Post by Janx on Jan 12, 2007 23:19:05 GMT -5
Skills:
The skill section requires you to fill in your character’s 6 major skills. These should be the assets your character uses the most and thus would have more experience and skill when it comes to using them. All other skills are still usable by the character, though they are nowhere near as good at them as someone who chooses it as a major skill. For example, a character may still wield a weapon they do not have a major skill in wielding, though they would have little chance against someone who does. They are also likely to make mistakes with the weapon.
Weapon:
Shortblade: The character can use Daggers, Shortswords, Tantos, Wakisashi to a high degree of proficiency. They are capable of making quick and agile strikes that deal quite a bit of damage rather fast. A character with Shortblade also has slightly more skill in Longblade than a character without either skill. Classes favouring stealth commonly use these.
Longblade: The character can use Longswords, Katanas, Rapiers, Scimitars, Claymores, and Dai-Katanas to a high degree of proficiency. They are capable of flowing powerful attacks that deal a lot of damage in few swings. A character with Longblade also has slightly more skill in Shortblade than a character without either skill. Imperial Legionnaires, warriors, and mercenaries commonly use these.
Axe: The character can use Battleaxes and Waraxes to a high degree of proficiency. They are capable of making powerful hits, often trying to hack through an opponent’s armour. A character with Axe also has slightly more skill with Blunt Weapons than a character without either skill. Axes are commonly used by Barbarians and Battlemages.
Blunt: The character can use Maces, Warhammers, and Staves to a high degree of proficiency. They are capable of making very powerful attacks, able to knock opponents back from the force of their blows. Blunt weapons are commonly used by Barbarians, Enforcers, and Spell casting classes.
Polearm: The character can use Spears, Halberds, and Tridents to a high degree of proficiency. They are capable of moving effectively while wielding the long poled weapons, and are adept at keeping their enemies at a distance. Polearms are commonly used by Hunters and Archers.
Marksman: The character can use Bows, Crossbows, and throwing knives to a high degree of proficiency. They are capable of effectively adjusting their accuracy to compensate for the effects of wind and gravity on their chosen weapon, and are able to land deadly accurate attacks. Ranged weapons are commonly chosen as a secondary weapon for most classes, but Archers, Hunters, Rogues, and Assassins are the most common to use them.
Unarmed: The character can use his fists, feet and possibly eve tail to a high degree of proficiency. Usually coming from a martial arts practice, or just plain boxing, a Unarmed character can land powerful agile strikes using just their own body. Monks and acrobats always use this skill, though people from rough backgrounds or holy temples also develop these abilities.
Dual-Wield: The character may wield two 1 handed weapons with a high degree of proficiency. Both weapons the character use must be ones he has as Major skills. A character that does not have skill is very clumsy with 2 weapons and has horrible defence.
Magic:
Destruction: The mastery of the spell effects that harm both living and undead with abilities such as elemental damage, draining of abilities, direct damage to health, weakening to certain types of magic, and disintegrating material items. Characters without this skill will usually have no spells from this school, though some receive training in minor damaging touch spells.
Alteration: The mastery of manipulating the physical world and its natural properties. Alteration effects include water breathing and walking, enhanced jumping, levitating, burdening, unlocking and locking, creating barriers against physical damage and even the ability to turn into other objects or creatures. Characters without this skill will usually have no spells from this school.
Illusion: The mastery of altering the perceptions and thoughts of living objects. Illusion effects include blind, light, paralyze, silence, calm or frenzy, chameleon, invisibility and false images. Characters without this skill will usually have no spells from this school, though adventurers are likely to try and learn Light spells in order to help them in dark places. Illusion spells have no effect against undead (except direct magical light can still blind vampires), constructs or powerful Daedra.
Conjuration: The mastery of mental domination of mundane and magical creatures summonation of otherworldly weapons and armour, and summonation of Daedric, Undead or Animal servants to serve and protect the caster. A character must have this skill to use any abilities from it.
Mysticism: The mastery of shaping and focusing otherworldly forces to bind souls in gems, teleport the caster’s body, use telekinetic powers, absorb, reflect magical energies or even absorb them. Characters without this skill will usually have no spells from this school though some very experienced adventurers (usually spell casters without this actual skill) will take teleportation spells in order to help get around.
Restoration: The mastery of using magical powers to heal, restore, and fortify the body’s attributes and abilities, cure diseases, ands protect it from other malign influences. Restoration can also augment or absorb strength, endurance, intelligence, agility and other bodily attributes. Characters without this skill are still likely to learn a basic healing spell in order to heal themselves of minor injuries.
