The Elder Scrolls - Morrowind v1.1 v1.1 The Morrowind Lite 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 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 TreeSap. 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. CHIM 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 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 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 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... System For performing tasks, add the relevant ability to the relevant skill and roll that number of ten sided dice. Any dice that show a 7 or higher are "successes". If a die shows a "10 10", 10 that die is a critical success and you may roll it an additional time. If no dice are successes and at least one die shows a "11", the attempt is a botch, botch the task fails and something bad happens. For an unopposed mundane task, one success succes is required. For unopposed heroic tasks, the following difficulties: 3 - Average. 6 - Hard. 10 - Nearly Impossible. 15 - Epic. For opposed tasks, roll against the other persons' persons relevant ability and skill pool. Creating a Character "Each event is preceded by Prophecy. But without the hero, there is no Event." - Zurin Arctus, The Underking Abilities: Abilities All abilities start at 2 (excpt for Luck, which starts at 0). You have 7 dice to spend on abilities. No ability can go above 4 at character creation. Luck costs 4 dice to put a die into it. Skills: Skills All skills start at 0. You have 16 dice to spend on skills. No skill can go above 4 at character creation. Abilities -Skills Endurance Effects your health and how long you can go before being exhausted. exhausted "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 Medium 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 Heavy 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. -Spear Spear (C) The Spear skill permits effective use of long-hafted thrusting weapons like spears and halberds. Strength Effects damage with melee weapons, health and fatigue. fatigue "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." -Acrobatics Acrobatics (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. -Armorer Armorer (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. -Axe Axe (C) The Axe skill helps a user wield heavy chopping weapons like war axes and battleaxes more effectively. -Blunt Blunt Weapon (C) The Blunt Weapon skill makes you more effective when using heavy bashing weapons like maces, hammers, clubs, or staves. -Long Long Blade (C) The Long Blade skill lets one use broadswords, sabers, longswords, claymores, katanas, and dai-katanas effectively. Agility "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 it’s mark in the Ghouls’ eye, killing it immediately." Effects ability to hit and avoid attacks. attacks -Block Block (C) The Block skill allows one to use shields to block physical attacks. -Light Light 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. -Marksman Marksman (S) The Marksman skill affects the use of ranged weapons such as the short bow, long bow, crossbow, dart, throwing star, and throwing knife. -Sneak Sneak (S) The Sneak discipline is the art of moving unseen and unheard. Skilled sneaks are also adept pickpockets. Speed "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 movement. movement -Athletics Athletics (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 Hand to Hand (S) The Hand-to-hand skill is the martial art of unarmed combat. -Short Short Blade (S) Characters with great Short Blade skill are more effective with short, quick, thrusting weapons like daggers, tantos, short swords, and wakizashis. -Unarmored Unarmored (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. Personality "Tyronia Felannus did not like the officious little librarian, but he badly needed to research some restricted texts regarding the Imperial Order and it’s operations. With a little bit of smiling and a promise of a favor, he managed to get what he needed." Effect how much people like you, and the prices you get at vendors. -Illusion Illusion (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. -Mercantile Mercantile (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. -Speechcraft Speechcraft (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. Intelligence "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 spells you can cast and how efficient your creations are. -Alchemy Alchemy (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. -Conjuration Conjuration (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. -Enchant Enchant (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. -Security Security (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. Willpower "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 Magicka. Magicka It also determines your maximum Fatigue. Fatigue -Alteration Alteration (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. -Destruction Destruction (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. -Myticism Myticism (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. -Restoration Restoration (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. Luck "Gaenor had promised the stranger that he wouldn’t gamble away the handful of septims he had wheedled out of him, but after the rudeness of the stranger, Gaenor felt he didn’t 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 everything you do in a small way. Add this ability to all rolls. Races “You’ve finally arrived, but our records don’t show from where...” Altmer (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. Male Abilities: Intelligence +1, Speed -1, Strength -1 Female Abilities: Intelligence +1, Strength -1, Endurance -1 Skills: Alchemy, Alteration, Conjuration, Destruction, Enchant and Illusion +1 Special: Altmer have a -2 dice penalty to resist any Fire or Magicka and a -1 dice penalty to resist any Frost or Shock. Shock All Altmer also have a +3 dice bonus to resist common diseases. diseases For the purposes of calculating their Magicka pool, an Altmers' Intelligence is treated as 150% higher than it is. 