Post Your Character!

A place to discuss and ask questions about the third part of The Elder Scrolls series and its expansions
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Re: Post Your Character!

Post by Secret Magic User »

Whattaguy!
I'VE FOUGHT MUDCRABS MORE FEARSOME THAN YOU!
Demiverse wrote:It doesn't really matter anyway. You automatically win for being a magical ninja wielding a spear.
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Re: Post Your Character!

Post by Dark Spark »

Demiverse wrote:It doesn't really matter anyway. You automatically win for being a magical ninja wielding a spear.
How in Hell is a ninja going to sneak a spear into the bedroom?

:wat: (Don't you go there...)
Baurus: Our job is to get the Emperor out of situations like this. Though I'll admit, things aren't going exactly to plan.

Casandra: At the moment, the deadliest weapon at my disposal is a goblin's head on a stick. I'd be worried if this was the plan.
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Re: Post Your Character!

Post by Secret Magic User »

Dark Spark wrote:How in Hell is a ninja going to sneak a spear into the bedroom?

:wat: (Don't you go there...)
I won't go there, however.. Invisibility/Chameleon on Touch is a beautiful thing!
I'VE FOUGHT MUDCRABS MORE FEARSOME THAN YOU!
Demiverse wrote:It doesn't really matter anyway. You automatically win for being a magical ninja wielding a spear.
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Re: Post Your Character!

Post by Norroen Dyrd »

Introducing my hapless Nerevarine, Ignis the Nord.
Yes, she's utterly lost somewhere in the Bitter Coast.
Yes, she's stepped on a mudcrab and the fleshy 'lianas' she is grabbing on to for support are actually the tentacles of a drowsy netch.
Yes, the rain is about to wash off the directions she’s scrawled on her forearm.
Yes, she is broke so all armour she can afford is a pair of boots, a glove and a mismatched pauldron.
And I think there’s a cliff-racer somewhere beyond the picture frame, cackling evilly.
Hidden:
Image
In between the lines there's a lot of obscurity.
I'm not inclined to resign to maturity.
If it's alright, then you're all wrong.
But why bounce around to the same damn song?
You'd rather run when you can't crawl...
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Re: Post Your Character!

Post by Secret Magic User »

You Should write down her story to become The Nerevarine.
I'VE FOUGHT MUDCRABS MORE FEARSOME THAN YOU!
Demiverse wrote:It doesn't really matter anyway. You automatically win for being a magical ninja wielding a spear.
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Re: Post Your Character!

Post by Demiverse »

Dark Spark wrote:How in Hell is a ninja going to sneak a spear into the bedroom?

:wat: (Don't you go there...)
*bites tongue so hard it falls off*

And that, kids, is why I stopped filing my incisors.
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Re: Post Your Character!

Post by Secret Magic User »

@Demiverse
IT'S SO HARD NOT TO WHEN THERE IS SUCH GREAT AMMUNITION
I'VE FOUGHT MUDCRABS MORE FEARSOME THAN YOU!
Demiverse wrote:It doesn't really matter anyway. You automatically win for being a magical ninja wielding a spear.
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Re: Post Your Character!

Post by Abyssal »

Despite my current difficulties glitch-wise, I might as well post up Nerosa. I went for the generic inbuilt class as I was rusty with Morrowind and wanted to get to know what I'd use most. I'll probably create something with less useless minor skills next time.

Nerosa Venim, Dunmer Thief, Sign of the Steed.

Major Skills
Security
Sneak
Acrobatics
Light Armour
Short Blade

Minor Skills
Marksman
Speechcraft
Hand-to-Hand
Mercantile
Athletics

Currently Grandmaster of House Hlaalu, Master Thief, and snaking my way up Morag Tong.
"The dreamer is awake"
- Scrawled on the floor of the Dome of Ursa, Kogoruhn, Morrowind
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Re: Post Your Character!

Post by Secret Magic User »

@Abyssal
Nothing wrong in going with a reliable horse (See what I did there? Because his sign is the Steed! :lol: ) Honestly, I think it can be incredibly fun and even a bit more challenging to play with a preset class. Most times there's at least one or two skills that you don't necessarily agree with or even know what to do with. Figuring out how to incorporate them really gets some creativity going and it builds a base for figuring out how you think -insert task here- could be done better.

