Specifics about the dice mechanic:
In each person's post, they say what action they are attempting to perform. I will then roll a six-sided die; the higher the result, the more successful the action. The actions will happen in the order of the posts, with the NPC(s) taking their turn(s) after all the players. So, if you want your action to happen first, then be the first to post each round.
The possible results are as follows:
1: Epic Failure. You failed so hard that you must be some sort of flipper-handed freak incapable of performing even the simplest of tasks. It's a wonder that you haven't accidentally killed yourself yet. (Your failure is so spectacular that you likely injure yourself in some way and/or suffer a penalty).
2: Failure. Plain and simple, you tried, and you failed. You were completely and totally unproductive this round, and I hope you're ashamed of your uselessness. (You fail and do nothing).
3: Successful, but only barely. You the one who slacked in school, aren't you? Getting by with only the bare minimum? Well, it's come back to bite you in the ass as everything you do doesn't quite work the way you wanted. (You succeed, but your action isn't quite as effective as you would have hoped).
4: Successful. Congratulations. You set out to do something and did it. You are competent enough to do something without immediately failing at it. Good job on being average. (You do exactly what you set out to do, no more, no less).
5: Hugely Successful. Wow, now that's impressive! You are simply amazing! You not only succeeded, but did better than you could have ever hoped. That takes skill. (You are so successful that your action is far more effective than intended and/or you receive a bonus).
6: Godly Success. You must be some sort of deity because I could swear that wasn't even physically possible! I don't know how you did it, but you somehow managed to be so successful that you broke physics. Kudos. (You are dangerously successful, literally. It's quite possible that your action is so successful as to have unintended consequences).
To help illustrate the above, I'll give an example. Player 1 wants to cast a fireball spell at a nearby goblin. The possible results could be:
1: The spell explodes in Player 1's hand burning him and setting his clothes on fire.
2: The spell fizzles and does nothing.
3: Player 1 successfully casts the fireball, but all it does is singe the goblin's eyebrows and make him feel somewhat uncomfortable.
4: Player 1 casts the spell as intended, and the goblin catches on fire.
5: The fireball is far stronger than normal and, upon hitting the goblin, immediately causes him to explodes into tiny chunks.
6: The fireball is so unbelievably powerful that it causes a wave of destruction, hitting everyone and everything in the room.
The last thing to discuss is bonuses/penalties. These, quite simply, affect die rolls by adding a +/- number to a specific type of roll. So, for instance, someone finds a really nice sword and gains a +1 bonus on attack rolls with that sword, or someone has their hand injured and, from that point on, suffers a -1 penalty on all rolls on actions involving that hand. Furthermore, the race, birthsign, and skills you choose at the beginning of the RP cause bonuses. Also, some actions that are just inherently harder to perform will have automatic penalties whenever you try them. For example, if you try and jump a two-foot gap, you will have a normal roll, but if you try and jump a five-foot gap, something much harder, then you'll have a -1 penalty on the roll. If you try to go even further and jump a seven-foot gap, then you'll have a -2, and so on.
Also, because everyone needs to post for the RP to move along, if you don't post within 24 hours of my last post your character will simply stand around doing nothing. If you miss three in a row, your character will be killed. If you expect to be gone for an extended period of time, inform me beforehand and I'll take control of your character and do whatever makes the most sense.
On dealing with spells, magicka, health, and other stats:
All players start out with the normal weak healing spell and weak fireball along with any greater or lesser powers. The power of a spell is dependent upon several factors: nature of the spell--weak (-1), normal (0), strong (+1), bonuses, and of course, luck. Greater powers are only subject to chance, and they are always at least a 3. Greater powers can be cast once every five turns. Magicka is not a problem, unless rolling a 0 or a 6 causes you to expend all your magicka, in which case you will have to wait a turn for it to recharge, unless you were born under the atronach, in which case you're screwed.
When performing several strength or endurance related activities in a row, you will become fatigued, during which you will suffer a -1 to all of these actions until you recover by resting.
When you are injured, you will receive either a minor or a major wound to a specific region of your body. A minor wound will cause you to suffer a -1 when using the body part, and a major wound will not allow you to use it at all.
List of basic actions:
Spoiler
Casting a spell
Attacking
Shooting an arrow
Throwing
Lockpicking
Pickpocketing
Sneaking
Stealing
Riding a horse
Skinning an animal
Cooking food
Creating a potion
Climbing
Jumping
Enchanting
Smithing
Building/Fixing
Making art
Writing
Persuading
Praying
Harvesting plants
Blocking (passive)
Armor (passive)
Defensive spells (passive)
If there are any I missed, suggest them or I'll deal with them as the come.
Casting a spell
Attacking
Shooting an arrow
Throwing
Lockpicking
Pickpocketing
Sneaking
Stealing
Riding a horse
Skinning an animal
Cooking food
Creating a potion
Climbing
Jumping
Enchanting
Smithing
Building/Fixing
Making art
Writing
Persuading
Praying
Harvesting plants
Blocking (passive)
Armor (passive)
Defensive spells (passive)
If there are any I missed, suggest them or I'll deal with them as the come.
Character creation:
Name:
Age:
Race:
Gender:
Birthsign:
Appearance:
Personality:
Background:
Skills: (Selected two skills to be an adept at from the list)
At the start of the RP, I'll assign your character several different attributes based on their appearance, personality, background, and randomness.
