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  • Settlements | Elder Scrolls Chronicles

    What are Settlements? Settlement Growth Settlement Wealth Buildings & Build Menu Settlement Crime Heat & Investigation SETTLEMENTS What are Settlements? Settlements represent player residences that have attracted a population of NPCs to live among them. Settlements grow over time, increasing the clan's Decoration Allowance and unlocking new Building Slots. Illegal settlements, known as Hideouts, are vulnerable to Bounty Hunting. This is essentially a mirror image of Thievery mechanics, but use different skill sets from the investigator for its success tests. Starting a Settlement To found a new Settlement, you must have a clan of 4 people at minimum. You will then be able to create a Settlement through the Settlement Menu (accessible through the /settlement command). It will appear on the map at your current location with a Map Marker of your choosing. You must be in your own Land Claim (from your Conan clan) to found a Settlement. Tip: Try standing on top of a foundation you've put down if it's not working. Settlement Growth Settlement Growth is essentially the XP equivalent for your Settlement, whilst your Settlement's Rank is its Level. Each day, Settlements gain an amount of Growth based on Base Growth + Buildings + their current Wealth. After reaching a certain amount of Growth , you may upgrade your Settlement to the next Rank. Ranking up improves the interest rate on Accumulated Wealth, unlocks a new Building Slot, and increases the clan's Decoration Allowance. Each day, your Settlement increases its Growth by 80. This rate can further be improved by constructing the Fields building, which provides an additional 20. Read more below to learn about buildings. For every 100 Wealth stored in the Settlement, the daily Growth rate increases by 1%, up to a maximum of 50%. Settlement Ranks: Settler's Camp -> Rural Hamlet -> Large Village -> Urban Township Hideout Ranks: Criminal's Camp -> Thief's Den -> Brigand's Lair -> Blackguard's Domain Settlement Wealth Another core facet of Settlements is their Wealth. Wealth is how you construct Buildings, and help your Settlement grow faster. For a Settlement to gain Wealth, its members need to donate Septims - either directly via the menu or to their clan lead - which have a 1 to 1 exchange rate. Every day, you gain an interest rate on the Wealth of your Settlement. Your Settlement gains +5 Wealth each day, as well as 2% of their total Wealth. There's a maximum of 5000 Wealth you can store in a Settlement. Aside from this, the main way to increase Settlement Wealth is for clan members to donate Gold, and by having Jobs worked in the Settlement. There is a downside to stacking Wealth without using it, however: criminals and thieves can target your Settlement to steal a portion of its Wealth. Note: You may relocate a settlement with appropriate RP reasoning behind it. To do this, open a Technical Assistance Ticket - you will always keep your Settlement's Buildings and Wealth. Buildings & Build Menu The Clan Leader can use Settlement Wealth to construct Buildings in the Settlement, providing various bonuses and benefits for clan members when they are at home. Buildings provide various bonuses and perks, which are disabled during Sparring, and may be demolished to refund half of their Wealth purchase as Septims to the clan leader. Buildings take 7 days to construct, but this time may be reduced by using the 'Aid Construction' action inside the Settlement. Any clan member can use 'Aid Construction' to reduce the construction's duration by six hours once per day; they need to stay inside the settlement and roleplay for an hour to do so. You may have a maximum of 5 buildings total, and can only construct one building at a time. The following buildings can be constructed: Fields (200 Wealth): Fertile fields of grain, fruit orchards - signs of farming and goodly manual labour. Effect: Increases the Growth of a settlement by 20. Barracks (500 Wealth): Construct fortified defenses in the settlement. Effect: Provides +1 Physical Resistance, +1 Magic Resistance for clan members when they are inside the settlement. Apothecary (400 Wealth): A building enchanted with a powerful aura to support healing magic. Effect: Provides Advantage on any dice rolls to Mend Wound or Cure Disease. Shrine (500 Wealth): Consecrate a Shrine to the patron deity of the settlement. Effect: Gives passive daily Favour to clan members if their faith matches that of the Settlement. Hideout (400 Wealth): A secret speakeasy where ne'er-do-wells can prepare for heists and schemes. Effect: Any disguises for clan members are created with Advantage when inside a settlement with a Hideout. Library (500 Wealth): A library of grand proportion, walls lined with several stories of tomes, books, logs, records and scrolls of various origins, age and content, alongside nooks for study groups. Effect: Provides a passive +10 Learning Points per day for clan members. Inn (300 Wealth): A place of rest and comfort for those visiting the settlement. Effect: Enables Long Rest in the settlement. Payments for Resting go into the Settlement's Wealth. Smithy (700 Wealth): An anvil and forge, with tools for leather and a tanning rack. Perfect for those who forge weapons for fighters, or to make what protects fighters from harm. Effect: Allows the Armorer and Weaponsmith Professions to interact with their Profession. Workshop (300 Wealth): A loom, tools around for making jewellery. Arcane tables, tools for carving wood. Perfect for those who create outfits and jewellery, and for those who create with magic. Effect: Allows the Clothier and Arcanist Professions to interact with their Profession. Refinery (300 Wealth): A kitchen, a brewery for potions and drinks. A place for combining chemical compounds. Effect: Allows the Steward Profession to interact with their Profession in the settlement. Watchtower (300 Wealth): Construct a high vantage point for spotting intruders or threats from afar. Effect: Provides a +2 bonus to Intuition for clan members inside the Settlement. Memospore Conduit (1000 Wealth): An arcane conduit connected to the flow of the Dreamsleeve, allowing public communication across vast distances. Effect: Adds a Memospore Conduit to the settlement, allowing Memospores to be sent from inside. Settlement Crime Settlements can be targeted by Thieves and Bounty Hunters, depending on whether they're legal or illegal. The two roles function mechanically the same: the difference is in flavour. A settlement needs to have more than 300 wealth to be hit. To target a settlement as a Thief or Bounty Hunter, you need to use the option in the Settlement Menu and remain in the Settlement for 20 minutes. You can but do not need to be in Stealth. Every five minutes, your Tested Skill is rolled vs. the Intuition of every other character in the Settlement. After 20 minutes, your Tested Skill is rolled vs a DC of 12. On a success, you steal 100 wealth from the Settlement, converted into 20 Septims. You gain 5 Heat on a success, and 15 Heat on a failure. Some restrictions apply; you cannot target the same Settlement more than twice in the same week, and Settlements cannot be stolen from more than 5 times in a week. Crimes can also be Investigated. The five types of Crime are: Theft / Espionage / Vandalism: Investigated using Security + Lore. Vampire or Werewolf Attack / Grave-robbing: Investigated using Intuition + Lore. Heat & Investigation Committing any Crime adds to a criminal's Heat in a Settlement. Think of Heat as a criminal's level of infamy - the higher it is, the more difficult it is to remain hidden. Anyone can choose to Investigate a Crime, once per day. To do so, you choose a suspect from the Settlement's list, and investigate the crime. This rolls a 2d50-((Security OR Intuition) + Lore) against the suspect's Heat. For every degree of success below the suspect's Heat, you receive a random piece of information about them. If five degrees of success are achieved, the Investigator gains all the available information, including the suspect's Clan Name, allowing for a likely successful pursuit. An Investigator can also combine information from different crimes and types of crime to deduce that multiple suspects are actually the same person. Upon reaching Heat Threshold 6, an Investigator is given the Clan Name of the suspect. They are then allowed to use this information to find the suspect's home: at this stage, they must raise a Narrative Guidance Ticket to let the staff team know their investigation has succeeded. They will then be given 3 map tiles, 1 of which contains the suspect's home, or the exact map tile if they are a Master in Intuition or Security. Heat Thresholds: Level 1 (Petty): 1-10 Heat. Level 2 (Nuisance): 11-20 Heat. Level 3 (Troublesome): 21-30 Heat. Level 4 (Antagonistic): 31-40 Heat. Level 5 (Notorious): 41-50 Heat. Level 6 (Infamous): 51+ Heat. The owner of a Settlement can Review Suspects. Reviewing Suspects allows you to investigate all the crime categories: Theft, Espionage, Vandalism, Vampire / Werewolf Attack, Grave Robbing (Necromancy). You can also Request Assistance, which allows you to request a nearby Character to perform an investigation on your behalf. This can be useful if you are contracting a detective or bounty hunter, for example.

