Post by Mala Malatu on Oct 26, 2013 4:04:05 GMT
This thread is to help you design your character, so you can actually get started on the RP. I've tried to make this as user-friendly as I can, but if you can think of any way to make it better, please feel free to message me with your ideas. Now, on to business! Below is what you should copy, paste, and fill out for your character.
This is what it will look like:
Please note that all skills initially start at 15 before racial bonuses and all attributes (HEALTH, MAGICKA, & STAMINA) begin at 100 before racial bonuses. Carrying capacity begins at 300 lbs and increases by 5lbs with every leveling bonus added to STAMINA. Every character begins play with 300 gold which may be spent on purchasing unenchanted equipment. Clothes, armor, weapons, tools, food, etc.
Please reference the following list to determine skills and attributes.
{Spoiler}{Character Sheet Code}
[b]Character Name[/b]:
[b]Character Race[/b]:
[b]Character Sign[/b]:
[b]Character Level[/b]:
[b]CL Progress[/b]:
[b][i]:ATTRIBUTES:[/i][/b]
[b]o---[/b][i]HEALTH[/i]:
[b]o---[/b][i]STAMINA[/i]:
[b]o---[/b][i]MAGICKA[/i]:
[b][i]:WARRIOR SKILLS:[/i][/b]
[b]o---[/b][i]Archery[/i]:
[b]o---[/b][i]Block[/i]:
[b]o---[/b][i]Heavy Armor[/i]:
[b]o---[/b][i]One Handed[/i]:
[b]o---[/b][i]Two Handed[/i]:
[b]o---[/b][i]Unarmed[/i]:
[b]o---[/b][i]Smithing[/i]:
[b][i]:THIEF SKILLS:[/i][/b]
[b]o---[/b][i]Alchemy[/i]:
[b]o---[/b][i]Light Armor[/i]:
[b]o---[/b][i]Lockpicking[/i]:
[b]o---[/b][i]Perception[/i]:
[b]o---[/b][i]Pickpocket[/i]:
[b]o---[/b][i]Sneak[/i]:
[b]o---[/b][i]Speech[/i]:
[b][i]:MAGE SKILLS:[/i][/b]
[b]o---[/b][i]Alteration[/i]:
[b]o---[/b][i]Conjuration[/i]:
[b]o---[/b][i]Destruction[/i]:
[b]o---[/b][i]Enchanting[/i]:
[b]o---[/b][i]Illusion[/i]:
[b]o---[/b][i]Restoration[/i]:
[b]o---[/b][i]Travel[/i]:
[b][i][div align="center"]DESCRIPTION[/div][/i][/b]
[div align="center"]INSERT YOUR CHARACTER DESCRIPTION HERE. YOU MAY INCLUDE AN IMAGE IN A SPOILER TAG OR A TEXT DESCRIPTION. YOUR CHOICE.[/div]
[b][i][div align="center"]BACKSTORY[/div][/i][/b]
[div align="center"]INSERT YOUR CHARACTER BACKSTORY HERE. INCLUDE DETAILS SUCH AS WHERE HE/SHE IS FROM, WHETHER THEY HAVE A HOME/FAMILY/ETC. WHERE THEY LEARNED THEIR SKILLS. FLESH OUT THE CHARACTER THOROUGHLY! WELL-MADE CHARACTERS ARE MORE LIKELY TO BE CONSIDERED FOR OFFICIAL POSITIONS SUCH AS GUILD LEADER AND THE LIKE![/div]
[b][i][div align="left"]EQUIPMENT[/div][/i][/b]
Carrying Capacity: xxx lbs
Gold: 300 Gold (This is starting gold. Spend it on starting equipment. What you don't spend carries into the game.)