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. Male Abilities: Agility +1, Speed +1, Endurance -1, Personality -1, Willpower -1. Female Abilities: Intelligence +1, Endurance -1, -1 Personality. Skills: Alchemy, Athletics, Illusion, Medium Armor, Mysticism, Spear and Unarmored +1. Special: Argonians are immune to poison, poison have a +3 dice bonus to resist common diseases and can breathe underwater. 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). Male Abilities: Agility +1, Speed +1, Endurance -1, Strength -1, Willpower -1. Female Abilities: Agility +1, Speed +1, Endurance -1, Strength -1, Willpower -1. Skills: Acrobatics, Alchemy, Light Armor, Marksman and Sneak +1 Special: Bosmer have +3 dice bonus to resist common disease. disease Any Bosmer can attempt to command an animal once per day (roll Personality vs. vs. Willpower.) Willpower 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 paleskinned 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. Male Abilities: Intelligence +1, Willpower +1, Agility -1, Endurance -1, Speed -1 Female Abilities: Intelligence +1, Willpower +1, Agility -1, Endurance -1, Strength -1. Skills: Alchemy, Alteration, Conjuration, Illusion, Mysticism and Restoration +1. Special: Bretons have +2 dice bonus to resist Magicka. Magicka For the purposes of calculating their Magicka pool, a Bretons' Intelligence is treated as 50% higher than it is. Bretons can abjure physical harm with a magical shield, shield providing a +2 dice on all physical defense rolls for one minute. minute Dunmer (Dark Elf, Moriche) The Dunmer, also known as Dark Elves, or Moriche in the Ayleid Language, are the ashskinned, 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. Male Abilities: Speed +1, -1 Personality, Willpower -1. Female Abilities: Speed +1, Endurance -1, Willpower -1. Skills: Athletics, Destruction, Light Armor, Long Blade, Marksman, Mysticism and Short Blade +1. Special: Dunmer have a +3 dice bonus to resist any Fire. Fire Dunmer can call upon the spirits of their ancestors once per day, providing a +2 dice bonus on all physical defense rolls. 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. Male Abilities: Personality +1, Agility -1, Willpower -1. Female Abilities: Personality +1, Agility -1, Speed -1. Skills: Blunt Weapon, Hand to Hand, Light Armor, Long Blade, Mercantile and Speechcraft +1. Special: Once per day each, an Imperial can absorb another's Fatigue (Willpower Willpower vs. vs. Willpower) Personality vs. Willpower and attempt to charm another humanoid (Personality vs. Willpower). Willpower 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. Male Abilities: Agility +1, Endurance -1, Willpower -1. Female Abilities: Agility +1, Strength -1, Willpower -1. Skills: Acrobatics, Athletics, Hand to Hand, Light Armor, Security, Sneak and Short Blade +1. Special: A Khajiit can once per day improve their sight temporarily, granting a +2 dice bonus on Perception rolls for a minute, and once per day attempt to make another humanoid flee in terror (Personality Personality vs. vs. Willpower). Willpower 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. Male Abilities: Endurance +1, Strength +1, Agility -1, Intellignce -1, Personality -1. Female Abilities: Strength +1, Willpower +1, Agility -1, Intelligence -1, Personality -1. Skills: Axe, Blunt Weapon, Heavy Armor, Long Blade, Medium Armor and Spear +1. Special: Immune to frost, frost +3 dice bonus to resist any Shock effect. A Nord can once per day touch an enemy for minor Frost damage and, once per day, day shield from physical harm, granting a +1 dice bonus on all physical defense for a minute. Orc (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. Male Abilities: Endurance +1, Strength +1, Willpower +1, Agility -1, Intelligence -1, Personality -1, Speed -1. Female Abilities: Endurance +1, Strength +1, Willpower +1, Agility -1, Personality -1, Speed -1. Skills: Armorer, Axe, Block, Heavy Armor and Medium Armor +1. Special: Orcs have a +1 dice bonus to resist Magicka effects. Once per day, day an Orc can go Berserk, granting 7 temporary Health levels, 7 temporary Fatigue, Berserk Fatigue +5 dice bonus to all attack rolls and -2 on all Agility rolls. rolls Berserk lasts for one minute, minute after which the penalties and bonuses go away. 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. Male Abilities: Endurance +1, Strength +1, Intelligence -1, Personality -1, Willpower -1. Female Abilities: Endurance +1, Intelligence -1, Willpower -1. Skills: Athletics, Axe, Blunt Weapon, Heavy Armor, Long Blade, Medium Armor and Short Blade +1. Special: Redguards have +3 dice bonus to resist Poison and Common Disease. Disease Once per day, day a Redguard can Adrenaline Rush, Rush granting the temporary benefits of +2 Agility, Agility, Endurance, Endurance, Speed, Speed, Strength and 2 Health levels. levels These benefits last for one minute. minute. Birthsigns “Our records indicate you were born under a certain sign...and what would that be?“ Guardian Birthsigns The T 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: +1 dice bonus to all attack rolls. rolls 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 Magicka pool, add half again to your Intelligence (i.e. if your INT was 10, 10 it's treated as 15 for Magicka pool determination). 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: +1 dice bonus to all physical defense rolls. 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 poison with a Hand to Hand check. Charge Birthsigns 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 +2 and Endurance +2. 