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UESRPG 3e V4.a4.2 - Rules Compendium

The Unofficial Elder Scrolls RPG 3rd Edition is a fan-made role-playing game set in the Elder Scrolls universe, providing a toolbox approach for players and Game Masters to create their own adventures. This version aims to streamline and improve upon previous editions, offering comprehensive rules for character creation, skills, combat, and magic. The game is not officially licensed and is intended for non-commercial use, with ongoing updates and expansions planned based on player feedback.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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0% found this document useful (0 votes)
1K views227 pages

UESRPG 3e V4.a4.2 - Rules Compendium

The Unofficial Elder Scrolls RPG 3rd Edition is a fan-made role-playing game set in the Elder Scrolls universe, providing a toolbox approach for players and Game Masters to create their own adventures. This version aims to streamline and improve upon previous editions, offering comprehensive rules for character creation, skills, combat, and magic. The game is not officially licensed and is intended for non-commercial use, with ongoing updates and expansions planned based on player feedback.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The Unofficial Elder Scrolls RPG

3rd Edition

Rules Compendium

V4.a4.2 Playtest Version


Credits
This book is a prerelease draft Version 4 of the UESRPG 3e Core Rulebook.
The latest version of the game can always be found online through our file/link compendium.
You can contact us by emailing seht.uesrpg@gmail.com

Project Coordinators Contributors Special Thanks


Seht Anerso Bethesda Softworks
Anon133 Baragei Our many beta testers
bored_1 Russ
Designers Caladbolg Shor
blindhamster chromeliger Happygrunt
Brimcon eygrima /tg/
DJ-Sheoth ezioauditore1017 /r/teslore users
Madmartigan LordPariah You, for your support!
Redoran MyLittlePuny
TheSeventh NullCascade
Vonfossen QuantumRipple
Roaper
Skelma
Volkow

Intellectual Property The Elder Scrolls®


The authors of this book do not claim ownership of any of the Copyright © 1993-2016 Bethesda Softworks LLC, a ZeniMax
intellectual properties found within. This is a purely unofficial, Media company. The Elder Scrolls, Bethesda Softworks,
not for profit, fan made work, and its commercial distribution ZeniMax and their respective logos are registered trademarks
to anyone under any circumstances is strictly prohibited. of ZeniMax Media Inc. All Rights Reserved.

Art Other Games


The authors of this book do not claim ownership of any of the This game draws inspiration from a number of other role-play-
images that appear in this or connected works. All art is used ing games. In particular: Dark Heresy (Fantasy Flight Games),
without permission. All credit goes to the respective owners: Eclipse Phase (Posthuman Studios), and Runequest Sixth
Edition (The Design Mechanism). The authors of this book do
not claim to own any of these games, or any of the mechanics
1Rich1 hyperionwitch mospineq drawn from and/or inspired by them. All credit goes to the
Adam Adamowicz hieronymus7z nikoladun respective owners.
adrianexile iriserelar pusiaty
aihito Izz-noxfox Ray Lederer This Book
alteya KoTnoneKoT RisingMonster The elements of this work that are not the intellectual prop-
arankin jedi-art-trick shinigamiwyvern erty of any of the aforementioned groups/individuals, or
Bethesda Softworks jorsch swietopelk any groups/individuals not mentioned, are licensed under a
cohenr laamdt TheMyzel Creative Commons Attribution-NonCommercial-ShareAlike
foolishlittlemortal leksotiger tigr3ss 3.0 Unported License.
ghostfire Lelek1980 Voltriobix
greyannis Michael Kirkbride z0h3
Introduction
“Go ye now in peace. Let thy fate be written in the Elder Scrolls...”
The Elder Scrolls: Arena

W elcome to the Unofficial Elder Scrolls Role-playing Game!


Known as the UESRPG for short, this is a fan made
role-playing game designed for play in the Elder Scrolls setting.
With that in mind, it is also worth noting that “canon” in this
setting is a rather fuzzy concept. We have tried to build an inter-
pretation of the setting that is generally agreeable. Fortunately
it should be quite simple for one to expand or alter the game
Purpose to fit their own vision of the Elder Scrolls universe.
Rather than attempting to focus on a particular era or region
within the greater Elder Scrolls setting, we have chosen to take Using this Book
a “toolbox” approach. This means that instead of using a specific This book contains all the information needed to create charac-
story, location, time, or place as the focus of the game, we have ters, and role-play in the Elder Scrolls setting. It includes all of
provided a set of tools to allow players and their game master the mechanics of the game, and is intended for use by players
(GM) to work together to create their own adventures in the and GMs alike.
world of the Elder Scrolls.

We’ve provided you with rules and content, but it’s up to each On Roleplaying Games
group to decide how to use it all. In many other role-playing This rulebook assumes that the reader is familiar with how
games, the players are agents of some group or organization role-playing games work, including concepts such as: the
with an explicit mission. However, the UESRPG provides no distinction between players and Game Masters, the differ-
such context, simply existing to give you the tools you need ence between PCs and NPCs, and basic dice mechanics. If
to create the story you want. Admittedly we have had to do you are not, we recommend you do some cursory online
some framing: we assume that most campaigns will take place research before proceeding, or ask your GM to help you.
in Tamriel, probably during the third or fourth eras. But there
is no reason that you cannot explore other parts of the setting.
But the UESRPG is not just one book! Three books make up
What’s New in Third Edition? the core of the game: this book, the GM Handbook, and the
Third edition has been our opportunity to polish and stream- Player Handbook. These books offer optional rules, additional
line all of the cool, but awkwardly-executed ideas from second character choices, and advice for both players and GMs.
edition. You’ll find the game is simpler, more streamlined, better
balanced, and generally easier to understand. On top of that we have planned a total of seven supplements to
expand upon the core books. These books are entirely content
Lore, Design, and Canon focused, and are packed with rules for monsters, strange magic,
The guiding principle of all our design decisions has always and powerful artifacts! These supplements are: Arcane Arts,
been the spirit of Elder Scrolls lore. Due to the nature of video Planes of Oblivion, Tamrielic Artifacts, Secrets of the
games as a medium there are a number of holes in our knowl- Dwemer, Inhabitants of Tamriel, Heroes of Tamriel, and
edge about the setting. Unfortunately there is no official Elder Dark Paths.
Scrolls role-playing game and so most of those holes will remain,
officially, unfilled. Finally, because we plan on consistently updating and expanding
the game, your feedback is critical in helping to make it the best
Because of this, and because of the level of detailed knowledge it can be. Drop by our file/link compendium if you want to
required to create a role-playing game for a specific setting, we find the latest version, have questions, or want to get involved.
have had to build our own interpretation of the Elder Scrolls. Thanks for your support, and enjoy the game!
Conflicting game mechanics, contradictory lore, and differences
in themes and presentation are all obstacles to any unified vision Seht
of the setting. We have had to make many tough choices about
how we want things to work in “our” Elder Scrolls, and you may
disagree with some of our decisions. That’s okay; just understand
that everything in the game is the way it is for a specific reason.

4
Ohmes38
Chapter 1: Getting Started 8 Ohmes-Raht39
Dagi-Raht39
Core Mechanics 9 Pahmar39
Making Tests 9 Senche39
Degrees of Success 9 Tojay40
Difficulty & Modifiers 9 Expanded Races 41
Critical Successes & Failures 10 The Proto-Races 41
Types of Tests 10 The Ayleids 41
Characteristic & Skill Tests 12 The Dwemer 42
Defining a Character 13 Falmer43
Characteristics13 The Maormer 44
Attributes15 The Sload 44
Skills17 Generate Characteristics 46
Talents17 Rolling Characteristic Scores 46
Traits17 Determine Birthsign 47
Magic17 The Warrior 47
Stamina 18 The Mage 48
Stamina Points 18 The Thief 48
Spending Stamina 18 Spend XP 49
Luck19 Finishing Touches 49
Spending Luck Points 19 Calculate Attributes 49
Luck Tests 19 Generate Lucky Numbers 50
Burning Luck 19 Purchase Gear & Equipment 50
Rest & Travel 20 Fill Out Your Character Sheet 50
Rest20 Flesh Out Your Character 50
Travel20 Bonds51
Items & Encumbrance 21 Character Traits 52
Character Advancement 22 Positive Traits 52
Negative Traits 53
Chapter 2: Character Creation 23 Severe Negative Traits 54
Character Names 55
Optimizing Characters 24 Powers58
Core Races 25
Altmer26 Chapter 3: Skills 60
Argonian27
Bosmer28 Skill Descriptions 62
Breton29 Acrobatics (Str, Ag) 62
Dunmer30 Alchemy (Int) 62
Imperial31 Alteration (Wp) 62
Khajiit32 Athletics (Str, End) 62
Nord33 Combat Style [Field] (Str, Ag) 62
Orsimer34 Command (Str, Int, Prs) 62
Redguard35 Commerce (Int, Prs) 63
Core Racial Variants 36 Conjuration (Wp) 63
Bosmer: The Unglamoured 36 Deceive (Int, Prs) 63
Breton or Nord: The Reachmen 36 Destruction (Wp) 63
Dunmer: Ashlanders 37 Enchant (Int) 63
Redguard: Crowns and Forebears 37 Evade (Ag) 64
Khajiit Subspecies 38 Illusion (Wp) 64
Alfiq38 Investigate (Int, Prc) 64
Cathay38 Logic (Int, Prc) 64
Lore (Int) 64
Mysticism (Wp) 64
Navigate (Int, Prc) 65
Necromancy (Int) 65
Observe (Prc) 65
Persuade (Str, Prs) 65
Profession [Field] (Varies) 65
Restoration (Wp) 65
Ride (Ag) 65
Stealth (Ag, Prc) 66
Subterfuge (Ag, Int) 66
Survival (Int, Prc) 66
Combat Styles 67 Secondary Actions 94
Reactions94
Chapter 4: Talents & Traits 68 Free Actions 95
Special Actions 96
Core Talents 69 Attacking & Defending 97
Awareness69 Melee Combat 99
Combat70 Unusual Combat Scenarios 100
Crafting74 Ranged Combat 102
General74 Combat Example 103
Intellectual75 Physical Health 105
Mobility75 Damage & Hit Locations 105
Resilience77 Wounds105
Social77 Healing106
Spellcasting78 Conditions106
Weapon Expertise 80 Movement & Size 111
Altmer83 Movement111
Argonian83 Size111
Bosmer83 Diseases112
Breton84 Contracting a Disease 112
Dunmer84 Common Diseases 112
Imperial84
Khajiit84 Chapter 6: Magic 118
Nord84
Orsimer85 Spellcasting120
Redguard85 Casting Spells 121
Expanded Racial Talents 85 Conventional Spells 122
Ayleid85 Spell Attributes 122
Falmer85 Alteration122
Maormer85 Conjuration126
Sload86 Destruction128
Traits87 Illusion131
Mysticism133
Chapter 5: Combat & Advanced Mechanics Necromancy135
Restoration135
 91 Unconventional Spells 138
Creating a Spell 138
Combat92 Rituals140
Combat Overview 92 Ritual Spellcasting 140
Movement Budget 93 Rite of Conjuring 140
Primary Actions 93 Rite of the Creation of Flesh 141
Rite of Morpholithic Inscription 141 Corruption Effects 191
Rite of Princely Summoning 142 Pain Sorcery Talents 192
Rite of Sight 142 Pain Rituals 192
Rite of Textual Inscription 142 Sword-Singer193
Rite of Undeath 143 Shehai Shen She Ru 193
Rite of Necromantic Transcendance 144 Abberant Swordsmanship 193
Rite of Soul Sight 144 Techniques194
Rite of Mortal Transference 144 Storm Voice 198
Soulsnare144 Warden210
Alchemy146
Alchemical Ingredients 146 Appendix 213
Creating Potions 147
Creating Poisons 148 Spell Making Reference 214
Magical Mishaps 149 Spell Attributes 214
Spell Backfire Tables 149 Spell Forms 214
Alchemical Backfires 153 Spell Effects 215
Enchanting154
Souls & Soul Gems 154
Cast Enchantments 155
Strike Enchantments 157
Constant Enchantments 158
Spell Scrolls 160

Chapter 7: Economics & Equipment 161


Pricing & Acquisition 162
Weapons164
Weapon Qualities 164
Armor170
Armor Qualities 170
Worn Armor 170
Shields173
Goods & Services 175
Arcane Items 178
Common Potions 180
Crafting181
Repairing Weapons & Armor 181

Chapter 8: Elite Advances (Optional) 183


White-Gold Artificer 184
Talents184
Ayleid Equipment 184
Imbuing Equipment 185
Ayleid Rituals 186
Lichdom187
The Rite of Unlife 187
Lich Traits 187
Special Abilities 187
Pain Sorcerer 188
Ayleid Flesh Magic 188
Pain Sorcery Spells 188
Chapter 1: Getting Started
“First thing, pilgrim. You’re new. And you look it. Here’s 200 drakes. Go get yourself a decent weapon. Or armor.
Or a spell. And second thing... you need a cover identity. Around here, ‘freelance adventurer’ is a common profession.
Sign on with the Fighters Guild, or Mages Guild, or Imperial cult, or Imperial legion, advance in the ranks, gain skill
and experience. Or go out on your own, look for freelance work, or trouble. Then, when you’re ready, come back, and
I’ll have orders for you.”

Caius Cosades, The Elder Scrolls III: Morrowind


A s is true for most roleplaying games, the goal of the Unofficial
Elder Scrolls RPG is to provide a framework for game
masters and players to craft and enjoy characters, stories and
You make tests by making a percentile roll and comparing
the result to a Target Number, often referred to as TN, and
typically a value between 1 and 100. If the roll is less than or
adventures in the Elder Scrolls setting. In order to achieve this, equal to the target number, the character succeeds. If the
a flexible set of core mechanics are needed, something capable roll is higher than the target number, they fail.
of handling a number of different scenarios with ease. This
Chapter will introduce you to these core mechanics, as well as Example: A character is attempting a very difficult task at which
the basic concepts necessary to understand the rest of the game. they are relatively skilled. After accounting for modifiers, they deter-
mine that their target number for the test is 37. They manage to
The Two Golden Rules roll a 32, below their target number, so they succeed!
This book contains quite a few rules, and it’s easy for one to get
lost, especially if one isn’t used to role-playing games of this Degrees of Success
type. In other cases, certain rules might not fit well with the Sometimes knowing whether or not your character succeeded
way your group prefers to play. Both of these cases can slow a test isn’t enough; in some cases you may also want to know
down, or otherwise harm, the gaming experience for a group. how well they performed a particular action. Each successful test
also produces a number that represents how well that character
To combat this, keep in mind these two golden rules above all succeeded on the task they were attempting.
others. First, if a certain rule is slowing play down too much,
just stop using it. Second, if you want to change something, It is not necessary to calculate degrees of success on most tests,
do it. While we have done our best to provide a ruleset that but certain tests (such as attack and defense rolls) require it,
should be acceptable, nobody knows what works for your group and it can also be useful if the GM wants a measure of roughly
better than you do. how strongly a character succeeded.

Core Mechanics A character’s Degrees of Success on a test is equal to the


10’s digit (the first number) of the result of their d100 roll. A
The goal of most people who play role-playing games is to character always achieves at least one degree of success if they
experience exciting, stressful, or dramatic situations in another pass a test, even if they roll a single digit result.
world or time through the eyes of their character. Invariably, the
players will want to know how well their characters perform Example: A character succeeds on a test with a target number of 47,
certain actions in these situations. They do this by making tests. and they rolled a 32, so they achieved three degrees of success. If the
same character were to pass that same test with any roll ranging from
Making Tests 40 to 47, then they would achieve four degrees of success instead.
A Test is a d100 roll made to determine whether or not a
character has succeeded or failed at a certain action, and to As characters improve their target numbers for common tasks
what degree. Characters will be called to make tests in a variety by increasing their skills, then higher and higher degrees of
of scenarios, but it’s important to remember that tests are not success naturally become possible for them. A character with
required for every action. There’s no need to make a test to a Target Number over 100 adds the 10s digit of their Target
have your character take a few steps across a room. If, on the Number to their DoS.
other hand, you find your character forced to walk across a
tightrope suspended above a lake of molten lava in order to Difficulty & Modifiers
escape angry Dremora (or something equally dramatic), then Not all tests are created equal! Modifiers are adjustments made
you will probably want to know if your character manages to to a test’s target number (not the roll itself ), that make the test
cross in time. It is recommended that the GM only require tests easier or harder for a character to pass. Bonuses are modifiers
if one or more of the following conditions hold true: that increase the target number and thus make success more
likely, while Penalties are modifiers that decrease the target
• The
 activity is unusual for the character, and not something number and thus make success less likely. If a test would be
they attempt routinely. subject to more than one modifier, simply add their values
• The character is lacking the time and/or tools necessary to together to determine the net modifier for that test.
complete the task.
• The circumstances and environment impose stress. The Difficulty of a test is a modifier applied based on how
• There are meaningful consequences for failing the action. much more difficult or easy the test becomes due to circumstance.
One of the most important jobs of the GM is to determine

9
the difficulty of tests. The test difficulty table below provides If a character rolls one of their Lucky Numbers then the test is
guidelines for recommended modifiers given particular levels considered a critical success (regardless of the target number).
of difficulty. On the flip side, if the character rolls one of their Unlucky
Numbers then the test is a critical failure (regardless of the
Once the difficulty has been decided, apply the modifier to the target number).
test’s target number and roll the test against the modified target
number. GMs who desire more finesse should not be afraid to A critical success is a dramatic, stunning success. GMs should
assign test difficulty in increments of +/- 5. reward characters with circumstantially appropriate effects
whenever they roll critical successes. Though in the case of
Example: A character attempts to break down a wooden door in a particularly difficult (or nigh impossible) tests, a critical success
dungeon. The GM decides that this task would be relatively easy might simply represent the fact that the character managed to
compared to breaking down a normal door, as the wood is aged succeed “normally” against all odds.
and rotting, and so assigns a difficulty of Easy to this test. They
also tell the player which Characteristic or Skill to use to determine A critical failure is an abysmal, terrible failure. GMs should
the target number (more on this in the Characteristic & Skill Tests punish characters with circumstantially appropriate effects
section). When making the test, the player would increase their whenever they roll critical failures. Though in the case of par-
normal target number by 20. ticularly easy tests, a critical failure might simply represent the
fact that the character managed to fail “normally” despite all
Test Difficulty Levels of their advantages.
Difficulty Modifier
Effortless +40 In combat, critical successes and failures have specific effects
for attack and defense rolls that are further explained in the
Simple +30
appropriate section.
Easy +20
Ordinary +10 Non-Player Character (NPC) Criticals
Average +0 Creatures and NPCs do not have Luck like a Player Character
Challenging -10 does; however, they still have the capacity to critically succeed
Difficult -20
or fail. Unless specified on the statblock, use the following rules:
On a roll of 1-3, the roll is considered a Critical Success.
Hard -30
On a roll of 98-100, the roll is considered a Critical Failure.
Very Hard -40
Note that the GM should feel free to impose modifiers on tests Types of Tests
beyond +/- 40 if it would be appropriate for the situation. This You won’t always be testing your character in the same way every
range is not meant to be limiting, it simply reflects the most session. There are four different types of tests that a character
common difficulty levels that will likely see use in an average can be called to make, each reflecting a different circumstance.
campaign.
Standard Tests
Critical Successes & Failures Tests without any opposition are known as Standard Tests.
Sometimes a character succeeds or fails a test in particularly They measure how well a character performs an action in a
spectacular ways. Such dramatic successes, or abysmal failures, particular situation. Standard tests are handled as described on
are referred to as Critical Successes or Critical Failures. the previous page: a result less than or equal to the modified
target number is a success, and a result above the target number
A character’s chance of rolling a critical success depends on their is a failure. The GM can call for the character to calculate their
five Lucky and Unlucky numbers. A character has a number of degrees of success on the roll if it is required by the test, or if
Lucky Numbers equal to their Luck Bonus (a concept we will they just want to have that additional metric.
explore in Defining a Character), and a number of Unlucky
Numbers equal to five minus their Luck bonus. These numbers Teamwork
are chosen randomly at character creation. Two or more characters can work together on a single task. The
character leading the effort is the one who makes the actual
Example: a character with a Luck bonus of 3 might have 7, 63, test, and as long as having someone to assist them would be
and 89 as their Lucky Numbers, and 16 and 44 as their Unlucky productive then they may reroll the test once if they fail initially.
Numbers. The helper(s) do not need to be trained in the skill being used

10
test) or succeeds weakly (fails the test).

Opposed Tests
Whenever a character’s action is directly opposed by that of
another character, the GM can call for an Opposed Test. Both
characters make a test against each other, with the result deter-
mining the winner. To make an opposed test, each character
rolls a standard test as appropriate to the situation. If only one
of the characters succeeds, that character wins. If both succeed,
then the characters have tied. If both fail, then nobody wins.
Note that both characters do not have to actually roll the same
test: characters making different tests for different actions can
still be acting in opposition to one another.

Opposed tests that result in a tie (both characters succeed) are


typically broken by comparing degrees of success, with the
character who has the greater success being the winner. Further
ties can be broken by having the characters reroll. Sometimes
the GM may rule that the test has simply resulted in a tie and
the two characters remain locked against each other until one
of them gives up or another opposed test is made.

If a character rolls a critical success during an opposed test, they


automatically win the contest regardless of their opponent’s
degrees of success (unless both rolled a critical success, in which
case the tie is broken by a roll off).

Extended Tests
Sometimes the GM may rule that a single task may require more
than one test to achieve. An extended test is simply a series of
one or more tests made by a character where each successful
as long as the GM decides that they can follow directions or test adds to the character’s total degrees of success. Once their
make themselves useful in some other way. total reaches a threshold decided by the GM, they pass the test.
This can be used to simulate tasks like breaking down a door.
Group Test
Sometimes the GM may call for multiple characters to attempt Most extended tests are also performed under some sort of time
to accomplish a task where each member of the group is expected pressure. With infinite time it is assumed the character could
to perform. In these cases the characters who are more skilled can eventually complete the task. However, if the task has a time
help cover for their comrades. To make a group test, everyone limit, then “failure” is simply represented by not achieving
in the group rolls the same test with the same modifiers. If at success in the allotted time.
least half of the group succeeds, then the whole group does.
Otherwise the group fails. This can be used to represent things Example: An Imperial soldier is attempting to bash down a door
like a group of characters attempting to navigate dangerous to help their comrade on the other side who is beset by foes. The
terrain or avoid detection by enemies. GM rules that this requires an extended test and that each turn
the soldier can make a Strength test to attempt to damage the door.
Simple Tests The GM has decided that 10 degrees of success are necessary to
In many circumstances there is no chance that a character will overcome the door. On their first turn the soldier succeeds with 5
fail a particular action, but the GM wants a simple gauge of degrees. On their second, they fail. On their first turn of the second
how well the character performs. In this case, a Simple Test round they succeed with 3 degrees. And on their second turn of the
may be employed. This is handled just like a standard test, but second round, they succeed with 4 degrees and finally smash the door
rather than determining success or failure, the result of the test down. Fortunately their ally is still alive, and at the start of the
determines whether the character succeeds strongly (passes the third round the soldier draws their sword and rushes into the room...

11
Once the governing characteristic has been determined, add
Characteristic & Skill Tests the character’s skill bonus (equal to ten times their skill rank)
Until now, we have simplified the concept of tests. Characters and any other applicable modifiers to the characteristic score.
are largely defined by their characteristics, which provide the f a character instead has no training in the skill, they suffer a
base target number for almost all tests. Characters also have -20 penalty in addition to any other applicable modifiers. This
skills, which can affect different tests in certain circumstances. value is the target number for the skill test.
All tests (regardless of the test’s type) can be divided into two
categories based on whether a characteristic or a skill is used to Example: A thief attempts to leap delicately between two rooftops.
determine the target number. The GM rules this requires an Acrobatics test of Challenging diffi-
culty (-10). The thief has the Acrobatics (Str, Ag) skill trained to
Characteristic Tests are tests made with a target number the Journeyman rank (+20). The player chooses Agility as the base
based on one of a character’s characteristic scores and modified characteristic for the test as it is higher than their Strength and
as appropriate for the difficulty of the test. These tests are used better fits the task at hand. They apply a net +10 modifier to their
when a character is performing a task that does not require Agility score of 43. They then roll a 37, which is a success (with 3
or benefit from specialized training and relies only on their degrees) against their target number of 53.
natural abilities.
Limited Skill Tests
Skill Tests are tests made with a target number based on one In some circumstances the GM may rule that a character’s
of a character’s characteristic scores and their relevant skill level. skill in one area is limited by their lack of skill in another. For
Like characteristic tests, skill tests are also modified as appropri- example, a character fighting while balancing on a moving
ate for the difficulty of the test; unlike characteristic tests, skill surface is limited by their ability to balance themself properly.
tests also take into account a character’s skill at whatever task In these cases the character may not take advantage of any of
they are attempting. Skill tests are used when a task requires their ranks in the primary skill that would exceed their ranks
some form of specialized training or skill to perform well. in the limiting one.

Each skill has an associated set of governing characteristics Example: A smuggler is dueling with a pirate on the deck of a ship
(listed in parenthesis next to the skill, typically) which are the on the high seas. The ship is rocking heavily in the waves, and
characteristics upon which that skill relies. Typically the player unfortunately for the smuggler they are not able to balance them-
chooses which characteristic to use, but the GM may require selves well enough to fight to their full potential in this environment.
that they must use a particular one if they feel the circumstances Their Combat Style skill, normally rank 3 (+30), is treated as being
dictate it. rank 1 (+10) because that is their Acrobatics skill rank.

12
Defining a Character Characteristics
The eight Characteristics are values that define the broad
In game terms, a character is simply a collection of statistics physical and mental capabilities of each character. Characteristics
and other information that help define and accurately represent have two pieces of information associated with them: the char-
a being in the Elder Scrolls setting. This same system is also acteristic score, and the characteristic bonus.
used to define the various people, monsters, and other beings
that populate the setting. From this point forward, the player A Characteristic’s Score is a numerical value representing that
characters will be referred to as PCs, while non-player characters specific Characteristic. It has a minimum of zero, but there is no
will be referred to as NPCs. Even monsters and other creatures upper limit on its value. The scores tend to hover in the 35-45
are classified as characters! Characters, particularly PCs, can range on average. Higher values are better. A given character-
be divided into two main parts: the character concept and the istic’s Bonus is a value equal to the tens digit of the associated
character profile. characteristic score and is used for certain calculations where
the full score is too large. Below is a list of all the characteristics
Character Concept that define a character, how they are abbreviated, and what they
A character concept simply defines who the character is within each represent.
the context of the game setting. This can range from a simple
idea in a player’s head (a dashing rogue who fights with a rapier!) Strength (Str / SB) measures a character’s physical prowess
to an in depth back-story written before the game begins. and their ability to employ that prowess and push themselves
However extensive it may be, all characters should have a basic to their physical limits.
concept associated with them, even the NPCs that the GM
creates for the party to interact with. Endurance (End / EB) measures a character’s physical health,
stamina and toughness, and their resistance to damage.
Character Profile
A character profile defines who the character is within the Agility (Ag / AB) measures a character’s physical speed, reflexes,
context of the game rules, providing a suite of stats which can and coordination, reflecting their overall ability to move quickly
be used to resolve a variety of dramatic scenarios in which the and gracefully.
character may find themselves. These values are the focus of the
majority of the rules in this book, and will be the focus of the Intelligence (Int / IB) measures a character’s mental prowess,
rest of this section as well. problem solving, reasoning, ability to recall information, and
understanding of the mysteries of magicka.
Each character profile is made up of the following elements:
Willpower (Wp / WB) measures a character’s mental control,
• Characteristics: Eight values that represent the broad resilience, and their ability to control and shape magicka.
physical and mental capabilities of the character.
• Attributes: Derived statistics that represent more specific Perception (Prc / PcB) measures a character’s physical aware-
measurements of a character capabilities and their current ness, as well as the accuracy of their “gut instincts” and intuition.
resources.
• Skills: A set of categories and associated ranks that reflect Personality (Prs / PsB) measures a character’s natural charisma,
a character’s ability to perform certain actions. presence, expressiveness, and social abilities.
• Talents: A set of unique abilities the character has come
to possess through training or experience. Luck (Lck / LB) measures a character’s good fortune and how
• Traits: Rules that reflect inherent physical facts about the often events tend to go their way. See Luck in Chapter 5.
character, certain abilities they naturally possess, or partic-
ular features of their personality. Favored Characteristics
• Magic: The set of all magical abilities the character possesses. Not all characteristics are created equal! Some characters excel
in certain areas over others, beyond a simple difference in raw
The primary means by which characters progress is through the characteristic score. Favored Characteristics are those char-
accumulation and use of Experience Points (XP) awarded acteristics a character is naturally gifted in; improving those
by the GM. XP can be spent by the players between game characteristics, or skills and abilities associated with them, is
sessions in order to improve or change their character’s profile easier than usual. Each PC has two favored characteristics.
in a number of ways. Advancing or learning skills or talents governed by a favored

13
characteristic, or advancing that characteristic, costs 75% of
the usual XP cost (round down to the nearest multiple of 5).

14
Attributes Linguistics (IB - 2, to a maximum of 4 )
A character’s Attributes are statistics derived from a character’s A character’s Linguistics is equal to their Intelligence bonus
characteristics that represent more specific measurements of minus two to a maximum of four and reflects the maximum
a character’s capabilities. While characteristics reflect general number languages that they can start with at character creation.
aptitude in a certain area, attributes measure specific values Every character starts with Cyrodilic, which is the common
with very precise meanings used for particular game mechanics. tongue around Tamriel and doesn’t count as one of the languages
known from this attribute. One Exotic language counts as 2
Health Points (Endurance / 2) languages known. Players should check in with their GM if they
A character’s Health Points (HP) maximum is equal to half their choose from the list of Exotic Languages. Additionally, GMs
Endurance score (round up) and reflects how much damage may expand this list of languages to fit setting of their game.
they can withstand before they die. Damage that characters
take reduce their current HP by the equivalent amount. For Languages
information, see Physical Health in Chapter 5. Common
Language Exotic Race Language
Race
Wound Threshold (EB + SB + WpB) Imperial Cyrodilic Dwemer Dwemeris
A character’s Wound Threshold (WT) is equal to the sum of their
Khajiit Ta’Agra Falmer Falmer
Endurance, Strength, and Willpower bonuses and reflects the
Nord Nordic Daedra Daedric
amount of damage an attack must deal to wound the character.
For information, see Physical Health in Chapter 5. Altmer Aldmeri Ayleid Ayleidoon
Argonian Jel Dragon Dovahzul
Optional Rule Note: Alternate Wounds Dunmer Dunmeri Ehlnofey Ehlnofex
If you’re using the rules for Alternate Wounds found in Redguard Yoku Akavir Akaviri
Physical Health later in Chapter 5, then your character
Bosmer Bosmeri Reachfolk Reach-tongue
will not have a Wound Threshold Attribute.
Breton Bretic
Stamina Points (Endurance Bonus) Orsimer Orcish
A character’s Stamina Point (SP) maximum is equal to their
Endurance bonus, though it may be modified in other ways. Important Note: Languages and Your Character
When characters fall below zero SP they gain a level of the fatigue Of all of the Attributes, Linguistics is the most malleable.
condition. For information, see Physical Health in Chapter 5. Think about this formula and chart as a starting point;
if what you end up with needs some tweaking to fit the
Magicka Points (Intelligence) idea you have for your character, consider discussing your
A character’s Magicka Points (MP) maximum, which is equal ideas with your GM.
to their Intelligence score, is a measure of how much magical
energy (known as magicka) the character is naturally able to Throughout the course of the game, Characters that wish
draw upon from their reserves. For information, see Chapter 6. to pursue learning languages can do so. Please discuss
with your GM on ways to do this.

Initiative Rating (AB + IB + PcB)


A character’s Initiative Rating (IR) is used when making initia-
tive rolls and is equal to the sum of their Agility, Intelligence, and
Perception bonuses. For information on initiative, see Combat
in Chapter 5.

Size Category (Standard by default)


A character’s Size Category reflects their physical size and the
effects thereof. All roughly human sized characters are Standard
size, but some characters can be larger or smaller. For informa-
tion see Movement & Size in Chapter 5.

Speed (SB + [2 x AB])

15
A character’s Speed, equal to the sum of their Strength bonus
and twice their Agility bonus, is a character’s movement ‘budget”
for each combat round. Every meter that they move during a
given round comes out of this total, and once a character has
used all of their movement for the round they cannot voluntarily
move any further. For information, see Movement & Size in
Chapter 5.

Carry Rating ([4 x SB] + [2 x EB])


A character’s Carry Rating (CR), equal to the sum of twice
their Endurance bonus and quadruple their Strength bonus,
provides a measure how much weight they can carry, lift, or
push. For information, see Items & Encumbrance at the end
of this chapter.

Action Points
A character’s Action Points (AP) maximum determines how
often a character can act in a combat round. Spent AP regen-
erates at the start of each new round. A character always has a
maximum of 3 AP.

Luck Points (LB)


A character’s Luck Point (LP) maximum is equal to their Luck
Bonus. LP can be spent for a number of unique effects, and
return to full at the start of each game session . For more infor-
mation, see Luck later in this chapter.

Lucky/Unlucky Numbers
A character has a number of Lucky Numbers equal to their Luck
bonus, and a number of Unlucky numbers equal to five minus
their Luck bonus. These numbers determine when they critically
succeed or critically fail, and are determined at character creation.
If a character’s Luck bonus drops by one or more, then change
one or more of their existing Lucky numbers (player’s choice
as to which ones) into Unlucky numbers so that their total
number of Lucky/Unlucky numbers remains the same. See
Critical Successes & Failures for details.

Experience Points
The character’s current amount of Experience Points (XP), which
increase throughout a campaign, can be spent on advancements.
See Character Advancement at the end of this chapter.

16
Skills Skill Ranks
A character’s Skills are a set of categories and associated ranks Skill Rank (Value) (Bonus) Equivalence
that reflect a character’s ability to perform certain actions. The (Untrained) (-20) No knowledge.
ranks reflect the character’s experience, training, and overall
Novice (0) (+0) Rudimentary knowledge.
ability to perform these various actions. Skills are either trained
or untrained. Each trained skill has a corresponding Skill Rank, Apprentice (1) (+10) Basic proficiency.
which has an associated value from 0 to 5, which reflects how Journeyman (2) (+20)
Hands on experience and/or
capable the character is at utilizing that skill. Each skill has one some professional training.
or more Governing Characteristics: a set of characteristics Extensive experience or
Adept (3) (+30)
that reflect the different ways that a character can utilize a training.
single skill. Expert (4) (+40) Professional level ability.
Master (5) (+50) Complete mastery.
Skills
Skill Governing Characteristics When a character makes a skill test, they apply a bonus equal
Acrobatics Strength, Agility to +10 times the value of their skill rank (starting at +0 for
novice [rank 0], and up to +50 at master [rank 5]) to the base
Alchemy Intelligence
characteristic. Typically the player chooses which characteristic
Alteration Willpower to use as the base, but the GM may require that they must use
Athletics Strength, Endurance a particular characteristic if they feel the circumstances dictate
Combat Style [Field] Strength, Agility it. If a character attempts to use a skill that is untrained instead
Strength, Intelligence, of trained, the test suffers a -20 penalty instead.
Command
Personality
Commerce Intelligence, Personality Specializations
Trained skills can also have accompanying Specializations,
Conjuration Willpower
which represent areas of concentration and focus in a character’s
Deceive Intelligence, Personality training and experience with that skill. A character may take as
Destruction Willpower many specializations as their rank in a given skill. When making
Enchant Intelligence a skill test in the listed area of specialization, the character gains
Evade Agility a +10 bonus to the test. A character may not benefit from more
Illusion Willpower than one specialization bonus on a single test.
Investigate Intelligence, Perception
For more information on skills, see Chapter 3.
Logic Intelligence, Perception
Lore Intelligence Talents
Mysticism Willpower A character’s Talents are the various unique abilities the char-
Navigate Intelligence, Perception acter has come to possess through training or experience. They
Observe Perception
include everything from passive bonuses to activated abilities,
and can even modify how the character uses certain skills. For
Persuade Strength, Personality
information, see Talents in Chapter 4.
Profession [Field] (Varies)
Restoration Willpower Traits
Ride Agility A character’s Traits are rules that reflect various natural facts
Stealth Agility, Perception about the character or certain abilities they possess. They include
things such as the ability to fly, inherent physical weaknesses,
Subterfuge Agility, Intelligence
personality traits, and so forth. For information, see Traits in
Survival Intelligence, Perception Chapter 4.

Magic
A character’s magic encompasses the spells, rituals, powers,
and other magical abilities they possess. For information, see
Chapter 6.

17
Stamina Spending Stamina
 character can choose to spend SP in exchange for a number
A
S tamina is a unique attribute compared to HP or MP in that of effects, though going below 0 SP causes the character to
it represents the character’s ability to push their physical limits gain a level of fatigue. Characters may spend Stamina for the
and can be spent for a variety of effects. Stamina is what allows following effects, but they cannot spend it for more than one
characters to trek for multiple kilometers through difficult ter- effect per character turn. A character cannot use both Luck
rain, land killing blows, and push themselves to new heights and SP to modify the result of a single test:
of physical strength and endurance. A character’s Stamina is
represented primarily by their Stamina Points, which measure  hysical Exertion (1 SP, spend before test): Gain a +20
• P
how often they can push their limits in this fashion. bonus on the next Strength or Endurance based skill or
characteristic test (except for Combat Style skill tests).
Stamina Points • Sprint (1 SP, spend before moving): Modify the character’s
 character’s Stamina Point (SP) maximum is equal to their
A dash action to allow them to move up to twice their speed.
Endurance bonus, though it may be modified in other ways. • Power Draw (1 SP): The character reduces the reload time
When a character is below zero SP they have a level of fatigue for the next shot with their current weapon by 1. Reload 0
for each point of Stamina below zero. means the reload is free unless the weapon has a minimum.
• Power Attack (1-3 SP, spend after initial roll): Add an
 character may still spend or lose SP even if they have
A amount of damage to a melee or ranged attack equal to
none remaining, but each time they do so they gain a level twice the stamina points spent to a maximum of 3 for +6
of fatigue. This can cause them to eventually exhaust themself damage.
and fall unconscious. • Power Block (1 SP, spend after damage roll): The char-
acter doubles the BR of their shield for the purposes of
Regaining SP resolving a block. This only modifies the BR of the shield
 character regains an amount of SP equal to their Endurance
A against physical damage, not magical damage types.
bonus after a long rest and regains only 1 SP after a short rest • Heroic Action (1 SP): The character regains a spent AP.
(or removes a level of fatigue). This may only be done once per round.

18
Luck
Optional Rule: Goal-Oriented Luck Points Refreshing
Luck is unique amongst the other characteristics in that it Some groups may find refreshing Luck Points at the
represents something more abstract than a character’s physical start of each session to be too frequent or stale. For these
strength or mental resilience. Luck reflects the tendency of groups, we recommend an optional rule: characters start
events to work out in a character’s favor. This can seem to with 1 LP after character creation and only gain LP by
represent nothing more than coincidence or good fortune, but earning them through character and party moments.
destiny and fate play a role as well. These might include adhering to a character’s Bonds, flaws,
and personality traits; good planning; positive interactions
Because Luck governs no skills, a character will not be called with deities; achieving character or party goals; and other
upon to test it as often as they might for another characteristic. moments or interactions the GM deems appropriate.
Luck is used in several ways: it determines a character’s chance GMs new to the system or their group should reward
of critical success or failure (as detailed earlier in this chapter), players with LP often until they have a good idea of how
they can spend Luck points for certain benefits, they can attempt the system and players use them. This rule adds more
Luck tests in certain circumstances, and they can burn Luck weight to character moments and can help make LP feel
permanently in exchange for a number of powerful effects. like a more meaningful resource, rather than a constant
Characters cannot advance Luck at any time. refreshment.

Spending Luck Points


Each session a character is afforded a number of Luck points, Burning Luck
(or LP, see Defining a Character in this chapter). A character’s The player characters are the heroes of the story, and fortune
LP max is equal to their Luck bonus, and they begin each favors heroes! Characters may choose to permanently reduce
new game session with this many LP available to them. their Luck characteristic score by one or more points in order
Characters may spend these luck points in order to influence to benefit from a number of different effects. This is known as
their character’s fate: Burning Luck.

• C haracters may spend a Luck point whenever they fail a Luck that a character burns never regenerates naturally. A char-
test. If they do so, the character may immediately reroll acter may burn any amount of Luck at any time.
that failed test. This may only be done once for a given
test, and cannot be used to reroll Critical Failures. Characters may burn Luck for the following effects. If they do
• Characters may spend a Luck point to add a degree of not have the required amount, simply burn all remaining Luck:
success to a successful test (including one passed using
spent Luck points). This can be done multiple times for a  urn 1 Luck: Add a degree of success to a successful test.
• B
given test. Once a character has used all of their LP for a This can be done multiple times for a given test.
given session, they can resort to burning luck (see below). • Burn 3 Luck: reroll a failed test. This may only be done
• Characters may spend a Luck point in order to modify the once for a given test. This can be used to reroll Critical
narrative in some way, such as retroactively “remembering” Failures.
to purchase something that would be helpful for the party. • Burn 5 Luck: Negate the effects of a critical failure. This
must be done immediately after the test is rolled.
Luck Tests • Burn 10 Luck: Ignore the effects of a wound (though
In certain situations the GM can call upon the character to make they still take the damage). Alternatively, and with GM
a Luck test in scenarios when they need to determine whether permission, this can be used to allow a character to survive
or not some random event happens to work in the character’s death at great cost (they are removed from play until the
favor. For example, if a character is knocking on doors during end of the encounter instead). Some GMs may not want
the night trying to find someone to help them, the GM could players to have the ability to extend the life of a character
have the character make a Luck roll to determine if someone this way, depending on the tone of a campaign.
happens to be at awake to hear them. These tests function just
like any other characteristic test.

19
Rest & Travel Short Rests
A short rest is an hour long period of downtime in which the
This section describes the rules for how characters can recover character performs no strenuous physical activity. At the end
when resting and how to handle travel across long distances. of a short rest, a character regenerates one Stamina Point or
removes one level of fatigue. Additionally, they recover a number
Rest of Magicka Points determined by dropping the ones place from
During their adventures characters will often spend long periods their Maximum MP. So, if a character’s Maximum Magicka is
of time in dangerous environments and situations, and will 56, they recover 5 Magicka.
typically need some time to recover afterwards. One way to do
that is by resting. There are two different types of rests; long GMs should excercise common sense in determining how fre-
rests and short rests. quently the party takes a Short Rest in any given day.

Long Rests Travel


A long rest is an 8 hour long period of downtime in which the Adventurers are often wanderers, traveling far across Tamriel in
character performs no strenuous physical activity. search of fame and fortune.

At the end of a long rest, a character removes a number of levels Travel Pace
of fatigue/regains SP (assuming all fatigue is removed first) A character, or group of characters, can travel at either a slow,
equal to their Endurance bonus, heals an amount of Health normal, or fast pace. This determines how far they can move in a
Points equal to their Endurance bonus (as long as they have no given period of time and how taxing the journey is. Characters
untreated wounds), and regenerates all of their missing Magicka traveling through particularly difficult terrain travel at half
Points. Many powers also recharge at the end of a long rest. the normal speed for their given pace.

Their natural healing is doubled if the character is focused Travel Pace


entirely on healing themselves or if another person is caring Pace Speed Effect
for them. Fast 7 kph / 56 km/day -20 to Observe
Normal 5 kph / 40 km/day -
A character cannot benefit from more than one long rest in a
24 hour period and must be conscious at the start to gain its Slow 3 kph / 24 km/day Can move stealthily
benefits.

20
Travel and Exhaustion When worn, the ENC of a given piece of armor is halved
The travel pace assumes that characters travel roughly 8 hours (round down). Shields do not benefit from this effect.
in a day. For each hour traveled beyond this the characters
must make an Endurance test, starting at +0 for the first Encumbrance Levels
hour, with a stacking -10 penalty for each subsequent hour. The number of times that a character’s total ENC (the sum of
On failure, the character loses 1 SP. the ENC of all the equipment they are carrying) exceeds their
Carry Rating determines their Encumbrance Level. Higher
Items & Encumbrance encumbrance levels apply specific penalties:

Encumbrance represents the mass and bulk of the items the • Test Penalty: A penalty to all physical and movement based
character is wearing, wielding, or carrying on their person. The Skill Tests and Characteristic Tests.
Encumbrance Value (ENC) of an item is a single digit number • Speed Penalty: A reduction of the character’s base Speed.
that represents this. Items with an ENC of zero are, on their own, • Stamina Penalty: A reduction of the character’s SP max.
inconsequential. But if a character is carrying a large number For each level this would reduce it below 0 the character
of these items, treat every 10 zero ENC items as having a total gains a level of fatigue.
ENC of one.
These penalties represent the raw difficulty of carrying some-
Containers like the sack, backpack, or chest hold the listed thing too heavy for your character. Thus they can stack with
amount of ENC found in “Clothing & Gear” on page 176, penalties for wearing particularly heavy armor, which represent
but halve the total effective value of the ENC contained within the difficulties of fighting while weighed down.
them as long as the objects could reasonably fit.

Encumbrance Levels and Effects


Level (Value) Total ENC Test Penalty Speed Penalty Stamina Penalty
Minimal (0) <= 1 times Carry Rating No Penalty No Penalty No Penalty
Moderate (1) > 1 times Carry Rating -10 -1 meter -1 SP max
Severe (2) > 2 times Carry Rating -20 1/2 Speed (round down) -3 SP max
Crushing (3) > 3 times Carry Rating -40 Immobilized -5 SP max

21
Character Advancement Advance Type
Characteristic Advance (+1 score)
Cost
30 x (Current Bonus) XP*
Learning a Skill Varies by Skill Rank**
The primary means by which characters progress in the UESRPG Novice Rank (0) 100 XP
is through the accumulation and use of Experience Points
Apprentice Rank (1) 200 XP (300 total)
(also known as XP) awarded by the GM. XP can be spent by
characters to purchase characteristic advances, train new skills, Journeyman Rank (2) 300 XP (600 total)
increase skill ranks, gain specializations, learn new magic, and Adept Rank (3) 400 XP (1000 total)
purchase talents. Remember that learning talents and ranking Expert Rank (4) 500 XP (1500 total)
skills governed by a favored characteristic, or advancing that Master Rank (5) 800 XP (2300 total)
characteristic (increasing its score by 1), costs 75% of the
Gaining a Specialization 100 XP
usual XP cost (round down to the nearest multiple of 5).
Expanding a Combat Style
25 XP
(adds one piece of equipment)
Optional Rule - Training Time Learning a Talent Varies by Talent Level
If the GM decides they dislike the idea of characters Novice Level 100 XP
gaining skills and talents “instantly” during downtime, Apprentice Level 200 XP
they can impose a training time upon their players. We Journeyman Level 300 XP
recommend a rate of 1 week per 100 XP spent, though
Adept Level 400 XP
this is only a rough guideline.
Expert Level 500 XP
Master Level 800 XP
Keep in mind that this table is different from the Character Learning Magic Varies by Magic
Creation table found at the end of Chapter 2. Once characters Learned during downtime
Learning Conventional Spell
are past character creation, they are more restricted in what they from books or a teacher.
can purchase with XP; for example, spells cannot be purchased Creating Unconventional Spell Created during downtime.
with XP after character creation. Ritual 25 XP w/ GM Persmission
* Characters cannot advance Luck.
** Skill ranks must be purchased in order (see Chapter 3)

Character Advancement XP Costs

22
Chapter 2: Character Creation
“Ah yes, we’ve been expecting you! You’ll have to be recorded before you’re officially released. There are a few
ways we can do this, and the choice is yours.”

Socucius Ergalla, The Elder Scrolls III: Morrowind


L egendary heroes fill the history of the Elder Scrolls setting,
but even the greatest heroes need to start somewhere. The
world of Tamriel is a vast and diverse one, and there are an
Step 5: Finishing Touches
Finally, calculate your character’s attributes and finalize any
remaining aspects of the character sheet. You’re good to go!
enormous number of potential characters a player may want to
create. However there are some things that all characters have Optimizing Characters
in common, and it is on this common ground that we can start
to build up a new character. As you create your character, you may have questions about how
you can make your character function well in the context of
Character creation and advancement is accomplished through the game. This section will act as a guide during the character
the use of experience points, or XP. creation process to answer those questions.

Standard character creation is a five step process. It is neces- One of the most important parts of this process is to gather as
sary to go through these steps in the correct order, and it is much information as possible, both from your GM and the other
recommended you read through this list before moving on in players. Even if your GM can’t give away particular details of the
order to inform your future decisions. When you actually start campaign, they should be able to give you a sense of the overall
building the character, write down the details from each step on tone, as well as what kinds of skills will be important to have.
a character sheet as you go along so you don’t lose track of things. It’s also important to talk to your fellow players, particularly
while building your characters, so that you can make sure your
Step 1: Race party as a whole is capable of taking on a variety of challenges
During this step you will choose your character’s race. We have and that each member has an important job to do.
included the “core” races featured in the games in this book,
though additional races can be found in the Players Handbook. Priorities
You should ask your GM which era the game is taking place in, When building your character it’s important to determine what
and which races are allowed for the campaign, before you pick your priorities are: what are your character’s most important
one. Each race comes with their own characteristic baseline used traits, and how are you going to represent them within the
to generate characteristics for members of that race, and many system? You’re working with a limited budget of XP, and while
races have bonus powers, starting skills, or traits. you might have an idea of where you want the character to go in
the future you’ll likely find that you have to focus on purchasing
Step 2: Generate Characteristics only the essentials at first.
During this step you will get to choose your character’s favored
characteristics and generate your characteristic scores using dice Magically oriented characters should ensure that they have
and the characteristic baseline appropriate to your choice of enough Magicka Points to support the types of spells they want
race in the previous step. to cast, and a high enough Willpower to reliably cast them.
The best way to increase one’s Magicka Points is through the
Step 3: Determine Birthsign use of the Power Well trait, a trait that increases the amount
Next, you determine your character’s Birthsign, choosing the of one’s Magicka Points and that can be attained as both a
charge of the Warrior, Mage, or Thief and then rolling on the racial bonus or through the use of certain Birthsigns. Though
appropriate table. There is a chance during this step that the for some characters there may be no need for lots of magicka:
character will receive the Star-Cursed version of a sign instead, a high Intelligence will suffice for an Alchemist or Enchanter.
reflecting the threatening presence of the Serpent sign at the
time of their birth. Combat oriented characters should think about how their
character fights. This means considering both how they plan
to engage and defeat their enemies in combat, as well as how
Step 4: Spend XP & Purchase Items they plan to survive combat.
Next, you spend your remaining XP on any character advance-
ments that you desire. Any XP remaining after this process is Characters that aren’t naturally tough will need another way to
over is kept after character creation. Characters also start with mitigate damage, either through magical means, the use of armor,
a budget of drakes which can be used in this step to purchase or evasion. When it comes to winning the fight, it’s important
equipment and other items that the character will begin the to consider how your character will position themselves relative
game with. to the rest of the party: having a “front line” can be veryuseful
if certain characters intend to engage at range, though these
front-liners will often find themselves fighting outnumbered.

24
There are also a wide variety of non-combat oriented characters Characters who have neither the ability to effectively fight in
that one might wish to create. There are too many to cover heavy armor, or the speed to dance around their foes, will benefit
here, but in general it is still important to consider how these most from simply not getting caught in a direct engagement.
characters will handle themselves if the party gets into a fight. Characters wielding ranged weapons or using ranged magic can
have a profound impact on the fight from a safe distance, where
Skill and Talents there is a much lower risk of having an axe buried in one’s skull.
The UESRPG 3e has a large number of skills and talents that
players can choose from when creating their characters, which Core Races
can lead to some difficult choices. Fortunately there are a few
general guidelines that players can follow when navigating The races provided in this section encompass the core races
character creation. portrayed in the Elder Scrolls games. Additional races can be
found in “Expanded Races” on page 41. Each race comes with
When it comes to skills, it’s important to decide how specialized their own characteristic baseline used to generate characteristics
your character needs to be. Mages dedicated to one particular for members of that race, and many races have bonus powers,
school of magic, or warriors devoted to a specific way of combat, starting skills, or traits. You should ask your GM which races
would both benefit from having a high rank in the relevant skill. are allowed in the campaign before you pick one.
Rogue type characters, on the other hand, can adopt a more
“jack of all trades” approach as they need to be able to navigate Some races have unique racial traits that are defined in their
a wide variety of situations. sections. Racial powers can be found in the Powers section later
in this Chapter.
There are also a number of non-combat skills that every char-
acter should consider learning, even if only at a very low level.
Skills like Observe, Survival, Lore, Ride, Navigate, Profession:
Medicine and Athletics are extremely useful for all types of
traveling adventurers.

Talents are a little more difficult to choose: there are a variety


of talents that have very powerful effects, but it’s easy to go
overboard. Some talents unlock the ability to do things that
other characters cannot, while others function to augment a
particular skill (such as by providing rerolls or replacing degrees
of success).

The critical decision is which of these abilities are necessary


to the character, and which are just nice to have. The former
are worth investing in early, while it is often better to replace
the latter with additional skill ranks that will prove critical at
lower XP values.

Surviving Combat
Even characters who shine off the battlefield can expect to find
themselves in combat at least once during a campaign. It is
important for every character to have a plan when things get
violent. Perhaps the most important thing to remember when
approaching combat is to not bite off more than you can chew:
fighting outnumbered is a very dangerous prospect, even for
skilled warriors. There are ways to prepare for this situation,
however: clever use of flanking and long Reach weapons, or
proficiency in the Evade skill can allow a character to survive in
combat against many enemies, while heavy armor and healing
magic can allow characters to last longer under pressure.

