Morrowind Lite Rpg

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The Elder Scrolls The Elder Scrolls The Elder Scrolls The Elder Scrolls - - - - Morrowind v Morrowind v Morrowind v Morrowind v1.1 1.1 1.1 1.1 The Morrowind Lite The Morrowind Lite The Morrowind Lite The Morrowind Lite The Game The Game The Game The Game "In the waning years of the Third Era of Tamriel..." This is an action-oriented fantasy game set in the lore of the Elder Scrolls games. In particular, this system is based on the mechanics and game feel of the third game, The Elder Scrolls III: Morrowind. In this game, the presiding themes are prophecy, divine power, loss of sanity and the occult. The Cosmology The Cosmology The Cosmology The Cosmology In the beginning, there was the Godhead. An all-powerful entity, asleep and dreaming. From his dreams sprung Anu and Padomay, Stasis and Change. These "brothers" (the term used in the loosest sense here, solely on being related but different forces) created Nir, a personification of the Aubris and All That Is. But Padomay grew jealous of the relationship between Anu and Nir and sought to destroy their child, Creation. Nir was killed and Creation was shattered, but Anu managed to salvage it and seal himself and his brother outside of Time forever. How Anu exactly did this is not sure, given that time did not exist at this point. From Anu and Padomay came Anui-El (personification of creation) and Sithis (personification of chaos). More forces than beings, they eventually made way for the et'Ada (spirit-gods); Auri-El (the ancestor of Mer, to them known as Akatosh), Shezarr (the ancestor of Man, to them known as Shor) and more. There were two different kinds of et'Ada: those of Anuic basis became the Aedra, those of Padomaic basis became the Daedra. The Aldmer (proto-Altmer) gave them their names: Aedra (singular: Aedroth, though this name is used almost exclusively in scholaric texts) meaning "those who are our ancestors" and Daedra (singular: Daedroth, not to be confused with the Daedra with the same name, also only in common use in scholaric texts) meaning "those who are not our ancestors", these names (accurately) describing which group they descend from. While they are more or less the same kind of beings the modern Mer races would have everyone believe that they are not, just to look better themselves. In the Dawn Era, time, in the shape of Akatosh (Ara, Auriel, Auri-El Tosh'Raka, AKHAT; take your pick), was non-linear. It flowed freely wherever it wanted, without direction, form of shape. In this temporal soup floated the souls of the proto-Mer. Time, in this form, was a single point. It was called the Ur-Tower, Ada-Mantia. Except it was not really a point or a tower, but more of a sound. The et'Ada saw it, and it was good. Except for one. Lorkhan (LKHAN, Shor, Sep, Shezarr, maybe even Shepard) descided he would not stand for this. He came up with a plan for a creation and showed it to Magnus, the Aedra of magic. Magnus went along with the plan and recruited the help of the Aedra Akatosh, Dibella, Julianos, Kynareth, Mara, Stendarr and Zenithar to serve as the basis of their creation: the Earth Bones. Except that they did not know this last part: Lorkhan had fooled them and they were fused into the foundation of the world, Nirn. When they discovered they were tricked the et'Ada were not amused. Magnus buggered off into infinity along with his servants, tearing through the edge of Mundus and creating the sun and the stars in the process. Others gave Lorkhan his due: Trinimac tore his heart out and Auriel shot it out over the sea, where it landed in a spot that would gain the moniker "Red Mountain" amd become the heart of Morrowind. The halves of Lorkhan's body became the moons Masser and Secunda, the last visible remnants of a corpse god. But this was just as planned for Lorkhan because Red Mountain was Red Tower, the second Tower, and the beat of his heart would be added to the sound of Akatosh.

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TESRPG

Transcript of Morrowind Lite Rpg

  • The Elder Scrolls The Elder Scrolls The Elder Scrolls The Elder Scrolls - - - - Morrowind vMorrowind vMorrowind vMorrowind v1.11.11.11.1The Morrowind LiteThe Morrowind LiteThe Morrowind LiteThe Morrowind Lite

    The GameThe GameThe GameThe Game "In the waning years of the Third Era of Tamriel..."This is an action-oriented fantasy game set in the lore of the Elder Scrolls games. In particular, this system is based on the mechanics and game feel of the third game, The Elder Scrolls III: Morrowind. In this game, the presiding themes are prophecy, divine power, loss of sanity and the occult.

    The CosmologyThe CosmologyThe CosmologyThe Cosmology In the beginning, there was the Godhead. An all-powerful entity, asleep and dreaming. From his dreams sprung Anu and Padomay, Stasis and Change. These "brothers" (the term used in the loosest sense here, solely on being related but different forces) created Nir, a personification of the Aubris and All That Is. But Padomay grew jealous of the relationship between Anu and Nir and sought to destroy their child, Creation. Nir was killed and Creation was shattered, but Anu managed to salvage it and seal himself and his brother outside of Time forever. How Anu exactly did this is not sure, given that time did not exist at this point. From Anu and Padomay came Anui-El (personification of creation) and Sithis (personification of chaos). More forces than beings, they eventually made way for the et'Ada (spirit-gods); Auri-El (the ancestor of Mer, to them known as Akatosh), Shezarr (the ancestor of Man, to them known as Shor) and more. There were two different kinds of et'Ada: those of Anuic basis became the Aedra, those of Padomaic basis became the Daedra. The Aldmer (proto-Altmer) gave them their names: Aedra (singular: Aedroth, though this name is used almost exclusively in scholaric texts) meaning "those who are our ancestors" and Daedra (singular: Daedroth, not to be confused with the Daedra with the same name, also only in common use in scholaric texts) meaning "those who are not our ancestors", these names (accurately) describing which group they descend from. While they are more or less the same kind of beings the modern Mer races would have everyone believe that they are not, just to look better themselves. In the Dawn Era, time, in the shape of Akatosh (Ara, Auriel, Auri-El Tosh'Raka, AKHAT; take your pick), was non-linear. It flowed freely wherever it wanted, without direction, form of shape. In this temporal soup floated the souls of the proto-Mer. Time, in this form, was a single point. It was called the Ur-Tower, Ada-Mantia. Except it was not really a point or a tower, but more of a sound. The et'Ada saw it, and it was good. Except for one. Lorkhan (LKHAN, Shor, Sep, Shezarr, maybe even Shepard) descided he would not stand for this. He came up with a plan for a creation and showed it to Magnus, the Aedra of magic. Magnus went along with the plan and recruited the help of the Aedra Akatosh, Dibella, Julianos, Kynareth, Mara, Stendarr and Zenithar to serve as the basis of their creation: the Earth Bones. Except that they did not know this last part: Lorkhan had fooled them and they were fused into the foundation of the world, Nirn. When they discovered they were tricked the et'Ada were not amused. Magnus buggered off into infinity along with his servants, tearing through the edge of Mundus and creating the sun and the stars in the process. Others gave Lorkhan his due: Trinimac tore his heart out and Auriel shot it out over the sea, where it landed in a spot that would gain the moniker "Red Mountain" amd become the heart of Morrowind. The halves of Lorkhan's body became the moons Masser and Secunda, the last visible remnants of a corpse god. But this was just as planned for Lorkhan because Red Mountain was Red Tower, the second Tower, and the beat of his heart would be added to the sound of Akatosh.

  • This completely, utterly and irrevocably affected spacetime. Because there now was a second point in existence, time could no longer flow anywhere it wanted and had to flow from Akatosh to Lorkhan. With time becoming linear, Nirn could start to grow. The souls of the Mer were forced into physical bodies and were the first on Nirn. Life began. The Mer were not pleased by this. They blamed Lorkhan for their predicament, naming him the Doom Drum and the herald of all misfortune. But they made the best out of the situation, and the races of Mer prospered. New Towers came into existence, one by one: Walks-Like-Brass Tower, White-Gold Tower, Snow-Throat Tower, Crystal-Like-Law, Orchalc, Khajit and Tree-Sap. But, as time went on (something new back then), more and more happened. New peoples stood up. Empires were founded and fell. The races of Men were discovered, the beast races prospered, and the Empires of Men were founded.

