Random Character Creation System (Long)

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NiteMare

Presto Change'O !!
This is really creative. I would have never though of something like this. I'm going to use it, I love Role playing my characters. :D


This should be sticky'd
 

ditchgnome

New Member
Race: Breton
Virtue: Charity
Flaw: Envy
Main Talent: Archery, Sneak
Secondary Talent, : One Handed
Occupation: Merchant
Start Location: Falkreath
Fears: Daedra
Interest: History
Motivation: Vengeance

I liked this role and figured I could make it work.

Dannid Orr Devereux has had an interesting life. Born in the Mountains of the Reach to a powerful matriarch of the Forsworn and a member of the Silverblood family of Matkarth., Dannid was born following the the defeat of the Kingdom of the Forsworn in 4E 176. Dannid was raised in the ways of the Forsworn, learning there legends, history, tactics; something that would fuel his thirst in life. In 4E 190, Dannids mother was killed in a raid by led by Silverblood blades for hire, causing his specific tribe to scatter the four winds and leave him to fend for himself. He ended up wandering to Falkreath and was taken in by Valga of Falkeath. He knew of his fathers wealth and prestige, which he envied with a burning desire, so after getting on his feet, he began a small store where he made a decent profit,hoping to eventually buying property at Lakeview manor. After getting some decent equipment, he decided to head east to Riften in hopes of joining the thieves guild to increase his wealth even more. Along the way, he was ambushed by some imperial soldiers, along with some prominent stormcloaks, where his story now begins...
 

The OP3RaT0R

Call me Op. Or Smooth.
Race: Nord
Virtue: Diligence
Flaw: Gluttony
Main Talents: Illusion, Alteration, Conjuration, Restoration (I added a couple because I had a specific build in mind for this)
Secondary Talent: Speech
Occupation: Fisherman
Start location: Solitude
Fears: Falmer
Interest: Architecture
Motivation: Redemption
(My own category) Friend at start location: Odar

Sor Ingmarn was the child of a fisherman from Riften and a woman of the Skaal tribe on Solstheim. Sor's mother left the island as a young adult and made her way to Riften, where she met Sor's father and became somewhat acclimated to city life; only somewhat, for she kept her belief in the All-Maker, prompting her to raise Sor as a pacifist. As a hobby, Sor began to teach himself some magic, going off of what little his mother had taught him. He grew in skill to a fairly decent level, but his family's low income and his father's adherence to tradition seemed to predestine that Sor would grow up to be a fisherman in Riften. As a teen, Sor took his place as a fisherman. The hours spent by the docks were excruciatingly boring, but Sor had his magic to entertain him, and he developed a new interest: architecture. Spending so much time around the wooden multi-level structures and docks of Riften, Sor grew to understand why those buildings were built that way, and in his few travels out of the city, he was fascinated to find that not all structures were built as in Riften.

Sor's parents eventually fell to the cold and damp living conditions that came with living on the lower walkway of Riften. The young man, only a year away from adulthood, was given two options: move in with relatives or end up in Honorhall Orphanage. Sor chose the first option, and set out in a cart with a military escort for the home of his aunt and uncle, Helgen. When they finally came to Helgen, Sor and his escort were shocked to find the village razed and smoldering. According to the law, the young Nord should have been returned to Honorhall, but his guards took pity on the fellow just barely too young to be called a man, and instead let Sor off at Whiterun.

Sor was now left with a dilemma; he couldn't return home, because being younger than an adult he would be sent to that dreadful orphanage, and if he returned as an adult he might face punishment for not reporting to Honorhall. Besides, fishing was all he knew how to do for a living. His only option seemed to be heading to a port city. He considered Dawnstar, but in addition to needing to stay away from Riften, Sor finally had his chance to see the world. And what city was more eclectic and bustling than Solitude? His new destination in mind, Sor took a carriage to Solitude to begin his new life. The sights and sounds were interesting and new, and the living conditions were much better than in Riften. Sor even found a convenient new friend in Odar, the Blue Palace's cook - convenient because Sor had always had a love for food, and being close to someone who made it for a living allowed him frequent indulgences. Yes, life in Solitude was a marked improvement, and Sor was now able to dream of the future; he would try to save his money and practice magic, and someday, maybe he would go to the College of Winterhold!