25
Altmer
The Altmer (or High Elves, as they are also known) are a race
of Mer that make their home on the Summerset Isles, a set of
islands off the south western coast of Tamriel. Many races of
Tamriel consider the Altmer to be quite beautiful due to their
fair, golden skinned complexion and the dazzling gem like colors
of their eyes; as such, the Altmer are welcome guests in most
parts of Tamriel, save for the Black Marsh and Vvardenfell.
However, the combination of their fair appearance, long lives,
propensity for magic, and resemblance to the Old Elves of
Tamriel tends to give Altmer an elevated sense of their own
importance. This can sometimes impact diplomatic relations
with the other races.

The use of magic is heavily emphasized in Altmer society, given


the latent magical gifts of the Altmer race. Those Altmer that
rarely or never leave the Summerset Isles are used to a culture in
which Magic permeates every level of society. Unfortunately, the
natural affinity of the Altmer race also leaves them vulnerable
to magical attack; however, most choose to pay little heed to
this drawback. Aside from their dependence on magic, Altmer
also tend to place a high cultural value on living for as long as
possible, often using magic to extend their longevity. Altmer
born and raised on Summerset Isle tend to be haughty and
more out of touch than those raised in other areas of Tamriel.

Altmer Characteristic Baseline


Str End Ag Int Wp Prc Prs
20 23 23 30 28 25 25

Traits (simplified: full rules can be found in Chapter 4)


• Disease Resistance (50%): Characters with this trait have a
chance to resist diseases. Whenever the character would be
infected by a common disease, roll a d100. If the roll is less
than or equal to 50, the character doesn’t get the disease.
• Power Well (20): Characters with this trait have more
magicka than usual. Increase their MP max by 20. This
trait can stack.
• Weakness (Magic, 2): This character increases all incoming
magic damage by 2 after mitigation and suffers a -20 penalty
tests made to resist non-damaging magical effects.
• (Racial) Mental Strength: Altmer ignore penalties to
Willpower tests made to resist paralysis.

Other
• During character creation, Altmer characters may pick
one of the traditional magic skills (Alchemy, Alteration,
Conjuration, Destruction, Enchanting, Illusion, Mysticism,
or Restoration) to begin trained at Novice rank for free.

26
Argonian
Argonians are a race of reptilian humanoids native to the land of
Black Marsh in south-eastern Tamriel. In Jel, their native tongue,
Argonians refer to themselves as Saxhleel (meaning “People
of the Root”) to show their absolute reverence towards and
dependence on a the Hist, a species of sentient trees that share
a singular and extremely intelligent mind. The Argonian people
owe the entirety of their life, culture, and shape to the Hist, as
the sap of the trees is a necessary catalyst for the metamorphosis
of young Argonians into their humanoid form. Traditionally
minded Argonians also believe the Hist is a repository for their
souls, reincarnating them after death.

Argonians are naturally suited to the dangerous environment


of Black Marsh and are resistant to most diseases and poison.
Additionally, Argonians have the ability to breathe indefinitely
while underwater, as well as formidable resistance to many kinds
of damage, courtesy of the Hist. In their homeland, Argonians
tend to live in either desolate, scattered villages or within the
ruins of great cities of stone, remnants of the Elves and other
extinct denizens of the Black Marsh. Given the necessity of
the Hist to their lifestyle, most Argonians rarely leave Black
Marsh by choice; however, some have been known to aban-
don Argonian society and venture out into the wider world
as adventurers and hired workers. Unfortunately, others are
sometimes forcibly removed from Black Marsh by slavers and
sold as chattel across Tamriel.

Argonian Characteristic Baseline


Str End Ag Int Wp Prc Prs
25 24 28 27 24 25 22

Traits (simplified: full rules can be found in Chapter 4)


• Disease Resistance (75%): Characters with this trait have a
chance to resist diseases. Whenever the character would be
infected by a common disease, roll a d100. If the roll is less
than or equal to 75, the character doesn’t get the disease.
• Immunity (Poison): The character is immune to the effects
of poison.
• Amphibious: The character can breathe water and ignores
the skill cap placed on their combat rolls by their Athletics
skill when fighting in water.
• (Racial) Inscrutable: Argonians receive a -10 penalty
to Persuade tests made to interact with non-Argonians.
However, Observe tests made to try to distinguish their
motives are made with a -10 penalty.

27
Bosmer
The Bosmer (or Wood Elves, as they are also known) are a race
of forest-dwelling Mer native to the province of Valenwood. In
their own tongue, the Bosmer refer to themselves as the Boiche,
or “Tree-Sap People”, a reference to their pact with the Aedra
Y’ffre. Like other elves, the Bosmer were originally from the
Summerset Isles; however, the Wood Elves scorned strict and
formal lifestyle of their Aldmeri ancestors, choosing to travel
to mainland Tamriel and live more carefree and simple lives.
Chronologically, the First Era is officially marked as starting
when the Bosmer united under the rule of the King Eplear, the
first of the Camoran Dynasty. Bosmer are known across Tamriel
as competent and deadly bow users; some rumors even claim
that the Wood Elves were the first to have invented and used
the bow as a weapon.

Despite the high status granted to Auri-El by most of the


Merish pantheons, the Bosmer hold Y’ffre in the highest regard.
As the first of the Aedra to help stabilize Nirn by becoming
an earthbone, Y’ffre helped the Wood Elves maintain their
shape during the Dawn Era. The grateful Bosmer accepted
his patronage, making an oath known as the Green Pact and
vowing to never eat nor harm any vegetation that grew within
Valenwood (though other plants outside the province have no
such protection). Because of their oath, those Bosmer native
to Valenwood (and even some who leave) are carnivorous, even
engaging in cannibalism on occasion.

Bosmer Characteristic Baseline


Str End Ag Int Wp Prc Prs
21 21 31 25 23 26 24

Traits (simplified: full rules can be found in Chapter 4)


• Disease Resistance (50%): Characters with this trait have a
chance to resist diseases. Whenever the character would be
infected by a common disease, roll a d100. If the roll is less
than or equal to 50, the character doesn’t get the disease.
• Resistance (Poison, 1): This character reduces all incoming
poison damage by 1 and gains a +10 bonus to tests made
to resist non-damaging poison effects.
• (Racial) Natural Archers: Bosmer add shortbows to any
combat style they use, and this does not count towards that
combat style’s five trained equipment types.
• (Racial) Beast Tongue: Bosmer can speak to, and under-
stand the speech of, animals. How exactly this functions is
left to the GM’s discretion, though it is recommended the
GM call for a Perception test when the Bosmer encounters
the speech of an unfamiliar animal to determine if they can
understand it and communicate back. Additionally, the
character receives a +20 bonus to any Profession [Animal
Trainer] skill tests they make.

28
Breton
The Bretons are a race of men native to the north western
province of High Rock. Bretons as a whole are generally dark-
haired, tall and gifted with a rare amount of intelligence and
willpower compared to the other races of men across Tamriel.
Despite their height, Bretons tend to have a slighter build, being
less muscular than Redguards or Nords. Bretons are descended
from both Aldmeri and Nedic bloodlines, giving them a unique
combination of abilities that both enhances their innate Aldmeri
talent for magic and suppresses their vulnerability to magic,
thanks to their Nedic heritage.

Culturally, Bretons possess a great love of art and philosophy,


as well as an innate connection with magic; this leads many
to scholarly pursuits, becoming great wizards and sorcerers.
Bretons are also prone to engaging in knightly pursuits, driven
on by a “quest-obsession” to do good deeds prevalent throught
Breton society.

Also worthy of mention are the Reachmen, a splinter group


of Bretons inhabiting the western reach that joins High Rock
and Skyrim. Violently opposed to the Breton kingdoms and
infighting of High Rock, the Reachmen have formed a tribal
society based on hedge magic learned from Orcs and bird-
witches known as Hagravens. Though far more ferocious than
their cultured cousins, the Reachmen live far more primitive
lives, trading the steel blades of High Rock for stone and bone,
the castles and towers for natural caverns.

Breton Characteristic Baseline


Str End Ag Int Wp Prc Prs
23 21 22 28 30 25 25

Traits (simplified: full rules can be found in Chapter 4)


• Resistance (Magic, 2): This character reduces all incoming
magic damage by 2 and gains a +20 bonus to tests made
to resist non-damaging magical effects.
• Power Well (10): Characters with this trait have more
magicka than usual. Increase their MP max by 10. This
trait can stack.

Other
• During character creation, Breton characters may pick
one of the traditional magic skills (Alchemy, Alteration,
Conjuration, Destruction, Enchanting, Illusion, Mysticism,
or Restoration) to begin trained at Novice rank for free.

29
Dunmer
The Dunmer (or Dark Elves, as they are also known) are a race
of xenophobic Mer native to the province of Morrowind, a land
dominated by a wasteland of dust and fire. Like other elves, the
Dunmer were originally from the Summerset Isles; however, they
are descended from the Chimer, a tribe of Aldmeri exiles who
fled Summerset to worship the Daedra, whom they title “Our
Stronger, Better Ancestors”. An agile and graceful people, the
Dunmer use their natural magical and physical abilities to their
advantage in combat. Physically their swordsmanship rivals that
of the Redguards of Hammerfell, while their natural affinity
for Destruction magic is rivaled only by their distant cousins
in the Summerset Isles.

Dunmer society is divided into two distinct areas: the more


civilized Great Houses and the nomadic Ashlanders. The Great
Houses of Morrowind behave more like nations than states,
divided as they are by both culture and politics. The only things
which unite the Great Houses are the temple and an almost
universal distaste for outlanders.

By contrast to the more civilized and political Great Houses,


Ashlander society is more tribal-oriented and nomadic. The
Ashlanders split from the society of the Great Houses over the
validity of the Temple’s doctrine, a conflict which has divided
the two sectors of Dunmer society ever since. Those who have
met the Ashlanders describe them as ferocious, chitin-armored
savages who are wary of strangers; however, beneath the xeno-
phobic surface of Ashlander society lies a deeply spiritual and
disciplined lifestyle, a vital key to the survival of the nomads
in the harsh land of Morrowind.

Dunmer Characteristic Baseline


Str End Ag Int Wp Prc Prs
25 24 29 25 24 25 23

Traits (simplified: full rules can be found in Chapter 4)


• Resistance (Fire, 3): This character reduces all incoming
fire damage by 3 and gains a +30 bonus to tests made to
resist non-damaging fire effects.

Powers (see the Powers section later in the Chapter)


• Ancestor Guardian

Other
• During character creation, Dunmer characters may choose
to begin with the Destruction skill trained to Novice rank
for free.

30
Imperial
Imperials (also known as Cyrods) are a race of men descended
from Nedics who settled in the province of Cyrodiil, most nota-
bly Nibenese and Colovians. From the time of the Merethic Era
the Imperials were held in slavery by the Ayleids (also known as
the Heartland High Elves) until a Nedic woman by the name
of Alessia organized a successful slave revolt with the help of
her champion Pelinal Whitestrake and demigod Morihaus.

Following the revolt, the Cyrods set up three different empires


under three different factions: Alessia and her followers, the
Reman Dynasty and the Septim Dynasty. Though the empires
had internal differences, more stark differences arose between the
more mercantile Nibenese and the rougher Colovians. Where
the Nibenese Imperials were skilled at trading the creation of
wealth, the Colovian Imperials were influenced by their northern
Nordic neighbors, turning to more physical pursuits such as
farming and war. In fact, such differences kept the Imperials
from becoming a unified people until the arrival of Reman
Cyrodiil in the First Era and Zero Cuhlecain at the end of the
Second Era.

Due to the central position of Cyrodiil in Tamriel, Cyrods have


learned to become shrewd traders and diplomats.

The more Nordic Imperials, Colovians, are rougher and more


physical than their Nibenese counterparts. The Nibenese are
more cosmopolitan than their Colovian bretheren and have
excelled in trade and other such pursuits.

Colovian Characteristic Baseline


Str End Ag Int Wp Prc Prs
26 27 24 24 25 25 25

Nibenese Characteristic Baseline


Str End Ag Int Wp Prc Prs
24 23 23 27 23 25 28

Traits (simplified: full rules can be found in Chapter 4)


• (Racial) Star of the West: Imperials increase their Stamina
Point maximum by 1.
• (Racial) Voice of the Emperor: Imperials speak with a
small bit of the power and majesty of the Emperors. They
may choose to use Willpower in place of the base charac-
teristic for a Persuade, Command, or Deceive skill test.

Other
• During character creation, Nibenese characters may pick
one of either the Commerce, Persuade, or Deceive skills
to begin trained at Novice rank for free.

31
Khajiit
Khajiit are a race of feline humanoids native to the province of
Elsweyr in southern Tamriel. In their native tongue of Ta’agra,
the word Khajiit means “desert walkers”, a fitting epithet for
the nomadic race. Unlike the other races of Tamriel, there are
a variety of different “breeds” of Khajiit, ranging from bipedal
to quadrupedal, the size of tigers to the size of house cats,
and many in between. Some are even unable to speak, while
others are hard to distinguish from elves. All of these things and
more are determined by the moons, cementing their place at
the center of Khajiit society. Aside from determining a given
Khajiit’s form and abilities, the moons also form the basis of
the Khajiit’s governmental system.

Most Khajiit value agility and cunning above brute force, as


these traits are valuable assets for survival in the harsh deserts and
tropical jungles the Khajiit call home. Their natural acrobatic
ability, intelligence and unmatched agility make the Khajiit
excellent guerrilla fighters, adventurers and thieves.

Each Khajiit breed counts as its own unique race, but only the
Suthay-Raht are presented here. Additional subspecies can be
found in the Players Handbook.

Suthay-Raht
Similar in height and build to the races of men, the Suthay-raht
are one of the most common breeds of Khajiit. Their coloring
ranges from dark brown and orange to light yellow, both with
and without stripes and spots. Suthay-raht are often referred to
as “Ja’Khajiit” (meaning “kitten”) by those of other races; this
appellation often strikes the Khajiit as odd, said title being one
of their names for Mehrunes Dagon.

Suthay-Raht Characteristic Baseline


Str End Ag Int Wp Prc Prs
22 22 29 25 21 28 24

Traits (simplified: full rules can be found in Chapter 4)


• Dark Sight: A character with this trait can see normally
even in areas with total darkness and never takes penalties
for acting in areas with dim or no lighting.
• Natural Weapons (Claws; 1d4; Slashing)

32
Nord
The Nords are a race of tall, fair haired men hailing from Skyrim
but found all along the coasts of Tamriel. Originating from the
continent of Atmora, the Nords are a fierce and proud people,
known for their natural aptitude as both warriors and seafar-
ers. Possessing great physical strength and endurance, Nords
also enjoy impressive resistance to magical frost and lightning.
Natural conquerors, the warlike and enterprising spirit of the
Nords has greatly influenced the history of Tamriel since their
arrival from Atmora in the late Merethic Era, with their armies
driving the Snow Elves into ruin and providing the strength
and impetus to forge the first empires of man.

The Nords consider themselves the sons and daughters of Kyne,


formed when the great Northern Winds broke upon the ground
at the Throat of the World. As such, they consider their breath
their very essence and some are able to channel their strength
and power into their voices in magical shouts known as the
Thu’um.

Honor and heroism are important virtues to a Nord, for they


believe that an honorable life or a valiant death will grant them
access to Sovngarde, Shor’s Hall. This belief makes Nords all but
fearless in battle, making war with an energy and enthusiasm
that terrifies their enemies. This leads many down the path of
the warrior; consequently, most Nords encountered outside
Skyrim pursue some martial enterprise, be it sellsword, brigand,
or wandering adventurer.

Nord Characteristic Baseline


Str End Ag Int Wp Prc Prs
30 28 23 21 24 25 23

Traits (simplified: full rules can be found in Chapter 4)


• Tough (1): Increase the character’s Wound Threshold by 1.
• Resistance (Frost, 2): This character reduces all incoming
frost damage by 2 and gains a +20 bonus to tests made to
resist non-damaging frost/cold effects.
• Resistance (Shock, 1): This character reduces all incoming
shock damage by 1 and gains a +10 bonus to tests made
to resist non-damaging shock effects.

Powers (see the Powers section later in the Chapter)


• War Cry

Optional Rule Note: Alternate Wounds


If you’re using the rules for Alternate Wounds, replace the
text for the Nord’s Tough trait with “Character gains a
+10 bonus to Shock Tests”.

33
Orsimer
The Orcs, sometimes known as Orsimer, are barbaric tribes
found in the north of Tamriel, concentrated in High Rock’s
Wrothgarian mountain range and with settlements in High
Rock, Skyrim, and Hammerfell. Known for their ugly appear-
ance (including but not limited to green or red skin, prominent
tusks, and unusual facial bone structure), propensity for violence,
and skill in metalcraft, the Orcs are commonly held to be the
least of the races. Although officially accepted as citizens by
the Cyrodiilic Empire after the events of the Warp in the West,
Tamriel’s populace still holds them in low regard, especially in
the northwest. With the few exceptions of those living in cities
or camps, most Orcs hail from Orsinium or a Stronghold, where
they are raised from birth to defend their clan and family.

Orcs have been bred for centuries to survive harsh conditions


and constant assault, and as such have a natural proficiency in
hand-to-hand combat. Their sheer physical strength makes them
formidable opponents when wearing heavy armor and wielding
two-handed weapons, especially when using products of their
own design. Most Orcs learn to work metal from a young age,
and even those who do not choose the smithing profession have
better skill to maintain their equipment. Orcs hailing from
wilderness Strongholds are generally more ferocious than their
Orsinium cousins, who tend to have more skill as craftsmen.

Orsimer Characteristic Baseline


Str End Ag Int Wp Prc Prs
28 30 22 23 26 24 22

Traits (simplified: full rules can be found in Chapter 4)


• Tough (1): Increase the character’s Wound Threshold by 1.
• Resilient (3): Increase the character’s HP maximum by 3.
• Resistance (Magic, 1): This character reduces all incoming
magic damage by 1 and gains a +10 bonus to tests made
to resist non-damaging magic effects.

Other
• During character creation, Orsimer characters may choose
to begin with the Profession [Smithing] skill trained to
Novice rank for free.

Optional Rule Note: Alternate Wounds


If you’re using the rules for Alternate Wounds, replace the
text for the Orsimer’s Tough trait with “Character gains a
+10 bonus to Shock Tests”.

34
Redguard
The Redguards originated from the continent of Yokuda, far to
Tamriel’s west. They are renowned sword masters and forged an
empire on Yokuda to rival Tamriel’s own. Following a disaster
which destroyed most of their homeland, the emigrated east to
Tamriel, where they landed on Hammerfell. In Hammerfell,
Redguard society split into two main camps: Forebears, those
who had come in the Warrior Wave to purge Hammerfell of
inhabitants, and Crowns, the upper-class who had followed.

The Redguards maintain a strong tradition of sword-mastery


and honor to this day, though the significant Redguard piracy
presence suggests interesting definitions of honor. Redguard
warriors are at their best when using their famed scimitars,
typically singly with a shield (though there are those who fight
with two scimitars, known as “dervishes”). They prefer lighter
armors and cloth to heavy metal, allowing for freedom and
rapidity of movement. Redguards make for strong individual
warriors, though only rarely does one find a Redguard who is
not part of a society or band. They are known for their strict
code of battlefield ethics, preferring to fight honorably even
against creatures they see as below them.

Redguard Characteristic Baseline


Str End Ag Int Wp Prc Prs
27 28 26 22 23 25 24

Traits (simplified: full rules can be found in Chapter 4)


• Disease Resistance (75%): Characters with this trait have a
chance to resist diseases. Whenever the character would be
infected by a common disease, roll a d100. If the roll is less
than or equal to 75, the character doesn’t get the disease.
• Resistance (Poison, 3): This character reduces all incoming
poison damage by 3 and gains a +30 bonus to tests made
to resist non-damaging poison effects.
Powers (see the Powers section later in the Chapter)
• Adrenaline Rush

Other
• During character creation, Redguard characters may choose
to begin with a Combat Style [Field] skill trained to Novice
rank for free.

35
Core Racial Variants • (Racial) Wild Shape: During character creation, the
Unglamoured must pick one trait associated with their
wild shape:
Some exceptional members of certain races deviate from the • Amphibious
norm due to extraordinary circumstances, which may be cultural, • Climber (AB x 2)
societal, or based on their place of origin. • Crawler
• Dark Sight
Listed below are several Racial Variants that can be incorpo- • Natural Toughness (1)
rated into a campaign with the GM’s permission. However, • Natural Weapons (Horns or Claws, 1d6 Slashing or
it’s essential to carefully consider them, as most of these may Crushing, 1m)
require the GM to pay extra attention to the cultural changes • Natural Weapons (Fangs, 1d4 Slashing, 1m) and
associated with these variants. Strong Jaws.
• Quadruped
Bosmer: The Unglamoured • Regeneration (1)
In the days before the Green Pact, the Bosmer constantly shifted • Swimmer
between numerous bestial forms, unable to control or maintain However, their altered form is also a curse. They must also
any single shape. With the assistance of Y’ffre, they eventually select one weakness:
acquired the ability to adopt a consistent form, evolving into • Silver-Scarred (2)
the Bosmer known today. Yet, their original wild nature remains, • Sun-Scarred (2)
concealed but ever-present. • Weakness (Fire, 2)
• Weak Bones(1)
Most Bosmer show no visible traces of this primal state, their
true forms obscured by the wild magic of Glamour. This Breton or Nord: The Reachmen
Glamour, however, is unpredictable. Some Bosmer lack this Before the Nords conquest of The Reach, it was the home of
protective magic, and it remains uncertain whether this absence a tribal people known as the Reachmen, men and women of
is due to divine retribution from Y’ffre or merely misfortune. mixed Breton and Nordic descent. Both Nords and Bretons
perceive the Reachmen as Mongrels and bloody savages.
These particular Bosmer manifest in various forms—part mer,
part beast, satyrs, redcaps, boggles, and other creatures of folk- Worshipping what they call the “Old Gods,” taking part in
lore—all marked by entirely black eyes. Within Bosmer society, blasphemous rituals, utilizing dark magicks and their general
they are regarded with suspicion and caution. They’re seldom xenophobic nature makes them feared amongst those that
found beyond Valenwood’s borders, but those who venture oppose them. Their most ill-famed ritual is the rite of the ven-
out quickly realize the broader world is as wary of them as geance, in which a Reachman has their heart replaced by a Briar
their own kin. seed, and infused with a spirit of vengeance to deliver terrible
retribution upon those that stole away their ancestral lands as
Creating an Unglamoured Bosmer follows the basic profile of an undead avenger.
standard Bosmer characters. However, they gain additional
rules to depict their unique status as shape-shifting outliers: They revere and glorify the Hagravens as their cultural leaders,
a practice that most of Tamriel considers to be foul, or simply
• (Racial) One With the Wild: Being more in touch with plain wrong. For these reasons, the Reachmen are regarded
the world than their brethren, the Unglamoured have no by most to be a savage people, full of madmen and Daedra
trouble surviving in the wilderness. They receive a +10 worshippers.
bonus on all Survival tests and gain a +20 on all Survival
tests relating to the traits chosen on their Wild Shape racial The Reachmen persistently and unrelentingly battle the Nords
trait. that rule over them, raiding their settlements when they can, and
• (Racial) The Beast Within: The Unglamoured are on the pillaging for the sake of causing chaos. Using the land to their
verge of the Wild Hunt, which can be seen and felt by advantage, and even the very spirits on their side, they battle
others in their presence. As a result of this uncanny aura, to take back the Reach. Driven by revenge for the conquering
Unglamoured receive a -10 penalty on all social skill tests of their lands, these men utilize whatever means necessary to
and a -20 on all social skill tests involving other Bosmer. drive out those that claim the Reach to be theirs.

36
Making a Reachman follows the base profile of making any Making an Ashlander follows the base profile of
Breton or Nord character, representing the mixed blood that making a Dunmer character, but gain the following
makes up their numbers, but replaces their usual Racial Traits, Traits and bonuses to represent their harsher lifestyle:
Powers, and any benefits listed as “Other” with the traits below:
• (Racial) Life in the Wasteland: Ashlanders are adapted
• (Racial) Fury of the Old Gods: The witch-men of the to life in the volcanic grasslands and deserts around Red
reach are blessed by the Old Gods with a righteous fury Mountain, and as a result gain a +10 bonus on all Survival
towards any and all invaders, and will not helm until every tests made in hot climates, and count their Resistance (Fire)
last one of them are dead at their feet. Any social interaction trait as being one point higher while in these environments.
test except Intimidation with people not sympathetic with • (Racial) Pride and Prejudice: Any social test except
the Reachmen suffers a -10 penalty as their native language Intimidation made by or towards an Ashlander suffers
and culture is difficult for outsiders to interpret. However, a -10 penalty unless the other character is familiar with
the Reachmen gain a +10 bonus to all Combat Style tests Ashlander customs and traditions. Additionally, Ashlander
made while Frenzied or using the All Out Attack action characters should keep in mind that most slights are resolved
as they fight with the fervor of the Old Gods themselves. in their society by ritualized duels, often to first blood,
• (Racial) Accustomed to the Profane: The men and women but sometimes to the death if the perceived insult is grave
of the reach are raised in tribal societies, surrounded by enough to warrant it.
profane practices and dark rites, which has tempered their
wills against the petty horrors of the world. They gain a Other Benefits
+30 bonus to resist Panic Tests, and a +20 bonus to resist • During character creation, Ashlanders may choose to
Horror Tests. begin with the Survival skill trained to Novice rank for
free, instead of Destruction.
Other Benefits
• During character creation, a Reachman may choose to Redguard: Crowns and Forebears
being with the Survival skill, or one of the traditional hedge While Redguard society as a whole consists of a single race with
magics (Alteration, Destruction, or Mysticism) trained to no great bodily variation, a cultural divide between the Crowns
Novice rank for free. and the Forebears split their people down the middle.
• Reachmen do not count as their parent race for the purpose
of Elite Advances (example: Tongue advance for Nords), but The people of the Crowns, the old nobility of Yokuda are a more
can still take the Racial Talents of their parent race found aristocratic people, focusing on trade and positive relations,
later in this book. while the Forebears, also known as the Warrior Wave or Ra’Gada,
were the common folk of Yokuda who invaded Hammerfell
Dunmer: Ashlanders and made it theirs by the sword. In most games, the difference
The Ashlanders of Morrowind isolate themselves from most will not matter as most people aren’t affiliated with the politics
of “modern” Dunmer society, and have become nomads that between the two factions, but for the games where the difference
travel the wastes. They are very distrusting of outsiders, and are matters, you can choose one of the following profile changes
traditionalist in their way of life. and apply it to the Redguard base profile.

After the Tribunal rose to power directly following the Battle Crowns
of Red Mountain, these Dunmer refused to accept the new • The character gains +1 Personality, and -2 Endurance.
Tribunal, believing that they betrayed and killed Lord Nerevar • The character replace Combat Style with Commerce or
at the Battle of Red Mountain. They follow the traditional Persuade as their free starting skill.
old ways of ancestor worship as well as worshipping Daedra,
specifically Boethiah, Azura, and Mephala. Forebears
• The character gains +1 Willpower, and -2 Personality.
The Ashlanders were slowly forced into the most • The character picks one additional weapon for their Combat
dangerous and inhospitable parts of Morrowind by the Style at character creation, but it must be a Sword or variant
Great Houses. This, their nomadic lifestyle, and their of a Sword such as a Sabre or Dagger.
clan based culture caused them to become more hardy
and adaptable in the hot wilderness around the slopes
of Red Mountain.

37
Khajiit Subspecies and total HP are halved.
• The Alfiq cannot speak normally, and must communicate
telepathically. Additionally, the Alfiq does not have oppos-
Khajiit are each subtly bound to the Lunar Lattice, a mysterious able thumbs, and will suffer penalties to any tasks requiring
force entitled the Ja-Kha’jay in their native tongue. The Lunar fine motor skills or grip, such as using a weapon. This is
Lattice determines the form a Khajiit assumes in life, according left to GM arbitration.
to the phases of Masser and Secunda at the time of their birth;
while Khajiiti newborns appear incredibly similar to one another Cathay
at birth, their future form becomes clear in a matter of weeks. The Cathay are similar to the Suthay-Raht in appearance and
This is due in part to the fact that, although born smaller than bi-pedalism, however possess greater stature and strength, and
the children of either man or mer, the Khajiiti mature at a are often described by non-khajiit races as “jaguar-men.”
significantly faster rate.
Cathay Characteristic Baseline
Rules for playing Suthay-Raht characters can be found in the Str End Ag Int Wp Prc Prs
Core Races section on page 32. Below are the rules for cre- 27 26 25 20 21 27 22
ating Khajiit characters of the major remaining types. Some
of the redundant variations have been left out, as well as a few
types that would otherwise be incapable of communicating with Traits (simplified: full rules can be found in Chapter 4)
others or about which we know nothing. Assuming you have the • Dark Sight: The Cathay can see normally even in areas
permission of your GM, treat these Khajiit just as you would with total darkness, and never takes penalties for acting in
any other race and follow the usual steps for character creation. areas with dim or no lighting.
• Natural Weapons (Claws; 1d6 Slashing)
Alfiq
A quadrupedal form of Khajiit, the Alfiq is, in many respects, Ohmes
similar to a common housecat. Although diminutive in form, Similar in many ways to the Bosmer, although generally of lesser
the Alfiq retain the keen intelligence of the Khajiiti, having stature. In order to avoid being mistaken as one of the Bosmer
the ability to understand the spoken word of others, although many Ohmes tattoo their faces to resemble a feline-aspect. The
unable to respond. Ohmes is the most common form seen outside of the province
of Elsweyr, taking advantage of other races’ preference to their
Alfiq Characteristic Baseline appearance to serve in positions of ambassadorship and trade.
Str End Ag Int Wp Prc Prs
10 15 30 28 27 30 20 Ohmes Characteristic Baseline
Str End Ag Int Wp Prc Prs
20 20 27 27 24 26 27
Traits (simplified: full rules can be found in Chapter 4)
• Dark Sight: The Alfiq can see normally even in areas with
total darkness, and never takes penalties for acting in areas Traits (simplified: full rules can be found in Chapter 4)
with dim or no lighting. • Dark Sight: The Ohmes can see normally even in areas
• Quadruped: The Alfiq moves up to twice their speed when with total darkness, and never takes penalties for acting in
they use the Dash action and three times their speed when areas with dim or no lighting.
they use the Sprint stamina ability. • Natural Weapons (Claws; 1d4 Slashing)
• Telepathy (3): The Alfiq can broadcast a complex sen-
tence each round as a free action to all characters within
WpB*100m.

Other
• During character creation, the Alfiq may learn the Catfall
talent for free.
• Alfiq can purchase the Thought Caster talent without
meeting any talent or characteristic prerequisites.
• Alfiq are Tiny sized characters. Attempts to hit the Alfiq
suffer a -20 penalty. However, the character’s Carry Rating

38
Ohmes-Raht Pahmar
Similar to the race of men, save for their short, light-colored fur, The Pahmer are similar in appearance and size to tigers. It is
the Ohmes-raht may easily be mistaken as men at a distance. unknown exactly how they communicate, but most believe it
Unlike the many other species of Khajiit who walk like cats is by means of a more primal form of Ta’agra.
upon the balls of their feet, the Ohmes-raht walk upon their
heels. They often serve in positions of ambassadorship and trade. Pahmar Characteristic Baseline
Str End Ag Int Wp Prc Prs
Ohmes-Raht Characteristic Baseline 30 28 25 15 20 30 15
Str End Ag Int Wp Prc Prs
22 22 25 26 21 28 27
Traits (simplified: full rules can be found in Chapter 4)
• Dark Sight: The Pahmar can see normally even in areas
Traits (simplified: full rules can be found in Chapter 4) with total darkness, and never takes penalties for acting in
• Dark Sight: The Ohmes-Raht can see normally even in areas with dim or no lighting.
areas with total darkness, and never takes penalties for • Quadruped: The Pahmar moves up to twice their speed
acting in areas with dim or no lighting. when they use the Dash action and three times their speed
• Natural Weapons (Claws; 1d4 Slashing) when they use the Sprint stamina ability.
• Natural Weapons (Claws; 1d10 Slashing)
Dagi-Raht • Natural Weapons (Fangs; 1d8 Splitting): Attacks made
Similar in all respects to the Dagi, while somewhat larger, using this natural weapon do not require a free hand
however not overly so as they are able to dwell in higher tree • Strong Jaws: Automatically start grapple with fangs. Target
branches of the Tenmar forest, like the Dagi. It can be assumed tests against the original Attack test to resolve the grapple.
that, like their smaller cousins, they are naturally skilled in the Counter-Attacks with fang attacks bypasses AR.
use of magic.
Other
Dagi-Raht Characteristic Baseline • During character creation, the Pahmar may learn the Catfall
Str End Ag Int Wp Prc Prs talent for free.
20 20 28 26 26 27 22 • Looted armor must be modified by a smith before the
Pahmar can equip it.
• The Pahmar does not have opposable thumbs, and will
Traits (simplified: full rules can be found in Chapter 4) suffer penalties to any tasks requiring fine motor skills or
• Dark Sight: The Dagi-Raht can see normally even in areas grip, such as using a weapon. This is left to GM arbitration.
with total darkness, and never takes penalties for acting in
areas with dim or no lighting. Senche
• Natural Weapons (Claws; 1d4 Slashing) The Senche are the size of horses, and often used as steeds by
• Power Well (20): Increase the Dagi-Raht’s MP max by 20. smaller breeds. It is unknown exactly how they communicate,
This trait can stack. but most believe it is by means of a more primal form of Ta’agra.

Other Senche Characteristic Baseline


• During character creation, the Dagi-Raht may start with Str End Ag Int Wp Prc Prs
the Acrobatics skill trained to Novice, thay can take the 30 28 25 15 20 30 15
Catfall talent for free, or both together for 100 CrP.

Traits (simplified: full rules can be found in Chapter 4)


• Dark Sight: The Senche can see normally even in areas
with total darkness, and never takes penalties for acting in
areas with dim or no lighting.
• Quadruped: The Senche moves up to twice their speed
when they use the Dash action and three times their speed
when they use the Sprint stamina ability.
• Natural Weapons (Claws; 1d10 Slashing)

39
• Natural Weapons (Fangs; 1d8 Splitting): Attacks made
using this natural weapon do not require a free hand.
• Vicious (SB + 1): The Senche treats their Strength Bonus
as 1 point higher for resolving damage.
• Strong Jaws: Automatically start grapple with fangs. Target
tests against the original Attack test to resolve the grapple.
Counter-Attacks with fang attacks bypasses AR.
Other
• During character creation, the Senche may learn the Catfall
talent for free.
• Looted armor must be modified by a smith before the
Senche can equip it.
• The Senche does not have opposable thumbs, and will
suffer penalties to any tasks requiring fine motor skills or
grip, such as using a weapon. This is left to GM arbitration.
• Senche are Large sized creatures. Attempts to hit the char-
acter with ranged attacks gain a +10 bonus.

Tojay
Tojay live in the marshes and jungle regions of southern Elsweyr.

Tojay Characteristic Baseline


Str End Ag Int Wp Prc Prs
25 24 28 27 24 25 22

Traits (simplified: full rules can be found in Chapter 4)


• Dark Sight: The Tojay can see normally even in areas with
total darkness, and never takes penalties for acting in areas
with dim or no lighting.
• Natural Weapons (Fangs; 1d4 Splitting): Attacks made
using this natural weapon do not require a free hand.
• Disease Resistance (50%): Whenever the Tojay would be
infected by a common disease, roll a d100. On a roll of 50
or less, the character resists the disease.
• Resistance (Poison, 2): The Tojay reduces all incoming
Poison damage by 2 points, and gains a +20 to resist any
non-damaging Poison effects.

40
Expanded Races the beginning of the Late Ayleid Period. Their greatest fortress,
White Gold Tower, was turned into the Imperial Palace by
Alessia and her descendants, and it remains so to this day. The
This section contains a set of rules for additional playable races. last of the Ayleids who opposed Alessia held out at a village in
Some of these can be used in any campaign, while others only the vicinity of modern day Bravil and it took Alessia’s forces,
have a place in certain adventures. When choosing a race from led by Bravillius Tasus, four attempts to finally defeat them.
this section, always consult your GM first. Depending on
when and where your campaign is set, your GM may choose In 1E 393 the Alessian Order sacked the ancient Ayleid temple
to prohibit the use of some or all of these races when you of Malada in their attempts to eradicate all Elven presence in
are creating a character. The relevant section for each race will Cyrodiil.
provide some advice in this matter to help you and your GM
decide if a certain type of character is appropriate. Ayleid culture lingered in the city-states that survived as client
kingdoms of Alessian Cyrodiil, but most of the Elven population
The Proto-Races was finally driven into exile (largely to Valenwood) by the intol-
Between the Aldmer, Atmorans, Nedes, Chimer, and others, erance of the Alessian Order, though some Ayleids remained in
there are a variety of races that can be classified as “proto-races:” Cyrodiil, serving as mentors and tutors for the new human
ancestors of one or more of the “modern” peoples of Tamriel. nobility. The last remaining kingdom of the Ayleids, Nenalata,
Much of what we know about these races tends to come from was last heard of in 1E 482 at the Battle of Glenumbria Moors;
myths and legends maintained by their descendants, and thus whether the King’s people made it through the next few centuries
cannot be taken entirely at face value. On the other hand, the is unknown, but this was a significant event: the Late Ayleid
Elder Scrolls setting is a strange place, and more often than not Period was ended, and the Ayleids would never again be seen
myths have truth to them. Thus we have decided to leave it to as a military or political power.
individual groups to decide which of these interpretations is
more appropriate to their campaign. Our general recommen- It is possible that some tribes of Ayleids may continue to live
dation is to utilize the appropriate modern race as a template deep within the forests of Cyrodiil even today. Yet the most
for their predecessors (Nords for Atmorans, Altmer for Aldmer, recent reported sightings are more than 1000 years old. These
etc), making tweaks as appropriate. Groups that favor a more Ayleids, or Wild Elves, are at best a rarity and may not have
powerful vision of the ancestral races of Tamriel should feel free actually survived into the Third Era. The Ayleid Sage Tjurhane
to tack on points and traits as they see fit, while groups looking Fyrre talked and wrote extensively of the state of the Ayleid
for a more down to earth game should be able to get by just culture in the late First Era and early Second Era. According to
fine with the races found in the Core Rulebook. Fyrre, the Ayleids of this time lived in a tribal society, with each
“tribe” being substantially different from the next.
The Ayleids
The Ayleids were the descendants of the Aldmer that emigrated
to Cyrodiil (from Summerset Isle). At one point they controlled
the entirety of what is now the Imperial Province of Cyrodiil,
and enslaved the indigenous Cyrodilic and Nordic populations.
These slaves were used in various ways- to build and maintain
roads and temples and to drain fields. Some Ayleids are even
said to have tortured slaves for amusement. During the Slave
Rebellion of 1E 242 the nearby human kingdom of Skyrim
lent help to their enslaved relatives in the Ayleid Empire, which
played a part in the Ayleids being overthrown by the Slave
Queen Alessia and her supporters, and the subsequent shift in
power from Mer to Men on Tamriel.

It also appears that Alessia’s rebellion coincided with a civil


war within the Ayleid Empire which led to many rebel Ayleid
lords joining forces with Alessia, and aiding her in her rebel-
lion. Though the Ayleids would continue to have a presence
in Cyrodiil for several hundred years more, they were never
again a major military or political power. This event signaled

41
Ayleid Player Characters that there were few significant Dwemer settlements elsewhere
Below are the rules for creating Ayleid characters. Assuming you until 1E 420. The presentation of the Dwemer in fictitious
have the permission of your GM, treat the Ayleid just as you but popular novels like the Ancient Tales of the Dwemer has
would any other race and follow the usual steps for character also lodged an inaccurate impression of them in the popular
creation. consciousness, painting them as familiar, comfortable characters
Ayleid Characteristic Baseline very similar to humans. In reality, they are better described as
Str End Ag Int Wp Prc Prs having been fearsome, unfathomable, and even cruel, though
20 23 25 28 27 25 26 also careful, intelligent, and industrious. Their society consisted
of free-thinking yet reclusive clans devoted to the secrets of
Traits (simplified: full rules can be found in Chapter 4) science, engineering, and the arcane until they mysteriously
• Weakness (Magic, 1): The character increases all incoming disappeared around 1E 700.
Magic damage by 1 point, and suffers a -10 penalty to all
tests to resist non-damaging magical effects. Dwemer Player Characters
• Power Well (5): The character increases their maximum Below are the rules for creating Dwemer characters. Assuming
Magicka Points by 5. you have the permission of your GM, treat the Dwemer just
• (Racial) Empowered by Starlight: Ayleid characters treat as you would any other race and follow the usual steps for
their Willpower Bonus as being 2 higher for the purpose of character creation.
spell restraint while under direct starlight. The Ayleid can Dwemer Characteristic Baseline
choose to forfeit this bonus as a free action for the rest of Str End Ag Int Wp Prc Prs
the night in order to absorb some of the radiating magicka, 24 24 22 30 28 25 21
regaining 15 Magicka Points instantly.
• (Racial) Flesh Shaper: When an Ayleid uses any Restoration Traits (simplified: full rules can be found in Chapter 4)
spell that regenerates a target’s health, they can choose to • Power Well (5)
inflict the specified amount as Magic damage instead. Any • Weakness (Frost, 1): The character increases all incoming
spells used in this way count as attacks. Additionally, an frost damage by 1 after mitigation, and suffers a -10 penalty
Ayleid can use the Stabilize spell to Treat wounds. tests made to resist non-damaging frost effects. This trait
can stack.
Other
• During character creation, Ayleid characters can choose to Powers (see the Powers section later in the Chapter)
begin with the Restoration or Enchanting skill trained to • The Calling
Novice rank for free.
Other
The Dwemer • Dwemer characters suffer a -10 penalty to Survival skill
The Dwemer, the “people of the deep”, are a fabled “Lost tests made while above ground.
Race” of Mer from Dwemereth, which mostly consisted of • During character creation, Dwemer characters may choose
modern-day Morrowind, where they are believed to have been to begin with the Logic skill trained to Novice rank for free.
the most prolific, though they also had a strong presence in
Hammerfell, High Rock, and Skyrim. Meric races use the term
“Dwemer”, which translates to “Deep-Elves” or “Deep Folk”.
Men commonly refer to them as Dwarves. The early history
of the Dwemer is still clouded in mystery. There is no known
story of their dissociation from the Aldmer, which must have
occurred very early in Tamrielic history, as their society bore few
correlations with that of the Altmer besides some similar legal
principles. The Dwemer built elaborate underground cities near
and beneath mountain ranges, including the Velothi Mountains
and Red Mountain, and in the mountains of the isle Stros
M’Kai.

Many misconceptions about them have abounded for cen-


turies: scholars long thought that most Dwemer ruins which
dotted Tamriel outside Morrowind were mere outposts and

42
sentiments were not shared by the Falmer, as they attacked their
Falmer untainted cousins with the same ferocity that they displayed
The Falmer (or Snow Elves) were once a proud people with an towards the other surface races.
unusually great aptitude for magic. They had a strong resistance
to frost, as their skin was coated with a thin layer of blue-white Falmer Player Characters
ice. They inhabited Skyrim before the Nords returned from Below are the rules for creating Falmer characters. Assuming
Atmora, and were responsible for the Night of Tears. They had a you have the permission of your GM, treat the Falmer just
civilization which rivaled even the Altmer of the Summerset Isles. as you would any other race and follow the usual steps for
They had their own language, which was written in a complex character creation.
and nearly indecipherable alphabet. They were purported to Falmer Characteristic Baseline
use spears and archery in Combat. Str End Ag Int Wp Prc Prs
20 23 25 28 27 25 26
After the Night of Tears in the late Merethic Era, Ysgramor and
his Five Hundred Companions launched a campaign to drive Traits (simplified: full rules can be found in Chapter 4)
the elves from Skyrim. Ysgramor and his heirs succeeded, and • Weakness (Fire, 2): The Falmer increases all incoming
by the second century of the First Era, during the reign of the Fire damage by 2 points, and suffers a -20 to resist any
Nordic king Harald, the last of the Falmer were driven from non-damaging Fire effects.
Skyrim to the island of Solstheim. The Falmer’s civilization • Resistance (Frost, 3): The Falmer reduces all incoming
was obliterated at the Battle of the Moesring with the death of Frost damage by 3 points, and gains a +30 to resist any
their leader, the Snow Prince. The remaining snow elves were non-damaging Frost effects.
scattered or slain, and were never heard from again. • Power Well (10): The Falmer increases their maximum
Magicka Points by 10.
Unknown to the Nords, many Falmer sought sanctuary with • (Racial) Chillhearted Fury: Frost damage dealt by the
the Dwemer of Skyrim. The Dwemer agreed to protect the Falmer using spells or enchantments is increased by 1.
Falmer, but did not trust them. The Dwemer forced their Falmer
guests to consume a type of toxic fungus found growing deep
underground which rendered them blind. The Falmer became
ervants of the Dwemer, and then their slaves. The Dwemer made
the fungus an essential part of their diet, ensuring that all future
generations would be as powerless as their current slaves. The
Falmer were embittered by this betrayal, and rebelled against
their dwarven masters. They constructed the Great Statue of
Irkngthand, which contained the “Eyes of the Falmer”, two
massive gems embedded in the eye sockets. The Falmer fled deep
into Blackreach, a gigantic cavern inhabited by the Dwemer.
Thus began the War of the Crag, a bloody war between the
Falmer and the Dwemer which took place far below the surface
of Skyrim. Sai, the god of luck, attempted to help the Falmer,
likely around this time, but they were very hard to find and
unfriendly towards him. Mara later condemned the ice elves, and
considered them “gone altogether and forever”. In 1E 700, when
the Dwemer disappeared, the Falmer were left to spread freely
throughout Blackreach. However, centuries of subterranean
slavery, combined with their permanent blindness, had left the
Falmer crippled, and years of fighting the Dwemer had left the
race bloodthirsty and brutal.

A small handful of Falmer managed to avoid becoming slaves


to the Dwemer, instead retreating to hidden shrines such as
the Chantry of Auri-El. These few remaining Snow Elves (as
they prefer to call themselves) look upon their twisted kindred
(which they refer to as “the Betrayed”) with pity. However, these

43
The Maormer The Sload
The Maormer, also known as Sea Elves or Tropical Elves, are The Sload are a race of slug-like beastfolk (hence the name, a
a race of mer that reside on the island of Pyandonea, south of portmanteau of “slug” and “toad”) living in the Coral Kingdoms
the continent of Tamriel. They have blank eyes and colorless, of Thras, southwest of Tamriel.
chameleon-like skin, which is capable of blending in with the
environment. It was originally believed that they had lived in the Sload are innately cautious and careful. In their mythic tra-
Altmer home of Summerset Isle and were exiled, but tapestries ditions, all heroes spend years planning, considering and
found in the Crystal Tower of Alinor reveal an enmity going consulting with wise Sload before taking the correct action
back so far as to make that theory impossible. and achieving their goal. By contrast their villains all act quickly
or rashly and always fail. The Sload language has no word for
Their leader is an immortal wizard named Orgnum. The ‘adventure’, and
Maormer practice a snake-like magic which they use to tame the closest equivalent more accurately means ‘tragic disaster’.
sea-serpents.
Sload apparently do not experience emotions as the Tamrielic
Maormer Player Characters races do, but are often skilled at acting and may exaggeratedly
Below are the rules for creating Maormer characters. Assuming simulate them for the benefit of more emotive beings.
you have the permission of your GM, treat the Maormer just
as you would any other race and follow the usual steps for They will honor laws, loyalties and friendships only as long as
character creation. they calculate it to be in their best interests to do so. They also
Maormer Characteristic Baseline have no compunctions against blasphemy, theft, kidnapping,
Str End Ag Int Wp Prc Prs murder, genocide or anything else that may help them reach
23 20 25 29 28 25 22 their goals. Sload are highly intelligent and have perfect recall of
practically anything they have ever seen or heard. They are quite
Traits (simplified: full rules can be found in Chapter 4) skilled at magic, particularly necromancy and teleportation
• Weakness (Shock, 1): The Maormer increases all incoming magics.
Shock damage by 1, and suffers a -10 penalty to all tests
made to resist non-damaging Shock effects. Sload are apparently not religious in any recognizable sense, but
• Power Well (5): The Maormer increases their maximum will willingly serve Daedra if they benefit from it. Some, in par-
Magicka Points by 5. ticular the famed Second Era necromancer N’Gasta, also follow
• Swimmer: The Maormer’s Swim Speed is doubled. the King of Worms. It is unknown exactly how Sload reproduce.
• (Racial) Chameleon Skin: The Maormer receives a +10 They are believed to be hermaphrodites in their youths, though
bonus to any Stealth skills made to blend into their envi- the sexual organs seem to be absorbed by the time they are old
ronment visually. enough to survive on land. Sload parents seemingly have no
• (Racial) Sorcerous Serpent Speech: Maormer can speak to, interest in the fate of the young. Upon reaching adulthood the
and understand, the speech of serpents, both land and sea. Sload becomes amphibious and has an appearance similar to a
How exactly this functions is left to the GM’s discretion. large, vaguely humanoid slug.

Other While young, adults generally lack many of the skills to survive
During character creation, Maormer characters may choose to on land. As they age, Sload tend to grow in size and corpulence,
begin with the Athletics skill trained to Novice for free. and many older Sload would collapse under their own weight
if not buoyed up by water or by magical means. There is no
known limit to either the age or the size of an adult Sload.
Understandably, this limits their activities on land.

44
Sload Player Characters
Below are the rules for creating Sload characters. Assuming you
have the permission of your GM, treat the Sload just as you
would any other race and follow the usual steps for character
creation.
Sload Characteristic Baseline
Str End Ag Int Wp Prc Prs
23 20 25 29 28 25 22

Traits (simplified: full rules can be found in Chapter 4)


• Power Well (10): The Sload increases their maximum
Magicka Points by 10.
• (Racial) Abominable: Sload receive a -20 penalty on all
social skill based tests with non-Sload. Additionally, they
gain a +20 bonus to Persuade tests made to intimidate.
Other
• During character creation, the Sload may choose to begin
Necromancy, Mysticism, or Alteration skill trained to
Novice for free, or have all three trained to Novice for
100 CrP.
• Sload characters are blessed with flawless memory, and never
need any kind of roll to remember anything they have seen
or heard, and gain +1 bonus DoS on any successful Lore
tests they make.

45
Generate Characteristics
During this step you will choose your character’s favored char-
acteristics and then roll for your characteristic scores, using
the characteristic baseline appropriate to your choice of race.

Choose Favored Characteristics


Not all characteristics are created equal! Some characters excel
in certain areas over others, beyond a simple difference in raw
characteristic score. Favored Characteristics are those char-
acteristics a character is naturally gifted in; improving those
characteristics, or skills and abilities associated with them, is
easier than usual. Each player can choose their character’s two
favored characteristics (they must be different characteristics).
before they generate their characteristic scores. Learning and
ranking skills or talents governed by a favored characteristic,
or advancing that characteristic, costs 75% of the usual XP
cost (round down to the nearest multiple of 5).

Rolling Characteristic Scores


Once you have chosen your two favored characteristics and
have a characteristic baseline from your race, you can generate
characteristics:

• Roll 2d10 seven times, and assign each roll to one of your
Characteristics (excluding Luck). Add each roll to the Strength (Str / SB) measures a character’s physical prowess
assigned Characteristic score listed in your Characteristic and their ability to employ that prowess and push themselves
baseline. to their physical limits.
• Roll 2d10, add 30 to the result, and assign the resulting
two digit value to your Luck score. Luck cannot exceed Endurance (End / EB) measures a character’s physical health,
50 and cannot be advanced. stamina and toughness, and their resistance to damage.
• If the GM allows it, you may reroll up to three of the sets
of 2d10 from amongst the pool of rolls (but not the one Agility (Ag / AB) measures a character’s physical speed, reflexes,
for Luck) after all rolls are completed but before you assign and coordination, reflecting their overall ability to move quickly
the results. The new values are final. and gracefully.

Intelligence (Int / IB) measures a character’s mental prowess,


Optional Rule - Point Buy Characteristics problem solving, reasoning, ability to recall information, and
Instead of rolling for characteristics, with GM permission understanding of the mysteries of magicka.
players can instead choose to distribute 80 points amongst
their various characteristic scores (not including luck, Willpower (Wp / WB) measures a character’s mental control,
which is rolled using the standard rule). No more than 20 resilience, and their ability to control and shape magicka.
points may go to one characteristic.
Perception (Prc / PcB) measures a character’s physical aware-
ness, as well as the accuracy of their “gut instincts” and intuition.
For convenience, all of the characteristics are reprinted here. For
more information see “Defining a Character” on page 13. Personality (Prs / PsB) measures a character’s natural charisma,
Additionally, from this point onward throughout the process presence, expressiveness, and social abilities.
a player may choose to permanently reduce their character’s
starting Luck score for certain benefits. These will be explained Luck (Lck / LkB) measures a character’s good fortune and how
when they come up. often events tend to go their way. See “Luck” in Chapter 1.

