- No fast travel except for spells (Divine Intervention/recall)
- Sleeping/eating/drinking mods
- Light armor when on the roads, fur armor in Bruma
- No godlike spells/enchantments
- Dead is Dead
- Only reloading when distracted/bugged/glitched
- Potions may only have up to two effects
- One potion when Novice alchemy, two when apprentice and so on.
- No thieves guild, Dark Brotherhood or any immoral quest. Maybe the Shivering Isles when he has grown older...
I need a few more, like encumbrance. How much can a young healthy Imperial male carry, except for a shortsword, clothes and some gold?
Little list, if you're interested
Spoiler
Name: Arelar Magnus
Race: Imperial
Age: Young, around twenty (His uncle is the Nerevarine, and it would be strange if he was than a 30/40 year old man)
Class: Spellsword (The whole freakin' family is bound by oath to be spellswords, with the rare blunt weapon in some spots)
He is a jack of all trades, but he will focus on some skills more than on another. Instead of listing a bunch of major skills, I will tell you how I plan to use every skill:
Blade: Main attack weapon. 'nuff said.
Blunt: Ceremonial weapon. Arelar inherited a ebony mace from his uncle, made in Morrowind itself, which he uses to show of his wealth in town. Occasionally he will train with it.
Hand to Hand: Ignored. Arelar always had a steel shortsword under his clothes, just to be safe.
Armorer: Self-sufficient. There isn't always a smith in the wilderness when you arrived from a dungeon dive with your party. I'm the smith too.
Block: When he likes to go paladin-style, he will carry a shield when he wants, but most times he will take a shock weapon.
Heavy Armor: When he knows the resistance is heavy, he will dive in outfitted in the best armor he has available.
Athletics: To get somewhere fast, e.g. the camp.
Acrobatics: To get somewhere fast, and to avoid getting hit in combat.
Light Armor: For travelling and scouting. No way I'm going to run in my iron armor from Anvil to Cheydinhal.
Security: No need, alteration will do the trick
Sneak: Arelar is not a person who would use stealth, but he uses it sometimes when scouting a ruin or dungeon with his scout team, supplemented with low level chameleon and invisiblity
Marksman: To hit something from far away Arelar would use one of his spells, but he practices when hunting or for sport.
Mercantile: The rare moments he would sell anything, he will haggle. A lot.
Speechcraft: He is a shy person, he would rather bribe someone or use illusion magic to let someone believe Arelar is a nice guy.
Illusion: See Sneak and Speechcraft.
Alchemy: As the smith, he will also be the alchemist. Sometimes he uses the scout team to find ingredients for him, or he buys them in town.
Conjuration: Short-time Conjuration for distractions in battles for advantage or to flee, long-time Conjuration to protect the campsite at night from beasts.
Mysticism: Fast teleportation, Mark and Recall (mysticism 50), Mages Guild Teleports (Mysticism 75) and Divine Intervention (Mysticism 100).
Alteration: See security. Sometimes to lighten up the load or to create magical shielding, but those moments are rare.
Destruction: Major skill for combat. Will be practiced a lot.
Restoration: Combat by absorbing health/fatique/magicka, fortifying attributes to become stronger, faster, smarter or more agile.
Attributes: Strength and Willpower
Birthsign: Mage (Atronach would be my "real" birthsign, but I don't like the Atronach for OP-ness. :whistling:
And YES, I use the mod to enhance birthsigns and races. Otherwise it would be the atronach.
Race: Imperial
Age: Young, around twenty (His uncle is the Nerevarine, and it would be strange if he was than a 30/40 year old man)
Class: Spellsword (The whole freakin' family is bound by oath to be spellswords, with the rare blunt weapon in some spots)
He is a jack of all trades, but he will focus on some skills more than on another. Instead of listing a bunch of major skills, I will tell you how I plan to use every skill:
Blade: Main attack weapon. 'nuff said.
Blunt: Ceremonial weapon. Arelar inherited a ebony mace from his uncle, made in Morrowind itself, which he uses to show of his wealth in town. Occasionally he will train with it.
Hand to Hand: Ignored. Arelar always had a steel shortsword under his clothes, just to be safe.
Armorer: Self-sufficient. There isn't always a smith in the wilderness when you arrived from a dungeon dive with your party. I'm the smith too.
Block: When he likes to go paladin-style, he will carry a shield when he wants, but most times he will take a shock weapon.
Heavy Armor: When he knows the resistance is heavy, he will dive in outfitted in the best armor he has available.
Athletics: To get somewhere fast, e.g. the camp.
Acrobatics: To get somewhere fast, and to avoid getting hit in combat.
Light Armor: For travelling and scouting. No way I'm going to run in my iron armor from Anvil to Cheydinhal.
Security: No need, alteration will do the trick
Sneak: Arelar is not a person who would use stealth, but he uses it sometimes when scouting a ruin or dungeon with his scout team, supplemented with low level chameleon and invisiblity
Marksman: To hit something from far away Arelar would use one of his spells, but he practices when hunting or for sport.
Mercantile: The rare moments he would sell anything, he will haggle. A lot.
Speechcraft: He is a shy person, he would rather bribe someone or use illusion magic to let someone believe Arelar is a nice guy.
Illusion: See Sneak and Speechcraft.
Alchemy: As the smith, he will also be the alchemist. Sometimes he uses the scout team to find ingredients for him, or he buys them in town.
Conjuration: Short-time Conjuration for distractions in battles for advantage or to flee, long-time Conjuration to protect the campsite at night from beasts.
Mysticism: Fast teleportation, Mark and Recall (mysticism 50), Mages Guild Teleports (Mysticism 75) and Divine Intervention (Mysticism 100).
Alteration: See security. Sometimes to lighten up the load or to create magical shielding, but those moments are rare.
Destruction: Major skill for combat. Will be practiced a lot.
Restoration: Combat by absorbing health/fatique/magicka, fortifying attributes to become stronger, faster, smarter or more agile.
Attributes: Strength and Willpower
Birthsign: Mage (Atronach would be my "real" birthsign, but I don't like the Atronach for OP-ness. :whistling:
And YES, I use the mod to enhance birthsigns and races. Otherwise it would be the atronach.
Does anyone have any suggestions for me, or if you'd like, just ask a question. I'm ready for anything.
PS. The only thing I still need is a reason why Arelar ended up in jail.