Archetypes!

For those topics that just don't fit anywhere else
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Kain222
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Archetypes!

Post by Kain222 »

ARCHETYPES

ADMINS AND MODERATORS, PLEASE READ!
VVVVVVVVVVVVVVVVVVVVVVVVVVV
Spoiler:
Whilst I do realize that this is technicly a 'Forum Game' and I'll understand completely if it's locked for that reason, I strongly advise whatever moderator to read on and try to get the point of the thread in question - as whilst it is a 'Forum game' it's very nature doesn't encourage spam of any description, is strictly on-topic, and promotes intresting and creative thinking in terms of how game mechanics are actually used, and can also be, with enough popularity, a resource for builds.

In addition, I've spent alot of time on the actual thread itself, so please. Be considerate. I would have started a seprate thread to ask this, but that would be even -more- spammy, and I could of messaged a moderator but I'm sure they're busy and, in addition, I'd prefer not to wait for a response.

Also, this thread differs from a 'post your own character thread' as it encourages people to come up with new builds and ideas for characters, instead of posting characters they've created already. It also challenges players to think outside the box as to how to build a character - I;E, through the use of spells and limitations that co-incide with them.

The reason I'm trying to post this is there is also another thread which is similar, 'Oblivion Trivia', another thread which could be considered a 'Forum game' yet has two-hundred pages worth of posts and, not to mention, is stickied.

So please, if you're admining this particular topic, please read it through - As I've said, I understand if you lock it, but take it into consideration.
__________________________________________________________________________

Why hello there!

The rules are simple. One poster will state a possible archetype for a character in oblivion, then the next poster will have to try the best to 'emulate' that archetype with their post, by making a character sheet - then, after they have done this, they will post an archetype. The next poster will try to emulate that archetype as best they can, and then they will post an archetype. The next poster - well you get the general idea.

Though, if you don't, here's an example:

Poster 1:

Barbarian.

Poster 2:

Class Name: Barbarian
Race: Nord
Birthsign: The Wizard
Major Skills:Blunt
Block
Heavy Armor
Light Armor
Athletics
Alteration
Restoration
Minor skills worth leveling up:
Alchemy
Repair

Description: The Barbarian uses mainly blunt weapons, such as axes, clubs - anything which is big and large enough to smash someone's head in. He also uses a mixture of light and heavy armors, and focuses more heavily on movement than stanima in a battle. Though that's not to say he can't take a few hits - quite the contrary, he can be a tanky powerhouse of a character. However, isn't it better to combine both? Be able to soak up damage, but avoid as much as you can?

Limiations(Optional);
Gameplay: The Barbarian may only use Shield spells from alteration ('Dulling Pain' with anger.) Or Fortify strength/blunt skills from restoration (Going into a "Beserker Rage.") The barbarian may ONLY USE these two spells - unless, of course, you can think of more which would thematicly suit the Barbarian nature. An optional spell would be a 'Burden' touch spell, considered to be the Barbarian 'Stunning' or 'Hamstringing' the opponent.
Roleplay: No limitations apart from the aforementioned use of abilities. If you want to be strict, do not let him do the mages guild quests past the mandatory reccomendation questline so he can get his custom 'Dull Pain' and 'Beserker Rage' spells.

Reccomendations(Optional):
Use of spells: See limitations
Equipment: Mixture of heavy + light armor. Blunt weapons.
Playstyle: See limitations and description.
---------
Next Archetype:
Templar

________________________________________________________

I hope you understand how this works now. If not, you are a FOOL, I say. A FOOL!

Here is the character sheet - don't feel you have to stick to this, it's just an outline for people:

Class Name:
Reccomended Race:
Birthsign
Starting Stats:
Major Skills:
Minor kills worth leveling(Optional):

Description:

Limitations(optional);
Gameplay:
Roleplay:

Reccomendations(Optional):
Armor:
Spell usage:
Skills:
Playstyle:

Reccomended Custom Spells(If any) which suit the Archetype:

BE CREATIVE WITH YOUR RESPONSES!
Make innotave use of spells and restrictions! What separates the playstyle of a warrior from a barabarian? A hitman and an Assassin? A huntsman or a Mercenary?
Try to use the game to fit the archetype as closely as possible!