46
Determine Birthsign Optional Rule - Player Chosen Birthsigns
Some groups may not like the random element intro-
duced by rolling for birthsigns. It is acceptable to simply
Next you roll for your character’s Birthsign, choosing the charge pick birthsigns without any Luck cost if the whole group
of the Warrior, Mage, or Thief and then rolling a d5 on the agrees to do so.
appropriate table. There is a chance during this step that the
character will receive the Star-Cursed version of a sign instead,
reflecting the threatening presence of the Serpent sign at the The Warrior
time of their birth. Powers granted by Birthsigns can be found “The Warrior is the first Guardian Constellation and he protects
in the Powers section later in this Chapter. 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
Luck the Warrior are skilled with weapons of all kinds, but prone to
A player may choose to permanently reduce their short tempers.”
character’s Luck score by 5 in order to choose a Birthsign
of their choice (10 for the star-cursed version) either • Those born under the sign of the Warrior increase their
before or after rolling on the table. Alternatively, if the SP maximum by 1.
player decides to roll on the table and rolls a non-star- • Star-Cursed Warrior: As above, but also gain 5 Strength
cursed sign, they can choose to permanently reduce their and lose 5 Willpower.
character’s Luck score by 5 to take the star-cursed version.
The Lady
“The Lady is one of the Warrior’s Charges and her Season is
Warrior Birthsign Table Heartfire. Those born under the sign of the Lady are kind and
Roll Result tolerant.”
1 The Warrior
• Th  ose born under the sign of the Lady gain 5 Personality.
2 The Lady
• Star-Cursed Lady: As above, but also gain 5 Endurance
3 The Steed and lose 5 Strength.
4 The Lord
5 Reroll, take the Star-Cursed version of the result 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
Mage Birthsign Table always hurrying from one place to another.”
Roll Result
1 The Mage • Th  ose born under the sign of the Steed increase Speed by 2.
• Star-Cursed Steed: As above, but also gain 5 Agility and
2 The Apprentice
lose 5 Willpower or Perception (pick one).
3 The Atronach
4 The Ritual The Lord
5 Reroll, take the Star-Cursed version of the result “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
Thief Birthsign Table and healthier than those born under other signs.”
Roll Result
1 The Thief • Th  ose born under the sign of the Lord double their natural
healing rate.
2 The Lover
 tar-Cursed Lord: As above, but also gain 5 Endurance
• S
3 The Shadow and the Weakness (fire, 2) trait.
4 The Tower
5 Reroll, take the Star-Cursed version of the result

47
“The Stars of Tamriel are divided into thirteen constellations. another choice if they wish.
Three of them are the major constellations, known as the • Star-Cursed Ritual: Instead gain all the powers perma-
Guardians. These are the Warrior, the Mage, and the Thief. nently, but lose 5 luck.
Each of the Guardians protects its three Charges from the
thirteenth constellation, the Serpent. The Thief
“The Thief is the last Guardian Constellation, and her Season is
The Firmanent 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
The Mage rarely come to harm. They will run out of luck eventually, however,
“The Mage is a Guardian Constellation whose Season is Rain’s and rarely live as long as those born under other signs.”
Hand when magicka was first used by men. His Charges are the
Apprentice, the Golem, and the Ritual. Those born under the Mage • Those born under the sign of the Thief roll an extra lucky
have more magicka and talent for all kinds of spellcasting, but are number that they never lose regardless of their Luck score.
often arrogant and absent-minded.” • S  tar-Cursed Thief: As above, but the character replaces
their rolled Luck score with 50, gains the Akaviri Danger-
• Those born under the sign of the Mage gain the Power Sense power, and the Running Out of Luck trait. Characters
Well (10) trait. cannot spend Luck to choose this birth-sign. Instead, it is
• Star-Cursed Mage: Gain Power Well (25) instead, but lose available as a choice for any character who naturally rolled
5 Perception, Strength, or Personality (pick one). the Thief sign.

The Apprentice The Lover


“The Apprentice’s Season is Sun’s Height. Those born under the sign “The Lover is one of the Thief ’s Charges and her season is Sun’s
of the apprentice have a special affinity for magick of all kinds, but Dawn. Those born under the sign of the Lover are graceful and
are more vulnerable to magick as well.” passionate.”

• Those born under the sign of the Apprentice gain the • Th  ose born under the sign of the Lover gain 5 Agility.
Power Well (25) trait and the Weakness (magic, 2) trait. • S  tar-Cursed Lover: As above, but also gain 5 Personality
• S  tar-Cursed Apprentice: Gain Power Well (50) and and lose 5 Willpower or Strength (choose one).
Weakness (magic, 3) instead.
The Shadow
The Atronach “The Shadow’s Season is Second Seed. The Shadow grants those
“The Atronach (often called the Golem) is one of the Mage’s Charges. born under her sign the ability to hide in shadows.”
Its season is Sun’s Dusk. Those born under this sign are natural
sorcerers with deep reserves of magicka, but they cannot generate • T hose born under the sign of the Shadow gain the
magicka of their own.” Moonshadow power.
• Star-Cursed Shadow: As above, but also gain 5 Perception
• Th  ose born under the sign of the Atronach gain the Power and lose 5 Personality or Strength (pick one).
Well (50) trait, the Spell Absorption (5) trait, and the
Stunted Magicka trait. The Tower
 tar-Cursed Atronach: As above, but gain Power Well
• S “The Tower is one of the Thief ’s Charges and its Season is Frostfall.
(75) instead and lose 5 Agility or Endurance (pick one). Those born under the sign of the Tower have a knack for finding
gold and can open locks of all kinds.”
The Ritual
“The Ritual is one of the Mage’s Charges and its Season is Morning • Those born under the sign of the Tower gain the Treasure
Star. Those born under this sign have a variety of abilities depending Seeker power and 5 Perception.
on the aspects of the moons and the Divines.” • Star-Cursed Tower: As above, but also gain 5 Agility and
lose 5 Willpower or Strength (pick one).
• Those born under the sign of the Ritual may choose to
gain one of the following powers at the beginning of each
day: Blessed Touch, Blessed Word, Mara’s Gift. They have
this power until their next long rest, when they can make

48
Spend XP Character Advancement Costs
Remember that learning talents and ranking skills governed
by a favored characteristic, or advancing that characteristic
At this point it is time to build the bulk of the character. During (increasing its score by 1), costs 75% of the usual XP (round
this step you may spend any of your Creation Points on any of down to the nearest multiple of 5).
the advancements or other items listed on the table below and
apply the changes to your character sheet. Skill Level Maximum
Depending on however much XP your character has, they can
Campaign Power Level Starting XP only purchase a certain amount of Ranks in any skill. These are
Power Level Starting XP Your character’s starting XP is the appropriate skill rank maximums that a character can have
Low 1500+ dependent on the Campaign in relation to their total XP:
Power Level: a category chosen
Medium 3500+
by the GM that provides a start- Skill Level Maximums to Total XP
High 7500+ ing baseline for the power and Skill Rank Total XP
Legendary 12500+ experience of the characters. Apprentice 1000
Journeyman 2500
Character Creation XP Costs
Adept 4000
Advance Type Cost
Expert 5500
Characteristic Advance (+1 score) 30 x (Current Bonus) XP*
Master 7000
Learning a Skill Varies by Skill Rank**
Novice Rank (0) 100 XP Please note that these Skill Level maximums do not apply
Apprentice Rank (1) 200 XP (300 total) to Talents, which are instead limited by Characteristic Scores
Journeyman Rank (2) 300 XP (600 total) (see Chapter 4 for more info).
Adept Rank (3)
Expert Rank (4)
400 XP (1000 total)
500 XP (1500 total)
Finishing Touches
Master Rank (5) 800 XP (2300 total)
You’re almost done! All that’s left is to calculate your attributes,
Gaining a Specialization 100 XP purchase gear, generate lucky numbers, and make any other last
Expanding a Combat Style
25 XP
minute touches. Then you’ll be ready to go!
(adds one piece of equipment)
Learning a Talent Varies by Talent Level Calculate Attributes
Novice Level 100 XP The player should now calculate all their attributes based on
Apprentice Level 200 XP the finalized values of their characteristics. Some of these have
already been determined. The player should calculate the fol-
Journeyman Level 300 XP
lowing attributes and note the values on their character sheet:
Adept Level 400 XP
Expert Level 500 XP • Health Points (HP): Endurance / 2 (round up)
Master Level 800 XP • Wound Threshold (WT): EB + SB + WpB
Learning Magic Varies by Magic • Speed: SB + [2 x AB]
Learning Conventional Spell 10 x (Spell Level) XP or
• Initiative Rating (IR): AB + IB + PcB
(no tests are required) standard drakes cost • Carry Rating (CR): [4 x SB] + [2 x EB]
• Magicka Points (MP): Intelligence
Creating Unconventional Spell 15 x (Spell Level) XP or
• Stamina Points (SP): EB
(no tests are required) standard drakes cost
• Luck Points (LP): LB
Rituals 25 XP w/ GM Permission
• Action Points (AP): 3
* Characters cannot advance Luck. • Linguistics: IB - 2, to a maximum of 4 (See “Languages”
** Skill ranks must be purchased in order (see “Chapter 3: on page 15)
Skills” on page 60) • Size Category: Standard by default

49
These numbers can vary drastically depending on your cam-
Generate Lucky Numbers paign. Some legendary games will begin in prisons! It is also
Before finishing off the character, it is time to decide which worth noting that you should run your final gear selection by
numbers are tied to your fate! Each character has a set of Lucky your GM for their approval; simply having enough money
and Unlucky numbers that, when rolled as a result of a test, cause to theoretically buy something does not mean your character
a critical success or critical failure (respectively). To generate could reasonably acquire it. The specifics will come down to
your Lucky and Unlucky numbers, follow these steps: where your campaign is set and the tone and power level your
GM wants to set.
• A character has a number of Lucky Numbers equal to
their Luck bonus. Roll 1d100 this many times, rerolling Fill Out Your Character Sheet
any duplicates. These are your Lucky Numbers! Once you have finalized your attributes and purchased your gear,
• A character has a number of Unlucky Numbers equal to you should finish filling out your character sheet, noting any
five minus their Luck bonus. Roll 1d100 this many times, aspects that still need to be finished. Do not forget to fill out
rerolling any duplicates (and rerolling any of your Lucky relevant aspects of the character state, including things gained
Numbers). These are your Unlucky Numbers! from equipment, magic, encumbrance level (taking into account
everything the character will be on carrying), and so forth.
If a character’s Luck bonus changes later, then convert Lucky
into Unlucky numbers as appropriate. Flesh Out Your Character
Despite how much time we spend on them, the numbers on a
Purchase Gear & Equipment character sheet aren’t everything. Much of the fun of role-playing
Every adventurer needs equipment! The budget of drakes that is creating a character who feels like a believable part of their
your character has available to purchase gear before the start of world, but it can often be difficult to decide where to start. You
the campaign is left to your GM, but we have provided some can spend as much or as little time on this before your game as
rough recommendations for their use below: you like, but it’s always good to put at least some thought into
it. The following are a number of questions to consider when
Campaign Starting Wealth building any character:
Power Level Starting Drakes
Low 0-1500 Where Are You From?
This is a critical question, especially in a complex and divided
Medium 1500-5000
world like Nirn. Were you born in your racial homeland? How
High 5000+ does your character view their birthplace? How were they treated
Legendary GM discretion there? Would they rather have been born somewhere else? How
do other people view them in light of where they are from?

50
What Is Your Family Like?
Are you an only child, or do you have brothers and sisters? Bonds
What’s your place in the family? Are you the eldest and the heir Bonds are short phrases that describe something unique about
apparent, or the disowned wild child? Are your parents still your character personality. They are not necessary something
alive? If not, how did they die? that makes you a “bad person”, but something that can compli-
cate your character’s life. Whether its a vendetta, a personality
What Is Your Social Class? compulsion, a large debt, an inconvenient loyalty, or a forbidden
Those in the upper classes seem to have all the advantages, love, Bonds should be thematic and resonate with your character
but often the greatest heroes come from the lowest of places. to bring depth and more importantly, interesting and organic
What part of society did your parents come from? Did they plot hooks.
pull themselves out of poverty? Are they still there? Or is your
noble family destitute and on the verge of ruin? How has this Example Bonds include:
influenced your life and your goals? How do you view it? • I’ve experienced great loss which I fill by obtaining material
goods, whatever the cost.
Why Are You Here Now? • At the slightest insult to my honor, I find it difficult to
What did you do before you came to be in the place you are temper my anger.
now (or with the party if that’s the case) and why did you stop? • I have a forbidden lover who I have complicated feelings
What did you see in an adventuring life? regarding.
• A have taken a vow of pacifism and seek to avoid violence
How Religious Are You? whenever I can.
Tamriel is a place where gods often walk amongst mortals, but • I owe a large debt to an illegal organization.
not all of them are worthy of worship. How devout are you? • I am wanted for a crime I didn’t commit and seek to return
Have you had an important religious experience in your life? honor to my name.
Or do you believe the gods have abandoned you? • I hold a great grudge against someone who did me wrong
in the past.
Who Are Your Best Friends and Worst Enemies? • I am extremely prideful and would do anything to protect
Ignoring the possibility that the other PCs fall into these cat- my image.
egories, who in your life would you call a best friend or worst
enemy? What happened to make things that way? Where are Gaining Bonds
they now? Do you want to see them again? During character creation, characters are encouraged
to take a Bond or two. During the course of the game,
What Are Your Prized Possessions? the GM may prompt you to clear existing Bonds if they
Do you have any Items of sentimental value? Something passed are resolved, or add new Bonds that arise throughout
down by your family, a friend, or a mentor? You should also the course of the campaign.
think about important things you’ve already lost that you would
do anything to get back. Example:

Who Are You Loyal To? GM: You see the symbol of the Black Heart Cabal on the
Real loners are rare: Tamriel can be a dangerous place without corpse. It is unmistakable. How do you react?
allies. Are there people or organizations that you are loyal to?
What did they do to earn your loyalty? Erriana: I place my hand on my heart and say “It’s a
matter of honour. I’ll let no member of the Black Heart
Cabal live.”
“Yes. You’re in Morrowind. I don’t know why you’re here. Or
why you were released from prison and shipped here. But your GM: Okay. Mark down a new Bond: Vendetta against
authorization comes directly from Emperor Uriel Septim VII the Black Heart Cabal.
himself. And I don’t need to know any more than that. When
you leave this office, you are a free man.”

Sellus Gravius, The Elder Scrolls III: Morrowind

51
Exploiting Bonds Attractive
If your character is in a situation where your Bonds 2 Trait Points
will inconvenience, harm, or otherwise make the The character is attractive. They gain a +10 bonus to any
situation worse, someone, including you, can Exploit Personality test where their beauty plays a major role in the
your Bond by describing how its relevant and offering outcome.
a complication. In that case, you get two options:
Brave
• Accept the complication and gain +1 Luck Point 3 Trait Points
• Spend a Luck to avoid the complication The character is lionhearted and does not scare easily. They gain
a +20 bonus on Willpower tests to resist Fear or Intimidation.
Example:
Common Sense
GM: An old Cyrodiilic man shakes your hand and tells 3 Trait Points
you that adventurers are rare these days, and is willing The character has innately good judgement, allowing them to
to help you. “The name is Celvus, by the way. I’m the avoid the simple disasters in life. Any time the character is about
head of this village,” he says in a friendly tone. Roll to make an objectively bad decision, the GM should intervene
Observe for me. to prompt the character to reassess things.

Erriana: I pass. Direction Sense


1 Trait Point
GM: While shaking his hand, you notice a tattoo. The The character has a good sense of direction, and can always find
mark of the Black Heart Cabal. north when outdoors. Additionally, the character can reroll one
failed Navigate test per Long Rest.
Erriana: I made swore a vow for vengeance. With my left
hand behind my back I draw a dagger and attempt to First Impression
gut him. 1 Trait Point
The character makes a good impression and gains a +10 bonus
GM: You gain a bonus Luck point this session. Roll for on any Personality test when first meeting someone new.
the attack, +20 for surprise.
Good With Animals
Character Traits 2 Trait Points
The character has an affinity for animals and gains a +10 bonus
During character creation, players may take certain traits to add on any Profession: Animal Handling, Ride, or Survival tests to
flavor to their characters. A character is not required to take train or calm an animal.
any traits, but they are recommended. Traits are chosen from a
preset list. Each trait has an associated Trait Point cost or bonus. Pain Tolerant
Character Traits with positive effects (Listed here as Positive 3 Trait Points
Traits) incur Trait Point costs, while traits with negative effects The character has a high threshold for pain, and gains a +10 to
(Listed here as Negative Traits) provide Trait Point bonuses. resist Wounds, and well as only suffering a -10 from the shock
effects of wounds rather than -20.
In Character Creation, player characters start with 1 Trait Point.
Then, players may purchase up to 5 Character Traits by pur- Perfect Memory
chasing any combination of Negative and Positive Traits. After 3 Trait Points
Character Creation is completed, all remaining Trait Points are The character is are blessed with flawless memory, and never need
then lost. However, this is not the end-all be-all for Character any kind of roll to remember anything they have seen or heard,
Traits; GMs may determine that, given some series of events or and gain +1 bonus DoS on any successful Lore tests they make.
some level of character growth, a player character might lose a
trait and/or gain another. Preferred Enemy
1 Trait Point (Character) / 3 Trait Points (Faction)
Positive Traits The character holds a grudge for a specific character or faction.
Characters can spend Trait Points in exchange for gaining one The character gains a +10 on any tests made that bring direct
or more of the following positive traits. harm to their preferred enemy, including Cast Magic actions,

52
melee and ranged attacks, and other insidious means of harm. dislike of a certain thing. When exposed to their aversion, the
character suffers a -10 per Y on all tests.
Situational Awareness
2 Trait Points Bad Reflexes
The character is hyper-aware of their surroundings, and can +2 Trait Points
ignore any negative modifiers to Perception for being distracted, The character is generally slow to react. When rolling for
but not for poor lighting or environmental conditions. Initiative, the character rolls twice and takes the lowest.

Slippery Combat Paralysis


3 Trait Points +3 Trait Points
The character is especially flexible and gains a +10 on Acrobatics The character has a habit of freezing in dangerous situations,
tests involving flexibility, and can perform the Resist Secondary and must make a Willpower test any time combat breaks out.
Action using Acrobatics. If they fail, they cannot take any actions or reactions during
the first Round.
Threat Awareness
3 Trait Points Dampened Senses (X)
The character has a sixth sense for danger. Any time the character +1 Trait Point
is Surprised, they can choose to roll Initiative instead, but takes a The character suffers a -10 penalty on Perception tests based
-20 on all non-defensive reactions in the first Round of combat. on the selected sense.

Unremarkable Disturbing Voice


2 Trait Points +1 Trait Point
The character is exceptionally average looking, which for better The character has an intimidating, disturbing voice. They gain
or worse makes them harder to remember and recognize. a +10 bonus to Persuade tests made to intimidate, but suffers
Whenever this character attempts to blend in with a crowd a -10 to all other Personality based tests that involve speaking.
(that being the general public, or dressed similarly to any group
in which he’s trying to pass for a member by looks alone) he Illiterate
gains a +10 to all Subterfuge and Stealth tests made to fit in. +3 Trait Points
Additionally when appropriate and at the GM’s discretion, any The character cannot read or write.
character or NPC trying to remember or describe the character
will either have trouble doing so, such as wrongly describing Incompetent (X, Y)
them, or simply being unable to remember them entirely (for +1 Trait Point per X
better or worse). The character is particularly bad at something. Pick a skill that
the character possesses, and choose something related to that skill
Negative Traits the character would be considered incompetent in, just like you
Characters can gain the listed Trait Points in exchange for taking would choose a specialty. It must be something general enough
on one or more of the following negative traits. that the character could conceivably be forced to roll at some
point and must be a skill that the character has trained to at
Addiction (X) least +0, like Swimming for Athletics (the GM is the final arbiter
+2 Trait Points of what qualifies as such). Whenever the character is forced to
The character is addicted to some substance, such as alcohol, make a roll with the chosen skill that would be affected by the
moonsugar, skooma, or even more alien or outlandish drugs chosen Incompetence, gain a -10 penalty to said roll per X.
such as feldew. Should the character not be able to indulge in
the drug regularly (more accessible drugs require more frequent Low Pain Tolerance
access), they suffer a -10 penalty on all tests, which increases +3 Trait Points
in severity by an additional -10 to a maximum of -30 for each The character has a low threshold for pain, suffering a -10 penalty
passing day until they get their fix. to resist the Shock Test inflicted by Wounds, as well as against
any Willpower test to resist the effects of pain. Additionally,
Aversion (X, Y) the passive Wound penalty is increased to -30 instead of -20.
+1 Trait Point per Y
The character is afraid of or averse to something (X). This can
be used to represent a phobia, compulsive avoidance, or strong

53
Naive
+2 Trait Points Severe Negative Traits
The character lacks experience in certain settings. Whenever These negative traits follow the same rules as above, but the
they see fit to do so, the GM can call for the character to make effects from picking one of these aren’t necessarily limited to just
an Intelligence test in order to not misunderstand a certain the gaining of Trait Points, so be sure to read each entry carefully.
social situation.
Choosing any of these traits should only be done after careful
Oblivious deliberation (from both player and GM), as they can greatly
+2 Trait Points affect the tone and amount of work required by the GM by
The character is often oblivious to danger. The character suffers being implemented.
a -20 on Perception based tests that would determine if the
character is surprised by an enemy or not. Amnesia
+5 Trait Points
Social Stigma (X) The character has a gap in their memory, they cannot remem-
+1 Trait Points ber anything that happened during that time period. This is
The character suffers from a stigma (chosen when the trait is something that should be worked out with the GM, and should
gained) in certain social situations. They suffer a -10 penalty to come back to haunt the character.
socially related tests in these situations. The character may have
multiple instances of this trait for different stigmas. Blind
+4 Trait Points
Timid Character has the Blinded condition while they have this trait.
+3 Trait Points However, luck favors the suffering fool, granting them a free
The character is timid and scares easily. They suffer a -10 penalty reroll on any one test not related to their lacking sight once
on Willpower based tests to resist Panic tests or intimidation, per session.
and a -20 penalty on Horror tests.
Deaf
Ugly +4 Trait Points
+2 Trait Points Character has the deafened condition while they have this trait.
The character is ugly and suffers a -10 penalty to any Personality However, luck favors the suffering fool, granting them a free
based tests where their appearance plays a major role in the reroll on any one test not related to their missing hearing once
outcome. per session.

Weak Immune System (X) Lingering Injury


+1 Trait Point per X +4 Trait Points
The character has a weak immune system and suffers a -10 The character has an old injury that comes back to bug them
penalty for each X to the Endurance test to resist contracting a at the worst times. The GM and the player should work out
diseases when exposed. This counteracts the Disease Resistance the specifics of the injury, and how it affects the character.
trait. However, living with a painful injury has made the character
tough, granting 1 Stamina Point to the character as powering
through exhaustion and pain is everyday life for the character.

Star Cursed
+5 Trait Points
The character was born beneath an unlucky star and is consid-
ered to be ill-fated. Add 2 unlucky numbers to the character.
Additionally, things simply tend to go horribly wrong in their
presence.

54
Female Names (1-Word): Ahaht, Akish, Banalz, Beekatan,
Character Names Eutei, Gilm, Gish, Hul, Kasa, Milah, Nakuma, Neesha, Nuralg,
One of the hardest parts of making a new character can be Nush, Okur, Onasha, Shatalg, Tasha, Wusha.
coming up with the right name. In this section we’ve provided
a list of sample names for the nine major races pulled from a Female Names (Hyphenated): Ah-Meesei, Am-Ra, An-Deesei,
variety of the Elder Scrolls games (which is why the number Chanil-Lee, CheeshMeeus, Deesh-Meeus, El-Lurasha, Ereel-Lei,
of names varies somewhat between races and genders). Some Gih-Ja, Jeed-Ei, Kal-Ma, Keel-Raniur, Meeh-Mei, Meen-Sa,
players might simply pick one they like, while others may only Mim-Jeen, Muz-Ra, Nam-La, Olank-Neeus, On-Wan,
use them for inspiration. We hope they’ll be helpful. On-Wazei, Seen-Rei.

Altmer Names Female Names (Cyrodilic): Breech-Star, Snail-Tail, Tern-


Male Names: Aldaril, Anarenen, Andil, Angoril, Armion, Feather, Travelling-New-Woman.
Aronil, Arrille, Athellor, Carecalmo, Caryarel, Earmil, Eraamion,
Erundil, Fainertil, Falanaamo, Fanildil, Fiiriel, Gladroon, Bosmer Names
Hecerinde, Hyarnarenquar, Ilmiril, Inganar, Iroroon, Itermerel, Male Names: Aengoth, Agarond, Allimir, Alveleg, Amring,
Kardryn, Landorume, Meanen, Meryaran, Mollimo, Moranarg, Anglalos, Anruin, Arannir, Arathor, Baradras, Berengeval,
Mororurg, Mossanon, Nande, Nelacar, Norionil, Olquar, Bolrin, Bragor, Brallion, Brithroth, Brolmir, Celegorn, Cingor,
Qorwynn, Rimintil, Rumare, Sanyon, Seanwen, Sinyaramen, Clendil, Cun, Dangor, Denegor, Dirding, Dondir, Elberoth,
Sorcalin, Tauryon, Telinturco, Tragrim, Tunengore, Tusamircil, Elegal, Eloroth, Endring, Engaer, Eradan, Erradan, Erval,
Tyermaillin, Umbacano, Undil, Uulernil, Volanaro, Yakov, Faldan, Fargoth, Faulgor, Fillin, Findulain, Foronir, Gaeldol,
Yanniss, Yarnar. Gaenor, Galmir, Galthragoth, Gazalem, Gerrilgor, Glaum,
Glonagoth, Godros, Gorchalas, Hingor, Meldor, Menelras,
Female Names: Anirne, Ardarume, Calmaninde, Camandil, Minedhel, Minglos, Monthadan, Morth, Nalion, Nedhelas,
Celria, Ciralinde, Culumaire, Cumanya, Dhaunayne, Elanande, Nedhelorn, Pegasai, Peragon, Rithrannir, Tarhiel, Thoromlallor,
Elante, Eldafire, Elenwen, Erissare, Erranil, Estalenya, Estirdalin, Thoronor, Tuundir, Ulwaen, Ungeleb.
Estoril, Faire, Fistelle, Helende, Hession, Iirenoore, Imare, Iniel,
Irinwe, Lorurmend, Mirkrand, Nalcarya, Siltalaure, Sirilonwe, Female Names: Aerin, Aglaril, Anrel, Aradraen, Arangaer,
Sondaale, Taarie, Tarerane, Tenyeminwe, Termanwe, Viraninde. Aranwen, Ardhil, Aredhel, Bauril, Baurin, Belwen, Berwen,
Borwen, Celegil, Cirwedh, Cuunel, Distel, Dondreth, Dothiel,
Argonian Names Dothruviel, Eindel, Elegnan, Elphiron, Emelin, Eraldil, Estinan,
Male Names (1-Word): Asum, Bunish, Busheeus, Chalureel, Falion, Fara, Filbeneth, Galbedir, Galdiir, Gelduin, Gildan,
Chiwish, Chulz, Chuna, Haran, Hathei, Heedul, Huleeya, Giningil, Glathel, Hyna, Iingail, Indrel, Irwaen, Kirsty, Liette,
Huzei, Inee, Itan, Meer, Milos, Neetinei, Okaw, Peeradeeh, Lorchel, Mara, Menelin, Milbereth, Nael, Natesse, Nathien,
Rasha, Reemukeeus, Reesa, Seewul, Skeetul, Tanan, Teegla, Nilioniel, Nona, Penglithil, Radras, Samia, Thaeril.
Tul, Ukawei, Ula, Utadeek, Weeltul, Weer.
Breton Names
Male Names (Hyphenated): An-Zaw, Bun-Teemeeta, Dan-Ru, Male Names: Alodie, Andre, Arnand, Astien, Barnand,
Effe-Tei, Eleedal-Lei, Gah Julan, Gam-Kur, Geel-Lah, Haj- Bereditte, Birard, Ciel, Cirges, Danders, Daric, Debentien,
Ei, Han-Tulm, Heem-La, Heir-Zish, Im-Kilaya, Jeelus-Tei, Detritus, Dilborn, Elbert, Ernand, Ernard, Faric, Fenas, Ferarilie,
Jeer-Maht, J’RamDar, Junal-Lei, Keerasa-Tan, Miun-Gei, Francois, Frizkav, Frostien, Gaban, Geon, Geor, Idhdean,
Mush-Mere, Okan-Shei, Oleen-Gei, Olink-Nur, Reeh-Jah, Inwold, Irbran, Jadier, Jeanciele, Jerian, Jocien, Joncis, Juillen,
Silm-Dar, Tee-Lan, Tim-Jush, Vistha-Kai, Wanan-Dum, Wih- Lanie, Listien, Louis, Manis, Marcel, Mebestien, Merard,
Eius, Wud-Neeus, Wuleen-Shei. Merthierry, Myn, Noleon, Ormax, Orrent, Paur, Perien, Phane,
Relien, Rerlas, Roberto, Ruran, Simine, Socucius, Thetrard,
Male Names (Cyrodilic): Also-He-Washes, Basks-In-The- Varnis, Verick.
Sun, Big Head, Dreaded-Water, Fine-Mouth, Grey-Throat,
Hides-His-Eyes, Hides-His-Foot, High-Heart, Morning- Female Names: Abelle, Aditte, Ales, Ama, Amarie, Arbene,
Star-Steals-Away-Clouds, Nelix Fly-Breath, Nine-Toes, Arielle, Asciene, Aurane, Aurnie, Belene, Bovkinna, Cienne,
Only-He-Stands-There, Skinkin-Tree’s-Shade, Smart-Snake, Dabienne, Darene, Derelle, Edre, Edwinna, Emusette, Fasele,
Smokeskin-Killer, Stream-Murk, Swims-In-Swells, Ten-Tongues Fasile, Frelene, Gulitte, Helviane, Heniele, Janand, Jeanne,
Weerhat, Tongue-Toad, TwiceBitten, Wind-In-His-Hair. Jeberilie, Joslin, Leles, Lielle, Lirielle, Mabrelle, Malielle, Maline,
Maranique, Marelle, Marielle, Marthe, Masalinie, Maurrie,

55
Melie, Milie, Mitanne, Muriel, Pierlette, Piernette, Relie, S’Vandra, S’virr, Thengil, Urjorad, Wadarkhu.
Rianciene, Ronerelie, Sosia, Surane, Synette, Vienne, Virene.
Female Names: Abanji, Adanja, Addhiranirr, Adharanji, Affri,
Dunmer Names Ahdahni, Ahdni, Ahdri, Ahjara, Ahnarra, Ahnassi, Ahndahra,
Male Names: Adril, Ambarys, Arvel, Athis, Aval, Belyn, Bradyn, Ahnia, Ahnisa, Ahzini, Aina, Ajira, Anjari, Arabhi, Aravi,
Casimir, Daynas, Dravin, Drelas, Drevis, Drovas, Erandur, Evul, Ashidasha, Bahdahna, Bahdrashi, Baissa, Bhusari, Chirranirr,
Falas, Faldrus, Faryl, Feran, Fethis, Galdrus, Garan, Garyn, Dahleena, Dahnara, Ekapi, Harassa, Habasi, Idhassi, Inerri,
Geldis, Indaryn, Jiub, Lleril, Malthyr, Malur, Maluril, Malyn, Inorra, Kaasha, Khamuzi, Khazura, Khinjarsi, Kiseena, Kishni,
Meden, Mithorpa, Modyn, Naris, Neloth, Othreloth, Orini, Kisimba, Kisisa, Nisaba, Rabinna, Shaba, Shivani, Shotherra,
Raleth, Ralis, Ravam, Ravyn, Revus, Revyn, Rirns, Romlyn, Shunari, Tsabhi, Tsajadhi, Tsalani, Tsani, Tsiya, Tsrazami,
Saden, Sarthis, Savos, Servos, Sevan, Slitter, Sondas, Talvas, Ubaasi, Udarra, Unjara, Vanjirra, Zahraji.
Talvur, Taron, Teldryn, Tolendos, Tythis, Ulves, Ulyn, Valin,
Vals, Vanryth, Vendil, Veren, Wyndelius. Nord Names
Male Names: Agarmir, Agnar, Algot, Arctus, Beirir, Bittneld,
Female Names: Adosi, Alves, Arvena, Boderi, Bralsa, Davela, Bjalfi, Burd, Carsten, Eitar, Erich, Esbern, Fafnir, Fjotreid,
Dervera, Dovesi, Dralora, Drarana, Dredena, Falanu, Gadeneri, Geimund, Gromm, Gukimir, Gunder, Gundlar, Hafid, Hamlof,
Glistel, Llathasa, Llensi, Llevana, Malyani, Melisi, Mensa, Mirili, Hans, Havilstein, Heinrich, Henrik, Hil, Hjar, Hlofgar, Holger,
Mivryna, Myvryna, Nardhil, Norasa, Noveni, Ralsa, Relmyna, Honmund, Horkvir, Hridi, Hrol, Irroke, Iver, Jayred, Jesper,
Satha, Saveri, Tadrose, Tanasa, Tilse, Tivela, Tolisi, Tolvasa, Jofnhild, Jollring, Jorck, Jorundr, Kalthar, Keld, Larthjar,
Ulene, Undena, Uravasa, Urnsi. Logvaar, Lorenz, Lorkmir, Lynch, Manheim, Mogens, Msirae,
Nels, Newheim, Niels, Olav, Olfand, Ongar, Orgnolf, Ortis,
Imperial Names Regner, Reistr, Rolgarel, Roliand, Snar, Sten, Storn, Styrbjorn,
Male Names: Adonato, Adventus, Aerin, Agrius, Alethius, Tolgan, Torbal, Torolf, Tove, Ulfgar, Valdemar, Vidkun, Vigge,
Aquillius, Aventus, Bassianus, Caius, Calixto, Cicero, Wilhelm, Wrath, Yngvar.
Constantius, Corpulus, Crescius, Dexion, Dirge, Ennodius,
Falx, Florentius, Gaius, Gallus, Gavros, Gian, Leontius, Lucan, Female Names: Aeta, Aldi, Anja, Aumsi, Barri, Bergljot, Brasteir,
Mallus, Marcurio, Maro, Metilius, Noster, Orthus, Paratus, Eigma, Eiruki, Ekkhi, Erna, Eydis, Fryfnhild, Fryssa, Greidil,
Pavo, Plautis, Proventus, Quentin, Quintus, Reburrus, Rexus, Grerid, Haema, Heddvild, Helga, Hidar, Hjotra, Holmgeira,
Rogatus, Salvianus, Samuel, Septimus, Sergius, Severio, Silus, Horski, Hreirek, Hroa, Hrordis, Hyring, Igna, Ilfhild, Imsin,
Sorex, Sulla, Tacitus, Taurinus, Telrav, Terek, Titus, Tyranus, Ingokning, Jolding, Kar, Kili, Kjolver, Kolfinna, Lisaa, Merta,
Vantus, Varnius, Venarus, Verulus, Xander. Mette, Olfeigr, Ondi, Rangela, Ringvild, Risi, Rostlogi, Runa,
Siri, Sottilde, Svenja, Thalestris, Thunmund, Ulfrun, Ursine,
Female Names: Aia, Ariela, Arnora, Arriana, Astia, Astinia, Val, Vori, Ygfa.
Augusta, Aviera, Avresa, Britta, Bronsila, Buntara, Caelia,
Caldana, Cargas, Carmana, Casta, Caula, Ciirta, Dumania, Orsimer Names
Dynari, Erina, Etira, Faustina, Gruiand, Herminia, Isa, Ita, Male Names: Agronak, Bat, Bazur, Brugo, Bogrum, Brag, Brokil,
Janonia, Jantus, Jastia, Jastira, Javolia, Julitta, Lenka, Lucina, Bugak, Buramog, Burz, Dubok, Dul, Dulfish, Dulphumph,
Lyra, Marana, Mariana, Marlena, Martina, Millona, Narina, Dumag, Gaturn, Ghola, Ghorub, Gogron, Gorgo, Graklak,
Naspia, Perennia, Pista, Praxedes, Rena, Renee, Restita, Romana, Graman, Grommok, Gul, Hanz, Krognak, Kurdan, Kurz,
Rona, Rosentia, Rusia, Salonia, Schlera, Selena, Sibylla, Silana, Lum, Lumdum, Luronk, Magra, Magub, Maknok, Mug, Orok,
Simplicia, Tertia, Una, Viera, Vilena, Vinicia, Ysabel. Rugdumph, Shagol, Shagrol, Shobob, Shum, Ulmug, Urbul,
Urul, Ushnar, Uzul.
Khajiit Names Female Names: Agrob, Badbog, Bashuk, Bogdub, Bugdurash,
Male Names: Baadargo, Dro’Barri, Dro’farahn, Dro’Qanar, Bula, Bulak, Bulfim, Bum, Burub, Burzob, Dura, Durgat, Durz,
Dro’Sakhar, Dro’Shavir, Dro’Tasarr, Dro’Zah, Dro’Zaymar, Gashnakh, Ghob, Glasha, Glob, Gluronk, Gonk, Grat, Grazob,
Dro’zharim, Dro’Zhirr, J’Dato, J’Dhannar, J’Hanir, J’Jarsha, Gulfim, Kharzug, Lagakh, Lambug, Lazgar, Mogak, Morn,
J’Jazha, J’Kara, Jobasha, Jodhur, Jo’Ren-Dar, Joshur, Jo’ThriDar, Murob, Murzush, Nargol, Orbul, Ragash, Rolfish, Rulfim,
J’Raksa, J’Rasha, J’Saddha, J’Zamha, J’Zhirr, Ma’Dara, M’Aiq, Shadbak, Shagar, Shagdub, Sharn, Sharog, Shelur, Sloomalah,
Ma’Jidarr, Ma’Khar, Ma’Zahn, M’nashi, M’Shan, Qa’Dar, Uloth, Ulumpha, Urzoth, Urzul, Ushug, Yazgash.
Ra’Karim, Ra’Kothre, Ra’Mhirr, Ra’Sava, Ra’Tesh, Ra’Virr,
Ra’Zahr, Ra’Zhid, Ri’Darsha, Ri’Dumiwa, Ri’Shajirr, Ri’Vassa, Redguard Names
Ri’Zaadha, S’Bakha, Sholani, S’Radirr, S’Rava, S’Raverr, S’Renji, Male Names: Ahtar, Alesan, Amren, Ataf, Avidius, Azzada,

56
Azzadal, Baral, Brenuin, Endon, Ennis, Falion, Fihada, Firir,
Haldyn, Isran, Jawanan, Kayd, Kematu, Mani, Maramal,
Namasur, Nazeem, Nazir, Razelan, Shadr, Talib.

Female Names: Adara, Ahlam, Anwen, Atmah, Braith, Eriana,


Faleen, Iman, Jayri, Jonna, Kerah, Lu’ah, Niyya, Ramati, Rayya,
Rochelle, Saadia, Saffir, Saliah, Salma, Sayma, Seren, Sudi,
Tonilia, Umana, Yisra, Zaria.

57
Powers flee the circle and no characters with those traits may willingly
enter it unless they can pass a -40 Willpower test (which may
only be attempted once per round).
Powers are magic abilities inherent to certain people that cost The circle follows the character, but it only remains as long
no magicka, but whose use is limited. They are typically granted as they continue to speak the words and take the Cast Magic
by virtue of a character’s race or the sign under which they were action each turn. Blessed Word can be sustained for at most 1
born. Some provide passive effects, while others are activated minute (10 rounds). This power can only be used once until
abilities. after the character’s next long rest.

Adrenaline Rush The Calling


The character may choose to gain 1 SP at any time. If the The Dwemer have developed the capability to form connections
character is fatigued when this power is used then remove a with the minds of others, allowing silent and instant com-
level of fatigue instead. This SP persists only for that encounter, munication across great distances. A Dwemer may do this at
and this power may only be used once until after the character’s any time, though they may not attempt to contact someone
next long rest. they have not met. Forming a mental connection requires the
character to pass a Willpower test or gain a level of fatigue. Once
Akaviri Danger-Sense a connection is formed the two minds may communicate as
The character may make a Luck test in order to avoid surprise. they see fit. Every minute of communication beyond the first
imposes another Willpower test, where failure incurs a level
Ancestor Guardian of fatigue. Alternatively, they may form a connection with a
Each Dunmer is capable of invoking a guardian spirit of one number of others equal to their Willpower bonus, but doing so
of their ancestors and can, through the use of the Cast Magic causes them to automatically fail the Willpower tests imposed
action, bring that spirit into the Mundus to aid them. The spirit by normal communication.
counts as a ghost (see the Inhabitants of Tamriel supplement)
which, if killed, is sent back to whence it came. Otherwise, the Mara’s Gift
spirit persists until 30 minutes pass or until the end of a Combat This character can speak the word of the divines for an hour
Encounter that it participates in, whichever comes first. This in order to remove a single wound and all of its effects (not
power may only be used once until after the character’s next including lost limbs) from themselves. This also restores an
long rest. amount of HP equal to the amount of damage dealt to cause
the wound. The character may choose to burn 2d6 Luck in
The GM should remember for roleplaying purposes that spirits order to allow this power to also restore lost limbs. The character
are capable of communicating with mortals, and that Dunmer must remain still for the entire duration while they perform
are likely to know the name of their own ancestral spirit. The the ritual. This power can only be used once until after the
GM should also feel free to customize the profile of the spirit character’s next long rest.
beyond that of a generic ghost.
Moonshadow
Blessed Touch The character possesses a simple form of innate shadow magic.
This character can speak the word of the divines for an hour This power may be activated once a day with the use of the Cast
in order to remove a single wound and all of its effects (not Magic action. The character becomes Invisible for 18 seconds
including lost limbs) from another character. This also restores (3 rounds). The character may spend a Luck point, or burn
an amount of HP equal to the amount of damage dealt to cause one Luck, to extend this duration by one round (this may be
the wound. This character may choose to burn 2d6 Luck to done as many times as the character desires). This invisibility is
allow this power to also restore lost limbs. The target character broken if the character makes an attack, after which it reforms
must remain still for the entire duration while the character at the beginning of the next round as long as there is 1 round
performs the ritual. This power can only be used once until of duration left. This power may only be used once until after
after the character’s next long rest. the character’s next long rest.

Blessed Word Treasure Seeker


The character may begin speaking the word of the divines The character has a knack for finding treasure and overcoming
through the use of the Cast Magic action. This has the effect the obstacles that protect it. At any time the character can choose
of creating a circle with a radius equal to their Willpower bonus to reroll a failed Subterfuge test made to pick a lock or disarm
in meters. Characters with the Undead or Undying traits must a trap, but only once for a given test. This power may only be

58
used once until after the character’s next long rest.

War Cry
Nords are able to call on a very simple form of the Thu’um and
harness it to frighten their enemies in battle. As an action, they
can issue a mighty war cry that forces all enemies who hear it
to make a Panic (+30) test. If a character passes this test, they
are immune to the effects of this power for the remainder of
the encounter. This power may only be used once until after
the character’s next long rest.

59
Chapter 3: Skills
“To achieve true mastery, you must understand what it is you’re doing. It ain’t simply enough to perform a
perfect thrust of a blade -- you must also know what you are doing and why.”

Seryne Relas, “Breathing Water”


M ost tasks that a character can perform are measured by
their skills. Skill ranks reflect the character’s experience,
training, and overall ability to perform these actions. Skills
Skill Rank (Value)
(Bonus)
Skill Ranks

XP (total) Equivalence
are either trained or untrained. Each trained skill has a corre- (Untrained) (-20) - No knowledge.
sponding Skill Rank, which has an associated value from 0
Novice (0) (+0) 100 Rudimentary knowledge.
to 5. This reflects how capable the character is at utilizing that
skill. Each skill has one or more Governing Characteristics: a Apprentice (1) (+10) 200 (300) Basic proficiency.
set of characteristics that reflect the many ways that a character Hands on experience
can utilize a single skill. Journeyman (2) (+20) 300 (600) and/or some professional
training.
When a character makes a skill test, they apply a bonus equal Extensive experience or
Adept (3) (+30) 400 (1000)
to +10 times the value of their skill rank (starting at +0 for training.
novice [rank 0], and up to +50 at master [rank 5]) to the chosen Expert (4) (+40) 500 (1500) Professional level ability.
characteristic. Typically the player chooses which characteristic Master (5) (+50) 800 (2300) Complete mastery.
to use, but the GM may require that they must use a particular
one if they feel the circumstances dictate such. If a character Skills
uses an untrained skill, the test suffers a -20 penalty. Skill Governing Characteristics
Acrobatics Strength, Agility
Specializations
Alchemy Intelligence
Trained skills can also have accompanying Specializations,
which represent areas of concentration and focus in a character’s Alteration Willpower
training and experience with that skill. A character may take as Athletics Strength, Endurance
many specializations as their rank in a given skill for 100 Xp Combat Style [Field] Strength, Agility
each. When making a skill test in the listed area of specializa- Strength, Intelligence,
tion, the character gains an additional +10 bonus to the test. A Command
Personality
character may not benefit from more than one specialization Commerce Intelligence, Personality
at once. Example specializations are provided for each skill, but
Conjuration Willpower
players should feel free to create their own with GM permission.
Deceive Intelligence, Personality
Skill Types Destruction Willpower
There are two types of skills, Standard Skills and Field Skills. Enchant Intelligence
Standard skills function as described above, but field skills are Evade Agility
different and can be identified by the “[Field]” in their name. Illusion Willpower
Investigate Intelligence, Perception
Field skills are collections of related skills that all function inde-
pendently as standard skills. For example: Profession [Smithing] Logic Intelligence, Perception
and Profession [Medicine] function as separate skills that must Lore Intelligence
be trained and ranked up independently. Both skills have their Mysticism Willpower
own separate skill rank, though they function similarly because Navigate Intelligence, Perception
they share the same “parent” skill. Sometimes the fields will share Necromancy Intelligence
governing characteristics, but sometimes each will have its own.
Observe Perception
Learning and Advancing Skills Persuade Strength, Personality
The XP cost to learn a skill (upgrade it to trained, novice rank) Profession [Field] (Varies)
is 100 XP. From then on, the cost to advance to the desired Restoration Willpower
rank varies. Skill ranks are advanced in order. Ride Agility
Stealth Agility, Perception
Favored Skills
A character’s favored skills are those skills that are governed by Subterfuge Agility, Intelligence
at least one of the character’s Favored Characteristics. Favored Survival Intelligence, Perception
skills cost 75% of the usual XP to advance in rank (round down
to the nearest multiple of 5).

61
Skill Descriptions For detailed rules regarding the use of this skill, see Chapter 6.

Athletics (Str, End)


This section gives an overview of each skill, what it represents, Example Specializations: Running, Swimming, Climbing
its governing characteristics (listed in parentheses), and some
common applications. Athletics represents a character’s ability to perform physically
taxing activities, often under stress or with little to no prepara-
Acrobatics (Str, Ag) tion. Your GM may ask you to test Athletics when you try to
Example Specializations: Contortion, Balance, Jumping accomplish tasks like the following...

Acrobatics covers the spectrum of physical activities involving • Jumping a particularly long distance through brute strength
explosive body movements and feats of flexibility and balance. •  alking a long distance without stopping
W
Your GM may ask you to test Acrobatics when you try to accom- • Lifting a heavy object
plish tasks like the following... • Climbing up the side of a cliff

•  eaping deftly between rooftops or over an enemy


L For more information, see Movement & Size in Chapter 5.
• Escaping from bonds
• Squeezing into a small space Combat Style [Field] (Str, Ag)
• Balancing on the edge of a cliff Example Specializations: Dueling, Mounted Combat, Formation
Fighting
For rules regarding jumping, see Movement & Encumbrance
in Chapter 5. For the purposes of game balance, players should get GM
permission before specializing in the use of specific weapons.
Alchemy (Int)
Example Specializations: Healing, Fortifying, Poisons Fighting skills are packaged into Combat Styles, which represent
the complete package of training, tactics, and experience that
Alchemy is the arcane art of brewing potions and poisons by constitutes a specific style of combat. Combat Styles can be
combining ingredients in order to exploit their magical effects. associated with culture, careers, or even schools of combat.
This skill can be used to create a variety of concoctions with
dramatic effects ranging from potions of levitation or healing to Specifically, individual Combat Styles are represented by the
magical poisons. Your GM may ask you to test Alchemy when Combat Style [Field] skill, where the field represents the name
you try to accomplish tasks like the following... of the combat style. This skill is used to make melee or ranged
attack and defense tests in combat when using the equipment
•  rewing a potion or poison
B associated with the style.
• Identifying magical ingredients
• Identifying the effects of an unknown potion For full information on Combat Styles, see Combat Styles later
• Creating alchemical explosives in this chapter.

The rules for potions are found under Alchemy in Chapter 6. Command (Str, Int, Prs)
Example Specializations: Battlefield Commander, Inspiration
Alteration (Wp)
Example Specializations: Shields, Flight, Weight Manipulation, Command measures a character’s skill at coordinating allies,
Spell Creation inspiring them and, if necessary, instilling fear in order to moti-
vate them. Your GM may ask you to test Command when you
This skill influences the use of spells from the school of Alteration. try to accomplish tasks like the following...
As a school, Alteration focuses on altering the physical and
magical properties of things. Your GM may ask you to test •  iving effective orders during a battle
G
Alteration when you try to accomplish tasks like the following... • Organizing civilians to defend their homes
• Riling up a crowd with an inspiring speech
• C ast an Alteration spell • Convincing cowards to stand and fight
• Identify the effects of Alteration magic

62
Commerce (Int, Prs) For detailed rules regarding the use of this skill, see Chapter 6.
Example Specializations: Haggling, Acquisition, Sales
Deceive (Int, Prs)
Commerce reflects a character’s ability to engage in business Example Specializations: Blathering, Impersonation
related activities and covers anything involving the practi-
cal application of economics. Your GM may ask you to test Deceive measures a character’s aptitude for fooling others into
Commerce when you try to accomplish tasks like the following... believing something that is not true. A Deceive test should only
be required if the character believes that they are lying. This test
• Haggling for a better price on an item can be opposed by a Logic test or an Observe test, depending
•  ocating an item for sale
L on the nature of the deception. Your GM may ask you to test
• Running a business Deceive when you try to accomplish tasks like the following...
• Appraising an item
• Pretend to be someone you are not
The rules for using the Commerce skill to buy and sell items •  alk your way out of trouble
T
• Lie about something
• Pretend to be an expert on a subject

Destruction (Wp)
Example Specializations: Pyromancy, Electromancy, Spell Creation

This skill influences the use of spells from the school of


Destruction. As a school, Destruction focuses on harming
targeted objects and beings through the use of various kinds
of elemental and magical attacks. Your GM may ask you to
test Destruction when you try to accomplish tasks like the
following...

• C ast a Destruction spell


• Identify the effects of Destruction magic

For detailed rules regarding the use of this skill, see Chapter 6.

Enchant (Int)
Example Specializations: Destruction Enchantments, Enchanting
Weapons, Creating Scrolls

Enchanting is the arcane art of creating enchanted items by


binding the energy contained within soul gems to another
are handled in Pricing & Acquisition in Chapter 7. physical object. Your GM may ask you to test Enchant when
you try to accomplish tasks like the following...
Conjuration (Wp)
Example Specializations: Atronach Summoning, Spirit Summoning • Create an enchanted item
• I dentify the effects of an enchantment
This skill influences the use of spells from the school of • Learn how to use a mysterious enchanted item
Conjuration. As a school, Conjuration focuses on calling upon • Repair an enchanted item
and interacting with various otherworldly entities. Your GM
may ask you to test Conjuration when you try to accomplish The specific uses of the Enchanting skill for creating enchanted
tasks like the following... items are handled under Enchanting in Chapter 6.

• C ast a Conjuration spell


• Identify a summoned entity

63
Evade (Ag) Logic (Int, Prc)
Characters may not acquire specializations for this skill. Example Specializations: Puzzles, Gambling, Riddles

Evade measures a character’s ability to escape from observed, The Logic skill represents a character’s ability to think logically,
impending danger through the use of fluid movement and quick solve puzzles, and dissect information rationally and quickly.
reaction times. This skill is most often used to defend against Your GM may ask you to test Logic when you try to accomplish
attacks in combat, or to avoid other physical dangers. Your GM tasks like the following...
may ask you to test Evade when you try to accomplish tasks
like the following... • Solve a puzzle or riddle
• Perform mathematical calculations
•  uck beneath an incoming spell
D • Make sense of a confusing situation
• Dodge a sword swing • Realize something simple you may have overlooked
• Avoid falling debris • Improve your odds in a game of chance
• Stay out of reach of multiple attackers
Lore (Int)
For rules regarding its use in combat, see Combat in Chapter 5. Example Specializations: Art, Daedra, History, Magic, Legends,
The Black Marsh, Warfare, Altmer
Illusion (Wp)
Example Specializations: Visual Illusions, Auditory Illusions, Mental Lore represents a character’s ability to recall information of all
Manipulation, Spell Creation types. This includes any knowledge that they would possess
due to their education or experience and is meant to represent
This skill influences the use of spells from the school of Illusion. a character’s general knowledge.
As a school, Illusion focuses on manipulation and deception
to affect the minds of targets and the light around them. Your Specializations in this skill reflect a character’s focus on one
GM may ask you to test Illusion when you try to accomplish particular subject. Remember that “general knowledge and
tasks like the following... education” is a relative term: no matter how smart a character
is, they shouldn’t be able to roll to recall an obscure fact unless
• C ast an Illusion spell they would have reasonably encountered the fact before. Your
• Identify the effects of Illusion magic GM may ask you to test Lore when you try to accomplish tasks
like the following...
For detailed rules regarding the use of this skill, see Chapter 6.
•  emember specific details about something you learned
R
Investigate (Int, Prc) • Identify a creature that you have only read about
Example Specializations: Canvassing, Research • Reconcile new information with what you already know
• Find similarities between two ancient legends
Investigate reflects the character’s skill at conducting an inves-
tigation. This encompasses everything from simple inquiries to Mysticism (Wp)
coordinating a complex investigation and searching through Example Specializations: Telekinesis, Detection, Spell Creation
piles of clues to find an answer. Your GM may ask you to test
Investigate when you try to accomplish tasks like the following... This skill influences the use of spells from the school of Mysticism.
As a school, Mysticism is a rather obscure discipline focused
•  ather information from a crowd
G on manipulating magicka itself to produce a number of exotic
• Sift through an archive searching for information effects. Your GM may ask you to test Mysticism when you try
• Locate a person or place in a large city to accomplish tasks like the following...
• Use clues to solve a mystery
• C ast a Mysticism spell
• Identify the effects of Mysticism magic

For detailed rules regarding the use of this skill, see Chapter 6

64
• M
 aking a new friend, or seducing a person of interest
Navigate (Int, Prc) • Convincing others to agree with you
Example Specializations: Cartography, Marine Navigation,
Direction Sense Profession [Field] (Varies)
Profession [Field] represents the character’s formal or informal
The Navigate skill reflects a character’s ability to plot and follow a training and experience in a specific profession. It is used to
course from one point to another, as well as the ability to provide perform work related tasks, or to reference specialized knowledge
directions and lead others along the plotted course. Your GM that someone trained in that profession might have. The follow-
may ask you to test Navigation when you try to accomplish ing table contains a list of common fields and their governing
tasks like the following... characteristics. Feel free to invent your own with GM permission.