  • Rules | Elder Scrolls Chronicles

    Community Rules Roleplay Rules Building Rules Server Culture COMMUNITY RULES 1. Don't be a dick. The golden rule applies: treat others as you wish to be treated. 2. If someone says stop, stop. Doesn't matter if it’s politics, NSFW, or other controversial topics―if someone asks you to change the subject or not post something, give it a rest and move on. If you think someone's taking the piss with it, stop anyway and then raise a ticket. 3. No NSFW or politics. Don't post porn or screenshots of naked characters in the discord. Don't discuss current political events or ideologies. That being said, Chronicles is an LGBT-friendly space and we will not allow this rule to be weaponized against LGBT self-expression. 4. No far-right/fascist material or imagery. Memes containing dogwhistles, nazi iconography or other hateful extremism will be removed. Repeat offenders will be banned. Chronicles is an inclusive space and we will not tolerate the intolerant. 5. Staff and players shall exercise their best judgement at all times. We won't always be able to cover every scenario and also keep rules lightweight. Volunteer Staff, FirstLaw, and Xynrael will always do their best to handle things fairly. Don’t try to be a lawyer. 6. Show mutual respect. We want everyone to have a good time here, but engaging in bad faith won’t be tolerated. 7. If you have an issue with a staff member, make a Player Dispute or Custodian Ticket. Tell FirstLaw, Xynrael, or our Staff Leads about it. We are very dedicated to ensuring our team is fair and just, and if you are being abused we will put a stop to it. ROLEPLAY RULES 1. You are always IC. Except for the Spawn Room (where you are OOC), you are considered to be in-character at all times. You can build OOC, but if someone wants to interact with you, you must go IC. If you’re logged in and not building, you’re IC. Stop when running into other characters, even if it’s just to emote "/me runs by". Give them a chance to interact if they want to. 2. Respect OOC boundaries. Consequences for actions is reasonable in RP, but don’t try to force others into permanent captivity/slavery, torture, bondage or mutilation/maiming without their consent. You may hold another character captive for 2 hours without OOC consent. 3. Be aware of your own boundaries. You may revoke OOC consent any time during a scene. If you decide after the fact that you didn’t like something, we can’t help you. 4. No sexual assault, necrophilia, or bestiality. Period. This includes discussion of the topics in-character. If you feel you need to ask for clarification, chances are you shouldn't be doing it. Vampires and Khajiit/Argonians (anthropomorphic) are OK. Player consent is not acceptable; characters must consent. We monitor for such content using keyword alerts. You will get caught and banned if you do this. 5. No pregnancy or children. Any characters depicted must be 18+. You may refer to off-screen children or family in your backstory. Characters must be shelved or retired if you want to roleplay them having children. 6. No Public ERP/voyeurism. Any erotic roleplay must take place in whisper range or DMs in private locations. If you come across intimate/sexual roleplay, ask for permission before interacting, and don't stick around if they aren't okay with it. 7. No erotic roleplay for Monster Play. When you are playing a Monster character, you are not permitted to ERP. You will be banned from Monster Play if you break this rule. 8. No metagaming. If you saw it on Discord, you don't know it IC, unless it's in the Chronicles Lore channel, the DM Rumors channel. or the Memospore channel. 9. Dice rolls are a suggestion, except for PvP. You can roll dice as you please, but you cannot force others to RP a certain way in response to using dice. For best practice, you should ask OOC if they're OK with respecting a dice roll before you do it. BUILDING RULES Build Rules When building on Chronicles—whether you are creating a solitary house for your character, or working on a large-scale settlement—make sure that you are building appropriately to the environment. This means that your structure should either follow the cultural and architectural flavour of the province itself (the Colovian Gold Coast), the Septim Empire, or your character's / group's ancestral heritage. We are intentionally relaxed on requirements about distance from neighbours, the maximum size of your build, the architecture of your base, and so on. We do this in good faith that you will be respectful and have courtesy for your neighbours. Be mindful of others and communicate your plans if you share render distance with others. Please do not be the person that forces us to introduce stricter rules because you were not able to play nicely. You are told in-game if you are allowed to build in an area or not. If you are not told anything, then you are allowed. Be civil and don't build next to other people. Raise a ticket if there's a problem. Note: The minimum distance you can build away from Kvatch's or Anvil's outermost walls is 150 RPR tiles. You can measure this by clicking the Walk icon in RPR (middle left hotbar) and running to your build spot. Build Allowance Every character starts off with a Build Allowance of 250. This includes both decoration and build pieces. You can increase your Build Allowance by: Donating (+100 per Donation tier) Hobbies (+50 upon reaching the Great tier, +100 upon reaching the Masterful tier) Spending Chronicle Coins (10 Coins for the first +100, then 20 Coins for each additional +100) Founding a Settlement (+200 for your clan as a whole, and an additional +200 per Settlement rank) SERVER CULTURE ― A message to the community, written by FirstLaw, the server owner. Concerning Nepotism Staff favouritism, and preferential treatment in general, is a common issue that plagues many Conan Exiles roleplay servers both historically and currently. The vast majority of veteran players in this community usually have stories they can share of such unpleasant experiences, where the power entrusted to people responsible for managing the server has been abused for personal benefit. I strongly believe that nepotism―or rather, let's call it what it is, corruption―is the most corrosive and toxic thing that can ruin a community with a hierarchy. Once it starts, it is extremely difficult to remove, and even more difficult to restore the reputation and trust of a management team once the damage has been done. It is the first and absolute priority of myself personally, as well as Xynrael and any other Custodians that may join us in the future, to ensure that staff corruption does not destroy this community. It is more important to us than anything else; game imbalance can be patched, toxic players can be banned, performance issues can be repaired. What can almost never be recovered is the trust and goodwill of a community after it is lost. Members of the staff team on this server go through an interview process and vote between the Custodians and Staff Leads, and we take reports about their past behaviour into account. Those who have joined our team are people that I personally believe can be trusted to be impartial, fair, and responsible when it comes to exercising the power their role has given them. Our server's systems often rely on good judgment and referee calls from our staff, especially Narrators. Betrayal of that trust will be taken extremely seriously. Staff members who are found to have performed a case of gross favouritism, or demonstrate repeated patterns of behaviour, will be thoroughly investigated by the Custodian team. Corrupt staff members will be banned from the server. If you have concerns about a member of the team, please inform us via Custodian Ticket so that we can investigate appropriately. I hope that this provides some security and confidence to those who have been burned by this issue in the past. Concerning Backchannels & Gossip I keep my team under a strict code of ethics. I feel very strongly that we have a duty of care towards players who choose to play on this server, because you are willingly accepting our authority as referees and decision-makers for your experience. We cannot do that without being worthy of your trust, so I go very far out of my way to keep a clean house and prevent player abuse. We have a system in place for whistleblowing, and I stake my personal reputation on that system working and protecting your identity. That being said, there is another side to the coin. There is a proper way to report staff abuse. In a Custodian Ticket, you can vent as much as you want to; express yourself however you see fit, I won't pass any judgment or break your confidence. It can be emotionally stressful to be abused by someone with authority and I'm very sympathetic to that experience, I've been there before. I will listen to you, and I don't care if you say heated things in a Custodian Ticket. However, I expect the absolute best from my people, and so I also will not tolerate abuse towards them. If I am sent screenshots or other proof of insults, bitching, or nasty toxic discourse about my staff in relation to ESC, I will likely ban you from the server. You have a correct path for challenging staff behaviour. Please use it. Communities are built on trust and a social contract. I promise to you that staff will not be permitted to abuse you. If you break that contract and abuse them, I will respond just as severely. Staff are volunteers and deserve to have a good time here just as much as any player. Treat them with respect, and you will have respect in turn.

