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xbox-dynasty
05-05-2002, 09:19 PM
MORROWIND CHARACTER CREATION

I created this thread so that we could all create our custom Morrowind characters in advance and share them. That way we can get feedback and maybe make improvements. To post your character first read all the info posted below, then copy the following outline into your post and fill in all the necessary information. I posted my custom character after the information in case you want an example.


Name:

Class:

Race:

Major Skills
1.
2.
3.
4.
5.

Minor Skills
1.
2.
3.
4.
5.

Birthsign:

Description:




READ THE INFO BELOW BEFORE CREATING YOUR CHARACTER
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RACES



BRETON
Passionate and eccentric, poetic and flamboyant, intelligent and willful, the Bretons feel an inborn, instinctive bond with the mercurial forces of magic and the supernatural. Many great sorcerers have come out of their home province of High Rock, and in addition to their quick and perceptive grasp of spellcraft, enchantment, and alchemy, even the humblest of Bretons can boast a high resistance to destructive and dominating magical energies.
Special Ability: Dragon Skin



DARK ELF
Dark Elves are the dark-skinned Elven peoples of the Eastern Empire. "Dark" is variously understood to mean "dark-skinned," "gloomy," and "ill-favored by fate." The Dunmer and their national character embrace these various connotations with enthusiasm. In the Empire, "Dark Elves" is the common usage, but in their Morrowind homeland, and among their Aldmeri brethren, they call themselves the "Dunmer". The dark-skinned, red-eyed Dark Elves combine powerful intellect with strong and agile physiques, producing superior warriors and sorcerers. On the battlefield, Dark Elves are noted for their skilled and balanced integration of swordsmen, marksmen, and war wizards. In character, they are grim, aloof, and reserved, distrusting and disdainful of other races.
Special Ability: Resistance to Fire, Bonus to Destructive Magic



ORC
These sophisticated barbarian beast peoples of the Wrothgarian and Dragontail Mountains are noted for their unshakeable courage in war and their unflinching endurance of hardships. In the past, Orcs have been widely feared and hated by the other nations and races of Tamriel, but they have slowly won acceptance in the Empire, in particular for their distinguished service in the Emperor's Legions. Orcish armorers are prized for their craftsmanship, and Orc warriors in heavy armor are among the finest front-line troops in the Empire. Most Imperial citizens regard Orc society as rough and cruel, but there is much to admire in their fierce tribal loyalties and generous equality of rank and respect among the sexes.
Special Ability: Berserk



HIGH ELF
In Imperial speech, the haughty, tall, golden-skinned peoples of Summerset Isle are called "High Elves," but they call themselves the "Altmer," or the "Cultured People." In the Empire, "High" is often understood to mean "tall," "proud," or "snobbish." The High Elves confidently consider themselves, with some justice, as the most civilized culture of Tamriel; the common tongue of the Empire, Tamrielic, is based on Altmer speech and writing, and most of the Empire's arts, crafts, and sciences are derived from High Elven traditions. However, the High Elf's smug self-assurance of his superiority can be hard to bear for those of other races. Deft, intelligent, and strong-willed, High Elves are often gifted in the arcane arts, and High Elves boast that their sublime physical natures make them far more resistant to disease than the "lesser races."
Special Ability: Bonus to Intelligence



IMPERIAL
Natives of the civilized, cosmopolitan province of Cyrodiil, the Imperials are well-educated and well-spoken. Imperials are also known for the discipline and training of their citizen armies. Though physically less imposing than the other races, the Imperials have proved to be shrewd diplomats and traders, and these traits, along with their remarkable skill and training as light infantry, have enabled them to subdue all the other nations and races, and to have erected the monument to peace and prosperity that comprises the Glorious Empire.
Special Ability: Voice of the Emperor