However, you are a thief, which is by far one of my favorite roles to play in any kind of RPG. Plus, The Steed just makes things so easy in those first few levels because you're so dang fast!

It seems like you're already tearing it up, so, have at it!
I'VE FOUGHT MUDCRABS MORE FEARSOME THAN YOU!
Demiverse wrote:It doesn't really matter anyway. You automatically win for being a magical ninja wielding a spear.
Alastor
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Re: Post Your Character!

Post by Alastor »

Hi, I'm relatively new to Morrowind and I'd like some advice. :mrgreen:

My first character was as stealthy, thieving son of a [&@%!]. I only played him a couple of hours because between the Dark Brotherhood Armor, the Sword of White Woe and me taking everything not nailed to the floor... it became a bit boring.

My idea for a new character is somebody with more limitations on what he can do. Someone who sees being sent to Vvardenfell as a second chance. Someone who wants to do the right thing.

First draft::
Male Imperial
Birthsign: Lady
Specialization: Combat
Favored attributes: Strength, Luck
Major skills: Heavy Armor, Blunt Weapon, Security, Marksman, Block
Minor skills: Restoration, Alchemy, Mysticism, Speechcraft, Athletics

My plan is to join the Fighter's Guild in Balmora and then see how the game goes and when it leads me to House Redoran/Imperial Cult/Imperial Legion.

Is the build viable? I really like Marksman, but other than that I'm open to suggestions.
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Demiverse
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Re: Post Your Character!

Post by Demiverse »

Alastor wrote:Hi, I'm relatively new to Morrowind and I'd like some advice. :mrgreen:

My first character was as stealthy, thieving son of a [&@%!]. I only played him a couple of hours because between the Dark Brotherhood Armor, the Sword of White Woe and me taking everything not nailed to the floor... it became a bit boring.

My idea for a new character is somebody with more limitations on what he can do. Someone who sees being sent to Vvardenfell as a second chance. Someone who wants to do the right thing.

First draft::
Male Imperial
Birthsign: Lady
Specialization: Combat
Favored attributes: Strength, Luck
Major skills: Heavy Armor, Blunt Weapon, Security, Marksman, Block
Minor skills: Restoration, Alchemy, Mysticism, Speechcraft, Athletics

My plan is to join the Fighter's Guild in Balmora and then see how the game goes and when it leads me to House Redoran/Imperial Cult/Imperial Legion.

Is the build viable? I really like Marksman, but other than that I'm open to suggestions.
That's a really interesting build. Especially for a new player. You've had experience with other TES games in the past, no? Because it's fairly evident in the structure of your build - unless it's just beginner's luck.

You've already got all your major ducks in a row. Don't get caught up in tweaking the details; that's where the fun ends and the obsessive self-flagellation begins. Just run with it. I'm sure you'll have a blast with this character.

(except you might want to drop Athletics)
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Re: Post Your Character!

Post by Norva »

My character:
Male Dark Elf
Birthsign: Steed
Specialization: Combat
Favored attributes: Strength, Willpower
Major skills: Long Blade, Medium Armor, Illusion, Alteration, Armorer
Minor skills: Mysticism, Acrobatics, Alchemy, Restoration, Block
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Re: Post Your Character!

Post by Secret Magic User »

Hidden:
Demiverse wrote:
Alastor wrote:Hi, I'm relatively new to Morrowind and I'd like some advice. :mrgreen:

My first character was as stealthy, thieving son of a [&@%!]. I only played him a couple of hours because between the Dark Brotherhood Armor, the Sword of White Woe and me taking everything not nailed to the floor... it became a bit boring.

My idea for a new character is somebody with more limitations on what he can do. Someone who sees being sent to Vvardenfell as a second chance. Someone who wants to do the right thing.

First draft::
Male Imperial
Birthsign: Lady
Specialization: Combat
Favored attributes: Strength, Luck
Major skills: Heavy Armor, Blunt Weapon, Security, Marksman, Block
Minor skills: Restoration, Alchemy, Mysticism, Speechcraft, Athletics

My plan is to join the Fighter's Guild in Balmora and then see how the game goes and when it leads me to House Redoran/Imperial Cult/Imperial Legion.