• Find your way out of a dungeon Profession Fields


•  lot a course for a ship
P Governing
• Create a map of a mountain range Field
Characteristic
• Lead your party through a forest Acting Personality
Animal Trainer Intelligence
Necromancy (Int) Art Personality
Necromancy is the study and art of raising the dead. While
it is not traditionally recognized as a school of magic, it func- Bureaucracy Intelligence
tions similarly and thus is treated as one for all rules purposes, (Physical Crafts) Agility
including talents found in the Core Rulebook. Your GM may Engineering Intelligence
call upon you to test Necromancy when: Linguistics Intelligence
• Casting Necromancy Spells.
Medicine Intelligence
• Performing Necromancy Rituals
• Identifying undead and reciting undead lore. Musicianship Agility
• Using Black Soul Gems while Enchanting Seamanship Intelligence
Smithing Strength
Observe (Prc)
Example Specializations: Awareness, Scrutiny, Searching, Hearing, For information regarding the use of the Profession [Medicine]
Smell, Sight skill to care for injured characters, see Physical Health in Chapter
5. For information regarding the various crafting oriented pro-
Observe represents a character’s general awareness of their sur- fessions, see Crafting in Chapter 7.
roundings and their ability to notice things that others might
dismiss. Your GM may ask you to test Observe when you try Restoration (Wp)
to accomplish tasks like the following... Example Specializations: Healing, Wards, Fortification, Spell
Creation
• S pot an ambush before it happens
• Identify when someone is acting strangely This skill influences the use of spells from the school of
• Locate a hidden switch or trap in a room Restoration. Restoration is focused on healing and restoring
• Notice a strange creature in the distance targets and harming the undead. Your GM may ask you to test
Restoration when you try to accomplish tasks like the following...
Persuade (Str, Prs)
Example Specializations: Charm, Intimidation, Seduction • C ast a Restoration spell
• Identify the effects of Restoration magic
Persuade is a measure of the character’s knack for influencing
people through strength of personality or threat of intimidation. For rules regarding the use of this skill, see Chapter 6.
Persuade tests are most often opposed by Willpower tests if the
target wishes to resist. Your GM may ask you to test Persuade
when you try to accomplish tasks like the following...
Ride (Ag)
• I mpressing others with tales of one’s accomplishments Example Specializations: Horse Racing, Mounted Fighter
• Intimidate someone into doing what you want

65
The Ride skill is a measure of your character’s ability to control The Subterfuge skill is a measure of the character’s ability to
various mounts. The difficulty is associated with the demands use artifice, guile, and manual dexterity to circumvent normal
being placed upon the creature and its level of familiarity to limits and restrictions. Your GM may ask you to test Subterfuge
the rider. Your GM may ask you to test Ride when you try to when you try to accomplish tasks like the following...
accomplish tasks like the following...
•  isguising yourself as someone else
D
• P ush a horse to ride faster. • Picking a lock on a door
• Leap over an obstacle on a mount. • Palming a small object unnoticed
• Attempt to ride a strange beast. • Disarming a trap

Stealth (Ag, Prc) Survival (Int, Prc)


Example Specializations: Camouflage, Shadowing, Infiltration Example Specializations: Desert Survival, Foraging, Tracking

Stealth is a measure of a character’s ability to remain unnoticed The Survival skill is a measure of a character’s ability to subsist
in a variety of settings and environments through the employ- away from civilization. The difficulty is associated with the
ment of specific techniques. This test can be opposed by an local environmental constraints. Your GM may ask you to test
Observe test when appropriate. Your GM may ask you to test Survival when you try to accomplish tasks like the following...
Stealth when you try to accomplish tasks like the following...
• Gathering food and water from the environment
• S hadowing someone through a marketplace •  racking a person or animal through the woods
T
• Sneaking up on an enemy camp • Identifying dangerous plants
• Camouflaging yourself in the undergrowth • Applying first aid to a character in order to stabilize them.
• Sneaking past a sleeping monster

For rules regarding the use of Stealth in combat, see Combat


in Chapter 5.

Subterfuge (Ag, Int)


Example Specializations: Lockpicking, Sleight of Hand, Traps

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penalty (or more, if appropriate) on Combat Style tests made
Combat Styles by a character who is out of their element.
Fighting skills are packaged into Combat Styles, which repre-
sent the complete package of training, tactics, and experience
that constitutes a specific style of combat. Combat Styles can “The Prince’s longblade slashed across the Akavir’s chest and
be associated with culture, careers, or even schools of combat. the sudden, intense pain cuased him to drop his weapons. In
a moment, it was over. Savirien-Chorak was prostrate in the
Specifically, individual Combat Styles are represented by the dust with the Prince’s longsword at this throat. “The game’s
Combat Style [Field] skill, where the field is the name of the over!” shouted the Emperor, barely heard over the applause
combat style. This skill is used to make melee (or ranged) attack from the stadium.”
and defense tests in combat when using the equipment associ-
ated with the style. The character may use either their Strength “2920, The Last Year of the First Era”
or Agility as a base for the skill test when making melee attacks
and most defense tests but must use their Agility when making
ranged attacks.
Utilizing Untrained Weapons/Armor
Rather than creating preset combat styles we have allowed play- Characters who use weapons, armor, or other equipment that
ers and GMs to invent their own to more accurately reflect the they are not trained to use suffer the usual -20 penalty for using
characters they wish to portray. Each combat style should be an untrained skill on any associated combat tests, movement
accompanied by a list of equipment it incorporates (see below), tests in the case of armor, or any other tests that the GM deems
and a description of the style of fighting that it represents (see appropriate. The GM may choose to alter or ignore this penalty
examples to the bottom right). if they feel the circumstances do not apply.

Trained Equipment Combat Style Examples


Each Combat Style has an associated set of weapon, armor, and Below are some example Combat Styles to use for inspiration
shield types. A character with that Combat Style is capable of in your campaigns.
using that equipment effectively in the situations the style is
designed for. Combat Styles may include up to five different Combat Style [Cloak and Dagger]
types of equipment when the skill is purchased for the first The character is trained to use small, concealable weapons in close
time. Unarmed combat is included in this category as well, quarters against single, typically unarmored, opponents.
reflecting that the character is trained to fight without weapons. • Equipment: Dagger, Shortsword, Throwing Dagger,
Armor is divided into types using the associated weight class Unarmed Combat, Light Armor.
quality: light, medium, heavy, or super heavy. Armor without
a quality requires no training. Combat Style [Imperial Legionnaire]
Legionnaires are trained to fight in battlefield formations with sword,
Each style’s associated trained equipment is chosen when the spear, and shield, using javelins to soften up the enemy.
character learns the style, and it can be expanded to a maximum • Equipment: Spear, Shortsword, Javelin, Tower Shield,
of ten different types of equipment. Expanding a combat style Medium Armor.
by adding a weapon, armor, or shield type to the list of a
style’s trained equipment costs 25 XP. Combat Style [Knight]
Knights are masters of chivalrous combat, preferring to engage their
Fighting in Unfamiliar Circumstances opponents in duels of honor and skill. In open battle they wear
Occasionally characters may be forced to fight with familiar heavy armor and fight primarily from horseback.
weapons, but in strange circumstances. For example, a noble • Equipment: Lance, Shield, Longsword, Mace, Heavy
duelist who is used to fighting honorable one on one fencing Armor.
duels might somehow find themself in a bar brawl with their
sword handy. Or perhaps a battlefield soldier used to fighting on Combat Style [Argonian Guerrilla Fighter]
horseback finds themself face to face with an assassin at home. The Black Marsh is known across Tamriel for its guerrilla fighters.
Argonian warriors fight in light armor with short blades, spears,
Generally most characters are trained to use the weapons in and at range, engaging their enemies in small skirmishes.
their style in widely applicable circumstances, but in certain • Equipment: Shortsword, Spear, Short Bow, Javelin,
cases like these the GM shouldn’t be afraid to impose a -10 Unarmed Combat.

67
Chapter 4: Talents & Traits
“Like a sudden, violent snow squall that rends travelers blind and threatens to tear loose the very foundations
of the sturdiest hall, the Snow Prince did sweep into our numbers. Indeed the ice and snow did begin to swirl and churn
about the Elf, as if called upon to serve his bidding. The spinning of that gleaming spear whistled a dirge to all those
who would stand in the way of the Snow Prince, and our mightiest fell before him that day.”

“Fall of the Snow Prince”


S kills are not the only way a character’s abilities can be mea-
sured. Talents and traits are important parts of any Character.
Talents are the various unique abilities the character has come to
Learning Talents
The XP cost to learn a talent is based on that talent’s level.
Characters must fulfill all requirements for a talent in order to
possess through training or experience. They include everything learn it. Learning talents governed by a favored characteristic
from passive bonuses to activated abilities and can even modify costs 75% of the regular XP cost (round down to the nearest
how the character uses certain skills. Traits are rules that reflect multiple of 5).
various natural facts about the character or certain abilities they
possess, such as the ability to fly or see in the dark. Core Talents
Most talents have a Governing Characteristic on which Core Talents form the backbone of your character’s abilities and
they are based. Talents governed by one of a character’s favored strengths in the world of Tamriel. Within this segment, you’ll
characteristics cost less. Some talents have more than one gov- encounter an array of diverse talents that define your character’s
erning characteristic, in which case only one of them needs to prowess across various aspects of the game. These talents serve as
be favored to reduce the cost (there is no bonus for having more the building blocks for your character’s combat ability, magical
than one of them favored). Some have none, in which case the aptitude, interactions with the world, and much more.
character does not need to meet any characteristic requirements
and simply pays the base cost. Awareness
Awareness talents focus on enhancing a character’s ability to
The following sections divide talents into categories and offer perceive their environment and glean information about others.
descriptions and prerequisites for each.
Combat Senses
Talent Levels The character has keen combat instincts.
Each talent has an associated Talent Level. Talents of higher Novice (Perception)
levels have more powerful effects, as they represent more pow- The character can choose to calculate their Initiative Rating by
erful abilities that are more difficult to acquire. The level of taking twice their Perception Bonus and adding two instead of
the talent determines the XP cost of that talent. The level also the usual formula.
determines a talent’s characteristic requirements. A character
must meet the base characteristic score requirement (unmodified Honed Senses
by external effects) of at least one of the talent’s governing The character has honed their physical senses beyond the capabilities
characteristics before they can purchase it. Some talents have of the average person through training or experience.
additional requirements, which will be listed with those talents. Apprentice (Perception)
The character has honed their senses so that they can partially
If a talent has no listed governing characteristic, then there is compensate for the loss of one with the others. Halves all pen-
no need to meet any characteristic requirements and the talent’s alties imposed on any tests by the loss or impairment of one
cost is always reduced as if it was governed by the character’s sense (bad lighting, blindness, deafness, and so on) as long as
favored characteristic. they have the others to fall back on.

Talent Costs and Requirements One with All


Characteristic The character has honed their senses to the peak of their capabilities.
Talent Level XP Cost Expert (Perception)
Requirement
Novice 100 25 Requires/Replaces Honed Senses
The character has honed their senses so that they can entirely
Apprentice 200 30
compensate for the loss of one with the others. Negates all
Journeyman 300 35 penalties imposed on any tests by the loss or impairment of
Adept 400 40 one sense (bad lighting, blindness, deafness, and so on) as
Expert 500 45 long as they have the others to fall back on.
Master 800 50
Observant
The character can spot threats coming at a distance.
Expert (Perception)
The character can treat their Evade skill as also being governed
by Perception.

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Hyper Awareness The character may take a primary action to gain the Frenzied
The character uses their extreme awareness to dominate combat. condition. They only attack enemies as long as the condition
Master (Perception) was entered voluntarily.
Requires Observant
When the character passes any Combat Style or Evade skill Controlled Anger
test they can choose to take the number of degrees of success The character’s rage burns hot one moment, and vanishes the next.
that they rolled, or take a number equal to their Observe Adept (Willpower)
skill rank instead. Requires Berserker
The character may remove the Frenzied condition as a free
Invisible action. They can also roll a +0 Willpower test to take control
The character is aware of every leaf and branch around them as of any involuntarily applied Frenzied condition.
they move and rarely make a sound or leaves a trace.
Apprentice (Perception) 'Tis But a Scratch
Survival tests made to track the character suffer a -20 penalty. The character can channel their frenzy to ignore debilitating
wounds.
Keen Intuition Expert (Endurance)
The character has a powerful intuition developed through experience Requires Berserker
and rarely misses important details. While the character is frenzied, they ignore any Crippled
Expert (Perception) or Lost Limb/Body Conditions that they gain during this
When the character passes an Observe skill test they can choose frenzy. These effects are immediately applied as normal once
to take the number of degrees of success that they rolled or take the character loses the Frenzied condition.
a number equal to their Observe skill rank instead.
Brawler
Light Sleeper The character is used to fighting in chaotic brawls and can use that
The character is a particularly light sleeper and seems to be able chaos to their advantage.
to sense danger approaching. Novice (Strength, Agility)
Apprentice (Perception) The character adds a bonus degree of success to any successful
The character always counts as being awake for the purposes of Combat Style or Evade tests made while within melee range of
making Observe tests and determining surprise, even if asleep. two or more opponents.

Danger Sense Gladiator


The character has a sixth sense that allows them to anticipate The character is accustomed to fighting outnumbered and can
danger. easily defend themself against multiple opponents.
Adept (Perception) Expert (Strength, Agility)
Requires Light Sleeper Requires Brawler
The character can always test Perception to avoid surprise, If the character is the target of a melee attack while within the
regardless of the circumstances. melee range of at least two opponents, then they make a free
defensive reaction against that attack, but only once per round.
Combat
Combat talents improve a character’s ability to successfully God of War
engage and triumph in a variety of combat scenarios. The character fights best when surrounded by foes and is at home
in the swirling tide of battle.
Arms Master Master (Strength, Agility)
The character is skilled in the fundamentals of combat and is at Requires Brawler and Gladiator
home using all sorts of weapons. When the character passes a Combat Style or Evade skill test
Adept (Strength, Agility) made while within melee range of two or more opponents
The character never suffers the usual -20 untrained penalty for (and made against those opponents) they can choose to take
using weapons not included in one of their Combat Styles. the number of degrees of success that they rolled, or take a
number equal to the corresponding skill rank instead.
Berserker
The character can psych themselves up into a frenzy. Note: The Brawler talent only applies to the rolled DoS.
Novice (Willpower)

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Crackshot Killing Blow
The character unleashes agile precision as their bow becomes an The character can put all of themself into a single attack aimed
extension of their grace. to end the fight.
Expert (Agility) Master (Strength)
The character can use their Agility Bonus for the purposes of Requires Crippling Strikes
determining Splitting or Slashing damage in place of their When the character spends a Stamina point to make a power
Strength bonus for attacks made using Splitting or Slashing attack, they add three times the amount of stamina spent to
arrows. a maximum of 3SP for +9 damage.

Crippling Strikes Dauntless Bulwark


The character can direct and focus the force of their blow to inflict The character positions themself at the front of any fight and strives
bone-shattering injuries. always to protect their allies from harm.
Apprentice (Strength) Journeyman (Strength, Endurance)
The character treats all enemy Wound Thresholds as being one Opponents within the character’s melee range cannot make
lower than normal when making melee attacks. attacks of opportunity against this character’s allies.

Optional Rule Note: Alternate Wounds Defender


If your group is using the alternate rules for Wounds The character is willing to step in and take a hit for their allies.
defined in the Physical Health section in Chapter Journeyman (Endurance, Willpower, Perception)
5, replace the rules of the Crippling Strikes Talent As a 1 AP reaction the character can switch positions with an
with the following: “The character causes enemies ally within 1 meter if that ally is attacked; become the new
wounded by them with a melee weapon attack to target of the attack; and either block, parry, or counter it (does
take a -10 penalty to their shock test. This stacks not require an additional AP to be spent).
with any other penalties to shock tests.”
Duelist
The character is used to fighting one on one, where they can focus
entirely on their opponent.
Novice (Strength, Agility)
The character adds a bonus degree of success to any successful
Combat Style or Evade tests made while within melee range
of only one opponent.

Exploit Advantage
The character is a fearsome foe in duels, taking maximum advan-
tage of every mistake.
Journeyman (Strength, Agility)
Requires Duelist
When the character uses the Press Advantage or Overextend
Opponent advantages they may choose to double the penalty/
bonus (respectively), but only as long as there are no other
characters within melee range of either the character or their
opponent. The effect is lost if at any time another character,
friend or foe, would enter melee range of either one.

Champion
The character fights best one on one, where they can take the full
measure of their opponent.
Master (Strength, Agility)
Requires Duelist and Exploit Advantage
When the character passes a Combat Style or Evade skill test
made while within melee range of only one opponent (and
made against that opponent) they can choose to take the

71
number of degrees of success that they rolled or take a number choose the higher of the two rolls. Additionally, the character
equal to the corresponding skill rank instead. can attempt to parry ranged attacks (but not spells) at a -20.

Note: The Duelist talent only applies to the rolled DoS. Mighty Cleave
The character cleaves through multiple targets in one blow.
Dual Fighter Expert (Strength)
The character is particularly skilled at fighting with two weapons, While wielding a weapon in two hands the character can, as part
fluidly weaving attacks and parries together. of an All Out Attack, strike two viable targets within their melee
Master (Strength, Agility) range. Each target must be within 2 meters of one another. The
When wielding two weapons, the character raises the maximum character only rolls once for the attack and each defender has an
number of melee attacks they are allowed to make in one round opportunity to defend separately against that attack roll. Roll
from two to three as long as they use each weapon to attack damage separately for each target that is hit. This attack cannot
at least once. gain advantages and only counts as a single attack for the round.

Eye of Vengeance Perfect Hit


The character’s well aimed shots can inflict terrible wounds. The character’s attacks land exactly where they need to inflict the
Apprentice (Agility) most damage.
The character treats all enemy Wound Thresholds as being one Expert (Perception)
lower than normal when making ranged attacks. The character can use their Perception Bonus for the purposes
of determining Splitting, Slashing, or Crushing damage in place
Optional Rule Note: Alternate Wounds of their Strength bonus.
If your group is using the alternate rules for Wounds
defined in the Physical Health section in Chapter Precise
5, replace the rules of the Crippling Strikes Talent The character is precise in their every attack.
with the following: “The character causes enemies Adept (Agility, Perception)
wounded by them with a ranged weapon attack to The character suffers no penalty for Precision Strike attacks.
have a -10 penalty to their shock test. This stacks
with any other penalties to shock tests.” Quick Draw
The character is able to quickly ready themself for combat, drink a
Fearsome potion, or switch out weapons.
The character is an imposing presence in a fight, and they use this Apprentice (Agility)
to make their enemies think twice about confronting them directly. The character’s first Ready Weapon / Drink Potion action in a
Expert (Strength) given round does not cost an AP (except for reloads).
The character may use the Persuade (Strength) skill in place of Additionally, the character can choose to either reduce the AP
the Evade skill when taking the Evade reaction against melee cost of drinking a potion to 1 or drink a potion without pro-
attacks. voking Attacks of Opportunity.

Follow-up Strike Skirmisher


The character has mastered the art of following up any attack at The character is able to fire on the move.
unexpected angles. Journeyman (Agility)
Journeyman (Agility) The character can make a ranged attack as a free action whenever
Whenever this character fails a Combat Style test made to attack they take the Dash action but at a -20 penalty.
while dual-wielding, it can choose to spend a SP to make a
follow-up attack with the other weapon at a -20 penalty as a Slash and Stash
Free action. An unaware opponent and their coin are soon parted.
This does not count as a new attack for the purpose of the Adept (Agility)
attacks per round limit. After the character deals damage to an unaware or surprised
enemy, they can spend a Stamina Point to roll Subterfuge against
Lightning Reflexes the enemy's Observe in order to grab a random item that is on
The character reacts rapidly to danger. said enemy's person, such as a potion hanging off their belt or
Expert (Agility) a coin pouch. The item must be within reach and not stashed
When making an initiative roll, the character can roll twice and anywhere that would require extensive effort to acquire, like if

72
it were inside a backpack. they wield by 1 (to a minimum of 0, a free action).

Sneak Attack Teamwork


The character takes advantage of stealth to set a deadly strike. The character is able to coordiante their efforts with their allies.
Apprentice (Agility) Novice (Perception)
The character adds their Stealth skill rank to the damage of The character adds a bonus degree of success to any successful
successful attacks made if they were hidden from the target Combat Style tests made to attack or defend against opponents
when they made the attack. in melee range as long as that opponent is also within melee
range of an ally who also has this talent.
Assassinate
The character takes advantage of stealth to set a deadly strike. Back to Back
Apprentice (Agility) The character fights best with allies, each watching over the other.
Requires Sneak Attack Journeyman (Perception)
The character can cause only the damage from Sneak Attack Requires Teamwork
to ignore any AR of the hit location they are hitting if they The character can make an attack of opportunity whenever an
are attacking with a one-handed weapon that has the Exploit enemy within their melee range makes a melee attack against
Weakness Weapon Quality. an ally who also has this talent.

Shadow Strike Unarmed Prowess


The character can strike and melt back into the shadows. The character is a master of attacking while unarmed.
Expert (Agility) Journeyman (Strength, Agility)
Requires Sneak Attack The character adds their Strength bonus to their unarmed
If the character makes an attack while hidden, then they can damage.
attempt a Stealth test opposed by the Observe of any enemies
who would reasonably be able to notice the attack. On success, Unarmed Defender
or if they roll more degrees of success, they remain hidden The character is a master of defending themself while unarmed.
from those enemies. If the attack is a melee attack, then the Expert (Strength, Agility)
character must forgo the advantage gained from the hidden Requires Unarmed Prowess
condition to benefit from this talent. While unarmed the character can attempt to parry attacks
made with weapons with an equal or longer range than their
Thunder Charge own (instead of merely longer ones) if they are within their
The character rushes their opponents with a wild charge. own melee range of the attacker.
Journeyman (Strength, Agility)
The character can make an All Out Attack using 1 AP, instead Unrelenting
of the usual 2, whenever they take the Dash action. This is The character is relentless in their assault, and few foes can escape
applicable only if their movement would bring them into melee them.
range with someone they were not initially within melee range Journeyman (Strength)
of at the start of their turn. Additionally, they must move at Enemies within melee range of the character cannot take the
least half their base Speed toward the target during that turn. disengage action.

Tricky Fighter Unstoppable Might


The character uses deceit and trickery to their advantage in combat. The character is capable of wielding the mightiest of weapons in
Expert (Intelligence, Personality) only one hand.
When the character passes a Combat Style skill test made against Expert (Strength)
an opponent in melee range they can choose to take the number The character can wield two-handed weapons in one hand (but
of degrees of success that they rolled, or take a number equal cannot dual-wield them) and can dual wield hand-and-a-half
to their Deceive skill rank. weapons, using the two-handed damage value. When using
their weapons in either of these ways, the character cannot use
Rapid Reload those weapons to Parry or Counter-Attack.
The character is able to quickly reload to take a second shot.
Journeyman (Agility) Wrestler
The character reduces the Reload quality of any ranged weapons The character is particularly skilled at subduing their opponents.

73
Adept (Strength, Agility) The character gains a cumulative +10 modifier on Alchemy tests
When the character passes a characteristic or skill test made to made to brew a potion or poison if their last Alchemy test was
grapple, restrain or entangle their opponent they can choose to a failed attempt to create the same potion (max +30).
take the number of degrees of success that they rolled, or take
a number equal to their Combat Style skill rank. Salvage Energy
The character carefully untangles the magicka woven into a failed
Crafting enchantment, recovering the lost energy.
Crafting talents improve a character’s ability to create items, Expert (Intelligence)
including those produced through the arcane crafts. When the character fails an Enchant test to create an enchant-
ment they can make another Enchant test at a -40 penalty. On
Alchemist (School) success, the soul gem is not destroyed and maintains all of its
The character is particularly practiced in creating efficient potions soul energy. Alternatively, they may attempt the test at a -20
with effects from a given school. penalty. On a success the gem survives, but with no energy.
Apprentice (Intelligence)
The character increases the strength of alchemical ingredients of General
the chosen school by 10% (round down to the nearest whole General talents are those talents that are widely applicable or
number). do not fit in any other category.

Manifold Enchanter Expert (Specialization)


The character is able to craft enchantments with more than one effect. The character is an expert in their area of specialization.
Expert (Intelligence) Expert ([Skill’s Governing Characteristics])
The character can create cast, strike, and constant enchantments Requires the skill to be at adept rank
with up to three effects/spells instead of just one. The character chooses one of their existing specializations when
they purchase this talent. The character may reroll failed skill
Procedural Enchanting tests made with that specialization (but only once for a given
The character is able to craft consistently strong enchantments. test). This talent can be purchased multiple times for different
Journeyman (Intelligence) specializations.
When the character passes an Enchant skill test when enchanting
an item, they can choose to use their rolled DoS or their Enchant Grandmaster (Skill)
skill rank as the Binding Strength of the enchantment. The character is the absolute best at what they do.
Master ([Skill’s Governing Characteristics])
Master Alchemist Requires the chosen skill be at master rank
The character knows how to safely get the most out of any given The character may reroll failed skill tests for the chosen skill (but
ingredient. only once for a given test). This talent does not stack with other
Master (Intelligence) talents that would allow rerolls. Grandmaster can be purchased
The character increases the strength of alchemical ingredients multiple times for different skills. If this talent is taken with a
by 20% (stacks to 30% with Alchemist [School]) and never magical skill, then it increases the bonus to effective skill rank
suffers from alchemical backfires. by +1, which allows for the casting of Grandmaster spells, the
enchantment of Master spell effects, or the creation of level 6
Nothing Ventured, Nothing Gained potion/poison effects without penalty.
The character knows when to bend the rules in order to get results.
Adept (Intelligence) Untouchable
The character can choose to disregard normal safety procedures The character is extremely lucky and always seems to escape the most
when creating a potion. When doing so, they gain a +20 bonus difficult situations unscathed. But how long can it last?
on their Alchemy skill test, but the potion backfires if they roll Master (Any)
doubles. If the test fails it automatically backfires (roll a d4 on The character can choose to replace their Wound Threshold with
the appropriate backfire table and add the highest included spell 3 times their Luck Bonus. Additionally, if the character is hit
level). Ignore Master Alchemist when using this effect. by an attack, they may spend any amount of available LP after
damage is rolled to increase their WT by the amount spent for
Trial and Error the purposes of resolving that attack.
The character learns from every mistake they make.
Journeyman (Intelligence)

74
Optional Rule Note: Alternate Wounds Businessman
If your group is using the alternate rules for Wounds The character is a shrewd businessman and experienced in the art
defined in the Physical Health section in Chapter 5, of commerce.
replace the rules of the Untouchable Talent with the Adept (Intelligence)
following: “The character can choose to expend a When the character passes a Commerce skill test they can choose
Luck Point to reroll a failed Shock Test. This can be to take the number of degrees of success that they rolled or take
done multiple times for a single Shock Test.” a number equal to their Commerce skill rank instead.

Blending
Intellectual The character is able to use their knowledge of an area to help them
Intellectual talents grant a character different mental feats and blend in with the locals.
can enhance their abilities in various intellectual pursuits. Novice (Intelligence)
The character can choose to use the Lore skill in place of the
Attention to Detail Stealth skill when shadowing someone through a crowded area.
The character is always scrutinizing those around them.
Novice (Intelligence, Perception) Interrogator
The character can use the Investigate skill to oppose attempts The character is a skilled interrogator, able to pry information out
to deceive them. of most people with ease.
Apprentice (Intelligence)
When the character passes a Persuade skill test made to interro-
gate a character they can choose to take the number of degrees
of success that they rolled or take a number equal to their
Persuade skill rank instead.

Prediction
The character is a cunning warrior, able to deduce when danger
might arise and determine how to best respond.
Journeyman (Intelligence)
The character can choose to use their Intelligence bonus in place
of their Agility bonus when calculating their Initiative Rating.

Scholar
The character is a burgeoning academic, capable of learning about
many subjects in great depth.
Apprentice (Intelligence)
The character halves the base CrP/XP cost required to gain
Specializations for the Lore skill (50 instead of 100), and may
take twice the usual number.

Tactician
The character is a skilled tactical commander, able to make sure
their allies are all in the right place at the right time.
Expert (Intelligence)
Allies of this character may use their initiative result in place
of their own when determining initiative for combat as long
as the character is leading the group.

Mobility
The mobility talents improve a character’s ability to move
through their environment quickly, effectively, and without
harming themself, both in and out of combat.

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Armored Agility their base Speed, then any ranged attacks made against them
With enough training even heavily armored warriors can maneuver until the start of their next turn suffer a -20 penalty.
with grace.
Expert (Agility) Leap Up
The character reduces Acrobatics test penalties gained from their The character is able to quickly leap to their feet in a smooth motion.
armor class by their Acrobatics skill rank - 1 multiplied by 10. Novice (Agility)
The character can stand up from prone without spending any
Assassin Strike movement and without triggering attacks of opportunity.
The character can strike rapidly and then fall back.
Journeyman (Agility) Step Aside
If the character successfully inflicts damage with an attack (after The character can easily dance through a swirling melee unharmed.
mitigation), then the target of that attack cannot make an attack Expert (Agility)
of opportunity against the character during that turn. Evade reactions made against attacks of opportunity are free until
the character fails one, at which point they must pay 1 AP for it.
Catfall
The character can fall a surprising distance without harm. Swashbuckler
Apprentice (Agility) The character is able to fight well in a number of unconventional
Reduce the distance the character falls by a number of meters situations (such as swinging, climbing, on wobbly or slippery surfaces,
equal to their Agility bonus when calculating fall damage. and so forth).
Journeyman (Agility)
Ghost The character ignores any limits placed on any combat related
The character can move both quickly and silently. skill tests by their Athletics or Acrobatics skill ranks (except for
Expert (Agility) when fighting underwater).
The character moves at their normal speed when hidden.
Unnaturally Agile
Hard Target The character is so fast they can even dodge arrows.
The character can move fast, ducking and dodging without slowing. Adept (Agility)
Journeyman (Agility) If the character successfully evades an area of effect attack, then
If the character takes the Dash action and moves at least half of they may immediately move a number of meters equal to their

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Evade skill rank. If this move would allow them to escape the Fearless
affected area, they take no damage from the attack. This move- The character is able to withstand even the most unnatural horrors.
ment does not count toward their total movement for the round. Expert (Willpower), Requires Stubborn
The character may reroll failed Horror tests once per test.
Resilience
Resilience talents enhance a character’s raw survivability. Wall of Steel
The character and their armor are one, and they are able to fight
Die-Hard in conditions that would easily tire others.
The character is able to shrug off the effects of many wounds. Master (Endurance)
Adept (Endurance) The Character increases the AR and BR of any armor and shields
The character can reroll failed Endurance tests to resist the shock worn by +1. Additionally, the character ignores the speed penalty
effects of a wound, or to avoid death, but only once per test. from any armor worn.

Unstoppable Social
The character is able to soldier on even when heavily wounded. Social talents improve a character’s abilities to conduct them-
Master (Endurance), Requires Die-Hard selves amongst others, to lead them, to deceive them, or to
The character halves the passive effects of wounds. sway their opinions.

Enduring Big Words


The character is able to push on even when exhausted. The character can flood a conversation with technical jargon to
Adept (Endurance) befuddle others.
The character halves the penalties imposed by levels of fatigue. Journeyman (Intelligence)
The character can use the Lore skill in place of the Deceive skill
Iron Jaw in appropriate situations (GM discretion).
The character is hard to knock down or stop.
Apprentice (Strength, Endurance) Charlatan
The character is always entitled to an Endurance test to avoid The character is an experienced con-man who can make a pretty
being knocked back, knocked down, or stunned. penny on the market with their skills.
Journeyman (Personality)
Iron Will The character can use the Deceive skill in place of the Commerce
The character’s mind is a fortress protected against manipulation. skill.
Adept (Willpower)
The character may reroll failed Willpower tests to resist any form Into the Fire
of mental manipulation or coercion (but only once per test). The character inspires those around them to fight on even in the
face of fear.
Meditation Journeyman (Personality)
The character is able to quickly recover their strength in a short time. As long as this character is leading the group then they and
Adept (Willpower) their allies roll twice on the appropriate table on a failed Fear
By spending a short rest in uninterrupted meditation, the test and use the lower result.
character doubles their normal Magicka and Stamina point
regeneration. Inspire Heroism
The character can inspire their comrades to acts of heroism in battle.
Rapid Recovery Apprentice (Personality)
The character has seen their share of wounds and heals more quickly. Once per round as a free action, the character can make a
Journeyman (Endurance) command test to inspire an ally who can perceive them. When
The character doubles their natural healing rate and heals 1d4 inspired, the ally gains +10 to their next combat test.
HP on a short rest.
Questioning
Stubborn The character is skilled at drawing information out of others.
The character is used to the sight of mundane horrors. Journeyman (Intelligence)
Journeyman (Willpower) When the character passes a Persuade skill test made to try to
The character may reroll failed Panic tests once per test. elicit information from a character through conversation they

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can choose to take the number of degrees of success that they enemies in their tracks.
rolled or take a number equal to their Persuade skill rank instead. Journeyman (Willpower)
Whenever the character casts a spell that deals frost damage,
Spellcasting increase the amount dealt by 1.
Spellcasting talents improve a character’s ability to channel and
control magicka through spells. Control
The character is able to control their expenditure of magicka in
Bend Reality order to limit the possibility of backfires.
The character is able to use Alteration cantrips in order to perform Adept (Willpower)
otherwise difficult physical feats. The character can test Willpower to negate a magical backfire.
Journeyman (Willpower)
The character can use the Alteration skill in place of the Athletics Depth of Understanding
or Acrobatics skills, but each time they do so they must spend The character primarily relies on the depth of their natural magicka
2 magicka points. reserves and their understanding of the magical arts to cast spells.
Expert (Intelligence)
Bladecaller The character gains the Power Well (IB x 5) Trait.
The conjurer is proficient with the use of summoned weapons.
They use the same ferocious will used to bind their Daedric “Sheathe your swords. Lay your shields on the ground. You will
armaments to channel their inner fury. need no weapon and no armor, for the Magicka within you
Adept (Willpower) will be your guard and your guide from this day forward.”
The character can use their Willpower Bonus in place of
their Strength Bonus when determining Slashing, Splitting, or Raminus Polus to a group of Mages Guild initiates
Crushing damage when using a Bound Weapon summoned by
the Conjure Weapon spell. Electromancer
The character is a natural with electricity, blasting their enemies
Weapon Echo with aetheric lightning.
The character has mastered the art of weaving a conjured weapon Journeyman (Willpower)
in with their attacks. Whenever the character casts a spell that deals shock damage,
Expert (Willpower) increase the amount dealt by 1.
Requires Bladecaller
When the character casts a Conjure Weapon spell, they may Living Armory
choose to reduce the duration of the spell to 1 round and allow The conjurer has sharpened their mind like a keen blade and
the weapon to freely float above the ground in an unoccupied tempered their focus like skyforged steel. Through constant mental
space they can see. When summoned in this way, the conjurer incantation they maintain their conjured arms and armour indef-
may make a single attack with the weapon on their turn initely, at the expense of their own focus.
(which still counts as one of the total number of attacks they Master (Willpower)
can do each round) using Combat Style (Willpower) for its The character can choose to reduce their AP by 1 point instead
test. The first of these attacks can be made as a free action, of paying the Magicka cost of Upkeeping all active Conjure
but subsequent attacks with a weapon echo require 1 AP. Armour and Conjure Weapon effects that affect only the caster.
Immediately before or after making this attack, the character If the character ever loses concentration, such as by being
can move the weapon their WpB meters in any direction. Stunned, Dazed, knocked Unconscious, or simply choosing
to drop concentration, the spells’ effects immediately end as if
Creative they had not paid their Upkeep.
The character takes joy in the experiemental side of magic and is
more efficient when not bound by traditional rules. Magicka Cycling
Apprentice (Willpower) The character is able to recapture some of the magicka used to cast
The character cannot take the Methodical talent a spell, but doing so can be risky...
The character improves their Willpower bonus by 1 for spell Expert (Willpower)
restraint purposes when casting unconventional spells. The character improves their Willpower bonus by 2 for spell
restraint purposes.
Cryomancer
The character prefers the cold of elemental frost, freezing their

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Master of Magicka The character can double the cost they pay for a spell (after spell
The character is able to recapture magicka expended when casting restraint) in order to roll damage twice and use the highest when
spells without blunting the effect of the spell itself. calculating that spell’s damage.
Master (Willpower)
Requires Magicka Cycling or Depth of Understanding Pyromancer
The character can overload a spell with the overload attribute The character has a gift for using fire and wields it to burn their
even if they restrain that spell. enemies to a cinder.
Journeyman (Willpower)
Flow of Magicka Whenever the character casts a spell that deals fire damage,
The character understands the ebb and flow of the forces of magicka, increase the amount dealt by 1.
and can manipulate it to disrupt other mages.
Master (Willpower) Spell Sword
As a reaction to a spell cast, the character may make a -20 The character is able to perform the minimum necessary motions
Mysticism skill test. If their degrees of success exceed the spell to manipulate the forces of magicka.
level of the spell being cast, then the effect of the spell is negated. Journeyman (Willpower)
The character only needs one free hand to cast spells without
Healer penalty instead of two.
The character has learned to use restoration in order to treat the
damage caused by more severe wounds. Thought Caster
Adept (Willpower) The character can cast a spell purely by thought.
The character can make a Restoration test and spend 10 magicka Master (Willpower), Requires Spell Sword
to perform an hour long ritual in order to treat a wound that The character does not need to speak or have hands free in
they or another character has so that it can begin to heal naturally. order to cast spells.

Mage Guard Strong Willed


The character is able to channel excess magicka to harden their The character is able to force their will upon summoned creatures
defensive spells. more efficiently than others, making Daedra and Spirits have a
Journeyman (Willpower) harder time resisting their summons.
The character can add a +1 bonus to the effect of a spell they cast Adept (Willpower)
with the Defensive Overload attribute. They must not restrain The character gains a bonus Degree of Success on all successful
the spell during casting to gain this benefit. Conjuration tests.

Arcane Defender Seasoned Conjurer


The character has mastered their magical defensive abilities and is The conjurer is an experienced summoner, able to bind those to
able to use excess magicka more effectively when on the defensive. their will with relative ease.
Master (Willpower) Expert (Willpower), Requires Strong Willed
Requires Arcane Defender When the character succeeds on a Conjuration test, they can
The character increases the bonus gained from the Mage Guard choose to take a number of degrees of success that they rolled,
Talent from 1 to WB/2 (round up). or take a number equal to their Conjuration skill rank instead.

Methodical Taskmaster
The character is most effective when given rules which they can The character is able to summon more Daedra at the same time
master and learn to work within. and keep them all in line.
Apprentice (Willpower) Expert (Willpower)
The character cannot take the Creative talent The character may reduce the AP required by each Mindlock
The character improves their Willpower bonus by 1 for spell trait affecting them by 1 (to a minimum of 1).
restraint purposes when casting conventional spells.

Overcharge
The character can overcharge an elemental spell by expending extra
magicka to produce a more powerful effect.
Expert (Willpower)

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Master of the Hordes Beast of Steel
The conjurer is a master at summoning Daedra and The character has mastered the fickle flail, and wields it to deadly
barely needs a thought to keep most under their control. and terrifying effect on the field.
Master (Willpower), Requires Taskmaster Expert (Strength)
The character may reduce the (X) required by each Mindlock When wielding a flail or great flail, the character can spend
trait affecting them by 1 (to a minimum of 0). This can apply either an action or a Stamina point to build up Momentum
to a maximum number of creatures summoned in this way as they begin spinning the flail. Maintaining momentum is
equal to the summoners WpB. A character may use this talent a free action. For attacks made with momentum, the charac-
or Taskmaster on a summoned creature, but not both at once. ter rolls an additional d4 (flail) or d6 (great flail) for damage.
Momentum is lost when the character takes an action other
Trickster than attacking with the flail or dashing, when an attack with
The character has learned that even the simplest of illusions can momentum is blocked or parried, or at any other time the GM
have practical, everyday applications. deems appropriate. Additionally, flails wielded by the character
Apprentice (Willpower) gain the Concussive quality.
The character can use the Illusion skill in place of the Deceive
skill, but each time they do so they must spend 1 magicka point. Blademaster
The character has mastered the many forms of the longsword.
Void Channeler Expert (Strength, Agility)
The conjurer can empower their summoned Daedra. The character knows how to leverage their strength with a long-
Expert (Willpower) sword using the hilt of their weapon or a well placed thrust
The character can spend a Stamina Point to increase all their to overcome their foe’s armor. When making Combat Style
summoned Daedra’s Natural Toughness by the Conjurer’s (Strength) tests to wield a longsword in two hands the character
Willpower Bonus for one Round. may choose to replace the Slashing quality with Crushing (1).

The Mending Tides of Oblivion The character also knows that speed often triumphs over strength,
The conjurer can harness the rippling black tides of the and can take maximum advantage of quick precise blows to
void to replenish their minions. bring down an opponent. When making Combat Style (Agility)
Master (Willpower), Requires Void Channeler tests to wield a longsword in two hands the character may choose
All summoned daedra under the character’s control gain the to use their Agility bonus in place of their Strength bonus for
Regeneration (Conjurer’s WpB) trait. the purposes of the Slashing quality.

Weapon Expertise Additionally, when the character takes a Defensive Stance action
These talents are distinct from general combat talents, which are while holding a longsword in two hands they gain an additional
mostly concerned with general styles of fighting, in that they +10 to the next parry made before their next turn.
reflect an advantage that a character has when wielding a specific
weapon in a particular way. They are intended to enable specific Bruiser
play-styles based around the unique features of a given weapon. The character fights with simple, repeated, crushing blows.
Expert (Strength)
Bearded Warrior The character increases their damage with thrown axes by their
The character has learned to make the best of their beard. The one Strength bonus. This replaces the Agility bonus added by Dart
on the axe, of course! Thrower, if chosen. Making throwing attacks with hand axes
Expert (Strength, Agility) does not provoke attacks of opportunity, and thrown axes can
When the character makes a melee attack with a battle axe be retrieved as a free action if the character is able to move to
or war axe that their opponent successfully blocks, then the where the axe landed. Drawing hand axes does not provoke
character can spend a Stamina point to immediately make attacks of opportunity. Maces the character wields gain the
an opposed Strength test against the target. If the character Concussive quality, and All Out Attacks made with maces cause
wins, the target drops their shield to the ground. Additionally, the target to lose one stamina if the target takes damage from
when the character deals at least one damage after mitigation the attack after mitigation.
with either a battle or war axe then they may choose to move
the target one meter in any direction that does not cause their Cleaver of Men
distance from the character to increase. The greatsword can be used to sweep through numerous opponents.
Expert (Strength)

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When wielding a greatsword this character may choose to replace Additionally, if they have a tower shield, it can be set up as a
the weapon’s Slashing quality with Crushing (2). When making secondary action and used as cover. While behind the shield,
All Out Attacks with a greatsword the character may strike one the character can take a single aim action as a free action if they
additional target within 2 meters of the original target. This only do not move or reload during that turn.
requires one attack test, and both targets defend normally. Roll
damage separately for each target hit. This attack cannot win From Oblivion's Heart
advantages. This talent can stack with Mighty Cleave. To the last I grapple with thee; from Oblivion's heart I stab at thee;
for hate's sake I spit my last breath at thee.
Daisho Expert (Strength)
Having mastered the art of Akaviri Blade-Dancing, the character If an attack made by the character wielding a trident inflicts a
has become intimately familiar with using their weapons in perfect wound, the enemy gains the Bleeding(1) condition regardless of
harmony, treating them like extensions of his own limbs. the result of shock test. Additionally, any Trident the character
Expert (Strength, Agility) wields gains the Thrown (5/10/20) quality. If a thrown attack
Having mastered the art of Akaviri Blade-Dancing, the character with this weapon hits the target, the attack counts as if the
has become intimately familiar with using his weapons in perfect trident had the Entangling quality, except it can be blocked
harmony, treating them like extensions of his own limbs. Any and inflicts damage as normal.
Katana Wielded in two hands increases their damage value to
1d10. Additionally, if the character is wielding a Katana in one Halberdier
hand and a Wakizashi in the other he may use the two-handed The character becomes more effective with their halberds and can
damage value of each respective weapon(Katana 1d8; Wakizashi use them to knock opponents off of their mounts.
1d6) instead of their one-handed damage value. Expert (Strength)
The normal rules for Dual Wielding apply while wielding the The character can choose to replace their halberd’s Splitting
weapons in this way, including the effects of the Dual Fighter quality with the Crushing quality. Halberds the character wields
talent. range becomes 3m. Additionally, the character can spend 1SP
to force the rider of a mount to make and succeed a Ride test
Dart Thrower or fall off of their mount, landing prone.
The character can throw two knives or darts at once and places
their throws for maximum damage. Hammerblow
Expert (Agility) The character can use their hammer to rattle the most armored foes.
The character increases their damage with all thrown weapons Expert (Strength)
by their Agility bonus. Additionally, whenever the character When the character lands a hit with a warhammer or maul
makes a ranged attack with a thrown dagger or throwing star/ they can choose to either cause their target to lose one Stamina
dart, they may choose to make this attack at a -10 penalty and Point or make an all-out-attack to force the target to make an
expend another thrown weapon of the same type in order to Endurance (+0) test. If the target fails this test, they gain the
cause two hits on a successful attack instead of just one. Dazed condition. The target may attempt one Endurance (+10)
test as a Free Action on their turn each round to remove the
Executioner condition.
The character’s sweeping blows are fueled by a savage brutality.
Expert (Strength) Kensai
The character increases the bonus from All Out Attacks to +30, The character has become a master of shock and awe, stopping
and adds 1d4 to their Strength bonus for the purpose of the charges dead in their tracks and breaking enemy morale.
Splitting/Slashing quality when All Out Attacking with great Expert (Strength)
axes and scimitars. Additionally, this character’s foes suffer a Dai-katanas wielded by the character gain the Impaling Quality
-20 penalty to Shock tests made because of wounds inflicted to represent their focus as an anti-charge weapon. Should the
by greataxes and scimitars. character deal a wound with an attack of opportunity against
a closing enemy, all enemies who witness this must roll a +10
Firing Line Panic Test.
The character is adept at firing from a fixed position.
Expert (Agility) Knife Fighter
Any ranged attack the character makes with a Crossbow or The character’s motions are so quick that their foes often don’t register
Arbalest adds the Splitting Quality with a value equal to twice the knife until it’s too late.
the number of Aim Actions made before the shot. Expert (Agility)

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The character can draw shortswords for free at any time without Pugilist
provoking attacks of opportunity and does not provoke them The character is skilled in the art of unarmed martial combat and
when throwing daggers. The character can also choose to use can deal devastating blows to their target.
their Agility bonus in place of their Strength bonus for the Expert (Strength)
purpose of the Slashing quality when wielding daggers, tantos, The character upgrades the damage die of their Natural Weapon
or shortswords. When the character uses the Penetrate Armor by one step and increases the Slashing or Crushing value of
Advantage using a tanto, dagger, or shortsword, they can add Hand to Hand weapons by 1. They also reduce any penalties to
1d4 to their damage roll. actions that require open hands by -10 while wielding weapons
with the Hand to Hand Quality.
Monster Hunter
The character can use their pike more effectively and are able to Red Legion Throw
defend themselves more efficiently against larger creatures. The character is skilled in the use of the javelin and knows the value
Expert (Strength, Agility) of a well aimed throw.
Pikes wielded by this character loses the Unwieldy quality and Expert (Strength, Agility)
gains the Splitting quality. Additionally, the Pikeman treats When a character throws a Javelin and successfully causes
creatures of size Large or above as one size category larger for damage to the target (after mitigation), the target location (either
the purpose of Size To-Hit effects while wielding a pike, and a limb or the body) is Speared. A Speared hit location is treated
treat their WT as being one lower. as crippled until the Javelin is removed, either as a Free action
inflicting the Bleeding(1) condition or as a Secondary action
Optional Rule Note: Alternate Wounds requiring a strength test, which if successful removes the spear
If your group is using the alternate rules for Wounds without causing further harm.
defined in the Physical Health section in Chapter
5, simply disregard the interaction with Wound If the Javelin is blocked instead, the shield is Speared. A speared
Threshold in the Monster Hunter talent. shield requires the wielder to spend one Stamina poinwt in order
to even attempt to block with the added weight of the javelin.
Point Blank Removing the javelin from the shield requires the character to
The character is able to fight well at close range with a short bow. succeed on a Strength test as a secondary action.
Expert (Agility)
When using a shortbow, the character never provokes attacks Rip and Tear
of opportunity when using it to make attacks within melee Countless hours of training has perfected the characters technique
range of an enemy and can use the weapon to attempt to parry with Hooked weapons to the point that they can use them to find
attacks. Shortbows the character wields gain Exploit Weakness. weaknesses in their opponents' armor.
Additionally, the character can gain an advantage by normal Expert (Strength, Agility)
means when using a shortbow against a target within the target’s Hook Swords wielded by this character replaces the Slashing
melee range. (2) quality with the Slashing quality. Additionally, the penalties
inflicted by the Hooked trait are increased to -20 while the
Power Draw weapon is wielded by the character.
The character is able to aim their arrows with the mix of precision
and strength required to potentially send their targets sprawling. Riposte
They can even make the bow itself a weapon in dire situations. The character’s reflexes are as sharp as their blade.
Expert (Strength, Agility) Expert (Agility)
Before making an attack with a longbow the character can The first Counter-Attack made by this character using a weapon
choose to spend one Stamina point. If the attack hits the target with the Dueling Weapon Quality does not count towards that
and deals damage (after mitigation) the target must make a character’s maximum number of attacks that they can make
Strength test or be knocked prone. Additionally, the character per round.
may use the longbow as if it were an Unwieldy wooden quarter-
staff in melee, and longbows they wield gain Exploit Weakness. Simple, Yet Effective
The faithful broadsword shaped the empire. As the weapon of choice
of Talos and their Red Legions, this reliable weapon has a legacy
that cannot be denied.
Expert (Strength, Agility)
The character can reroll failed Combat Style tests made with a

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broadsword (or broadswords, if wielding two weapons) once
per test. Altmer
Slinger's Wail Blood of Aldmeris
The character’s missile sings at it flies through the air; a note of The Altmer directly traces their unbroken family line to Aldmeris,
imminent death inciting terror in your enemies. and is empowered by their lineage.
Expert (Agility) Adept (Any)
When the character attacks while Hidden, characters who are The Altmer receives an additional Power Well (10), and increases
unaware of them within the weapon’s short range must make their Disease Resistance trait by an additional 25%.
a +0 Panic test.
Highborn
Staff Mastery The Altmer harnesses their pure elven ancestry to empower their
Through long hours of training your defense with a staff is instinctive. magic, as the Aldmeri were the fathers of magicka.
Expert (Strength, Agility) Expert (Any), Requires Blood of Aldmeris
When the character takes the defensive stance action while Once per day the Altmer can rapidly meditate as a Cast Magic
wielding a quarterstaff they receive a free action point that can action to immediately regenerate 20 Magicka Points.
also be used for that purpose. Additionally, quarterstaffs they
wield gain Crushing. Argonian
Viper’s Eye Child of the Sap
The character uses a spear as a tool of precision and speed instead The Argonian is hardier than their peers, toughened by the blood
of merely a brutish thrusting instrument. of the marsh and the sap of the trees.
Expert (Strength, Agility) Adept (Any)
Spears the character wields gain Slashing. Additionally, Precision The Argonian exchanges their Resist Disease trait for Immunity
Strikes with a spear replace Slashing with Crushing and are only to Disease, and permanently gains +1 to their movement Speed.
made at a -10 penalty. When wielding a spear in two hands it
loses Unwieldy, and its range is simply 3m. Histskin
The Argonian can call upon the reservoirs of Hist sap stored within
The Whirling School their glands to rapidly regenerate injury.
Through practice, the character has mastered the bola and its various Expert (Any), Requires Child of the Sap
uses. The Argonian doubles their swimming speed, and gains
Expert (Agility) +30 to any Stealth or Athletics tests made while underwater.
Any bola wielded by the character gains the Concussive quality. Additionally, once per Short Rest, the Argonian can immediately
The character can now use the Trip action as a reaction to anyone regenerate EnB Health Points as a free action.
moving within the bola’s short range, and counts the bola as
having the Impaling quality for the purpose of stopping the Bosmer
charge.
Nature’s Blessing
Racial Talents The Bosmer is blessed by the Y’ffre, and is toughened to the deadly
This section contains additional Talents that are locked to the toxins and blights of the wild.
various peoples of Tamriel. They each pertain to natural and Adept (Any)
cultural qualities that embody each of the races of men and mer, The Bosmer increases their Disease Resistance by an additional
and help represent the exemplary heroes and villains amongst 25%, and increases their Resistance (Poison) trait by +1.
them.
Lord of the Hunt
Note: A GM might choose to unlock these Talents The Bosmer can blend into their surroundings, shimmering in
naturally over the course of a campaign for all mem- and out of the terrain as the trees themselves work to conceal them
bers of the party based on experience benchmarks; from their prey.|
or, alternatively, they will be available for purchase Expert (Any), Requires Nature’s Blessing
exactly the same as the Core Talents. Once per Short Rest, the Bosmer can attempt a Stealth test with
+20 while in natural foliage or terrain. If successful, they gain
the Invisible condition until they perform another action that

83
would normally cause the Hidden status to be broken. Imperial Luck
The Empire was founded on the blade, but was built with gold.
Breton Expert (Any), Requires Red Diamond
The Imperial increases their bonus Stamina Points from Star of
Lionheart the West to 3 SP. Additionally, any time the Imperial spends
The Breton is steeled to magic, and taps deeper into their own merish LP or burns luck to increase the DoS of a test, the first LP they
blood to access yet more power. spend or luck they burn on that test adds 2 DoS to the test
Adept (Any) instead of the usual 1.
The Breton gains an additional Power Well (10), and
increases their Resistance (Magic) trait by +1. Khajiit
Dragonskin Eye of Night
The Breton taps into ancient Merethic powers, drinking in the Sharp claws and sharp eyes pave the way.
powers of their ancestral enemies like a nourishing milk to slake Adept (Any)
their unquenchable thirst for magic. The Khajiit increases the size of their Natural Weapon damage
Expert (Any), Requires Lionheart dice by one step (d4 becomes d6, d12 becomes 2d8, etc), and
The Breton can spend a Stamina as part of a free action to gain can make a free Precision Strike with their first attack made
the Spell Absorption (5) trait for one round. while Hidden at night time or in total darkness. See Unarmed
Combat on page 100 for details on Natural Weapons.
Dunmer
Eye of Fear
Ancestor’s Protection Something about the eyes. Terrifying. Primal. Bestial. Filled with...
The Dunmer has paid great respect to their ancestors, and in return, rage.
their spirits smile upon them. Expert (Any), Requires Eye of Night
Adept (Any) The Khajiit can, once per Long Rest, force a single target to take
The Dunmer increases their Resistance (Fire) trait by 1. a Panic test with a -30 penalty to their Willpower, as a free action.
Additionally, once per long rest, the dunmer can cast Sanctuary
at level 2 as a free action. The spell lasts for three rounds, costs Nord
no Magicka Points, and requires no test to successfully cast.
Sons of Skyrim
Ancestor’s Wrath The Nord is tough, haughty, and enduring, as their people are
The Dunmer has a special bond with their ancestor, who is capable famed for.
of manifesting from beyond to lend their aid in battle. Adept (Any)
Expert (Any), Requires Ancestor’s Protection The Nord increases their Resistance (Frost) trait by 1, and
Increase the Sanctuary spell gained from the Ancestor’s increases their Tough trait by 1.
Protection talent from level 2 to level 3. Additionally, once
per long rest, the character can use a Secondary Cast Magic Woad
Action to cast the Fire Cloak spell at level 2. The spell lasts for The Nord can daub themselves with war paint, called Woad, that
three rounds, costs no Magicka Points, and requires no test to is blessed by Kyne, and grants them mystical warrior-powers.
successfully cast. Expert (Any), Requires Sons of Skyrim
The Nord can, as an action, apply a smear of ritually prepared
Imperial Woad war paint, which grants a Physical and Magical shield that
protects against 5 points of damage for 3 Rounds that refreshes
Red Diamond for free each Round. After the third round, the shield is no
The Imperial endures like the cornerstones of the White Gold Tower. longer refreshed and dissipates once the shield HP is reduced
Unbreakable. to 0 or the character takes a Long Rest.
Adept (Any)
The Imperial increases their bonus Stamina Points from Star The ritual necessary to prepare one dose of Woad paint requires
of the West to 2 SP. the Nord have access to natural plants, an open sky, and must
be performed over a Long Rest as they beseech Kyne for her
blessings and protection in the battles to come. This dose of
Woad paint must be applied before the character’s next Long

84
Rest. Lords of the Niben
She Ayleids ruled the Nibenay with an iron fist, and used the power
Orsimer of starlight to fuel their night raids on the ancient Nedes, eventually
enslaving them. All of them.
Wrothgarian Expert (Any), Requires Birds of Prey
The Orsimer embodies the mountain: strong, tall, triumphant. The Ayleid treats their Willpower Bonus as being 3 higher
Adept (Any) instead of 2 higher when under direct starlight for the purpose
The Orsimer increases their Tough trait by 1, and increases the of the Empowered by Starlight Trait. Additionally, when they
HP gained from their Resilient trait by 2 to a total of 5. use the Free Action from Empowered by Starlight, the Ayleid
can instead choose to regenerate 15 Magicka or 8 Health Points.
Berserker
The Orsimer can tap into the primal |ury of Malacath. Falmer
Expert (Any), Requires Wrothgarian
The Orsimer increases their bonus HP from their Resilient trait Born of Ice
by yet another 2 (total 7). Additionally, once per Long Rest, as The Falmer, or Snow Elves, were dramatically attuned to the cold,
a free action, the Orsimer can immediately heal themselves for more so than even the Nords, or the Atmorans that predated them.
EB Health Points. Additionally, for one minute, they increase Adept (Any)
their Strength Bonus and Resistance (Magic) trait by EB / 2 The Falmer increases their Resistance (Frost) trait by 1.
(round down). Additionally, any Frost enchantments created by a Falmer
deal a bonus 1 Frost damage (in addition to the bonus from
Redguard Chillhearted Fury), or gain a bonus 1 Frost Resistance.