ARGONIAN
Little is known and less is understood about the reptilian denizens of Black Marsh. Years of defending their borders have made the Argonians experts in guerilla warfare, and their natural abilities make them equally at home in water and on land. They are well-suited for the treacherous swamps of their homeland, and have developed natural immunities to the diseases and poisons that have doomed many would-be explorers into the region. Their seemingly expressionless faces belie a calm intelligence, and many Argonians are well-versed in the magical arts. Others rely on stealth or steel to survive, and their natural agility makes them adept at either. They are, in general, a reserved people, slow to trust and hard to know. Yet, they are fiercely loyal, and will fight to the death for those they have named as friends.
Special Ability: Immunity to Poisons and Disease



REDGUARD
The most naturally talented warriors in Tamriel, the dark-skinned, wiry-haired Redguards of Hammerfell seem born to battle, though their pride and fierce independence of spirit makes them more suitable as scouts or skirmishers, or as free-ranging heroes and adventurers, than as rank-and-file soldiers. In addition to their cultural affinities for many weapon and armor styles, Redguards are also physically blessed with hardy constitutions and quickness of foot.
Special Ability: Adrenaline Rush



WOOD ELF
The Wood Elves are the various barbarian Elven clanfolk of the Western Valenwood forests. In the Empire, they are collectively referred to as "Wood Elves," but "Bosmer," or "the Tree-Sap People," is what they call themselves. "Tree-Sap" suggests the wild vitality and youthful energy of Wood Elves, in contrast with their more dour cousins, the Altmer and Dunmer. Bosmer reject the stiff, formal traditions of Aldmeri high culture, preferring a romantic, simple existence in harmony with the land, its wild beauty and wild creatures. These country cousins of the High Elves and Dark Elves are nimble and quick in body and wit, and because of their curious natures and natural agility, Wood Elves are especially suitable as scouts, agents, and thieves. But most of all, the Wood Elves are known for their skills with bows; there are no finer archers in all of Tamriel.
Special Ability: Beast Tongue



KHAJIIT
Khajiit hail from the province of Elsweyr and can vary in appearance from nearly Elven to the cathay-raht "jaguar men" to the great Senche-Tiger. The most common breed found in Morrowind, the suthay-raht, is intelligent, quick, and agile. Khajiit of all breeds have a weakness for sweets, especially the drug known as skooma. Many Khajiit disdain weapons in favor of their natural claws. They make excellent thieves due to their natural agility and unmatched acrobatics ability. Many Khajiit are also warriors, although this is less common among the suthay-raht.
Special Ability: Eye of Fear, Night Vision



NORD
The citizens of Skyrim are a tall and fair-haired people, aggressive and fearless in war, industrious and enterprising in trade and exploration. Skilled sailors, Nords can be found in seaports and settlements along all the coasts and rivers of Tamriel. Strong, stubborn, and hardy, Nords are famous for their resistance to cold, even magical frost. Violence is an accepted and comfortable aspect of Nord culture; Nords of all classes are skilled with a variety of weapon and armor styles, and they cheerfully face battle with an ecstatic ferocity that shocks and appalls their enemies.
Special Ability: Thunder Fist



continued....

xbox-dynasty
05-05-2002, 09:20 PM
SKILLS


Combat Skills

Block
Block skill allows one to use shields to block any melee attack. A successful block removes all damage from the attack.
Governing Attribute: Agility

Armorer
Armorer skill is used to maintain weapons and armor at top effectiveness. Worn weapons do less damage. Worn armor provides less protection against attacks. As wear increases, the diminishing effectiveness of weapons and armor is dramatic.
Governing Attribute: Strength

Medium Armor
Medium Armor skill lets one move and defend while wearing durable but flexible armors like chain, scale, bonemold, and Orcish armor. To use any style of armor effectively, the wearer must be trained, conditioned, and skilled in its use.
Governing Attribute: Endurance

Heavy Armor
Heavy Armor skill is used to move and defend while wearing massive and rigid armors like iron, steel, silver, Dwemer, ebony, and Daedric armor. To use any style of armor effectively, the wearer must be trained, conditioned, and skilled in its use.
Governing Attribute: Endurance