  • Feuds | Elder Scrolls Chronicles

    What are Feuds? Beginning a Feud Progressing a Feud Staff Involvement FEUDS What are Feuds? Feuds are our way of helping player-on-player conflict remain healthy and with a mechanical escalation process to help provide a framework for character kills and help set expectations. If your conflict—be it a bout of martial excellence, spymaster on spymaster action, or mercantile rivalry—has left you and another character as rivals, then Feuds can help dictate what happens next. Keep in mind: a Feud is only one potential pathway to conflict resolution, not the only one, even when it comes to Player Kills . It should only be taken after appropriate roleplay and, ideally, several interactions between your characters. However, when it comes to Player Kills , it is the only script-ready method that does not rely on consent—so whilst we encourage communication, Feuds can help provide extra spice to your rivalries, add stakes to fights, and help tackle storylines that have stagnated. Above all else: Feuds are meant to resolve and arbitrate Player Kills between two players who disagree. Feuds can also be ended at will if both sides agree. Perhaps because their characters have reached a diplomatic solution, or came to some other mutual resolution—they're meant to be ongoing, active storylines. Beginning a Feud There are two ways to start a Feud . 1) Two players agree to start a Feud without combat happening. If both sides consent, you're free to begin a Feud . 2) At the end of a PvP (a real PvP, not a spar), you can inflict a Feud on a defeated player as a Consequence . This removes their Defeated status, and means they can no longer be given Consequences . However, if you feel like multiple Consequences might be highly appropriate or necessary and/or the other side agrees, you can ask for a staff referee to arbitrate the matter. Before you decide to inflict a Feud on another player, consider a few recommendations: a) Has there been appropriate roleplay before the Feud , and the fight? A random bandit you encounter on the road might not be the right target, but a rival noble from another house might be. Remember, just as Feuds are a two-way street, the roleplay should follow a similar principle. b) Remember that Feuds go both ways, all the way through to the end! Only begin a Feud if you're ready for the two-way street. Progressing a Feud Feuds have three stages: (Stage 1) Enemy -> (Stage 2) Nemesis -> (Stage 3) The End Every Feud begins at Enemy : this is what you and the other person are after the Feud first begins. As feuding players, there are different consequences you can inflict on one another, such as Player Kill . If you choose to Killing Blow an Enemy (or vice versa), the 'Killed' player receives a prompt with two outcomes: 1) They accept the execution. Their character is permanently killed, no ifs, ands, or buts, and they receive 20 Chronicle Coins as an incentive. This is the only stage at which you will receive Chronicle Coins: if the Feud progresses beyond this step and you two become Nemeses, Chronicle Coins are out of the equation. 2) They refuse the execution. The character survives, and the Feud is upgraded to you two being Nemesis . This means there is a minimum of two PvPs, and ideally plenty of RP in-between, before a Killing Blow consequence can be used. 90% of the time, this is going to be at minimum the second time you two have PvPed. If they opt for option 2), the Feud is upgraded to Nemesis , and both sides are given a prompt that the executed character survived the encounter. This either narratively retcons the kill, or interprets it another way: functionally speaking, it is similar to being left for dead, with one side usually assuming the other died. The survivor is given a Mortal Wound . After this, with both of you as Nemesis , the Feud is in its end game. A Nemesis can Killing Blow their Nemesis , which kills their character with or without consent—this is the end of the Feud . Staff Involvement At both stages of receiving an Execute (both as Enemies and Nemesis ), the losing side is given the option of raising a ticket. Consider doing this if there are issues with how the roleplay advanced, OOC dilemmas, or potential rule breaks. If you feel like there was anything problematic OOCly about the interaction, raise the flag as early as possible and document it ahead of time. Note: Feuds CANNOT be delegated. There is no hiring an assassin to resolve your own feud for you, as that is not in the system's scope—to do that, you'd need the consent of the other side. With Feuds , you have to be the one swinging the sword, whether you defeated the enemy yourself or had them brought to you. In the latter case, it is HIGHLY encouraged to communicate with them in advance AND/OR bring in a staff referee to discuss the matter with, especially if you intend to use the Execute consequence as a result.