Would anyone who has a decision roll chart thingy be willing to put it up? And are there any ideas for what might necessitate some independent questing guided by a decision roll?
 
Would anyone who has a decision roll chart thingy be willing to put it up? And are there any ideas for what might necessitate some independent questing guided by a decision roll?

I don't have a decision roll chart to share, but I make up custom ones during my playthrough. It started on one of my characters who decided to work for a Jarl, and I made up six things the Jarl wanted him to do, then rolled a dice to determine the Jarl's "order." Nowadays, I use a dice roll mechanic in all of my playthroughs. If my character is just aimlessly wandering, I "ask" an NPC a question that has six possible answers, then I pause the game and come up with the six choices, roll a die, and then do whatever is the result. For example, if I've pledged fealty to a Jarl, and I decide that the Jarl has ordered me to pay tribute to another Jarl, I roll to see which hold's Jarl I need to visit. I also use an even-odd system for determining if a merchant will buy what I'm selling (odd is yes, even is no) as it bothers me that merchants will buy whatever they're capable of buying in the game. I like that my system creates the illusion that Belethor might not be interested in buying my iron dagger of slow. I hope this helps.
 

DOVAHKIIN99

New Member
Race: Orc
Primary virtue: Patience
Primary flaw: Lust
Main talent: Wisdom (restoration, destruction, alchemy)
Current occupation: Blacksmith
Starting location: Windhelm
Fears: Spiders
Interests: Culinary arts
Motivation: Mystery
 

Khasrin

Fusozayiit
Race: Argonian
Virtue: Valor
Flaw: Pride
Talent: Charisma (Illusion, Alteration)
Occupation: Merchant
Location: Karthwasten
Afraid of: Trolls
Interested In: History
Motivation: Love

So basically an Argonian Don Quixote?? I have to do this! :D I'll name him Battles-Many-Windmills.
 

Wezmond

New Member
I don't have a decision roll chart to share, but I make up custom ones during my playthrough. It started on one of my characters who decided to work for a Jarl, and I made up six things the Jarl wanted him to do, then rolled a dice to determine the Jarl's "order." Nowadays, I use a dice roll mechanic in all of my playthroughs. If my character is just aimlessly wandering, I "ask" an NPC a question that has six possible answers, then I pause the game and come up with the six choices, roll a die, and then do whatever is the result. For example, if I've pledged fealty to a Jarl, and I decide that the Jarl has ordered me to pay tribute to another Jarl, I roll to see which hold's Jarl I need to visit. I also use an even-odd system for determining if a merchant will buy what I'm selling (odd is yes, even is no) as it bothers me that merchants will buy whatever they're capable of buying in the game. I like that my system creates the illusion that Belethor might not be interested in buying my iron dagger of slow. I hope this helps.


Love this idea, particularly the roll at merchants. I have a similar thing with gear in chests, roll a die (although I use MS Excel) and if it's 1 the gear fits me, if it's 2 it fits my follower, if neither I sell it.
 

Reaper87

吉光
Race: High Elf
Virtue: Speech
Flaw: Arrogant
Talent: Destruction, Conjuration, Illusion
Occupation: Aldmeri Dominion
Location: Solitude
Fears: The Dark Brotherhood
Interested in: Dark Magic
Motivation: To make all races bow down to the Thalmor!

Lorundil the Altmer is an influential member of the Aldmeri Dominion - He is feared by many, though many people want him dead - he fears that the Dark Brotherhood will be stalking him at all times. He specialises in Magic and staff-wielding. He is strong and will not back down from an argument - he can sometimes be cocky and think too highly of his own abilities (this has lead to many close shaves and near-death experiences!).
He is currently hiding in Solitude.
 