Links to already done archetypes(Don't feel like you can't ask for the same archetype twice if someone's already done it! If a different person replies, it'll be interesting to see their take on the archetype.):
Duelist:
Spoiler:
Frogmander wrote:Class: Duelist
Race: Nord
Specialization: Combat
Birthsign: Warrior
Attributes: Str/Endur
Major skillz: Blade, Blunt, h2h, Block, Heavy armor, light armor, marksman, athletics
Minor skillz that are worth it: Alchemy
Description: Master of the duel, great with all types of weapons and armor!
Spelltheif:
Spoiler:
Iamgoofball wrote:Class Name: Spellthief
Race: Breton
Birthsign: The Thief(Well, it IS a spellTHIEF.)
Major Skills:
Security(Picking locks.)
Sneak(In case of needing to sneak around enemies.)
Marksman(If that target you need to kill is JUST barely out of your reach.
Light Armor(Much lighter weight then heavy. After all, you DO need the space for "borrowed" items.)
Athletics(To help you change locations faster if there is a misunderstanding with the local guards.
Alteration(Certain spells open locks.)
Restoration(Made a mistake while sneaking around an area? Use your handy Restore Health spell!)
Minor skills worth leveling up:
Alchemy(for poisions)
Repair(Incase you need to repair that Shrouded Armor on short notice.)

Frontline Cleric
Frontline Cleric
Spoiler:
Class Name: Frontline Cleric
Birthsign: The Lady
Stats: Endurance and Intelligence
Reccomended Race: Female Nord
Major Skills:
Blunt
Block
Heavy Armor
Restoration
Alteration
Destruction
Athletics

Minor skills worth leveling(Optional):
Alchemy

Description: Always seen on the front line, the Front-line Cleric is designed to be able to take a lot of punishment, whilst also smiting and crushing heathens underfoot with her choice of blunt weapon. A crazed crusader, she will stop at nothing to see that evil is brought to justice.

Limitations(optional);
Gameplay: Destruction Magic is limited to cold spells, for that 'Smiting' Effect. Alteration is limited to shield spells - as holy barriers and wards against evil. Restoration is free-reign.
Roleplay: No dark brotherhood quest-lines, no 'evil' quests.

Reccomendations(Optional):
Armor: Heavy Armor - being able to take a few hits! The KoTN armor would be the most suited.

________________________________________________________________

So, without further Aideu, here is the first Archetype!:

Duelist
Last edited by Kain222 on Mon Jun 20, 2011 9:41 pm, edited 6 times in total.
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Re: Archetypes!

Post by Frogmander »

Class: Duelist
Race: Nord
Specialization: Combat
Birthsign: Warrior
Attributes: Str/Endur
Major skillz: Blade, Blunt, h2h, Block, Heavy armor, light armor, marksman, athletics
Minor skillz that are worth it: Alchemy
Description: Master of the duel, great with all types of weapons and armor!

Spellthief (mage/thief hybrid)
Favorites of The Elder Scrolls:
Spoiler:
Favorite Oblivion City: Bruma
Favorite TES Race: Nords
Favorite TES Playstyle: Depends
Favorite TES Game: Skyrim
Favorite Weapon Type: Axes
Favorite Magic Type: Paralyze
Spoiler:
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Re: Archetypes!

Post by Iamgoofball »

Class Name: Spellthief
Race: Breton
Birthsign: The Thief(Well, it IS a spellTHIEF.)
Major Skills:
Security(Picking locks.)
Sneak(In case of needing to sneak around enemies.)
Marksman(If that target you need to kill is JUST barely out of your reach.
Light Armor(Much lighter weight then heavy. After all, you DO need the space for "borrowed" items.)
Athletics(To help you change locations faster if there is a misunderstanding with the local guards.
Alteration(Certain spells open locks.)
Restoration(Made a mistake while sneaking around an area? Use your handy Restore Health spell!)
Minor skills worth leveling up:
Alchemy(for poisions)
Repair(Incase you need to repair that Shrouded Armor on short notice.)

Frontline Cleric
Last edited by Iamgoofball on Mon Jun 20, 2011 9:26 pm, edited 1 time in total.
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Kain222
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Re: Archetypes!

Post by Kain222 »

Whilst it's not required, do try to stick with the 'Archetype', that's the entire point of the thread: - Say, for a duelist, you could reccomend that they focus on poisions, or place into the build magic which gives said player an advantage in one-on one combat, but makes them weak versus large groups. Try to avoid just making a 'Sneaky character' or a character with 'light armor and blade', try and think how to suit that kind of character.
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Re: Archetypes!

Post by Iamgoofball »

Alright, I updated my post.
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Kain222
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Re: Archetypes!

Post by Kain222 »

Class Name: Frontline Cleric
Birthsign: The Lady
Stats: Endurance and Intelligence
Reccomended Race: Female Nord
Major Skills:
Blunt
Block
Heavy Armor
Restoration
Alteration
Destruction
Athletics

Minor skills worth leveling(Optional):
Alchemy

Description: Always seen on the front line, the Front-line Cleric is designed to be able to take a lot of punishment, whilst also smiting and crushing heathens underfoot with her choice of blunt weapon. A crazed crusader, she will stop at nothing to see that evil is brought to justice.