Blunt Weapon
Blunt Weapon skill makes you more effective when using heavy bashing weapons like maces, hammers, clubs, or staves.
Governing Attribute: Strength

Long Blade
Long Blade skill lets one use broadswords, sabers, longswords, claymores, katanas, and dai-katanas effectively.
Governing Attribute: Strength

Axe
Axe skill helps a user wield heavy chopping weapons like war axes and battleaxes more effectively.
Governing Attribute: Strength

Spear
Spear skill permits effective use of long-hafted thrusting weapons like spears and halberds.
Governing Attribute: Endurance

Athletics
Athletics skill trains and conditions one for running and swimming. Skilled athletes move short and long distances over land with speed and efficiency, and they also swim swiftly underwater.
Governing Attribute: Speed


Stealth Skills

Security
Security skill lets one open locked doors and containers with lock-picks or disarm traps with probes. This skill is essential for agents and thieves alike
Governing Attribute: Intelligence

Sneak
The Sneak discipline is the art of moving unseen and unobserved. Skilled sneaks are also adept pickpockets
Governing Attribute: Agility

Acrobatics
Acrobatics skill enables one to jump long distances and to avoid damage when falling from great heights. Nimble acrobats can reach areas others cannot get to and can direct their paths while falling
Governing Attribute: Strength

Light Armor
Light armor skill lets one move and defend while wearing light-weight, flexible armors like leather, boiled leather, fur, chitin, and glass armor. To use any style of armor effectively, the wearer must be trained, conditioned, and skilled in its use
Governing Attribute: Agility

Short Blade
Characters with great short-blade skill are more effective with short, quick, thrusting weapons like daggers, tantos, short swords, and wakazashis
Governing Attribute: Speed

Marksman
With the marksman skill, one is more effective with ranged weapons like the short bow, long bow, crossbow, throwing star, and throwing knife.
Governing Attribute: Agility

Mercantile
Mercantile skill is the art of buying low and selling high. This skill guarantees lower initial prices for goods, equipment, and services, and improves chances of getting better deals by bargaining
Governing Attribute: Personality

Speechcraft
Those skilled in speechcraft influence others by admiring, intimidating, and taunting them. Listeners are more willing to divulge information or to entrust important tasks to the skilled speaker
Governing Attribute: Personality

Hand-to-Hand
Hand-to-hand skill is the martial art of unarmed combat. Hand-to-hand attacks damage only the fatigue of a standing opponent, but hand-to-hand attacks damage health when a target has been knocked unconscious by fatigue loss.
Governing Attribute: Agility


Magic Skills

Enchant
This skill governs the creation, use, and recharging of enchanted items. Skilled enchanters are more successful at creating new items. Enchanted items burn less power, and are recharged more efficiently from soul gems, for a trained user
Governing Attribute: Intelligence

Destruction
The destruction skill is the mastery of the spell effects of the College of Destruction. Their spells harm living and unliving things, and include elemental damage, draining, damaging, vulnerability, and disintegration magical effects
Governing Attribute: Willpower

Alteration
Students of the College of Alteration manipulate the physical world and its natural properties. Alteration effects include water breathing and walking, jumping, levitating, burdening, opening and locking, and creating shield barriers against physical damage.
Governing Attribute: Willpower

Illusion
Spell effects of the College of Illusion alter the perceptions and thoughts of living subjects. Illusion effects blind, illuminate, paralyze, and silence, calm or enrage, charm, distract and camouflage, and render invisible.
Governing Attribute: Personality

Conjuration
The spell effects of the College of Conjuration include the mental domination of mundane and magical creatures, summonation of otherworldly weapons and armor, and summonation of Daedric or undead servants and powers to serve and protect the caster
Governing Attribute: Intelligence