Is the build viable? I really like Marksman, but other than that I'm open to suggestions.
That's a really interesting build. Especially for a new player. You've had experience with other TES games in the past, no? Because it's fairly evident in the structure of your build - unless it's just beginner's luck.

You've already got all your major ducks in a row. Don't get caught up in tweaking the details; that's where the fun ends and the obsessive self-flagellation begins. Just run with it. I'm sure you'll have a blast with this character.

(except you might want to drop Athletics)
Like Demi said, solid build. The only thing I might change is Speechcraft to Illusion since you can use charm to take over for Speechcraft and then you've got what access and proficiency in one of the (in my opinion) most important schools of magick. And it is still governed by personality. However, in keeping with the spirit of limitations, perhaps you chose Speechcraft purposely. Let us know how the build turns out. :D
I'VE FOUGHT MUDCRABS MORE FEARSOME THAN YOU!
Demiverse wrote:It doesn't really matter anyway. You automatically win for being a magical ninja wielding a spear.
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Re: Post Your Character!

Post by Secret Magic User »

Norva wrote:My character:
Male Dark Elf
Birthsign: Steed
Specialization: Combat
Favored attributes: Strength, Willpower
Major skills: Long Blade, Medium Armor, Illusion, Alteration, Armorer
Minor skills: Mysticism, Acrobatics, Alchemy, Restoration, Block
This is a rather interesting build. You've only got one weapon and armor skill, which is what I usually do in order to keep from getting spread too thin. Also, with Illusion, Alteration, and Mysticism, you've got great potential for in-combat utilities.
My only question lies with two skills: Block and Armorer. I would have block as a Major skill, because it can be a pain to level and that extra boost would really help. Armorer would be fine as a Minor since you won't have any want for armor fix. There will always be some to fix up after a fight, and not just your own, but your target's as well.
I'VE FOUGHT MUDCRABS MORE FEARSOME THAN YOU!
Demiverse wrote:It doesn't really matter anyway. You automatically win for being a magical ninja wielding a spear.
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Re: Post Your Character!

Post by Alastor »

@Secret Magic User @Demiverse
Thank you for your replies. :)

I'm thinking about replacing "Security" with "Alteration", because my character might know how to pick a lock but I don't see him carrying and buying lockpicks. Is "Alteration" "enough"? ;)
"Speechcraft" and "Athletics" are mostly filler, but "Speechcraft" fits my character well. What can I replace "Athletics" with? I could pick "Illusion" and "Speechcraft".
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Re: Post Your Character!

Post by Secret Magic User »

Alteration is more than enough. It'll get you "Open" spells, as well as tons of other useful effects that can be used in and out of combat.
If Speechcraft fits your character well in terms of his story, by all means, keep it! Sacrificing story in favor of efficiency or what have you, as Demiverse so accurately stated, leads down a very dark path. If you like it, cool runnings. And since you're Imperial, you get Voice of the Emperor, so you'll be able to get a pretty heavy charm power in case your Speechcraft needs a little more gumption.
Athletics, I usually keep in Miscellaneous simply so that I can better gauge my modifiers. It's also pretty easy to level up. Just run and swim and it'll get up there. If you'd want it replaced, I might suggest Spear.
It's a pretty nifty weapon skill, as there are a few rather good spears out there, and fits in well with the Legion's kit.

(Also I love Spears and Illusion and try to include them as often as possible :sweetroll: )
I'VE FOUGHT MUDCRABS MORE FEARSOME THAN YOU!
Demiverse wrote:It doesn't really matter anyway. You automatically win for being a magical ninja wielding a spear.
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Re: Post Your Character!

Post by Starfang »

I started a new game after speaking to a Khajiit pilgrim and realizing that the class I had did not fit the skills that I use all of the time.

Drelas Sero
Level: 1
Race: Dark Elf
Class: Emissary
Strength: 50
Intelligence: 40
Willpower: 30
Agility: 50
Speed: 50
Endurance: 40
Personality: 30
Luck: 40

Major Skills:
Long Blade
Acrobatics
Athletics
Destruction
Light Armor

Minor Skills:
Block
Unarmored
Hand-to-Hand
Medium Armor
Armorer

Faction
The Great House Redoran
Thieves Guild

Sign
The Warrior
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Demiverse
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Re: Post Your Character!

