Post by ThreeDawg on Jul 30, 2013 9:46:02 GMT -5
The purpose of this guide is to assist you in picking skills and considering attributes for your character. These portions are to serve as a quick reference to what your character is best at, and has a natural aptitude for. This does not mean however that your character cannot be good at more things then the skills and attributes listed here. For those of you familiar with the Elder Scrolls universe, these are basically the basic skills simplified.
Acrobatics: This skill consists of a characters ability to sprint for long periods, jump over obstacles, and perform acrobatic maneuvers such as backflips and butterfly kicks.
Alchemy: This is the skill that revolves around brewing potions and poisons. If your character has an extensive knowledge of ingredients and their effects, the art of properly brewing potions, and the ability to identify unknown potions by their characteristics such as consistency, taste, smell, or color. This also consists of recognizing the effects of these potions and their respective ingredients, such as identifying that someone has been poisoned by Deathbell.
Alteration: The School of Alteration is the Magical School of the World and it revolves around altering the World around you. This skill consists of a characters understanding of the school of Alteration, and more importantly their ability to cast, control, and identify spells from the school of Alteration.
Blocking and Parrying: This skill encompasses a characters ability to block melee attacks, projectiles, and parry an enemy's attack. Mostly, this skill revolves around the use of shields, bucklers, parrying daggers, and other equipment specifically designed for protecting their user from harm.
Conjuration: The School of Conjuration is otherwise known as the Magical School of Borrowed Power, due to the majority of the spells expending Magicka to conjure powerful items or summon Daedra from the realms of oblivion to fight for the caster. This skill consists of a characters understanding of the school of Conjuration, and more importantly their ability to cast, control, and identify spells from this school.
Craftsmanship: This skill consists of a characters ability to create objects from raw materials. Professions such as Blacksmith, Carpenter, Shipwright, and others rely heavily on this skill.
Destruction: The School of Destruction is the Magical School of Pure Magicka. While the spells cast by other Schools could also be considered of Pure Magicka, the majority of spells of Destruction are purely formed through Magicka and without the altering, usage or summoning of anything but Magicka. This skill consists of a characters understanding of the school of Destruction, and more importantly their ability to cast, control, and identify spells from this school.
Enchanting: Enchanting is the ability to add magical effects to items such as weapons, armor and clothes. This skill consists of a characters ability to identify such enchantments, as well as their understanding of enchanting items through the use of soul gems.
Hand to Hand Combat: This skill consists of a characters ability to fight with their hands, with martial arts or just plain tavern style brawling.
Heavy Armor Use: Quite a bit goes into the proper use and maintenance of heavy armor, such as plate mail. This skill consists of a characters ability to maintain their heavy armor, don it without assistance, and most importantly; to use it effectively.
Illusion: The School of Illusion is the Magical School of the Mind. Illusion magic works not by using Magicka to alter the world around you but by using Magicka to alter the way the mind perceives something. This skill consists of a characters understanding of the school of Illusion, and more importantly their ability to cast, control, and identify spells from this school.
Light Armor Use: While not as complex as Heavy Armor, Light Armor still requires proper maintenance and care, and can be difficult to equip and move in fluidly for one unskilled in its use. As such, this skill consists of a characters ability to use light armor properly, efficiently, and correctly.
Mercantilism: This skill consists of a characters skill and experience in trade. From knowing the price of goods to being able to barter their way to a great deal, merchants find this skill very important.
Mysticism and Thaumaturgy: While both of these schools have mostly fallen out of use, or been separated into other schools of magic, some mages still study them. This skill consists of a characters understanding of the schools of Mysticism and Thaumaturgy, and more importantly their ability to cast, control, and identify spells from this school.
One-Handed Weaponry: From long swords to daggers, maces and flail's, this skill encompasses a characters ability to wield one handed weaponry efficiently and effectively. Furthermore, this includes a characters ability to maintain that weaponry. Please note that someone who has never picked up a flail, but has wielded a short sword their whole life, will not immediately know the best way to wield a flail simply because they have skill with other one handed weaponry.
Ranged Weaponry: From bows to javelins, throwing daggers to crossbows, this skill encompasses a characters ability to wield ranged weaponry. Furthermore, this includes a characters ability to maintain that weaponry. Please note that someone who has never attempted to throw an axe, but has used a hunting bow since a child, will not immediately succeed in throwing that axe.