Mysticism
The spells of the College of Mysticism shape and focus otherworldly forces to bind souls in gems, or teleport the caster's body, or manipulate the world with telekinesis, or absorb or reflect magical energies, or sense unseen objects at a distance
Governing Attribute: Willpower

Restoration
Adepts of the College of Restoration heal, restore, and fortify the body's attributes and abilities, cure disease, and protect it from other malign influences. Restoration spells can also augment or absorb strength, endurance, intelligence, agility, and other bodily attributes
Governing Attribute: Willpower

Alchemy
Alchemy identifies magical properties in mundane substances. Substances are consumed directly, or prepared as potions to provide long-lasting benefits like healing and curing disease, water-walking, magical shielding, and fortifying bodily attributes
Governing Attribute: Intelligence

Unarmored
Unarmored skill lets one avoid or reduce injury during combat while not wearing any armor by evading, deflecting, or absorbing blows. Those versed in this skill are better defended wearing no armor at all than they are when wearing armor
Governing Attribute: Speed




BIRTHSIGNS

The Apprentice
Those born under the sign of The Apprentice have increased Magicka, but also have a weakness to it.

The Atronach
Those born under the sign of The Atronach cannot regenerate Magicka, but have a chance of absorbing any magic cast at them.

The Lady
Those born under the sign of The Lady have increased Endurance and Personality.

The Lord
Those born under the sign of The Lord can regenerate Health, but are weak to fire.

The Lover
Those born under the sign of The Lover have increased Agility and can paralyze others with a kiss.

The Mage
Those born under the sign of The Mage have increased Magicka.

The Ritual
Those born under the sign of The Ritual can heal faster and turn undead.

The Serpent
Those born under the sign of The Serpent can poison others at a loss of their own health.

The Shadow
Those born under the sign of The Shadow can make themselves invisible.

The Steed
Those born under the sign of The Steed can move faster.

The Thief
Those born under the sign of The Thief are harder to hit.

The Tower
Those born under the sign of The Tower can unlock doors magically and detect things at a distance.

The Warrior
Those born under the sign of The Warrior have an increased chance of hitting.


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Ok, Now to start things off i'll post my custom character as an example. Here he is:


Name: Strider

Class: Persuader

Race: Imperial

Major Skills
1. Speechcraft
2. Mercantile
3. Illusion
4. Security
5. Sneak

Minor Skills
1. Light Armor
2. Short Blade
3. Athletics
4. Acrobatics
5. Restoration

Birthsign: The Tower

Description: This character is a thief. He uses his strong persuasive abilities to win people over and then steals behind their back. He uses his illusion magic to charm people and also to be invisible. Then he gathers information and uses it for profit. He's a backstabbing low-life but he never gets caught.

Marc
05-06-2002, 02:09 AM
Pretty damn cool. I can't wait for this game! I don't really see a race that I'd want to belong to yet, though...

Bundy
05-06-2002, 06:34 AM
you guys should use this link.

http://www.freewebz.com/zyirah/

the guy did a good job with that site. And it is just html, so you can copy it to your hd.

Yannie Boy
05-06-2002, 08:16 AM
Name : Dark Illusion
Class :
Race : Dark Elf
Birthsign : Shadow

Primary Skills:
- Blunt Weapon (STR)
- Heavy Armor (END)
- Long Blade (STR)
- Armorer (STR)
- Hand to Hand (SPD)
Secondary Skills:
- Destruction (WIL)
- Illusion (PER)
- Speechcraft (PER)
- Sneak (AGI)
- Security (INT)

I don't know what the class is yet but that is what i'd be like

Bundy
05-06-2002, 08:22 AM
Name : Merlin
Class : Mage
Race : High Elf
Birthsign : Mage

Primary Skills:
- Alchemy (INT)
- Alteration (WIL)
- Conjuration (INT)
- Destruction (WIL)
- Enchant (INT)
Secondary Skills:
- Mercantile (PER)
- Illusion (PER)
- Mysticism (WIL)
- Restoration (WIL)
- Sneak (AGI)

Bretzky
05-07-2002, 06:15 PM
Name: Tyoryll
Class: Crusader (different from pre-made one)
Race: Orc
Birthsign: The Tower

Major Skills:
Axe
Long Blade
Enchant
Heavy Armor
Block

Minor Skills:
Restoration
Armorer
Hand-to-hand
Medium Armor
Alchemy

Oh and Bundy I would recommend taking at least unarmored. You need some type of armor or defense. Just a thought from reading many peoples impressions on the game.