Post by Demiverse »

Alastor wrote:@Secret Magic User @Demiverse
Thank you for your replies. :)

I'm thinking about replacing "Security" with "Alteration", because my character might know how to pick a lock but I don't see him carrying and buying lockpicks. Is "Alteration" "enough"? ;)
"Speechcraft" and "Athletics" are mostly filler, but "Speechcraft" fits my character well. What can I replace "Athletics" with? I could pick "Illusion" and "Speechcraft".
It's a bit redundant to have both Speechcraft and Illusion, but then again there's no reason not to either. None of this will matter once you hit level 15-20 onward.

And I'd replace Athletics with either Armorer or Enchant.

Armorer is a good skill to have, especially for a heavily armored tank build like this. But even if left as a misc skill, it still ends up being more economical to buy repair hammers and DIY. You don't have to pay to get your gear repaired, and you'll get some strength modifiers to boot. But it's fine either way. Having a higher Armorer level initially isn't much of a boon in the grand scheme. So this is basically a filler skill. But it's better than Athletics since it can at least be controlled.

Enchant is another more or less filler skill that I like to throw into builds like yours sometimes. Having Enchant doesn't mean your character has to Enchant items, or even be particularly magically oriented. You can leave the skill alone if you like, never touch it, and you'll still receive passive benefits. Most notably, you'll get more charges out of enchanted items. And everyone uses enchanted items. Simply having an Enchant of 15 rather than 5 will actually make a staggering difference. Also, the Enchant skill raises at a glacial pace. As a misc skill it will take 125% longer to increase.

Those are your two best bets, unless you want to take another magic skill instead. In which case, I wouldn't suggest taking Destruction since you already have Marksman for ranged DPS.
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Re: Post Your Character!

Post by Secret Magic User »

@Leliel
Hidden:
Leliel wrote:I started a new game after speaking to a Khajiit pilgrim and realizing that the class I had did not fit the skills that I use all of the time.

Drelas Sero
Level: 1
Race: Dark Elf
Class: Emissary
Strength: 50
Intelligence: 40
Willpower: 30
Agility: 50
Speed: 50
Endurance: 40
Personality: 30
Luck: 40

Major Skills:
Long Blade
Acrobatics
Athletics
Destruction
Light Armor

Minor Skills:
Block
Unarmored
Hand-to-Hand
Medium Armor
Armorer

Faction
The Great House Redoran
Thieves Guild

Sign
The Warrior
I'm going to go out on a limb here and say that you want to be a lightly armored melee fighter, judging by your build. In, out, on with your business. I like it. Armorer isn't a bad choice as it keeps your weapons and armor in good condition, without having to spend too many septims.
Hidden:
However, you have three armor choices and three offensive options, which means you're going to spread thin. At most, you really only need two each, and even that might be pushing it. Since you're going melee, I'd say drop your two offensive choices to Longblade and Marksman, one apiece for Redoran and TG, respespectively. This also frees up a slot for Restoration, which is obviously useful to pretty much everybody. Once you get up in levels, you can use your money to train up Destruction if you want it as a supplemental damage route.
Normally I only take one armor skill, but I think you want to remain flexible. I suggest taking Unarmored and Light Armor. I have Light Armor as a main skill and I still notice that I get shots at some unprotected areas, which are far more prevalent in Light Armors than others. It'll be good to have those spots protected by a decent Unarmored Skill. They are governed by different Attributes, but, share attributes with other skills you've chosen, so it should be fairly easy to bring your fallback skill up to your primary skill if you need to by way of training.

Now, in this particular case, I do see a logical possibility for an additional weapon or armor skill. If you drop Athletics, you can pick up Medium Armor, Heavy Armor, or Spear and still remain viable for Redoran while dropping a skill that, at best, levels up very loosely controlled. I won't suggest any one in particular, because I think you can better gauge which of these skills you'd like to use more.