  • Backgrounds | Elder Scrolls Chronicles

    Acrobat - Agent - Archer Assassin - Barbarian - Bard Battlemage - Crusader - Healer Knight - Mage - Monk Nightblade - Pilgrim - Rogue Scout - Sorcerer - Spellsword Thief - Warrior - Witchhunter Artisan BACKGROUNDS ACROBAT Agile burglars and second-story men. These thieves avoid detection by stealth, and rely on mobility and cunning to avoid capture. Journeyman - Acrobatics Apprentice - Athletics, Dodge Novice - Security, Sneak AGENT Operatives skilled in deception and avoidance, they are self-reliant and independent, devoting themselves to personal goals, or to various patrons or causes. Journeyman - Sneak Apprentice - Illusion, Speechcraft Novice - Piercing, Security ARCHER Fighters specialized in long-range combat and rapid movement. Opponents are kept at distance by ranged weapons and swift maneuver. Journeyman - Ranged Accuracy Apprentice - Piercing, Dodge Novice - Initiative, Intuition ASSASSIN Killers who rely on stealth and mobility to approach victims undetected. Assassins include ruthless murderers and principled agents of noble causes. Journeyman - Sneak Apprentice - Melee Acccuracy, Acrobatics Novice - Dodge, Intimidation BARBARIAN Proud, savage warriors of the plains nomads, mountain tribes, and sea reavers. They tend to be brutal and direct, lacking civilized graces, but they glory in heroic feats, and excel in fierce, frenzied single combat. Journeyman - Blunt Apprentice - Athletics, Intimidation Novice - Melee Accuracy, Resolve BARD Loremasters and storytellers, bards crave adventure for the wisdom and insight to be gained, and must depend on their wits to preserve them from the perils of their educational experiences. Journeyman - Speechcraft Apprentice - Initiative, Lore Novice - Acrobatics, Sneak BATTLEMAGE Wizard-warriors trained in both lethal spellcasting and heavily armored combat. They sacrifice mobility and versatility for the ability to supplement melee and ranged attacks with elemental damage and summoned creatures. Journeyman - Block Apprentice - Alteration, Resolve Novice - Melee Accuracy, Destruction CRUSADER Any heavily armored warrior with spellcasting powers and a good cause may call themselves a crusader. Crusaders do well by doing good. They hunt monsters and villains, making themselves rich by plunder as they rid the world of evil. Journeyman - Slashing Apprentice - Block, Faith Novice - Melee Accuracy, Resolve HEALER Spellcasters who swear solemn oaths to heal the afflicted and cure the diseased. When threatened, they defend themselves with reason and disabling attacks and magic, relying on deadly force only in extremity. Journeyman - Restoration Apprentice - Illusion, Speechcraft Novice - Lore, Spell Potency KNIGHT Of noble birth, or distinguished in battle or tourney, knights are civilized warriors, schooled in letters and courtesy, governed by the codes of chivalry. In addition to the arts of war, knights study the lore of healing and enchantment. Journeyman - Melee Accuracy Apprentice - Block, Speechcraft Novice - Slashing, Faith MAGE Most mages claim to study magic for its intellectual rewards, but they also often profit from its practical applications. Varying widely in temperament and motivation, mages share but one thing in common: an avid love of spellcasting. Journeyman - Spell Potency Apprentice - Conjuration, Lore Novice - Destruction, Alteration MONK Students of the ancient martial arts of hand-to-hand combat and unarmored self defense. Monks avoid detection by stealth, mobility, and agility, and are attuned to the natural world. Journeyman - Mysticism Apprentice - Athletics, Dodge Novice - Lore, Spell Potency NIGHTBLADE Spellcasters who use their magics to enhance mobility, concealment, and stealthy close combat. They have a sinister reputation, since many nightblades are thieves, enforcers, assassins, or covert agents. Journeyman - Sneak Apprentice - Initiative, Illusion Novice - Melee Accuracy, Security PILGRIM Travellers and seekers of truth and enlightenment. They fortify themselves for road and wilderness with arms, armor, and magic, and through wide experience of the world, they become shrewd in commerce and persuasion. Journeyman - Speechcraft Apprentice - Athletics, Faith Novice - Block, Lore ROGUE Adventurers and opportunists with a gift for getting in and out of trouble. Relying variously on charm and dash, blades and business sense, they thrive on conflict and misfortune, trusting to their luck and cunning to survive. Journeyman - Security Apprentice - Sneak, Intuition Novice - Ranged Accuracy, Speechcraft SCOUT Scouts rely on stealth to survey routes and opponents, using ranged weapons and skirmish tactics when forced to fight. By contrast with barbarians, in combat scouts tend to be cautious and methodical, rather than impulsive. Journeyman - Athletics Apprentice - Dodge, Ranged Accuracy Novice - Initiative, Melee Accuracy SORCERER Wielding ferocious arcane potential, sorcerers rely on spells of the mystic arts. They are often greedy for magic scrolls, rings, armor, and weapons. Journeyman - Destruction Apprentice - Dodge, Lore Novice - Mysticism, Spell Potency SPELLSWORD Spellcasting specialists trained to support Imperial troops in skirmish and in battle. Veteran spellswords are prized as mercenaries, and well-suited for careers as adventurers and soldiers-of-fortune. Journeyman - Melee Accuracy Apprentice - Alteration, Spell Potency Novice - Slashing, Dodge THIEF Pickpockets and pilferers. Unlike robbers, who kill and loot, thieves typically choose stealth and subterfuge over violence, and often entertain romantic notions of their charm and cleverness in their acquisitive activities. Journeyman - Sneak Apprentice - Acrobatics, Security Novice - Intuition, Speechcraft WARRIOR The professional men-at-arms, soldiers, mercenaries, and adventurers of the Empire, trained with various weapons and armor styles, conditioned by long marches, and hardened by ambush, skirmish, and battle. Journeyman - Block Apprentice - Athletics, Melee Accuracy Novice - Resolve, Intimidation WITCHHUNTER Dedicated to rooting out and destroying the perverted practices of dark cults and profane sorcery. They train for martial, magical, and stealthy war against vampires, witches, warlocks, and necromancers. Journeyman - Intuition Apprentice - Mysticism, Resolve Novice - Ranged Accuracy, Security ARTISAN Living a simple life without grand ambitions, they learned to provide for themselves and their loved ones through skilled artisanship. Journeyman - [Profession of Your Choosing] Apprentice - Athletics, Speechcraft Novice - Resolve, Intuition, Initiative

  • Thievery | Elder Scrolls Chronicles

    Chronicles Crime Pickpocketing Banditry Settlement Crime Punishment THIEVERY Chronicles Crime While crime can be conducted through mutual roleplay with others in a variety of ways, we currently support the following avenues through our mechanical systems: 1) Pickpocketing 2) Banditry 3) Settlement Crime (which includes Supernatural Crime) Thievery is often a sore spot in other roleplay communities, causing OOC drama and strife due to the nature of "stealing things when others aren't home" or griefing players for goods procured over an extended period of IRL time. It can cause a great deal of preventive measures that are toxic or tedious in their own right—honeycomb builds, loss-of-anonymity tracking systems, or thieves leaving the thinnest of clues for you to follow up on as a victim of their greedy hands. Our automated systems hope to tackle this in a fair and fun way for both involved parties, by allowing thieves to play out their fantasy while not curbing the progression or safeguarding of individual characters. Criminals instead, more often than not, target wholescale settlements rather than individuals, promoting investigative roleplay and the intrigue of a game of cat-and-mouse. Pickpocketing Pickpocketing allows you to steal up to 30 Septims from an unsuspecting victim (they can only be targeted if they have at least 30 Septims in their /wallet ), ideally without their awareness. To unlock Pickpocketing , you must be a Novice in Sneak . The core skills of Pickpocketing are Security , which is the skill you roll against the victim's Intuition skill, and Sneak , which decides how many times you can Pickpocket in a single day. To Pickpocket someone, you must be in their proximity and use the ability, and they must have at minimum 30 Septims on their person. You don't need to engage in roleplay—that's your prerogative. Your Security will be rolled against their Intuition . There's two outcomes: 1) You succeed. Depending on their wealth, you gain between 10 and 30 Septims after 15 minutes of time, at which point they are alerted they were pickpocketed (but not by whom). 2) You fail. You do not gain any Septims, they are immediately alerted to the attempt, and are free to pursue appropriate roleplay. As a victim, if you wish to apply consequences in terms of criminal justice, we recommend inviting a staff referee to oversee the matter. Furthermore, victims are immune to subsequent Pickpocket attempts for 24 hours after they are successfully pilfered. Banditry Bandits, criminals who take from others through violence (PvP), are loosely allowed on Chronicles. You may invoke a Steal Gold Consequence upon someone you've defeated in combat, which will net you between 15% and 20% of the target's available wealth, though they can only be subject to this Consequence if they have at least 30 Septims in their /wallet . If a victim was recently subjected to the Steal Gold Consequence , or a Pickpocket , there is no limit on such a Consequence being levied against them again within a certain time period, though the bandit will be notified that they were recently targeted. Some scenarios may warrant the use of such a Consequence so soon after the last, though it will be logged and frowned upon by staff. If you're going to make a decision like that, do so for a good reason, and for any victim that is suspicious of griefing, please submit a Player Dispute Ticket. Tier 1 through Tier 3 equipment, as well as crafting materials, cannot be stolen by any means, as to protect progressing characters and limit OOC toxicity. A precious Masterwork item can be procured, however, through the use of the Steal Masterwork Item Consequence . It is considered equal in severity to a Killing Blow and is not taken lightly by staff, requiring a Feud . Settlement Crime For more information on Settlement Crime, Heat, and Investigation, please see the Settlements page. Punishment Crime is a two-way street: with illegal rewards come risks. Keep in mind that, by roleplaying and interacting with the crime systems, you open yourself up to punishment conducted by bounty hunters and investigators. If Settlement Crime is committed in a city and you are caught, you may be thrown in jail for a period of time by authorities for your transgressions.