    CHIMCHIMCHIMCHIM Imagine if you will, a great wheel with eight spokes. The wheel is everything that exists: Aubris. The hub is Nirn, the world that the series takes place on. The spokes are the Aedra, the Eight Divines. The space between the spokes is Oblivion, where the Daedra reside. Mundus encompasses both Nirn, its moons and the realms of the Aedra. Now, if you were to turn the wheel 90 degrees, you'd be looking at the rim of the wheel so it resembles I. This is the Tower, the Secret of Aubris, holder of the secret. CHIM. The wheel is the entire universe. Outside there exist only two: Anu and Padhome, stasis and change. Think a great void filled with only two bubbles: there where these bubbles touch exists the wheel. Now, the Tower is not something physical, but an ideal. Something that can be attained, conquered, stolen. For one to reside within the tower, is to know the truth of all that is. This truth is that everything is a dream. The supreme power in this universe is the Godhead, the unknown creator of all. Everything, Aurbis, Anu, and Padomay; all created in the dreams of the Godhead. Attaining CHIM is to know this, the relentless alien terror that is God and your place in it. Everything you know, are and do is but a dream. Now, if you discover this either of two things can happen. The most common one is to realize you do and don't exist at the same time: you lose your individuality (you zero-sum) and become one with the dreamer, the Godhead, and you disappear in the proverbial puff of logic. The second option is the rare one: to realize that you are part of the Godhead, you are the Godhead. Everything is an extension of the same thing, and that thing can reshape reality with a thought, being a dreamer within the dream.

    The SettingThe SettingThe SettingThe Setting The province of Morrowind is comprised of two notable portions: the island of Vvardenfell and the mainland. Vvardenfell is where the heart of Lorkhan fell and became the Red Mountain, and is the home of the Dunmer, or Dark Elves, an honorable and nationalistic race. Over the ages, they have grown strong by enduring the troubles of their land: storms of ash and fire, devilish diseases, war and night terrors. The influence of Dagoth Ur (known in ages past as Lord Voryn Dagoth) has been twisting the people of this land beyond the limits of sanity.

    The War of the First CouncilThe War of the First CouncilThe War of the First CouncilThe War of the First Council As a mortal, Lord Voryn Dagoth was one of the few who knew about the Heart of Lorkhan, together with Vivec, Almalexia, Sotha Sil and their leader Lord Indoril Nerevar. Dagoth claimed that the Dwemer (Dwarven) high priest Kagrenac was drawing power from the Heart using special tools to create a mechanical god, Numidium, that would be used against the Chimer. After Azura confirmed Dagoth's story, action was taken to stop the Dwemer, starting

  • a war that culminated in the disappearance of the Dwemer and the transformation of the Chimer into the Dunmer. Following the defeat of the Dwemer, the Tools of Kagrenac the Master Craftsman fell into the hands of the Chimer, and Lord Nerevar held the burden of deciding what to do with them. At first, Dagoth himself urged for their immediate destruction, either of the Tools or the Heart itself, which led Nerevar to believe he could be trusted to guard them while Nerevar consulted his councilors, the Tribunal of Vivec, Almalexia and Sotha Sil (and the Dunmer's Daedric patron Azura). Sadly, when Nerevar and the Tribunal returned to Red Mountain with the conclusion that Kagrenac's Tools should be preserved but never used, Dagoth refused to give them up, maintaining that he had been entrusted to guard them. Unbeknownst to them at the time, Dagoth had experimented with the Tools on the Heart during Nerevar's absence, and somehow managed to steal some of its divine essence and power. He now called himself Dagoth Ur, and was forever after known by that name (it's possible Nerevar may have actually coined the name). Nerevar and the Tribunal's guards defeated Dagoth Ur, who was driven off and thought to have been killed. His House ceased to exist; the remnants were either killed or absorbed into the other Great Houses (although it would be resurrected later). However, Nerevar was mortally wounded and died shortly afterwards. Some sources insist that Nerevar died at the hands of the Tribunal, that they murdered him when he left Red Mountain to consult with them, and it was they who fought Dagoth Ur for the Tools, and Dagoth fought to avenge Nerevar's death. These assertions are vehemently denied by the Tribunal Temple, as well as Vivec; even Dagoth Ur's account contradicts this, as he admits that he and Nerevar came to blows beneath the mountain. Regardless, the Tribunal did not obey Nerevar's dying wish: years later, when Sotha Sil had learned their secrets, the Tribunal returned to Red Mountain and used Kagrenac's Tools to steal divine powers for themselves. Thus, Dagoth Ur's connection to the Heart was not destroyed: he remained alive and immortal, albeit temporarily bodiless and presumed dead.

    The ReturnThe ReturnThe ReturnThe Return The Tribunal's ambition proved to be disastrous, despite the many great and heroic deeds they accomplished in their divine states. Since Dagoth Ur worked in accordance with the Heart's natural evil, rather than against it as the Tribunal did, he grew stronger as the Tribunal unwittingly grew weaker. In 2E 882, as the Tribunal journeyed to Red Mountain to renew their connection to the Heart in a bathing ritual, they once again encountered Dagoth Ur, reborn to a new incarnation, and with divine power that could more than match their own. Unable to enter Red Mountain's Heart Chamber, they were forced to retreat. Dagoth Ur had sole control of the Heart from this point on. Later successes allowed Dagoth Ur to expand his sphere of influence further: at first to nearby Dwemer citadels, and then even further by means of spreading blight diseases. In 3E 417, the worst blow came: as part of a misguided attempt to recapture the Dwemer citadels, Almalexia and Sotha Sil lost the artifacts Sunder and Keening, two of Kagrenac's Tools, and had to be rescued by Vivec. Eventually, the Tribunal were forced to retire from their previously active lives and devote most of their time to maintaining the magical Ghostfence they erected to prevent Dagoth Ur's sphere of influence from spreading. Even this was only a partial success; blight-infected creatures could fly over it, and there was a passage below the ground to the lost Dunmer Fortress of Kogoruhn, the stronghold of House Dagoth in life, through which other diseased and Corprus-infected creatures could escape Red Mountain. Now possessing only one of Kagrenac's tools, the gauntlet Wraithguard, the Tribunal could not - dared not - even pass the bounds of their own Ghostfence to recapture the others, and

  • were too weak to even fight an Ash Vampire, let alone Dagoth Ur himself. As Sotha Sil and Almalexia slowly withdrew from the world, Vivec stood alone in maintaining the Ghostfence, an effort that took so much of his energies he could not stir out of his palace, and his Temple's Ordinators ran out of his control and became ever more fanatical and rigid as the faith of the Dunmer wavered. Meanwhile, Dagoth Ur set about constructing Akulakhan, the Second Numidium, a brass machine god he would use to conquer all of Tamriel...

    SystemSystemSystemSystem For performing tasks, add the relevant abilityabilityabilityability to the relevant skillskillskillskill and roll that number of ten sidedten sidedten sidedten sided dice. Any dice that show a 7777 or higher or higher or higher or higher are "successes". If a die shows a "10101010", that die is a criticalcriticalcriticalcritical success and you may roll it an additional time. If no dice are successes and at least oneoneoneone die shows a "1111", the attempt is a botchbotchbotchbotch, the task failsfailsfailsfails and something bad happens.

    For an unopposed mundaneunopposed mundaneunopposed mundaneunopposed mundane task, one succesone succesone succesone success is required. For unopposed heroicunopposed heroicunopposed heroicunopposed heroic tasks, the following difficulties: 3 - Average. 6 - Hard. 10 - Nearly Impossible. 15 - Epic. For opposedopposedopposedopposed tasks, roll against the other personsother personsother personsother persons' relevant abilityabilityabilityability and skillskillskillskill pool.

    Creating a CharacterCreating a CharacterCreating a CharacterCreating a Character "Each event is preceded by Prophecy. But without the hero, there is no Event." - Zurin Arctus, The Underking

    AbilitiesAbilitiesAbilitiesAbilities: All abilities start at 2222 (excpt for Luck, which starts at 0000). You have 7777 dice to spend on abilities. No ability can go above 4444 at character creation. Luck costs 4444 dice to put a a a a diediediedie into it.

    SkillsSkillsSkillsSkills: All skills start at 0000. You have 16161616 dice to spend on skills. No skill can go above 4444 at character creation.

    Abilities-Skills

    EnduranceEnduranceEnduranceEndurance Effects your healthhealthhealthhealth and how long you can go before being exhaustedexhaustedexhaustedexhausted. "Staron the Redguard took many strikes from the Scamps''quick claws, but his natural fortitude and his iron plate kept him standing long enough to swipe viciously at the creature with his longsword."