Regarding the matter of your faction choices, you may run into some issues. You've only got two of the Thieves' Guild's skills in your listed ones. If you take my advice on the weapons choices, you'll get three that you need for the Thieves' Guild and still get three that you need for House Redoran.
All that said, I'd be very interested to see what adjustments, if any, you make and how it plays out for you. All of these classes y'all are putting up is starting to make me want to think of and roll up a new character!
I'VE FOUGHT MUDCRABS MORE FEARSOME THAN YOU!
Demiverse wrote:It doesn't really matter anyway. You automatically win for being a magical ninja wielding a spear.
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Re: Post Your Character!

Post by Karma30 »

Well, here's my newish gal, Kisera.

Race: Female Dunmer. I have a head replacement mod for FM Dunmer, so I want to use it. Besides, I just can't picture Nerevar being reborn as an Argonian.

Sign: The Lady.
I prefer the initial stat boost rather than an on-going effect. Besides, with Azura being so mixed up with the Nerevarine, it seems appropriate.

Speciality: Combat. I like hitting things.

Favoured Attributes: Endurance and Willpower.
Not so much for any character benefit, although endurance and the Lady together work wonders. My thoughts are that others may be stronger or quicker or more agile, but you can still keep swinging and dodging after they're all tuckered out. Willpower to me implies that you can dredge up those last reserves to just keep going when others fall by the wayside. I know that's not what it means in the game, I just like to think of Kisera as being someone who can just keep going.

Major Skills:
Long Blade
Block - not something you can control very much and takes a while to be effective, but I just like having a shield
Heavy Armour - I go toe to toe, so may as well have the grunty stuff. You assemble a full set of heavy armour without too much problem, so I don't see the need to have ability in 2 armour types.
Speechcraft - I like to talk to people and have them like me. You can use magic to raise disposition and stuff, but there are a lot of people you need to convince to do stuff and have them attack you etc, so to just make it easier and save magica, I talk to them.
Destruction - need a missile weapon.

Minor Skills:
Blunt - back up weapon. Mace of Molag-Bal is pretty cool. Besides, may need to get religious.
Alteration - water walking, water breathing and especially levitation.
Security - saving on the magic points. I created a 100 unlock spell but by the time I can cast it with a reasonable chance of success and not worry about the huge magic cost, I could have just been plugging away doing it by hand.
Acrobatics - It's cool base jumping.
Restoration - Vivec's Touch, heal companion, regenerate and restore attribute. I don't like carrying around a huge variety of potions and custom restores work out cheaper in point cost than the shop ones. Handy when you're stuck in the wilderness & don't want to intervene to the nearest shrine and get back to where you were.

I had reasons not to take some skills over others. For example some people swear by armourer, but I've only found it essential when surrounded by werewolves and by that stage I can afford to just train it up.
So, what y'all reckon?
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Re: Post Your Character!

Post by JackbeQuick »

Male Nord
Birthsign: Atronach
Specialization: Combat
Favored attributes: Intelligence, Endurance
Major skills: Alteration, Speechcraft, Heavy Armor, Mysticism, Alchemy
Minor skills: Marksman, Armorer, Long Blade, Block, Athletics

My first character, first time playing Morrowind. I cobbled this together from skimming various guides. I'm a little worried that 120 magicka (+60 with maxed int) may be too low? What do people think of this arcane fighterish build?
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Re: Post Your Character!

Post by Rithren »

Spent the past day building up a 95% Roleplay/5% Gameplay character.
Strictly refusing to use the console under ANY circumstances that aren't needed to fix a glitch.
I'm eventually going to finish the MQ, but I'm focusing more on the the faction questlines.

Since I'm gonna be heavily roleplaying with this character, I thought it'd be more than appropriate to think up a backstory before I made him & keep updating his story as he progresses through his life. So I'll be somewhat more focused on his life than flawlessly leveling him into a killing machine. That loses it's fun after awhile. :P

So here's what I have so far: (Might contain Spoilers for the first couple quests, Also contains a pretty big story spoiler if you've never done the Main quest, don't worry though, I used the spoiler tags to hide it. Just trying to give fair warning if anyones on their first playthrough :) )
Hidden:
Ralathin Randrys is a Dark Elf Battlemage that's native to Cyrodil & grew up in the Imperial City's Waterfront District.