This is what it will look like:
{Spoiler}{Character Sheet Example}Character Name:
Character Race:
Character Sign:
Character Level:
CL Progress:
:ATTRIBUTES:
o---HEALTH:
o---STAMINA:
o---MAGICKA:
:WARRIOR SKILLS:
o---Block:
o---Heavy Armor:
o---Marksman:
o---One Handed:
o---Smithing:
o---Two Handed:
o---Unarmed:
:THIEF SKILLS:
o---Alchemy:
o---Light Armor:
o---Lockpicking:
o---Perception:
o---Pickpocket:
o---Sneak:
o---Speech:
:MAGE SKILLS:
o---School of Alteration:
o---School of Conjuration:
o---School of Destruction:
o---School of Enchanting:
o---School of Illusion:
o---School of Restoration:
o---School of Travel:
Carrying Capacity: xxx lbs
Gold: 300 Gold (This is starting gold. Spend it on starting equipment. What you don't spend carries into the game.)
Character Race:
Character Sign:
Character Level:
CL Progress:
:ATTRIBUTES:
o---HEALTH:
o---STAMINA:
o---MAGICKA:
:WARRIOR SKILLS:
o---Block:
o---Heavy Armor:
o---Marksman:
o---One Handed:
o---Smithing:
o---Two Handed:
o---Unarmed:
:THIEF SKILLS:
o---Alchemy:
o---Light Armor:
o---Lockpicking:
o---Perception:
o---Pickpocket:
o---Sneak:
o---Speech:
:MAGE SKILLS:
o---School of Alteration:
o---School of Conjuration:
o---School of Destruction:
o---School of Enchanting:
o---School of Illusion:
o---School of Restoration:
o---School of Travel:
DESCRIPTION
INSERT YOUR CHARACTER DESCRIPTION HERE. YOU MAY INCLUDE AN IMAGE IN A SPOILER TAG OR A TEXT DESCRIPTION. YOUR CHOICE.
BACKSTORY
INSERT YOUR CHARACTER BACKSTORY HERE. INCLUDE DETAILS SUCH AS WHERE HE/SHE IS FROM, WHETHER THEY HAVE A HOME/FAMILY/ETC. WHERE THEY LEARNED THEIR SKILLS. FLESH OUT THE CHARACTER THOROUGHLY! WELL-MADE CHARACTERS ARE MORE LIKELY TO BE CONSIDERED FOR OFFICIAL POSITIONS SUCH AS GUILD LEADER AND THE LIKE!
EQUIPMENT
Carrying Capacity: xxx lbs
Gold: 300 Gold (This is starting gold. Spend it on starting equipment. What you don't spend carries into the game.)
Please note that all skills initially start at 15 before racial bonuses and all attributes (HEALTH, MAGICKA, & STAMINA) begin at 100 before racial bonuses. Carrying capacity begins at 300 lbs and increases by 5lbs with every leveling bonus added to STAMINA. Every character begins play with 300 gold which may be spent on purchasing unenchanted equipment. Clothes, armor, weapons, tools, food, etc.
{Birthsign Information}
- The Warrior: Warrior skills increase 20% faster.
- The Thief: Thief skills increase 20% faster.
- The Mage: Mage skills increase 20% faster.
- The Lover: All skills increase 10% faster.
- The Apprentice: Regenerate MAGICKA twice as fast. Character is has 100% weakness to magicka.
- The Atronach: +50 MAGICKA, 50% Absorb Magicka effect, cannot regenerate MAGICKA without the aid of potions or sleep.
- The Lady: Regenerate an additional 5% of maximum HEALTH and MAGICKA per turn while in combat. Regenerate an additional 10% of maximum HEALTH and STAMINA while outside of combat.
- The Lord: +50 Armor, 20% Magic Resistance.
- The Ritual: At birth, character was born with a familiar which later found them. Select wolf, raven, snake, fox, snake, or rabbit. When near this animal, increase MAGICKA by +25. Character can see and hear through the familiar's eyes and ears from any distance. Familiars cannot be replaced or regained by any means if they are killed.
- The Serpent: Paralyze the target for 1 turn, and deal 25 poison damage to the target each turn for 2 turns.
- The Shadow: Become invisible for 60 seconds, once per day.
- The Steed: +100 Carrying Capacity, worn armor does not factor into weight limits and does not affect movement speed.
- The Tower: Unlock any Expert level or lower lock, once per day.
Please reference the following list to determine skills and attributes.