    -Medium ArmorMedium ArmorMedium ArmorMedium Armor (C) The Medium Armor skill lets one move and defend while wearing durable but flexible armors like chain, scale, bonemold, and Orcish armor. To use any style of armor effectively, the wearer must be trained, conditioned, and skilled in its use.-Heavy ArmorHeavy ArmorHeavy ArmorHeavy Armor (C) The Heavy Armor skill is used to move and defend while wearing massive and rigid armors like iron, steel, silver, Dwemer, ebony, and Daedric armor. To use any style of armor effectively, the wearer must be trained, conditioned, and skilled in its use.

  • -SpearSpearSpearSpear (C)The Spear skill permits effective use of long-hafted thrusting weapons like spears and halberds.

    StrengthStrengthStrengthStrength Effects damagedamagedamagedamage with melee weapons, healthhealthhealthhealth and fatiguefatiguefatiguefatigue. "Ghamulg and his group were nearly crushed under the sudden tunnel collapse; only his sheer brawn holding back a boulder let them escape with nothing more than a few bruises."

    -AcrobaticsAcrobaticsAcrobaticsAcrobatics (S) The Acrobatics skill enables one to jump long distances and to avoid damage when falling from great heights. Nimble acrobats can reach areas others cannot get to and can direct their paths while falling.-ArmorerArmorerArmorerArmorer (C) The Armorer skill is used to maintain weapons and armor at top effectiveness. Damaged weapons do less damage. Damaged armor provides less protection against attacks. As wear increases, the diminishing effectiveness of weapons and armor becomes dramatic.-AxeAxeAxeAxe (C) The Axe skill helps a user wield heavy chopping weapons like war axes and battleaxes more effectively.-Blunt WeaponBlunt WeaponBlunt WeaponBlunt Weapon (C) The Blunt Weapon skill makes you more effective when using heavy bashing weapons like maces, hammers, clubs, or staves.-Long BladeLong BladeLong BladeLong Blade (C) The Long Blade skill lets one use broadswords, sabers, longswords, claymores, katanas, and dai-katanas effectively.

    AgilityAgilityAgilityAgility "Pegarond Greyleaf had only one chance to make the shot before the Ash Ghoul closed on him and rendered his bow useless. Despite his nervousness, the arrow found its mark in the Ghouls eye, killing it immediately."

    Effects ability to hitto hitto hitto hit and avoid attacksavoid attacksavoid attacksavoid attacks.-BlockBlockBlockBlock (C) The Block skill allows one to use shields to block physical attacks.-Light ArmorLight ArmorLight ArmorLight Armor (S) The Light Armor skill lets one move and defend while wearing light-weight, flexible armors like leather, boiled leather, fur, chitin, and glass. To use any style of armor effectively, the wearer must be trained, conditioned, and skilled in its use.-MarksmanMarksmanMarksmanMarksman (S) The Marksman skill affects the use of ranged weapons such as the short bow, long bow, crossbow, dart, throwing star, and throwing knife.-SneakSneakSneakSneak (S) The Sneak discipline is the art of moving unseen and unheard. Skilled sneaks are also adept pickpockets.

  • SpeedSpeedSpeedSpeed "Raksada twisted and ducked suddenly to avoid the knights huge sweeping blade. Such a large weapon for such a small amount of skill, thought Raksada as he darted forward to thrust his dagger into a gap in the big mans armor."

    Effects rate of movementmovementmovementmovement.-AthleticsAthleticsAthleticsAthletics (C) The Athletics skill trains and conditions one for running and swimming. Skilled athletes move short and long distances over land with speed and efficiency, and they also swim swiftly underwater.-Hand to HandHand to HandHand to HandHand to Hand (S) The Hand-to-hand skill is the martial art of unarmed combat.-Short BladeShort BladeShort BladeShort Blade (S) Characters with great Short Blade skill are more effective with short, quick, thrusting weapons like daggers, tantos, short swords, and wakizashis.-UnarmoredUnarmoredUnarmoredUnarmored (M) The Unarmored skill lets one avoid or reduce injury during combat while not wearing any armor by evading, deflecting, or absorbing blows. Those versed in this skill are better defended wearing no armor at all than they are when wearing armor.

    PersonalityPersonalityPersonalityPersonality "Tyronia Felannus did not like the officious little librarian, but he badly needed to research some restricted texts regarding the Imperial Order and its operations. With a little bit of smiling and a promise of a favor, he managed to get what he needed."

    Effect how much people likelikelikelike you, and the pricespricespricesprices you get at vendors.-IllusionIllusionIllusionIllusion (M) The effects of the College of Illusion spells alter the perceptions and thoughts of living beings. Illusion effects include blindness, illumination, paralysis, silence, calmness, enragement, charm, distract, camouflage, and invisibility.-MercantileMercantileMercantileMercantile (S) The Mercantile skill is the art of buying low and selling high. This skill guarantees lower initial prices for goods, equipment, and services, and improves chances of getting better deals by bargaining.-SpeechcraftSpeechcraftSpeechcraftSpeechcraft (S) Those skilled in the art of Speechcraft influence others by admiring, intimidating, and taunting them. Listeners are more willing to divulge information or to entrust important tasks to the skilled speaker.

    IntelligenceIntelligenceIntelligenceIntelligence "Volana had spent many weeks researching this concoction and had failed with every version, but now she was sure she had the correct distillation. As was evidenced by the disappearance of the disease in her test scrib, her new Blight Cure was viable."

    Effects how many spellsspellsspellsspells you can cast and how efficient your creationscreationscreationscreations are.-AlchemyAlchemyAlchemyAlchemy (M) Alchemy allows you to identify magical properties in ingredients and create potions to provide temporary or one-use benefits, such as healing, curing disease, water-walking, magical shielding, and fortifying bodily attributes.

  • -ConjurationConjurationConjurationConjuration (M) The spell effects of the College of Conjuration include the mental domination of mundane and magical creatures, summoning of otherworldly weapons and armor, and summoning of Daedric or undead servants and powers to serve and protect the caster.-EnchantEnchantEnchantEnchant (M) Enchanting is the process of applying a magical effect to an item by harnessing the power of a creature's soul. This skill governs the creation, use, and recharging of enchanted items. Skilled enchanters are more likely to be successful at creating new items, their enchanted items use less power and are recharged more efficiently by soul gems.-SecuritySecuritySecuritySecurity (S) The Security skill lets you open locked doors and containers with Lockpicks, disarm traps with Probes, and re-seal sealed documents after reading them. This skill is essential for agents and thieves alike.

    WillpowerWillpowerWillpowerWillpower "With a curse, Vadyn released a spell on the intruder in his house. The dark room was briefly illuminated by fire, matching the typical Dunmer red in Vadyns eyes. The light revealed a Khajit thief, attempting to make off with a small lockbox which had been hidden behind a false wall. The firebolt caught the sneak in the middle of the back, knocking him off his feet and setting him ablaze.

    Your chance to resist Magickaresist Magickaresist Magickaresist Magicka. It also determines your maximum FatigueFatigueFatigueFatigue.-AlterationAlterationAlterationAlteration (M) Students of the College of Alteration manipulate the physical world and its natural properties. Alteration effects include water breathing and walking, jumping, levitating, burdening, opening and locking, and creating shield barriers against physical and elemental damage.-DestructionDestructionDestructionDestruction (M) The Destruction skill is the mastery of the spell effects of the College of Destruction. Their spells harm living and unliving things, and include elemental damage, draining, damaging, vulnerability, and disintegration magical effects.-MyticismMyticismMyticismMyticism (M) The spells of the College of Mysticism shape and focus otherworldly forces to bind souls in gems, or teleport the caster's body, or manipulate the world with telekinesis, or absorb or reflect magical energies, or sense unseen objects at a distance.-RestorationRestorationRestorationRestoration (M) Adepts of the College of Restoration heal, restore, and fortify the body's attributes and abilities, cure disease, and protect it from other malign influences. Restoration spells can also augment strength, endurance, intelligence, agility, and other bodily attributes.

    LuckLuckLuckLuck"Gaenor had promised the stranger that he wouldnt gamble away the handful of septims he had wheedled out of him, but after the rudeness of the stranger, Gaenor felt he didnt have a particular need to heed his promise. So he walked into the shell parlor and threw down his coin purse, not suspecting that by the end of the evening, he would have enough money to ransom a king..."

    Helps everythingeverythingeverythingeverything you do in a small way. Add this ability to all rolls.

  • RacesRacesRacesRaces Youve finally arrived, but our records dont show from where...

