped quote by Peik>

Wasn't the bit about Altmer living for thousand years due to them prolonging their life through magic? The DUnmer able were to do so as well, I mean, one of Morrowind's NPCs was alive during the war with the Dwemer and that was a good hundred years ago in-universe.


I mean if you know your magic you can live thousands of years even as a clipped wing butterfly so I didn't include that. I thought Altmer lived biologically to be a few thousand years old, hence the comment.
Hidden 6 yrs ago Post by Mortarion
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<Snipped quote by Mortarion>

I mean if you know your magic you can live thousands of years even as a clipped wing butterfly so I didn't include that. I thought Altmer lived biologically to be a few thousand years old, hence the comment.


Ohhh, I see, my bad man, misread your comment since I thought you were talking about, well, what I mentioned about magically extending your lifespan.
Hidden 6 yrs ago Post by Dervish
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One more question, since I can't find a solid answer:

How long, roughly, do Bosmer live? I'm considering my character starting at 40 years old. I understand Mer hit adulthood around 20-ish?


<Snipped quote by Chicken>

All Mer live for about a few hundred years to my knowledge. I remember real old lore about Altmer being able to live thousands of years, but I think that got retconned (or never existed).


Best I figured it out to be and equalled it out for my own games is that Altmer can live to be about 1,000 naturally due to dem Slytherin like Aldmer purity thing, all the other Mer can ambitiously make it to around 200-250.
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One more question. In the questionnaire, is this in RP an application being submitted - with all the questions in the questionnaire - to the mercenary company? These are some odd questions for a simple mercenary contract if that's the case.

If not, what's the context of the questionnaire being IC? (It says "IC Date | IC location" beside "Application submitted on")
Hidden 6 yrs ago 6 yrs ago Post by POOPHEAD189
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One more question, since I can't find a solid answer:

How long, roughly, do Bosmer live? I'm considering my character starting at 40 years old. I understand Mer hit adulthood around 20-ish?


From what I understand, elves (not including orcs), live up to 200-300 years old on average. That's assuming no significant life-extension, and with advanced magic, people like Divayth Fyr can live indefinitely.

They reach maturity around the same age that humans do, as shown by Barenziah and Ayrenn. However, I imagine some elven societies may take advantage of their longer lifespan and stay in school for an extended period of time.
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Best I figured it out to be and equalled it out for my own games is that Altmer can live to be about 1,000 naturally due to dem Slytherin like Aldmer purity thing, all the other Mer can ambitiously make it to around 200-250.


Altmers can technically live up to a thousand years, just like people on earth can technically live up to 120. It is extremely unlikely due to factors such as accidents, disease and malnutrition.

Hidden 6 yrs ago Post by Mortarion
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One more question. In the questionnaire, is this in RP an application being submitted - with all the questions in the questionnaire - to the mercenary company? These are some odd questions for a simple mercenary contract if that's the case.

If not, what's the context of the questionnaire being IC? (It says "IC Date | IC location" beside "Application submitted on")


I know I'm no GM but, the way I understood the questionnaire CS, it's there if you wanna go for something different to the more traditional sheets. If you want you can still do a regular sheet. As for was IC Date and IC location mean, it means the date from which yoru character sent the sheet and from where, so like for example it'd be 9th of Morning Star -for IC Date- from Solitude (for IC location). SOrry if this is a bit confusing, I hope it helps clear some of your doubts.
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Oh, I know it's optional! It's just that I kind of do want to do it, but some of the questions (Have you distanced yourself from something? Why or why not? When were you important to others? When were others important to you?) strike me as odd for a mercenary company to ask, at least in written form.

I may do the other application instead. That, or I'll fill the "lies" section to the brim.
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Oh, I know it's optional! It's just that I kind of do want to do it, but some of the questions (Have you distanced yourself from something? Why or why not? When were you important to others? When were others important to you?) strike me as odd for a mercenary company to ask, at least in written form.