Chadonraz

Well-Known Member
I chose the race, but everything else is randomized. I have to say that I would never have chosen anything close to what I rolled. That's what makes it so interesting, though. Can't wait till Friday/Saturday and getting back to Skyrim after a looong summer to get her started on her adventure! :)

Race: Redguard
Main Virtue: Valour
Main Flaw: Lust
Main Talents: Charisma and Strength; picked Alteration, Illusion and Smithing
Current Occupation: Miner
Starting Location/Home Base: Solitude (will start there, but dunno about home base because of the lack of mines in Haafingar Hold... there's always ore veins, though)
Fears: Vampires
Interested in: Theology
Motivation: Vengeance

Backstory:
Neesha is the daughter of Casimir (my Morrowind Redguard character) and a Breton woman. She grew up on the island of Vvardenfell, living with her parents in the Foreign Quarter of Vivec City. Her father was* an accomplished warrior, and she grew up hearing stories about his great deeds and achievements. Her mother, on the other hand, was a socially awkward woman, who rarely left the house. She preferred to spend quality time with her only child, however Neesha wasn't fond of being indoors despite their rather luxurious manor. She could often be seen wandering around the Cantons, curious about everything and everyone. She had a never-ending thirst for knowledge, and made sure to read every single book, pamphlet and scrap of paper she came across -- only drawing the line in reading others' personal letters, diaries and notes.

As Neesha grew older, she started to notice the men. There was by no means lack of handsome young men in Vivec, which greatly delighted Neesha. She enjoyed just sitting in a corner, and watching the men. Races made little difference to her; although she favoured human races, Mer, Khajiit and Argonian could be just as good-looking -- sometimes even more so.
Neesha's mother didn't like her daughter's "hobby", but tolerated it as long as Neesha just watched. Her father wasn't a huge fan of such an activity, either, but he never revealed that; he had quite the soft spot for his little girl.

When Neesha was twenty-three years old, she experienced the worst day in her entire life. By then she had moved out, and was living in an apartment of her own. She still had not found The One, so she lived alone.
She was sure she'd never forget that horrible, horrible afternoon when her mother brought her the news.

Her father had been killed.

End

---

*Casimir has yet to die,
so I couldn't really say who killed him. But whoever manages to do it, will become the villain of Neesha's story, and she'll go after them. Why they'd go to Skyrim, I don't know, but I'll figure something out once I have a killer. Let's just hope Casimir doesn't get killed by a creature that doesn't exist in Skyrim (or on Solstheim)... because that would be really tricky. :eek:

As for her being a miner, it goes hand in hand with her main talent Smithing. Alteration and Illusion can be linked to her being half-Breton, and thus somewhat magic-oriented.
She's going to go with Light Armor (for agility and speed, plus she'll have Alteration for extra protection) and One-Handed swords (because that's what her father uses). She'll also carry a shield, because her two schools of magic aren't too effective in combat, at least right off the bat.

Religion plays a rather large role in Morrowind, so Theology as her interest isn't that odd. Not to mention it goes well with her being easily seduced by Daedra. :)

Her fear of Vampires can be explained with the general opinion on the bloodsucking fiends, but I may come up with an additional reason.

--
Difficulty's going to be Expert, which I've never done for more than a few levels. Being used to MW (even on diff. -100 :D), I think Adept, which I used to use, would be too easy.
 

AS88

Well-Known Member
Staff member
Current Occupation: Miner
Starting Location/Home Base: Solitude (will start there, but dunno about home base because of the lack of mines in Haafingar Hold... there's always ore veins, though)

http://www.uesp.net/wiki/Skyrim:Stonehills

^ Owned by Thane Bryling of Solitude, handily enough..

Nice backstory, too. :)

Also, if I were you, I'd make her a nightblade sort of character, making the best use of Illusion as possible and using mage armour perks from the alteration tree to boost your defences, allowing you to wear robes or clothes. Smithing could be more focused on weaponry, or making jewellery from the precious gems you find in the mines :)
 

Chadonraz

Well-Known Member
http://www.uesp.net/wiki/Skyrim:Stonehills

^ Owned by Thane Bryling of Solitude, handily enough..