    AltmerAltmerAltmerAltmer (High Elf, the Cultured People, the Elder Ones) To Imperials, the haughty, tall, golden-skinned peoples of Summerset Isle are called High Elves. The Ayleids referred to them as Salache, but they call themselves Altmer, or the "Cultured People". In the Empire, "High" is often understood to mean proud or snobbish, and as the Altmer generally personify these characteristics, the "lesser races" generally resent them. Altmer confidently consider themselves, with some justice, to be the most civilized culture of Tamriel; the common tongue of Tamriel is based on Altmer speech and writing, and most of the Empire's arts, crafts, laws, and sciences are derived from Altmer traditions. However, the Altmer's smug self-assurance of superiority can be hard to bear. The Altmer are the most strongly gifted in the arcane arts of all the races, and they are very resistant to diseases. However, they are also somewhat vulnerable to fire, frost, and shock. They are among the longest living and intelligent races of Tamriel, and they often become powerful magic users due to both their magical affinity and the many centuries they may devote to their studies. Some Altmer's incredibly strong minds make them naturally immune to all kinds of paralysis.

    MaleAbilities: Intelligence +1, Speed -1, Strength -1

    FemaleAbilities: Intelligence +1, Strength -1, Endurance -1

    SkillsSkillsSkillsSkills: Alchemy, Alteration, Conjuration, Destruction, Enchant and Illusion +1

    SpecialSpecialSpecialSpecial: Altmer have a ----2222 dice penalty to resist any FireFireFireFire or MagickaMagickaMagickaMagicka and a ----1111 dice penalty to resist any FrostFrostFrostFrost or ShockShockShockShock. All Altmer also have a ++++3333 dice bonus to resist common diseasesresist common diseasesresist common diseasesresist common diseases. For the purposes of calculating their MagickaMagickaMagickaMagicka pool, an Altmers' IntelligenceIntelligenceIntelligenceIntelligence is treated as 150%150%150%150% higher than it is.

    Argonian Argonian Argonian Argonian (Saxhleel, the People of the Root) Argonians (they prefer Saxhleel in Jel, their native tongue, a word that seems to mean "People of the Root") are the little-understood reptilian denizens of Black Marsh. Years of defending their borders have made the Argonians experts in guerrilla warfare, and their natural abilities make them equally at home in water and on land. They have developed natural immunities to the diseases and poisons that have doomed many would-be explorers and conquerors of the region. Their seemingly expressionless faces belie a calm intelligence, and many Argonians are well-versed in the magical arts. Others rely on stealth or steel to survive, and their natural agility makes them adept at either. They are, in general, a reserved people, slow to trust and hard to know, yet they are fiercely loyal, and will fight to the death for those they have named as friends. While Argonians appear reptilian in nature at first glance, they also exhibit qualities of fish and amphibians: they are able to breathe underwater through small gills behind their ears, and swim using the same method as that of a tadpole or eel by moving their tail side-to-side to propel through the water. Argonians possess the most alien personalities in all of Tamriel from a human or meric perspective and it is often assumed that Argonians possess neither

  • personality nor emotions. Of course this is not true; Argonians simply do not facially express their emotions as much as man and mer do, though anger is easily detectable from their bared teeth and narrowed eyes. Argonians' genders are sometimes referred to as life-phases, implying they may be able to change gender. However, this is unconfirmed, and Argonian hatchlings may be of either gender. Argonian appearance ranges from reptilian to almost human; this is caused by the Hist sap they ingest as hatchlings which ceremonially takes place on their Naming Day. Ancient cave paintings depict figures which appear to be more tree-like than Argonian.

    MaleAbilities: Agility +1, Speed +1, Endurance -1, Personality -1, Willpower -1.

    FemaleAbilities: Intelligence +1, Endurance -1, -1 Personality.

    SkillsSkillsSkillsSkills: Alchemy, Athletics, Illusion, Medium Armor, Mysticism, Spear and Unarmored +1.

    SpeciaSpeciaSpeciaSpecial: Argonians are immune to poisonimmune to poisonimmune to poisonimmune to poison, have a ++++3333 dice bonus to resist common diseasesresist common diseasesresist common diseasesresist common diseases and can breathe underwater.

    Bosmer Bosmer Bosmer Bosmer (Wood Elf, Boiche, the Tree-Sap People, the Green Ones) The Bosmer are the Elven clan-folk of Valenwood, a forested province in southwestern Tamriel. In the Empire, they are often referred to as Wood Elves, but Bosmer, Boiche, or the Tree-Sap People is what they call themselves. Bosmer rejected the stiff, formal traditions of Aldmeri high culture, preferring a more romantic, simple existence in harmony with the land, its wild beauty and wild creatures. They are relatively nimble and quick in body and wit compared to their more "civilized" Elven cousins, making them well-suited for a variety of professions, including scouts, thieves, traders and scholars. The best archers in all of Tamriel, the Bosmer snatch and fire arrows in one continuous motion; they are even rumored to have invented the bow. They have many natural and unique abilities; notably, they can command simple-minded creatures and have a nearly chameleon-like ability to hide in forested areas. As part of their Green Pact, they are religiously carnivorous and cannibalistic, but do not harm vegetation of Valenwood (though they are not averse to using wooden or plant-derived products created by others).

    MaleAbilities: Agility +1, Speed +1, Endurance -1, Strength -1, Willpower -1.

    FemaleAbilities: Agility +1, Speed +1, Endurance -1, Strength -1, Willpower -1.

    SkillsSkillsSkillsSkills: Acrobatics, Alchemy, Light Armor, Marksman and Sneak +1

    SpecialSpecialSpecialSpecial: Bosmer have ++++3333 dice bonus to resist common diseaseresist common diseaseresist common diseaseresist common disease. Any Bosmer can attempt to commandcommandcommandcommand an animalanimalanimalanimal once per daydaydayday (roll Personality vsPersonality vsPersonality vsPersonality vs. . . . WillpowerWillpowerWillpowerWillpower.)

    Breton Breton Breton Breton (The Manmer) Bretons are the human descendants of the Aldmeri-Nedic Manmer of the Merethic Era and are now the inhabitants of the province of High Rock. They are united in culture and language,

  • even though they are divided politically, for High Rock is a fractious region. Bretons make up the peasantry, soldiery, and magical elite of the feudal kingdoms that compete for power. Many are capable mages with innate resistance to magicka. They are known for a proficiency in abstract thinking and unique customs. Bretons appear, by and large, much like other pale-skinned humans. They are usually slight of build and not as muscular as Nords or Redguards. Their Elvish ancestry is usually only detectable upon a closer inspection of their eyebrows, ears, or high cheekbones, though many individual Bretons appear to be more Nordic or Imperial than anything else. The great diversity in their appearance is to be expected from their politically fractured society, though their clothes, accents, customs and names are fairly uniform.

    MaleAbilities: Intelligence +1, Willpower +1, Agility -1, Endurance -1, Speed -1

    FemaleAbilities: Intelligence +1, Willpower +1, Agility -1, Endurance -1, Strength -1.

    SkillsSkillsSkillsSkills: Alchemy, Alteration, Conjuration, Illusion, Mysticism and Restoration +1.

    SpecialSpecialSpecialSpecial: Bretons have ++++2222 dice bonus to resist Magickaresist Magickaresist Magickaresist Magicka. For the purposes of calculating their MagickaMagickaMagickaMagicka pool, a Bretons' IntelligenceIntelligenceIntelligenceIntelligence is treated as 50%50%50%50% higher than it is. Bretons can abjureabjureabjureabjure physical harm with a magical shieldshieldshieldshield, providing a ++++2222 dice on all physical defensephysical defensephysical defensephysical defense rolls for one one one one minuteminuteminuteminute.

    Dunmer Dunmer Dunmer Dunmer (Dark Elf, Moriche) The Dunmer, also known as Dark Elves, or Moriche in the Ayleid Language, are the ash-skinned, red-eyed, Elven peoples of the Eastern Empire. "Dark" is commonly understood as meaning such characteristics as "dark-skinned", "gloomy", "ill-favored by fate" and so on. The Dunmer and their national identity, however, embrace these various connotations with enthusiasm. In the Empire, "Dark Elf" is the common usage, but among their Aldmeri brethren they are called "Dunmer". Their combination of powerful intellects with strong and agile physiques produce superior warriors and sorcerers. On the battlefield, Dunmer are noted for their skill with a balanced integration of the sword, the bow and destruction magic. In character, they are grim, aloof, and reserved, as well as distrusting and disdainful of other races. Dunmer distrust and are treated distrustfully by other races. They are often proud, clannish, ruthless, and cruel, from an outsider's point of view, but greatly value loyalty and family. Young female Dark Elves are well known for their promiscuity. Despite their powerful skills and strengths, the Dunmer's vengeful nature, age-old conflicts, betrayals, and ill-reputation prevent them from gaining more influence. Those born in their homeland of Morrowind are known to be considerably less friendly than those who grew up in the Imperial tradition.