  • Weapon Policy | Elder Scrolls Chronicles

    Placeholder Displaying Weapons Displaying Gear In Game You have a great deal of flexibility with how you portray your character, but you are required to visually display the gear you are going to use mechanically during PvP. If PvP is initiated near you, you are allowed to manage your gear before joining so long as gear you're equipping is represented on your character. Weapons in Chronicles are intentionally conceptually broad to allow greater player expression, but the two things you are looking to convey are the type of damage your weapon does and the handedness of that weapon. This can even mean representing your single two-handed mechanical weapon as two visual weapons that you dual wield. Physical Weapons Below are some basic examples of allowable weapon concepts for given mechanical forms. This is not meant to be an exhaustive list, but a few examples. Shield - Buckler, Kite Shield or Pavise One-Handed Blunt - Club, Mace or Warhammer One-Handed Piercing - Dagger, Rapier or Short Spear One-Handed Slashing - Kukri, Sword or Axe Two-Handed Blunt - Dual wield Clubs, Maul or Unarmed Two-Handed Piercing - Dual wield Daggers, Long Spear or Pike Two-Handed Slashing - Dual wield Swords, Great Axe or Glaive Bow - Bow, Crossbow or Sling Staves and Talismans When portraying a magic user it becomes less about damage types and more about conveying the implements your character uses to channel their magic. If you are wielding a staff this can mean a traditional magical staff of some sort, but it can also mean wielding two separate implements like a wand and an orb. The important part is conveying your use of magic and that it is occupying both of your hands during combat. Talismans are generally the most conceptually broad of equipable items and can be anything from a simple small charm to an entire magic implement all their own. Other Concepts The intent of these rules is not to stifle player expression. If you are uncertain if your visual concept matches the mechanics you are trying to portray please open a Narration Guidance Ticket