Nice backstory, too. :)

Also, if I were you, I'd make her a nightblade sort of character, making the best use of Illusion as possible and using mage armour perks from the alteration tree to boost your defences, allowing you to wear robes or clothes. Smithing could be more focused on weaponry, or making jewellery from the precious gems you find in the mines :)

Stonehills is in Hjaalmarch, but it's a viable option. If Neesha can stand the constant Frostbite Spiders ambushes. :D
And (if and when) dragons get in the play, being in the vicinity of two of their lairs. We'll see.

I've never played a magic-using character (I mostly do melee warriors), so Nightblade would definitely be an interesting build. Looking at the class's skills in Morrowind and Skyrim, it does seem pretty much like what I had in mind, with the notable exception of dumping Destruction.
She's not going to be evil/bad, though, so (again referring to the Wiki articles) she'd be somewhat of an atypical Nightblade.

Thanks for the ideas, and all-around nice post! :)
 

AS88

Well-Known Member
Staff member
http://www.uesp.net/wiki/Skyrim:Stonehills

^ Owned by Thane Bryling of Solitude, handily enough..

Nice backstory, too. :)

Also, if I were you, I'd make her a nightblade sort of character, making the best use of Illusion as possible and using mage armour perks from the alteration tree to boost your defences, allowing you to wear robes or clothes. Smithing could be more focused on weaponry, or making jewellery from the precious gems you find in the mines :)

Stonehills is in Hjaalmarch, but it's a viable option. If Neesha can stand the constant Frostbite Spiders ambushes. :D
And (if and when) dragons get in the play, being in the vicinity of two of their lairs. We'll see.

I've never played a magic-using character (I mostly do melee warriors), so Nightblade would definitely be an interesting build. Looking at the class's skills in Morrowind and Skyrim, it does seem pretty much like what I had in mind, with the notable exception of dumping Destruction.
She's not going to be evil/bad, though, so (again referring to the Wiki articles) she'd be somewhat of an atypical Nightblade.

Thanks for the ideas, and all-around nice post! :)

If you've never played with magic, then this is the perfect chance!

I think a 'good' nightblade would be a very interesting build, maybe use calm spells wherever possible and only kill when absolutely necessary? :)
 

Chadonraz

Well-Known Member
If you've never played with magic, then this is the perfect chance!

I think a 'good' nightblade would be a very interesting build, maybe use calm spells wherever possible and only kill when absolutely necessary? :)

I've had characters with an "if you leave me alone, I'll leave you alone" attitude, but never outright avoided combat/killing enemies.
But wait, that does give me an idea. What if Neesha, being half-Breton, at least somewhat sympathized with the Forsworn, and went out of her way to avoid killing them? That would make it even more interesting. :D
She would do possible bounties by only killing the leader, who might not even be a Forsworn, and just try and sneak through their camps/hideouts when doing quests in the Reach.
That angle could also be used to get her down the Civil War path, or at least leave it open.

I've never actually RP'd a character, or even given them background stories or goals/motives or anything, really. Neesha'll be the first -- and she's shaping up very nicely. Now I really can't wait till weekend! :D
Maybe I'll even do a journal... my writing skills are rusty.

Again, thanks for the ideas. :)
 

