Welcome to Gaia! ::

Reply Game System [Roleplayers, visit here first]
Character Creation Guide Goto Page: 1 2 [>] [»|]

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Baylu Eras

PostPosted: Tue Dec 19, 2006 9:45 pm


This is going to be a long process if you've never used a dice system before. I promise to help you out with any questions and not to yell at you unless you ask something stupid... stare Anyways! I'll try to explain everything on the way, so we don't have too many questions. ^-^

Table of Contents:

1. Character Basics
2. Races
3. Abilities
4. Stats
5. Skills
6. The Rest
7. The Profile
8. Frequently Asked Questions
9. Vampire Stats
PostPosted: Tue Dec 19, 2006 9:46 pm


Character Basics:

Gaia Name:
Character Name: [First and Last]
Gender: [Male or Female]
Race: [Before you choose your race, you should scroll down and look at what type of skills and abilities each race has. It might determine what you'll be.]
Class: [Choose from Stealth, Combat or Mage. Whichever you've chosen, you'll recieve +15 to all those class skills.]
Age: [Do not have a character that is under 15.]
Height: [Nothing over 8ft.]
Weight:
Physical Description: [You can use a picture here if you'd like. Don't use a huge picture that will stretch out the page or a picture of Inuyash or something dumb... If you don't want/have a picture, please give a very detailed description.]
Personality: [Tell us what your character likes, dislikes or finds attractive. Do they get angry easily? What kind of habits do they have? What's their goal in life? Be creative and descriptive.]
Background: [We want to hear everything about your character. Where were they born? Who raised them? Why are they in Kvatch? What was their first job? Try to think up of a past that no other person has had.]

Baylu Eras


Baylu Eras

PostPosted: Tue Dec 19, 2006 9:47 pm


2. Races

This is the list of all the races you can be. Each race has their special attributes. They also start off with different stats. Choose carefully...

User Image
Argonian
This reptilian race, well-suited for the treacherous swamps of its homeland, has developed natural immunities to diseases and poisons. They can also breathe under water and are good at picking locks. Argonians are usually laid back and friendly. For some reason, Argonians tend to be on the poor side of the social ladder. In other countries, argonians are sold into slavery and used to work on farms and plantations. They were also used in the arena for entertainment.
Skill Bonuses: +1 Alchemy, +5 Athletics, +1 Blade, +1 H2H, +1 Illusion, +1 Mysticism, +5 Security
Spell: Water Breathing (Constant Effect) Resist Disease (Immune: Constant Effect) Resist Poison (Immune: Constant Effect)

User Image
Breton
In addition to their quick and perceptive grasp of spellcraft, even the humblest of Bretons can boast a resistance to magical energies. They are particularly skilled at summoning and healing magic. Bretons are mostly quiet by nature along with naturally kind. Most bretons become preists due to their talents in healing. The hail rounder faces and lighter skin.
Skill Bonuses: +1 Alchemy, +1 Alteration, +5 Conjuration, +1 Illusion, +5 Mysticism
Spells: Resist Spell (20%: Constant Effect)

User Image
Dark Elf
Also known as the "Dunmer" in their homeland of Morrowind, the Dark Elves are noted for their skilled and balanced integration of the sword, the bow and destruction magic. They are resistant to fire and can summon an ancestral ghost for aid. Dunmers are the most barbaric elves. They enjoy fighting, drinking and other various types of rouge activities. In their homeland, most natives worship daedra, who are consider the evil gods.
Skill Bonuses: +1 Athletics, +5 Blade, +1 Blunt, +5 Destruction, +1 Light Armor, +1 Marksman, +1 Mysticism
Spells: Resist Fire (50%) Constant Effect

User Image
High Elf
Also known as the "Altmer" in their homeland of Summerset Isle, the High Elves are most stronly gifted in the arcane arts of all the races. However, they are also somewhat vulnerable to fire, frost and shock. Altmer are tall and noble people. They tend to have a stuck up attitude because of their intelligence and tall stature. Most high elves are mages due to their abilities in magic.
Skill Bonuses: +1 Alchemy, +5 Alteration, +1 Conjuration, +5 Destruction, +1 Illusion, +5 Mysticism
Spells: Weakness to Destruction (+10% to attacked damage: Constant Effect) Fortify Magicka (+10%: Constant Effect)

User Image
Imperial
Natives of the civilized, cosmopolitan province of Cyrodil, they have proved to be shrewd diplomats and traders. They are skilled with heavy armor and in the social skills and tend to favor a warrior's class. Imperials tend to be very outgoing people. They have no problem striking up conversation and telling jokes. However, they're also good at tricking you with words.
Skills Bonuses: +1 Blade, +1 Blunt, +1 H2H, +1 Heavy Armor, +5 Mercantile, +5 Speechcraft
Spells: Fortify Personality (+10%: Constant Effect)