    MaleAbilities: Speed +1, -1 Personality, Willpower -1.

    FemaleAbilities: Speed +1, Endurance -1, Willpower -1.

    SkillsSkillsSkillsSkills: Athletics, Destruction, Light Armor, Long Blade, Marksman, Mysticism and Short Blade +1.

  • SpecialSpecialSpecialSpecial: Dunmer have a ++++3333 dice bonus to resist any FireFireFireFire. Dunmer can call upon the spirits of their ancestors once per day, providing a ++++2222 dice bonus on all physical defensephysical defensephysical defensephysical defense rolls.

    Imperial Imperial Imperial Imperial (Cyrodiil, Cyro-Nordic) Known as Cyrodiils, Cyrodilics or Cyro-Nordics before the time of Talos, the well-educated and well-spoken Imperials are the natives of the civilized, cosmopolitan province of Cyrodiil. Imperials are also known for the discipline and training of their citizen armies, and their respect for the rule of law. Though physically less imposing than the other races, the Imperials have proved to be shrewd diplomats and traders, and these traits, along with their remarkable skill and training as light infantry, have enabled them to subdue all the other nations and races and erect the monument to peace and prosperity that comprises the Glorious Empire. Their hegemony has waxed and waned throughout the eras, and most historians refer to three distinct Empires, the ends of which each mark a new epoch in Tamrielic history.

    MaleAbilities: Personality +1, Agility -1, Willpower -1.

    FemaleAbilities: Personality +1, Agility -1, Speed -1.

    SkillsSkillsSkillsSkills: Blunt Weapon, Hand to Hand, Light Armor, Long Blade, Mercantile and Speechcraft +1.

    SpecialSpecialSpecialSpecial: Once per day each, an Imperial can absorbabsorbabsorbabsorb another's FatigueFatigueFatigueFatigue (Willpower vsWillpower vsWillpower vsWillpower vs. . . . WillpowerWillpowerWillpowerWillpower) and attempt to charmcharmcharmcharm another humanoid (Personality vsPersonality vsPersonality vsPersonality vs. . . . WillpowerWillpowerWillpowerWillpower).

    Khajiit Khajiit Khajiit Khajiit (Cathay-Raht or Senche-Tiger) The Khajiit are a race of feline humanoids hailing from the province of Elsweyr, well-known for their keen intelligence and agility. While these traits make them superb thieves and acrobats, Khajiit are also fearsome warriors, although seldom gifted with the skill to harness magical forces. This is not to say that Khajiit do not possess the ability, merely that strenuous training must be undertaken to make wielding magic a serious option, either in passive or aggressive actions. Physiologically, Khajiit differ greatly from both the varied races of man and mer, not only in their skeletal structure (possessing a tail and, in some forms, a digitigrade stance, i.e. toe walking) and dermal makeup (the "fur" that covers their bodies) but in their digestion and metabolism as well. The Khajiit, along with the Argonians and the Imga, make up the so called 'beast races' of the Empire, due to their therianthropic qualities. It is currently unclear whether a successful union between Khajiit and other races may occur, for no well-documented cases exist despite rumors. The divergent appearance and mannerisms of the Khajiit often lead bigoted members of other races to look down on them.

    MaleAbilities: Agility +1, Endurance -1, Willpower -1.

    FemaleAbilities: Agility +1, Strength -1, Willpower -1.

  • SkillsSkillsSkillsSkills: Acrobatics, Athletics, Hand to Hand, Light Armor, Security, Sneak and Short Blade +1.

    SpecialSpecialSpecialSpecial: A Khajiit can once per dayonce per dayonce per dayonce per day improve their sight temporarily, granting a ++++2222 dice bonus on PerceptionPerceptionPerceptionPerception rolls for a minute, and once per dayonce per dayonce per dayonce per day attempt to make another humanoid flee in terrorterrorterrorterror (Personality vsPersonality vsPersonality vsPersonality vs. . . . WillpowerWillpowerWillpowerWillpower).

    Nord Nord Nord Nord (The Children of the Sky) The Nords are the children of the sky, a race of tall and fair-haired humans from Skyrim who are known for their incredible resistance to cold and magical frost. They are enthusiastic warriors, and many become renowned soldiers and mercenaries all over Tamriel. Eager to augment their martial skills beyond the traditional methods of Skyrim, they excel in all manner of warfare, and are known as a militant people by their neighbors. Nords are also natural seamen, and have benefited from nautical trade since their first migrations from Atmora. They captain and crew many merchant fleets, and may be found all along the coasts of Tamriel.

    MaleAbilities: Endurance +1, Strength +1, Agility -1, Intellignce -1, Personality -1.

    FemaleAbilities: Strength +1, Willpower +1, Agility -1, Intelligence -1, Personality -1.

    SkillsSkillsSkillsSkills: Axe, Blunt Weapon, Heavy Armor, Long Blade, Medium Armor and Spear +1.

    SpecialSpecialSpecialSpecial: ImmuneImmuneImmuneImmune to frostfrostfrostfrost, ++++3333 dice bonus to resist any ShockShockShockShock effect. A Nord can once per dayonce per dayonce per dayonce per day touch an enemy for minor FrostFrostFrostFrost damage and, once per dayonce per dayonce per dayonce per day, shield from physical harm, granting a ++++1111 dice bonus on all physical defensephysical defensephysical defensephysical defense for a minute.

    OrcOrcOrcOrc (Orsimer, The Pariah Folk) Orcs, also called Orsimer or "Pariah Folk" in ancient times, are sophisticated, beastlike people of the Wrothgarian Mountains, Dragontail Mountains, and Orsinium (literally translated as "Orc-Town"). They are noted for their unshakable courage in war and their unflinching endurance of hardships. In the past, Orcs have been widely feared and hated by the other nations and races of Tamriel, and were often considered to be goblin-ken. However, they have slowly won acceptance in the Empire, in particular for their distinguished service in the Emperor's Legions. Orc armorers are prized for their craftsmanship, and Orc warriors in heavy armor are among the finest front-line troops in the Empire, and are fearsome when using their berserker rage. Most Imperial citizens regard the Orc society as rough and cruel. The Orcs of the Iliac Bay region have developed their own language, known as Orcish, and have often had their own kingdom, Orsinium.

    MaleAbilities: Endurance +1, Strength +1, Willpower +1, Agility -1, Intelligence -1, Personality -1, Speed -1.

    FemaleAbilities: Endurance +1, Strength +1, Willpower +1, Agility -1, Personality -1, Speed -1.

    SkillsSkillsSkillsSkills: Armorer, Axe, Block, Heavy Armor and Medium Armor +1.

  • SpecialSpecialSpecialSpecial: Orcs have a ++++1111 dice bonus to resist Magickaresist Magickaresist Magickaresist Magicka effects. Once per dayOnce per dayOnce per dayOnce per day, an Orc can go BerserkBerserkBerserkBerserk, granting 7777 temporary Health temporary Health temporary Health temporary Health levels, 7777 temporary Fatigue temporary Fatigue temporary Fatigue temporary Fatigue, ++++5555 dice bonus to all attack attack attack attack rollsrollsrollsrolls and ----2222 on all Agility rollsAgility rollsAgility rollsAgility rolls. Berserk lasts for one minuteone minuteone minuteone minute, after which the penalties and bonuses go away.

    Redguard Redguard Redguard Redguard (The Hammerfell Men) The most naturally talented warriors in Tamriel, the dark-skinned, wiry-haired Redguards of Hammerfell seem born to battle, though their pride and fierce independence of spirit makes them more suitable as scouts or skirmishers, or as free-ranging heroes and adventurers, than as rank-and-file soldiers. In addition to their cultural affinities for many weapon and armor styles, Redguards are also physically blessed with hardy constitutions, resistance to poison, and quickness of foot. Redguards do not share the same blood as the other human races, and they have no connection with the ancestral Nordic homeland of Atmora.

