In the Red Wolf Company, each character that is introduced will have to be assigned stats and skills.
The first step in character creation is assigning attribute points. You have three attributes: health, stamina and magicka. The minimum requirement for each is 1 and the total of all three must be 26.
1. What are the attributes and why are they important?
Each creature has three attributes, health, stamina and magicka, that are vitally important in combat.
Health is defined by how much damage your character can take before they become unable to fight. The higher health your character has, the more attacks and spells they can get hit by before they are out of the fight. Once your character’s health reaches 0, then they are incapacitated and receive an injury of your choice. It does not have to be a major injury, like a severed limb, but said injury will have to be healed. This also means that once your character runs out of health, they cannot rejoin the current combat unless a spell specifically gets them back into fighting shape.
Stamina is quantified as the energy your character has to move, dodge and block incoming attacks. The higher the stamina, the better they will be at using martial techniques and dodging attacks.
When an enemy attacks you with a damaging bolt spell or a weapon attack, you can use your stamina to dodge or block (if you have a shield) said attack.
Novice attack: 2 stamina
Apprentice attack: 3 stamina
Adept attack: 4 stamina
Expert attack: 5 stamina
Master attack: 6 stamina
These also apply to the cost of martial techniques you use on an enemy. One more thing to note is that every character has a base Stamina Regeneration of 1 per turn, which can be enhanced through equipment, spells and abilities.
Magicka is a character’s innate ability to use and resist magic. The higher the magicka, the more spells and higher tier spells that your character can cast.
Unlike stamina, magicka can be used to end the effects of a continuous spell that is affecting your character based on the rank of the spell that they are hit with.
Novice spell: 2 magicka
Apprentice spell: 3 magicka
Adept spell: 4 magicka
Expert spell: 5 magicka
Master spell: 6 magicka
These costs also apply to the amount of magicka needed to cast the spell.
One more thing to note is that every character has a base Magicka Regeneration of 1 per turn, which can be enhanced through equipment, spells and abilities.
You also must write down your Movement. Everyone starts with a base movement of 3, but can be increased through several means, including daedric curses, spells and specific racial bonuses.
2. Are there any differences in races within the Elder Scrolls universe?
There is, in fact, differences. Each race has unique modifiers that make them stand out from the others, according to the in game lore surrounding them!
Racial Bonuses:
Altmer - +2 to magicka and Magna Lineage (increases magicka regeneration by 1).
Argonian - +2 to stamina and Adaptable (reduces disease damage taken by 1). They can also breath underwater.
Bosmer - +2 to stamina and Forest Folk (gain 1 extra movement in forests).
Bretons - + 2 to magicka and Magna Lineage (increases magicka regeneration by 1).
Dunmer - +1 to magicka and stamina and Velothi Heritage (reduces fire damage taken by 1).
Imperials - +2 to health and Voice of Cyrodiil (all allies gain +1 to damage they deal for 2 turns and can only be used once a day).
Khajiit - +2 to stamina and Night Eye (can see in darkness).
Nords - +2 to health and Atmoran Lineage (reduces frost damage taken by 1).
Orsimer - +2 to health and Promised of Malacath (reduces all damage taken by 2 for 2 turns and can only be used once a day).
Redguards - +2 to stamina and Yokudan Descent (reduces the cost to dodge or block by 2 for 2 turns and can only be used once a day).
Maormer - +1 to magicka and stamina and Sea Pirates (gain 1 extra movement while the body is wet and can operate a ship without prior training)
Note: If you are playing character that is half-and-half of two races, you may choose only one race. Not both!
UNIQUE RACES:
Falmer (Snow Elves) - +2 to magicka and Frozen Sanctuary (reduce physical damage taken from human races by 1)
Dwemer - +2 to health and stamina, but - 2 to magicka, and Mechanical Lords (Dwemer Automatons are not immediately hostile towards you unless you attack them).