TurtleHustler

Dudley Doop
Philip de Moion
Breton
Charitable
Wrath (YES!)
Strength (Lovin' it)
Blacksmith (When is this going to get bad?)
Fears Falmer (Fine with me, screw caves)
Theology
Exiled from High Rock
Philip was born in High Rock during a feud between his Clan and a neighboring Clan. Of course this was nothing new to his family or all of High Rock in that case. He was the fourth born and was expected to serve under his siblings for the rest of his life. That is until he turned ten, which was when a devastating plague hit the region around his Clan's castle. Ninety percent of all crops were destroyed, his mother, both brothers, and sister all died along with many servants and Clan members. The rival, Clan York, experienced, to a degree, the same misfortune, but also took advantage Clan Moion's state and besieged their castle. (When I say castle, I mean a castle the size of Riverwood, that is surrounded by farmlands) Philip's father, along with the rest of the last defenders of the land, were slain in a horrific battle. For every "Moion killed, ten Yorks were slain"..according to the servants. That quickly changed to, "For every Moion killed, ten more fled," when the Yorks finally took over. Philip was raised by one the servant families, and was kept secret so that the Yorks wouldn't kill him too.
A few years pass and one by one the families, that previously worked for the Moions, started to merge with other families, die off, or just up and quit the servant lifestyle. Sadly for Philip, the family that kept him all these years were just a husband and his wife, who were "struck by the gods" and could not bear a child. Striking a deal with the Daedric Prince Boethiah, the family turned Philip into the Yorks in hopes of being able to have children. (In years to come, the first child they bore would bring them wealth, land, and power..but would also end up killing its siblings, and become a Leper. Thus not allowing him to find a mate and eventually end that families reign. Such is the way of Boethiah's plots) The Yorks, now only talking of the old Moion Clan during feasts, decided to spare Philip, and make him a servant for them.
Philip was seventeen, and aided a local blacksmith in his spare time; when he was not reading the few books he could get his hands on about Aedras and Daedras. One day, while he was reading about Akatosh, he noticed an Angel walking through a meadow, and could feel his very heart drop to his feet. This was not out of fear of course, but rather out of embarrassment because who was he to be in the presence of such a beautiful being. As time seemed to slow down, he realized this was no heavenly creature sent from Dibella, but rather a Breton girl taking a stroll. She took a quick glimpse at him, and he almost shattered into pieces from the deep brown eyes that were now upon him. She continued walking towards a very familiar face; the same face that Philip's father last saw before he died. He figured out that the girl was the granddaughter of Clan York's Patriarch. Over the next year or so, the "Love that couldn't be" blossomed into something more than just a fling. The two would sneak out into the woods and "dance". (pretty sure that's what they called it in The Crucible)
The girl's father, however, grew suspicious and alerted the now old and frail Patriarch, who then sent the girl away, and started deciding the fate of Philip. (Alright, I change from being just exiled, to being exiled and searching for love) Fearing the worst, Philip desperately searched for answers to the whereabouts of his lost love..answers that he would not find. He was so caught up in finding out where she was; he forgot about his own life and the danger he was in. By the time the Yorks caught up with him, he was ready to die. He had nothing to live for, and decided that maybe he would finally get to see his love again, if she were in the after life. The Yorks knew this day would come, and gladly prepared a festival in honor of "The Killing of the Last Moion." The entire Clan held attendance and many servant families too. Philip would be beaten, hung, and have his eyes gorged out, so he couldn't see his lost love in the after life.."When she got there" is what the father said when boasting about Philip's soon to come death. Now completely positive she's still alive, Philip had little time to escape the York castle and flee High Rock for good. Luckily, and ironically, the same thing that brought the Moion Clan to its knees and put Philip in his "Death rope" would now free him and allow him to find his lost love.
You see, the constant fighting between Nobility in High Rock is forever continuing, and no matter how many Clans you may destroy, there'll always be more at your doorstep. The Yorks have been at war with another Clan for a few months, and usually things don't get too heated up till after a year or so of bickering and petty skirmishes. Well, this new Clan wasn't your average Clan. They waited and plotted for the perfect time to attack, and then, when news spread of a great festival of some poor lads death, they decided to strike. Literally minutes before Philip's expected death, an arrow flew through the air and struck some poor beggar in the throat. Astonished, everyone stopped and waited. Seconds later, a hundred or so battle ready warriors burst through the castle door and and started slaughtering the Yorks. After many uncalled for deaths, the Yorks surrendered. The Chieftain of this Clan walked up to Philip who was now half starved, beaten, and hanging on a thread of life, cut the rope that held him up. "Leave this land and never return," said the deep voiced man. With the help of a stranger, Philip was escorted to the nearest clinic.
A few days later, Philip awoke. He stayed with the mysterious healer, and, because of the mage's old age, helped him with manual labor around his small shack in the High Rock mountains near Markarth. This was no ordinary healer, as Philip would later understand. He watched as the man brought skeletons of dead rats back to life. "Would you like to learn?" the man one day asked Philip. He quickly denied the offer and began to fear of becoming the man's next "puppet". Although he did sense this faint urge to stay and watch what wonders this old man could do, (eventually I hope Philip will be tempted to get into necromancy in my RP) he knew he had to flea. Still unaware of his love's location, he does know that the Yorks have kin in Skyrim, and if still alive, is the most likely place she would be.
I'll use the alternate start mod to being in the Markarth inn as a patron, and go from there. He'll be heavy armor and probably one handed but with no shield (for future necro spells. this will be the only magic he gets into if he does get into magic) I plan to have him get interested in necromany, and kinda get out of control with it for a little while and then slowly become wise with it and only use it against evil..or something like that.
 

