Post by silverlainezodiac on Sept 19, 2015 8:38:00 GMT -6
If you play or have played any of the Elder Scroll games, then surely the idea of Roleplaying as your favorite custom made character could be a worthwhile experience. Thus why I'm glad Rob made a section for it on his board. Now I know that everyone dreams of RPing as a Dragonborn or Nerevarine..but, let's not do that.
First off..character guidelines...
Any race from the games are allowed, those being:
Imperial
Orc
Khajiit
Nord
Dark Elf
High Elf
Wood Elf
Breton
Any kind of character could be made..literally, ANY kind..the game allows for so much customization, and that's what should be done here. But as noted: No Dragonborn or Nerevarine, please.
Secondly..character abilities/specialities...
Each game had a plethora of abilities that were usable by any race/class. All race also had passive abilities, which will be covered later. The following disciplines/abilities are as followed:
Warrior Path
Armorer ~ Basic blacksmithery (weapon/armor creation and upkeep)
One Handed ~ The use of one handed blades
Block ~ The use of shields for blocking attacks
Two Handed ~ The use of weapons requiring both hands
Heavy Armor ~ The use of heavy armors (including heavy shields *i.e. Phalanx or Tower shields*)
Rogue Path
Marksmanship ~ The use of bows
Security ~ The use of lockpicks
Sneak ~ The art of being unseen *More effective at night*
Pickpocket ~ The act of acquiring goods by pilfering from an unsuspecting victims pockets
Light Armor ~ The use of light armors *fur, hide or leather*
Magick Path
Destruction ~ The art of using magick designed to harm opponents. Games used mostly fire, ice and lightning..but other forms would be allowed i.e. Wind, snow..mainly elemental *Please keep to elemental theme*
Restoration ~ The art of restoring health, curing diseases, lifting curses..basically, anything a white mage could do
Illusion~ The art of casting spells designed to sway emotions *fear, rage, serenity* or even become invisible, create light
Enchanting ~ The art of enchanting various items with special effects
Conjuration ~ The art of summoning creatures to the castors side, or armor *based off what armor type if anyone the castor uses* on the castor
Alchemy ~ Combining ingredients into new, various potions/poisons
A character profile would be greatly appreciated..and one character can only have 5 specialities. Remember, mix and match to your hearts content. The reason only 5 is allowed is to keep each character within a reasonable amount of 'power' amongst each other.
Passives...
Each race came with a set of passive abilities that, either 'activated' or were always 'active'..was always with them. Many of them, I'm sure..we would've loved to see on another race. I myself..would've loved to have the Wood Elves 'Command Beast' as a Breton..so, why not? Here's a list of passives. On character creation, two passives can be chosen.
Command Beast ~ Takes command of a beast *while game had limit on the time the beast was under control, that limit is being removed here, which would allow for a character to have a permanent pet. Pet list after passive section*
Night Eye ~ Allows for better vision at night *All Khajiits automatically have this passive, others can have..let's face it, some people see better at night then the day*
Disease/Poison Resistance *can be seperate or together* ~ Makes it harder to succumb to the various ailments plaguing wherever a character is from
Natural Resistance to ~ Allows for a heightened resistance against a certain element *single element, taking a double will count as two*
Berserk ~ Fly into a rage, taking less damage from attacks, and allowing for quicker, deadlier strikes *Effect will last for three rounds in combat, after effect ends, character MUST rest for a full day in order to Fury again*
Charming Effect ~ People find you hard to resist, and will offer services at cheaper prices *NPCs only, player characters can resist IF they realize the charm attempt is happening*
Quick Healer ~ Unless a wound is a particularly fatal one *slit throat, stabbed eye, severed appendage etc etc* you heal quicker then most others
Natural Athlete ~ Either you ran too much, or you're a natural at athletics..you catch your breath quicker then others
Natural at *random skill* ~ You're just a step ahead of everyone else at your selected skill, and get a perk at your chosen skill
Natural Armorer Perk ~ Weapons and armor created are able to be magically enchanted with up to two effects
Natural One Handed Perk ~ Once every three rounds, the Natural can use a power attack that would do double damage to what the player specifies
Natural Block Perk ~ Once every three rounds, the Natural can bash his enemy with his shield, either disarming or stunning the opponent *Stun lasts one round of combat*
Natural Two Handed Perk ~ Same as One Handed Perk, only deadlier
Natural Heavy Armor Perk ~ Heavy Armor weight reduced due to rigorous continued use
Natural Markmanship Perk ~ The Naturals shot is so powerful, their arrows pierce enemies with each shot
Natural Security Perk ~ The Natural can make a lockpick out of almost ANYTHING *ala Daphne from Scooby Doo*
Natural Sneak Perk ~ The Natural has mastered the art of being unseen. If people aren't actively looking for you, or you're not in their direct line of sight..then the Natural can move about freely. At night..the Natural is essentially invisible, almost impossible to see, but light can and will reveal the Natural *torchlight etc etc.*
Natural Pickpocket Perk ~ The Natural has mastered the art of theft, and knows how not to draw attention from the item he/she is trying to pilfer i.e. gold coin purse makes no noise, small weaponry doesn't rattle etc. etc.
