Mister B's :: Skyrim in 5e

Where in all of your character write ups will go.
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Woodclaw
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Re: Mister B's :: Elder Scrolls Goodness

Post by Woodclaw » Sun May 13, 2018 8:09 am

MisterB wrote:
Sun May 13, 2018 12:12 am
Woodclaw wrote:
Sat May 12, 2018 10:29 pm
MacynSnow wrote:
Sat May 12, 2018 11:40 am
I wish you could talk Balgruuf to make his own side in the game,as he'd make a better King than the Figurehead the Empire places on the throne.

The Stormcloaks are just wrong IMO,as they NO plan for after they win.Ulfric doesn't honestly give 2 shites about ruling,just saying he's in charge.I can see why Balgruuf hates him as a person....
Looks like you forgot your reply, lol
I'd like to know what happened, but last night any attempt to reply had this kind of hiccups.

Anyway what I said was that the real problem is that it doesn't matter who win the Skyrim Civil Was, the Thalmor are going to benefit from it.

In my first playthrough I decided to do something unusual and go for a very faction-heavy character, a priest of Thalos, who of course backed the Stormcloaks without questions. He stayed faithful to the cause up until the very end ... when he discovered the bitter truth: Ulfric just wanted to carve out his own little kingdom and the rest of the Stormcloaks really had no idea what they wanted.

Granted as far as "fight no talk" I believe that Galmar Stonefist takes the cake.
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

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MacynSnow
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Re: Mister B's :: Elder Scrolls Goodness

Post by MacynSnow » Mon May 14, 2018 2:40 am

Woodclaw wrote:
Sun May 13, 2018 8:09 am
MisterB wrote:
Sun May 13, 2018 12:12 am
Woodclaw wrote:
Sat May 12, 2018 10:29 pm
Looks like you forgot your reply, lol
I'd like to know what happened, but last night any attempt to reply had this kind of hiccups.

Anyway what I said was that the real problem is that it doesn't matter who win the Skyrim Civil Was, the Thalmor are going to benefit from it.

In my first playthrough I decided to do something unusual and go for a very faction-heavy character, a priest of Thalos, who of course backed the Stormcloaks without questions. He stayed faithful to the cause up until the very end ... when he discovered the bitter truth: Ulfric just wanted to carve out his own little kingdom and the rest of the Stormcloaks really had no idea what they wanted.

Granted as far as "fight no talk" I believe that Galmar Stonefist takes the cake.
That's why,as much as it grinds my gears to do it,i always wind up siding with the Empire(at least nominally) as they at least want to help stop the Dragons coming back(though their rep in Skyrim needs to learn some people skills.....).

And don't get me started on that bint in charge of the prisoners in the begining......

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MisterB
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MSHRPG Original to MnM

Post by MisterB » Tue May 29, 2018 6:04 pm

Razor Back
Origin: Mutant, Profession: Electrician, Identity: Secret (Roger Harmin),
Age: 27, Height: 5'10”, Weight: 300 lbs, Eyes: Yellow, Hair: Sharp Spiky Black
Offensive PL: 5, Defensive PL: 5, Total Power Point Cost: 72pp

Abilities (36pp)
Strength 4, Stamina 3, Agility 0, Dexterity 2, Fighting 4, Intelligence 3, Awareness 2, Presence 0

Skills (7pp)
Athletics 4 (+5), Expertise: Engineering +4 (+7), Ranged Attack: Spike Projectile 2, Technology 2 (+5), Vehicles 2 (+2)

Advantages (3pp)
Ranged Combat 2, Instant Up

Powers (26pp)
· Thick Rocky Hide: Protection 4 (Impervious; Permanent, Not Impervious from the front -2) · 2pp
· Electrical Immunity: Immunity 5 (Electricity) · 5pp
· Rolling Ball: Movement 1 (Sure-footed, Concentration) + Speed 4 (Concentration) · 3pp
· Electric Thrust: Hyper Leaping 3 · 3pp
· Spike Projectiles: Ranged Damage 4 (Piercing damage, penetrating) · 13pp
· AP: Thorny Hide (Sustained Cone (from the back) Penetrating Damage 4)

Offenses
Initiative +0, Unarmed Combat +4 (dc 19 bludgeon damage), Spike Projectiles +6 (dc 19 penetrating piercing damage), Thorny Hide (Area: Cone, dc 19 penetrating piercing damage)

Defenses (8pp)
Parry +4, Dodge +4, Toughness +7, Fortitude +6, Willpower +3

Complications
Motivation: Acceptance.
Prejudice: Mutant.
Secret Identity.

Background
When Roger was exposed to a large amount of electricity in a freak accident, his mutant nature became apparent. As Razor Back his normal life was tossed aside. He couldn't return to his fiance in the state he was in, he was too ashamed of his own appearance. So everyone thinks that Roger Harmin is dead. As a mutant everyone is afraid of him, so he has to live in the shadows and the darker sides of the city where he tries to keep to himself in an abandoned warehouse. Razor-Back is something of a local myth, no one knows if he's real or not. But he tries to protect the good people in this part of the city.

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MisterB
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Design Diary: House Rules for ARevised

Post by MisterB » Sat Jun 02, 2018 7:10 pm

Expanded STATS
The three stat system of ARevised is just fine. However, for me, I like a little more detail to my characters. So I broke each stat into two stats, to cover all the basics in a eight stat system. I think many people can ballpark which stat to use for most things.
MIGHT (MIT) represents your characters physical strength and toughness.
FORTITUDE (FOR) represents your characters Constitution, Hardiness, and relative health.
REFLEXES (REF) represents your characters agility, grace, speed, flexibility, and athleticism.
PRECISION (PRE) represents your characters manual dexterity and the sharpness of your senses.
WITS (WIT) represents your intellect, cunning and your speed of thought. As well as how perceptive you are.
INSIGHT (INS) represents your wisdom, creativity, and instinctual awareness.
RESOLVE (RES) represents your characters strength of will.
PRESENCE (PRS) represents your characters natural charisma, and physical appeal.

