Post by shadowknight on Sept 18, 2015 20:52:01 GMT
Ok, you guys are no stranger to character pages so I'll skip the introduction....mostly....to give this a slightly more ES feel I'll borrow elements from the Character creation in oblivion, Skyrim, ect... as a bit of a template(just for fun!)
Enter Your Name:
-{name here}
Choose Your Race:
-Nord: The Physically Strongest and Toughest of the human races with a near immunity to frost/ice based attacks.
-Orc: With Strength equal to that of the Nords, the Orcs are masters of weapons crafting and prone to entering a berserker rage, doubling their strength and endurance
-Redguard: Naturally gifted warriors the redguard are tenacious and highly resistant to poisons, able to tap into excess energy reserves to out last most enemies who fall pray to exhaustion
-Breton: The most gifted of the human races due to their natural affinity for magic. Bretons enjoy deeper magic reserves than most, allowing them to cast more spells for longer.
-Altmer: Altmer, while moderate swordsmen and bowmen, are the undisputed masters of magic. Their deep connection to the ebb and flow of magica in the natural world allows them to deal far more damage; however, this comes at the price of being far more susceptible to magical attacks.
-Dunmer: The refugees from Morrowind, the Dunmer have become nomadic after the eruption of red mountain. Years of wondering have honed their combat skills as many make a living as mercenaries. Dunmer have a near immunity to fire attacks and often utilize a balance of melee combat and destruction magic to make them highly unpredictable and versatile in battle.
-Argonian: The scaly denizens of Black Marsh are often looked down on by other races; however, military commanders know that their are virtually no finer people to use as agents. With their natural immunity to diseases and the ability to breath under water, they are often used to scout marshlands, swamps, cost lines, and islands.
-Imperial: The natives of Cyrodill Imperials are jacks of all trades, making fine warriors, rogues, and mages. They make good traders, shrewd diplomats, and have an uncanny knack for finding gold in unexpected places.
-Khajiit: The feline folk of Elsweyr are a cunning and swift people. The most agile of all the races and the ability to see in the dark make them excellent thieves. This also gives honest Khajiit a bad reputation as many people do not trust them, many khajiit are shrewd traders, and modest warriors, mages, and scouts.
-Bosmer: Bosmer are the finest archers in all Tamriel and their small stature lends itself to their natural stealthiness, many become scouts, assassins and thieves. Bosmer have an affinity with nature, they have a high tolerance to poisons & diseases and are natural trackers, if attacked in the wild they can call on animals near by to fight at their side.
Choose Your Gender:
-Male
-Female
Image: (optional)/Character description (no image necessary) & info
Bio:
-{insert bio}
Choose Your Birthsigns:
-Apprentice: You Recover Magicka faster but are more vulnerable to magicka damage
-Atronach: Will not regenerate magicka naturally but will absorb hostile spells to recover your own magicka
-Lady: You have a moderate healing factor
-Lord: Makes you physically tougher and more resistant to magic attacks
-Lover: Gives you the ability to paralyze targets for 60 seconds with a "kiss" leaving them open for a killing blow
-Mage: Increases the damage and duration of all magic based abilities
-Ritual: Allows you to raise all the dead around you to fight for you once per day while causing hostile undead to flee
-Serpent: Makes you immune to poison and gives you the power to secrete a highly lethal poison from your fingernails/claws
-Shadow: Grants you the power of natural invisibility and allows you to see in the dark
-Steed: Greatly increases your foot speed and worn armor has no weight or movement imparment
-Thief: Grants you near superhuman agility and the Luck of a master thief
-Tower: Allows you to unlock any lock with the touch of your hand three times a day.
-Warrior: Grants you near superhuman strength and makes you naturally gifted with all manner of weapons
Attributes:(mainly just for fun with no real influence on your character, you can have two atributes that sum up your character. (IE: if a character is strong and lucky you list the attributes as "Strength and Luck"})
-Strength
-Endurance
-Speed
-Agility
-Personality
-Intelligence
-Willpower
-Luck
Skills: (here are the skills you can pull from to make your character. you can have 7 major skills to define what your character can do, the rest are minor, you can still do them just not as well as your major)
-Alteration
-Archery
-Alchemy
-Conjuration
-Block
-Light Armor
-Destruction
-Heavy Armor
-Lockpicking
-Enchanting
-One-handed
-Pickpocket
-Illusion
-Smithing
-Armorer
-Sneak
-Restoration
-Two-handed
-Speech
-Mercantile
-Hand to Hand
-Athletics
-Acrobatics
Enter Your Name:
-{name here}
Choose Your Race:
-Nord: The Physically Strongest and Toughest of the human races with a near immunity to frost/ice based attacks.