    MaleAbilities: Endurance +1, Strength +1, Intelligence -1, Personality -1, Willpower -1.

    FemaleAbilities: Endurance +1, Intelligence -1, Willpower -1.

    SkillsSkillsSkillsSkills: Athletics, Axe, Blunt Weapon, Heavy Armor, Long Blade, Medium Armor and Short Blade +1.

    SpecialSpecialSpecialSpecial: Redguards have ++++3333 dice bonus to resist Poisonresist Poisonresist Poisonresist Poison and Common DiseaseCommon DiseaseCommon DiseaseCommon Disease. Once per dayOnce per dayOnce per dayOnce per day, a Redguard can Adrenaline RushAdrenaline RushAdrenaline RushAdrenaline Rush, granting the temporary benefits of ++++2 2 2 2 AgilityAgilityAgilityAgility, , , , EnduranceEnduranceEnduranceEndurance, , , , SpeedSpeedSpeedSpeed, , , , Strength and Strength and Strength and Strength and 2 2 2 2 Health levelsHealth levelsHealth levelsHealth levels. These benefits last for one minuteone minuteone minuteone minute....

    BirthsignsBirthsignsBirthsignsBirthsignsOur records indicate you were born under a certain sign...and what would that be?

    Guardian BirthsignsGuardian BirthsignsGuardian BirthsignsGuardian Birthsigns

    T T T The Warrior The Warrior is the first Guardian Constellation and he protects his charges during their Seasons. The Warrior's own season is Last Seed when his Strength is needed for the harvest. His Charges are the Lady, the Steed, and the Lord. Those born under the sign of the Warrior are skilled with weapons of all kinds, but prone to short tempers.Benefit: ++++1111 dice bonus to all attack rollsattack rollsattack rollsattack rolls.

    The Mage The Mage The Mage The Mage The Mage is a Guardian Constellation whose Season is Rain's Hand when magicka was first used by men. His Charges are the Apprentice, the Golem, and the Ritual. Those born under the Mage have more magicka and talent for all kinds of spellcasting, but are often arrogant and absent-minded.Benefit: For the purpose of determining your MagickaMagickaMagickaMagicka pool, add half again to your IntelligenceIntelligenceIntelligenceIntelligence (i.e. if your INT was 10101010, it's treated as 15151515 for Magicka pool determination).

  • The Thief The Thief The Thief The Thief The Thief is the last Guardian Constellation, and her Season is the darkest month of Evening Star. Her Charges are the Lover, the Shadow, and the Tower. Those born under the sign of the Thief are not typically thieves, though they take risks more often and only rarely come to harm. They will run out of luck eventually, however, and rarely live as long as those born under other signs.Benefit: ++++1111 dice bonus to all physical defensephysical defensephysical defensephysical defense rolls.

    The Serpent The Serpent The Serpent The Serpent The Serpent wanders about in the sky and has no Season, though its motions are predictable to a degree. No characteristics are common to all who are born under the sign of the Serpent. Those born under this sign are the most blessed and the most cursed.Benefit: Can transfer a weak poisonpoisonpoisonpoison with a Hand to HandHand to HandHand to HandHand to Hand check.

    Charge BirthsignsCharge BirthsignsCharge BirthsignsCharge Birthsigns

    The Lady The Lady The Lady The Lady The Lady is one of the Warrior's Charges and her Season is Heartfire. Those born under the sign of the Lady are kind and tolerant.Benefit: Personality ++++2222 and Endurance ++++2222.

    The Steed The Steed The Steed The Steed The Steed is one of the Warrior's Charges, and her Season is Mid Year. Those born under the sign of the Steed are impatient and always hurrying from one place to another.Benefit: Speed ++++2222.

    The Lord The Lord The Lord The Lord The Lord's Season is First Seed and he oversees all of Tamriel during the planting. Those born under the sign of the Lord are stronger and healthier than those born under other signs.Benefit: Once per dayOnce per dayOnce per dayOnce per day, you may enter a regenerative state. You regain 2222 health levels health levels health levels health levels per round for 12121212 rounds rounds rounds rounds. Drawback: you have a ----4444 dice penalty to resist all FireFireFireFire effects.

    The Apprentice The Apprentice The Apprentice The Apprentice The Apprentice's Season is Sun's Height. Those born under the sign of the apprentice have a special affinity for magick of all kinds, but are more vulnerable to magick as well.Benefit: For the purpose of determining your MagickaMagickaMagickaMagicka pool, add one and a half again your IntelligenceIntelligenceIntelligenceIntelligence (i.e. if your INT was 10101010, it's treated as 25252525 for MagickaMagickaMagickaMagicka pool determination). Drawback: You have a ----2222 dice penalty to resist any MagickaMagickaMagickaMagicka effect.

    The Atronach The Atronach The Atronach The Atronach The Atronach (often called the Golem) is one of the Mage's Charges. Its season is Sun's Dusk. Those born under this sign are natural sorcerers with deep reserves of magicka, but they cannot generate magicka of their own.Benefit: If you successfully defenddefenddefenddefend against a spell, you gain halfhalfhalfhalf of the MagickaMagickaMagickaMagicka cost of the spell to your MagickaMagickaMagickaMagicka pool, not exceeding your maximum Magicka. For the purpose of determining your MagickMagickMagickMagicka pool, add twice againtwice againtwice againtwice again your Intelligence (i.e. if your INT was 10101010, it's treated as 30303030 for MagickaMagickaMagickaMagicka pool determination). Drawback: you do notnotnotnot naturally regenerate MagickaMagickaMagickaMagicka.

  • The RitualThe RitualThe RitualThe Ritual The Ritual is one of the Mage's Charges and its Season is Morning Star. Those born under this sign have a variety of abilities depending on the aspects of the moons and the Divines.Benefit: You can cause undeadundeadundeadundead creatures to fleefleefleeflee in terror with a successful Personality vsPersonality vsPersonality vsPersonality vs. . . . WillpowerWillpowerWillpowerWillpower check; you receive a ++++4444 dice bonus on these checks. In addition, once per dayonce per dayonce per dayonce per day you can restore 20202020 health health health health levels to yourself as a standardstandardstandardstandard action.

    The LoverThe LoverThe LoverThe Lover The Lover is one of the Thief's Charges and her season is Sun's Dawn. Those born under the sign of the Lover are graceful and passionate.Benefit: Agility ++++2222. Once per dayOnce per dayOnce per dayOnce per day as a touchtouchtouchtouch attack, you can paralyzeparalyzeparalyzeparalyze a target for one minuteone minuteone minuteone minute with a Willpower vsWillpower vsWillpower vsWillpower vs. . . . WillpowerWillpowerWillpowerWillpower check; you automatically take 20202020 Fatigue Fatigue Fatigue Fatigue damage.

    The ShadowThe ShadowThe ShadowThe Shadow The Shadow's Season is Second Seed. The Shadow grants those born under her sign the ability to hide in shadows.Benefit: Once per dayOnce per dayOnce per dayOnce per day, you are able to turn invisibleinvisibleinvisibleinvisible for one minuteone minuteone minuteone minute. This is dispelled if you take an offensive action.

    The TowerThe TowerThe TowerThe Tower The Tower is one of the Thief's Charges and its Season is Frostfall. Those born under the sign of the Tower have a knack for finding gold and can open locks of all kinds.Benefit: Once per dayOnce per dayOnce per dayOnce per day for one minuteone minuteone minuteone minute, you can detectdetectdetectdetect any animalanimalanimalanimal, keykeykeykey and enchantmentenchantmentenchantmentenchantment within 200200200200''''. Once per dayOnce per dayOnce per dayOnce per day, you can open a lock as if you had 6666 successes on a SecuritySecuritySecuritySecurity check.

    Area focusArea focusArea focusArea focus.... Select a skill type for your character: CombatCombatCombatCombat (C), SteathSteathSteathSteath (S) or MagicMagicMagicMagic (M). You gain ++++1111 dice with the skills in that type.

    HealthHealthHealthHealth Add together your EnduranceEnduranceEnduranceEndurance and StrengthStrengthStrengthStrength, multiply by sevensevensevenseven. This is how many health health health health levelslevelslevelslevels you have. When you reach zerozerozerozero health, you are deaddeaddeaddead.