I may do the other application instead. That, or I'll fill the "lies" section to the brim.


Ah, I see. I suppose you could see it as a way for the mercenary company to try and get a feel for their potential employers? Though I got the idea that was more, like, an in-person interview that a scribe was noting down on paper. Not sure if that last bit might clear up some things, but at least that's the way I understood it. And I thiiiink, but this'd be best to confirm with GC, that you can sorta fill both? Again, I'm not a 100% sure so this'd be something that you'd best confirm with GC himself.
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@Chicken, the questionnaire is OOC, but the questions are answered from the perspective of your character (though some of the questions may be actually asked during the recruitment process). The IC time and place helps us keep track of when your character first entered play, since players joining us at a later date will be easily differentiated by this.

If you want, we can work out the specifics in PM.
Hidden 6 yrs ago Post by Dervish
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They reach maturity around the same age that humans do, as shown by Barenziah and Ayrenn. However, I imagine some elven societies may take advantage of their longer lifespan and stay in school for an extended period of time.


This is pretty much why it's going to be next to impossible to stop the Thalmor, those sons-of-bitches have the luxury of plotting centuries in advance. Hawkish Emperor going to be a problem? Outlive him and wait for a weak heir to take the throne. Install a puppet to a throne that you can control and they can play into your hand for decades, etc.
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Hidden 6 yrs ago 6 yrs ago Post by Chicken
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Below is my character sheet. I hope this is alright! I've also listed the stat/attribute lineup, as the questionnaire didn't include a space for that.

Let me know if everything's cool. I was originally going to make her an expert in one-handed blades, but I saw that another character was already an expert in that. I also wanted Adaeze to have a sword crafted by her father (who is a smith). Since it's a hand-and-a-half sword, can she feasibly use all her relevant combat abilities with it depending on how she's wielding it? (Two-Handed Blades, One-Handed Blades, Restoration, Hand-to-Hand.)

Thanks for the patience! Also, GMs, please read the "Additional Information" section, in case you might otherwise miss it. Wrote lots there.

Also... How likely is the Yokudan language to come up? I get the feeling it's a waste of a skill if we're hanging around Skyrim and staying here a while. Should I change it to something more likely to come up? (Lockpicking, Speech?)

Attributes - Major Agility, Minor Strength
Expert - Two-Handed Blades
Adept - Athletics, Sneaking
Apprentice - Light Armor, One-Handed Blades
Novice - Acrobatics, Hand-to-Hand, Language (Yokuda), Restoration, Smithing

Hidden 6 yrs ago 6 yrs ago Post by POOPHEAD189
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@Dervish, two things:

1. Do'Karth had 17 septims at the end of chapter 1, and since nobody got paid for the last mission, how did it increase to 41?

2. You put down sewing kit in both tools and other; is it two kits or one?

You can add our favorite stick-cat to the roster once you clear these up.

Edit: don't forget to put Do'Karth in a hider.
Hidden 6 yrs ago Post by Dervish
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@Dervish, two things:

1. Do'Karth had 17 septims at the end of chapter 1, and since nobody got paid for the last mission, how did it increase to 41?

2. You put down sewing kit in both tools and other; is it two kits or one?

You can add our favorite stick-cat to the roster once you clear these up.

Edit: don't forget to put Do'Karth in a hider.


I figured everyone might have gotten paid. You kow what they say about assuming amirite.

I also forgot to specify one was a sterilized medical kit. I was chasing around formatting errors and it slipped my mind.

I'll have it all gucci gang in a bit, I require food.
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Below is my character sheet. I hope this is alright! I've also listed the stat/attribute lineup, as the questionnaire didn't include a space for that.

Let me know if everything's cool. I was originally going to make her an expert in one-handed blades, but I saw that another character was already an expert in that. I also wanted Adaeze to have a sword crafted by her father (who is a smith). Since it's a hand-and-a-half sword, can she feasibly use all her relevant combat abilities with it depending on how she's wielding it? (Two-Handed Blades, One-Handed Blades, Restoration, Hand-to-Hand.)