{Spoiler}{Altmer Statistics}
Altmer start with +50 MAGICKA. Altmer also have the Highborn ability, allowing them to regenerate 20% of their maximum MAGICKA at the start of each of their turns for 10 turns. Altmer also begin play knowing three spells, chosen from the following list: Flames, Sparks, Frostbite, Healing, Clairvoyance, Oakflesh, Blink, and Conjure Familiar.
- +5 Alteration
- +5 Conjuration
- +5 Enchanting
- +5 Illusion
- +5 Restoration
- +5 Travel
- +10 Destruction
Altmer start with +50 MAGICKA. Altmer also have the Highborn ability, allowing them to regenerate 20% of their maximum MAGICKA at the start of each of their turns for 10 turns. Altmer also begin play knowing three spells, chosen from the following list: Flames, Sparks, Frostbite, Healing, Clairvoyance, Oakflesh, Blink, and Conjure Familiar.
{Spoiler}{Argonian Statistics}
Argonians start with the passive ability of Waterbreathing. Argonians also have the Histkin ability, allowing them to regenerate 20% of their maximum HEALTH at the start of each of their turns for 10 turns. Argonians also begin play knowing one spell, chosen from the following list: Healing and Oakflesh.
- +5 Alteration
- +5 Light Armor
- +5 Pickpocket
- +5 Perception
- +5 Restoration
- +5 Sneak
- +10 Lockpicking
Argonians start with the passive ability of Waterbreathing. Argonians also have the Histkin ability, allowing them to regenerate 20% of their maximum HEALTH at the start of each of their turns for 10 turns. Argonians also begin play knowing one spell, chosen from the following list: Healing and Oakflesh.
{Spoiler}{Bosmer Statistics}
Bosmer start with +10 HEALTH, +10 STAMINA, and 20% chance to resist poison and disease. Bosmer also have the Command Animal ability, allowing them to make nearby animals into their allies for 10 turns. The Command Animal ability can affect an amount of creatures equal to their level within 30 feet.
- +5 Alchemy
- +5 Light Armor
- +5 Lockpicking
- +5 Pickpocket
- +5 Perception
- +5 Sneak
- +10 Marksman
Bosmer start with +10 HEALTH, +10 STAMINA, and 20% chance to resist poison and disease. Bosmer also have the Command Animal ability, allowing them to make nearby animals into their allies for 10 turns. The Command Animal ability can affect an amount of creatures equal to their level within 30 feet.
{Spoiler}{Breton Statistics}
Bretons start with +10 HEALTH, +10 MAGICKA, and 10% chance to negate spells cast on them. Bretons also have the Dragonskin ability, allowing them to absorb 50% of the Magicka used in spells cast on them. The amount of absorbed Magicka cannot enable a Breton to exceed their maximum Magicka. Bretons also begin play with 2 spells, chosen from the following list: Oakflesh, Courage, Healing, Summon Bound Dagger, Summon Bound Sword, Conjure Familiar, and Raise Zombie.
- +5 Alchemy
- +5 Alteration
- +5 Illusion
- +5 Restoration
- +5 Speech
- +5 One Handed
- +10 Conjuration
Bretons start with +10 HEALTH, +10 MAGICKA, and 10% chance to negate spells cast on them. Bretons also have the Dragonskin ability, allowing them to absorb 50% of the Magicka used in spells cast on them. The amount of absorbed Magicka cannot enable a Breton to exceed their maximum Magicka. Bretons also begin play with 2 spells, chosen from the following list: Oakflesh, Courage, Healing, Summon Bound Dagger, Summon Bound Sword, Conjure Familiar, and Raise Zombie.
{Spoiler}{Dunmer Statistics}
Dunmer start with +10 HEALTH, +10 STAMINA, +10 MAGICKA, and 50% resistance to fire damage. Dunmer also have the Ancestor's Wrath ability, allowing them to wreath themselves in flame for 10 rounds. The effect of Ancestor's Wrath is identical to the spell Flame Cloak. Dunmer also begin play with 2 spells, chosen from the following list: Oakflesh, Craft Ashdagger, Craft Ashblade, Fury, Flames, Sparks, and Frostbite.