Being raised in the poverty-stricken Waterfront District he, unsurprisingly, ended up associating with some less-than-reputable characters in his teen years & resorted to doing shady jobs in order to pay for his obsession with magic. 8)

Also unsurprisingly, he ended up getting arrested in the middle of a job, but instead of getting sent to the Imperial City's Prison District, last he heard, one of the guards said he was shipped to an island called Vvardefell, although in his mind all he heard was an awkwardly named island he's never even heard of (he's not too close to his heritage). :lol:

After what seems like months the ship finally gets to it's destination at a smelly little swamp town on the coast of the island.
To his utter astonishment, he was let free! On one condition, he was told to deliver a package & report to some old man in the ghetto of a town called "Balmora".

I also think it's worth mentioning that I'm using MCA, Lovers & Legends, Romance, & a slew of other dialogue mods to increase the roleplaying aspect of friendships & relationships with other Npcs.

On his way out of Seyda Neen to Balmora he befriended a young Ex-Ashlander who is attempting to leave the tribal ways behind & experience the big cities & the rest of the world that his narrow-minded family shuts out. (MCA is amazingly detailed with their companions background stories, haha. :mrgreen: )

Also, weird pair of friends right? I kinda like the quirky, unexpexpected team they make considering their vastly different childhoods, so I'm considering trying to keep them pretty close friends throughout the game. (besides, it's his first friend on the island so you'd think he'd wanna stick with him for awhile, wouldn't he? lol.) :)

As you can imagine, being a Dunmer from the Imperial City itself, he's not too popular with the natives. That, mixed
with a general bias leaning towards a couple Mages Guild members he met while exploring Balmora, caused him to join up with them over House Telvanni.

It's been about 2-3 months gametime. He's currently level 11, has become pretty close friends with his Ashlander friend, finished all the quests in the Balmora Mages Guild, owns a small house outside of Balmora's Manor District, & is currently developing a relationship with a well-above-average, albeit prissy, little Bosmer chick. (They're a pretty good couple since he doesn't really care about his companion's personalities as long as they look good, he's a pretty shallow dude .-.).

He's finished the first 2 errand quests for Caius' acquaintances in the Balmora guilds & has been given permission to do more freelance/guild work if he wants.
I'm planning on taking full advantage of that chance to level up some more before he continues the MQ.
Spoiler:
Still don't know how I'm gonna fit him being the Nerevarine into his story, any suggestions?
Also here's his current stats.

Health: 93
Magicka: 210
Fatigue: 208

Attributes:
Strength 65
Intelligence 70
Willpower 53
Agility 40
Speed 55
Endurance 50
Personality 37
Luck 40

Major Skills:
Alteration 48
Destruction 53
Conjuration 36
Axe 34
Heavy Armor 43

Minor Skills:
Mysticism 43
Long Blade 35
Marksman 20
Enchant 30
Alchemy 46
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Demiverse
Journeyman
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Re: Post Your Character!

Post by Demiverse »

@Rithren
Spoiler:
Being born to uncertain parents implies the character would have no way of knowing his/her surname; which in turn prevents any family-related backstory for roleplaying. How do you plan to address this?
Rithren
Layman
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Posts: 4
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ES Games: Arena, Morrowind, Oblivion, Skyrim
Platform: Xbox, Xbox 360, PC
Location: USA

Re: Post Your Character!

Post by Rithren »

@Demiverse
Spoiler:
Hmm, well growing up in a poor area such as the Waterfront, it's very possible he could have been abandoned & homeless as a young child, & was later taken in by a couple who were compassionate to a less-than-fortunate child in need. He could have later adopted their surname, just for the sake of having a surname. That way he'd still have no idea who who his real parents are & he could still fit into the "uncertain parents" prophecy.
This way I could fix the RP issue, without chaging his backstory.

Opinions?
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Demiverse
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Posts: 317
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ES Games: Yes

Re: Post Your Character!

Post by Demiverse »

I'm not particularly enamored with the "orphaned chosen one" heroic stereotype to begin with, and always found it slightly odd that this kind of limitation on character development would be imposed by a game that purports you can "be who you want to be". Of course, there had to be some thread tying the PC to the MQ.

I think you've found a good workaround that makes sense, doesn't break the lore, and allows for further fleshing-out if desired. I see no reason to change the backstory at this juncture.
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