Enchant: The mastery of creating, using, and recharging enchanted items. A character with this skill is adept at creating magical items, and can amplify its enchantment while using less of its magical charge. Only characters that have this as a major skill may recharge magical items via soul gem, all others must simply wait for them to recharge.
Alchemy: The mastery of the knowledge of the magical properties of mundane substances. Substances are consumed directly, or prepared as powerful potions to provide long-lasting benefits like healing and curing disease, water walking, magical shielding, fortifying skills and attributes, and even fire, shock, ice, or poison breath.
Armour:
Heavy Armour: The ability to move and defend effectively while wearing massive and rigid armours like iron, steel, silver, Dwemer, Ebony and Daedric plate armour. In order to be able to move at all effectively in armour, the character must be trained in it. A character with Heavy Armour as a major skill can also move in medium armour slightly better than a character with neither skill.
Medium Armour: The ability to move and defend effectively while wearing durable but flexible armours like chain, scale, bonemold, and orcish armour. In order to be able to move at all effectively in armour, the character must be trained in it. A character with Medium Armour as a major skill as slightly more skill in Heavy or Light armour than a character that does not have any of these skills.
Light Armour: The ability to move and defend effectively while wearing light-weight, flexible armours like leather, fur, chitin, and glass armour. In order to be able to move at all effectively in armour, the character must be trained in it. A character with Light Armour as a major skill will also be slightly better at medium armour than a character with neither skill, though will definitely feel the weight difference in their moves.
Unarmoured: The ability to avoid or reduce injury during combat while not wearing any armour by evading, deflecting, or absorbing blows. Those versed in this skill are better defended wearing little armour at all than they are when wearing armour.
Shield: The ability to effectively use a buckler, shield, or tower shield to defend yourself. Those versed in this skill are able to shrug off a lot more force of impact using a shield, as they know how to properly use it. A character with Shield as a major skill may also make a shield bash attack in order to temporarily stun an opponent, though with a tower shield it would be awkward to attack around.
Misc:
Athletics: The character is highly conditioned and trained for running and swimming. Skilled athletes move short and long distances over land with speed and efficiency, and they also swim more swiftly underwater.
Acrobatics: The ability to be able to jump around with nimbleness and ease and reduce damage from falling great distances. A nimble acrobat can easily move around the battlefield (depending on armour as well of course) and can often reach places that others require spells to reach.
First Aid: The ability to heal your own or another’s injuries using non-magical methods. One trained in this skill can easily make and/or use bandages and splints on injuries. While this may seem like a slower and less effective method of healing, it is more common among non-spellcasting adventurers, and does not consume magical energy to use. A character without this skill can only do a rather sloppy job.
Riding: The ability to effectively control, steer, and engage in combat while on a horse or other ride-able creature. Characters without this skill only have basic control of a horse, and are more likely to run into accidents than those with it. A character without this skill is especially clumsy on horseback during combat, and are more of a burden to themselves and those around them unless they dismount.
Speechcraft: The ability to influence others by admiring, taunting, intimidating, and clever word play. Listeners are more willing to divulge information or to entrust important tasks to a skilled speaker. This skill also allows to you talk people into getting you better deals on goods. (I combined Mercantile and Speechcraft due to the limit of 6 major skills)
Security: The ability to open locked doors and containers using lock-picks, or disarm traps with probes. This skill also allows one to be able effectively identify traps and locks before an untrained person would. A person without this skill would likely break a lot of lock-picks, and would more likely set off the trap while trying to disarm it. This skill could actually require some good RPing to really work.
Sneak: The ability of moving unseen and unobserved. It also affects one’s abilities to pick pocket an opponent, and avoid setting off traps reliant on breaking magical beams or pressure plates, even if the character doesn’t know they are there. This skill is effected by what kind of armour you are wearing at the time, and a character may not sneak at all in armour they do not have as a major skill.
Beast Mastery: The ability to calm, communicate, train and even befriend native animals. A character with this as a major skill may have one animal companion and is capable of communicating with others, as well as train horses or other mounts for him or those around him. A character without Beast Mastery gets no benefits from this skill. This skill of course has no effects on undead, constructs or Daedra.
Blacksmithing: The ability to create and maintain armour and weapons. Damaged armour and weapons do not function as well as well kept ones. A character may also create weapons as long as he has the material necessary to make them and has some background into making armour of that type (aka no argonians making ebony plate armour without a really good explanation).