High Men Legacy of the Snow Prince


The men of Yokuda are unaffected by such trifling things as disease The legend of the Snow Prince is the last great tale of the Falmer.
or venom. They are above it. He conjured a great blizzard and lead a great battle against the
Adept (Any) Nords, and although the Falmer lost, he made good on his pledge
The Redguard becomes Immune to Disease, and increases their that many Nords would die that fateful day.
Resistance (Poison) trait by +1. Expert (Any), Requires Born of Ice
Once per Long Rest, the Falmer can spend a Stamina Point
Adrenaline Burst as a free action to summon a miniaturized blizzard on them-
Some Redguards revel in the thrill of combat to such a degree that selves, which counts as a level 3 Frost Cloak that lasts for three
their delight numbs them to mortal agony. Rounds. Additionally, as a ritual that must be performed during
Expert (Any), Requires High Men a Long Rest, the Falmer can use 100 drakes worth of ritual
The Redguard’s Adrenaline Rush power instead regenerates 2 materials, and spend 100 Magicka Points to invoke a blizzard
Stamina Points immediately, and also heals the Redguard for in the immediate region, no matter the climate. The blizzard
5 Health Points. Additionally, the Redguard ignores all Shock is magical in nature and imposes a -20 on any tests reliant on
penalties from wounds until the Adrenaline Rush expires. sight (including combat), and additionally counts as dangerous
weather. Falmer are immune to all the effects of the blizzard,
which lasts for 1d12 + Personality Bonus hours, which should be
Expanded Racial Talents rolled in secret by the GM.

This section contains Talents for the expanded playable character Maormer
races found in Expanded Races on page 41.
Shimmerskin
Ayleid The Maormer’s flesh flickers and shifts colour involuntarily, adapting
to its surroundings with a mind of its own.
Birds of Prey Adept (Any)
The Ayleids had a distinct bird motif, respecting their speed and The Maormer increases their Power Well trait by +10, and
predatory nature, but also their nobility. gains an additional +10 to the stealth bonus gained from their
Adept (Any) Chameleon Skin trait.
The Ayleid gains +1 to their movement Speed, and additionally
gains +10 to their Power Well trait.

85
Serpent-Sorcerer
The Maormer can form mental bonds with serpents. Their ancient
magics and high wizards bind great sea serpents to their nobles’
will, but for an adventurer, any snake will suffice as a companion.
Expert (Any), Requires Shimmerskin
The Maormer can, during a Long Rest, perform a ritual requiring
50 drakes of ritual ingredients, and 30 Magicka Points to attempt
to permanently bind a snake or serpent-like creature to their will.
At the conclusion of the ritual, the Maormer and the serpent
make an Opposed Willpower test, where the Maormer scores
an additional Degree of Success for every additional 30 Magicka
Points spent on the ritual beyond the first 30. If the Maormer
is successful, the serpent is bound to the Maormer’s will, their
minds effectively fused. The serpent becomes a creature under
the Maormer’s control, and gains the Bound trait. The Maormer
gains the Mindlock (1) trait and has direct control of the snake.

Sload
Baleful Bloating
The Sload is swollen with Magicka. And fat. Lots of fat
Adept (Any)
The Sload increases their Power Well by +10, and gains +3
Health Points to their HP maximum.

Meticulous Planning
The Sload have no word for “adventure.” The closest
equivalent term translates to “tragic disaster.
Expert (Any), Requires Baleful Bloating
During a Long Rest, the Sload can prepare for all contingencies
by rolling a number of d100s equal to their Intelligence Bonus.
Record these results. Each of these numbers can be substituted
out as the result of any test the Sload, the Sload’s target, or the
Sload’s attacker makes before the roll is made. After a number
is used, cross it off, and that number can no longer be used
during this preparation period. These numbers persist until the
Sload uses all of them, or until they spend another Long Rest
planning and generating a new batch of numbers.

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Traits Dark Sight
A character with this trait can see normally even in areas with
Traits are rules that reflect various natural facts about the charac- total darkness and never takes penalties for acting in areas with
ter or certain abilities they possess. They include things such as dim or no lighting.
the ability to fly, inherent physical weaknesses, personality traits,
and so forth. They are typically the result of birth, upbringing, Deaf
or racial circumstance but may be gained through other means The character has the deafened condition while they have this
later in life, though rarely by choice or without the use of magic. trait. See the Conditions section in Chapter 5 for rules on this
condition.

Traits do not stack unless otherwise specified. If traits with Disease Resistance (X%)
an X value are applied to a target with an already existing Whenever a character with this trait would be infected by a
instance of that trait, apply the highest value of X unless common disease, roll a d100. If the roll is less than or equal to
otherwise specified. X, the character doesn’t get the disease.

Diseased (+/- X)
Amphibious If a character with this trait deals a wound to another charac-
The character can breathe water and ignores the skill cap placed ter with their natural weapons, then that character must test
on their combat rolls by their Athletics skill when fighting in Endurance +/- X or contract a common disease.
water.
Flyer (X)
Bestial The character can fly. They have a Speed equal to X when flying.
The character has no need to make Survival skill tests in their
natural habitat, but they must test Willpower to avoid fleeing Frightening (X)
combat if the GM feels that it’s appropriate (for example, if the Those who encounter this character must immediately make
creature would feel intimidated by its foe). a Panic (X) test.

Blind From Beyond


The character has the blinded condition while they have this The character is immune to the effects of disease, fear, toxins,
trait. See the Conditions section in Chapter 5 for rules on this and any mind-affecting magic (i.e. illusions).
condition.
Immunity (*)
Bound The character is immune to any of the effects of the thing spec-
This creature is bound to this world or simply bound together ified in parenthesis. The character may have multiple instances
by magic. They must obey the commands of their master, except of this trait for different effects *.
they will always prioritize defending themselves. Additionally, if
intentionally harmed by their master for any reason, they turn Incorporeal
hostile and lose the bound trait. Incorporeal characters are spirits, faintly visible and capable of
Items with this trait use their creator’s Willpower score when moving through objects. They gain the Flyer (Speed) trait and
forced to roll any relevant test (except Combat Style). These may use it to freely move through solid objects. They can be
items are practically weightless, counting as having an effective targeted by attacks, but they cannot suffer damage except from
ENC rating of 0. magic damage or damage from attacks with the Magic quality.

Climber (X) Incorporeal characters do not normally affect the world, but they
The character can climb walls and ceilings as if open ground. can use magic and make attacks that are capable of damaging
Their Climb Speed is now set to Xm. non-incorporeal beings. Attacks from Incorporeal characters
ignore all AR from any armor that does not have the Magic
Crawler quality and cannot be blocked by shields without that quality.
Rather than walking, a character with this trait crawls. They
halve their normal Speed (round up) and take no penalties for
moving through difficult terrain.

87
use the Sprint stamina ability.

Regeneration (X)
Characters with this trait heal very quickly. They may make
an Endurance test at the start of each round to heal X HP.
This does not count as magical healing unless applied by some
magical source.

Resistance (*, X)
Characters with this trait are resistant to a certain damage type.
They reduce damage of * type by X after any other mitigation
and gain a +10 bonus per X to tests made to resist non-damaging
effects of this type.

Resist Normal Weapons (X)


Characters with this trait are resistant to mundane weapons.
If the character suffers damage from a weapon/attack without
the Magic quality, reduce that damage by X after any other
mitigation.

Running Out of Luck


The character’s luck is running out. Whenever they would burn
any amount of Luck, burn twice that amount. If the character
does not have this much Luck remaining, just burn all remaining
Luck.

Savage
The character treats weapons that they wield (including Natural
Weapons) as if they had the Proven Weapon Quality. If the
Weapon has the Primitive Quality, then the character treats the
Natural Toughness (X) weapon as having neither Quality.
The character with this trait is naturally tough and reduces
incoming damage of all types by X. This functions like AR for Silver-Scarred (X)
the purposes of reducing damage, but it does not count as armor. Any damage inflicted on a character with this trait after mitiga-
tion by an attack from a silver weapon is increased by X before
Natural Weapons (Type, Damage, Range) calculating the effects of the damage.
The character with this trait has unique natural weapons of
some kind. The Type, Damage, and Range together specify Skeletal
the complete profile for the character’s natural weapons. This Characters with this trait have purely skeletal forms. Attempts to
overrides the default natural weapons profile and they cannot hit them with ranged weapons suffer a -20 penalty. Characters
be disarmed. Default Natural Weapons profiles can be found with this trait also automatically gain the Undead trait as well
in Unarmed Combat on page 100. Natural Weapons cannot and are immune to the Burning (X) condition.
be enchanted.
Spell Absorption (X)
Power Well (X) Characters with this trait absorb a portion of the magic directed
Characters with this trait have more magicka than usual. The at them to fuel their own magicka reserves. Whenever magic
size of their Magicka Pool is increased by X. If the character from another source/character affects them, roll a d10. If the
would receive this trait twice, combine the X values. value is less than or equal to X, the magic has no effect on them;
instead, they regain missing MP up to the cost of the magic.
Quadruped
Characters with this trait move up to twice their speed when
they use the Dash action and three times their speed when they

88
Strong Jaws Telepathy (X)
A Bite attack made by this character that deals damage auto- Characters with this trait can communicate with others tele-
matically starts a Grapple. The test to contest this Grapple is pathically. They are capable of “broadcasting” thoughts to a
made against the original test made by the attacker. If the target maximum number of characters equal to their WB within
Counter Attacks a Bite attack, the Counter Attack ignores the a number of meters equal to one hundred times their WB.
creature’s AR and Natural Toughness trait. They must have line of sight to the character to whom they are
broadcasting, unless the target character has this trait as well.
Stunted Magicka
Characters with this trait do not regenerate magicka naturally Characters with this trait can make a Perception test as a free
and halve the benefits (round down) gained from Spell Restraint. action to attempt to locate other characters with this trait within
their broadcast range, though this test can be opposed by a
Summoned Willpower test if a character wishes to remain hidden.
This creature or item has been conjured from another plane of
existence. Upon its death or destruction, it returns to where it The strength X of this trait determines the complexity of the
came from immediately. thoughts they can broadcast.
Telepathic Strength
Sun-Scarred (X) X Maximum Message Complexity
Any damage inflicted on a character with this trait after mit- 1 A single word
igation by an attack that counts as sunlight is increased by X
2 A short sentence.
before calculating the effects of the damage.
3 A full sentence.
If this character is exposed to normal sunlight they lose 1 SP 4 Up to five sentences.
each hour. Cloud cover or other such weather halves the rate of 5 As many words as the character desires.
SP loss. The character must spend an hour in a dark place before 6 Images.
they can remove levels of fatigue/regain SP lost in this manner. 7+ Complex feelings and concepts.

Swimmer This trait can stack by adding together values of X.


The character’s Swim Speed is doubled.
Thick Skull
Immune to Stun and Dazed.

Vicious (X)
The creature treats their SB as being X for the purposes of
resolving damage. This does not effect the character's Strength
Characteristic Score.

Telekinesis (X)
Characters with this trait can move objects with their mind
within a range of 10 * X meters. This can only be used to move
fairly small objects (at most a large crate or barrel) at a speed of
about 1 meter per second (6 per round).

The character can also throw an object at an opponent. This is


a Primary Action and a Ranged Attack, and it uses Mysticism
(Willpower) for the test. Any object used in this manner counts
as an improvised weapon and can only be thrown a distance
of WpB * 2 meters.

Terrifying (X)
Those who encounter this character must immediately make
a Horror (X) test.

89
Tough (X)
Increase Wound Threshold by X.

Optional Rule Note: Alternate Wounds


If you’re using the rules for Alternate Wounds found in
Physical Health on page 105, replace the text for the
Tough trait with "Character gains a +(10 * X) bonus to
Shock Tests".

Undead
Characters with this trait are mere walking corpses. They do not
breathe, or require organs or correct pressures to function. They
are immune to things such as disease, poison, passive wound
effects, aging, fatigue, and a number of conditions including but
not limited to dazed, deafened, and organ damage. Use common
sense when deciding what can and cannot affect characters
with this trait.

Undying
Characters are free from most concerns of the living. They are
immune to disease and the effects of aging.

Unnatural Senses (*, X)


The character with this trait can perceive its surroundings using
additional and/or different senses than the usual. Their Senses
allow them to detect the things specified by * within range of X
meters (even through solid objects). If * is “all” then their Senses
have been replaced entirely, and they can simply see “normally”
through solid objects up to X meters away.

Weak Bones (X)


Reduce Wound Threshold by X.

Weakness (*, X)
Characters with this trait are weak to a certain damage type. They
increase damage of * type by X after any other mitigation and
suffer a -10 penalty per X to tests made to resist non-damaging
effects of this type. If this trait would stack for a single damage
type, instead only apply the highest value of X. Different values
of * damage type are considered different traits.

90
Chapter 5: Combat & Advanced
Mechanics
“We don’t have shields in our culture. It seems strange to my boy, I imagine. In our country, if you don’t
want to get hit, you move out of the way.”

Akaviri Potentate Versidue-Shaie, “2920, The Last Year of the First Era”
I n most adventures there is conflict, and this conflict is often
physical. After all, the world of the Elder Scrolls can be a
dangerous place. Wars, strange monsters, criminals, mercenaries,
it did originally).

Combat Overview
faction infighting, and any number of other scenarios can all Combat encounters can be resolved by following these steps:
force a party to use violence to accomplish their goals, or simply
force the party into dangerous situations. This chapter contains Step 1: Determine Surprise
mechanics for resolving combat, as well as other game mechanics If one or more characters aren’t expecting an attack, or aware of
to handle the variety of situations the players might encounter their attacker’s intentions, they have been surprised. The GM
during their adventures. should determine which characters count as being surprised for
the first round of combat. Surprised characters do not roll 1d6
A Note on Time for initiative; they simply use their Initiative Rating. They also
The UESRPG divides time into two categories: narrative time may only take reactions until after their first turn has passed.
and structured time. Narrative Time is meant to be used in
any situations that do not demand the time-sensitive resolution Step 2: Set the Scene
of tasks. Functionally this means that almost any non-combat Before the characters can begin taking their turns, the GM
situation will use narrative time. In game terms, narrative time should outline the parts of the scenario that they are aware of,
is a period in which the GM can freely advance time at any rate including the combatants they face, the positions of everyone
based on the needs of the story and the players. This could mean involved, and the environment they’re fighting in. If the group
briefly describing the party’s long journey across a vast desert, is using a battle map or grid, this would be the time to set it up!
or playing out an important conversation minute by minute.
Step 3: Determine Initiative
Structured Time is used to handle time-sensitive events in To determine the order in which characters take their turns
which every second counts and the exact order of actions is during each round of the combat, all characters involved must
crucial. Combat almost always takes place in structured time, make an Initiative Roll. An Initiative Roll is made by roll-
which is what the rules of this chapter are intended for; though ing 1d6 and adding the character’s Initiative Rating. Use the
the GM could decide to handle it in narrative time instead. character’s Initiative Rating and then Luck bonus (meaning
PCs beat NPCs) to break ties, in that order. Further ties can
Combat be resolved by contested Luck Rolls or at the GM’s discretion.
The GM rolls initiative for any NPCs involved and should roll
The largest unit of structured time is called an encounter. An once for larger groups of similar NPCs. If new combatants
Encounter represents an entire sequence of dramatic events enter the picture, simply have them roll and take their place in
that make up a unified “block” of structured time that may be the order as appropriate.
contained within sections of narrative time, or followed up by
another encounter. Encounters focused on a particular combat Step 4: Round Start
scene are known as Combat Encounters. Starting with the character with the highest initiative, each
character takes one turn. At the start of the round, all char-
Encounters are broken down into Rounds: periods of time in acters replenish their AP. Then, during each Turn, the active
which characters take actions, representing roughly six seconds character spends AP to perform combat actions and resolves
of “real” time. During a round the GM counts down from their effects. Once their turn is over, the character with the
highest to lowest initiative, giving each character a turn to act next highest initiative takes their turn. This repeats until all
when their initiative step is reached, until every character has characters have taken a turn.
had a turn. During a Turn, the active character spends at least
1 AP to perform an action and resolves its effects. Sometimes Optional Rule: Turn-Based AP Refreshing
the rules will refer to initiative “steps,” which simply refer to For an alternative strategic experience, your group
individual initiative values in the order. can choose to play with this variant AP Refreshing
ruleset. As combat starts, all characters start the
Effect Durations first round with their Maximum AP. Then, in all
Effect durations are measured in rounds and end immediately subsequent rounds, characters replenish their AP at
after the initiative step on which they took effect. For example, the start of their turn rather than at the start of the
if an Orc is stunned for 2 rounds on their turn, they remains- round.
stunned until right after the end of their turn 2 rounds later
(assuming their turn takes place at the same initiative “step” as

92
Step 5: Round End Multiple Action Turns
Once all characters have had a turn, the round is over, regardless Because characters can take multiple primary or secondary
of the amount of AP any characters have remaining. Any effects actions on their turn, it is possible that characters can use up
or Conditions that specify a duration of “until the end of the all of their AP to create some interesting action combinations
round” end now. when their turn arises. When declaring multiple actions on
their turn, the character must declare them individually,
Step 6: Encounter Ends resolving other character’s reactions first before declaring
Repeat steps 4 and 5 until the combat is finished or the event and resolving any more.
that triggered the switch into structured time is resolved.
Movement Budget
Mapping Combat A character’s Movement Budget is determined by their highest
This chapter assumes players are using some sort of grid or battle speed (usually base speed). During their turn a character can
map to track the positions of characters. For ease of use, each move a total number of meters up to their Movement Budget.
grid square in such a system should represent a square meter. This movement can take place at any point during a character’s
More details on using a combat grid, or advice for playing the turn, either before or after any actions they take.
game without one, can be found later in this chapter.
Example: a character’s Base Speed is 13m and their Climb Speed is
Action Types 7m, so their Movement Budget is 13m. They make a standard move
Actions represent all the things that a character can do during for 8m, so they can only climb for 5 meters with their remaining
an encounter. The maximum number of times that a character Maximum Movement unless they use a Dash action.
can act during a round is determined by their max AP. All
non-free actions cost at least 1 AP unless otherwise stated. More details on movement can be found in the Movement &
Size section.
Primary Actions can only be taken during the character’s own
turn. They are dedicated combat actions where the character Primary Actions
is the instigator, and a character may take any number. An The following primary actions are all actions that can only be
extended action is an action that requires the use of more taken during a character’s own turn. Unless otherwise noted,
than one AP, which can cause it to require more than one turn. they cost 1 AP.

Secondary Actions can only be taken during the character’s Attack


own turn or as reactions. They are combat actions that require The character can make an attack with a melee or ranged weapon.
less dedication from the character and can be taken somewhat A character may make no more than two total attacks in
reactively to battlefield circumstances. A character may take a single round. When attacking they can use one of three
any number of these. optional variations of this action. A player must declare if their
character is choosing one of these variations before the attack
Reactions are actions that are taken to counter or resist other test has been made.
characters’ actions or other events that the character is aware of.
Only one reaction attempt is permitted for each threat or event, • All Out Attack (melee only): When making an all-out
but any number of reactions may be made per round (provided attack, the character sacrifices some defensive potential in
that the character has action points left for that round to spend). order to better land an attack or gain an advantage. The
character makes a normal melee attack with a +20 bonus,
Special Actions are a unique class of actions that are often but the attack costs an additional AP to perform (though
taken in opposition to another character and can be taken when it is not an extended action).
a character has gained Advantage in combat. Special actions • Coup de Grâce: The character can make a killing blow
can be either primary/secondary actions or reactions, and they against a helpless target. A helpless target is one who is
follow all the normal rules for an action of their type. either unconscious, both restrained and prone, or otherwise
v physically incapable of defending themselves. The GM
Free Actions can be taken at any time during the combat may rule that certain characters cannot be killed in this
round and cost no action points to activate; though the GM way depending on the circumstances. This automatically
should keep in mind what is reasonable for a character to achieve kills the target. For unarmed Coup de Grâce, refer to the
in six seconds. Grappling rules.
• Precision Strike: A character attempting a precision strike

93
is aiming to hit a particular part of their opponent’s body speed. If this is done on their turn, this movement is added
and thus suffers a -20 penalty on the attack test. If successful, to their base movement for that turn. This action can be used
the character may choose the hit location of that attack in to allow a character to move several times their speed during
addition to resolving any other effects the attack would have. a round.

Disengage Hide
 e character can use this action to retreat from combat with
Th The character can use this action to attempt to hide from foes.
an enemy. If they move out of an enemy’s engagement range If anyone might detect them while they do this, they must
during this turn then the attack of opportunity reaction or make a Stealth skill test opposed by the Observe of anyone who
other delayed actions/reactions, may not be taken against them. might spot them. On success, they gain the Hidden condition.

Cast Magic Ready Weapon / Drink Potion


The character casts a spell that they know using the rules for The character may draw, sheath, withdraw, or reload a weapon.
spellcasting found in Chapter 6. This may be used to cast This action may also be used to drink a potion, assuming it is
spells that count as attacks, but a character may make no accessible to the character, but this costs 2 AP instead. Some
more than two attacks in a single round. missile weapons may require several AP to reload, in which case
this action must be extended.
Delay Turn
The character declares a set of circumstances in which they Reactions
will act. The character then skips their turn without spending Reactions can be used at any time during the combat round in
AP and may insert their delayed turn into the order as a free response to a threat or event that a character is aware of by
reaction if the conditions are met. If the delayed turn is not spending an AP. Reactions can be triggered by other reactions:
taken before the character’s next turn would occur, then the if this happens, resolve them however makes the most sense.
action points are lost entirely.
Attack of Opportunity
Defensive Stance This reaction allows a character to take advantage of an opening
Using this action grants the character +10 on any defensive to make a melee attack (max 2 attacks per round) against an
tests made until their next turn. Taking this action reduces the opponent when they are vulnerable. Attacks of Opportunity
character’s Attack limit to 0 until your next turn. are resolved before the action they are being made in reaction
to is resolved. Any character may use a reaction to an Attack
Secondary Actions of Opportunity without interrupting their current action, but
The following Secondary Actions are actions that can be taken they must be able to see their target. An Attack of Opportunity
during a character’s own turn or as reactions for 1 AP. may be triggered by the following:

Aim • Retreat: When an opponent voluntarily moves out of the


A character can spend an action aiming in order to gain a +10 character’s melee range without taking the disengage action.
bonus to their next ranged attack, including spells with the Bolt • Approach: When an opponent moves closer to the char-
form. This bonus can stack if the character takes this action acter within their melee range (such as from 3 meters away
multiple consecutive times before the next ranged or bolt attack, to 2 meters away against a 3m range weapon).
but only up to three times for a maximum bonus of +30. The • Spellcast: When an opponent casts a spell within their
“chain” of aim actions can stretch across rounds. This chain is melee range (unless the spell counts as a melee attack).
broken and the bonus lost if the character makes an attack with • Standing Up: When a prone character stands up within
another weapon or takes any actions or reactions other than to their melee range without using the Arise action.
continue aiming or fire the aiming weapon or spell. • Ranged Attack: When an opponent makes a ranged attack
within the character’s engagement range.
Cast Magic (non-attack only) • Ready: When an opponent readies a weapon, reloads a
The character casts a spell that they know using the rules for weapon, or drinks a potion within their melee range. If
spellcasting found in Chapter 6. This may not be used to cast the opponent does so as a free action, it does not allow for
spells that count as attacks. an attack of opportunity.

Dash Block, Parry, Evade


The character can use this action in order to move up to their The character tries to defend against an incoming ranged or

94
melee attack. See the Attacking & Defending section for details.
Counter-Attack
The character attempts to make a standard melee Counter-Attack
(still subject to the two attack per round limit) in response to
an attack from an opponent they are aware of through the use
of their Combat Style skill. See Attacking & Defending.

Free Actions
Free actions can be performed at any time during the combat
round and cost no action points. They include things like talking,
signaling, observing one’s surroundings, dropping items, and so
forth. Use common sense when deciding what is a free action.

95
in any direction (they must both move in the same direction
Special Actions and the same amount) as the character shifts the location of the
Special actions reflect unique ways that characters can engage fight. Target character must be within melee range.
in combat, and can either be taken as actions of their listed
type or when a character gains advantage during a combat roll. Resist
Secondary Action
Arise Character makes an Athletics or unarmed Combat Style test
Secondary Action which their opponent may oppose with their Athletics or
Allows the character to use a momentary opening to roll back unarmed Combat Style skill. If they win, they may escape being
up to their feet, removing the prone condition without granting restrained, grappled, or blinded.
opponents the ability to make an attack of opportunity.
Trip
Bash Secondary Action
Primary Action Character makes an Athletics or unarmed Combat Style test
Character makes an Athletics or unarmed Combat Style test which their opponent may oppose with their Athletics, unarmed
which their opponent may oppose with their Athletics, unarmed Combat Style, or Evade skill. If they win, their opponent falls
Combat Style, or Evade skill. If they win, their opponent is prone. Target character cannot be of larger size and must be
knocked back 1 meter, loses an AP, and must make an Acrobatics within 2 meters.
test to avoid falling prone. Target character cannot be of larger
size and must be within 2 meters.
“The best techniques are passed on by the survivors.”
Blind Opponent
Secondary Action Gaiden Shinji
Character makes a Combat Style test which their opponent
may oppose with their Evade or Combat Style (if wielding a
shield). If the target loses, they become blinded for 1 round.
The character must reasonably have access to some way to blind
their opponent (thrown sand or rocks, for example).

Disarm
Primary Action
Character makes an Athletics or unarmed Combat Style test
which their opponent may oppose with their unarmed Combat
Style or Athletics skill. If the target of the disarm attempt loses,
the character may choose to either take the target’s weapon if
they have a free hand or fling the target’s weapon 1d4 meters
in a random direction. Target cannot be of larger size and must
be within 2 meters. Cannot disarm natural weapons.

Feint
Primary Action
Character attempts a Combat Style or Deceive test against an
opponent’s Observe or Combat Style within a 2m range. If
successful, they treat their next melee attack against the target
as if they were Hidden. This effect only applies if the attack
occurs before the end of the character’s current turn.

Force Movement
Primary Action
Character makes a Combat Style test which their opponent may
oppose with their Combat Style or Athletics skill. If they win,
they may move themself and their opponent up to three meters

96
• Attack vs. Parry or Evade: The defense is negated if the
Attacking & Defending attacker has more degrees of success. Resolve the attack.
Combat is resolved as an exchange of blows between two charac- • Counter-Attack: Whichever character achieves more
ters. This exchange is simulated by the Combat Roll, in which degrees of success hits the other (or not, on a tie). If
a pair of attack and defense tests are compared. both characters achieve the same degrees of success,
then neither the Attack nor the Counter-Attack resolve.
Step 1: Attack
The attacker first chooses their target, weapon, and combat style Critical Success/Failure
for the attack before making the attack test and applying any If one character critically succeeded, treat it as if they succeeded
relevant circumstantial modifiers. Weapons not included in the with more DoS than their opponent (if their opponent suc-
character’s combat style are made at the standard untrained ceeded at all). They also gain an advantage. If one character rolls
-20 penalty for all attack and defense tests. a critical failure, and their opponent passed, then their opponent
• Melee Weapon Attacks: The attacker makes a Combat counts as having critically succeeded. If one character critically
Style test using either Strength or Agility against a target succeeds and the other fails, or one succeeds and one critically
within the range of their weapon. fails, then the character who succeeded gains two advantages,
• Ranged Weapon Attacks: The attacker makes a Combat which can stack if applicable. If both sides roll a critical success
Style test using Agility against a target within the range of or failure, then no advantage is gained, and neither attack nor
their weapon. defense resolves.
• Cast Magic Attacks: The attacking caster makes a skill
test with the skill corresponding to the school of the spell. Optional Rule Note: Alternate Wounds
If you’re using the rules for Alternate Wounds found in
Step 2: Defend Physical Health later in this chapter, then an attack
The defender then picks their method of defense and combat resulting in a critical success causes a wound to the hit
style before making the defense test. A character must be aware location of the attack.
of an attack to defend against it, and must choose to defend
before the attacker has rolled. Step 4: Resolve Attack & Advantages
• Evade: The defender rolls an Evade test (Agility). Finally, resolve the attack based on the result.
• Parry: Melee weapons or shields may be used to parry
melee attacks. The defender makes the Combat Style test Hit Locations Attacker Won
using Strength or Agility. Result Location Hit The attack hits the target and
• Block: Shields may be used to block ranged or melee attacks. 1-5 Body deals damage. If the target’s
The defender makes a Combat Style test using Strength. armor values differ across hit
6 Right Leg
• Counter-Attack: The characters both attempt to strike the locations, then check to see
other while parrying their opponent’s blows. The defender 7 Left Leg where it hit using the ones
also makes a melee attack, using the rules above. Both 8 Right Arm digit of the attack roll or a d10
characters count as “attackers” in step 3. 9 Left Arm (count 10 as 0). (You can often
0 Head skip this step entirely or delay it
Step 3: Roll Tests & Determine Result until it is necessary).
If one character is able to gain a significant advantage over their
melee opponent, they are said to have gained an Advantage. Next, resolve any advantage gained from the combat roll (see
Note that if a defender does not try to defend, or cannot do so, the next page). Then roll the damage of the attack and subtract
they are treated as having automatically failed. the Armor Rating (AR) of the hit location struck. Reduce the
• Both characters fail: Neither attack nor defense resolves. target’s HP by the remaining amount. Some types of AR only
• 1 character fails: The winner gains an advantage (if melee). mitigate certain types of damage. If the damage dealt after
• Attacker wins: The attack is successful, the attacker reduction exceeds the target’s Wound Threshold, the attack has
chooses how to utilize their advantage, and resolves it. also caused a wound. See Physical Health for details.
• Defender wins: The defense is successful, the defender
chooses how to utilize their advantage and resolves it.
• Both characters pass: No characters gain an advantage.
• Attack vs. Block: The defender blocks the attack
regardless of attacker degrees of success. Resolve the
block using the rules in Step 4 as if the defender won.

97
Optional Rule Note: Alternate Wounds
If you’re using the rules for Alternate Wounds found in
Physical Health later in this chapter, then the attack
instead causes a Wound if it brings the target to 0 HP or
if the attack is a Critical Success and causes the target to
take Damage.

Defender won
If the defender won an advantage, resolve it first:
• Evade: If an attack is evaded it is negated entirely. The
character may move up to 1 meter in any direction for free.
This movement does not provoke Attacks of Opportunity.
• Parry: If an attack is parried it is negated entirely.
• Block: If an attack is blocked, roll the damage of the attack.
If the damage exceeds the shield’s Block Rating against that
damage type, then the character takes the full damage to
their shield arm. Otherwise no damage is taken. Magic
damage treats BR as half (round up) unless there is a
magic BR.

Advantage
Characters with advantage may utilize it in the following ways:
• Precision Strike: Choose the hit location of the attack.
• Penetrate Armor: Treat full armor as partial and partial
as unarmored for the purposes of resolving an attack. This
does not affect AR.
• Press Advantage (attack only): Character gains a +10 to
their next melee attack against the opponent within 1 round.
• Forceful Impact: The character can apply the Damaged(1)
quality to any armor on the hit location.
• Overextend (evade/parry only): The opponent’s next
attack test within 1 round is made at a -10 penalty.
• Special Action: Immediately take a special action. Ignore
the AP cost, or automatically win any opposed roll involved.

98
Melee Combat Multiple Opponents
Melee combat is any combat that happens within several meters, Facing multiple opponents can be dangerous. While a character
where participants fight either with wielded or natural weapons. suffers no direct penalties for doing so, they can soon become
The melee weapons a character can use are listed as part of their swamped and run out of action points with which to defend
Combat Style skills. themself. Remember that once all their AP for a round have
been expended the character is treated as having failed their
Melee Combat Circumstance Modifiers defense roll against any subsequent attacks, meaning they
Like all tests, tests made in melee combat should always be quickly becomes vulnerable to the others.
subject to difficulty based on the environment or circumstances
in which the combat is happening. Disadvantageous circum- Dual Wielding
stances can be rated in a simple scale by the GM and should Some characters fight with two one handed weapons at once as
not usually be worse than -30. The table below provides the a part of their Combat Style and may choose to attack, parry,
scale and some examples. or Counter-Attack with either one.

Melee Combat Circumstance Modifiers Cover


Modifier Common Examples Cover is used by characters to obstruct attacks against them,
Minor Disadvantage (-10) Fighting in poor visibility. either in ranged or close combat. This occurs by either physically
blocking a blow or by obscuring the exact location of the target.
Disadvantage (-20) Fighting from lower ground or prone.
Major Disadvantage (-30) Fighting blind. If the character is incapable of seeing their target, they simply
cannot attack them unless they have another way of knowing
that they are there. Otherwise they suffer a circumstance penalty
Mounted Combat to attack targets who are trying to use cover that their attack
Mounted combat functions like normal combat, but with a cannot penetrate based on the GM’s judgment of the level of
few key differences: the cover.

• Mounted
 characters can evade ranged attacks but only while If the target is protected by cover that the attack can penetrate
moving. They cannot evade melee attacks (except those with relative ease, the attacker suffers no penalty to hit but rolls
from other mounted characters), though their mount can. twice and chooses the lower value for damage.
• Mounted characters may parry or Counter-Attack in
response to attacks against their mount.
• Mounted characters use their mount’s Speed.
• The GM may rule that ranged attacks that miss the char-
acter or their mount hit the other target instead.

99
Improvised Weaponry either a Combat Style (with unarmed), Athletics, or Evade test.
In certain cases a character might find themselves forced to fight On success, the target gains the restrained condition. The target
using improvised weaponry. Attacks with improvised weapons may attempt to escape by using the resist action. On success
suffer the usual -20 untrained penalty unless the character’s they break free.
Combat Style includes improvised weapons. The table below
provides a set of guidelines for the GM. Characters suffer a -30 penalty when attempting to grapple
characters of larger size than them, and they cannot grapple
Improvised Weaponry Guidelines characters of two or more sizes larger. While they have an oppo-
Type Damage Range nent restrained, the character may not move but may take the
Tiny 1d4 1m (gain Small quality) following actions (each is a primary action that costs 1 AP):
Small 1d6 1m
• Takedown: The character may render their victim, and
Medium 1d8 2m themself, prone. They suffer no prone penalties in relation
Large 1d10 3m to any tests made against their target.
Huge 1d12 4m • Move: The character may move themself and their victim
a number of meters up to their Strength bonus in any
The GM should feel free to give certain improvised weapons direction.
appropriate weapon qualities based on the type of object.  ttack: The character may make a normal attack against
• A
their restrained victim, who cannot defend themself. They
Unarmed Combat must use a weapon with a 1m range or less. If the target
Unarmed combat is when a character fights using their natural is both prone and restrained and the character is armed,
weapons. Characters are always capable of attempting to fight this can be a coup de grâce. If the character is unarmed,
in this manner, even if they do not have unarmed combat as then they can choose to instead cause the target to lose 1
part of their Combat Style. Characters attempt a Combat Style Stamina point.
test using Strength or Agility with the standard -20 penalty for
using an untrained skill, if applicable. Unusual Combat Scenarios
There are several odd combat scenarios characters may find
A character’s natural weapons use the profile specified below themselves in.
unless the character has the Natural Weapons (*) trait (which
overrides the default profile). If a character has a Combat Style Climbing
that includes unarmed combat, that skill can be used for attacks A climbing character has all of their combat skill tests limited
with the character’s natural weapons. Natural weapons ignore by their Athletics skill rank. Characters are limited to fighting
rules regarding one, two, or hand and a half weapons, and with a single limb, unless they have extras.
cannot be disarmed. Natural Weapons cannot be enchanted.
Slippery Surfaces
Default Natural Weapon Profiles A character fighting on slippery or wobbling surfaces has all
Type Damage Range combat tests limited by their Acrobatics skill (if they have a
Punches/Kicks 1d4 1m higher Combat Style rank, they treat it as their Acrobatics rank
instead). If the character fails a combat roll in these circum-
Claws 1d4; Slashing 1m
stances, they must pass an Acrobatics test or fall prone.

Parrying/Counter-Attacking while Unarmed Swimming


If an unarmed combatant is facing an opponent with a weapon A swimming character has their combat tests limited by their
with a longer range and they are within their own engagement Athletics skill (if they have a higher Combat Style rank, they
range, then they can attempt to parry that weapon’s attacks or treat it as their Athletics rank instead). Attacks deal half damage.
Counter-Attack. Otherewise melee attacks cannot be parried
or countered by unarmed characters. Holding your Breath
A character can hold their breath for 12 seconds (2 rounds in
Grappling combat) per Endurance Bonus they have.
In place of making a normal attack a character can choose to This duration is doubled if the character does nothing but hold
attempt to grapple their opponent. This requires a Combat Style their breath (no action or movement allowed).
test (the style must include unarmed combat) opposed against For every round beyond the character’s Endurance Bonus

100
holding their breath, the character gains a temporary level of
fatigue until they die or regain access to fresh air, after which
the temporary fatigue is removed at a rate of 1 per round.

Swinging or Jumping
A character swinging or jumping into (or out of ) combat has
their combat tests limited by their Acrobatics skill (if they have a
higher Combat Style rank, they treat it as their Acrobatics rank
instead). If the character fails a combat roll they must pass an
Acrobatics test or fall prone and suffer appropriate fall damage.

101
Ranged Combat Ranged Combat Circumstance Modifiers
Ranged combat is any form of combat that happens at a distance Modifier Common Examples
with weapons which must be shot, thrown, or slung at their Minor Disadvantage (-10) Firing in light wind
target. The ranged weapons a character can use are listed as part
Disadvantage (-20) Firing in moderate wind, target prone
of their Combat Style skills.
Major Disadvantage (-30) Firing in heavy wind or low visibility
Ranged attacks are resolved similarly to melee attacks, except
they cannot be parried or Counter-Attacked. Ranged attackers
cannot gain or utilize advantage. Ranged weapons have unique Firing while Mounted
attributes that distinguish them from melee weapons: A character can use ranged weapons even while mounted, how-
ever their Combat Style skill is limited by the Ride skill of the
Range for ranged weapons is defined in terms of three numbers personal controlling the mount (if their Combat Style rank
instead of just one, representing the maximum close, effective, exceeds their Ride skill rank, use their Ride skill rank instead).
and long ranges of the weapon. Attacking targets in close range
provides a +10 bonus to attack tests with the weapon, while Area of Effect Attacks
attacking targets at long range imposes a -20 penalty. Some ranged attacks, typically spells, affect an area. Area of
effect attacks that cause damage can only be defended against
Reload represents the number of AP required to reload a by evading or blocking and only if the character is aware of the
weapon which fires ammunition. This requires the use of the incoming attack.
ready action.
On a successful Block, the character halves the incoming damage
Ranged Combat Circumstance Modifiers (round up) before resolving the effects. On a successful evade,
Like all tests, tests made in ranged combat should always be the character may move a single meter in any direction as normal
subject to difficulty based on the environment or circumstances without provoking any Attacks of Opportunity. If this would
in which the combat is happening. Disadvantageous circum- carry them outside the range of the area of effect, they are not
stances can be rated in a simple scale by the GM and should affected.
not usually be worse than -30. The table below provides the
scale and some examples. Area of effect attacks are resolved against the body.

102
both characters have spent 1 AP. It is still the Hero’s turn.
Combat Example The hero decides to press the attack, and makes another attack, this
This page contains an example of a short combat exchange using time they go all out (2 AP for an All Out Attack, giving them a +20
the rules discussed thus far: bonus to their attack) and the troll attempts a Counter-Attack (1
AP). The hero makes a mistake and opens themself up, failing their
The Scene attack test while the troll still manages to roll 6 degrees of success (roll
Deep in a frozen cave in the northern reaches of Skyrim, a lone of 61) on their attack test. Because the hero failed while the troll
hero squares off against a mighty troll. The hero is lightly armored, succeeded, the troll not only lands a blow but gains an advantage.
wielding only a simple broadsword and shield. The troll utilizes this advantage to knock the hero to the ground,
taking the trip special action and auto-winning the opposed roll
Round 1 to render the hero prone (this costs 1 AP). They then resolve the
Both characters roll initiative. The troll rolls an 8, and the hero damage from the hit, and the hero takes 9 damage from the blow.
rolls a 12. Both characters have 3 maximum Action Points.
At this point the hero is prone, is out of AP, and their opponent is
The hero has the first turn, and moves forward a few meters so that also out of AP. The round ends, and a new round begins...
they are within their two meter melee range (determined by their
broadsword’s range stat) of the troll. They decide to take the attack Round 2
action (1 AP), against which the Troll reacts by Counter-Attacking The hero takes the first turn, having higher initiative. They use
(1 AP). The hero rolls a Combat Style [Nord Champion] test with half of their total speed in movement in order to stand up, and
a +30 bonus (for a TN of 75) due to their rank in the skill. The the troll takes advantage of this opening to make an attack of
troll also rolls their own attack test. opportunity (1 AP). The hero is injured, and so opts to play
defensively, raising their shield in an attempt to block the attack
The hero passes with 4 degrees of success (roll of 43), and the troll (1 AP). The troll passes their attack test with 4 degrees of success,
passes with 2 degrees of success (roll of 26). No advantage is gained, and the hero passes their defense test with only 3, but this is still
but the hero is able to land a hit as the two exchange blows (due to enough for them to interpose their shield between their body
rolling higher DoS). They resolve the effects of the hit against the and the blow. The troll rolls damage, and the 8 damage is not
troll’s body (due to the 3 in their roll) and rolls damage. The troll enough to overcome the BR of the hero’s shield, so the blow slides
takes a total of 8 damage from the strike. off harmlessly...

At this point one character has attacked, and the other reacted, so The hero, now standing, presses the attack...

103
Running Smooth Combats
This page provides some visual examples to help players under- 1
stand how they might utilize battle grids and other tools to
make combat run as smoothly as possible.

Using a Grid
The creators of the UESRPG highly recommend the use of a
battle map or grid when running combat encounters. A grid
helps players to understand their own situation, assists the GM
in keeping track of the big picture, and makes understanding
the consequences of combat ranges much easier.

The easiest way to use the UESRPG with a grid is to assume 2


that each grid square represents a square meter. Two characters
cannot share the same grid square, though characters can be
allowed to pass through another character’s square if both parties
are willing. The system also functions just fine on a hex grid.

If you are using an online grid or map system that supports


auras (as displayed in the example pictures) then using auras
can be a good way to help players visualize their weapon ranges.

Tracking Initiative & AP Visuals Examples


One of the trickiest parts of running combat can be tracking Above, the red mercenary wields a 2m range weapon (yellow
how much AP a given character has remaining for the round. We aura) outside the 2m range (green aura) of the blue mercenary.
advise GMs track this by simply tallying next to each character They then move into the edge of their opponent’s range. Both
(PCs and NPCs) name on an initiative ordered list/table each mercenaries can attack the other at this range.
time that character takes an action or reaction. This allows the
GM to easily see who can still react and who has AP left with Below, the red mercenary wields a 1m range weapon at the
which to take a turn. edge of the 3m range of the blue mercenary. Stepping any
closer triggers an opportunity attack from the blue mercenary,
but doing so is necessary for them to enter melee range (right).

1 2

104
Physical Health Sub-Type
Poison
Armor Type
Poison AR

During the course of the players’ adventures, it is very likely Death


that they will suffer injury of some kind. The following sections If a character is reduced to 0 Health Points remaining, then
explain how to handle damage, fatigue, wounds, and death. they fall unconscious. A character who is unconscious at 0 HP
must pass an Endurance test at the end of each of their turns. If
Damage & Hit Locations they fail a number of tests in excess of their Luck bonus while
Damage represents the ability of an attack to harm a character. unconscious, then they die. Taking damage at least once causes
Attacks against a character always strike a particular hit location, the character to fail the next test. If an effect would Stabilize
and the damage of that attack is reduced by the Armor Rating them (this can be done with a Survival or Profession [Medicine]
(AR) of that hit location. The Hit Location of an attack is usually skill test and a healer’s kit) or bring them above 0 HP, then
determined by the 1s digit of the attack roll, but can also be they stop testing.
determined by rolling 1d10 (counting 10 as 0). The characters
Health Points (HP) are then reduced by the remaining amount. “You’re not gonna kill me!”

Hit Locations Lokir of Rorikstead, moments before death


Result Location Hit
1-5 Body
6 Right Leg
Wounds
Wounds represent devestating injuries caused by more damaging
7 Left Leg attacks, and not just simple cuts and bruises. If a character ever
8 Right Arm takes damage from a single attack in excess of their Wound
9 Left Arm Threshold (WT), then they take a wound. Record the amount
0 Head of damage and hit location, then follow these steps:

Damage Types Shock Effects


The above rules hold true for all physical attacks and physical First, the character must make a special Endurance test known
armor. However, some attacks and effects can deal other types as a Shock Test, which represents how well the character fares
of damage that can only be resisted with certain types of armor. against the initial effects.
Broadly, damage can be divided into two overall types: • If the wound is to the body, the character loses an action
point. If they have none remaining, they begin the next
Physical Damage round with one less. If they fail the shock test then they
Physical damage represents physical cuts, jabs, and blows that also suffer the crippled body condition.
harm a character through force of impact or blood loss (or • If the wound is to a limb, the character suffers the crippled
both). All normal weapons deal physical damage, and physical limb condition (blows to the head instead stun for 1 round).
damage is reduced by normal AR. If they fail the shock test, then they also suffer the lost limb
condition (lost ear or lost eye for the head).
Magic Damage
Magic damage represents damage dealt by magical or elemental If the wound was caused by magic damage, the following applies:
forces, such as burns from a fire ball spell. Poison is included • If the wound is from fire damage, the character also must
in this category, though it is not always magical. There are pass an Agility test or gain the Burning (1) condition.
sub-types of magic damage, each reduced by a corresponding • If the wound is from magic, frost, or poison damage, the
armor type (and also reduced by generic magic AR). character also loses a Stamina point.
Magic Damage Types • If the wound is from shock damage, the character also loses
Sub-Type Armor Type Magicka points equal to the damage inflicted.
(Any) Magic AR
Optional Rule Note: Turn Based AP Refreshing
Magic Magic AR
If you’re using the alternate ruleset for AP refreshing,
Fire Fire AR modify the text in the body Shock Effect from “they
Frost Frost AR begin the next round with one less” to “they begin their
Shock Shock AR next turn with one less”.

105
Passive Effects character ever heals to full HP while they have an untreated
After the shock test has been resolved, the character suffers a -20 wound, they become maimed as the wound has healed
to all tests and a -2 to future initiative rolls until the wound is improperly.
fully healed. The character has 30 seconds (5 rounds) before they
drop to 0 HP through blood loss. These effects can be removed Treating Wounds
by first aid (a Survival or Profession [Medicine] skill test must A wound can be treated by a successful Profession [Medicine]
be performed, which takes 1 turn and requires a healer’s kit or test, which takes approximately an hour. Once a character’s
other supplies), or delayed with magical healing (see below). wound(s) have been treated, they can begin to heal naturally
again. Treating a wound related to the Crippled Condition can
Optional Rule: Alternate Wounds only be done once per long rest. If this test results in a dramatic
If your group prefers less bookkeeping and a more failure, the limb immediately becomes Maimed.
forgiving experience, you can use this rule instead of the
standard rules for Wounds: Curing Wounds
Instead of a character taking a Wound when they take Once a wound has been treated it can be properly healed. After
damage in excess of their WT, they take a wound if they treatment if a character regenerates HP (by magical or natural
ever take damage from a critical success on an attack or if means) equal to or in excess of the damage that caused the
an attack reduces them to 0 Health Points. wound, then the wound and all of its effects are removed. The
one exception is that characters cannot heal lost limbs in this
fashion.
Healing
There are two means by which characters can heal damage and Conditions
wounds which have been dealt to them: natural healing, and Conditions are things that externally affect the character and
magic healing. their capabilities instead of features of the character’s nature.

Restoring HP Bleeding (X)


Both magical and natural healing can restore missing HP. Reduce Wound Threshold by 1. At the end of the character’s
next turn, they take X damage (bypass AR/resistance); then X
Magical Healing is reduced by 1. If the character regains HP from any source,
Magical healing will always specify an amount of missing HP subtract the total HP regained (including HP that would go
that it restores, and this happens instantly unless otherwise noted. beyond the character’s maximum HP) from X.