    FatigueFatigueFatigueFatigue AddAddAddAdd together your EnduranceEnduranceEnduranceEndurance, StrengthStrengthStrengthStrength and WillpowerWillpowerWillpowerWillpower, multiply by threethreethreethree. This is the number of roundsroundsroundsrounds you may endure strenuous physical activity with no ill effect. For each roundeach roundeach roundeach round after that, you must succeed on a HardHardHardHard (6) challenge by rolling a combined EnduranceEnduranceEnduranceEndurance and WillpowerWillpowerWillpowerWillpower check. Each time you failfailfailfail, you incur a stacking ----1111 dice penalty to all actionsall actionsall actionsall actions. This penalty goes away after an hourhourhourhour of rest.

    MagickaMagickaMagickaMagicka AddAddAddAdd together your PersonalityPersonalityPersonalityPersonality, IntelligenceIntelligenceIntelligenceIntelligence and WillpowerWillpowerWillpowerWillpower, multiply by threethreethreethree. The result is your Magicka poolMagicka poolMagicka poolMagicka pool. You recoverrecoverrecoverrecover an amount of MagickaMagickaMagickaMagicka per hourhourhourhour equal to twicetwicetwicetwice your IntelligenceIntelligenceIntelligenceIntelligence.

    The costcostcostcost of spells is calculated as follows: (Number of successes requiredsuccesses requiredsuccesses requiredsuccesses required) x (fourfourfourfour + 1111 for each additional higher magnitudehigher magnitudehigher magnitudehigher magnitude). Example: a FireboltFireboltFireboltFirebolt spell (SmallSmallSmallSmall magnitude effect) requires 3333

  • successessuccessessuccessessuccesses. MultiplyMultiplyMultiplyMultiply this by 5555 (fourfourfourfour base + 1111 because it's 1111 magnitude magnitude magnitude magnitude above MinorMinorMinorMinor magnitude).

    This spell requires 15151515 Magicka Magicka Magicka Magicka to cast.

    EncumbranceEncumbranceEncumbranceEncumbrance MultiplyMultiplyMultiplyMultiply your StrengthStrengthStrengthStrength by fiftyfiftyfiftyfifty. This is the number of poundspoundspoundspounds you may carry without experiencing encumbranceencumbranceencumbranceencumbrance. For each 10101010 pounds of weight that you carry over this, you incur a stacking ----1111 dice penalty on all physical actionsall physical actionsall physical actionsall physical actions and a stacking ----1111 penalty on your movementmovementmovementmovement speed.

    PerceptionPerceptionPerceptionPerception AddAddAddAdd together your IntelligenceIntelligenceIntelligenceIntelligence and SneakSneakSneakSneak. Roll this for noticingnoticingnoticingnoticing sneaking characters, realizing something's amiss, etc.

    SpeedSpeedSpeedSpeed AddAddAddAdd together your SpeedSpeedSpeedSpeed and AthleticsAthleticsAthleticsAthletics, add twotwotwotwo. This is the number of squaressquaressquaressquares you can move in a turnturnturnturn.

    ReputationReputationReputationReputation Reputation begins at 0000 and is gained by accomplishing great deedsgreat deedsgreat deedsgreat deeds. You may add your Reputation to anyanyanyany pool for the purposes of intimidationintimidationintimidationintimidation, , , , diplomacydiplomacydiplomacydiplomacy, or other rolls which can be swayed by your famefamefamefame or supposed importanceimportanceimportanceimportance.

    Doing thingsDoing thingsDoing thingsDoing things: AttacksAttacksAttacksAttacks are made by addingaddingaddingadding the AgilityAgilityAgilityAgility ability to the relevant weaponweaponweaponweapon or magicmagicmagicmagic skill and rolling that number of dice. This is defendeddefendeddefendeddefended against by rolling AgilityAgilityAgilityAgility and whatever armorarmorarmorarmor or weaponweaponweaponweapon skill is relevant. If the defender has a shieldshieldshieldshield, he may roll BlockBlockBlockBlock to use his shield instead of rolling an armor skill. If he does this, he cannot attempt an armor check, his armor only provides damage reductiondamage reductiondamage reductiondamage reduction.

    You may attempt to parryparryparryparry a physical melee attack by making a physical melee attack roll against the attacker's initial attack roll. If you meet or exceedmeet or exceedmeet or exceedmeet or exceed the attackers' roll, the attack is halted.

    DamageDamageDamageDamage from an attack is decided by the base damagebase damagebase damagebase damage of the weapon and the number of number of number of number of successessuccessessuccessessuccesses over the defense rolled + the number of successesnumber of successesnumber of successesnumber of successes from a StrengthStrengthStrengthStrength roll.

    Full Swing AttacksFull Swing AttacksFull Swing AttacksFull Swing Attacks To full swing attack, you must take no other actionno other actionno other actionno other action in the turn except for a 5555' ' ' ' adjustmentadjustmentadjustmentadjustment and/or communicationcommunicationcommunicationcommunication. Until the beginning of your nextnextnextnext turn, you may not parrynot parrynot parrynot parry (use weapon skill for defense). You may choose a number up toup toup toup to your StrengthStrengthStrengthStrength or AgilityAgilityAgilityAgility (whichever is lowerlowerlowerlower). This number is subtractedsubtractedsubtractedsubtracted from your agility-based defense poolsdefense poolsdefense poolsdefense pools and addedaddedaddedadded to your weapon damage pooldamage pooldamage pooldamage pool (if the weapon you wield is exceptionallyexceptionallyexceptionallyexceptionally large or heavy, add doubledoubledoubledouble the number). The damagedamagedamagedamage bonus applies to oneoneoneone attack only. The Agility penaltyAgility penaltyAgility penaltyAgility penalty applies to allallallall Agility based defense rolls until the beginningbeginningbeginningbeginning of your nextnextnextnext turn.

  • Sneak AttacksSneak AttacksSneak AttacksSneak Attacks If you are sneakingsneakingsneakingsneaking and you attack an unawareunawareunawareunaware target with a physical weapon, your total direct physical damagedamagedamagedamage (after armor reduction) is doubleddoubleddoubleddoubled. After your first sneak attack against a particular enemy, they may make an immediate PerceptionPerceptionPerceptionPerception check with a ++++6666 on the check. This PerceptionPerceptionPerceptionPerception bonus persists on additional checks to find you unless you moveunless you moveunless you moveunless you move from the square that you attacked from. You can not sneak attackcan not sneak attackcan not sneak attackcan not sneak attack with an exceptionallyexceptionallyexceptionallyexceptionally large or heavy weapon, as sneak attacking requires precision.

    Multiple ActionsMultiple ActionsMultiple ActionsMultiple Actions You may take multiple actionsmultiple actionsmultiple actionsmultiple actions in a turnturnturnturn. These actions have an additional difficultyadditional difficultyadditional difficultyadditional difficulty on each action equal to the numbernumbernumbernumber of actions, with a stacking ++++1111 difficulty on each actioneach actioneach actioneach action after the firstfirstfirstfirst (i.e. taking three actions in a turn would cause the actions to have difficulty modifiers of +3, +4, +5).

    DifficultiesDifficultiesDifficultiesDifficulties For an unopposedunopposedunopposedunopposed mundane task, one success is required. For unopposedunopposedunopposedunopposed heroic tasks, the following difficulties: 3 - Average. 6 - Hard. 10 - Nearly Impossible15 - EpicFor opposedpposedpposedpposed tasks, roll against the other personsother personsother personsother persons'''' relevant abilityabilityabilityability and skillskillskillskill pool.

    Improving CharactersImproving CharactersImproving CharactersImproving Characters When a character has rolled (skill ratingskill ratingskill ratingskill rating) x 10101010 successful checks for a skillskillskillskill in adverse conditions, the character gains ++++1111 die to that skill ratingskill ratingskill ratingskill rating. For every fivefivefivefive skill improvements under an ability, add 1111 to that abilityabilityabilityability.

    Schools of MagicSchools of MagicSchools of MagicSchools of Magic: Students of the College of AlterationAlterationAlterationAlteration manipulate the physical world and its natural properties. Alteration effects include water breathing and walking, jumping, levitating, burdening, opening and locking, and creating shield barriers against physical and elemental damage.

    The spell effects of the College of ConjurationConjurationConjurationConjuration include the mental domination of mundane and magical creatures, summoning of otherworldly weapons and armor, and summoning of Daedric or undead servants and powers to serve and protect the caster.