User Image
Khajiit
Hailing from the province of Elsweyr, they are intelligent, quick, and agile. They make excellent thieves due to their natural agility and unmatched acrobatics skill. All Khajiit can see in the dark. These cat creatures were also sold as slaves one upon a time. Due to their sneaky ways, Khajits tend to lose trust fast. They're known for betrayal and their need to get ahead of others.
Skill Bonuses: +5 Acrobatics, +1 Athletics, +1 Blade, +5 H2H, +1 Light Armor, +1 Security, +1 Sneak
Spells: Night Eye (Constant Effect)

User Image
Nord
Citizens of Skyrim, they are a tall and fair-haired people. Strong and hardy, Nords are famous for their resistance to the cold. They are highly talented warriors. Nords are known as the barbaric humans. Their tone of voice is somewhat lower and they tend to be a little on the selfish side.
Skill Bonuses: +1 Armorer, +5 Blade, +1 Block, +5 Blunt, +5 Heavy Armor, +1 Restoration
Spells: Resist Frost (50% Damage reducer) Constant Effect

User Image
Orc
The people of the Wrothgarian and Dragontail Mountains, Orcish armorers are prized for their craftsmanship. Orc troops in heavy armor are among the finest in the Empire, and are fearsome when using their beserker rage. Most Orcs last personality and friendliness. They're quick to anger and hard to be forgiven by. They apply themselves to bravery and honor amongst most things.
Skill Bonuses: +5 Armorer, +5 Block, +1 H2H, +5 Heavy Armor
Spells: Fortify Strength (+10% Increase) Constant Effect

User Image
Redguard
The most naturally talented warriors in the country. In addition to their cultural affinities for many weapon and armor styles, they alos have a hardy constitution and a natural resistance to disease and poison. Redguards are a darker toned race with a friendly disposition. They tend to call good natured people friend, brother or sister. They like to give training to others and are helpful to those in need.
Skill Bonuses: +5 Athletics, +5 Blade, +5 Blunt, +1 Light Armor, +1 Heavy Armor, +1 Mercantile
Spells: Resist Disease (+10% Constant Effect) Resist Poison ( +10%: Constant Effect)

User Image
Wood Elf
The clanfolk of the Western Valenwood forests, also known as "Bosmer." Wood Elves are nimble and quick, making them good scouts and thieves, and there are no finger archers in all of Tamriel. Their ability to command simple creatures is well-known. Bosmer tend to be those who like the 'get quick rich' schemes. However, they're also very in-tune with nature. There are good Bosmer and there are greedy bosmer, which is the same in every race. A Bosmer is more soft spoken, but still great fighters and mages along with agile theives.
Skill Bonuses: +1 Acrobatics, +5 Alchemy, +1 Alteration, +1 Light Armor, +5 Marksman, +5 Sneak
Spells: Command Creature (Any creature 10 levels below them: Constant Effect) Resist Disease (+10%: Constant Effect)
PostPosted: Tue Dec 19, 2006 9:48 pm


3. Abilities
These are your raw talent. Each attribute will determine your starting point at each skill, your hit points and your magicka points. ALSO NOTE: You get to distribute 5 points to whatever abilities you want!

Strength: Affects how much you can carry, how much fatigue you have and how much damage you can dow tih melee weapons such as swords and axes. Governs the skills of Blunt, Blade and H2H.
Intelligence: Affects your total Magicka and magic use. Governs the skills of Alchemy, Conjuration and Mysticism.
Willpower: Affects how quickly you regenrate Magicka, and how much Fatigue you have. Governs the skills of Destruction, Alteration and Restoration.
Agility:Affects your ability to maneuver and balance, your total fatigue and how much damage you can do with bows. Governs the skills of Security, Sneak and Marksman.
Speed: Determines how fast you move. Governs the skills of Athletics, Light Armor, and Acrobatics.
Endurance: Affects how much fatigue you have, your health, and how much your health will increase when you raise levels. Governs the skills of Block, Armorer and Heavy Armor.
Personality: Affects how much people like you, which leads to better information gathering. Governs the skills of Speechcraft, Mercantile and Illusion.