Limitations(optional);
Gameplay: Destruction Magic is limited to cold spells, for that 'Smiting' Effect. Alteration is limited to shield spells - as holy barriers and wards against evil. Restoration is free-reign.
Roleplay: No dark brotherhood quest-lines, no 'evil' quests.

Reccomendations(Optional):
Armor: Heavy Armor - being able to take a few hits! The KoTN armor would be the most suited.

__________________

Next Archetype:

Shaman
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Re: Archetypes!

Post by Frogmander »

Kain222 wrote:Whilst it's not required, do try to stick with the 'Archetype', that's the entire point of the thread: - Say, for a duelist, you could reccomend that they focus on poisions, or place into the build magic which gives said player an advantage in one-on one combat, but makes them weak versus large groups. Try to avoid just making a 'Sneaky character' or a character with 'light armor and blade', try and think how to suit that kind of character.
Archetype would be difficult as there are only really a few archetypes in RPGs, Tanks, Healers, Damage Dealers (than abit deeper) Magic tanks, Physical tanks, Different elements of healers, Ranged Damage, Ranged magic damage, Melee damage, Melee magic damage. I was more thinking of it as class as I assumed thats what u ment XD

Mageblade
Favorites of The Elder Scrolls:
Spoiler:
Favorite Oblivion City: Bruma
Favorite TES Race: Nords
Favorite TES Playstyle: Depends
Favorite TES Game: Skyrim
Favorite Weapon Type: Axes
Favorite Magic Type: Paralyze
Spoiler:
Im on your forums, spoilin' your games.
Kain222
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Re: Archetypes!

Post by Kain222 »

Frogmander wrote:
Kain222 wrote:Whilst it's not required, do try to stick with the 'Archetype', that's the entire point of the thread: - Say, for a duelist, you could reccomend that they focus on poisions, or place into the build magic which gives said player an advantage in one-on one combat, but makes them weak versus large groups. Try to avoid just making a 'Sneaky character' or a character with 'light armor and blade', try and think how to suit that kind of character.
Archetype would be difficult as there are only really a few archetypes in RPGs, Tanks, Healers, Damage Dealers (than abit deeper) Magic tanks, Physical tanks, Different elements of healers, Ranged Damage, Ranged magic damage, Melee damage, Melee magic damage. I was more thinking of it as class as I assumed thats what u ment XD

Mageblade
You have to post a reply to the previous archetype before suggesting a new one to the next poster.
And that's the entire point! :P Basicly, you're meant to be creative with the spells given to you in the game - when you make an archetype, try to think: 'Hrmn, which custom spells would fit this character?' and then suggest them as a restriction in your post. Refer to the barbarian example post for example: The 'Dull Pain' Shield spell and the 'Beserker Rage' fortify strength/blunt spell being the 'Limitations' as to what spells that character can use.

If the class is open-ended magic-wise, then there's no need to do so. But if, thematicly, it's a non-magic using character, try to think up of ways that 'spells' can be used to simulate 'abilities' that that archetype would have.
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Re: Archetypes!

Post by Iamgoofball »

Class Name: Shaman
Reccomended Race: Imperial
Birthsign:The Antronach
Major Skills:
Illusion
Mysticism
Restoration
Conjuration
Destruction
Alteration
Minor Skills worth leveling(Optional):
Sneak
Speechcraft
Description:
The Shaman is a magical preacher, that leads a group, usually goblins, into battle.

Limitations(optional);
Gameplay: The Shaman can be good or bad, or even Neutral.
Roleplay: The Shaman would be looked down apon, so a low Personality would be good.

Reccomendations(Optional):
Armor: A set of robes, and sandles.
Spell usage: Illusion and Alteration to make yourself heard by all your listeners when you are preaching, and no restrictions on your attacking spells.
Skills:
Playstyle: Hangs back and shoots spells, if enemy gets too close, uses enchanted dagger.

Reccomended Custom Spells(If any) which suit the Archetype: Voice of the Shaman: (Command Humanoid up to lvl 5 10 ft 50 sec, Summon Clannfear for 60 seconds) or, Summon a Minion (Summon X{You choose.} for 60 seconds)

NEXT ARCHETYPE
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Light Assassin
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Re: Archetypes!

Post by Generalno1 »

Better suited in TES general.
I'm not arrogant. I'm insecure.
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Re: Archetypes!

Post by Iamgoofball »

Hey, guys, could someone answer the Light Assassian? And I mean a good guy version of Light.
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