Natural Light Armor Perk ~ The Natural wears armor that is like a second skin, thusly the armor doesn't impede his actions as it normally would
Natural Destruction Perk ~ The Natural can fire a second spell after the original from the offhand without prepping, but spell doesn't do as much damage as the original
Natural Restoration Perk ~ The Natural has mastered the art of Restoration, enough so that he/she can even cure Vampyrism or remove the Werewolf curse
Natural Illusion Perk ~ Allows the Natural to further extend his powers over emotions, allowing the Natural to affect entire cities with his/her mood changing spells
Natural Enchanting Perk ~ The Naturals enchantments never run out of power *remember, Enchantments required recharging via soul shards*
Natural Conjuration Perk ~ The Natural can summon either a Dragon, Werewolf or Dwemer Giant for 4 posts
Natural Alchemy Perk ~ The Naturals knowledge of ingredients is extensive. He/she knows what each ingredient can do, and will rarely..if ever..mess up on potion creation. Furthermore, using Alchemy for poisons..the Naturals knowledge of the immune system is extensive, allowing him to create poisons that are so potent, natural resistances are overcome to poisons are overcome
Pet List:
Skeever *rat*, Wolf, Bear, Cliff Racer, Bull Netch, Nix Hound, Saber Cat, Giant Spider, Mudcrab *why?!*, Fox, Mountain Lion
Summoning List:
Frost/Fire/Lightning or SPECIFIED elemental Atronach, Golden Saint, Winged Twilight, Scamp, Ghost, Daedra
Before anyone asks...NO SHOUTS!
First off..character guidelines...
Any race from the games are allowed, those being:
Imperial
Orc
Khajiit
Nord
Dark Elf
High Elf
Wood Elf
Breton
Any kind of character could be made..literally, ANY kind..the game allows for so much customization, and that's what should be done here. But as noted: No Dragonborn or Nerevarine, please.
Secondly..character abilities/specialities...
Each game had a plethora of abilities that were usable by any race/class. All race also had passive abilities, which will be covered later. The following disciplines/abilities are as followed:
Warrior Path
Armorer ~ Basic blacksmithery (weapon/armor creation and upkeep)
One Handed ~ The use of one handed blades
Block ~ The use of shields for blocking attacks
Two Handed ~ The use of weapons requiring both hands
Heavy Armor ~ The use of heavy armors (including heavy shields *i.e. Phalanx or Tower shields*)
Rogue Path
Marksmanship ~ The use of bows
Security ~ The use of lockpicks
Sneak ~ The art of being unseen *More effective at night*
Pickpocket ~ The act of acquiring goods by pilfering from an unsuspecting victims pockets
Light Armor ~ The use of light armors *fur, hide or leather*
Magick Path
Destruction ~ The art of using magick designed to harm opponents. Games used mostly fire, ice and lightning..but other forms would be allowed i.e. Wind, snow..mainly elemental *Please keep to elemental theme*
Restoration ~ The art of restoring health, curing diseases, lifting curses..basically, anything a white mage could do
Illusion~ The art of casting spells designed to sway emotions *fear, rage, serenity* or even become invisible, create light
Enchanting ~ The art of enchanting various items with special effects
Conjuration ~ The art of summoning creatures to the castors side, or armor *based off what armor type if anyone the castor uses* on the castor
Alchemy ~ Combining ingredients into new, various potions/poisons
A character profile would be greatly appreciated..and one character can only have 5 specialities. Remember, mix and match to your hearts content. The reason only 5 is allowed is to keep each character within a reasonable amount of 'power' amongst each other.