Split 12 points among your stats. Non-Human races only get 9 points to spend among their stats because they gain two benefits for being non-human. A +1 bonus to one stat, and an special ability. In the optional character creation rules it will cost you two experience points per bonus or penalty.

What does the score mean?
-1: Feeble
0: Typical
1: Good
2: Excellent
3: Superior
4: Legendary

Derived STATS
Attack. Depends on Weapon and skills.
Defense. Based on Reflexes.
Hero Points. As normal, lowest stat +1.
Endurance. Fortitude + Reflexes + Resolve + 1.

Skills
I thought that working with only two basic skill selections or One Advanced skill to be a little limiting. So I allow Players get to choose three skills at Basic level, or one skill at Advanced, and one at Basic. This would assume a more, heroic character. If you want a beginner, you can use the original 2 basic skill/1 advanced selection.

Other Rules
An initiative is done in order of Reflexes or Wits, whichever is better.
Last edited by MisterB on Tue Oct 09, 2018 9:19 pm, edited 1 time in total.

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MisterB
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Re: Mister B's :: more ARevised stuff.

Post by MisterB » Tue Oct 09, 2018 4:43 pm

I was going to continue my Elder Scrolls builds, but I found out, I didn't put any of my 5th edition PDF's on my tablet. Cause my computer is boxed up and in storage, till I can get my own place. So now I don't know what system I can put my builds into. THere's not many game systems I have an intimate knowledge of, like I have with D&D or M&M.

The books I do have on my tablet are:
Silver Age Sentinels d20
Unofficial Elder Scrolls RPG
Tales of the Splintered Realms
Mythweaver Reckoning
Lore
Latest Pathfinder 2e
Ankur Kingdom of the Gods
Blades of the Iron Throne
Chronicles of Aerthe
Cold Steel Warden
Cypher System Rulebook
Fantasy Age Core
Forge Engine Universal
Icons
The Authority RPG
ARevised
Dark Sages (1st and 2nd edition)
Zweihander
FHW (Fantastic Heroes and Witcher) A fantastic variation of the old Basic DnD with a new modern approach.
Invulnerable
M&M 3e
MSHRPG (Marvel super heroes RPG)
Savage Kingdoms
Unofficial Elder Scrolls RPG
WRM (Warrior , Rogue & Mage)

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Woodclaw
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Re: Mister B's :: more ARevised stuff.

Post by Woodclaw » Tue Oct 09, 2018 10:17 pm

I don't know over half of those games, so I would say just go mental.
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

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MisterB
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Re: Mister B's :: more ARevised stuff.

Post by MisterB » Wed Oct 10, 2018 7:16 pm

Yeah, I'm stumped too. I'm kicking myself for not putting the 5e stuff on my tablet before putting my comp in storage.

RUSCHE
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Re: Mister B's :: more ARevised stuff.

Post by RUSCHE » Wed Oct 10, 2018 7:51 pm

I'm always done for more old Marvel rpg stuff...my 2 cents.

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MisterB
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Sneak peek at some Skyrim in 5e

Post by MisterB » Mon Oct 15, 2018 4:38 am

D&D 5e/ Skyrim
Character Creation

1. Choose race and record starting scores.
2. Choose class, gain a +2 to each ability score matching your classes saves.
3. Choose your background, a background grants a +2 ability score bonus based on the background.
4. Choose/roll for your birthsign. Modify one or two abilities with a modifier.
5. Spend 6 more ability points as desired.


Altmer
Starting Scores: Strength 8, Dexterity 10, Constitution 10, Intelligence 12 , Wisdom 11, Charisma 10
Movement 30
Racial Features
1. Merithic Heritage. Altmer are an extremely long lived race, and gain resistance to all disease.
2. Mental Strength. Altmer add their proficiency bonus when resisting effects that cause paralysis.
3. Weak against magic. Altmer are at a disadvantage when resisting magical damage.
4. Magically Inclined. Altmer gain access to cast one more cantrip spell per day.

Argonian
Starting Scores: Strength 10 , Dexterity 11 , Constitution 10 , Intelligence 11, Wisdom 10, Charisma 10
Movement 30
Racial Features
1. Histborn. Being connected to the strange plants of the black marsh, argonians are resistant diseases and completely immune to Poisons.
2. Amphibious. Argonians can breathe underwater and don’t suffer athletic penalties when swimming.
3. Inscrutable. Argonians are at a disadvantage on social tasks with non argonians, while those attempting to use insight against them are at a disadvantage.



Nord
Starting Scores: Strength 12, Dexterity 10, Constitution 11, Intelligence 8, Wisdom 10, Charisma 9
Movement 30
Racial Features:
1. Ysgramor’s Blessing. Nord are resistant to cold temperatures because of their Atmoran heritage. They also gain their proficiency bonus when resisting damage from Ice based spells.
2. Tough as Shor's Bones. You gain additional hit points equal to double your proficiency bonus.
3. A Nord never backs down. Gain advantage when resisting intimidation of fear effects.
4. Warcry. At eighth level a Nord can take this feature when you have the option to take an ability modifier instead. Once per day this power works like the Intimidating Presence feature that Barbarians get regardless of class.

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