Bundy
05-07-2002, 07:09 PM
yeah i thought about it.. i did a lot of reading too and they say that if you are a pure mage, then you don't need unarmored.

Gaboche
05-07-2002, 10:00 PM
I was going to be a Dark Elf.... but I changed my mind :D .
Now I will be a

Race: Khajiit
Class: custom

Major Skills:
-Acrobatics
-Unarmored
-Sneak
-Athletics
-Hand-to-Hand

Minor Skills:
-Short Blade
-Security
-Speechcraft
-Mercantile
-Marksman

Birthsign: The Steed

Its going to be some kind of thief and with all that agility and The Steed birthsign, its going to be super fast, jumping from roof to roof plundering innocent peoples houses :cool:

X-Ray
05-19-2002, 10:55 PM
xbox-dynasty, I just want to thank you for posting this helpful template. This is really cool. You, sir, just posted a 5-star post, and I don't care what anybody says. Finally some SOLID info to hold us over until Morrowind is released or Christ returns--whichever comes first.

X-Ray
05-20-2002, 10:10 AM
Name: Brandon

Race: High Elf or Imperial

Class: Undecided

Skills: Well I need some advice as to what I should do with this (and with class). To what extent do they determine one's ability to perform these feats? How can I best balance them?

OppiumNitrates
05-20-2002, 01:40 PM
Originally posted by xbox-dynasty

Name: Strider

Class: Persuader

Race: Imperial

Major Skills
1. Speechcraft
2. Mercantile
3. Illusion
4. Security
5. Sneak

Minor Skills
1. Light Armor
2. Short Blade
3. Athletics
4. Acrobatics
5. Restoration

Birthsign: The Tower

Description: This character is a thief. He uses his strong persuasive abilities to win people over and then steals behind their back. He uses his illusion magic to charm people and also to be invisible. Then he gathers information and uses it for profit. He's a backstabbing low-life but he never gets caught.

thief?!?!? backstabing low-life?!?!?!? please tell me that u didnt get the name Strider form Lord of the Rings . . . . cauz playing a character with those traits and that name is just wrong


----------------------
Name: ? ? ?
Class: Coustom
Race: Wood elf

Major Skills
1. sneak
2. marksman
3. acrobatics
4. security
5. *some school of majik . . . havnt decided what yet*

Minor Skills
1. alchemy
2. block
3. speechcraft
4. athletics
5. unarmored

Birthsign: The Lady

X-Ray
05-20-2002, 01:55 PM
Originally posted by OppiumNitrates


thief?!?!? backstabing low-life?!?!?!? please tell me that u didnt get the name Strider form Lord of the Rings . . . . cauz playing a character with those traits and that name is just wrong


----------------------
Name: ? ? ?
Class: Coustom
Race: Wood elf

Major Skills
1. sneak
2. marksman
3. acrobatics
4. security
5. *some school of majik . . . havnt decided what yet*

Minor Skills
1. alchemy
2. block
3. speechcraft
4. athletics
5. unarmored

Birthsign: The Lady

And what line of work might you pursue with your major skills being sneak, marksmanship, and security (which allows you to pick locks right?) hmm...? Remember even Robin Hood was a theif LOL! that was fun. I think theivery will be the most popular line of work--atleast for the first few hours of gameplay.