Passives...
Each race came with a set of passive abilities that, either 'activated' or were always 'active'..was always with them. Many of them, I'm sure..we would've loved to see on another race. I myself..would've loved to have the Wood Elves 'Command Beast' as a Breton..so, why not? Here's a list of passives. On character creation, two passives can be chosen.
Command Beast ~ Takes command of a beast *while game had limit on the time the beast was under control, that limit is being removed here, which would allow for a character to have a permanent pet. Pet list after passive section*
Night Eye ~ Allows for better vision at night *All Khajiits automatically have this passive, others can have..let's face it, some people see better at night then the day*
Disease/Poison Resistance *can be seperate or together* ~ Makes it harder to succumb to the various ailments plaguing wherever a character is from
Natural Resistance to ~ Allows for a heightened resistance against a certain element *single element, taking a double will count as two*
Berserk ~ Fly into a rage, taking less damage from attacks, and allowing for quicker, deadlier strikes *Effect will last for three rounds in combat, after effect ends, character MUST rest for a full day in order to Fury again*
Charming Effect ~ People find you hard to resist, and will offer services at cheaper prices *NPCs only, player characters can resist IF they realize the charm attempt is happening*
Quick Healer ~ Unless a wound is a particularly fatal one *slit throat, stabbed eye, severed appendage etc etc* you heal quicker then most others
Natural Athlete ~ Either you ran too much, or you're a natural at athletics..you catch your breath quicker then others
Natural at *random skill* ~ You're just a step ahead of everyone else at your selected skill, and get a perk at your chosen skill
Natural Armorer Perk ~ Weapons and armor created are able to be magically enchanted with up to two effects
Natural One Handed Perk ~ Once every three rounds, the Natural can use a power attack that would do double damage to what the player specifies
Natural Block Perk ~ Once every three rounds, the Natural can bash his enemy with his shield, either disarming or stunning the opponent *Stun lasts one round of combat*
Natural Two Handed Perk ~ Same as One Handed Perk, only deadlier
Natural Heavy Armor Perk ~ Heavy Armor weight reduced due to rigorous continued use
Natural Markmanship Perk ~ The Naturals shot is so powerful, their arrows pierce enemies with each shot
Natural Security Perk ~ The Natural can make a lockpick out of almost ANYTHING *ala Daphne from Scooby Doo*
Natural Sneak Perk ~ The Natural has mastered the art of being unseen. If people aren't actively looking for you, or you're not in their direct line of sight..then the Natural can move about freely. At night..the Natural is essentially invisible, almost impossible to see, but light can and will reveal the Natural *torchlight etc etc.*
Natural Pickpocket Perk ~ The Natural has mastered the art of theft, and knows how not to draw attention from the item he/she is trying to pilfer i.e. gold coin purse makes no noise, small weaponry doesn't rattle etc. etc.
Natural Light Armor Perk ~ The Natural wears armor that is like a second skin, thusly the armor doesn't impede his actions as it normally would
Natural Destruction Perk ~ The Natural can fire a second spell after the original from the offhand without prepping, but spell doesn't do as much damage as the original
Natural Restoration Perk ~ The Natural has mastered the art of Restoration, enough so that he/she can even cure Vampyrism or remove the Werewolf curse
Natural Illusion Perk ~ Allows the Natural to further extend his powers over emotions, allowing the Natural to affect entire cities with his/her mood changing spells
Natural Enchanting Perk ~ The Naturals enchantments never run out of power *remember, Enchantments required recharging via soul shards*
Natural Conjuration Perk ~ The Natural can summon either a Dragon, Werewolf or Dwemer Giant for 4 posts
Natural Alchemy Perk ~ The Naturals knowledge of ingredients is extensive. He/she knows what each ingredient can do, and will rarely..if ever..mess up on potion creation. Furthermore, using Alchemy for poisons..the Naturals knowledge of the immune system is extensive, allowing him to create poisons that are so potent, natural resistances are overcome to poisons are overcome
Pet List:
Skeever *rat*, Wolf, Bear, Cliff Racer, Bull Netch, Nix Hound, Saber Cat, Giant Spider, Mudcrab *why?!*, Fox, Mountain Lion
Summoning List:
Frost/Fire/Lightning or SPECIFIED elemental Atronach, Golden Saint, Winged Twilight, Scamp, Ghost, Daedra
Before anyone asks...NO SHOUTS!