List of skills:
Spoiler
Acrobatics
Alchemy
Alteration
Archery
Axe
Blade
Block
Blunt
Building/Fixing
Conjuration
Destruction
Enchanting
Heavy Armor
Hand to Hand
Illusion
Light Armor
Lockpicking
Mysticism
Pickpocket
Restoration
Smithing
Sneak
Spear
Speechcraft
Throwing (knives, spears, miscellaneous objects)
There are three levels of proficiency for skills: Novice, Adept, and Master. All skills start out at novice, except for the two you choose to be adept. If you are adept at a skill, actions involving that skill get a +1 to every roll, and masters get a +2 to every roll using that skill. Note that some skills, like block and the armors, are passive, and will activate when someone attacks you.
Acrobatics
Alchemy
Alteration
Archery
Axe
Blade
Block
Blunt
Building/Fixing
Conjuration
Destruction
Enchanting
Heavy Armor
Hand to Hand
Illusion
Light Armor
Lockpicking
Mysticism
Pickpocket
Restoration
Smithing
Sneak
Spear
Speechcraft
Throwing (knives, spears, miscellaneous objects)
There are three levels of proficiency for skills: Novice, Adept, and Master. All skills start out at novice, except for the two you choose to be adept. If you are adept at a skill, actions involving that skill get a +1 to every roll, and masters get a +2 to every roll using that skill. Note that some skills, like block and the armors, are passive, and will activate when someone attacks you.
List of races and their bonuses:
Spoiler
To make the RP more interesting, several uncommon races have been added.
Altmer: +2 when casting spells, -1 when defending against spells
Argonian: +1 to actions performed in water
Bosmer: +1 to actions involving acrobatics, +1 when interacting with small animals
Breton: +1 when casting spells
Dremora: +2 when casting destruction spells, -1 when dealing with non-dremora
Dunmer:: +1 when defending against fire, Ancestor's Wrath Power (Wraith lasts 2 turns)
Dwemer: +1 when creating objects, +1 to actions involving interaction with technology
Snow Elves: +1 when casting spells, -1 when dealing with Nords, +3 when interacting with Falmer
Imperial: +1 when talking to people
Khajiit: +1 in hand to hand combat, +1 to actions performed in the dark
Nord: +1 in combat, +1 when defending against frost attacks
Orsimer: + 2 in melee combat
Redguard: +1 in combat
Sload: +2 when casting spells, +3 when casting conjuration spells, -2 for actions involving movement, -2 when dealing with non-sload
Tsaesci: +1 in combat
To make the RP more interesting, several uncommon races have been added.
Altmer: +2 when casting spells, -1 when defending against spells
Argonian: +1 to actions performed in water
Bosmer: +1 to actions involving acrobatics, +1 when interacting with small animals
Breton: +1 when casting spells
Dremora: +2 when casting destruction spells, -1 when dealing with non-dremora
Dunmer:: +1 when defending against fire, Ancestor's Wrath Power (Wraith lasts 2 turns)
Dwemer: +1 when creating objects, +1 to actions involving interaction with technology
Snow Elves: +1 when casting spells, -1 when dealing with Nords, +3 when interacting with Falmer
Imperial: +1 when talking to people
Khajiit: +1 in hand to hand combat, +1 to actions performed in the dark
Nord: +1 in combat, +1 when defending against frost attacks
Orsimer: + 2 in melee combat
Redguard: +1 in combat
Sload: +2 when casting spells, +3 when casting conjuration spells, -2 for actions involving movement, -2 when dealing with non-sload
Tsaesci: +1 in combat
List of birthsigns and their bonuses:
Spoiler
The Apprentice: +1 when casting spells, -1 when defending against spells
The Atronach: +1 when casting spells, no magicka regeneration
The Lady: No penalty when suffering minor wounds
The Lord: Blood of the North Lesser Power (normal healing spell), -1 when defending against fire
The Lover: Lover's Kiss Power (Paralyze an enemy for 1 turn at the cost of your fatigue), +1 when dealing with the opposite six
The Mage: +1 when casting spells
The Ritual: Mara's Gift Power (restore health), Blessed Word Lesser Power (normal turn undead spell)
The Serpent: Serpent Power (poison damage to target and restore health to you at the cost of your fatigue)
The Shadow: Moonshadow Power (invisibility lasts one turn)
The Steed: +1 to actions involving movement
The Thief: Every 5 turns, you get anywhere from a +1 to a +6 bonus
The Tower: Tower Warden Power (opens any lock)
The Warrior: +1 to actions involving combat
The Apprentice: +1 when casting spells, -1 when defending against spells
The Atronach: +1 when casting spells, no magicka regeneration
The Lady: No penalty when suffering minor wounds
The Lord: Blood of the North Lesser Power (normal healing spell), -1 when defending against fire
The Lover: Lover's Kiss Power (Paralyze an enemy for 1 turn at the cost of your fatigue), +1 when dealing with the opposite six
The Mage: +1 when casting spells
The Ritual: Mara's Gift Power (restore health), Blessed Word Lesser Power (normal turn undead spell)
The Serpent: Serpent Power (poison damage to target and restore health to you at the cost of your fatigue)
The Shadow: Moonshadow Power (invisibility lasts one turn)
The Steed: +1 to actions involving movement
The Thief: Every 5 turns, you get anywhere from a +1 to a +6 bonus
The Tower: Tower Warden Power (opens any lock)
The Warrior: +1 to actions involving combat
Remember this RP is all about being crazy and having fun. Don't worry if something become silly or ridiculous, because that's the way it should be. And literally, anything is possible as long as you have the right luck.