Chimer - +2 to magicka and Veloth's Chosen (increase magicka regeneration by 1)
PLEASE NOTE: If you want to play one of the unique races, you can, but you must present a backstory to any Officer or Helper to verify that you have a backstory that makes sense. These races are very particular, but they are open to the public.
3. What are the different skills and abilities my characters can learn?
The next thing to consider is what your character’s skills will be. We have divided them into Combat skills and Non-Combat skills.
Combat Skills: Destruction, Alteration, Illusion, Necromancy, Mysticism, Conjuration, Nature, Restoration, One Handed, Two Handed, Duel-Wielding, Throwing Weapons, Shields, Unarmed, Marksmanship
Non-Combat: Smithing, Leather-working, Wood-working, Clothier, Enchanting, Artificing, Alchemy, Cooking, Animal Handling, Stealth, Pickpocketing, Lockpicking, Speechcraft, Jeweler
Basically, the Combat Skills help you in combat, giving you different abilities and techniques that will help you with fighting. Non-Combat skills have little effect on combat and are normally used outside of said combat situations.
Each skill is divided into ranks, from least to best: Novice, Apprentice, Adept, Expert and Master. To rank your skills up, you will have to spend a certain amount of time waiting OoC and doing training rps at your discretion.
Magic Skills: To get from one rank to the next, you must learn three spells of that level. For example, as soon as my character learns 3 novice spells in the Illusion School, my character is considered an Apprentice in that school, but they will have to learn 3 apprentice spells to become an Adept.
Each spell can be learned in different amounts of OoC time.
Novice: 1 week
Apprentice: 2 weeks
Adept: 4 weeks
Expert: 8 weeks
Master: 16 weeks
This is the link to the Spell Lists for your convenience.
Martial Skills: To get from one rank to the next, you must learn three abilities of that level. For example, as soon as my character learns 3 novice abilities in One Handed Weapons, my character is considered an Apprentice in that category, but they will have to learn 3 apprentice abilities to become an Adept.
Each ability can be learned in different amounts of OoC time.
Novice: 1 week
Apprentice: 2 weeks
Adept: 4 weeks
Expert: 8 weeks
Master: 16 weeks
This is the link to the Martial Abilities List for your convenience.
You may only work on 1 Combat and 1 Non-Combat skill at a time! When you create a new character, the highest a skill can be is Apprentice level.
If you decide to put a weapon skill or spell school into apprentice level, you MUST choose 3 novice level abilities/spells, then ONLY 1 apprentice level ability/spell. You can learn the rest of your spells and abilities in due time.
4. Does the guild have equipment bonuses?
Yes! We have a section dedicated to the different armors that your character can get and as a new character, you can get one novice level armor of your choice to add to your character sheet for free! You cannot start off with anything higher! You will have to do rp to get different armor.
Here is the link to the forum post detailing the different armors. Please remember that you must start off with one novice level armor!
How do you know what armor you can wear? It depends on the skill you have in Light, Medium or Heavy armor. For example, if you are an adept in Heavy Armor, you can wear up to adept level Heavy armor.
How do you get gear higher than novice? You need to visit someone who has the appropriate crafting skill. Clothier is for Light Armor, Leather-working is for Medium Armor and Smithing is for Heavy Armor. Like the armor skills, a crafter can make armors up to their level. For example, an adept in Clothier can make up to adept level Light Armor.
You are required to make a section on your character sheet that lists all of the equipment that your character has, including armor, weapons, potions, poisons, and miscellaneous items like ropes and such. This is so that we can use those resources during a mission and actually use what our characters have for realism's sake. If you didn't bring rope, you can't use it to climb down a cliff, for example.
You can only carry three potions/poisons with you to events at a time. This is a combined number!
5. Does the guild have a limit on skills?
Yes! We do. To keep everything balanced and to give every member of the community a place and role, we have made it so that you are limited in what you can learn. Master Level Skills: 2
Expert Level Skills: 2
Adept Level Skills: 4
Keep in mind that Combat and Non-Combat skills are separate and the limit applies to both separately.