Natural Healing Bleeding can also be reduced by making a Profession[Medicine]


Characters naturally regenerate a number of missing HP equal +0 skill test and using a Healer’s Kit. Reduce X by the DoS of
to their Endurance bonus each time they take a long rest as long the test. The Healer’s Kit is not consumed in the process.
as they have no untreated wounds. This amount is doubled if
the character is not doing anything strenuous and is focused If X ever becomes 0, the Bleeding condition is removed.
entirely on healing themselves (or if another person is caring
for them). If the Bleeding(X) condition would be inflicted on a character
that already has a Bleeding condition, the value of each is added
Healing Wounds together and replaces the current Bleeding condition.
In order for a character to begin to heal wounds, those wounds
must be treated first. If a wound is not treated within a number
of days equal to the character’s Endurance bonus, the charac- Optional Rule Note: Alternate Wounds
ter becomes Maimed: any body parts crippled by the wound If your group is using the optional rule for wounds,
become crippled permanently and count as being lost. replace the text “Reduce Wound Threshold by 1.”
with “Characters take a -10 penalty to Shock Tests.”.
Healing Untreated Wounds
Characters cannot regenerate HP naturally while they have
untreated wounds. In addition to restoring HP, magical
healing done while the character is wounded temporarily
removes the passive effects and forestalls unconsciousness
for a number of rounds equal to the amount healed. If a

106
Blinded Fatigued
The character loses all vision and suffer the following penalties: When a chracter gains a level of fatigue, they acquire the Fatigued
• Cannot see anything. condition. If they gain additional levels of fatigue, the effects
• Suffers a -30 to tests benefitting from sight. worsen. Fatigue is most typically gained when a character falls
• Automatically fail any tests that rely solely on sight. below 0 SP or spends/loses SP when they are at 0.
Fatigue Effects
Burning (X) Levels Effects
The target is engulfed in flames, with the intensity of the fire Fatigued (1) -10 penalty to all tests.
determined by a number X.
Exhausted (2) -20 penalty to all tests.
• Start of Turn: At the start of each round, a burning char-
acter suffers a single hit of X fire damage to the appropriate Drained (3) -30 penalty to all tests
hit location (body is the default). Then increase X by 1. Unconscious (4) Characters falls unconscious
• S tacking Burning: If a second instance of burning is 5+ Character dies
inflicted on a character, simply combine the two X values.
• Taking Action: A burning character must pass a Willpower Frenzied
test with a -20 penalty at the beginning of a turn in order The character is flung into an uncontrollable rage. Frenzied
to attempt any action other than putting out the fire. characters gain the following rules:
• Putting It Out: A burning character can attempt to • Must attempt to attack the nearest person or creature in
extinguish the flames on their turn by spending an action melee combat each turn if able, using only All Out Attacks.
point and making an Agility test with a +20 bonus and a • If not within range of a potential target, the character must
-10 penalty for every point of the X value beyond 1. The move toward the nearest potential target. They may not
burning character becomes prone and, if the test succeeds, attempt to flee the fight.
loses the burning condition. • Increase WT by 3 and SB by 1.

Chameleon (X) Optional Rule Note: Alternate Wounds


A character with this condition blends into their environment. If you’re using the rules for Alternate Wounds, disregard
Sight based tests to detect this character are made with a -X the WT increase in this bullet point.
penalty. Only apply the highest value version of this condition
if a character would receive it more than once. • Suffer a -20 penalty to all skill tests based on anything
except Strength, Agility, or Endurance.
Crippled Body Part • Gain an extra SP, which can exceed their SP maximum.
A piece of the character’s body has been rendered temporarily • Immune to the effects of the stunned condition, fear, and
useless. Multiple instances of this condition can affect a character passive wound effects.
at once as long as each affects a different hit location and/or
the body parts associated with that hit location. Any body part Once the encounter has ended, the character snaps out of their
that has been crippled suffers all the same penalties as if it had frenzied state and loses 2 SP (this cannot kill them). The charac-
been lost. Use Lost Eye or Lost Ear if the head location has ter can also test Willpower at a -20 as an action during combat
been crippled and the Organ Damage condition if the body to attempt to snap out of frenzy, which ends the condition.
location has been crippled.
Hidden
Dazed The character is hidden from enemies and moving stealthily.
The character gains one less action point at the beginning of Characters must spend 2 meters of their movement for the
each round, to a minimum of one. round for each 1 meter that they actually move while hidden,
and they cannot Dash. Enemies cannot attempt to defend
Deafened themselves against the attacks of hidden characters, but attacking
The character loses the ability to hear. Deafened characters causes a character to lose this condition immediately afterwards.
cannot hear anything and automatically fail tests that rely on
hearing. If a hidden character would enter line of sight of at least one
character from whom they have not previously hidden, they
Entangled must make a Stealth test opposed by that character’s Observe.
The character makes all Combat Style tests with a -20 penalty On success, or if they achieve more degrees of success, they
and their movement speed is halved (round up). remain hidden. Otherwise that character becomes aware of them.

107
Immobilized Organ Damage (Lost Body Part: Body)
Immobilized characters cannot move. They may still attack and The character has had their internal organs damaged. Characters
take other actions and can defend themselves. with this condition heal damage at half speed and reduce their
SP maximum and WT by 1.
Invisible
Invisible characters cannot be seen. Characters fail all sight Optional Rule Note: Alternate Wounds
related tests related to spotting the Invisible character and If you’re using the rules for Alternate Wounds; instead of
attack them at a -30 penalty, assuming they can guess where reducing WT by 1, increase the passive wound penalty to
the character might be in the first place. all tests to -30.

Lost Body Part Muffled (X)


The character loses a part of their body. A character can have A character with this condition is harder to hear. Hearing based
multiple instances of this condition at once, each affecting a tests to detect this character are made with a -X penalty. Only
different body part. If an attack would hit a body part that has apply the highest value version of this condition if a character
been entirely lost, the attack hits the body location instead. This would receive it more than once.
condition applies additional penalties that vary based on the
body part. In the case of the head, there is a choice between Prone
an ear or an eye (GM’s decision). The character is prone, and every 1 meter that they move while
prone costs 2 meters of their movement for the round. They
Lost Ear also suffer a -20 penalty to all combat related tests and count
The character has had their ear removed or destroyed and their any full armor they are wearing as partial (to represent that it is
hearing damaged. They suffer the following penalties: easier for characters to take advantage of gaps in their defenses
• All tests that rely on hearing are made with a -20 penalty. while they are down).
• If both ears are lost, the character gains the deafened con-
dition permanently. Dropping prone costs no movement, but standing up requires
that a character spend movement equal to half of their base
Lost Eye Speed. If the character does not have this much movement
The character has had their eye removed or destroyed and suffers left over to use, then they cannot get up unless they take the
the following penalties: Arise action.
• All tests that rely on sight are made with a -20 penalty.
• If both eyes are lost, the character gains the blinded con- Paralyzed
dition permanently. The character is frozen, unable to move any part of their body.
They may only cast spells that do not require speech or motion.
Lost Foot/Leg
The character has had their leg severed somewhere between the Restrained
ankle and the hip and suffers the following penalties. The character is restrained and thus unable to move. They also
• Gain the slowed condition permanently. cannot attack or defend themselves. They may only cast spells
• All tests that rely on the use of two legs are made with a that do not require motion.
-20 penalty.
• If both legs are lost, gain the Immobilized condition per- Silenced
manently and fail any tests that rely entirely on movement. Magically silenced characters believe they are making sound,
but in reality their words never pass their lips. They suffer the
Lost Hand/Arm usual -20 penalty for being unable to speak when casting spells.
The character has had their arm severed somewhere between At the start of each round they can roll a Perception test to see
the wrist and the shoulder, and suffers the following penalties: if they realize what is happening.
• Can no longer use two-handed weapons, shields (if the
whole arm is missing), or one handed weapons in that arm. Slowed
• All tests that rely on the use of two hands are made with The character’s Speed is reduced by half (round up).
a -20 penalty.
• If both hands are lost, the character cannot wield weapons Stunned
and automatically fails all tests that rely on the use of hands. The character immediately loses all remaining action points
upon becoming stunned. Stunned characters do not regain

108
action points at the start of each round.

Unconscious
The character is knocked out and loses consciousness. They fall
prone if the circumstances allow and may not take actions. If
a character gains a level of fatigue while unconscious, they die.

Fear
When a character is confronted by an excessively frightening
event or adversary, they must make a Fear Test. There are two
types of fear tests: panic and horror tests. If the character fails
the test, they succumb to the effects of fear.

Your GM may call on you to make a Panic Test when you are
confronted by mundane shock or horror. This is represented
by the Panic (+/- X) notation, which is simply a Willpower test
with a +/- X modifier.

Your GM may call on you to make a Horror Test when you


are confronted by supernatural terrors. This is represented by
the Horror (+/- X) notation, which is simply a Willpower test
with a +/- X modifier. In general, horror tests with any sort of
penalty should be reserved for the most terrifying monsters and

mind melting terrors.

Fear Effects
If in combat a character fails a fear test, they must immediately
roll a d100 on the appropriate table on the next page. The effects
listed are applied immediately to the character.
If in a non-combat situation the character fails a fear test, the
character becomes unnerved and suffers a -20 penalty to any
tests that requires concentration on their part. This penalty
lasts while the character remains in the vicinity of the object
of their fear.
Characters may be able to shake off some of the effects of fear
after the initial shock has worn off. The table below will specify
certain cases where a character can make a Willpower test when
it is their next turn to “snap out” of their fear. “Snapping out”
of the fear always happens at the end of their turn.
If this succeeds, then they regain their senses, shrug off the
effects, and may act normally from then on. If they fail this
test, the effect continues, and they may try again when it is
their next turn.

109
Combat Panic Test Results
Roll Effect
Startled: The character is startled by the source of panic. They jump in their boots and pause for a brief moment as
01-30
they struggle to reassess the situation. They may not make any reactions until the beginning of their next turn.
Spooked: The character gets the shakes from the source of their panic. Fretting, nervous, and full of doubt, they
31-60
suffer a -10 penalty to all tests for the rest of the encounter unless they snap out of it.
Frightened: The character is taken aback, and their teeth clatter in their skull as they inch back from the source of
61-90 their panic. The character cannot willingly approach the object of their fear, and they suffer a –10 penalty to all tests
until the end of the encounter.
Lost Composure: The character loses their nerve and freezes in place. Their will to act is decimated by the stress on
91-95 their mind from the source of their Panic. The character may take no actions until they snap out of it. After snap-
ping out of it, the character will make all tests at a –10 penalty for the rest of the encounter.
Running and Screaming: The character breaks down with fear and flees. They must immediately flee directly away
from the source of their fear as fast as they can, which includes ditching equipment slowing them down. They must
96-100
do everything in their power to accomplish this and is at a -20 penalty to all tests. Once away from the danger, they
must successfully snap out of it to regain control, or the encounter must end.

Combat Horror Test Results


Roll Effect
Momentary Blackout: The character is so overcome with horror that their mind fails them for a few precious
1-40 seconds in the face of this horror. The character drops to the ground unconscious for 1 round and has a -10 penalty
to all actions afterwards for the rest of the encounter.
Uncontrollable Vomiting: The character’s own body reacts with a gut wrenching sound as the character’s innards
41-60 empty themselves, and they start vomiting uncontrollably. The character bends over and vomits for 1 round and is
considered helpless during this time. Afterwards the character is still nauseous and loses 1 Stamina point immediately.
Manic Terror: The Character’s mind cracks like a fragile glass sculpture, and they begin to laugh maniacally. Turning
upon the closest nearby friend or foe they start attacking them with whatever weapon they have in their hands at
61-80
the moment. The character can attempt to snap out of it at the start of their first turn each round or be knocked
unconscious to stop their manic rampage. Afterwards the character loses 1d4 Stamina points immediately.
Hopeless and Despairing: The character falls to the ground and cries out in despair and terror while shutting out all
81-90 other sounds, babbling and mumbling to themselves for comfort for 1d6 rounds. When they regain their senses they
immediately lose 1d4 Stamina.
Blackout: The character’s mind snaps like a twig, unable to truly process the horror of the situation and collapsing
91-95
instead. The character goes catatonic for 1d4 hours and cannot be roused by normal means during this time.
Mind Break: The character’s will bends as their mind shatters. They drop to the ground while stuttering and
mumbling incomprehensibly for 1d6 rounds. The character’s mind is irrepressibly damaged, and they lose either 1d8
96-99
Willpower or Personality (player’s choice) permanently from the harrowing experience. Afterwards for the rest of the
encounter the character cannot attack or approach the source of horror.
Scared to Death: The character is so immeasurably overcome with terror and horror that their heart stops beating;
100 they must make an Endurance test or die on the spot. Should they succeed, they instead fall catatonic for 1d4 hours
as with Blackout.

110
Movement & Size Falling
Falling inflicts 1d10+[meters fallen beyond 2] damage to the
body. This damage ignores armor.
This section contains more detailed rules for movement, and If a character falls 2m or less and is in control of their body
creatures of larger sizes. when falling (not tied, paralyzed, unconscious, surprised, etc.),
they do not take any damage from the fall.
Movement
During their turn a character can move before or after taking Size
their action (or both), though they may not move further than Tamriel is home to creatures of many shapes and sizes. A char-
their Speed in meters during a single round unless they take acter’s size affects them in a number of critical ways. There are
the Dash action. seven different size categories.
• Puny: This category is reserved for the smallest of creatures
Difficult Terrain like kwama foragers, rats, or mice.
Sometimes terrain can be more difficult to traverse than usual, • Tiny: This category includes smaller characters like cats
like when trudging in water, through a forest, or other similar or large cave rats.
terrain. Moving through Difficult Terrain doubles the “cost” of • Small: This category includes everything ranging from
movement, unless the character passes an Athletics or Acrobatics quadrupeds like wolves to smaller bipeds like goblins.
test before moving. • Standard: Standard sized characters fall fairly close to the
average size for man or mer. There are no effects associated
Swim Speed and Climb Speed with this category.
Moving while climbing or swimming underwater uses a char- • Large: This category includes characters that are substan-
acter’s Climb Speed or Swim Speed respectively. Both speeds tially larger than average, including quadrupeds like horses
are half of their Base Speed (round down) unless otherwise and larger bipeds like trolls.
specified by a talent or other ability. • Huge: This category includes very large characters such as
giants or larger dwemer constructs.
Jumping • Enormous: This category is reserved for extremely large
A character may also make an Acrobatics test to jump over or characters, like dragons.
up to an obstacle, either horizontally or vertically. This can
represent either completely clearing the obstacle or just jumping Size To-Hit Effects
high enough to grab it with both hands, depending on what the Size Combat Effects
GM feels is appropriate. If the character does not spend several Puny -30 to hit by characters of larger size / at range
seconds running or otherwise preparing (approximately a round)
Tiny -20 to hit by characters of larger size / at range
before the jump, then they suffer a -10 penalty to the test.
Small -10 to hit at range
When jumping vertically, each meter they wish to jump beyond Standard -
the first imposes a -20 penalty on the test. When jumping Large +10 to hit at range
horizontally, each meter they wish to jump beyond the first Huge +20 to hit by characters of smaller size / at range
imposes a -10 penalty on the test. Critical Failure results in the Enormous +30 to hit by characters of smaller size / at range
character tumbling to the ground.

111
Diseases Shared Effects of Common Diseases
All Common Diseases cause the following effects in their victims:

Diseases are contracted from contact with diseased people, • Diseased (+0)
diseased animals, or other creatures which are filthy; such as • Gain the Social Stigma (1) Character Trait
skeevers or mudcrabs. Sometimes diseases can be caught as
the result of traps, poisons, or environmental effects, such as All Common Diseases can be cured by using any spell level Cure
Corprus. Disease spell or potion. Any Common Disease can also be cured
by sincere repentance and piousness at a shrine to one of the
Considerations When Using Diseases Eight and One. Infected animals typically ignore the effects of
Some groups love diseases, as they add opportunity for the Common Diseases they carry.
adventure and adversity for their characters, as well as pro-
vide a level of realism to their games. They are also useful The Diseases include a d100 result in case you want to random-
to make characters with skill in Profession [Medicine] ize Disease contraction without regard to which creatures are
and resistance or immunity to disease really shine. Other typically carriers.
groups might find diseases to be too much to track and
only useful to add dramatic effect. Others still might After contraction, a common disease takes effect after the charac-
decide to ignore them altogether. ter takes a long rest or the next morning, whichever comes first.

It’s up to your group and the GM to discuss and decide Ataxia


how much of this ruleset to implement for your game. d100: 1-10
However, keep in mind that some diseases can be Ataxia is a common and relatively mild disease found across
particularly nasty and might ruin the fun for a player if the breadth of Tamriel. Its symptoms include general pain and
they completely cripple their character with no satisfying soreness, muscle stiffness, and anemia. Victims of Ataxia are
resolution. For this reason, GMs should take care in how often pale, groggy, and irritable because of their symptoms.
they implement this ruleset and make sure to provide Some particularly devious bandits and trap-makers are known
some realistic or interesting path to a cure when needed. to spring vials or lace nails with the bodily fluids of dead animals
that carry the disease.

Contracting a Disease Symptoms:


Diseases are contracted after an encounter with a creature with • Drain Agility 5 pts
the Diseased (+/- X) trait or a magical/environmental effect. • Drain Strength 5 pts
• -10 to Agility-based Subterfuge tests
In an encounter with creatures, a disease has a chance of being • -10 to Block tests
contracted when an attack from a Diseased creature causes a
wound. The target of the attack must then successfully test Carriers: Cave Rats, Bears, Alit, Giant Spiders, Slaughterfish,
Endurance +/- X or contract the creature’s disease. In an encoun- Zombies, Traps
ter with an effect (magical, environmental, etc), the effect will
determine when Endurance is tested to contract the disease Brain Rot
and at what difficulty. d100: 11-15
Brain Rot is a progressively worsening, mind affecting disease.
Common Diseases It dampens the intelligence, intuition, and mental acuity of its
Common Diseases are caught most often from traps, poisons, victims. Eventually, Brain Rot destroys any semblance of sanity
or from fighting Diseased animals or people. Common Diseases and of the self in its victims, leaving them to shuffle in a broken
are often spread through contact or bodily fluids, preventing stupor until they are cured or die.
them from breaking out into full blown plagues.
Symptoms:
Common Diseases bear mild social stigma, which can escalate to • Drain Magicka 15 pts
disgust and suspicion in extreme cases. Given the ease of treating • Drain Intelligence 15 pts
Common Diseases, only the truly destitute and unfaithful are • Drain Personality 15 pts
afflicted with what is seen as their just due.
Carriers: Cave Rats, Zombies, Hagravens, Traps

112
Bone Break Fever The Chills are a punishing infection caused by contact with the
d100: 16-20 undead. Its other symptoms include an overwhelming sensation
Bone Break Fever is a particularly cruel disease. Carried primarily of cold that is not affected by the warmth of any fire nor the
by rats and bears, the disease aggressively attacks the victim’s light of the sun. It has lead to the death of many an unfortunate
bones until they are vulnerable and prone to breakage. Untreated adventurer — lost, alone, and cold in the crypts that dot Tamriel.
Bone Break Fever often results in crippled or outright severed
limbs because of the fragility it causes in its victims. Symptoms:
• Drain Intelligence 20 pts
Symptoms: • Drain Willpower 20 pts
• Drain Strength 10 pts • Drain Agility 20 pts
• Drain Endurance 10 pts • All tests suffer a -10 penalty
• -10 to Shock Tests
Carriers: Zombies, Bonelord, Bonewalker
Carriers: Cave Rats, Bears, Wolves
Collywobbles
Blood Lung d100: 33-35
d100: 21-24 Collywobbles’ main symptoms are uncontrollable shaking and
A relatively minor, non life-threatening illness, Blood Lung chronic ache. The constant minor shaking and spasming can
causes bleeding cysts in the victim’s lungs. They are prone to become debilitating, and the strain of the shakes causes muscle
rupture at inconvenient times or times of physical exertion. soreness.
While Blood Lung is not severe, and will not typically worsen, it
does open the door for other diseases to take root, and can also Symptoms:
serve as a vector of infection for others via the coughed up blood. • Drain Agility 10 pts
• Drain Endurance 10 pts
Symptoms: • Reduce Max AP by 1
• Drain Endurance 5 pts
• Gain 1 level of Fatigue Carriers: Zombies, Shalks
• Every SP used inflicts the Bleeding(1) condition
Dampworm
Carriers: Cave Rats, Nix-Hounds d100: 36-40
Dampworm is a parasite that infests the victim’s musculature,
Black Heart Blight (Common) slithering in between the tissue. It can be felt occasionally
d100: 25-28 moving underneath the skin, which is a revolting and disturbing
Black Heart Blight, despite being a member of the Blight family experience to say the least. Its symptoms include minor twitches
of diseases created by Dagoth Ur, is a both a blight and a and lapses in gross motor skill, as well as uncontrollable sweating.
common disease and is less severe than its cousins. After the
ending of the Blight in 3E 427, Black Heart Blight survived Symptoms: Reduce Speed by 2
after making the jump to undead. It is carried by zombies
exclusively after the destruction of Dagoth Ur, but prior to Carriers: Nix-Hounds, Horses, Falmer
their death it was also carried by the various blighted beasts
or Corprus monsters of Morrowind. It is an acute disease that The Droops
saps the victim’s vitality and endurance. This is the Common d100: 40-50
Disease version. The Droops are a notorious and serious Common Disease that
result in weakened and exhausted muscles. They result in exces-
Symptoms: sive fatigue after virtually any physical exertion.
• Drain Endurance 10 pts
• +1 Encumbrance Level Symptoms:
• Drain Strength 5 pts
Carriers: Zombies • +1 SP cost to all Stamina abilities

Chills Carriers: Zombies, Sheep, Kwama


d100: 29-32

113
Frostlimb Red Fever
d100: 51-52 d100: 66-70
A relatively obscure Disease, Frostlimb causes intense sensations A notorious and common illness, Red Fever often hits during
of coldness within the victim’s arms and legs, especially their late autumn or through contact with wild wolves or dogs. The
fingers. As a result, fine motor skills are punished greatly, and fever is short lived but intense, causing intense sweating, fever,
the effect of Frost damage is greatly magnified. vomiting, and often other unpleasant bodily functions. Red
Fever is known to put even the mightiest warrior into fits of
Symptoms: anguish for its brief, but hellish, duration.
• -10 to all tests that require fine motor skills
• Gain Weakness (Frost, 3) Symptoms:
• Succeed a -40 Encumbrance test or become completely
Carriers: Trolls, Mammoths, Falmer disabled (but still conscious) by the violent symptoms of the
disease for 24 hours
Greenspore
d100: 53-55 Carriers: Wolves, Dogs, Cave Rats
Carried primarily by slaughterfish, Greenspore is a mind affect-
ing fungus that causes irritability and mild dementia. The spores Additional Effects: After three days, this disease is automatically
take root in the victim’s mind but are easily treated in the early cured.
stages. Mature Greenspore can cause permanent brain damage.
Rockjoint
Symptoms: d100: 71-80
• Drain Personality 15 pts Rockjoint is a pervasive and ubiquitous disease across Tamriel.
Every adventurer, noble lord, or peasant farmer has either had
Carriers: Slaughterfish, Zombies Rockjoint or has personally known someone with Rockjoint.
Rockjoint swells the knees and elbows with sensitive and painful
Helljoint fluids that bloat and then stiffen and can lead to total immobility
d100: 56-60 if left unchecked.
Helljoint is a mild inflammatory disease that causes swelling
of the joints and mild irritating pain. It is extremely common Symptoms:
in northern climates and is easily contracted. Luckily, it is just • Drain Agility 20 pts
as easily cured. • Reduce StrB by 1

Symptoms: Carriers: Guar, Alit, Wolves, Cave Rats, Bears, Horkers, Foxes,
• Drain Agility 10 pts Traps, Zombies

Carriers: Zombies, Cliff Racers, Wolves

The Rattles
d100: 61-65
The Rattles is a mild disease of subtle nervous ticks. The Rattles
cause light finger ticks and forgetfulness. Victims of the Rattles
are reported as appearing restless to the point of irritation,
though the sufferers of the disease aren’t aware of their ticks
unless paying deliberate attention.

Symptoms:
• -10 to Agility tests that require fine motor skills
• Drain Willpower 10 pts

Carriers: Cave Rats, Nix-Hounds, Chaurus, Zombies, Skeletons

114
Rust Chancre Tunnel Cough
d100: 81-82 d100: 91
Rust Chancre is a mild disease that affects the victim’s skin. Tunnel Cough is a largely benign Disease that affects mostly
Blistering, itchy rashes break out in random patches across the miners and other cave divers and dungeon dwellers. It is char-
victim’s body, often including their face and neck. The crackled acterized by dry, hiccup-like coughs. The coughs are not painful
rashes are quite off-putting to others and irritating to the sufferer, or debilitating but are certainly an inconvenience.
but ultimately it is not a threatening disease. Rust Chancre often
leaves permanent scarring after it is cured. Symptoms:
• -20 to all stealth tests
Symptoms:
• Drain Willpower 5 pts Carriers: Caused by exposure to ore dust
• Gains the Ugly Character Trait
Witbane
Carriers: Cave Rats, Zombies, Traps d100: 92-98
Witbane is an acute Disease that affects the victim’s memory
Additional Effects: After curing Rust Chancre, the affected and magicka. Its symptoms are largely varied in their exact
character must pass an Endurance test or add the Ugly Character execution, but minor memory loss and confusion are common
Trait permanently. across all cases. It is not degenerative.

Shakes Symptoms:
d100: 83-85 • Drain Intelligence 10 pts
The Shakes are a mild disease contracted from rats. It is com- • Drain Magicka 10 pts
parable to a much less severe form of the Rattles that affect the • -10 penalty to Lore tests
entire body rather than just the fingers and face.
Carriers: Wolves, Dogs, Cave Rats, Sabre Cats, Zombies, Traps
Symptoms:
• Drain Agility 5 pts Yellow Tick
d100: 99-100
Carriers: Cave Rats Yellow Tick is a parasite that burrows deep into the victim’s
skin. It is a relatively mild Disease, but its symptoms include
Swamp Fever dark, bruised and painfully sensitive and itchy swellings where
d100: 86-90 the ticks bury themselves. The Yellow Tick causes anemia and
Swamp Fever is a mild Disease carried typically by mudcrabs and muscle atrophy as they feed on the victim’s life forces. Yellow
other aquatic and amphibious vermin. Swamp Fever causes a Tick is notably contagious during skin contact.
high body temperature and cold sweats, and is highly contagious,
but largely non-threatening. The Bitter Coast of Morrowind is Symptoms:
notorious for extremely high rates of Swamp Fever. • Drain Strength 5 pts
• Reduce Speed by 2
Symptoms: • Diseased (-20) [skin contact only]
• Drain Strength 10 pts
• Drain Endurance 10 pts Carriers: Bears, Zombies, Kagouti, Wolves, Dogs
• Diseased (-30)

Carriers: Mudcrabs, Cave Rats, Slaughterfish, Crocodiles,


Dreugh, Giant Snakes

Additional Effects: After seven days, Swamp Fever is auto-


matically cured.

115
Disease Progression:
Magical Diseases The effects of Stage One take hold after the character takes a
Magical Diseases are like common diseases in that they can long rest or at the next dawn; whichever comes first.
be contracted from infected creatures or effects, but they are After Stage One takes effect, the character must test Endurance
supernatural or magical in origin. Unlike common diseases, -10 each dawn. If they fail, then the disease progresses to stage
magical diseases are much harder to cure and can cause lasting two.
or even permanent effects on the afflicted character.
Similarly, the character must test Endurance each dawn after
The social reaction to magical diseases is often more extreme Stage Two takes effect, but this time, at a -20 penalty. On a
due to their unusual physical symptoms, which are beyond failure, the disease progresses to Stage Three.
those of common physical illnesses.
At Stage Three, the character must continue to test Endurance
Shared Effects of Magical Diseases each dawn, but now at a -30 penalty. On a failure, the character
All Magical Diseases cause the following effects in their victims: is fully transformed into a vampire. See <Location> for detailed
rules for vampirism.
Stage One Stage Two Stage Three
- Diseased (+0) - Diseased (-15) - Diseased (-30) At any time during Stage Three, the afflicted character can
- Social Stigma (1) - Social Stigma (2) - Social Stigma (3) choose to succumb to the transformation by consuming the
blood of any creature with a Black Soul (generally, sentient
Magical Diseases can generally be cured by any effect (commonly, races) that does not have the undead or undying trait.
spells or potions) which specifies that it cures magical diseases,
unless otherwise stated. Once the character has completed their transformation, the
effects of this disease are no longer active. After this point, the
All magical diseases have a Disease Progression section which character’s vampirism cannot be cured by any commonly known
defines how the disease will progress through its stages. mundane or magical means.

Vampiric Diseases Lycanthropic Diseases


Vampiric diseases come in many forms, Porphyric Hemophilia Lycanthropic diseases are contracted from lycanthropes and
and Sanguinare Vampiris being the most common. Rarer cause the afflicted character to transform into a were-creature.
strains of the vampiric disease include Chaotica Vampiris and Sanies Lupinus is the most common strain and the strain respon-
Noxiphilic Sanguivoria. sible for werewolves. There are other strains which result in other
forms of lycanthropes, like werebears and wereboars.
No matter the origin, however, these diseases are related in one
primary aspect in that they progress until the victim transforms During the three-stage incubation period of the disease, infected
entirely into a vampire. As they progress, they also share the same characters commonly experience fatigue, muscle and bone pains,
effects on their victims: starting with fatigue and a sensitivity and vivid nightmares. Additionally, the wound that caused the
to sunlight and progressing to a full-on sunlight aversion and contraction will start to fester and cannot be treated through
an inability to satiate their hunger through normal means. As normal or magical means unless the disease is cured, or the
the transition into vampirism progresses, the victim is often character completes their transition into lycanthropy.
plagued by vivid dreams of consuming blood.
Stage One Stage Two Stage Three
Stage One Stage Two Stage Three - The source wound
- Weakness (Fire, 3) - Weakness (Fire, 4) - Weakness (Fire, 6) -The source wound cannot be treated,
- Sun-Scarred (3) - Sun-Scarred (5) - Sun-Scarred (10) - The source wound cannot be treated and its passive
- Gain 1 level of - Gain 2 levels of - Eating does not cannot be treated - Gain 1 lvl of effects are doubled
Fatigue Fatigue satiate hunger Fatigue - Gain 2 lvls of
fatigue
Carriers: Vampires

116
Carriers: Werewolves, Werebears, Wereboars, and any other
Were-creatures

Disease Progression:
The effects of stage one take hold immediately upon contraction.
Then, each dawn following contraction, the character must
succeed an Endurance test +0 or the disease progresses to Stage
Two. After each success, the next endurance test increases its
penalty by 5 as the pain of the wound increases and the wound
begins to fester.

Once they have progressed to Stage Two, the character continues


making increasingly difficult Endurance tests, but now starting
at +0 and increasing in penalty by 10 per success as the festering
of the wound grows.

During Stage Three, resisting the disease’s progression becomes


nearly impossible. During Stage Three, resisting the disease’s
progression becomes nearly impossible. The character continues
to test Endurance each dawn, starting at no penalty; but each
successful Endurance test now increases in penalty by 15 until
the test is failed or the disease is cured.

Once an Endurance test to resist progression is failed during


stage three, the character has completed their transition into
becoming a lycanthrope. They also immediately and painfully
transform into their beast form, which counts as a use of <the
transformation ability>.

Once the character has completed their transition into


Lycanthropy, the effects of this disease are no longer active and
the wound becomes treatable. After this point, the character’s
lycanthropy cannot be cured by any commonly known mundane
or magical means.

117
Chapter 6: Magic
“The Charm is intensified by the energy you bring to it, by your own skills, just as all spells are. Your imagination
and your Willpower are the keys. There is no need for a spell to give you a resistance to air, or a resistance to flowers, and
after you cast the Charm, you must forget there is even a need for a spell to give you resistance to fire. Do not confuse
what I am saying: resistance is not about ignoring the fire’s reality. You will feel the substance of flame, the texture of it,
its hunger, and even the heat of it, but you will know that it will not hurt or injure you.”

Sotha Sil, “2920, Last Year of the First Era”


V ery few can master it, but all are touched by its presence.
Magic is the general term used for the focusing of the raw
energy that flows from Aetherius into Mundus by way of the sun
There are a number of ways that any given magical effect can be
manifested. The main four methods of using magic (listed below)
are the focus of this chapter, as they are the most common
and stars into various properties and for various purposes. This means of manipulating magicka.
energy is often referred to as magicka. All magical energy comes
from Aetherius, and from its magicka Mundus was created. • Spellcasting allows characters to draw on their own
Magicka comprises every spirit; it is the energy of all living magicka reserves in order to generate an effect in the
things and can be harnessed in a variety of ways. This chapter physical world. Spell casters cast spells using the skill cor-
contains rules for magic in its most common forms, as well as responding to the school of magic that the spell is associated
other aspects of the arcane that may be relevant in the course with. Casters either learn spells or create them from ones
of the players’ adventure. they already know, though this can be risky.
• Enchanting involves using the magicka from souls them-
The various magic effects are divided into parent Schools of selves to fuel magic “stored” within an object. Enchanters
magic. Exactly which schools are recognized, and how they’re can use the Enchanting skill to create a number of different
organized, varies from era to era in Tamriel, but for the sake items with many possible effects.
of simplicity this rulebook will utilize the following schools: • Alchemy uses the magicka trapped within different things
as power to fuel potions with magical effects. Alchemists
• The school of Alteration revolves around altering the can use the Alchemy skill to create a variety of potions.
physical and magical properties of the world. This can • Ritual Magic is a form of spellcasting that, while it often
be used to augment the self and allies, or hinder enemies. requires extensive preparation, can produce potent effects.
• The school of Conjuration focuses on calling upon oth- Thus Ritual Magic uses the six standard spellcasting Skills,
erworldly entities. These entities can manifest in a number though the amount of power involved means that rituals
of different forms. can prove quite dangerous if botched.
• The school of Destruction centers on harming targets in
a variety of ways. Either through direct damage or sapping Racial and Birthsign powers can be found in Powers in Chapter
their abilities and defenses. 2. Other advanced forms of magic exist as well: their rules can
• The school of Illusion focuses on affecting light and the be found in the Elite Advances section.
minds of sentient targets. Illusion can be used to manipulate
an enemy’s perception of reality, or augment one’s own.
• The school of Mysticism is a more obscure school, and
its spells manipulate magicka itself. Mysticism can be used
for many effects, including binding and trapping souls, or
reflecting spells.
• The school of Restoration revolves around augmenting
and restoring the abilities and body of a target. It also
contains effects that can be used against the undead.

These are not the only schools of magic in the UESRPG either.
Certain supplements contain more obscure or dangerous rules
for characters wishing to harness unique varieties of magic.

Note - Schools
The makeup of the schools of magic have varied drastically
over the eras. The division portrayed here is the one
utilized in The Elder Scrolls III: Morrowind. If playing a
game in a different era, it is possible to simply “regroup”
the spells and effects to reflect the historically correct
school-division. Alternatively the group can simply leave
things as they are for convenience.

119
Spellcasting Spell Schools
Each spell has one or more associated schools of magic. These
Spellcasting is the act of drawing on one’s own magicka reserves reflect the type of effect the spell generates and also determine
in order to generate some sort of effect on the world. Spells can which skill(s) the character must use in order to cast it.
be used to create, change, destroy, or manipulate the world and
the beings within it. Spell Types
In addition to whatever school it is associated with, spells fall
Spell Components into one of two types: Conventional or Unconventional spells.
Casting spells requires a combination of physical components
(typically precise hand motions), verbal components (incan- Conventional Spells are “tried and true” spells that fall clearly
tations or words of power), and the mental component of within a single school and produce only a single effect. They are
channeling one’s magicka into the desired effect. Characters spells that have been refined over generations by the mages of
can combine all three of these components in order to produce Tamriel: simple incantations and patterns that produce reliable
a magical effect, which is known as casting a spell. effects. In game terms conventional spells are premade spells;
they exist as a set of easy premade options to choose from.
Spell Levels
Each spell’s Spell Level is used to determine how much Unconventional Spells are spells that produce more than a
magicka it costs for a character to cast (the specific cost will be single effect, can be classified as belonging to more than one
listed with the spell). Higher level spells produce more powerful school, or are simply a unique variation on a standard effect.
effects. Each level of a spell is its own distinct spell and must These spells are considered the realm of over-eager apprentices
be learned separately. Some spells have fewer than 7 levels. and learned masters: experimental magic that can bring great
risks and great rewards. In game terms unconventional spells
Spell Levels/Names are custom spells; they are how players can tinker with magic.
Spell Level Name
1 Novice Spell Attributes
Many spells have attributes listed in their profiles that modify
2 Apprentice
their rules or clarify how they function in game terms. The
3 Journeyman effects for these attributes are detailed in the Conventional
4 Adept Spells section later in this chapter.
5 Expert
6 Master Effect Durations
7 Grandmaster
Effect durations are measured in rounds and end immediately
after the initiative step on which they took effect. For example,
Learning a spell takes a number of days equal to the level if an Orc is stunned for 2 rounds on their turn, they remain
of the spell and typically requires a character to study from stunned until right after the end of their turn 2 rounds later
a spell tome or learn from a teacher. (assuming their turn takes place at the same initiative “step” as

120
it did originally). each part of the spell simultaneously (meaning that none of the
parts benefit from the effects of any of the other parts).
Casting Spells
In structured time, characters use the Cast Magic action to cast
spells. Follow these steps to resolve spellcasts: Attack Spells
Spells with the attack attribute count as attacks. They are
Step 1: Caster Declares Spell and Targets resolved as appropriate for an attack of that type (either ranged
First the caster must choose a spell to cast from among those they or melee):
know. If the spell has a target (or targets) other than themself, • The casting test for the spell is also the attack test, and the
they must choose them now provided they satisfy the spell caster’s degrees of success are compared to the defender’s.
conditions (range, etc). • Spell casting tests can suffer from circumstantial modifiers
that the GM rules are appropriate.
Step 2: Casting Test • Spells cannot gain or benefit from advantages.
The caster makes a skill test with the skill corresponding to the • Spells cannot be parried or countered, only blocked/evaded.
school of the spell (the Destruction skill for Destruction spells, • Critical successes cause damaging spells to deal maximum
and so forth). This test suffers a -10 penalty for each point damage. Non-damaging spells double their Magicka cost
by which the spell level exceeds the character’s Spellcasting reduction from Spell Restraint (still subject to the 1 cost
Level with that spell. Their Spellcasting Level is determined minimum).
by taking the spell’s school skill level and adding one. If the • Spells cannot benefit from Stamina points.
character is untrained in that school’s skill, the Spellcasting • Spells with the AoE attribute are resolved as AoE attacks.
Level in that school is considered zero, and they cannot cast
spells from that school. Spell Restraint
On a successful spellcast, a mage can use their will to limit
Spell Components excessive use of magicka. This is known as Spell Restraint
If the character cannot speak they suffer a -20 penalty to the or restrained spellcasting. A character can choose to reduce the
casting test. They suffer an additional -20 penalty to the test if cost of a successfully cast spell by their Willpower bonus to a
they do not have two free hands, either because they are holding minimum of 1.
items or because their movement is restricted in some way.
While typically this is desirable, sometimes not holding back
Step 3: Resolve the Spell with a spell can have extra benefits. Some spells have the
Pass or fail, the caster reduces their magicka by the listed cost of Overload attribute, which will state certain extra effects the
the spell. If this would reduce the character’s magicka to below character can benefit from if they choose not to restrain the
zero, then the spell is not successfully cast. spell when casting it.

If the caster passed the test, resolve the effects of the spell as Magical Backfires
written. If the character is casting a multi-part spell, then resolve If a character critically fails when casting a spell, or fails normally
when casting either an unconventional spell or any spell with a
spell level above their Spellcasting Level in the corresponding
school, then they suffer a Magical Backfire. A Magical Backfire is
an uncontrolled, and often harmful, consequence of incorrectly
manipulating unfamiliar magic. Find the table corresponding
to the backfired spell’s school in the Magical Mishaps section,
roll a d4, and add the spell level to the result of the roll.

Resolving Opposing Spell Effects


Certain spell effects can be seen as opposing (Enrage and Calm,
for instance), which can bring some confusion if a target struck
by one is then hit by the other. Resolve all such instances by
simply assuming that the newer spell effect overrides the old one.

121
Conventional Spells • Ranged (range): Spell can affect a target within the listed
range.
• Melee (range): Spell counts as melee with the listed range.
Conventional spells are “tried and true” spells that fall clearly Does not provoke attacks of opportunity.
within a single school and produce only a single effect. They are • AoE (range, form): This spell counts as a ranged, area of
spells that have been refined over generations by the mages of effect of the given form/radius. Pulse form AoEs affect
Tamriel: simple, elegant incantations and patterns that produce the caster.
reliable effects. This section contains rules for using conventional • Direct: This spell has a target or targets but is not an attack
spells and a full list of them. and cannot be defended against by normal means.
• Mindlock (X): Reduces the caster’s max AP by X to a
Spell Profiles minimum of zero.

Each conventional spell profile listed here includes the follow- • [Variation]: This spell has multiple variations, each cor-
ing: the name of the spell, its school, its spell level(s)/strength, responding to one of the listed items. Each variation is its
corresponding magicka costs, spell attributes, and rules for own spell that must be learned separately.
resolving the spell. The Spell Strength of a spell is simply a
variable that is used to quantify the strength of the spell in its Alteration
rules entry, and that is based on the spell level.  school of Alteration revolves around altering the physical
The
and magical properties of the world. This can be used to aug-
 Spell Levels/Names ment the self and allies or hinder enemies.
Spell Level Name
 1 Novice Armor
“Normal physical armor is far too bulky for most mages. This spell
 2 Apprentice
magically reinforces one’s being to be on par with even the most
 3 Journeyman well forged steel.”
 4 Adept Upkeep, Defensive Overload
 5 Expert  Level:  1  2  3  4  5  6  7
 6 Master  Cost:  7 12 17 22 27 32 37
 7 Grandmaster [Spell Str.]  1  2  3  4  5  6  7
Unless otherwise specified, spell effects do not stack with Caster gains [Spell Strength] AR for 1 minute.
themselves.
Burden
Spell Attributes “All that armor that bandit is wearing looks pretty heavy. And now

Many spells have attributes listed in their profiles that modify it’s twice as heavy. Proof that Alteration is the best school of magic.”
their rules or clarify how they function in game terms. The rules Upkeep, Direct
for spell attributes apply to all types of spells but are included  Level:  1  2  3  4  5  6  7
in this section for convenience:  Cost: 7 10 13 16 19 22 25
• Attack: Using this effect is considered an Attack for the
[Spell Str.] +20 +10 +0 -10 -20 -30 -40
purposes of determining Attacks per round. Requires a
Primary Cast Magic Action to cast.  arget character within 50m must make a Strength test with a
T
• Upkeep: The caster can, as a free action, refresh the effect [Spell Strength] modifier or raise their Encumbrance level by
(including any required tests or rolls, not including the one for 1 round.
casting test, using the original target(s)) and duration of
this spell when it ends by paying the original cost that they Feather
paid for the spell. “All that loot gets pretty heavy. And now it’s not. Even further proof
• Overload: The caster benefits from an extra effect (as spec- that Alteration is the best school of magic.”
ified) if not restraining this spell. Upkeep
• Defensive Overload: By default, spells with the Defensive  Level:  3
Overload attribute have no extra effects. When a character  Cost:  11
takes the Mage Guard and the Arcane Defender talents, they
benefit from a bonus to the spell effect if not restraining  aster lowers their Encumbrance level by one for 1 round and
C
the spell. treats their armor as being one weight class lighter (character

122
counts as being trained to wear this type of armor even if they temporary bonus HP against magic damage for 1 round.
normally would not be). Any damage the caster takes of that type reduces this HP first.
Damage taken against bonus HP still counts toward WT.
Jump
“Leap towards the heavens! Bound for the sky! Remember to pack This bonus HP can exceed their HP max, and if any remains at
your slowfall amulet!” the end of 1 round, then the spell is free to upkeep (the bonus
 Level:  1  2  3  4  5  6  7 HP refreshes entirely). If all of the bonus HP is lost by the end
 Cost: 2 3 4 5 6 7 8 of the round, then the spell cannot be refreshed via upkeep
and must be cast again.
[Spell Str.]  1  2  3  4  5  6  7
The next time the caster jumps within 1 minute they may jump Open
[Spell Strength] meters higher or further. “Why bother fiddling around with flimsy lockpicks when you can
pop just about any lock with this spell?”
Levitate  Level:  1  2  3  4  5  6  7
“Because sometimes just jumping does not cover it. Try not to abuse  Cost: 4 7 10 13 16 19 22
this and get it banned in every civilized province again.”
[Spell Str.] 2 4 6 8 10 12 14
Upkeep
 Level:  1  2  3  4  5  6  7 The caster chooses a locked door or container within 1 meter.
 Cost: 7 13 19 25 31 37 43 If the extended test threshold to unlock it is [Spell Strength] or
lower, then it instantly unlocks itself.
[Spell Str.] 3 6 9 12 15 18 21
The caster gains the Flyer ([Spell Strength]) trait for 1 minute. Repair
“How many backwater village blacksmiths would you trust to repair
Lock your masterwork ebony scimitar? I thought so. Use this instead.”
“A useful but often overlooked spell, allowing one to magically seal Upkeep
a door or container with a simple incantation.”  Level:  1  2  3  4  5  6  7
 Level:  1  2  3  4  5  6  7  Cost: 4 7 10 13 16 19 22
 Cost: 4 7 10 13 16 19 22 [Spell Str.] 1 2 3 4 5 6 7
[Spell Str.] 2 4 6 8 10 12 14
Removes [Spell Strength] levels of the Damaged (X) quality
The caster chooses a door or container within 1 meter, which from a piece of armor, shield, or weapon within 1m of the caster.
immediately locks itself. Defeating this lock requires an extended
Subterfuge test with a success threshold of [Spell Strength]. Stoneflesh
“Eventually, you may slip up. This spell makes sure that your mistakes
Magic Armor only cost you your dignity, instead of your life.”
“A generic protection spell against all forms of magical damage.” Upkeep, Defensive Overload
Upkeep, Defensive Overload  Level:  1  2  3  4  5  6  7
 Level:  1  2  3  4  5  6  7  Cost: 5 7 9 11 13 15 17
 Cost: 7 13 19 25 31 37 43 [Spell Str.]  1  2  3  4  5  6  7
[Spell Str.]  1  2  3  4  5  6  7
Target character within 50m of caster gains [Spell Strength]
Caster gains [Spell Strength] magic AR for 1 minute. temporary bonus HP against physical damage for 1 round. Any
damage the caster takes reduces this HP first. Damage taken
Ebonyflesh against bonus HP still counts toward WT.
“I am sure you are starting to realize just how powerful magic can
be. This spell is for when your enemy does too.” This bonus HP can exceed their HP max, and if any remains at
Upkeep, Defensive Overload the end of 1 round, then the spell is free to upkeep (the bonus
 Level:  1  2  3  4  5  6  7 HP refreshes entirely). If all of the bonus HP is lost by the end
 Cost:  5 7 9 11 13 15 17 of the round, then the spell cannot be refreshed via upkeep
and must be cast again.
[Spell Str.]  1  2  3  4  5  6  7
Target character within 50m of caster gains [Spell Strength]

123
Slowfall
“Maybe you did not watch your step. Maybe you got carried away
with your levitation spells. Keep this handy so you have time to
rectify your mistake before you splatter all over the ground.”
Upkeep
 Level:  1  2  3  4  5  6  7
 Cost: 2 3 4 5 6 7 8
[Spell Str.]  2 4 6 8 10 12 14
The next time the caster falls within 1 minute they may ignore
up to the first [Spell Strength] meters when calculating their
distance for fall damage. May be cast as a reaction if the character
falls.

[Type] Armor
“If you know ahead of time what sort of energies your enemies will
use against you, this spell proves to be invaluable protection.”
Upkeep, Defensive Overload, [Fire, Frost, Shock, Poison]
 Level:  1  2  3  4  5  6  7
 Cost: 5 9 13 17 21 25 29
[Spell Str.]  1  2  3  4  5  6  7
Caster gains [Spell Strength] [type] AR for 1 minute.

[Type]flesh
“Use this in conjunction with the appropriate armor spell and laugh
in the face of that cocky Pyromancer as your very flesh takes on
properties of the fire that they themselves wield.”
Upkeep, Defensive Overload, [Fire, Frost, Shock, Poison]
 Level:  1  2  3  4  5  6  7
 Cost: 4 5 6 7 8 9 10
[Spell Str.]  1  2  3  4  5  6  7
Target character within 50m of caster gains [Spell Strength]
temporary bonus HP against [type] damage for 1 round. Any
damage of that type that the caster takes reduces this HP first. Water Breathing
Damage taken against bonus HP still counts toward WT. “Ah, the spell made infamous by ‘Breathing Water’. Please test
your mastery of this spell in a wash basin at your local mages
This bonus HP can exceed their HP max, and if any remains at guild before you go pearl diving in the ocean.”
the end of 1 round, then the spell is free to upkeep (the bonus  Level:  1  2  3  4  5  6  7
HP refreshes entirely). If all of the bonus HP is lost by the end  Cost: 2 3 4 5 6 7 8
of the round, then the spell cannot be refreshed via upkeep
[Spell Str.] 1 2 3 4 5 6 7
and must be cast again.
The character can breathe water as if it were air for [Spell
Strength] minutes.

124
Water Walking
“It’s so calming to walk along the surface of Lake Rumare early in
the morning on my way back to the university.”
 Level:  1  2  3  4  5  6  7
 Cost:  2 3 4 5 6 7 8
[Spell Str.] 1 2 3 4 5 6 7
The character can walk on water as if it were land for [Spell
Strength] minutes.

Ward
“Another reliable method to reduce all the hard work an enemy puts
into killing you to nothing.”
Defensive Overload, Ward is also a Restoration spell
 Level:  1  2  3  4  5  6  7
 Cost: 3 5 7 9 11 13 15
[Spell Str.] 6 7 8 9 10 11 12
 ay be cast as a reaction to an attack in place of the character’s
M
normal defense and does not provoke Attacks of Opportunity.
Caster generates a magical ward that acts as a shield for all
damage, gaining [Spell Strength] Magical and Physical BR.
Power Block is incompatible with this shield.

125
Spell Str. Weapon Profile
Conjuration 1 Primitive Quality
The school of Conjuration focuses on calling upon otherworldly 2 Standard
entities. These entities can manifest in a number of different 3 Proven Quality
forms.

Conjure [Armor] This weapon appears in the caster’s hand(s) for the duration
Manifests a set of infernal armour on the caster’s body. of the spell or until the weapon leaves the caster’s hands. The
Upkeep caster gains a [Spell Strength] weapon (with ammo) with the
 Level:  2  3  4  5  6  7 Bound and Summoned traits of the chosen type for 1 minute.
 Cost: 15 22 29 36 43 50 Weapons with the reload quality are not loaded when they
are summoned; however, the value of the first reload action is
[Spell Str.] 1 2 3 4 5 6
reduced by 1. If the weapon is not in any of the caster’s Combat
Summons one of the following sets of Bound Daedric armour Styles, they count it as being Trained (+0).
(Both Arms; Both Legs; Body; or Head) that follows the profile
determined by its [Spell Strength]. The armour slots this spell Summon Construct
summons must be determined when the spell is learned. Conjures a Construct from the realms of Oblivion and binds it to
the will of the caster for a time.
Spell Str. Armor Profile Upkeep, Mindlock(Spell Strength)
1 Inferior Partial Daedric Summoned Creature Level Cost Spell Strength
2 Inferior Full Daedric Flesh Atronach 4 21 2
3 Partial Daedric Hulking Flesh Atronach 6 29 3
4 Full Daedric Summons a construct with the Summoned trait, which appears
5 Superior Partial Daedric within five meters of the caster. Immediately after being sum-
6 Superior Full Daedric moned, the Construct must make a Willpower test against
the DoS of the Conjuration test. If the Conjurer wins the test,
the Construct gains the Bound trait and persists for 1 round.
This piece of armor magically replaces whatever armor the caster If the Construct wins the Opposed test, it is not Bound and
is currently wearing on that location for one minute. The armor can act as it pleases, typically murdering its summoner. The
piece counts as one weight class lighter for the purpose of armor unbound Construct can test Willpower at the end of each round
penalties and does not need to be among the caster’s trained to maintain itself in Mundus.
armor classes in its combat style. The armour has the Bound
and Summoned traits. Keeping the Construct in line imposes [Spell Str] Mindlock on
the caster. Roll initiative for the Construct when it’s summoned,
Conjure [Weapon] as it acts on its own turn. If the spell ends because the caster
Invokes a spectral weapon of Daedric origin in one’s hands. chooses not to upkeep this spell and the summoned creature
Upkeep has the Bound trait, the creature loses the Summoned trait and
 Level:  2  4  6 returns to their plane of origin.
 Cost: 15 29 43
If this spell is restrained, the summoned creature’s Maximum
[Spell Str.] 1 2 3
AP is reduced by 1 while they have the Bound trait. If the Spell
Summons a Bound Daedric weapon or shield of casters choice is Upkept, summoned creatures do not retest their Willpower
that follows the profile determined by its [Spell Strength]. The test. Instead, summoned creatures must pass a Willpower test at
weapon type must be determined when the spell is learned. the end of each minute, removing the Bound trait on a failure.

For each time the spell is purchased, pick one spell profile from
the table above.

126
Summon Daedra
Conjures a Daedra from the realms of Oblivion and binds it to the For each time the spell is purchased, pick one spell profile from
will of the caster for a time. the table above.
Upkeep, Mindlock(Spell Strength)
Summoned Creature Level Cost Spell Strength Sunder Binding
Daedrat 1 7 1 The caster focus their will and attempts to sunder the binding of
a conjured creature within sight.
Scamp 1 8 1
Direct, Sunder Binding is also a Mysticism spell
Banekin 1 9 1
 Level:  1  2  3  4  5  6  7
Hell Hound 2 12 1
 Cost: 5 6 7 8 9 10 11
Clannfear 2 13 1
[Spell Str.] +20 +10 0 -10 -20 -30 -40
Flame Atronach 3 16 2
Hunger 3 16 1
The caster of this spell picks a target within 50m that has the
Summoned trait. Target must make an opposed Willpower Test
Dremora Churl 3 17 1
vs the caster with a [Spell Strength] modifier or be sent back to
Dremora Caitiff 4 18 1 the place from whence it came.
Frost Atronach 4 19 2
Ogrim 4 20 2
Spider Daedra 4 20 2
Storm Atronach 5 22 3
Dremora Kynmarcher 5 23 2
Auroran 5 24 2
Winged Twilight 6 27 3
Aureal (Golden Saint) 6 28 3
Mazken (Dark Seducer) 6 28 3
Xivilai 7 32 3
Dremora Lord 7 33 3
Daedroth 7 34 3
Summons a Daedra with the Summoned trait, which appears
within five meters of the caster. Immediately after being sum-
moned, the Daedra must make a Willpower test against the
DoS of the Conjuration test. If the Conjurer wins the test, the
Daedra gains the Bound trait and persists for 1 round. If the
Daedra wins the Opposed test, it is not Bound and can act as
it pleases, typically murdering its summoner. The unbound
Daedra can test Willpower at the end of each round to maintain
itself in Mundus.