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 +2. 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 day, day you may enter a regenerative state. You regain 2 health levels per round for 12 rounds. rounds Drawback: you have a -4 dice penalty to resist all Fire effects. 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 Magicka pool, add one and a half again your Intelligence (i.e. if your INT was 10, 10 it's treated as 25 for Magicka pool determination). Drawback: You have a -2 dice penalty to resist any Magicka effect. 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 defend against a spell, you gain half of the Magicka cost of the spell to your Magicka pool, not exceeding your maximum Magicka. For the purpose of determining your Magicka Magick pool, add twice again your Intelligence (i.e. if your INT was 10, 10 it's treated as 30 for Magicka pool determination). Drawback: you do not naturally regenerate Magicka. Magicka The 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 undead creatures to flee in terror with a successful Personality vs. vs. Willpower check; you receive a +4 dice bonus on these checks. In addition, once per day you can restore 20 health levels to yourself as a standard action. The 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 +2. Once per day as a touch attack, you can paralyze a target for one minute with a Willpower vs. vs. Willpower check; you automatically take 20 Fatigue damage. The 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 day, day you are able to turn invisible for one minute. minute This is dispelled if you take an offensive action. The 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 day for one minute, minute you can detect any animal, animal key and enchantment within 200' 200'. Once per day, day you can open a lock as if you had 6 successes on a Security check. Area focus. focus. Select a skill type for your character: Combat (C), Steath (S) or Magic (M). You gain +1 dice with the skills in that type. Health Add together your Endurance and Strength, Strength multiply by seven. seven This is how many health levels you have. When you reach zero health, you are dead. dead Fatigue Add together your Endurance, Endurance Strength and Willpower, Willpower multiply by three. three This is the number of rounds you may endure strenuous physical activity with no ill effect. For each round after that, you must succeed on a Hard (6) challenge by rolling a combined Endurance and Willpower check. Each time you fail, fail you incur a stacking -1 dice penalty to all actions. actions This penalty goes away after an hour of rest. Magicka Add together your Personality, Personality Intelligence and Willpower, Willpower multiply by three. three The result is your Magicka pool. pool You recover an amount of Magicka per hour equal to twice your Intelligence. Intelligence The cost of spells is calculated as follows: (Number of successes required) four + 1 for each required x (four additional higher magnitude). Small magnitude effect) requires 3 magnitude Example: a Firebolt spell (Small successes. four base + 1 because it's 1 magnitude above Minor magnitude). successes Multiply this by 5 (four This spell requires 15 Magicka to cast. Encumbrance Multiply your Strength by fifty. fifty This is the number of pounds you may carry without experiencing encumbrance. encumbrance For each 10 pounds of weight that you carry over this, you incur a stacking -1 dice penalty on all physical actions and a stacking -1 penalty on your movement speed. Perception Add together your Intelligence and Sneak. Sneak Roll this for noticing sneaking characters, realizing something's amiss, etc. Speed Add together your Speed and Athletics, Athletics add two. two This is the number of squares you can move in a turn. turn Reputation Reputation begins at 0 and is gained by accomplishing great deeds. deeds You may add your Reputation to any pool for the purposes of intimidation, intimidation, diplomacy, diplomacy or other rolls which can be swayed by your fame or supposed importance. importance Doing things: things Attacks are made by adding the Agility ability to the relevant weapon or magic skill and rolling that number of dice. This is defended against by rolling Agility and whatever armor or weapon skill is relevant. If the defender has a shield, shield he may roll Block 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 reduction. reduction You may attempt to parry a physical melee attack by making a physical melee attack roll against the attacker's initial attack roll. If you meet or exceed the attackers' roll, the attack is halted. Damage from an attack is decided by the base damage of the weapon and the number of successes over the defense rolled + the number of successes from a Strength roll. Full Swing Attacks To full swing attack, you must take no other action in the turn except for a 5' adjustment and/or communication. communication Until the beginning of your next turn, you may not parry (use weapon skill for defense). You may choose a number up to your Strength or Agility (whichever is lower). lower This number is subtracted from your agility-based defense pools and added to your weapon damage pool (if the weapon you wield is exceptionally large or heavy, add double the number). The damage bonus applies to one attack only. The Agility penalty applies to all Agility based defense rolls until the beginning of your next turn. Sneak Attacks If you are sneaking and you attack an unaware target with a physical weapon, your total direct physical damage (after armor reduction) is doubled. doubled After your first sneak attack against a particular enemy, they may make an immediate Perception check with a +6 on the check. This Perception bonus persists on additional checks to find you unless you move from the square that you attacked from. You can not sneak attack with an exceptionally large or heavy weapon, as sneak attacking requires precision. Multiple Actions You may take multiple actions in a turn. turn These actions have an additional difficulty on each action equal to the number of actions, with a stacking +1 difficulty on each action after the first (i.e. taking three actions in a turn would cause the actions to have difficulty modifiers of +3, +4, +5). Difficulties For an unopposed mundane task, one success is required. For unopposed heroic tasks, the following difficulties: 3 - Average. 