-Orc: With Strength equal to that of the Nords, the Orcs are masters of weapons crafting and prone to entering a berserker rage, doubling their strength and endurance
-Redguard: Naturally gifted warriors the redguard are tenacious and highly resistant to poisons, able to tap into excess energy reserves to out last most enemies who fall pray to exhaustion
-Breton: The most gifted of the human races due to their natural affinity for magic. Bretons enjoy deeper magic reserves than most, allowing them to cast more spells for longer.
-Altmer: Altmer, while moderate swordsmen and bowmen, are the undisputed masters of magic. Their deep connection to the ebb and flow of magica in the natural world allows them to deal far more damage; however, this comes at the price of being far more susceptible to magical attacks.
-Dunmer: The refugees from Morrowind, the Dunmer have become nomadic after the eruption of red mountain. Years of wondering have honed their combat skills as many make a living as mercenaries. Dunmer have a near immunity to fire attacks and often utilize a balance of melee combat and destruction magic to make them highly unpredictable and versatile in battle.
-Argonian: The scaly denizens of Black Marsh are often looked down on by other races; however, military commanders know that their are virtually no finer people to use as agents. With their natural immunity to diseases and the ability to breath under water, they are often used to scout marshlands, swamps, cost lines, and islands.
-Imperial: The natives of Cyrodill Imperials are jacks of all trades, making fine warriors, rogues, and mages. They make good traders, shrewd diplomats, and have an uncanny knack for finding gold in unexpected places.
-Khajiit: The feline folk of Elsweyr are a cunning and swift people. The most agile of all the races and the ability to see in the dark make them excellent thieves. This also gives honest Khajiit a bad reputation as many people do not trust them, many khajiit are shrewd traders, and modest warriors, mages, and scouts.
-Bosmer: Bosmer are the finest archers in all Tamriel and their small stature lends itself to their natural stealthiness, many become scouts, assassins and thieves. Bosmer have an affinity with nature, they have a high tolerance to poisons & diseases and are natural trackers, if attacked in the wild they can call on animals near by to fight at their side.
Choose Your Gender:
-Male
-Female
Image: (optional)/Character description (no image necessary) & info
Bio:
-{insert bio}
Choose Your Birthsigns:
-Apprentice: You Recover Magicka faster but are more vulnerable to magicka damage
-Atronach: Will not regenerate magicka naturally but will absorb hostile spells to recover your own magicka
-Lady: You have a moderate healing factor
-Lord: Makes you physically tougher and more resistant to magic attacks
-Lover: Gives you the ability to paralyze targets for 60 seconds with a "kiss" leaving them open for a killing blow
-Mage: Increases the damage and duration of all magic based abilities
-Ritual: Allows you to raise all the dead around you to fight for you once per day while causing hostile undead to flee
-Serpent: Makes you immune to poison and gives you the power to secrete a highly lethal poison from your fingernails/claws
-Shadow: Grants you the power of natural invisibility and allows you to see in the dark
-Steed: Greatly increases your foot speed and worn armor has no weight or movement imparment
-Thief: Grants you near superhuman agility and the Luck of a master thief
-Tower: Allows you to unlock any lock with the touch of your hand three times a day.
-Warrior: Grants you near superhuman strength and makes you naturally gifted with all manner of weapons
Attributes:(mainly just for fun with no real influence on your character, you can have two atributes that sum up your character. (IE: if a character is strong and lucky you list the attributes as "Strength and Luck"})
-Strength
-Endurance
-Speed
-Agility
-Personality
-Intelligence
-Willpower
-Luck
Skills: (here are the skills you can pull from to make your character. you can have 7 major skills to define what your character can do, the rest are minor, you can still do them just not as well as your major)
-Alteration
-Archery
-Alchemy
-Conjuration
-Block
-Light Armor
-Destruction
-Heavy Armor
-Lockpicking
-Enchanting
-One-handed
-Pickpocket
-Illusion
-Smithing
-Armorer
-Sneak
-Restoration
-Two-handed
-Speech
-Mercantile
-Hand to Hand
-Athletics
-Acrobatics