Argonian:
Strength: 9
Intelligence: 9
Willpower: 8
Agility: 10
Speed: 10
Endurance: 8
Personality: 8

Breton:
Strength: 8
Intelligence: 10
Willpower: 10
Agility: 8
Speed: 8
Endurance: 8
Personality: 9

Dark Elf
Strength: 9
Intelligence: 9
Willpower: 8
Agility: 9
Speed: 10
Endurance: 8
Personality: 9

High Elf:
Strength: 8
Intelligence: 10
Willpower: 9
Agility: 9
Speed: 8
Endurance: 8
Personality: 9

Imperial:
Strength: 9
Intelligence: 9
Willpower: 8
Agility: 8
Speed: 8
Endurance: 9
Personality: 10

Khajiit:
Strength: 8
Intelligence: 9
Willpower: 8
Agility: 10
Speed: 9
Endurance: 8
Personality: 9

Nord
Strength: 10
Intelligence: 8
Willpower: 8
Agility: 9
Speed: 9
Endurance: 10
Personality: 8

Orc
Strength: 10
Intelligence: 8
Willpower: 9
Agility: 8
Speed: 8
Endurance: 10
Personality: 7

Redgaurd
Strength: 9
Intelligence: 8
Willpower: 8
Agility: 9
Speed: 8
Endurance: 10
Personality: 9

Wood Elf
Strength: 8
Intelligence: 9
Willpower: 8
Agility: 10
Speed: 10
Endurance: 8
Personality: 9

Baylu Eras


Baylu Eras

PostPosted: Tue Dec 19, 2006 9:49 pm


4. Stats

Firstly, before you try to figure out how to make all your stats I need to explain modifiers. Your modifiers will be the numbers you use to determine how much your abilities effect your HP, MP, FP and skills. To find your modifier you take Ability - 10 and divide by 2.
Examples: Your strength is 8. 8 - 10 = -2/2 = -1. Your agility is 12. 12 - 10 = 2/2 = 1.
You can have negative numbers and you can have positive numbers. However, you cannot have fractioned numbers. If you come out with an uneven number like 1.5, round down to 1.

HP: To figure out your Health take 10 + Endurance Modifier.
MP: To figure out your Magaicka take 5 + Intelligence Modifier.
FP: Now, your FP is totally different from the game. We're going to use this as FIGHT POINTS, which will determine how many attacks you can do per post. You gain an extra attack for every 10 levels of your weapon skill.
CP: To figure out how much you can carry take your 20 x Endurance Modifier + 10
Dodge: To figure out your dodge take your Level + Agility Modifier.
Resist Spell: To figure out your resistance to magicka take your Level + Willpower Modifier.
Resist Disease/Poison: To figure out your disease and poison resistance take your level + Endurance Modifier.
PostPosted: Tue Dec 19, 2006 9:50 pm


5. Skills
Each skill's base level is determined by your raw abilities. Your modifiers is the starting points for each skill. The first number you put down after a skill is the points you've gotten for race and levels. The second number you put down after a skill is training points you've earned as a total.
Example: Armorer (Endurance): 5 + 1. So, this character has earned 5 points towards armorer from his character race and through leveling up. He's trained the skill once during this current level. If his endurance is at 0 then his total Armorer skill is at 6 ( 0(Mod) + 5(Race/Level) + 1(Current)).

When you start, you are free to distribute 10 points onto whatever skills you wish. Also, all skills start at 5.

Combat Skills:
Armorer (End): You use this skill to repair broken items.
Athletics (Speed): You use this skill to determine how long and how fast you can run.
Block (Agility): You use this skill to block attacks and reduce damage in battle.
Blunt (Str): You use this skill to determine how skilled you are in using weapons such as axes, hammers and clubs.
H2H: (Str): You use this skill to determine how good you are at using martial arts.
Heavy Armor (End): This skill determines what type of armor you can wear.
Long Blade (Str): This skill tells you how talented you are in using long swords and claymores.
Spear (Agil): How well can you use a spear?

Magic SKills:
Alchemy (Intel): This skill determines what type of potions you can create.
Alteration (Will): This skill determines how strong the spells you cast in the school of alteration are.
Conjuration (Intel): This skill tells you what level creatures you can summon.
Destruction (Will): This skill determines how strong the spells you cast and what level spells you can cast.
Illusion (Per): This skill tells you how strong your illusion spells are and what types you can learn.
Mysticism (Intel): This skill determines how strong you mysticism spells are and what types you can learn.
Restoration (Will): You can determine how strong you healing spells are and what types you can learn by the level of this skill.

Stealth Skills:
Security (Intel): You use security to pick locks and make locks.
Sneak (Agil): This skill determines how quietly you can move.
Acrobatics (Speed): This skill tells you how high you can jump.
Light Armor (Speed): You can tell what type of armor you can wear by the level of this skill.
Marksman (Agil): This skill tells you how skilled you are with a bow.
Mercantile (Per): You use this skill to barter with shops and traveling traders.
Short Blade (Agil): This skill tells you how skilled you are with weapons such as daggers and short swords.
Speechcraft (Per): This skill allows you to persuade others into liking you and telling you something you want to know.
Listen (Wis): This new skill determines how well you can listen for people sneaking up on you.

