GM the following: weapon (prolly swords), tactics, anatomy, healing, resists, magery, parry.
Then I would load up on invuln plate armor for highest AR possible. I know for pvp this isn't particularly desireable due to dex penalties, but for pvm I'm thinking this could be an awesome tank. My intent would be to gather the aggro, self-heal with bandages and pots, and then let you mage types knock em down. The plate and parry would mean more survivability in the line of fire...it's fun playing tanks

For pvp I'm thinking the following
GM: Swords or Mace, tactics, anatomy, healing, resist, 70 magery, 80 hiding, 50 Tracking
This is my rationale based on current understandings (please correct where necessary):
- 70 magery would allow 100% recall, some decent heals and utilities
-80 hiding allows for 95% hiding chances
-Tracking is to find those criminals!
-I'm attracted to swords because of the variety of them and well...because they're just cool, but it seems that the extra wear on armor that maces provide could be useful...not sure.
It seems like it could be a fun anti-pk build