  • Combat | Elder Scrolls Chronicles

    Starting Combat Pre-Initiative Turns & Actions Movement Line of Sight Combat Resources Companions Defeat & Consequences COMBAT Starting Combat To start a PvP scenario, you need to provide a descriptive emote stating hostile intent towards a character or characters. During the intent phase, you are allowed to manage gear as long as they are represented on your character. After gear is equipped, type /pvpmenu to declare or join the PvP encounter. Note: You will need to choose between a Spar or Normal PvP. Spars are primarily for practice and friendly competition and do not have consequences. Once inside the combat, those participating are considered to be in a locked instance and will be until it’s resolved and the consequences have played out. Additional parties are only permitted at the consent of everyone participating in the combat. If someone wishes to participate but is denied, they are to immediately leave the area and must roleplay as if they had not witnessed it. This includes not waiting just outside the scene for it to conclude. Pre-Initiative Once all players participating have joined the combat, the player who initiated it must re-open /pvpmenu and start the combat. This will prompt all players to open the menu and select their Battle Goals (see Battle Goals for more info). These are not revealed until after everyone has selected theirs. After all Battle Goals have been selected, it is time to start the first round. This reveals all Battle Goals , automatically rolls initiative for all players, and formulates a turn order. Before the first player takes their turn, all players may use any applicable pre-combat abilities, such as Viper Strike, or any other initiative related abilities. If multiple players have such abilities, go in the order of initiative. Turns & Actions Players start and end their turn in /pvpmenu . This enables RPR (Shift+R) to be used for their actions. Each player has a number of actions they can do in their turn. Some actions may use two or more of your actions. The action types are as follows: 1 Action 1 Movement Action 1 Bonus Action 1 Companion Action Note: Some abilities may use your action AND bonus action. Once you have spent your character's actions in a given turn, you must use the End turn button in the /pvpmenu , handing it over to the next character in the initiative order. The turn passes over to the next player, who must start their own turn in their own menu. Ending your turn without taking an action will allow your character the chance to recuperate, gaining small amounts of magicka and stamina. Movement Movement is dictated by your speed and sometimes your luck. You can spend your movement action to move, sprint, or dash. To measure the distance, you need to use the “little feet” button in the bar to the side of your RPR menu. You must break up your movements into straight lines for the purposes of calculating it. This includes a stop before any vertical movement. By default: Movement is 3 +/- Speed Buffs/Debuffs. Dash is 5 +/- Speed Buffs/Debuffs. Sprint is 7 +/- Speed Buffs/Debuffs. Keep in mind that sprint consumes both your action and movement action. Tip: If your luck triggers, you will get 2 extra tiles of movement, so pay attention to the yellow text, it will tell you exactly how much you can move. If an obstacle requires you to jump in-game to navigate over it, you must use the Vault action to do so. Similarly, climbing requires the Climb action to be used. An obstacle that cannot be cleared with a jump must be climbed. In the rare event swimming is used in combat, an in-game status “submerged” is applied that holds all in-game effects. Line of Sight To be able to target someone, you need a line of sight to their character. There is no metric for line of sight in RPR, so judging it is an “on your honor” system. As a general rule of thumb, if you can see at least half or more of a player model, you have line of sight. As another general rule of thumb, if you have line of sight on another person, they have it on you as well. Going underwater does not break line-of-sight. Combat Resources Stamina, Magicka, and Potential are resources in a fight. Every spell costs Magicka, almost every technique costs Stamina, and every technique and most powerful abilities cost Potential. Both Stamina and Magicka are influenced by their respective stats (Endurance and Willpower)—both the max total and the amount recovered while resting or fighting. Potential is dependent on Personality, and is very important, as it fuels the most relevant skills and spells in the system. It is harder to gain back than both Stamina and Magicka. In combat, there is a chance to get some back every time you attack with your basic weapon attack, and every time you defend. Both depend on your luck stat. Companions Characters with the Conjuration, Intuition, or Necromancy skills will acquire access to abilities that allow them to summon a Companion. Companions fall into three categories - Daedra, Undead, and Beasts. Companions must be summoned inside of combat. Companions have their own stat profiles, with strengths and weaknesses depending on their nature. You can review the stat profile of a given Companion by looking at the Technique page in the trainer menu for summoning that Companion. Companions attack using your Companion Action, which you receive 1 of per turn. Companions usually attack using a particular type of damage, such as Fire, Frost, Shock, Slashing, Blunt, or Piercing. They typically use your summoning skill for their accuracy, though some Companions have their own accuracy modifiers. Companion Actions are taken through the Command Companion ability in RPR. Note: Damage caused by Companions is influenced by your Conjuration, Intuition, or Necromancy skill, depending on the type of Companion. Companions can be attacked by others using a Bonus Action, via the 'Attack Companion' abilities. There are some Techniques which also target Companions, such as Exorcism (Faith), Frighten Beast (Intimidation), or Usurp Daedra (Conjuration). Defeat & Consequences Once a character is reduced to 0 hp or surrenders, they are considered defeated. A combat may end when everyone has agreed it should end, or when every opposing force has been defeated by a player or group of players. Everyone that was defeated or has surrendered may receive Consequences. Once defeated or surrendered, a player may not rejoin combat. Theft is a valid consequence, and is handled via the consequences menu. Note: You are never required to mechanically trade an item as a consequence. The system will handle this. Equipment generally cannot be stolen as a consequence. Masterwork items are the exception to this rule, as a Masterwork item can be stolen by an opponent. However, like Killing Blows , this is considered a severe consequence and is monitored for poor sportsmanship. To perform a Killing Blow on another character, you must have an ongoing Feud with them (see Feuds for more information). Characters can never emote definitively executing someone else. Any Killing Blow must leave some angle for survival, even if it is slim. Think of it as a "left for dead" scenario. Upon being 'killed', the victim player should contact narration, who will then assess if the death is final. If you suspect another player did not raise a ticket after being 'killed', you may raise your own ticket to confirm the matter. Public executions, ritual sacrifices, and similar such situations are appropriate circumstances to request narrator supervision, but generally still require consent or an ongoing Feud. Narrators are automatically alerted when a Killing Blow is performed.