Keeping the Daedra in line imposes [Spell Str] Mindlock on


the caster. Roll initiative for the Daedra when it’s summoned,
as it acts on its own turn. If the spell ends because the caster
chooses not to upkeep this spell and the summoned creature
has the Bound trait, the creature loses the Summoned trait and
returns to their plane of origin.

If this spell is restrained, the summoned creature’s Maximum


AP is reduced by 1 while they have the Bound trait. If the Spell
is Upkept, summoned creatures do not retest their Willpower
test. Instead, summoned creatures must pass a Willpower test at
the end of each minute, removing the Bound trait on a failure.

127
Drain Magicka
Destruction “A waste of good magicka. Drains the target of their precious energies,
 e school of Destruction focuses on harming targets in a variety
Th rendering them nothing more than a man in a dress.”
of ways, either through direct damage or sapping their abilities Upkeep, Direct, Attack
and defenses.  Level:  1  2  3  4  5  6  7
 Cost: 6 8 10 12 14 16 18
Chain Lightning
[Spell Str.] 4 8 12 16 20 24 28
“The satisfaction of popping your enemies’ heads off with a well-placed
chain lightning is a feeling that is quite difficult to capture.”  arget character within 50m must make a Willpower test or
T
Ranged (50m), Attack, Overload (+WpB to Dmg) lose [Spell Strength] MP.
 Level:  1  2  3  4  5  6  7
 Cost: 11 13 15 17 19 21 23 Fatigue
“If for some reason you do not want to kill your target, you might
[Spell Str.] 1d4 1d6 1d8 1d10 2d6 2d8 2d10
opt to reduce their combat effectiveness in the hopes of getting them
Fires a bolt of lightning at target character within 50m. Deals to surrender.”
[Spell Strength] shock damage. The bolt then jumps to another Direct, Attack
target within 10m and deals damage (use the first roll). Repeat  Level:  1  2  3  4  5  6  7
this for a third and final target.  Cost:  6 8 10 12 14 16 18
[Spell Str.] +20 +10 +0 -10 -20 -30 -40
Disintegrate Armor
“Nevermind the danger! The embarrassment alone of suddenly  arget character within 50m must make an Endurance test with
T
finding oneself denuded in the middle of battle can cause even the a [Spell Strength] modifier or lose 1 SP.
most stalwart opponent to reconsider and flee.”
Ranged (100m), Attack Poisonbloom
 Level:  1  2  3  4  5  6  7 “A vile spell by most standards. Magicka derived poisons are an
 Cost:  6 10 14 18 22 26 30 excruciating way to go.”
AoE (2m, sphere), Attack, Overload (+WpB to Dmg)
[Spell Str.] 1 2 3 4 5 6 7
 Level:  1  2  3  4  5  6  7
 ires a bolt of energy at target character within 100m. Instead
F  Cost:  8 10 12 14 16 18 20
of dealing damage, this attack applies the Damaged ([Spell
[Spell Str.] 1d4 1d6 1d8 1d10 2d6 2d8 2d10
Strength]) quality to the piece of armor on the location it hits
(or shield, if it is blocked by a shield). Target point within 100m explodes with poison gas. Deals
[Spell Strength] poison damage to all targets caught within 2m.
Disintegrate Weapon
“That’s a nice weapon you have there. It would be a shame if some-
thing happened to it.”
Ranged (100m), Attack
 Level:  1  2  3  4  5  6  7
 Cost:  6 10 14 18 22 26 30
[Spell Str.] 1 2 3 4 5 6 7
 ires a bolt of energy at target character within 100m. Instead
F
of dealing damage, this attack applies the Damaged ([Spell
Strength]) quality to weapons the character is wielding.

128
[Type] Bite
“A staple in the spellsword’s arsenal. Simple and efficient.”
Melee (1m), Attack, Overload (+WpB to Dmg), [Fire, Frost,
Shock]
 Level:  1  2  3  4  5  6  7
 Cost: 3 5 7 9 11 13 15
[Spell Str.] 1d4 1d6 1d8 1d10 2d6 2d8 2d10
 ires a burst of elemental energy at target character within 1m.
F
Deals [Spell Strength] [type] damage.

[Type] Bolt
“Whether it is the wrath of a Firebolt or the chill of a Frostbolt,
when your average citizen thinks of the Destruction school, these
are the spells they imagine.”
Ranged (100m), Attack, Overload (+WpB to Dmg), [Fire,
Frost, Shock]
 Level:  1  2  3  4  5  6  7
 Cost: 4 6 8 10 12 14 16
[Spell Str.] 1d4 1d6 1d8 1d10 2d6 2d8 2d10
Fires a bolt of elemental energy at target character within 100m.
Deals [Spell Strength] [type] damage.

[Type] Cloak
“Like the spines of a Durzog, Cloak spells warn everyone that if they
get too close they will regret it.”
Sunbeam Upkeep, Overload (+WpB to Dmg), [Fire, Frost, Shock]
“When you are dealing with a den full of vampires, accept no  Level:  1  2  3  4  5  6  7
substitutes.”  Cost: 7 9 11 13 15 17 19
AoE (30m, beam), Attack, Overload (+WpB to Dmg)
[Spell Str.] 1d4 1d6 1d8 1d10 2d6 2d8 2d10
 Level:  1  2  3  4  5  6  7
 Cost: 10 13 16 19 22 25 29 S wirling elemental energy surrounds the caster for 1 round,
dealing [Spell Strength] [type] damage to all targets within 1
[Spell Str.] 1d4 1d6 1d8 1d10 2d6 2d8 2d10
meter at the end of each of the caster’s turns while the spell is
Deals [Spell Strength] fire damage to all targets within a 1m wide active.
line 30m in a chosen direction. Damage dealt counts as sunlight.
[Type] Cone
[Type] Ball “Point in a direction you do not particularly care for. Cast spell.
“Crowd clearing at its finest. Just try not to hit your friends.” Cackle madly as all burns, freezes or disintegrates before you.”
AoE (2m, sphere), Attack, Overload (+WpB to Dmg), AoE (5m, cone), Attack, [Fire, Frost, Shock], Overload
[Fire, Frost, Shock] (+WpB to Dmg)
 Level:  1  2  3  4  5  6  7  Level:  1  2  3  4  5  6  7
 Cost: 8 10 12 14 16 18 20  Cost: 9 11 13 15 17 19 21
[Spell Str.] 1d4 1d6 1d8 1d10 2d6 2d8 2d10 [Spell Str.] 1d4 1d6 1d8 1d10 2d6 2d8 2d10
 arget point within 100m explodes with elemental energy.
T  stream of elemental energy hits all targets within a 5m cone
A
Deals [Spell Strength] [type] damage to all targets caught originating from the caster, dealing [Spell Strength] [type]
within 2m. damage to all targets caught within it.

129
“Ha! I caught that snooty Breton girl’s hair on fire today, and
managed a little lightning bolt. Even hit the target! I can’t
believe it; those books were just what I needed. They seemed
really hard, but it was all about clearing out my head and
not letting nerves stop me. And Guzgikh? Turns out he
started the same way—he didn’t cast a spell for years, but
before long could destroy a whole village! This is great!”

Oshgura’s Destruction Journal

[Type] Rune
“If you are feeling tactical, a magical rune cunningly placed can be
a far more effective use of your time and magicka if planned well.”
[Fire, Frost, Shock], Overload (+WpB to Dmg)
 Level:  1  2  3  4  5  6  7
 Cost: 9 11 13 15 17 19 21
[Spell Str.] 1d4 1d6 1d8 1d10 2d6 2d8 2d10
 reates a magical rune that takes up 1 square meter on target
C
surface within 1 meter. After a 1 round delay the rune becomes
barely visible (-20 to any vision based tests to spot it). The caster
chooses one or more conditions upon which the rune detonates.
The rune persists indefinitely.

• P  roximity: The rune detonates whenever a character comes


within a certain distance (chosen by the caster).
• Time: The rune detonates after a set amount of time.
• Manual: The caster can detonate the rune manually from Weakness to [Type]
any distance by using the Cast Magic action. “Sure a Fireball hurts, but what if you want it to hurt even more?”
Upkeep, [Fire, Frost, Shock, Poison], Direct
 hen the rune detonates it does so in a burst of elemental
W  Level:  1  2  3  4  5  6  7
energy, dealing [Spell Strength] [type] damage to all targets  Cost: 5 6 7 8 9 10 11
within 3 meters. This counts as an area of effect attack and can
[Spell Str.] 1 2 3 4 5 6 7
be evaded, but only if a character is aware of the rune.
 arget character within 50m gains the Weakness ([type],
T
[Type] Storm [Spell Strength]) trait for 1 round.
“For when collateral damage is a non-issue.”
AoE (7m, sphere), Attack, Upkeep, [Fire, Frost, Shock] Weakness to Magic
 Level:  1  2  3  4  5  6  7 “For when you want to cause the utmost suffering.”
 Cost: 9 11 13 15 17 19 21 Upkeep, Direct
[Spell Str.] 1d4 1d6 1d8 1d10 2d6 2d8 2d10  Level:  1  2  3  4  5  6  7
 Cost: 7 10 13 16 19 22 25
 arget point within 100m explodes with elemental energy. Deals
T
[Spell Str.] 1 2 3 4 5 6 7
[Spell Strength] [type] damage to all targets caught within 7m.
Leaves behind a persistent zone in this area for 1 round that  arget character within 50m gains the Weakness (magic,
T
deals the same damage to any characters who pass through it [Spell Strength]) trait for 1 round.
(or end their turn in it if they started there). Upkeeping the
spell does not let you move the storm, it merely refreshes the
effect and duration.

130
Charm
Illusion “Despite its use in almost any social situation being considered a
The school of Illusion focuses on affecting light and the minds of faux pas at best, and illegal at worst, it remains one of the most
sentient targets. Illusion can be used to manipulate an enemy’s commonly used and taught spells of the Illusion school.”
perception of reality or augment one’s own. Direct, Attack
 Level:  1  2  3  4  5  6  7
Blind  Cost:  6 8 10 12 14 16 18
“You can’t hit what you can’t see.”
[Spell Str.] +5 +10 +15 +20 +25 +30 +35
Upkeep, Direct, Attack
 Level:  1  2  3  4  5  6  7  arget character within 50m becomes receptive to others, and
T
 Cost: 7 10 13 16 19 22 25 the next character to attempt a Persuade or Deceive test on
them within 1 minute receives a [Spell Strength] bonus.
[Spell Str.] +20 +10 +0 -10 -20 -30 -40
 arget character within 50m must make a Willpower test
T Courage
with a [Spell Strength] modifier or be Blinded for 1 round. “Some naysayers claim this is actually nothing more than low level
induced insanity on the caster’s part. And no, a shot of brandy does
Calm not double as a potion of courage in a pinch.”
“Suppresses most higher level emotional responses. Negotiations Upkeep, AoE (7m, pulse)
between certain hostile parties will sometimes require this spell be  Level:  1  2  3  4  5  6  7
cast on every participant to ensure reasonable discourse.”  Cost:  8 10 12 14 16 18 20
Direct, Attack
[Spell Str.] +5 +10 +15 +20 +25 +30 +35
 Level:  1  2  3  4  5  6  7
 Cost:  7 10 13 16 19 22 25 All willing characters within 7m of the caster receive a
[Spell Strength] bonus to any Fear tests within 1 minute.
[Spell Str.] +20 +10 +0 -10 -20 -30 -40
Characters under the effects of fear can make a Willpower
 arget character within 50m must make a Willpower test
T test with the same bonus to snap out of the effects. This is not
with a [Spell Strength] modifier or be calmed for 1 minute. A considered an Attack.
calmed character loses the will to fight. While calmed, they
cannot willingly attack any character unless that character Frenzy
attacks them first, at which point they snap out of the effect. “If for whatever reason the situation calls for all the tact of a drunken
Nord, this spell will always deliver.”
Note: If a character while under this spell’s effect is struck by a Direct, Attack
Frenzy effect, then this spell effect is immediately nullified  Level:  1  2  3  4  5  6  7
 Cost:  8 12 16 20 24 28 32
Chameleon
[Spell Str.] +20 +10 +0 -10 -20 -30 -40
“Easier than full blown invisibility and not nearly as fragile of an
enchantment. Allows full use of one’s abilities while still retaining 
Target character within 50m must make a Willpower test with
an element of stealth.” a [Spell Strength] modifier or gain the Frenzied condition.
Upkeep
 Level:  1  2  3  4  5  6  7 Note: If a character while under this spell’s effect is struck by a Calm
 Cost: 4 7 10 13 16 19 22 effect, then this spell effect is immediately nullified.
[Spell Str.] -5 -10 -15 -20 -25 -30 -35
Horror
 aster gains the Chameleon ([Spell Strength]) condition for
C “An enemy that is too scared to fight is not an enemy you have to
1 minute. worry about.”
Direct, Attack
 Level:  1  2  3  4  5  6  7
 Cost:  12 20 28 36 44 52 60
[Spell Str.] +20 +10 +0 -10 -20 -30 -40
 arget character within 50m must make a Horror ([Spell
T
Strength]) test.

131
Invisibility Panic
“The iconic spell of the Illusion school is remarkably fragile as almost “A slightly less drastic version of the horror spell. Only induces mild
any vigorous activity will break the spell and leave you exposed.” to severe panic as opposed to outright life threatening fear.”
Upkeep Direct, Attack
 Level:  4  Level:  1  2  3  4  5  6  7
 Cost:  13  Cost:  6 8 10 12 14 16 18
[Spell Str.] +20 +10 +0 -10 -20 -30 -40

Caster gains the Invisible condition for 1 round. They lose this
condition if they attack or cast another spell during this time.  arget character within 50m must make a Panic ([Spell
T
Strength]) test.
Light
“One of the simplest cantrips an Illusion apprentice will master. Paralyze
A fuel-free light source on command is an under-appreciated “A real fight ender if you can get it to land. This spell is taxing to
convenience.” cast, but well worth it.”
Upkeep Upkeep, Direct, Attack
 Level:  1  2  3  4  5  6  7  Level:  1  2  3  4  5  6  7
 Cost:  2 3 4 5 6 7 8  Cost:  11 18 25 32 39 46 53
[Spell Str.] 10 20 30 40 50 60 70 [Spell Str.] +20 +10 +0 -10 -20 -30 -40
Creates a light orbiting the caster that illuminates an area within  arget character within 50m must make a Willpower test
T
[Spell Strength] meters for 1 minute. with a [Spell Strength] modifier or be Paralyzed for 1 round.

Muffle Sanctuary
“Commonly found as an enchantment on the gear of less than repu- “Unlike the brutish methods of Alteration, this spell takes the path
table individuals. Makes one harder to hear in almost all regards.” of least resistance and subtly alters the actions of those around you
Upkeep to simply decrease your chance of getting hit in the first place.”
 Level:  1  2  3  4  5  6  7 Upkeep
 Cost:  4 7 10 13 16 19 22  Level:  1  2  3  4  5  6  7
[Spell Str.] -5 -10 -15 -20 -25 -30 -35  Cost:  8 15 22 29 36 43 50
[Spell Str.] 1 2 3 4 5 6 7
 aster gains the Muffled ([Spell Strength]) condition for 1
C
minute. Caster gains [Spell Strength] additional degrees of success on
successful defense tests for 1 round. They can also move 1 meter
Night Eye further than normal to avoid AoE attacks on a successful evade
“Why waste the magicka on casting an expensive and fragile invis- test.
ibility spell when a mundane patch of darkness and the use of this
spell allow for much of the same benefits?” Silence
Upkeep “As amusing as this is to cast on long-winded individuals, its ability
 Level:  1  2  3  4  5  6  7 to cause even an experienced mage to trip up casting at least one
 Cost:  5 8 11 14 17 20 23 spell is not to be underestimated.”
Upkeep, Direct, Attack
[Spell Str.] 10 20 30 40 50 60 70
 Level:  1  2  3  4  5  6  7
Caster gains the ability to see in the dark up to [Spell Strength]  Cost:  7 10 13 16 19 22 25
meters away for 1 minute.
[Spell Str.] +20 +10 +0 -10 -20 -30 -40
 arget character within 50m must make a Willpower test
T
with a [Spell Strength] modifier or be Silenced for 1 round.

132
Detect [Type]
Mysticism “The intent and use behind an object actually changes its magical
The school of Mysticism is a more obscure school, and its spells signature. This allows one to detect and distinguish between objects,
manipulate magicka itself. Mysticism can be used for many such as a key from a dagger.”
effects, including binding and trapping souls or reflecting spells. Upkeep, [Life, Undead, Magic, (other)]
 Level:  1  2  3  4  5  6  7
Absorb [Characteristic]  Cost: 6 11 16 21 26 31 36
“Whether a warrior or a mage, each relies on their own specializa-
[Spell Str.] 10 20 30 40 50 60 70
tions to be effective. Weaken them and render their abilities to an
almost useless state.” Caster gains the ability to see objects/effects of the chosen
Ranged (100m), Attack, [Str, End, Ag, Int, Wp, Prc, Prs], [type] within [Spell Strength] meters. This appears as a faint,
Upkeep shimmering outline even in the dark, through objects, and/or
 Level:  1  2  3  4  5  6  7 if blind for 1 minute.
 Cost:  10 18 26 34 42 50 58
Dispel
[Spell Str.] 5 10 15 20 25 30 35
“Undoes both harmful and beneficial magical effects from all
Fires a bolt of draining magic at target character within 100m. schools of magic.”
Inflicts a [Spell Strength] penalty to all the targets tests using  Level:  1  2  3  4  5  6  7
the [Type] Characteristic and a [Spell Strength] bonus to all the  Cost:  5 9 13 17 21 25 29
casters tests with the [Type] Characteristic for one round. If this
[Spell Str.] 1 2 3 4 5 6 7
spell is affected by a Reflect spell or effect, it has no net effect.
Removes all magical effects from any source of [Spell
Absorb Life Strength] level or lower from the caster. Constant enchant-
“A notoriously hard spell to pin to just one school. The schools of ments reactivate after 1d4 rounds.
Restoration, Necromancy and Mysticism have all laid claim to it
at one point or another. Save this for when you’re feeling vampiric.” Ethereal Form
Melee (1m), Attack, Overload (+WpB to Dmg) “Before you get any ideas, the ladies dorm here on campus has been
 Level:  1  2  3  4  5  6  7 warded against such spells. So unless you want to explain to the
 Cost: 4 7 10 13 16 19 22 Archmage why you are stuck in a |, please use this responsibly.”
Upkeep
[Spell Str.] 1d4 1d6 1d8 1d10 2d6 2d8 2d10
 Level:  4
Saps the life of target character within 1m. Deals [Spell Strength]  Cost:  11
magic damage. The caster regenerates HP equal to half (round
up) of the damage dealt (after any reduction). If this spell is Caster gains the Incorporeal trait for 1 round.
affected by a reflect spell or effect, it has no net effect.
Mark
Absorb Magicka “You know the saying: ‘Home is where your mark is!’”
“Ultimately a net loss for all involved when cast normally. However,  Level:  2
when enchanted into a weapon, this spell is essential for those born  Cost:  6
under the sign of the Atronach.”
Direct, Attack Places an invisible, magic mark at the caster’s current location
 Level:  1  2  3  4  5  6  7 that a character can teleport to with the Recall spell. The
 Cost: 7 10 13 16 19 22 25 amount of marks a character can keep track of is equal to
their Intelligence Bonus.
[Spell Str.] 1d4 1d6 1d8 1d10 2d6 2d8 2d10
 arget character within 50m must make a Willpower test
T
or lose [Spell Strength] magicka. The caster regenerates MP
equal to the magicka lost. If this spell is affected by a reflect
spell or effect, it has no net effect.

133
Recall Telekinesis
“Good for a quick escape or to simply make life easier.” “Many a supposed poltergeist hauntings are actually nothing more
 Level:  3 than a bored apprentice practicing their telekinesis spell on the
 Cost:  16 unwitting locals. “
Upkeep
Instantly transports the caster to the location of one of their  Level:  1  2  3  4  5  6  7
magic marks placed with the Mark spell. Cannot be used to  Cost:  4 7 10 13 16 19 22
travel between planes.
[Spell Str.] 1 2 3 4 5 6 7
Reflect The caster gains the Telekinesis ([Spell Strength]) trait for 1
“A difficult spell to cast, but worth it to give your enemies a taste of minute.
their own magicka.”
Upkeep Sunder Binding
 Level:  1  2  3  4  5  6  7 The caster focus their will and attempts to sunder the binding of
 Cost:  4 7 10 13 16 19 22 a conjured creature within sight.
Direct, Sunder Binding is also a Conjuration spell
[Spell Str.] 1 2 3 4 5 6 7
 Level:  1  2  3  4  5  6  7
Any time the caster would be hit by a spell (after any defense,  Cost: 5 6 7 8 9 10 11
but before resolving effects), roll a d10. If the result is a roll of
[Spell Str.] +20 +10 0 -10 -20 -30 -40
[Spell Strength] or lower, instead resolve the spell against its
original caster. Lasts for 1 round. The caster of this spell picks a target within 50m that has the
Summoned trait. Target must make an opposed Willpower Test
Soul Trap vs the caster with a [Spell Strength] modifier or be sent back to
“A rather morbid spell, even if used “ethically” on white souls. Traps the place from whence it came.
a being’s soul energy on death into a naturally-occurring soul gem.”
Upkeep, Direct Telepathy
 Level:  2 “It is theorized that the Dwemer possessed a low level telepathic
 Cost:  16 connection, allowing them to communicate across great distances.
The rest of us have to do it the hard way.”
 arget character within 50m has their soul magically tethered
T Upkeep
to an appropriate empty soul gem (only black soul gems can  Level:  1  2  3  4  5  6  7
hold the souls of men, mer, and the beast races) of the caster’s  Cost:  4 7 10 13 16 19 22
choice within 1m of their person. If the target dies within
[Spell Str.] 1 2 3 4 5 6 7
1 minute, then their soul is trapped within the gem, and it
gains soul energy equal to the size of their soul. If this spell is The caster gains the Telepathy ([Spell Strength]) trait for 1
affected by a Reflect spell or effect, then the caster’s own soul minute.
is trapped within the chosen soul gem. Soul Trap is seen as a
hostile action when cast on an unwilling target, but it is not
considered an Attack.

Spell Absorption
“Why waste perfectly good magicka when your enemy is so intent
on throwing it at you?”
Upkeep
 Level:  1  2  3  4  5  6  7
 Cost:  4 7 10 13 16 19 22
[Spell Str.] 1 2 3 4 5 6 7
The caster gains the Spell Absorption ([Spell Strength]) trait
for 1 round.

134
Summon Wraith
Necromancy A simple incantation to bind a spirit to the necromancer’s will
Necromancy is the dark art of death magic, and of raising the Upkeep, Mindlock (2)
dead and creating undead monstrosities. Necromancy is fuelled  Level: 4 5
by black magicks and feeds on the living, and serves as an  Cost: 18 22
enticing shortcut to power for the less scrupulous mages that
[Spell Str.] 1 2
roam Tamriel.
(Spell Strength 1 summons a Wraith, and 2 summons an Gloom
Reanimation Wraith)
A common spell amongst Necromancers, Reanimation spells allow
a Necromancer to temporarily imbue a corpse with false life to The caster summons a Wraith or a Gloom Wraith into Mundus
serve them. for one round. The caster and the Wraith must immediately roll
Upkeep, Direct, Mindlock (1) an Opposed Willpower test; if the caster succeeds, the Wraith
 Level:  1  2  3  4  5  6  7 has the Bound trait for the duration.
 Cost: 9 14 19 24 29 34 39
[Spell Str.] Puny Tiny Small Std. Lrg. Huge Mass.
Restoration
The school of Restoration revolves around augmenting and
(Std. is Standard, Lrg. is Large, Mass. is Massive) restoring the abilities and body of a target. It also contains effects
that can be used specifically against the Undead.
Target corpse of [Spell Strength] size is reanimated for one
minute, using the profile it had in life. The target must imme- Cure Disease
diately test an Opposed Willpower with the caster. If the caster “Disease can be a taxing event while adventuring. Stop disease in
wins the test, the target also has the Bound trait. If the target its tracks and continue on wherever you go.”
wins the test, they are reanimated but are not Bound to the caster.  Level:  2 4
 Cost: 7 13
The target is reanimated with full HP, Stamina Points, Action
[Spell Str.] 1 2
Points, Magicka, and any uses of limited use abilities.
Caster removes the Diseased [Spell Strength] Condition from
The spell imbues the body with the spirit of a lesser daedra, self. [Spell Strength] 1 = Common, [Spell Strength] 2 = Magical.
and has no shred of the character’s consciousness, soul, or any
knowledge of their past life except for skills, talents, traits, and Cure Paralysis
spells. They do not retain powers gained from their race. “Paradoxically, early versions of this spell were self cast only. Which
raises the question of how one casts it when it’s most needed.”
After the reanimated creature dies again or if the spell ends (due Direct
to unpaid upkeep or any other reason), the reanimated creature  Level:  2
turns to a pile of ash and cannot be reanimated.  Cost:  9

Summon Ghost Removes the Paralyzed condition from target character within
A simple incantation to bind a spirit to the necromancer’s will 1 meter.
Upkeep, Mindlock (1)
 Level:  2  3 Curing Touch
 Cost: 12 19 “Some diseases require a more hands-on approach. Purge infections
and ensure everyone is healthy and pure.“
[Spell Str.] 1 2
Direct
(Spell Strength 1 summons a Ghost, and 2 summons an Ancient  Level:  2 4
Ghost)  Cost: 7 14
[Spell Str.] 1 2
The caster summons a Ghost or an Ancient Ghost into Mundus
for one round. The caster and the Ghost must immediately roll Removes the Diseased [Spell Strength] Condition from target
an Opposed Willpower test; if the caster succeeds, the Ghost character within 1 meter. [Spell Strength] 1 = Common, [Spell
has the Bound trait for the duration. Strength] 2 = Magical.

135
Fortify Replenish
“Magical enhancement is almost as old as the study of magic itself. “No, it’s not efficient, but sometimes they need it more than you.”
We have since condensed its use to the major attributes.”  Level:  1  2  3  4  5  6  7
Upkeep, [Strength, Endurance, Agility, Intelligence,  Cost:  4 7 10 13 16 19 22
Willpower, Perception, Personality]
[Spell Str.] 2 4 6 8 10 12 14
 Level:  1  2  3  4  5  6  7
 Cost:  9 17 25 33 41 49 57 Target character within 1 meter regains [Spell Strength] MP or
[Casting Cost] MP, whichever is lower.
[Spell Str.] 5 10 15 20 25 30 35
Caster increases their [characteristic] score by [Spell Strength] Resistance to [Type]
for 1 round. This affects all attributes derived from that score. “You would not believe the number of young summoners coming in
here asking for fire protection.”
Heal Ally Upkeep, [Fire, Frost, Shock, Poison]
“For when you want to help someone, but they’re all the way over  Level:  1  2  3  4  5  6  7
there!”  Cost:  3 5 7 9 11 13 15
Direct
[Spell Str.] 1 2 3 4 5 6 7
 Level:  1  2  3  4  5  6  7
 Cost:  6 8 10 12 14 16 18 Caster gains the Resistance ([type], [Spell Strength]) trait for
1 round.
[Spell Str.] 2 4 6 8 10 12 14
Target character within 50 meters regains [Spell Strength] HP. Resistance to Magic
“Generic as opposed to specialized resistance will cost you more
Healing Touch magicka, but sometimes it’s better to be prepared for anything.”
“As a rule, reduced range makes for a more efficient spell. Restoration Upkeep
is no different.”  Level:  1  2  3  4  5  6  7
Direct  Cost:  5 9 13 17 21 25 29
 Level:  1  2  3  4  5  6  7 [Spell Str.] 1 2 3 4 5 6 7
 Cost:  3 5 7 9 11 13 15
Caster gains the Resistance (magic, [Spell Strength]) trait for
[Spell Str.] 2 4 6 8 10 12 14
1 round.
Target character within 1 meter regains [Spell Strength] HP.
Stabilize
Heal “A spell I hope you never have to use, but will be thankful for.”
“The iconic spell of the Restoration school.” Direct
 Level:  1  2  3  4  5  6  7  Level:  1
 Cost:  3 5 7 9 11 13 15  Cost:  2
[Spell Str.] 2 4 6 8 10 12 14
Stabilizes target dying character within 1m.
Caster regains [Spell Strength] HP.
Turn Undead
Rejuvenate “Despite what many disappointed would-be liches initially think,
“Cures the weary aches and pains of a fatigued body.” this spell is for repelling the undead.”
Direct Direct, Attack, Upkeep
 Level:  3  Level:  1  2  3  4  5  6  7
 Cost: 17  Cost:  7 10 13 16 19 22 25
[Spell Str.] +20 +10 +0 -10 -20 -30 -40
Target character within 1 meter regains 1 SP or removes 1 level
of fatigue if they have any.  arget character with the Undead trait within 50m must make
T
a Willpower test with a [Spell Strength] modifier to not imme-
diately flee the caster for 1 round.

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Ward
“Another reliable method to reduce all the hard work an enemy puts
into killing you to nothing.”
Defensive Overload, Ward is also an Alteration spell
 Level:  1  2  3  4  5  6  7
 Cost:  4 6 8 10 12 14 16
[Spell Str.] 6 7 8 9 10 11 12
May be cast as a reaction to an attack in place of the character’s
normal defense and does not provoke Attacks of Opportunity.
Caster generates a magical ward that acts as a shield for all
damage, gaining [Spell Strength] Magical and Physical BR.
Power Block is incompatible with this shield.

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Unconventional Spells Multi Part Spells
Unconventional spells can also be multi-part spells, which simply
means that they contain multiple spells in a single spell. For
Unlike the “tried and true” conventional spells, unconventional example a character might create a spell that when cast allows
spells are the realm of unique, experimental, and potentially them to both jump further and walk on water, which are two
dangerous magic. separate effects. These distinct parts are referred to as Spell Parts,
while the spell containing them is referred to as the Parent Spell.
Unconventional Spells are spells that produce more than a
single effect, can be classified as belonging to more than one When a character is casting a multi-part spell, they should resolve
school, or are simply a unique variation on a standard effect. each part of the spell simultaneously (meaning that none of the
These spells are considered the realm of over-eager apprentices parts benefit from the effects of any of the other parts).
and learned masters: experimental magic that can bring both
great risks and great rewards. Learning Effects & Forms
A character can use any form when creating an unconventional
In game terms unconventional spells are custom spells. There spell, but may only utilize effects from schools of magic in which
is no list of them, it is the catch all term for the unique they are trained (meaning the skill is novice rank or higher).
spells that can be created from the various magical effects Spell Attributes
and forms that exist within the system. This section contains Spell attributes are “tags” that modify the rules of a spell or clarify
rules for creating and using your own unconventional spells. how they function in game terms. Effects and forms each have
spell attributes associated with them that are combined when
Important Note the complete spell profile is created.
The creation and use of Unconventional Spells provides
casters with a powerful system to customize their spell Reference Materials
arsenal and is integral to the classic Elder Scrolls expe- A complete list of effects, forms, and spell attributes can be
rience. This system was designed with flexibility and found in the Spell Making Reference in the Appendix.
customization as priorities, which leaves it vulnerable to
the creation of over-powered spells and spell effect combi- To create an unconventional spell, follow these steps:
nations. Players should always review Unconventional
Spells with their GM before they are implemented in Step 1: Create Spell Parts
play. First pick the combination(s) of effects and forms that will make
up the various part(s) of the spell.

Creating a Spell Step 2: Determine Spell Parameters


Creating an unconventional spell is a matter of putting pieces Next, decide on the parameters of each effect/form. Each effect
together to make a functioning spell that can be used like any and form have associated parameters (spell level and magnitude)
of the premade conventional spells. that determine the strength of the effect and the size of the
form, respectively.
The Basics
The two pieces that players can combine to create spells are Step 3: Determine Spell Cost
called effects and forms. Once the spell parameters are decided, simply “plug in” your
chosen values into the effect cost and form cost formulas pro-
An Effect is the actual content of a spell: the fire effect causes vided for your chosen effect(s) and form(s). The total cost of
fire damage while the heal effect heals it. A Form is the “shape” all these values added together for each spell part is the total
of the spell. Some spells are cast across wide areas (like a fireball, magicka cost of the spell.
which uses the “ball” form) while others are cast only on the
caster themself (the “self ” form). Step 4: Determine Spell Level & School
The spell level of an unconventional spell is equal to the highest
Creating a spell is a matter of combining effects and forms spell level used in one of that spell’s parts. If the parent spell has
that are allowed to fit together, setting the parameters of each, multiple parts, increase this level by one for each part beyond
and then writing down the combined result so that you can the first. The school of a spell is the school of its highest level
reference it during gameplay. spell part.

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Step 5: Create Spell
To create a spell a character must pass an extended skill test using
that spell’s school. The success threshold for the creation test is
three times the spell’s level, and each test the character makes
represents a day of experimentation and study. For each test
the character makes they must also consume experimental
materials worth approximately 25 drakes. This represents the
unpredictable nature of magical experimentation and the fact
that creating a spell requires both time and resources.

Step 6: Finalize Spell


Write down the details of the new spell somewhere you can
reference it, including its cost, level, attributes, and various
parts. Add this spell to your character’s list of known spells, and
be sure to give it an appropriate name!

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Rituals Resolve Ritual
The magicka cost must be paid from the chosen magicka source.
If the character is using their own magicka reserves, simply
Ritual magic is a hybrid of the other forms of magic combining deduct the cost as you would for a spell. If the character is using
elements of spellcasting, enchanting, and alchemy into extended a soul gem, deduct the cost from its soul energy and destroy the
rituals that require preparation and can achieve extremely pow- gem. If the character is using alchemical ingredients, deduct
erful effects. the cost from the ingredient pool and destroy the ingredients.

Rituals require a source of magicka, which is used to pay the If the cost would reduce the magicka in the magicka source to
ritual’s cost, and require the character to prepare for a certain below zero, then the casting fails automatically. If the character
amount of time. The purpose of the ritual is to amplify the passed their casting test, the spell is resolved as it normally would.
power of the source of magicka chosen. Because characters are
harnessing so much energy, there is always a potential for danger If the character failed their casting test, the spell is not cast and
if the character errs in the ritual. the ritual has backfired. Roll on the backfire table corresponding
to the school of the spell and add one to the resulting roll
Rituals require specific steps and have unique magical effects. for each degree of failure. Rules for backfires can be found in
They represent more obscure forms of magic, often known only Magical Mishaps.
to a few. Each one must be learned independently and has its
own steps that must be taken, costs that must be paid, and Rite of Conjuring
penalties for failure. The Rite of Conjuring creates a magic circle that is able to hold
a Daedric being in place, at the mercy of the whims of the
Because rituals represent obscure, specialized forms of magic, the caster. Creating the magic circle requires 1000 drakes worth of
GM should not allow just any character to learn them. Learning mystic incense, candles, and paints and 5 hours of work. The
a ritual costs 25 XP and the character must have some means test to create the circle properly is a -30 Lore test, limited by
of learning the ritual (such as a book or a teacher). Not Conjuration. This roll should be made in secret by the GM.
every character should be allowed to learn every ritual (GM’s The character can choose to test Observe limited by Lore to
discretion). Below are a few of the many such rituals that exist. see if their circle is perfect or imperfect before proceeding.
Players and GMs are encouraged to collaborate in order to An imperfect circle cannot be fixed, and must be started over,
create their own. including a new set of supplies and a new test.

Ritual Spellcasting After creating the circle, the character can summon a Daedra
Ritual spellcasting is a means of utilizing rituals to power a spell. exactly as normal using the Summoning spell into the circle.
A character can perform a ritual in order to utilize alternative After summoning the Daedra, the conjurer and the Daedra
magicka sources to power a particularly costly spell. must test Opposed Willpower over an Extended test that takes
place over a minute. The Daedra cannot leave the magic circle
Magicka Source and Ritual Focus or otherwise affect the world beyond the circle. If the Conjurer
The character must choose a source of magicka to fuel the spell. achieves 10 DoS before the Daedra, it is successfully Bound to
Characters may use their own magicka reserves, a unit of alchem- both Mundus and the Conjurer’s will. The Daedra functions
ical ingredients, a filled soul gem, or any combination of any exactly the same as a regular summoned Daedra, including
number of the above. If multiple characters are cooperating to imposing the regular Mindlock trait, but it no longer costs
perform a ritual, they can combine their magicka pools for the Magicka Points to maintain the summoned creature’s presence
purposes of paying the magicka cost of the spell. and loses the Summoned trait, and if it dies, its body remains
in Mundus. If the Daedra wins the Opposed Willpower, the
Additionally, each ritual requires a ritual focus. This is an item, Conjurer can choose to retry the test, but must pay the Magicka
which can differ from ritual to ritual, that focuses and amplifies to keep the Daedra in Mundus for another minute.
the magic forces involved in the ritual. The nature of this item is
left to the GM (though they should feel free to pass this decision If the circle is imperfect the Daedra is summoned unbound,
off to the player performing the ritual), but it should be in some cannot be subjugated, and is free to cross the threshold and
way thematically related to the ritual being performed. This can murder the conjurer and everyone in the immediate area.
be anything from a human heart to an ornate tattoo created on
the body of the character performing the ritual. The only limit Additionally, the caster may choose to conjure a bound Daedric
is the imagination of the GM and the players. weapon instead of creature. To do so, create the circle as normal

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and place an ebony item in it. Make the Conjuration test as
normal, as well as spend either a Daedra heart or soul gem filled A foursquare table must be placed in the center of a room with
with the soul of a Daedra. a dish to receive the morpholith. Four censers shall be prepared
with incense compounded from gorvix (an expensive alchemical
If successful, the ebony item is transformed into a Daedric ingredient [mysticism]) and harrada (an expensive alchemical
item of the same type. If the Daedra in which the heart or soul ingredient [conjuration]).
energy came from was 500 or lower, the weapon is of Inferior
quality, if it was 501-1000, it is of standard quality, and if it On the equinox, the character must place the morpholith in the
was 1001-1500, it is of Superior quality. dish and intone the rites specified in the Book of Law, beginning
at dawn and continuing without end until sunset of the same
Rite of the Creation of Flesh day. They must also choose a Daedric Prince whom they are
Powerful mages, often necromancers, know the ritual to use attempting to contact and make a Mysticism skill test with a
flesh and the essence of Daedra to form a Flesh Atronach bound -20 penalty to see if they successfully performed the rites.
to their will.
The character may then present the purified morpholith to the
To do so requires 6 hours of work correctly filling a circle with Daedric Prince for their inscription, assuming the Prince deems
Osseous Marrow, Dermis Membrane, Essence of Breath and them worthy. Once inscribed, the morpholith is transformed
Blood Liqueur. These special ingredients can rarely be bought, into a Sigil Stone. Such an inscription represents a contract
and must instead be found. They can be harvested from slain between the character and the Prince in question, which may
Daedra by making a -20 Alchemy test limited by Lore, though be invoked through further use of the Sigil Stone.
a single Daedra can only usually supply one of these at a time.
If the character fails the Mysticism test, the ritual backfires. Roll
Once the ingredients are harvested and placed in the circle, as 2d4 + 3 on the mysticism backfire effect table.
well as the 6 hours have passed, make a +0 Conjuration test.
On a success, the Flesh Atronach raises from the circle with Using the Stone
the Bound trait. The atronach has no weaponry when raised, In the future, if character communicates directly with the
so you must affix it yourself. Your GM should handle how you Daedric Prince who inscribed the Sigil Stone, they may invoke
may find or create the atronach’s weaponry, either by finding a the compact (known as the conjurational charter) between the
smith to do it or something else. two of them. The character then activates the charged Sigil
Stone (with a Mysticism skill test). This transports the stone
If the character wishes to create a Hulking Flesh Atronach it through the liminal barrier, opening a portal between Mundus
instead requires two of each ingredient but follows the same and the Prince’s realm of Oblivion. The portal may only remain
ritual process. open for a short period of time (a minute at most), and it is
the Daedric Prince who gets to decide where the portal leads
Rite of Focus within their realm.
Allows a character to turn a weapon into a magical “focus”
through which Magicka can be channeled. This requires an If the character fails the Mysticism test, the ritual backfires. Roll
hour of ritual preparation followed by a five minute ritual and 2d4 + 3 on the mysticism backfire effect table.
an Enchant test made at a +0 bonus. The character must also
pay 200 magicka from any source using the rules for ritual Rite of Motion
spellcasting. On success, weapon gains the Focus quality. Allows a character to teleport themselves, or several people, over
vast distances. The ritual requires a magic circle be created, which
Rite of Morpholithic Inscription requires a Mysticism skill test. The GM should make this test
Allows a character to create a Sigil Stone. This requires a rare for the character in secret, and note the results. Knowledge of
Daedric morpholith: a variety of soul gem found only in this ritual is uncommon to most mages.
Oblivion. This ritual is guarded knowledge known only to the
most experienced masters of Conjuration and Mysticism. The The ritual itself is an hour long incantation, requiring a
character must first prepare a chamber sealed against all daylight Mysticism skill test with a -20 penalty. The character must also
and disturbances, roofed and walled with white stone, and pay 500 magicka, which can be paid with any magicka source as
floored with black tiles. All surfaces within the chamber must per the normal rules for ritual spellcasting. Any characters who
be ritually purified with a solution of void salts (an expen- sive will be teleported must be within the circle throughout. When
alchemical ingredient [mysticism]). the character makes the test, they must choose a target location.

141
This can be anywhere that they have ever been, or scried, as long
as they can clearly picture the location in their mind. If they Rite of Sight
pass the test, any characters within the circle (which can include Allows a character to cast their vision great distances, even across
the character) are instantly transported to that location. If the time. Requires the use of either a Scrying Stone (exceedingly rare
caster rolls an unlucky number on the test the characters are artifacts), or a live animal/person to sacrifice. Knowledge of this
sent to a random location instead (chosen by the GM). ritual is uncommon outside advanced students of Mysticism.
This ritual can only be performed at night and requires the stone
Alternatively, the active character can utilize the memories of be exposed to moonlight. The character must perform a set of
some other character (assuming they are within the circle) to incantations beginning ten minutes prior to midnight, which
determine the target location. This requires a Willpower test requires a Mysticism skill test with a -10 penalty. During this
on the part of the character providing the memories and adds time the character must mentally focus on the person, place,
a -10 penalty to the active character’s Mysticism test. event, or thing they wish to scry. Characters can only scry things
within Mundus.
Rite of Princely Summoning
Masters of Conjuration are able to summon the presence of Alternatively, the character can do away with a Scyring Stone,
the Daedric Princes themselves using a technique unknown to instead killing a live animal or person and reading their entrails
most mages. To summon a Daedric Prince’s presence, the caster just before midnight under the light of the moon. This still
must perform a ritual containing many complex incantations requires the Mysticism test, but it is at an additional -20 penalty
that takes 6 hours on the Prince in question’s Summoning if the victim has a White soul (animals, beasts, and so forth).
Day (as shown below). At the conclusion of the ritual, make Either way, on success when the clock strikes midnight the
a Conjuration test at -30. On a success, the Prince hears the character begins to receive visions of the desired target. These
caster’s summons and may answer them if they so wish. visions appear either in the stone, or mentally as the character
reads the entrails of their victim. The nature of the visions is left
If the ritual is done on a day other than the prince’s summon- to the GM. They can be visions of the past, present, or future
ing day, roll a d10. On a 10, the Prince entertains the caster’s of the target. The more degrees of success achieved on the test,
summons. On a 4-9, nothing happens. On a 2-3, the Daedric the more information the character receives.
Prince is insulted and smites the caster, dealing 10d10 Magic
damage. On a 1, the Prince hears the caster’s summons, though Rite of Textual Inscription
will most likely not be happy being disturbed when it is not Allows a character to imbue a text with magic runes that trigger
their Summoning Day. when the text is read. First employed frequently by the Direnni
Hegemony to protect their writings, this technique is used by
Additionally, if the caster is attempting to summon a Daedric a number of mages to keep their secrets safe from prying eyes.
Prince on their Summoning Day and it is storming with thunder,
on a d10 roll of a 8+ Sheogorath appears instead. This ritual requires several hours of inscription, in which runes
are written on a number of pages in a precise order to achieve the
Prince Summoning Days: desired effect. The character creates a single magic component
1st of Morning Star - Clavicus Vile as if they were creating a non-standard spell, except they must
13th of Morning Star - Meridia use the Touch form when doing so. Once the cost, effects, and
2nd of Sun’s Dawn - Sheogorath difficulty of the spell have been calculated the character must
16th of Sun’s Dawn - Sanguine make a test with the appropriate skill for the chosen school of
5th of First Seed - Hermaeus Mora magic at the level of the spell plus an additional -10 penalty.
21st of First Seed - Azura On success, the spell is bound to the text. The next person
9th of Rain’s Hand - Peryite unfortunate enough to read the book without being informed
9th of Second Seed - Namira of how to avoid the trap will trigger it, and the magic will
5th of Mid Year - Hircine automatically cast from the book onto them: it may not be
10th of Sun’s Height - Vaermina evaded or otherwise defended against.
8th of Hearthfire - Nocturnal
8th of Frostfall - Malacath
13th of Frostfall - Mephala
2nd of Sun’s Dusk - Boethiah
20th of Sun’s Dusk - Mehrunes Dagon
20th of Evening Star - Molag Bal

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straps, which takes 2 hours to do, and requires 100 drakes
Rite of Undeath worth of supplies.
This ritual requires corpses, either skeletons or fresh corpses.
A corpse cannot be used if it was buried using the proper Additionally, the Bonelord requires sacred inscriptions to be
burial rites of Arkay (a common practice used to ward against scrimshawed into its bones, which requires a +0 Lore test over
Necromancy in some regions). This ritual is fairly common the course of 6 hours. If this test fails, one of the skeletons is
amongst Necromancers, but widely forbidden by the various spoiled, and a new one must be used. A Bonelord must be
peoples of Tamriel. infused with its spells. It cannot cast spells above level 4, and
knows up to six from any school that the ritual caster knows.
An undead creature raised using these Rites exists permanently
in Mundus until destroyed or otherwise vanquished. When A Bonelord’s binding words must be to guard a specific location.
created, the necromancer must issue a single, simple order to It cannot be issued additional commands that aren’t relevant to
the undead. These are its Binding Words, and the undead is guarding that location.
considered to the bound to this task to the exception of all
others. The necromancer can make a +20 Necromancy test Bonewolf
as a Secondary Action to command their undead with a new Bonewolves require 50 Magicka to raise, and require 30 minutes
order, which the undead will attempt to fulfill before resuming of ritual time. A bonewolf requires a wolf-sized skeleton, though
the duties of their Binding Words. An undead creature created it doesn’t neccessarily need to be a wolf. A large cat, hound, or
using these rituals counts as a Henchman. miscellanious bones lashed together in the general shape of a
wolf will do just fine. A bonewolf must have its limbs reinforced
The profane rituals of animating the dead are detailed here. with metal spikes or leather straps, which takes 2 hours to do,
Different undead creatures require different components and and requires 25 drakes worth of supplies.
levels of expertise. Each of these creatures is considered a separate
ritual for the purposes of learning the rituals. All of these rituals A character can raise multiple bonewolves at once as a pack,
are a +20 Necromancy (Intelligence) test that, if failed, raises adding +25 Magicka and requiring a fully prepared skeleton for
the undead as uncontrolled revenants who immediately attack each additional bonewolf. Every five bonewolves added in this
the necromancer. way imposes a -10 on the Necromancy test to perform the ritual.

A Necromancer can repair any of his undead to full HP with Skeleton


a simple 30 minute ritual using supplies worth a number of Skeletons require 50 Magicka to raise, and require 30 minutes
drakes equal to the HP healed. of ritual time, and require a mostly intact humanoid skeleton.
A skeleton must have its limbs reinforced with metal spikes or
Bonewalker leather straps, which takes 2 hours to do, and requires 25 drakes
Bonewalkers require 100 Magicka to raise, and require 30 min- worth of supplies. A skeleton can be armed with weapons and
utes of ritual time. A bonewalker requires a fresh humanoid armour, and is proficient in any equipment it is given.
corpse, and an additional humanoid skeleton. The skeleton’s
bones must be broken and embedded into the bonewalker in A character can raise multiple skeletons at once, adding +25
a process that takes 4 hours, and the body must be washed Magicka and requiring a fully prepared skeleton for each addi-
in sacred oils and ointments, which takes about an hour and tional skeleton. Every five skeletons added in this way imposes
requires supplies that cost 100 drakes. a -10 on the Necromancy test to perform the ritual.

A bonewalker must be imbued with the sorceries it can cast, Skeleton Champion
and as a result must be charged with Paralzying magics. A Skeletal Champions require 200 Magicka to raise, a mostly
Bonewalker requires a Spell Level 5 or higher Paralyze spell to intact humanoid skeleton, and 30 minutes of ritual time. A
be cast upon it before it is reanimated, at the end of the raising Skeletal Champion must have its limbs reinforced with metal
ritual. If a Paralyze spell is not cast upon it, it cannot use it’s spikes or leather straps, which takes 2 hours to do, and requires
Paralyzing Touch ability, nor can it use its Drain ability. 50 drakes worth of supplies. A skeletal champion can be armed
with weapons and armour, and is proficient in any equipment
Bonelord it is given.
Bonelords require 300 Magicka to raise, and require 2 hours of
ritual time. A Bonelord requires at least two humanoid skeletons,
and must have its limbs reinforced with metal spikes or leather

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Zombie
Zombies require 25 Magicka to raise, a relatively fresh corpse, Rite of Soul Sight
and 30 minutes of ritual time. A zombie must be properly This ritual is a fairly simple Necromantic ritual that allows a
wrapped or embalmed, or will decay entirely within a week. character to peer into the mind of a black soul that they’ve
Embalming a zombie requires 6 hours of work and 25 drakes captured within a soul gem. It takes minimal time, and a +20
worth of embalming supplies. This is, of course, entirely optional Necromancy skill test opposed by a -10 Willpower test on the
should the necromancer decide it is not worth his time. part of the target. On success the necromancer can read the
mind of the captured soul. On failure, the ritual cannot be
A character can raise multiple zombies at once, adding +10 reattempted for 7 days.
Magicka and requiring a fresh corpse, embalmed or not, for
each additional zombie. Every five zombies added in this way Rite of Mortal Transference
imposes a -10 on the Necromancy test to perform the ritual. This rite allows a character to extend their own life through the
use of necromantic arts. Requires the fresh heart of a being with
Dread Zombie a Black soul (man, mer, or beastfolk). Knowledge of this ritual is
Dread Zombies require 100 Magicka to raise, and require 30 very uncommon, as it can only be found in obscure black texts.
minutes of ritual time. A Dread Zombie must be properly
wrapped or embalmed, or will decay entirely within a week. This ritual can only be performed at night, and requires the
Embalming a Dread Zombie requires 6 hours of work and 50 character to magically prepare an altar. This requires a +0
drakes worth of embalming supplies. A Dread Zombie must also Necromancy skill test. The GM should make this test for the
be imbued with a Mysticism ingredient of at least Uncommon character in secret, and note the results. The character must
quality, or else it will not infect targets with the Astral Vapours also magically prepare a weapon (any weapon with the Magic
disease. quality will do), and a ritual chalice worth , both of which
require Necromancy skill tests.
Rite of Necromantic Transcendance
This ritual allows a character to create a black soul gem. This Once this is complete, the character must place the heart on
knowledge is rare, and only more experienced students of the altar, and strike it with a prepared weapon. The blood that
Necromancy, who have accessed certain profane texts, might remains on the weapon must be captured, every drop, into
know of it. the prepared chalice. If the character drinks the blood from
the chalice within five minutes, their natural lifespan will be
Creating a black soul gem requires waiting for the coordination extended for 1d100 years. If the character is a Lich, this ritual
of the stars to shine their light on a pre-prepared necroman- will simply prevent decomposition for this time, and keep them
tic altar. This profane starlight is known as the Shade of the appearing alive.
Revenant. Preparing the altar requires a Necromancy skill test
with a +10 bonus, and takes roughly six hours. The necro- If the character fails the initial Necromancy test, then the ritual
mancer must then place an empty grand soul gem onto said has gone wrong. Their lifespan is not extended. Roll a d5, and
altar, and perform a five minute incantation, which requires then roll the result in d5s and combine the rolls. The character
another Necromancy +10 skill test. At the culmination of the ages (decomposes, for Liches) that many years instead.
incantation, the character must cast some form of Soul Trap
magic on the soul gem itself. Soulsnare
Allows a character to weave an aetherial net that seduces souls
The time at which the Shade of the Revenant occurs is unknown from miles away. Whenever intelligent beings die within the net,
to most, but remains hidden in certain dark necromantic texts. their passing thoughts arecrafted into a lure, appealing to the
Determining the appropriate timing for the Necromancer’s soul’s dim yearning towards the afterlife. Very few individuals
location requires a Lore skill test made at a -30 penalty, and have ever known this rite, and fewer still could perform it, but
should only be possible if the character would have been exposed even Daedric Princes would bargain for such a trove.
to such texts. If everything is done correctly, the grand soul gem
will be transformed into a powerful black soul gem. The ritual requires a special altar fitted with an ornate Soul
Urn, a mysterious, priceless artefact that always necessitates
great sacrifice to obtain. Performing the ritual requires a -20
Necromancy skill test and twelve hours. On a successful test,
the Soulsnare extends across a number of kilometers equal to
fifty times the character’s degrees of success. Black souls who

144
die within this range are trapped within the Soul Urn, where
they swirl and clatter until transferred to a soul gem.