Restoration: The School of Restoration is otherwise known as the Magical School of the Body. This School usually focuses on the curing of ailments, the restoration of wounds and the resistance to certain ailments. This skill consists of a characters understanding of the school of Restoration, and more importantly their ability to cast, control, and identify spells from this school.
Sleight of Hand: A favorite of thieves, this skill encompasses ones ability to pickpocket others and pick locks. Less recognized are other things sleight of hand includes, such as an ability to juggle, make a dagger quickly appear out of a sleeve, or place an item on someones person without them noticing.
Subterfuge: This skill consists of fighting from the shadows. Subterfuge includes a characters ability to effectively use disguises, sneak about the shadows undetected, and assassinate unwary targets before they can even utter a scream.
Two-Handed Weaponry: From halberds to greatswords, warhammers to spears, this skill encompasses a characters ability to wield Two-Handed weaponry. Please note that someone who has never attempted to wield a warhammer, but has hunted with spears their whole life, will not immediately succeed in shattering shields and cracking skulls.
While Attributes do not actually have any place on the character sheet, these are things that are important to keep in mind when creating a character, as they can greatly influence their abilities in story, especially considering there are spells that effect a characters attributes.
Agility: Agility affects your ability to manoeuvre and balance and how accurate you are with marksman weapons such as bows.
Endurance: Endurance affects the character's general fitness levels, their 'health'. Basically, how many hits they can take before crumpling in a heap of flesh.
Intelligence: Intelligence is, of course, how smart a character is. But this also helps define how much Magicka a character has to throw around. Matters of the mind.
Luck: Luck affects almost all of an individual's life, from their ability to dodge to what they will find in that chest. A vague attribute, but persistent in everything.
Personality: Personality is an attribute that affects someone's ability to retrieve meaningful information from other people, through persuasion or other methods. A character's personality also governs their ability to achieve better prices for merchants' goods or their own goods.
Speed: The Speed attribute determines how fast someone moves and how fast they swing a weapon or shoot a bow.
Strength: Strength is an attribute that influences the amount of damage a person inflicts with melee weapons. It also determines how much a person can carry before they tire.
Willpower: Willpower is an attribute that affects a character's ability to resist Magical attacks and the rate at which Magicka is regenerated.
Fatigue: Fatigue is the level of energy someone can exert before their muscles tire and they need to rest.
Magicka: Magicka is the person's natural pool of 'energy' that they utilise and alter to generate spells and enchantments.
Health: The health of an individual is how generally healthy their body is. Wounds to the flesh will lower someone's health, as will poisons that flood through the body.
Acrobatics: This skill consists of a characters ability to sprint for long periods, jump over obstacles, and perform acrobatic maneuvers such as backflips and butterfly kicks.
Alchemy: This is the skill that revolves around brewing potions and poisons. If your character has an extensive knowledge of ingredients and their effects, the art of properly brewing potions, and the ability to identify unknown potions by their characteristics such as consistency, taste, smell, or color. This also consists of recognizing the effects of these potions and their respective ingredients, such as identifying that someone has been poisoned by Deathbell.
Alteration: The School of Alteration is the Magical School of the World and it revolves around altering the World around you. This skill consists of a characters understanding of the school of Alteration, and more importantly their ability to cast, control, and identify spells from the school of Alteration.
Blocking and Parrying: This skill encompasses a characters ability to block melee attacks, projectiles, and parry an enemy's attack. Mostly, this skill revolves around the use of shields, bucklers, parrying daggers, and other equipment specifically designed for protecting their user from harm.
Conjuration: The School of Conjuration is otherwise known as the Magical School of Borrowed Power, due to the majority of the spells expending Magicka to conjure powerful items or summon Daedra from the realms of oblivion to fight for the caster. This skill consists of a characters understanding of the school of Conjuration, and more importantly their ability to cast, control, and identify spells from this school.
Craftsmanship: This skill consists of a characters ability to create objects from raw materials. Professions such as Blacksmith, Carpenter, Shipwright, and others rely heavily on this skill.
Destruction: The School of Destruction is the Magical School of Pure Magicka. While the spells cast by other Schools could also be considered of Pure Magicka, the majority of spells of Destruction are purely formed through Magicka and without the altering, usage or summoning of anything but Magicka. This skill consists of a characters understanding of the school of Destruction, and more importantly their ability to cast, control, and identify spells from this school.
Enchanting: Enchanting is the ability to add magical effects to items such as weapons, armor and clothes. This skill consists of a characters ability to identify such enchantments, as well as their understanding of enchanting items through the use of soul gems.