  • Beginner's Guide | Elder Scrolls Chronicles

    Placeholder Beginner's Guide Beginner's Guide The guide below will introduce you to some - but not all - of Chronicles' core systems and concepts, ranging from gear to skills. It's not meant to be an all-encompassing, exhaustive guide, but rather your 101 intro so you're not as lost. If you have any questions about these, feel free to pop a question in the Questions forum! Gear Basics & Tiers During your character's career, you will likely craft or acquire various pieces of Gear. Gear can improve your character's stats, helping you in combat both against NPC enemies and other player characters. It is crafted by Player Characters who have acquired the required skill level in a Profession, and the gear piece's recipe. Gear is colour-coded according to its tier. Grey (Tier 0 / Beginner Gear) is the lowest tier, then Green (Tier 1) , then Blue (Tier 2) , then Purple (Tier 3) , then Yellow (Tier 4, Masterwork) , and finally Red (Uniques) is the highest tier of Gear. There is a lot of customisation and depth involved with Gear, as it can be enchanted or modified in various ways. Gear also has a Durability Rating. When you engage in combat (PvP or PvE), your Gear loses Durability. You will eventually need to repair your Gear if the Durability is reduced to 0. Note: Your starting Grey gear does not lose Durability, but you'll want to replace it with better Gear as soon as you can! Equipping Gear The Whitelist NPC will give you some starting Gear to begin your adventure with. Use the 'Gear Menu' ability in the RPR UI (accessed with Shift+R) and equip your starting Gear. Using this same menu, you can inspect your gear, and unequip either individual or all gear pieces. Weekly Focus Weekly Focus is one of the two main sources of character progression. For each hour (up to 10) you spend online on your character every week, you will receive a reward based on the type of Focus you chose. Note: Weekly Focus also resets any weekly cooldowns that apply to your character. As you become more familiar with Chronicles, you'll see the value of these different types of Focus. For now, we recommend choosing ADVENTURING as your first Focus. Adventuring provides Experience, which will help your character level up faster. You can use the 'Weekly Focus' ability in the RPR UI (accessed with Shift+R) in the 'Character' category and choose your first Weekly Focus. After doing so, you'll be able to choose your next one in 7 days' time; you'll be reminded that your Weekly Focus is available when you login. Character Skills Characters are defined by two values - their Attributes, and their Skills. Each Skill is governed by an Attribute (which you assigned points to when creating your character). For example, Athletics is governed by Strength. This means that your Strength is added to your Athletics score, even if you have no training in Athletics. You can increase a Skill's score even higher by acquiring Ranks with perk points, gained from levelling. In order from lowest to highest, these Ranks and their costs are: NOVICE (1) APPRENTICE (1) JOURNEYMAN (2) ADEPT (2) EXPERT (3) MASTER (3) Note: You can only become a Master of one combat Skill and one Profession skill! It is an important decision that will define your character, so choose wisely when the time comes. The Background you chose during character creation provides a starting set of Ranks in various Skills, representing your character's backstory. You can use your starting Perk Points to upgrade your Skills to a higher Rank. This is done in the Character Menu. To do this, use the 'Character Menu' ability in the RPR UI (accessed with Shift+R) in the 'Character' category and upgrade at least one of your Skills. Note: Each time you level up, you'll receive 2 Perk Points, which can be spent on upgrading your Skills further. Don't worry about this initial decision too much - it's not a big deal, as y ou can reset your character sheet for free several times before you reach level 11 (Available in the Chronicle Coins Menu), so you can always re-do your sheet once you are more experienced with the system or more confident in your character idea. Techniques Attached to every Skill tree are Techniques you can learn, providing your character with abilities. There are a large number of Techniques in the game that do many different things. Some are offensive, some are supportive - some are for use in-combat, others are out-of-combat. Techniques that come from one of the magical schools such as Restoration or Mysticism are called Spells, but are otherwise more-or-less identical. There isn't much of a difference beyond being named that way for immersion. Techniques require your character to have reached a certain Rank in their associated Skill before you can learn them. Some of the most powerful Techniques are exclusive to Master Rank, emphasising how important your decision on which Skill to become a Master of is. You can use the 'Character Menu' ability in the RPR UI (accessed with Shift+R) in the 'Character' category and learn a new Technique for one of your Skills. Techniques cost Learning Points (LP), which can be acquired in various different ways. We'll come back to LP down below. Learning Points We mentioned Learning Points (LP) earlier in relation to getting new Techniques. There are a few ways of gaining LP, such as levelling, or by finding Lorebooks hidden around the world. By reading a specific Lorebook for the first time, your character will gain a burst of additional LP. You can find your first Lorebook near the Mages Guild in the City of Anvil. After that, you'll have to do some exploration to find them on your own, or ask other characters to share their knowledge! Find and read a Lorebook to gain Learning Points.