Misc Skills
Tracking (Int): This is helpful when hunting, following someone or noticing certain items by looking at nature.

Baylu Eras


Baylu Eras

PostPosted: Tue Dec 19, 2006 9:52 pm


6. The Rest

Spells: If you chose the mage class you begin with the basic flare on target spell and Restoration spell. You can purchase spells from the mage's guild. Watch what you buy, because you have to be a certain rank to use certain spells. Also, under spells, list what constant effects you have and where they came from. For example: If you're an Argonian you'll have
Constant Effects:
Resist Disease [100%]

Armor:
List what armor you are wearing, weight and how many defensive points it has.
Weapons: List every weapon in your possession, their weight and how much damage they do. When you start out, you start out with nothing.
Potions: When you list your potions make sure you include how many points they restore.
Misc: Any other items you have on, list here.

Gold:
You start off with 500 gold.
Building's Owned: As a Level 1 you start off with nothing.
Shops Invested in: You need a high mercantile to do this.
Organization(s)/Rank: You can join as many organizations as you want.
PostPosted: Tue Dec 19, 2006 9:52 pm


7. The Profile
This is what your profile should look like when you're done. (With everything filled in, of course.) To fill out the "Train" part of your skills, go to the How to: Level Up thread. It will be explained there!

Gaia Name:
Character Name:
Gender:
Race:
Class:
Age:
Height:
Weight:
Physical Description:
Personality:
Background:

~STATS~

Experience:
Lvl:
Strength:
Mod:
Intelligence:
Mod:
Willpower:
Mod:
Agility:
Mod:
Speed:
Mod:
Endurance:
Mod:
Personality:
Mod:

HP:
MP:
FP:
CP:
Dodge:
Resist Spell:
Resist Disease/Poison:

~SKILLS~
Combat Skills:
Armorer (End):
Train:
Athletics (Speed):
Train:
Block (Agility):
Train:
Blunt (Str):
Train:
H2H: (Str):
Train:
Heavy Armor (End):
Train:
Long Blade (Str):
Train:
Spear (Agil):
Train:

Magic SKills:
Alchemy (Intel):
Train:
Alteration (Will):
Train:
Conjuration (Intel):
Train:
Destruction (Will):
Train:
Illusion (Per):
Train:
Mysticism (Intel):
Train:
Restoration (Will):
Train:

Stealth Skills:
Train:
Security (Intel):
Train:
Sneak (Agil):
Train:
Acrobatics (Speed):
Train:
Light Armor (Speed):
Train:
Marksman (Agil):
Train:
Mercantile (Per):
Train:
Short Sword (Agil):
Train:
Speechcraft (Per):
Train:
Listen (Wis):
Train:

Spells:

Armor:
Weapons:
Potions:
Misc:

Gold:
Building's Owned:
Shops Invested in:
Organization(s)/Rank:

Baylu Eras


Baylu Eras

PostPosted: Tue Dec 19, 2006 9:53 pm


8. Frequently asked questions:

Can I have a mixed race?
No.
What happened to Birthsigns?
They're too much work. Be happy with what you got. ^-^
Can I start off as a vampire?
No. You must get bitten.
Can I make up a race?
No. We're sticking to the original races.
Do I have to start at Level 1?
Yes.
PostPosted: Tue Dec 19, 2006 9:55 pm


Vampire Stats:

COMING SOON

Baylu Eras


Baylu Eras

PostPosted: Tue Dec 19, 2006 9:56 pm


Reserved.
PostPosted: Tue Dec 19, 2006 9:57 pm


Reserved.

Baylu Eras


Baylu Eras

PostPosted: Tue Dec 19, 2006 10:02 pm


Feel free to ask any questions beyond this point.
PostPosted: Sat Mar 31, 2007 12:44 pm


Here's my character, since there was no other place to put it like an rpg spot.

Name: King, nickname Azaroth
Race: Khajit(lion)
Class: Thief
Sign: Thief
Guild: Southwall Cornerclub(Thieve Guild)
Armor: Glass and Robe of Deeds
Weapon: Glass Short Sword(to be made), Bow of Shadows, Master Lockpick, and Dagger of Symachus
Shield: Glass Shield/Riekling Shield
Amulet, ring, belt:
~Boneguard Belt
~Far Silence Amulet
~Ring of Healing
~Ring of Reaching
Home: Balmora & Suran

Second character is werewolf(Fang). He lives in Mournhold.
I think the game needs more glass weapons like the glass short sword. It's the only weapon I need to complete my character. Yes, I dont like Daedric short sword cause it doesnt match.

blue eyed rebel

6,450 Points
  • Autobiographer 200
  • Wall Street 200
  • Money Never Sleeps 200
Reply
Game System [Roleplayers, visit here first]

Goto Page: 1 2 [>] [»|]
 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum