Character role idea

Post » Sun Sep 08, 2013 1:39 pm

Hi,

i am pretty new here, but i want to hear some opinions so i decided to post this somewhere.

When i make any character in TES or other RPG after i began to knew the game better i always view it same way. How to make its role unique? Not gameplay or charisma, but first i look at its role. Than i look at gameplay i want to have and only after that i shape it with unique character story and character. And now i want to share my old idea for character. I wanted to post it as pdf, but can't find how, so sorry for the wall of text.

The character is Altmer that belongs to fictional faction called "Aldmei" and here is the background knowledge:

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Aldmei

When Aldmeri Dominion gained its power in E2 820 the special warfare group was established called Aldmei. Supported by both Psijic Order and Thalmor this group of Altmers had goal to protect their race and the Dominion in times of need. They were given separate island between Valenwood and Summerset Isle in order to stay hidden and in same time to stay truth to old traditions that force elves of different believe to go into exile from their homeland.

When in E2 896 Tiber Septim with aid of Numidium finishes the endless wars and unite Tamriel the Aldmeri Dominion cease its exsistance. Fate of Aldmei became questionable until The Septim prophecy was told to its leaders by unknown prophet. This prophecy stated that after Septim Dynasty will end the Aldmeri Dominion will be formed once again and Aldmei will be needed to settle things between Psijic and Thalmor to help their own people. The prophet also saw big rise of Aldmei abilities and ordered them to secretly participate in many events in order to help them with needed development. He said: “Once the Fifth with the name of Forth will be crowned do not hesitate and join his adventures as it will grant you the power of empire, but be careful of his acts and big steps.“ later he also told them: ?When distant brothers start war over the wood, hurry into Morrowind, because soon the Estate of Chaos will be opened to exploration which will give you hint and preparation for what is about to come.“ And just before he left them he told his last words: ?As the Hircine loose his game on new found Nords home ready your swords and magic as the era of Septims is ending.“

Not much in known about the rest of the prophecy or about the Aldmei fate after that event. And some assume that they have disappeared.

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The basic idea here is that the character role in Oblivion will actually be little bit more complicated as he is actually enemy of the Septim's Empire, but from prophecy knows that their end is near. I do not want to spoil here anything, but basically it twist the ending a little.

From that point on i leave the character individual story and reason why he is in prison to imagination as it should be tightly conected to his personality.

Now for the gameplay:

I really wanted to play a Battlemage like character with a little twist - Short range battlemage, so i did. I actually wrote a long manual-like guide to remmember it acting like it was written by military expert of Aldmei: LONG PART INCOMING, do not read further if not interested so far.

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Note:

This text book is made by William O'May the training expert of Aldmei battlemages. This book is new edition of my old work written in 3E 320 as result of our battles on Akavir that changed our view on this type of warriors and spread our use of them. Reason for this rework is addition of ways of fighting some enemies we have learned about in Morrowind as well as counting in some new materials that were found there.

W. O'May 3E 420

Battlemage

Chapter 1: Understanding of Aldmei battlemage principles

In battles with superior equipped and strategically advanced Akavir warriors we understood that whole concept of Tamrielic battlemage is wrong. After some time we created Aldmei battlemage concept and ever since had amazing results with that.

Your main concern should be magic schools of Illusion, Restoration, Destruction, Mysticism and Alchemy. Alteration and Conjuration are way to weak in real combat to be used as i will show later in part covering facing different enemies.

Conquering ones mind is better than conquering his power.

Therefore all Aldmei battlemages should not use armor. Or at least don't use visible armor, but possible hidden armor or clothing looking one. And as their weapon use two handed claymores. Reason for that is by looking unarmored you will drag physical attackers closer to you and by holding big sword they will try to close the distance to grab distance when attacking you, where your destruction magic is unavoidable.

You may think that the lack of armor is terrible but we believe that avoiding attack is better than blocking it or negating it with armor.

Chapter 2: How to use your skills

Claymore

This big weapon has a multiple usages for our fighting style. First it is good intimidation factor, meaning that enemies that are not confident in melee combat stays out of its range, which is perfect as if they want to use any kind of ranged attack it takes time to fly or perform it and we can avoid it by quick side-front step that will allow us to get in range eventually while taking no damage. Or melee fighters using one-handed weapons will stay right on its max range in order to avoid our attack and than quick close the distance in grab range in order to stop us from swinging it again and killing us. But in that low range destruction spells are unavoidable, easy to cast, need low magicka, have high magnitude and are faster than swinging any one-handed weapon. We do not use Claymores for heavy swings, but we poison and curse their blades and make quick aimed hit on enemy and than return to fighting distance. That results in melee opponent forced to either stay in defensive trying to avoid our attacks and if he gets hit slowly die from poison or loose his balance from it. Or trying to close the distance to much where he will be blasted by our destruction magic.

Destruction

Aldmei should train his hands with elemental fists and later on with also non-elemental damage health fist attacks as it is our reaction to enemy that get way to fast in our short range or to finish strong opponents off. While damage magicka or fatigue are great powers to have against good magic or physical strenght users it is not recommended to use them as spells as they are easily avoided when used long range and are inferior to direct damage spells on lowest fist range. It is recommended to use them as poison on weapon for faster mid range uses. It is possible to use weaknesses as enchantments on your weapon. Usage of these spells is easy. If you make opening by stagering enemy with blocking his attack, evading his power blow or by usage of illusion spells you quickly close the distance and hit him with your fist and inmidiately return to mid range distance.

Alchemy

As was shown in battle of Uriel Septim V the ability to keep your forces ready and recover quickly in between battles is essential. As well as poisoning enemies and their resources to slowly deplete their power. It is essential to keep in mind that while e. g. siege you need to be able to cover your forces needs for replenishing their conditions to original ones. As well as have skilled alchemist that can discover usage of unknown ingredients if fighting in unknown land. Therefore all battlemages need to understand alchemy and its practical use. And Aldmei also divided from original battlemage group a new group in our army called Medic, for understanding that concept please read their manual. Battlemage should use his alchemy skills in between battles to quickly heal himself or replenish his magicka or fatigue. He can use enhancing and empowering potions in before battles and he should be able to use poisons on his weapon. All sides of alchemy can be used by battlemage.

Restoration

Restorative effects are one of the most potent defensive effects in warfare. But their usage often drain a lot of magic power from its users. Therefore classic restore effects are main aim of supportive infantry and especially Medics. Battlemages should know a very basic restore effects for times of absolute need. Otherwise drain effects are deemed superior for battle usage. After the battle battlemages should restore via Alchemical means. All battlemages should also know cure spells as they are essential for prolonged warfare. Fortify effects are better used via Alchemy, battlemage should focus on offensive usage of his magicka.

Illusion

School of Illusion should be one of the main aims of Aldmei Battlemage. Controlling ones mind is the most defensive and offensive power in all arts of magic. Turning enemies against each other is especially effective when done from afar unseen. Also one of the possible usages of Illusion School is hiding troops in order to advance unseen. Ability to prevent advancement of enemy troops and their battlemages casting is crucial in all battles. As said Illusion magic is main long range power of Aldmei battlemage.

Mysticism

Mysticism is the best defensive school of magic. Its dispel usage can cause Alteration and Conjuration magic users to fell defenseless as well. Their reflect and absorb spell effects are desired enchantments and Mysticism school also provide easy resource gathering for their maintenance. While it can see trough illusions of enemy and can enhance its usage by well used cursed items and telekinesis.

Chapter 3: How to fight opponents

The rest of the text is impossible to read

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If you are reading this part that WOW you are amazing!!! Thank you. But there is something more i would like to gain from you: your opinon. I belive you can create a lot of character on top of this background, have same gameplay, same role, different personalities, decisions, looks and behaviour, maybe even different ends of the story.

Do you think it is a good way to create your character? What is weakest point of this approach?

Did you like the backstory of Aldmei? Was it a lore unfriendly?

Did you like the gameplay idea?

Do you want more of these on this forum? (I have more stored somewhere)

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Rozlyn Robinson
 
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