Thanks for the patience! Also, GMs, please read the "Additional Information" section, in case you might otherwise miss it. Wrote lots there.

Also... How likely is the Yokudan language to come up? I get the feeling it's a waste of a skill if we're hanging around Skyrim and staying here a while. Should I change it to something more likely to come up? (Lockpicking, Speech?)

Attributes - Major Agility, Minor Strength
Expert - Two-Handed Blades
Adept - Athletics, Sneaking
Apprentice - Light Armor, One-Handed Blades
Novice - Acrobatics, Hand-to-Hand, Language (Yokuda), Restoration, Smithing



I haven't had the chance to read things over yet, but for your pre-emptive questions and concerns,

Languages are pretty much a part of who your character is and you don't need to feel pressed to use all of your skill points if it doesn't work for a character. The game will be moving beyond Skyrim's borders, and there's always a chance of running into someone who speaks regional dialects. It's more of a roleplaying skill than a "hard" skill, if that makes sense.

And don't worry about not picking a skill because it's already been "covered", we want people to make a character that fits the ideas you have and if we had a disproporionate amount of archers, for example, we can still work with it. If you have a character that's spent their entire life being trained on how to fight with a saber, or whatever, it makes sense to make them a 1h blade expert.
Hidden 6 yrs ago 6 yrs ago Post by POOPHEAD189
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@Chicken, the skill and attribute line-up looks good. The Yokudan language won't come up too often, but that doesn't mean it won't ever be used. I would keep it, since it is something that's likely to be unique to your character.

1H and 2H sword skills depend on what your character's trained with and the style she favors. If she wants to fully take advantage of the flexibility of her sword, than having both styles is the way to go. What you have so far (expert 2H and apprentice 1H) suggests that she fights with a two-handed grip more often. Also, there's an abundance of 1H sword experts coming from chapter 1, so a 2H expert is better for variety.

Like what Dervish said, you don't need to cover everything with the skill points. Some side talents in speech and lockpicking are perfectly fine without being on the list. You may even have the chance to upgrade certain skills if you find your character frequently dealing with them.

The application looks great overall; you have my approval. Just wait for @Peik and @Dervish to clear you and you can post it to the characters tab.

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@Chicken Finished reading!

I have to say, well done! You did a great job making Adaeze's personality shine through the interview questions, and the additional information definitely covered any lingering questions we might have had otherwise; you definitely covered your bases. The equipment and skills all look great, and you obviously put great care into the cultural aspects of the character related to her following the customs and culture of her homeland verses her racial heritage. The fact that she's very conflicted about that is going to be great character development going forward. I also liked the small bit about her sword having some silver in it for combating spirits; I am somewhat curious how she distinguishes between say a Dragur or zombie and a ghost, given her ancestral spirit beliefs.

I honestly didn't see anything that I thought needed addressing, one shot, one kill my friend. Dervs approved!
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I also liked the small bit about her sword having some silver in it for combating spirits; I am somewhat curious how she distinguishes between say a Dragur or zombie and a ghost, given her ancestral spirit beliefs.


That's probably important for me to answer, actually, given that her superstition is a big flaw for her!

A Draugr or a zombie, assuming they're NOT in Hammerfell, is something she's willing to fight if she absolutely must but might very well run away from or the like. She's definitely spooke by them, and doesn't enjoy the idea of fighting them, because fighting them means destroying the body of someone's ancestor, and that's just wrong.

On the other hand, fighting a spirit is, in her eyes, simply banishing it. She's a lot calmer (see: not freaking out) when fighting incorporeal undead. Those are fine.

Hammerfell zombies or the like, however? Yeah, uh-uh, she ain't fighting that. At all. You can't make her.
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