AppoX
05-20-2002, 03:31 PM
i have never played an elder scrolls game so i dunno what my character will b like. i just have a question tho. is it good to have some school of magik in ur major skills? or should you good either all magik or none?
umm i dunno if u know what i mean but like, if im making say strickly a warrior, with long blade, armorer, and heavy armor as major skillls, is it good to have a say 1 school or magik like enchant?

OppiumNitrates
05-20-2002, 06:52 PM
Originally posted by X-Ray


And what line of work might you pursue with your major skills being sneak, marksmanship, and security (which allows you to pick locks right?) hmm...? Remember even Robin Hood was a theif LOL! that was fun. I think theivery will be the most popular line of work--atleast for the first few hours of gameplay.

yeah im playin a similar character a thief/rouge/assassin . . . . bjut my beef is with the name he picked for his thief . . . u ever read Lord of the Rings???

OppiumNitrates
05-20-2002, 06:54 PM
Originally posted by AppoX
i have never played an elder scrolls game so i dunno what my character will b like. i just have a question tho. is it good to have some school of magik in ur major skills? or should you good either all magik or none?
umm i dunno if u know what i mean but like, if im making say strickly a warrior, with long blade, armorer, and heavy armor as major skillls, is it good to have a say 1 school or magik like enchant?

depends on how well rounded u want your character . . . . i would go with at least 1 majik skill in my major or minor set

X-Ray
05-20-2002, 08:30 PM
I am a little confused by all of this. We choose from among the same list of skills to put in our major and minor sets right?:confused: And how much difference is there between a major and a minor? Will my major skill #1 be more powerful than my major skill #5?:confused:

RadRider
05-20-2002, 08:48 PM
I've got a character roughly etched out in my mind. I'm thinking something like this:
Major skills
mercantile
speech craft
short blade
light armor
alteration
Minor skills
conjuration
alchemy
illusion
enchant
Misc skills
mysticism
restoration
destruction
...and the rest...

I'll choose either a Breton (good with magic), Kahjit (good at sneaking) or Nord (nords rule!)
My plan is to be a good magic user, influence people well, be able to create custom weapons, and have decent sneaking/thiefing abilities (which will take some work, since those skills are in miscellaneous).

Let's see... Class: "Persuasionist" (name of my custom class).
I guess that's all that can go there.

X-Ray
05-20-2002, 09:56 PM
How do you want to balance your player for versatialle gameplay? To help me know how to optimize my player, what kinds of quests and missions will I be going on and what obstacles will I face?

RadRider
05-20-2002, 11:46 PM
Well, it all really depends. For starters, you will probably be walking around the wilderness killing small creatures, and going into the occasional cave to kill some slave traders or poachers. This style of gameplay will require - and reward you with: high armor skill (unless you wear no armor, in which case it will increase your armorless skill) and high long blade/short blade/spear/blunt/axe skill, depending on what you use.
A good portion of the game (all of it if you choose) could be spent adventuring like this, in which case you will want to choose some form of armor, weapon and atheleticism skills for your major and minor, since you will mostly be a fighter. It would also be wise to join a fighters guild which would give you missions that are basically the same thing

Or, you could decide to focus on (a little past the beginning parts of the game) stealth. This would require a good security skill (for stealing things), good speachcraft (to talk your way out of things), good alteration (to alter the environment to your needs), and possibly light armor and short blade skill.

Then, there's the mage side. There are several different types of magical users as well, but generally you'll want to select the major magical schools (alteration, destruction, restoration, etc.) for your main skills.

Of course, you can mix all these skills how you want. A wise thing to do would be to select a pre-generated class, then play the game for a while just messing around. Pay attention to the types of things you find most fun, the skills you increase in the most, if you like stealing or being righteous, etc. Then go and create a custom character with the skillset you'd like.

Remember, you can always alter your character by raising skills they don't normally use. Basically, this means you could make a thief turn into a conjurer if you wish. The important thing is to try the game out first, explore the possibilities, then decide.