Hand to Hand Combat: This skill consists of a characters ability to fight with their hands, with martial arts or just plain tavern style brawling.
Heavy Armor Use: Quite a bit goes into the proper use and maintenance of heavy armor, such as plate mail. This skill consists of a characters ability to maintain their heavy armor, don it without assistance, and most importantly; to use it effectively.
Illusion: The School of Illusion is the Magical School of the Mind. Illusion magic works not by using Magicka to alter the world around you but by using Magicka to alter the way the mind perceives something. This skill consists of a characters understanding of the school of Illusion, and more importantly their ability to cast, control, and identify spells from this school.
Light Armor Use: While not as complex as Heavy Armor, Light Armor still requires proper maintenance and care, and can be difficult to equip and move in fluidly for one unskilled in its use. As such, this skill consists of a characters ability to use light armor properly, efficiently, and correctly.
Mercantilism: This skill consists of a characters skill and experience in trade. From knowing the price of goods to being able to barter their way to a great deal, merchants find this skill very important.
Mysticism and Thaumaturgy: While both of these schools have mostly fallen out of use, or been separated into other schools of magic, some mages still study them. This skill consists of a characters understanding of the schools of Mysticism and Thaumaturgy, and more importantly their ability to cast, control, and identify spells from this school.
One-Handed Weaponry: From long swords to daggers, maces and flail's, this skill encompasses a characters ability to wield one handed weaponry efficiently and effectively. Furthermore, this includes a characters ability to maintain that weaponry. Please note that someone who has never picked up a flail, but has wielded a short sword their whole life, will not immediately know the best way to wield a flail simply because they have skill with other one handed weaponry.
Ranged Weaponry: From bows to javelins, throwing daggers to crossbows, this skill encompasses a characters ability to wield ranged weaponry. Furthermore, this includes a characters ability to maintain that weaponry. Please note that someone who has never attempted to throw an axe, but has used a hunting bow since a child, will not immediately succeed in throwing that axe.
Restoration: The School of Restoration is otherwise known as the Magical School of the Body. This School usually focuses on the curing of ailments, the restoration of wounds and the resistance to certain ailments. This skill consists of a characters understanding of the school of Restoration, and more importantly their ability to cast, control, and identify spells from this school.
Sleight of Hand: A favorite of thieves, this skill encompasses ones ability to pickpocket others and pick locks. Less recognized are other things sleight of hand includes, such as an ability to juggle, make a dagger quickly appear out of a sleeve, or place an item on someones person without them noticing.
Subterfuge: This skill consists of fighting from the shadows. Subterfuge includes a characters ability to effectively use disguises, sneak about the shadows undetected, and assassinate unwary targets before they can even utter a scream.
Two-Handed Weaponry: From halberds to greatswords, warhammers to spears, this skill encompasses a characters ability to wield Two-Handed weaponry. Please note that someone who has never attempted to wield a warhammer, but has hunted with spears their whole life, will not immediately succeed in shattering shields and cracking skulls.
While Attributes do not actually have any place on the character sheet, these are things that are important to keep in mind when creating a character, as they can greatly influence their abilities in story, especially considering there are spells that effect a characters attributes.
Agility: Agility affects your ability to manoeuvre and balance and how accurate you are with marksman weapons such as bows.
Endurance: Endurance affects the character's general fitness levels, their 'health'. Basically, how many hits they can take before crumpling in a heap of flesh.
Intelligence: Intelligence is, of course, how smart a character is. But this also helps define how much Magicka a character has to throw around. Matters of the mind.
Luck: Luck affects almost all of an individual's life, from their ability to dodge to what they will find in that chest. A vague attribute, but persistent in everything.
Personality: Personality is an attribute that affects someone's ability to retrieve meaningful information from other people, through persuasion or other methods. A character's personality also governs their ability to achieve better prices for merchants' goods or their own goods.
Speed: The Speed attribute determines how fast someone moves and how fast they swing a weapon or shoot a bow.
Strength: Strength is an attribute that influences the amount of damage a person inflicts with melee weapons. It also determines how much a person can carry before they tire.
Willpower: Willpower is an attribute that affects a character's ability to resist Magical attacks and the rate at which Magicka is regenerated.
Fatigue: Fatigue is the level of energy someone can exert before their muscles tire and they need to rest.
Magicka: Magicka is the person's natural pool of 'energy' that they utilise and alter to generate spells and enchantments.
Health: The health of an individual is how generally healthy their body is. Wounds to the flesh will lower someone's health, as will poisons that flood through the body.