TJ0331

Nords forever
Bosmer that is kind and doesnt use drugs. He also eats a lot and is charismatic ie. illusion speach and alteration and is a blacksmith that starts in solitude. So he is Sam wise from the lord of the rings lol.
 

brovahkin!

Member
Help with a backstory: Breton
1-Valour - seeks knowledge and self-improvement via skill books and spell tomes
3-Lust - easily seduced by Daedra and other bad influences of the opposite sex
3-Agility - one handed, block, light armor (conjuration aswell)
8-Hunter
Falkreath
Spriggans (fear)
Bestiary (interest)
Reason to come to skyrim: wealth and power and love
 

Shadedraco

New Member
Breton
Valour
Wrath
Main Talent: Charisma (speech, illusion, alteration)
Secondary Talent: Wisdom (restoration, destruction, conjuration)
Merchant
Markarth
Wisp Mothers
Barter and Economics
Research

Well, first set of rolls and I already got a nice character. I'm rather happy with the research/valour combo plus all of the research material in the Reach.
The Wisp Mother fear is all too real for me though. T-T
 

FreePunches

New Member
I couldn't resist doing this, so here I go.

Imperial
Diligence
Gluttony
Strength
Miner
Markarth
Trolls
No interest
Pilgrimage

Soreif was born to an Imperial soldier father and a Redguard shopkeeper mother in The Imperial City, as he was growing up, his parents taught him to be diligent and never slack off. And while growing up, he was teased by other Imperial kids for being mix-raced and having darker skin then the other children, the teasing continued until Soreif turned 15, and during those times, he resorted to stuffing his face with sweets alone in his room, which caused him to pick up a lot of weight, and the teasing got even worse, but when he was 15, his mother was accused of selling people contaminated fruit, which poisoned people and caused a sickness in the city, Soreif and his parents were forced to flee the city before anything else happened. They escaped to Chorrol and lived outside of the city, in a tent, Soreif and his parents had to make ends meet by mining and selling ores to people in Chorrol, in hopes of having enough gold to buy a home inside the city. A typical day would involve going into nearby caves, smash rocks with a pickaxe, retrieve any ores, find people willing to buy the ores, wash up in a nearby lake, have dinner. Which was usually roasted rabbit with veggies picked nearby, and sleep, then wake up and repeat. One day, his father was injured on the job from a falling rock. And after several long agonizing days, his father died. They were forced to bury his corpse and flee again, after a visitor from the Imperial City recognized his mother, via wanted posters hung across the city. They didn't make it to another city, as they were caught by guards when attempting to sneak into Bravil, his mother was thrown into prison, and died from a disease months later, due to the disgusting and unhygienic life in the prison. And Soreif was put in an orphanage. And adopted by a little old lady who lived in a small cottage, Soreif's eating addiction kicked in again, due to anger and unhappiness. He gained a staggering 200 pounds over the past couple of years. When he was 23, he made a living mining and supporting his adoptive mother, who was very ill. When his adoptive mother succumbed to her disease, he was saddened by the loss, and buried her near a small tree. But after a while, Soreif heard about legends from a region called Skyrim, he didn't care at first. But after learning about the huge opportunities and many places to explore, he was sold. He packed his things and headed to Skyrim, for adventure and exploration.

Probably going to make him in the game. I loved writing this.
 

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