- +5 Alchemy
- +5 Alteration
- +5 Illusion
- +5 Light Armor
- +5 Sneak
- +5 One Handed
- +10 Destruction
Dunmer start with +10 HEALTH, +10 STAMINA, +10 MAGICKA, and 50% resistance to fire damage. Dunmer also have the Ancestor's Wrath ability, allowing them to wreath themselves in flame for 10 rounds. The effect of Ancestor's Wrath is identical to the spell Flame Cloak. Dunmer also begin play with 2 spells, chosen from the following list: Oakflesh, Craft Ashdagger, Craft Ashblade, Fury, Flames, Sparks, and Frostbite.
{Spoiler}{Imperial Statistics}
Imperials start with +10 Health and a permanent +10% whenever gold is found. Imperials also have the Voice of the Emperor ability, allowing them to calm nearby enemies within 30 feet for five turns. Imperials also begin play with one spell chosen from the following list: Flames, Sparks, Frostbite, Healing, and Lesser Ward.
- +5 Block
- +5 Destruction
- +5 Enchanting
- +5 Heavy Armor
- +5 One Handed
- +5 Perception
- +10 Restoration
Imperials start with +10 Health and a permanent +10% whenever gold is found. Imperials also have the Voice of the Emperor ability, allowing them to calm nearby enemies within 30 feet for five turns. Imperials also begin play with one spell chosen from the following list: Flames, Sparks, Frostbite, Healing, and Lesser Ward.
{Spoiler}{Khajiit Statistics}
Khajiit start with +50 STAMINA and +10 unarmed damage. Khajiit also have the Night Eye ability, allowing them to see in the dark at will.
- +5 Alchemy
- +5 Lockpicking
- +5 Marksman
- +5 One Handed
- +5 Pickpocket
- +5 Perception
- +10 Sneak
Khajiit start with +50 STAMINA and +10 unarmed damage. Khajiit also have the Night Eye ability, allowing them to see in the dark at will.
{Spoiler}{Nord Statistics}
Nords start with +25 HEALTH and 50% resistance to frost damage. Nords also have the Glory of Talos power, allowing them to regenerate 10% of their maximum HEALTH and STAMINA at the start of each of their turns for 10 turns.
- +5 Block
- +5 Light Armor
- +5 One Handed
- +5 Smithing
- +5 Speech
- +5 Unarmed
- +10 Two Handed
Nords start with +25 HEALTH and 50% resistance to frost damage. Nords also have the Glory of Talos power, allowing them to regenerate 10% of their maximum HEALTH and STAMINA at the start of each of their turns for 10 turns.
{Spoiler}{Orsimer Statistics}
Orsimer start with +50 HEALTH. Orsimer also have the Berserker Rage ability, allowing them to deal an extra 50% weapon damage and receive half damage from all sources.
- +5 Smithing
- +5 Block
- +5 Two Handed
- +5 One Handed
- +5 Enchanting
- +5 Heavy Armor
- +10 Unarmed
Orsimer start with +50 HEALTH. Orsimer also have the Berserker Rage ability, allowing them to deal an extra 50% weapon damage and receive half damage from all sources.
{Spoiler}{Redguard Statistics}
Redguard start with +25 HEALTH, +25 STAMINA, and 50% resistance to poisons. Redguard also have the Adrenaline Rush ability, allowing them to regenerate 20% of their maximum STAMINA at the start of each of their turns for 10 turns. Redguard also begin play with one spell, chosen from the following list: Flames, Sparks, Frostbite, and Sandblast.
- +5 Block
- +5 Destruction
- +5 Light Armor
- +5 Marksman
- +5 Perception
- +5 Unarmed
- +10 One Handed
Redguard start with +25 HEALTH, +25 STAMINA, and 50% resistance to poisons. Redguard also have the Adrenaline Rush ability, allowing them to regenerate 20% of their maximum STAMINA at the start of each of their turns for 10 turns. Redguard also begin play with one spell, chosen from the following list: Flames, Sparks, Frostbite, and Sandblast.