    The DestructionDestructionDestructionDestruction skill is the mastery of the spell effects of the College of Destruction. Their spells harm living and unliving things, and include elemental damage, draining, damaging, vulnerability, and disintegration magical effects.

    The effects of the College of IllusionIllusionIllusionIllusion spells alter the perceptions and thoughts of living beings. Illusion effects include blindness, illumination, paralysis, silence, calmness, enragement, charm, distract, camouflage, and invisibility.

    The spells of the College of MysticismMysticismMysticismMysticism shape and focus otherworldly forces to bind souls in gems, or teleport the caster's body, or manipulate the world with telekinesis, or absorb or reflect magical energies, or sense unseen objects at a distance.

  • Adepts of the College of RestorationRestorationRestorationRestoration heal, restore, and fortify the body's attributes and abilities, cure disease, and protect it from other malign influences. Restoration spells can also augment strength, endurance, intelligence, agility, and other bodily attributes.

    Magic is cast by rolling against a difficultydifficultydifficultydifficulty, modified by how you choose to cast.1 - Minor effectMinor effectMinor effectMinor effect. Open/lock a door latch from the other side, summon a dagger for a few seconds, burn a foe with minor flames, see a little better in the dark, restore a health level.3 - Small effectSmall effectSmall effectSmall effect. Lighten your pack by several pounds, summon a ghost, damage someone's health, calm an upset character, detect the presence of certain objects, cure a common disease.6 - Moderate effectModerate effectModerate effectModerate effect. Levitate, summon a bonewalker, damage someone's ability scores, become invisible, trap a creatures' soul, restore ability scores.10 - Major effectMajor effectMajor effectMajor effect. Lock/open complex locks, summon bound armor, disintegrate objects, paralyze someone, absorb spells, resist damage.15 - Epic effectEpic effectEpic effectEpic effect. Jump two hundred feet, summon a golden saint, destroy some-ones magicka, become concealed by chameleon effect, reflect powerful spells, prevent and cure most diseases.

    ModifiersModifiersModifiersModifiersAt selfselfselfself range - -1 (cannot reduce below 1 difficulty)At touchtouchtouchtouch range - 0At longlonglonglong range - +1As arearearearea effect - +2 for a 5' radius, +1 per additional 5' radius effected.Extended DurationExtended DurationExtended DurationExtended Duration - +1 per turn.

    AlchemyAlchemyAlchemyAlchemy Alchemy allows you to identifyidentifyidentifyidentify magical properties in ingredients and create potionscreate potionscreate potionscreate potions to provide temporary or one-use benefits, such as healing, curing disease, water-walking, magical shielding, and fortifying bodily attributes.

    Result of alchemy check:1 - A very weakvery weakvery weakvery weak potion, healing a health level or giving a slight benefit.3 - A poorpoorpoorpoor potion, healing a little, having a small spell effect or benefit.6 - A mediocremediocremediocremediocre potion, having average healing property, a minor spell effect or fortification.10 - A potentpotentpotentpotent potion, having notable restorative properties, spell effects or physical bonuses.15 - A masterfulmasterfulmasterfulmasterful potion, curing major ills, having major spell effects or bodily fortifications.

    EnchantingEnchantingEnchantingEnchanting Enchanting is the process of permanently applying a magical effectmagical effectmagical effectmagical effect to an item by harnessing the power of a creature's soulsoulsoulsoul. This skill governs the creation, use, and recharging of enchanted items. In order to enchantenchantenchantenchant an object, you must be able to cast the spell to be imbued and have a soul gemsoul gemsoul gemsoul gem containing a soul of at least as much powerat least as much powerat least as much powerat least as much power as the spell requires. The soul gem is consumedconsumedconsumedconsumed during the imbuing.

    Spell magnitudes and required soul magnitudes (with examples).Minor Minor Minor Minor - - - - PettyPettyPettyPetty (Rat, Animated Skeleton, Cliff Racer)Small Small Small Small - - - - LesserLesserLesserLesser (Netch, Elder Kwama)Moderate Moderate Moderate Moderate - - - - CommonCommonCommonCommon (Clannfear, Bonewalker, Minor Dremora)Major Major Major Major - - - - GreaterGreaterGreaterGreater (Atronach, Ogrim)Epic Epic Epic Epic - - - - GrandGrandGrandGrand (Dremora Lord, Daedroth, Golden Saint)

  • Result of the Enchant check is the same as spellcasting, but with the following modifiers also available.

    OneOneOneOne----timetimetimetime use - -3Three times per dayThree times per dayThree times per dayThree times per day use - 0Once per hourOnce per hourOnce per hourOnce per hour use - +2AtAtAtAt----willwillwillwill or onononon----hithithithit use - +5Constant effectConstant effectConstant effectConstant effect - +8

    If the Enchant check failsfailsfailsfails, the item is not enchantednot enchantednot enchantednot enchanted and the soul gem is destroyeddestroyeddestroyeddestroyed.

    EquipmentEquipmentEquipmentEquipment Weapons and armor have condition ratingscondition ratingscondition ratingscondition ratings. A piece of equipment can take a number of damagedamagedamagedamage equal to the armor rating times armor rating times armor rating times armor rating times 100100100100 before being brokenbrokenbrokenbroken, which renders it unusableunusableunusableunusable, but not destroyed. Equipment can be repairedrepairedrepairedrepaired by using the ArmorerArmorerArmorerArmorer skill, which adds the numbernumbernumbernumber of successessuccessessuccessessuccesses back to the items' conditionconditionconditioncondition. An Armorer checkArmorer checkArmorer checkArmorer check may be made once per minuteonce per minuteonce per minuteonce per minute.

    Armor Armor Armor Armor: For eacheacheacheach item of armorarmorarmorarmor you are wearing (head, chest, left leg, right leg, left boot, right boot, left shoulder, right shoulder, left glove, right glove) you may roll 1111 die while defendingdefendingdefendingdefending, up to your skill ratingskill ratingskill ratingskill rating with that type of armor.

    Armors and base damage reductionbase damage reductionbase damage reductionbase damage reduction (reduce the final damage final damage final damage final damage taken by this amount. This is for wearing a full setfull setfull setfull set. If you are wearing a partialpartialpartialpartial set, dividedividedividedivide the given number by 10101010. This is the quality for individualindividualindividualindividual pieces. AddAddAddAdd together the qualities for all pieces of armor worn, rounding downrounding downrounding downrounding down to the whole number.)

    Light ArmorsLight ArmorsLight ArmorsLight ArmorsNordic Fur (1)Netch Leather (1)Boiled Netch Leather (2)Chiton (3)Imperial Studded Leather (3)Imperial Newtscale (3)Glass (5)

    Medium ArmorsMedium ArmorsMedium ArmorsMedium ArmorsNordic Ringmail (2)Imperial Chain (2)Bonemold (3)Imperial Dragonscale (4)Orcish (4)Dreugh (5)Adamantium (6)

    Heavy ArmorsHeavy ArmorsHeavy ArmorsHeavy ArmorsIron (2)Steel (3)Nordic Iron (3)

  • Imperial Steel (3)Imperial Silver (4)Nordic Trollbone (4)Imperial Templar Knight (4)Dwemer (5)Ebony (6)Daedric (7)

    WeaponsWeaponsWeaponsWeapons Weapons do the indicated amount of damagedamagedamagedamage plus the number of successesnumber of successesnumber of successesnumber of successes from the attack roll.

    Chiton (1)Iron (2)Silver (2)Steel (3)Dwarven (4)Bonemold (4)Glass (5)Orcish (6)Ebony (6)Daedric (7)

    Type modifiersType modifiersType modifiersType modifiers Melee Weapons Melee Weapons Melee Weapons Melee WeaponsShort blade (----2222 damage, ++++1111 attack per turn)Long blade (++++1111 damage, if attack succeeds by more than fourfourfourfour, target is proneproneproneprone.)Blunt Weapon (If attack succeeds by more than twotwotwotwo, target is proneproneproneprone.)Spear (++++1111 square reachreachreachreach.)Axe (++++1111 damage, if attack succeeds by more than threethreethreethree, target is proneproneproneprone)

    Marksman Weapons Marksman Weapons Marksman Weapons Marksman WeaponsShuriken (----4444 damage, range 50505050'''')Dart/Throwing Knife (----3333 damage, range 80808080'''')Shortbow (----1111 damage, range 200200200200'''')Longbow (range 300300300300'''')

    Combat ExampleCombat ExampleCombat ExampleCombat Example Lol, not finished.