6 - Hard. 10 - Nearly Impossible 15 - Epic For opposed pposed tasks, roll against the other persons' persons' relevant ability and skill pool. Improving Characters When a character has rolled (skill skill rating) rating x 10 successful checks for a skill in adverse conditions, the character gains +1 die to that skill rating. rating For every five skill improvements under an ability, add 1 to that ability. ability Schools of Magic: 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. 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. 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. 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. 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. 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. Magic is cast by rolling against a difficulty, difficulty modified by how you choose to cast. 1 - Minor 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 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 effect. Levitate, summon a bonewalker, damage someone's ability scores, become invisible, trap a creatures' soul, restore ability scores. 10 - Major effect. Lock/open complex locks, summon bound armor, disintegrate objects, paralyze someone, absorb spells, resist damage. 15 - Epic 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. Modifiers At self range - -1 (cannot reduce below 1 difficulty) At touch range - 0 At long range - +1 As area are effect - +2 for a 5' radius, +1 per additional 5' radius effected. Extended Duration - +1 per turn. Alchemy 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. Result of alchemy check: 1 - A very weak potion, healing a health level or giving a slight benefit. 3 - A poor potion, healing a little, having a small spell effect or benefit. 6 - A mediocre potion, having average healing property, a minor spell effect or fortification. 10 - A potent potion, having notable restorative properties, spell effects or physical bonuses. 15 - A masterful potion, curing major ills, having major spell effects or bodily fortifications. Enchanting Enchanting is the process of permanently applying a magical effect to an item by harnessing the power of a creature's soul. soul This skill governs the creation, use, and recharging of enchanted items. In order to enchant an object, you must be able to cast the spell to be imbued and have a soul gem containing a soul of at least as much power as the spell requires. The soul gem is consumed during the imbuing. Spell magnitudes and required soul magnitudes (with examples). Minor - Petty (Rat, Animated Skeleton, Cliff Racer) Small - Lesser (Netch, Elder Kwama) Moderate - Common (Clannfear, Bonewalker, Minor Dremora) Major - Greater (Atronach, Ogrim) Epic - Grand (Dremora Lord, Daedroth, Golden Saint) Result of the Enchant check is the same as spellcasting, but with the following modifiers also available. OneOne-time use - -3 Three times per day use - 0 Once per hour use - +2 AtAt-will or onon-hit use - +5 Constant effect - +8 If the Enchant check fails, fails the item is not enchanted and the soul gem is destroyed. destroyed Equipment Weapons and armor have condition ratings. ratings A piece of equipment can take a number of damage equal to the armor rating times 100 before being broken, broken which renders it unusable, unusable but not destroyed. Equipment can be repaired by using the Armorer skill, which adds the number of successes back to the items' condition. condition An Armorer check may be made once per minute. minute Armor: For each item of armor you are wearing (head, chest, left leg, right leg, left boot, right boot, left shoulder, right shoulder, left glove, right glove) you may roll 1 die while defending, defending up to your skill rating with that type of armor. Armors and base damage reduction (reduce the final damage taken by this amount. This is for wearing a full set. set If you are wearing a partial set, divide the given number by 10. 10 This is the quality for individual pieces. Add together the qualities for all pieces of armor worn, rounding down to the whole number.) Light Armors Nordic Fur (1) Netch Leather (1) Boiled Netch Leather (2) Chiton (3) Imperial Studded Leather (3) Imperial Newtscale (3) Glass (5) Medium Armors Nordic Ringmail (2) Imperial Chain (2) Bonemold (3) Imperial Dragonscale (4) Orcish (4) Dreugh (5) Adamantium (6) Heavy Armors Iron (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) Weapons Weapons do the indicated amount of damage plus the number 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 modifiers Melee Weapons Short blade (--2 damage, +1 attack per turn) Long blade (+ +1 damage, if attack succeeds by more than four, four target is prone.) prone Blunt Weapon (If attack succeeds by more than two, two target is prone.) prone Spear (+ +1 square reach.) reach Axe (+ +1 damage, if attack succeeds by more than three, three target is prone) prone Marksman Weapons Shuriken (--4 damage, range 50' 50') Dart/Throwing Knife (--3 damage, range 80' 80') Shortbow (--1 damage, range 200' 200') Longbow (range 300' 300') Combat Example Lol, not finished.
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