  • Battle Goals | Elder Scrolls Chronicles

    What are Battle Goals? Selectable Battle Goals BATTLE GOALS What are Battle Goals? Before a PvP scenario, each character chooses one Battle Goal - a combat mindset that grants specific perks and drawbacks. You cannot change your choice after combat has started. Battle Goals can alter turn order, modify stats, or impose restrictions; some have requirements or costs. Pick the one that best fits your character's aims in the coming fight. How do I use Battle Goals? You can choose individual Battle Goals to learn more about them after PvP has been dropped: after everyone has joined, it's the next step after. Battle Goals are chosen in the PvP Menu, and are hidden until Round 1 Begins. Round 1 can begin only once all Battle Goals are chosen. Selectable Battle Goals Flexible (Recommended): Best to keep your options open. Effects: No Modifiers. Reckless Onslaught: You want to defeat your opponent as quickly as possible, damn the risks. Effects: +1 Accuracy , +1 Damage , -2 Defence , -2 Resolve , -1 Resistances until the end of combat. Patient Defence: Wait them out. Let them get tired. Then strike. Effects: +2 Defence , +2 Resolve , -3 Accuracy , -2 Speed . You take your turn last regardless of initiative order. At the end of Round 3, replace all previous effects with +2 Accuracy, +2 Damage until the end of combat and recover 3 Potential . Get Out Alive: You're not sticking around to find out what happens if you lose. Effects: -3 Accuracy , -3 Damage until the end of combat. +2 Defence , +2 Resolve . On Round 1 only, gain +2 Speed . At the end of Round 1, this is reduced to +1 Speed . At the end of Round 3, Speed and Defence bonuses are removed. -1 Speed until the end of combat. Relentless Pursuit: They're not getting away, no matter how long it takes. Effects: -2 Defence , -2 Resolve , -1 Resistances until the end of combat. +1 Speed . At the end of Round 3, Speed bonus is removed. Aid Ally: You won't carry the day - but your friend might. You cannot change this Battle Goal via any special abilities (such as Sharp Reflexes) after choosing it. -4 Accuracy , -2 Max Potential , +3 Restoration until the end of combat. Choose one other character. They gain +1 Accuracy , +2 Max Potential until the end of combat. Underdog : You're against someone tougher than you, but you aren't going down without a fight. (1v1 Only. Can only be used in 1v1 scenarios. Your opponent must be a higher Level than you are) Effects: Gain max Potential equal to the Level difference between you and your opponent (maximum of +6 ) until the end of combat. On round 1 only, gain Accuracy , Damage , Resolve , and Defence equal to the Level difference between you and your opponent (maximum of +6 ). At the end of Round 1, this bonus is reduced to a +2 if it was higher. If your opponent is a Special Character, the bonus is always at least +2 . Against The Odds : Your chances aren't great - but when cornered, you'll fight fiercely. (2v1 or 4v2 only. Can only be used in 2v1 or 4v2 scenarios where your team is outnumbered) Effects: +2 Damage , +2 Resistances until the end of combat. On round 1 only, gain +5 temporary Potential and +5 Accuracy . You take your turn first regardless of Initiative order. You cannot flee from this Combat. Final Stand : You're outnumbered, but determined to take someone with you! (3v1 only. Can only be used in 3v1 scenarios where you are the Defender. Requires at least 1 Fate Point) Effects: -1 Fate Point . +15 Max Health , +5 Max Potential , +4 Accuracy , +4 Damage , +3 Resistances until the end of combat. You take your turn first regardless of Initiative order. You do not need to Prepare before performing a combat Killing Blow . If 3 or more characters are threatening to harm you, but only 2 join the PvP, you may still use this Battle Goal . Killing blows against you are guaranteed to succeed if you are defeated. There is no chance of survival. You cannot Flee from this combat.

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