If characters wish to avoid being trapped in a Soulsnare, there are


some defensive options available. In most cases, staying true to
a divine being’s teachings, and performing all their sacraments,
will help guide one to the appropriate afterlife. Also, ground
can be consecrated to repel the net, thereby protecting the soul.
As a last resort, particularly skilled spiritual guides may be able
to reach out and direct a lost soul, but this would require a
complex ritual and utmost quickness.

145
Alchemy Ingredient Quality
Higher quality ingredients have higher Strength and Depth,
allowing for more powerful effects. The following table lists the
Alchemy is the mixing of ingredients, natural and unnatural, in various quality levels and costs of alchemical ingredients of any
a way that produces a potion magically infused with a particular given type and their corresponding strength and depth values:
effect. Alchemists take advantage of magicka stored within the
ingredients in order to create potions that can replicate many of Alchemical Ingredients (any school)
the same effects that can be achieved via spellcasting, or deadly Type Strength Depth Price
poisons to quickly bring their enemies to their knees. Ubiquitous 2 1 1
Plentiful 5 2 5
Potions are one-use vials of alchemically prepared mixtures,
created from alchemical ingredients, that can grant particular Common 10 3 10
magical effects to characters. A list of common potions is pro- Uncommon 15 4 25
vided in Chapter 7. Potions have an ENC of 0. Rare 25 5 100
Very Rare 50 6 250
Alchemical Ingredients Extremely Rare 100 7 500
The potential power of any potion is limited by the strength
Legendary 200 8 1000
of the ingredients used to create it. Alchemical Ingredients
have three primary attributes: their school, strength, and depth. Gathering Ingredients
Anyone with a cursory knowledge of Alchemy can identify
The School of an ingredient determines which types of effects the most common ingredients, but more skilled alchemists
it can be used to produce. For each effect a character wishes know where to look for higher quality ingredients. To search
to include within a potion they must use an ingredient corre- for ingredients of any type, a character must make an Alchemy
sponding to the school of that effect. skill test for every four hours they spend searching (a maximum
of 2 tests per day of downtime spent gathering). Compare
The Strength of an ingredient determines the amount of stored their degrees of success to the table below to determine what
magicka within it. The cost of the effect an alchemist wishes to they find. Characters may choose any school they wish for any
create with those ingredients is limited by the strength of those ingredients that they gather.
ingredients. Higher quality ingredients have higher strength
values, allowing for more powerful effects to be stored. Ingredient Gathering (Quality)
DoS Maximum Result (any school)
The Depth of an ingredient determines the complexity and 8 Ubiquitious Ingredients OR
power of effects it can be used to produce. Effects created with 1-4 4 Plentiful Ingredients OR
this ingredient may not have a spell level above this value. 2 Common Ingredients
5-6 1 Uncommon Ingredients
7 1 Rare Ingredient
8 1 Very Rare Ingredient
9 1 Extremely Rare Ingredient
10 1 Legendary Ingredient

A character may also choose to “downgrade” a result to a lower


roll. If a character rolls a critical success when gathering
ingredients, they count as having rolled the highest possi-
ble degrees of success for their target number plus one (for
example, 8 DoS for a TN 74).

146
Reference Materials
A complete list of effects can be found in the Appendix.

Step 1: Choose Ingredients


First, decide on which ingredients you will use for the potion.
Each ingredient included allows for a single effect to be added to
the potion, and no more than three ingredients (and thus three
effects, which must be unique) can be used in a single potion.

Step 2: Pick Effects & Determine Parameters


Next, pick the effect(s) (maximum 3) that the potion will
produce, and decide on their parameters. Only effects with
the potion attribute may be used.

The school(s) from which effects are chosen are limited to the
school and number of ingredients used in the potion (for exam-
ple, one destruction and one alteration ingredient would allow
for one destruction and one alteration effect). Each effect has an
associated value, called spell level, that determines its strength.
The chosen spell level may not be higher than the depth of the
chosen ingredient.

Step 3: Determine Spell Cost


Next, simply “plug in” your chosen spell level values to the
effect cost formula provided for your chosen effect(s). If the
cost of an effect is higher than the strength of the corresponding
ingredient, then you must reduce the spell level of that effect
or use a stronger ingredient.

Step 4: Create Potion


Creating Potions To create a potion a character must pass an Alchemy skill test.
This section contains the rules for creating potions. Alchemy This test suffers a -10 penalty for each level by which the
can only be performed if one has an Alchemy Lab, which can potion’s highest spell level effect exceeds the Alchemy skill
be found in the Tools section in Chapter 7. rank of the character and an additional -10 for potions
with more than one effect. Creating a potion takes a number
The Basics of hours equal to the total of the spell levels of its effects, and
Unlike spells, potions do not have forms. Creating a potion requires a set of alchemical tools. Ingredients are lost on failure.
is simply a matter of choosing the desired effects, setting the
parameters of that effect to determine a final cost, and then Important Note:
writing down the effects of the potion for reference. It’s easy to miss, but calculating penalties for an Alchemy
test is distinct from that of a Spellcasting test. Here, there
Multi Effect Potions is no concept of a Spellcasting Level; so, for example, a
Characters can create potions that impart multiple effects when Novice (0) level alchemist attempting to create a potion
consumed. Creating these sorts of potions can prove more with a level 1 spell effect will suffer a -10 penalty to their
difficult for the character but is not much more complicated Alchemy test.
than creating a normal potion.
If a character critically fails this test, or fails normally when
Learning Effects creating a potion that either includes multiple effects or an
A character can use any effect from any school when creating effect with a level above their Alchemy skill rank, the potion
potions, but attempting to use effects of a higher level than the backfires. Roll a d4 on the creation backfire table and add the
character’s rank in the Alchemy skill can be difficult. highest spell level included in the potion to the result.

147
Step 5: Finalize Potion
Write down the details of the new potion’s effects somewhere
you can reference it, and then add it to your character’s gear list!

Duration: If you choose an effect with the upkeep attribute,


then the base duration of that effect is multiplied by an amount
equal to the strength of the effect’s ingredient divided by the
cost of the effect (rounded down to the nearest whole number).

Example: If the duration of an effect is normally 1 round, and the


effect costs 3 magicka at the chosen spell level, then that effect would
last for 3 rounds if created using an ingredient with a strength of 10.

Creating Poisons
Alchemists can also create poisons which can be applied to
weapons in order to give one’s weapon an extra bite. This requires
a single unit of destruction ingredients, 1 hour, and an Alchemy
test to create (this test suffers a -10 penalty for each level by
which the poison exceeds the character’s Alchemy skill rank).
Poisons can be applied to weapons or ammo using the Ready
Weapon action and last for 1 minute (10 rounds). Characters
who take damage from a poisoned weapon/ammo must make
an Endurance test or suffer poison damage that ignores armor.

Poisons
Level Ingredients Used Damage
1 Ubiquitous 1d4
2 Plentiful 1d6
3 Common 1d8
4 Uncommon 1d10
5 Rare 1d12
6 Very Rare 2d8
7 Extremely Rare 2d10
8 Legendary 2d12
Toxins
Creating a poison with non-damaging effects, called a toxin,
does not follow the rules for normal poisons. They’re brewed
like a normal potion except only spell effects with the toxin
attribute can be used when brewing the toxin in question.

However, these more complicated compounds lose their bite


much more quickly than their simpler counterparts when
applied to weapons or ammo, lasting for 1 minute (10 rounds)
or 3 successful hits with the weapon/ammo, whichever comes
first.

Characters that take damage from a weapon poisoned with a


toxin use Endurance for any characteristic tests required by the
toxin’s magical effects.

148
Magical Mishaps Conjuration Backfire Effects
Result Effect
Magic has the potential to be dangerous not only to its target, Otherworldly Voice All characters within a few
but to its user as well. When a magical process Backfires on the 1-2 dozen meters of the caster hear strange voices
one directing the process, refer to the next section to determine whispering.
what happens. Alchemical backfires work differently and are Magicka Leak The caster loses 2d8 magicka.
handled later. The GM is free to invent their own backfire effects. 3
Who knows where it went?
What’s That? An item of alien origin falls through
Spell Backfire Tables a hole in reality nearby. The item can be any item
Backfire effects are divided by the school of magic of the effect of the GM’s choosing, but it appears to be made
that backfired. By default you should roll a d4 on the appro- 4
of strange, otherworldly material. Whatever it is,
priate table to determine the effect. You will typically be called it doesn’t agree with Mundus and only survives
to add the spell level of the backfiring spell to this result. The 1d4 rounds before vanishing.
exact amount will be specified in the relevant section. Unbound If the spell would have summoned or
bound an entity of some kind, it works but they
Alteration Backfire Effects enter the world without the Summoned or Bound
Result Effect 5-7 trait or quality (as appropriate), meaning they are
free to do as they wish.
Breeze A light wind whips up within a few dozen
1-2
meters of the caster.
If this does not apply, use the result below.
Magicka Leak The caster loses 2d8 magicka.
3 Backlash The entity the caster is attempting to
Who knows where it went?
- contact mentally lashes out against them. They
Swap The caster and another random character lose 3d10 magicka.
4
within 30 meters switch places instantly.
Mental Visitor A strange entity slips into the
Crushing Weight All characters within 30 meters mind of the caster unbidden. It remains there for
5 (including the caster) feel weighed down. They 8
1d6 rounds, impeding their actions. They are at a
suffer a -10 penalty to all tests for 1d4 rounds. -10 to all tests while it is present.
Lurch The world seems to stretch for a few Suddenly Scamps! There is a flash of light and
seconds before hurling people and objects to 2d6 Scamps appear from a rift in reality. They
6 new locations. Each character within 10 meters 9
instantly scatter, intent on causing as much
(including the caster) is thrown 2d10 meters in a mischief as possible.
random horizontal direction.
Rift A strange rift opens in reality at a random
Slip and Slide The area within 20 meters of the point within 10 meters of the caster. Gravity
caster becomes an extreme low friction zone for shifts, slowly pulling all characters within 2d8
7
1d4 rounds. Characters in the zone must make an meters towards the rift as if they were falling.
Agility test each round to not fall prone. 10
Hanging onto a nearby object or the ground
Chronological Disturbance For the next 1d4 requires a successful Strength test. The rift persists
minutes, all spells cast by the caster take effect for 1d4 rounds. Those who pass through are sent...
8 1d4 rounds after they are cast. A Perception test somewhere else...
is required to notice the sudden appearance of a Schloop! The character must make a Willpower
spell or else characters cannot react to them. 11+ test or be sucked into another realm with a
Uncontrollable Levitation The caster suddenly sudden squelching sound, never to be seen again.
hovers towards the sky. They levitate 1d12 meters
9 above the ground and floats there for 1d4 rounds
before falling. They are at a -20 penalty to all
actions as they spin uncontrollably.
Gravity Unbound All characters, the caster
10 included, within 10 meters of the caster fall
upwards 3d8 meters before falling down again.
Force The caster must test Willpower or be killed
11+
instantly as incredible forces tear them apart.

149
Destruction Backfire Effects Illusion Backfire Effects
Result Effect Result Effect
Mysterious Pain All characters within a few Ewww! The magic does nothing except leave
1-2 1-2
dozen meters feel a strange prickling pain. behind a terrible smell in the area.
Magicka Leak The caster loses 2d8 magicka. That Totally Worked The caster believes that they
3
Who knows where it went? 3 were successful in casting the spell, but in reality
4 Drained The caster loses 1 Stamina point. they were not.
Energy Burst A wave of energy issues from the Thick Tongue The caster cannot speak for 1d4
caster, knocking everyone (not including the 4 rounds as their tongue feels thick and heavy in
5 their mouth.
caster) within 20 meters prone unless they pass a
Strength test. Darkness All lights within 100 meters go out for
5
Hoarfrost In a sudden surge of cold, all non-liv- the next 1d4 rounds.
ing matter within 30 meters is covered in ice. Bang! There is a flash of light, and the caster and
6
Characters moving within the frozen area must 6 all characters within 20 meters suffer from the
make an Agility test or fall prone. Blinded and Deafened conditions for 1d4 rounds.
7 Weary The caster loses 1d4 Stamina points. Scherioussshly I’am Soobear The caster loses 2
Lightning Rod Lightning strikes from above, 7 SP. They feel extremely intoxicated for the next
hitting a random target within 10 meters of the 1d12 minutes.
8
caster (they are a viable target too) and dealing My Own Worst Enemy Any character who
2d8 shock damage to the body location. 8 makes eye contact with the caster will be seen by
Redirected If the magic that backfired is a spell them as an enemy.
9 with a target, it is redirected and resolved against Seeing Double A double of the caster appears in
the caster. Otherwise, use the result above. 9 front of them and seeks to destroy them for 1d6
Power Overwhelming Caster must make a rounds before vanishing.
10 Willpower test or die instantly as they burn up Mental Prison The character is trapped within
from force of the power they have summoned. 10 their own mind for 1d4 days. During this time
Boom! The caster must test Willpower or explode, they are unconscious and helpless.
11+ killing them instantly and dealing 4d10 fire Just Gone Caster must make a Willpower test, or
damage to all characters within 2d8 meters. 11+ their mind becomes a “blank slate.” This character
must be retired from play.

“That was only part of it. Magic as we know it today comes


from Vanus Galerion. He restructured the schools to be
understandable by the masses. He invented the tools of
alchemy and enchanting so everyone could concoct whatever
they wanted, whatever their skills and purse would allow
them to, without fears of magical backfire. Well, eventually
he created that.”

Feyfolken

150
Necromancy Backfire Effects Result Effect
Result Effect One of us! One of us! You feel all of the energy
start to sap from your body. The caster must
Visions... You see faint outlines of ghosts and
make a Willpower test or be drained of their life
other apparitions. They look at you and they 11+
1-2 and become an undead monstrosity using the
whisper. A chill runs down your spine, then they
character’s profile. This character becomes an
disappear
NPC controlled by the GM.
Too much death on the mind For a brief
moment you feel the souls of those that have been
3 affected by this dark magic tearing at your mind,
trying to stop you from calling them. The caster
loses 2d8 Magicka Points.
Accelerated decay The flesh of corpses wither to
dust; only bones remain. All inanimate corpses
4
within 10 meters of the target are stripped of their
flesh and muscles leaving just the skeleton.
Body rot Your flesh darkens in spots. For the next
1d4 rounds, take 1d4 Magic damage at the start of
5
your turn. Healing received from either a potion
or a spell ends the effect early.
...Of grave danger! A Ghost appears and gives
everyone chills. The Ghost appears in a random
location (GM choice) within 10 meters and
follows the caster, pulling pranks on the living.
6
All characters in the encounter must test Panic
at -10. The Ghost is non-hostile unless provoked
and persists for 2d6 rounds before vanishing into
thin air.
This heals me...right? The life around you starts
7 to wither. Characters within 20 meters, including
the caster takes 2d6 Magic damage.
Rigor mortis came a little late All undead within
10 meters of the caster and target must make
8
a Willpower test at -10 or be paralyzed for 2d4
rounds.
Necromancy at its finest...sort of Any inanimate
corpses, bones, or other materials that can be
used for necromancy rituals within 10 meters are
9 reanimated. They are unbound, are hostile to the
living, and last for 1d4 rounds. What counts for
materials and what is exactly created is up to GM
discretion.
They seem angry... The vengeful dead have
broken their bonds and turned on their hated
master. All undead within one of the following
ranges receive the associated effects for 2d4
10 rounds:
• 10m: Unbound
• 5m: Frenzied, only targeting living creatures
• 2m: Frenzied, but specifically target the caster.

151
Mysticism Backfire Effects Restoration Backfire Effects
Result Effect Result Effect
Sight All characters within a few dozen meters see Flinch All characters within a few dozen meters
1-2 1-2
glimpses of random events. twitch slightly.
Magicka Siphon The caster loses 1d8 magicka, Magicka Leak The caster loses 2d8 magicka.
3
3 and a random character within 30 meters gains Who knows where it went?
the amount lost. Blight Plants around the caster wither and die
4
Forgetful The next time the caster attempts to within 50 meters.
cast a spell within 1 minute, they find they have 5 Out of Breath The caster loses 1d4 SP.
4
forgotten how to use it and cannot remember it
Localized Aging One of the caster’s limbs, chosen
until the duration is up. 6
at random, becomes crippled for 1d8 rounds.
Twister The character perceives time in a non-lin-
Newfound Strength For the next minute the
5 ear fashion for 1d4 rounds and must make a
character gains 50 Strength, but if they do any-
Perception test to successfully take any actions.
7 thing except stand still, they must make an Agility
Endless Sight The caster can see multiple planes test at a -40 penalty. On a failure, the character
of reality and cannot process the information at falls prone as they are unable to control their body
6
once. They gain the blinded condition for 1d4
Not Right... The caster’s characteristics are
rounds.
switched around as their body morphs and warps.
Warp The caster vanishes and reappears at a Roll 1d10 for each characteristic once. On a six
7
random location within 300 meters. 8 or higher, the characteristic score switches places
Involuntary Chat The caster is telepathically with the next score that rolls a six or higher. This
linked with a random character within 100 happens every hour for 1d4 hours, after which the
meters. They can each hear the other’s thoughts character returns to normal.
8
for the next 1d4 minutes. Each must make a Contortions The caster’s muscles begin to spasm
Willpower test each round to act during this time, 9 uncontrollably; they are rendered entirely helpless
as it is difficult to focus. for 1d4 rounds.
Spell Reversal For the next 1d6 rounds, spells Overgrowth One of the caster’s limbs, chosen at
that the caster casts have the opposite of their random, begins to grow uncontrollably. The first
9
usual effect. Exactly what this entails is left to the round it becomes crippled for 1d4 minutes, and
GM’s imagination. the character must make an Endurance test with
10
Anti-Magic Zone Creates a zone of anti-magicka a -20 penalty. If they fail, the limb is lost the next
within 25 meters of the caster. All characters round as it explodes in a burst of gore, and they
within lose all their current magicka, all constant take 3d8 damage that ignores all armor and miti-
10 enchantments stop working until they leave the gation. After the duration it returns to normal.
zone, all other enchantments lose all charge, and Adrenaline The caster’s vital systems kick into
all potions lose their effects permanently. The 11+ overdrive, and they must make an Endurance test
zone lasts for 1d4 minutes. or die within seconds.
Soul Fire The caster must make a Willpower test
11+ or their soul is destroyed, rent apart by magical
forces. This kills them instantly.

152
Potion Backfire Effects
Alchemical Backfires Some results on the above table indicate that the potion itself has
Backfire effects for potions are divided into two types: creation backfired. This means that the potion has gained some additional
backfires and potion backfires. By default you should roll a (typically negative) effect beyond what the alchemist intended.
d4 on the appropriate table to determine the effect. You will Mark the potion as “backfired” on the character’s sheet and roll
typically be called to add the level of the backfiring effect to this 1d10 on the potion backfire table below when it is consumed:
result. The exact amount will be specified in the relevant section.
Potion Backfire Effects
Creation Backfire Effects Result Effect
Result Effect Could be Worse! Roll 2d8 on the minor effects table
1-3
Nothing! The potion seems to be fizzling with no below and apply the result along with the normal ones.
1-2 sign of stopping but is otherwise fine and can be 4 Nothing! Nothing happens.
used normally.
Yuck! The potion applies its effects as usual, but it
Nothing! The potion is created, and apart from tastes terrible! The character must pass a Willpower
3 being thick, brown, and smelly, it appears fine. 5
test with a -20 penalty or vomit uncontrollably,
The potion counts as backfired. rendering them helpless for 1 round.
Poof! The potion suddenly erupts into a semi- Poison! When a character consumes the potion they
4 solid pillar of foam, making a huge mess. The 6 take 2d10 poison damage to the body (ignores armor)
potion is lost. in addition to the usual effects.
Whoops! The potion has congealed into a solid, I can’t See! When a character consumes the potion,
rubbery mass and has potentially ruined the 7 they gain the blinded condition for 1d5 hours in
5 tools used to make it. The potion is lost, and the addition to the usual effects as their vision goes dark.
character must make a Luck test or the toolset
It Burns! When a character consumes the potion they
used to make it is completely destroyed.
8 burst into flames, gaining the burning (1) condition
Yuck! The potion smells awful and seems to be on the body in addition to the usual effects.
6
slightly chunky. The potion counts as backfired.
Paralysis! When a character consumes the potion,
*Fizz* The potions begins boiling uncontrollably, 9
they are also instantly paralyzed for 1d5 rounds.
filling the air with terrible smelling fumes. The
7 Lethal Poison! When a character consumes the potion,
potion is lost, and everyone in the area must pass
10+ they take 3d8 poison damage to the body (ignoring
a Willpower test or begin vomiting.
armor) in addition to the usual effects.
Poison! The potion begins giving off toxic fumes
and is now obviously poison. Everyone who Minor Effects
breathes the fumes takes 1d8 poison damage to Result Effect
8
the body (ignores armor). Anyone who drinks 2 Character’s eyes turn blue for 1d5 hours.
the potion takes 3d8 poison damage to the body
3 Character’s breath is minty fresh for 1d5 hours.
(ignores armor).
4 Character gains a strange scar at random.
It Burns! The potion has turned to a boiling acid
and burned through its container onto whatever 5 Character is invisible to themself.
9 lies below. The character must pass an Agility test 6 Character’s hair turns green for 1d5 hours.
or take 1d6 damage to a random hit location. The 7 Character’s skin turns transparent for 1d5 minutes.
potion and the tools used to create it are lost.
8 Character’s breath stinks for 1d5 hours.
Wh-What? The potion has turned black, is
bubbling uncontrollably, and is giving off steam 9 Character smells smoke for the next 1d5 hours.
10
in a way that sounds like inhuman screaming. The 10 Character sweats profusely for 1d5 minutes.
potion counts as backfired. 11 Character becomes extremely thirsty.
Boom! The potion explodes, dealing 2d8 fire 12 Character begins to itch all over for 1d5 minutes.
11+ damage to anyone within 5 meters. The potion,
13 Character experiences a strange aftertaste.
tools, and a fair amount of hair are all lost.
14 Character’s voice grows deeper for 1d5 hours.
15 Character smells great for the next 1d5 minutes.
16 Character’s hair grows rapidly for the next week.

153
Enchanting of souls. A soul may not be trapped within a soul gem whose
maximum soul energy is less than the soul energy of that soul.

Enchanting is the act of endowing objects with magical prop- Types of Soul Gems
erties through the use of the trapped energy of a soul with a Type Soul Types Max. Soul Energy Price
number of arcane rituals. Petty White 100 25
Lesser White 250 100
Souls & Soul Gems
Every being in the Elder Scrolls has a soul. The soul of a being Common White 500 250
is their essence: it animates their physical being. There are two Greater White 1000 1000
types of souls: black and white souls. Black Souls are the more Grand White 1500 2500
powerful souls of higher beings, such as men or mer. White Black Any 1500 5000
Souls are the souls of lesser beings, such as animals or Daedra.
Item & Material Enchantment Level
Powering an enchantment with a soul first requires that the soul The soul energy stored within a soul gem is not the only limiting
be trapped within a Soul Gem, a naturally occurring magical factor on the strength of an enchantment: different items can all
crystal. This is accomplished through the use of the Soul Trap support enchantments of different strengths. Enchantable items
spell, which binds the target to a soul gem. If the target dies have an assigned Enchantment Level (EL), or the maximum
while under this effect, their soul is captured within the soul soul energy that may be used to enchant that item. Any excess
gem and converted to soul energy. is simply ignored and lost at the end of the process.

Soul Energy reflects the amount of magicka stored within Treat all items without a listed enchantment level as having an
the soul that can be used for enchanting. Once a soul gem EL of 10. See Chapter 7 for details.
has been filled with any amount of soul energy, it cannot have
any more added to it. Black souls always have a soul energy Enchanting Weapons and Armor
of 1500, and using a Black Soul Gem in an enchantment Any weapon or piece of armor that is enchanted gains the Magic
limits any associated Enchanting tests by the enchanter’s Quality in addition to the listed effect of any enchantment
Necromancy Skill. added to it.

There are a number of different soul gems, each of which has Wearing Enchanted Gear
its own maximum soul energy and can only hold certain types Any single character can only wear 1 enchanted item per hit
location (left/right arm, left/right leg, body, head) or 1 set of
clothes/robes, 1 necklace and 2 rings, and one wielded item
(weapon/shield) in each of their hands.

Spell Restraint and Spell Attributes


When applying or using spell effects on enchantments, Spell
Restraint, Overload, and Defensive Overload do not apply.

“Dangerous knowledge is still knowledge and therefore useful.


Usually turns out to be the most useful, in my experience.”

Mage Lord Neloth, Master of Sadrith Mora

154
Learning Effects & Forms
Cast Enchantments A character does not need to know a particular spell in order to
This section contains rules for using/creating cast enchantments. imbue an item with it. Enchanters can also use any combination
of effects and forms availible during the spell making process,
The Basics and they do not need to be trained in a particular school to
Cast enchantments are spells “stored” within an item. A charac- use effects from that school. Note that using a spell with a level
ter wielding such an item can invoke this magic through the above the character’s Enchant skill rank may be more difficult!
use of the Cast Magic Primary Action, which allows them to
cast the stored spell exactly as if they had cast it themselves Mindlock
(but with no casting test). The spell stored in the item can be For enchantments with effects with the Mindlock attribute,
either conventional or unconventional. Instead of being paid the AP cost must be paid by the weilder of the enchantment.
from the user’s magicka pool, the cost of the spell is drawn from
the item’s soul energy pool. Upkeep spells can be maintained Conjure Weapon/Armor Enchantments
by paying their cost from this pool, but there can only be A summoned item of any type cannot take up the same space
one upkeep spell effect from a single enchantment at a time. as the Enchanted item previously did or the character risks the
binding magicks becoming unstable as the item phases in and
A cast enchantment’s Binding Strength represents how well out of oblivion.
the enchantment was woven: stronger enchantments are more
responsive to their users, and enable them to more easily shape Likewise, should one enchanted item that is generating a Bound
the spell to their will. The Binding Strength of the enchantment item be replaced by another bound item, it will provoke the
is calculated when the enchantment is finalized in the last step same effect as the item fails spectacularly in a cascade-failure
of its creation. of enchantments.

When a spell is cast using a Cast Enchantment, the user counts Mechanically, this means that should a summoned item coexist
as having passed the casting test with a number of degrees of on the same location as the enchanted item (an enchanted
success equal to the Binding Strength of the enchantment. chestpiece conjuring a bound one, or a character with boots
conjuring a bound chest plate on top of the chest plate gener-
Soul Energy Pool & Recharging ating a bound helmet), the character must roll a 1d100 at the
Cast enchantments do not last forever! Each cast with the item beginning of every turn, on a result of 20 or lower, the character
pays its cost in soul energy from the item’s Soul Energy Pool, takes a wound to that location instantly.
which is calculated when the enchantment is finalized in the
last step of its creation. If this would reduce the size of the pool Reference Materials
to below zero, then the enchantment can no longer be cast and A list of effects and forms can be found in the Appendix.
must be recharged. Follow these steps to imbue items with cast enchantments:
Recharging an item requires that the character be trained in the
Enchant skill (though no test is required), and that they have Step 1: Choose Item
a soul gem with energy stored within it. A simple minute long First the enchanter must pick an item to enchant. Cast enchant-
ritual is required: on completion the soul energy inside the gem ments can be applied to any item, but only some items will have
is transferred to the item’s pool. Any energy that would exceed an enchantment level high enough to reasonably support more
the pool’s maximum size is lost and the gem is destroyed. powerful enchantments. Items without a listed enchantment
level have an EL of 10.
Multi Spell Enchantments
Characters can create cast enchantments that have more than Step 2: Choose Soul Gem
one spell stored (to a maximum of 3). These enchantments are Next the enchanter must pick the soul gem they will use for
more difficult to create, and characters require the Manifold the enchantment. This gem must contain stored soul energy.
Enchanter talent to attempt it. When used, these function Once a soul gem has been used to create an enchantment, it is
like normal cast enchantments, but the user simply chooses destroyed and any excess energy is lost.
which spell to cast and pays the appropriate soul energy cost
from the item’s pool. Step 3: Choose Enchantment Spell(s)
Cast enchantments can be used to store either conventional or
unconventional spells. In the case of conventional spells, simply
pick from the list in this chapter. Unconventional spells will

155
need to be built using the effects and forms provided in the
appendix as normal (though the enchanter does not actually
need to spend the time or money to create the spell, and no
test is needed).

Once the enchanter has chosen the spell they will use for the
cast enchantment, note its spell level and casting cost for the
next step. If the enchanter is imbuing multiple spells into the
cast enchantment, note the details for each one.

Step 4: Create the Enchantment


Now the enchanter can attempt to create the enchantment.
This requires a ritual that lasts approximately eight hours and
consumes materials worth approximately 100 drakes.

The enchanter then makes an enchant skill test with a -10


penalty for each level by which the chosen spell level exceeds
their enchant skill rank (if applicable). Test again for any
additional spells being added, if necessary. Failing a test means
that spell is not successfully enchanted.

Important Note:
It’s easy to miss, but calculating penalties for an
Enchanting test is distinct from that of a Spellcasting
test. Here, there is no concept of a Spellcasting Level; so,
for example, a Novice (0) level enchanter attempting to
create an enchantment with a level 1 spell effect will suffer
a -10 penalty to their Enchanting test.

Step 5: Finalize Enchantment


Regardless of the outcome of the tests, the soul gem is destroyed
and its energy is lost. If the enchanter passes a test, then they
successfully create the enchanted item. Write down the following
details somewhere you can reference them:
• Spells: Add the details of any spells included in the cast
enchantment, including their cost, spell level, and effects.
• Binding Strength: The binding strength of the enchant-
ment is equal to the DoS of the Enchanting test or, on a
critical success, the maximum achievable DoS plus one.
• Soul Energy Pool Max: The item’s soul energy pool max is
equal to the soul energy in the gem, capped at the item’s EL.

156
Step 3: Choose Enchantment Effect
Strike Enchantments Strike enchantments use a unique set of effects drawn from
This section contains rules for creating/using strike enchantments. the table Strike Enchantments table at the end of this section:
choose the desired effect (at most one, unless the character has
The Basics the Manifold Enchanter talent) and spell level. The total cost
Strike enchantments are augmentations applied to weapons that of the effects chosen must be equal to or lower than the soul
grant some sort of offensive effect when the weapon is used in energy contained in the chosen gem and, by extension, the EL
combat. The effects of strike enchantments are applied on of the item.
any successful hit with the weapon. Strike enchantments do
not need to be recharged like cast enchantments and have no Step 4: Create the Enchantment
soul energy pool. Ammo enchanted this way only works once. Now the enchanter can attempt to create the enchantment.
This requires a ritual that lasts approximately eight hours and
Learning Effects consumes materials worth approximately 100 drakes.
Strike enchantments use a unique set of effects drawn from The enchanter then makes an enchant skill test with a -10 penalty
the table below. for each level by which the total spell levels of all chosen effects
exceed their enchant skill rank (if applicable). Failing the test
Step 1: Choose Item means that effect is not successfully enchanted.
First the enchanter must pick an item to enchant. Strike
enchantments can be applied to any ranged or melee weapon, Step 5: Finalize Enchantment
but only some weapons will have an enchantment level high Regardless of the outcome of the tests, the soul gem is destroyed
enough to reasonably support more powerful enchantments. and its energy is lost. If the enchanter passes a test, then they
Ammunition can be enchanted in “batches” of 25 shots (use successfully create the enchanted item. Write down the details
the EL of one shot). Items without a listed enchantment level somewhere you can reference them later.
have an EL of 10.
Optional Rule - Strike Enchantment Charges
Step 2: Choose Soul Gem If you want strike enchantments to function like cast
Next the enchanter must pick the soul gem they will use for enchantments, divide the final cost by ten and use
the enchantment. This gem must contain stored soul energy. the Soul Energy Pool & Recharging rules in the Cast
Once a soul gem has been used to create an enchantment it is Enchantments section.
destroyed, and any excess energy is lost.

Strike Enchantments
Name Effect (SL = Spell Level) Cost
[Fire, Frost, Shock, Poison] Weapon deals SL additional [type] damage. 300 x SL
Fatigue Weapon causes the target to test Endurance with a (30-[10 x SL]) modifier or lose 1 SP. 200 x SL
Sunlight Weapon deals SL additional fire damage. Counts as sunlight. 400 x SL
Drain Magicka Weapon causes the target to lose 4 x SL MP. 200 x SL
Elemental Weakness
Weapon causes the target to gain Weakness ([type], SL) trait for Y rounds. 200 x SL x Y
[fire, frost, shock, poison]
Weakness to Magic Weapon causes the target to gain Weakness (magic, SL) trait for Y rounds. 300 x SL x Y
Paralyze Target tests Willpower at a (30-[10 x SL]) modifier or is Paralyzed for Y rounds. 300 x SL x Y
If a target struck by this weapon dies within 1 minute, its soul is trapped within an appropri-
Soul Trap (counts as SL 2) 500
ate soul gem of the wielder’s choice (soul energy cannot exceed the max size of the gem).
Absorb Life The wielder regenerates SL HP, capped at the damage dealt for that hit (after mitigation). 375 x SL
Absorb Magicka Weapon causes the target to lose 4 x SL MP, wielder regains MP equal to the amount lost. 300 x SL
Dispel Dispels magical effects of SL level or lower. Constant enchants return after 1d4 rounds. 1000
Disintegrate Weapon applies Damaged (SL) to armor struck, or weapons used to parry or counter it. 500 x SL
Turn Undead Target w/Undead trait tests Willpower with a (30-[10 x SL]) modifier or flees for Y rounds. 150 x SL x Y
Silence Target tests Willpower at a (30-[10 x SL]) modifier or is Silenced for Y rounds. 200 x SL x Y

157
enchantment level have an EL of 10.

Step 2: Choose Soul Gem


Next the enchanter must pick the soul gem they will use for
the enchantment. This gem must contain stored soul energy.
Once a soul gem has been used to create an enchantment, it is
destroyed and any excess energy is lost.

Step 3: Choose Constant Effect(s)


Constant enchantments are not created using the normal spell
making rules. Instead, the enchanter simply picks the effect(s)
they want and compares the combined spell level(s) of their
chosen effects to the table below.

Soul Energy and Enchant Levels


Total Spell Level(s) Minimum Soul Energy
Constant Enchantments 1 500
This section contains rules for creating and using constant
2 600
enchantments.
3 800
The Basics 4 1000
Constant enchantments are passive enchantments that can be 5 1200
applied to any sort of item, and that constantly affect the wearer 6 1400
or wielder of that item. In game terms, constant enchantments 7+ 1500
apply their effects to the character wearing/wielding them at
the start of each round (regardless of their normal duration).
If the effect is dispelled, it returns to full functionality after 1d4 The chosen effects must have the upkeep attribute, and must
rounds. Constant enchantments do not need to be recharged have a specific listed duration. Even though they do not meet
like cast enchantments and have no soul energy pool. The wearer this criteria, the Water Breathing and Water Walking effects
or wielder of a constant enchantment can willingly disable or can be chosen as well.
re-enable its effects at any time.
The Become Ethereal effect or any effects from the
Learning Effects & Forms Conjuration or Necromancy cannot be chosen.
A character may attempt to create a constant enchantment
using any effect from any school as long as that effect has the If the soul gem has enough energy to power the enchantment,
Upkeep Attribute and a listed duration. It is not dependent on then they can attempt to create it; otherwise it is impossible as
their knowledge of any spells. the enchantment cannot sustain itself on so little energy.

Multi Effect Enchantments Step 4: Create the Enchantment


Characters can create constant enchantments that have more Now the enchanter can attempt to create the enchantment.
than one effect (to a maximum of 3).These enchantments are This requires a ritual that lasts approximately eight hours and
more difficult to create, and characters require the Manifold consumes materials worth approximately 100 drakes.
Enchanter talent to attempt it.
The enchanter then makes an enchant skill test with a -10 penalty
Reference Materials for each level by which the total level of the chosen effect(s)
A complete list of effects can be found in the Appendix. exceeds their enchant skill rank (if applicable).

Step 1: Choose Item Step 5: Finalize Enchantment


First the enchanter must pick an item to enchant. Constant Regardless of the outcome of the tests, the soul gem is destroyed
enchantments can be applied to any item, but only some items and its energy is lost. If the enchanter passes a test, then they
will have an enchantment level high enough to reasonably successfully create the enchanted item. Be sure to write down
support more powerful enchantments. Items without a listed the effect(s) of the enchantment for reference.

158
Optional Rule - Cursed Constant Enchantments
Some groups may like the idea of Cursed Enchantments.
If you’re using this optional rule, then the following Spell
Effect can also be added to an enchantment:
Name: Curse
Rules: This enchantment cannot be disabled by its
wearer. To remove the enchanted item, the wearer can test
Willpower immediately after equipping it, removing the
item on a success.
After the initial equipping, the SL determines the
frequency at which the test can be retried:
1 2 3 4 5 6 7
1/min 1/hr 1/day 1/wk 1/mth 1/yr never

This effect can only be applied to Constant Enchantments.

159
Spell Scrolls Follow these steps to create a spell scroll:
Spell scrolls are another form of magic item that can be created
with enchanting. Spell scrolls are a hybrid of the spellcasting Step 1: Gather Materials
and enchanting arts, allowing mages to store their spells in an Creating a spell scroll consumes materials worth approximately
easily accessible form: a scroll enchanted with magic runes that 25 drakes and an hour long ritual.
reproduce the effect of the spell when read.
Step 2: Create Spell Scroll
The Basics The character picks one of the spells they know and makes an
Spell scrolls are single use items that a character can activate by enchant skill test penalized by -10 for each level by which the
using the Cast Magic action. This allows them to cast the stored spell level exceeds their enchant skill rank. They must pay the
spell at no magicka cost automatically: they count as having cost of the spell as if they had cast it, either from their own
passed the casting test with a number of degrees of success equal magicka pool or by subtracting the cost from the soul energy of
to the Binding Strength of the scroll. This represents how a soul gem in their possession (this does not destroy the gem).
effectively the magic of the spell was imprinted on the scroll. The character must choose if they wish to overload the spell
The scroll reproduces the effects of the spell exactly as decided (use their Willpower bonus for the scroll’s effect) or extend the
by the creator, including whether or not the spell is overloaded duration via upkeep, if applicable, and must pay the appropriate
or extended via upkeep (if applicable). associated costs.

Learning Spells Step 3: Finalize Scroll


A character can only create a spell scroll for a conventional or On success, the character creates the spell scroll. The bind-
unconventional spell that they themselves know. Using a spell ing strength of the enchantment is equal to the DoS of the
with a level higher than the character’s enchant skill rank can Enchanting test. Write down the effects of the spell somewhere
be difficult. you can reference it, and add the scroll to the character’s gear list.

160
Chapter 7: Economics & Equipment
“So many people simply buy the items they need at the price they are given. It’s a very sad state of affairs,
when the game is really open to all, you don’t need an invitation. And it is a game, the game of bargaining, to be
played seriously and, I hasten to add, politely.”

“The Buying Game”


I n a normal day, a plethora of goods flows through Tamriel’s
markets. Tamriel’s many thriving economies have resulted in a
continent linked through trade and commerce. There are a vast
Pricing & Acquisition
number of goods and services produced by these systems that Not all prices for one item are going to be the same: regional
characters might need to survive, or might encounter, during price variations are to be expected. Some things are simply
their adventures. This chapter is concerned with the economics harder to get a hold of in some places and easier in others.
of the Elder Scrolls setting, as well as detailing the various items Additionally, item price will vary drastically with the quality of
players use or buy. the item itself. We have intentionally left item rarity up to
the Game Master for the majority of items in this section.
Currency These guidelines should help the GM produce prices that are
The main currency of Tamriel in the time during and after the acceptable for game-play purposes.
Septim Empire is the Septim, a golden coin around the size
of a quarter. Named after the dynasty that ruled the Septim A Note on Rounding
Empire, it features a bust of Tiber Septim and a depiction of If an item ever ends up with a fractional price for any reason,
Akatosh. The inscription on the front reads, “The Empire is Law. simply round up to the nearest whole number.
The Law is Sacred.” And the reverse reads:, “Praise be, Akatosh
and all the Divines.” Although many provinces issue their own Availability & Cost Modifiers
provincial currencies these can all be converted to Septims. If In order to locate an item for sale, a character must make a
you are running a campaign in an era before the Septim Empire, Commerce or Investigate test. The difficulty of the test should
simply use an alternative name (such as “Remans”). And while be determined by the specific item the character is looking for.
we have no information on the way that the Empire handles The GM should use their judgment and lore knowledge in equal
its monetary policy, the authors are making the assumption measure when making their decision. The following table can
that there are different types or denominations of currency in provide some guidelines:
existence within the empire. In game terms, this means a few
things: Availability Modifiers
Item Availability Modifier
• This Chapter will use the more Era-neutral word “Drakes” Extremely Rare -40
for currency. “Gold” is an acceptable substitute, though
Rare -30
the authors would prefer not to assume that every coin
actually contains gold. Scarce -20
• Coins have no in-game weight unless the GM decides a Uncommon -10
character is simply carrying too much money to ignore. Average -
This is done for simplicity. Ordinary +10
• Rather than making players keep track of the different kinds Common +20
of coins they have, it should be assumed that characters
Plentiful +30
can carry as much money as they want, simply making use
of more and more valuable denominations. Ubiquitous +40
• Likewise, it should be assumed that there are enough coins Item Quality Level
of the various denominations floating around that indi- Items can also vary drastically in quality based on how well
viduals can always complete transactions accurately and they were made or some feature inherent to the item. This
receive change. will modify their price and their availability. There are three
quality levels for most items: inferior, common, and superior.
In short, don’t worry about how many of which types of coins Exactly what measurable impact this has on the item (if any)
you’re carrying. Just keep track of how many Drakes you have. will be explained in the appropriate section (Weapon Quality
This is to save time and accounting for both the players and and Armor and Shield Quality sections later in this chapter).
the GM. Item Quality Level
Quality Availability Price
For groups that enjoy this sort of thing, it is easy to convert the Inferior 2 steps more common -50%
system into one based around different types of coins. Simply
Common No change -
use the value of a single Drake as the base for the lowest value
coin and scale things up by multiples of ten for more valuable Superior 2 steps rarer +100%
coins as you see fit.

162
Location Modifiers before going for the bargain, roll a Commerce Test with a mod-
While Tamriel has a flourishing international market due to the ifier equal to the items rarity (see Availability Modifiers on page
many merchant guilds dotting the continent, certain objects 108) to see if they can learn the current rates.
must be imported or accessed through more illegitimate means. On a success, the character gains a +10 bonus to their attempt
The following table can provides some guidelines for any such at haggling.
availability and pricing modifiers: On a failure however, add a -5 penalty per Degree of Failure
to their attempt at haggling, as they have misinterpreted the
Circumstance Availability Mod Price current trend of the market.
Illegal ware Increased 1 step +25%
Stolen goods Increased 2 steps -20%
Local wares (Chitin in
Decreased 1 step N/A
Morrowind)
Imported from nearby
region (Adaman-
Increased 1 step +25%
tium outside High
Rock)
Rare/limited import
(Dwemer artifacts, Increased 2 steps +50%
Dragon remains.)
Haggling for a Bargain
Bargaining is a part of everyday life and almost expected amongst
professional merchants.
Should a character wish to bargain with a merchant for the
price of their wares, roll an opposed Commerce Test against
the merchant.
For every Degree of Success the character scores above the
merchant, a 5% discount is gained.
If the merchant wins the Commerce test, increase the price by
5% per Degree of Success instead.
A character can always choose to not accept a bad bargain, but
a local market is a living, breathing thing and word travels fast
about bad customers.
Should a character deny a ‘bargain’ and go elsewhere, the GM
can choose to apply a penalty equal to the % of the bargain
that was denied.

Unscrupulous Traders
Certain merchants can be particularly unscrupulous in their
bargaining, either due to holding a monopoly on a certain
ware or being a position that allows them to press their hapless
victim for an extra fee like a fence giving less for stolen goods,
well knowing that the prospective seller has nowhere else to go.
When bargaining with such unscrupulous types, the GM can
choose to apply a penalty ranging from -10 to -40 to the char-
acters Commerce Test when bargaining for a better price on
their goods.

Appraising an Item
Not knowing the current market value of certain goods has
been the bane of many a haggler.
If a character wishes to assert the price of an object of interest

163
Weapons Damaged (X)
Weapons with this quality deal X less damage. If this would
Conflict and danger are constants in Tamriel, and it is wise ever render a character incapable of dealing damage with the
for adventurers to arm themselves. Weapons in UESRPG are weapon, even with the maximum possible roll, then the weapon
divided in a number of different ways. First, there are two classes is destroyed. Natural Weapons cannot receive this Quality. All
of weapons: melee and ranged. All weapons are defined by a instances of this quality stack.
Weapon Profile, which contains all the information necessary
to use the weapon. Dueling Weapon
Weapons with this quality add an additional degree of success
Weapon Qualities to successful tests made to parry or Counter-Attack with them.
Many weapons possess special rules, known as Weapon
Qualities, that represent factors that set them apart from other Entangling
weapons in some fashion. Attacks with this weapon cannot be parried or blocked. Instead
of dealing damage, a successful attack with this weapon forces
“The Big Three” the opponent to make a Strength or Agility test. If they fail, they
Below are the three most important weapon qualities. Most gain the Entangled (page 107) condition. They can spend 1
weapons posses one of these qualities, which are critical to their AP as a Secondary Action to repeat the test, freeing themselves
identity. Their effects can stack on instances of themselves or and removing the condition on a success.
with one another.
If this effect was applied by a melee attack, then should the
Crushing (X) target character leave the melee range of the Entangling weapon,
Weapons with this quality can crush metal and bone alike. They the character wielding the weapon must choose to either let go
deal bonus damage equal to the wielder’s Strength bonus (or X, of their weapon (maintaining the effect on the target) or keep
if another value is given), capped at the AR of the hit location their weapon (removing the effect from the target).
or BR of a shield used to block it.
Focus
Splitting (X) Character treats the hand holding the weapon as a free hand
Weapons with this quality can deal savage wounds when properly for the purposes of casting spells. The weapon does not increase
brought to bear. They deal bonus damage equal to the wielder’s the range of any spell as a result of its reach.
Strength bonus (or X, if another value is given), but only if the
initial damage result causes the target to lose 1 or more HP. Exploit Weakness
These weapons are small and able to slip into gaps in a target’s
Slashing (X) defenses. Attacks with this weapon treat full armor as partial
Weapons with this quality tear flesh with ease, dealing extra armor and partial armor as unarmored (but do not actually
damage equal to the wielder’s Strength bonus (or X, if another reduce the location’s AR). This can be used to trigger effects,
value is given) against unarmored hit locations. such as Slashing, that interact with the level of armor the target
is wearing.
Other Weapon Qualities
Listed below are many of the other qualities weapons may have.
It is important to be familiar with the qualities your weapons Flail
possess and how they interact with one another! Weapons of this type are able to strike unpredictably. These
weapons cannot be parried or countered, but cannot be used to
Complex parry or Counter-Attack either. If an attacker with this weapon
A character cannot move on a turn that they are reloading this and a defender blocking with a shield both pass their respective
weapon. tests and the attacker’s degrees of success exceed those of the
defender, then the defender does not block the attack as they
Concussive normally would, and the attack is resolved as if the attacker
The weapon causes heavy impacts and can send opponents had won. If a character critically fails an attack with a flail they
sprawling. When a character triggers the bash special action hit themselves.
after gaining advantage with this weapon, they gain a +20 bonus
to the opposed test.

164
Impaling Snare
If this weapon is used to make an attack of opportunity This weapon can be used to perform the Bash and Trip Special
against a character who is approaching the wielder, and Actions while ignoring the 2 meter range limitation. Doing
that attack causes the target to lose HP, the target does not so always uses the attacker’s Combat Style skill against the
advance and instead halts their movement for the turn. defender’s Athletics or Evade skill.

Hand to Hand Thrown (X/Y/Z)


This weapon can be used with Unarmed Combat Style and This weapon can be thrown as a ranged attack against a target
counts as Unarmed for the purposes of resolving damage. within X/Y/Z meters. Resolve this like a normal ranged attack
Additionally, the wielder can perform actions that require an (though Strength can be a base for the test), dealing the weapon’s
open hand while wielding these weapons at a -10 penalty. normal damage and ignoring Slashing/Crushing/Splitting.

Hooked Unwieldy
This weapon has a hook that can be used to trip and yank Attempts to parry or Counter-Attack using this weapon suffer
opponents and their weapons. Attempts to defend against the a -20 penalty.
character’s Disarm, Take Weapon & Trip Special Actions is
done at a -10 penalty. Ranged & Melee Weapons
Magic Weapon Attributes
Weapons with this quality are able to harm targets that would All weapons have most of these attributes associated with them:
otherwise resist or be impervious to damage from normal weap- • Damage (Dam): The damage dealt by the weapon. Typically
ons, such as ghosts. expressed as a die roll to which a value may be added.
• Handedness: How many hands the weapon requires.
Mounted • One Handed: Weapon can be wielded in one hand.
Weapons with this quality can only be used while mounted due • Hand and a Half: Weapon may be used with one or
to their weight and balance and only if the character moves. two hands (cannot be dual wielded). When using it in
two hands, use the larger damage value (in parenthesis).
Primitive • Two Handed: Weapon requires the use of two hands.
Roll twice and use the lower value for this weapon’s damage. • Reach: A melee weapon’s range in meters. Represents effec-
tive threat range and not merely the length of the weapon.
Proven Weapons with a minimum range (such as 2-3m) cannot
Roll twice and use the higher value for this weapon’s damage. attack targets below their minimum range.
• Range: A ranged weapon’s short, medium, and long ranges.
Reload (X) Attacking targets in close range provides a +10 bonus
After attacking with this weapon, characters must spend X AP to attack tests with the weapon, while attacking targets
using a Ready Primary Action in order to reload this weapon at long range imposes a -20 penalty.
before they can attack with it again. • ENC: The weapon’s Encumbrance value.
• Qualities: Any Weapon Qualities the weapon has.
Shield Splitter • Price: The base price of the weapon in Drakes.
Attacks from this weapon halve the BR of shields used to block
them (round up). Weapon Materials
Every weapon is made of something, and the material of a
Small weapon can dramatically improve its effectiveness. When pick-
This weapon cannot be used to Parry or Counter attacks from 2 ing a weapon from either the ranged or melee weapon tables,
handed weapons. Readying it does not cost an AP. The wielder you must pick a material for that weapon as well from the
may make a Subterfuge skill test to conceal the weapon. Enemies appropriate table below.
with normal weapons can make opportunity attacks against
characters with this weapon who enter their range. A weapon’s material determines...
• Enchant Level: The maximum soul energy of any enchant-
ment that can be placed on the weapon.
• Price Modifier: Modifies the base price of the weapon to
determine the final cost (quality modifies this value).

165
• Any modifiers to damage or range the weapon receives.
• Any additional qualities the weapon has.

Weapon Quality Level


The overall quality with which a weapon is crafted can have a
dramatic impact on how effective it is in combat. The following
table details what each quality level does to the weapon profile.

Weapon Quality Level


Item Quality Profile Changes Price
Inferior Weapon gains Primitive quality -50%
Common No change -
Superior Weapon gains Proven quality +200%

166
Melee Weapons
Type Dam H Reach Qualities ENC Price
Great Sword 1d12 2H 3m Slashing, Concussive 4 300
Longsword 1d8 (1d10) 1.5H 2m Slashing 2 175
Broadsword 1d8 1H 2m Slashing 1 100
Sabre 1d8 1H 2m Slashing, Dueling Weapon 1 125
Scimitar 1d8 1H 2m Slashing, Concussive, Unwieldy 3 135
Shortsword 1d6 1H 1m Slashing, Exploit Weakness 1 75
Rapier 1d6 1H 2m Slashing, Dueling Weapon, Exploit Weakness 1 105
Dagger 1d4 1H 1m Slashing, Exploit Weakness, Thrown (5/10/15), Small 1 45

Great Axe 1d12 2H 3m Splitting, Unwieldy, Shield Splitter, Concussive 4 300


Battle Axe 1d8 (1d10) 1.5H 2m Splitting, Unwieldy 2 175
War Axe 1d8 1H 2m Splitting, Unwieldy 1 120
Hand Axe 1d6 1H 1m Splitting, Thrown (5/10/15), Small 1 75

Great Flail 1d12 2H 3m Crushing, Flail, Shield Splitter, Concussive 3 300


Maul 1d12 2H 2m Crushing, Unwieldy, Shield Splitter, Concussive 4 250
Warhammer 1d8 (1d10) 1.5H 2m Crushing, Unwieldy 2 175
Mace 1d8 1H 2m Crushing, Unwieldy 1 120
Flail 1d8 1H 2m Crushing, Flail 1 180

Halberd 1d12 2H 2-3m Splitting, Impaling, Unwieldy 3 175


Pike 1d12 2H 2-4m Impaling, Unwieldy 4 80
Lance 1d12 1H 2-3m Splitting, Crushing (3), Mounted, Unwieldy 3 140
Spear 1d8 (1d10) 1.5H 2-3m Impaling, Unwieldy 2 40
Trident 1d6 (1d8) 1.5H 2m Impaling, Unwieldy 3 75
Quarterstaff 1d6 (1d8) 1.5H 2m Concussive 2 35
Javelin 1d8 1H 2m Thrown (5/15/25), Unwieldy 2 40

Parrying Dagger 1d4 1H 1m Slashing (2), Exploit Weakness, Dueling Weapon, Small 1 50

Exotic Weapons
Dai-Katana 1d12 2H 3m Slashing, Shield-Splitter 4 350
Tanto 1d4 1H 1m Slashing, Exploit Weakness, Dueling Weapon, Small 1 75
Katana 1d6 (1d8) 1.5H 2m Slashing, Exploit Weakness 2 200
Wakizashi 1d4 (1d6) 1.5H 1m Slashing, Exploit Weakness 1 90

Punch Dagger/
Uses Nat. Weapon 1H 1m Slashing(1), Exploit Weakness, Hand to Hand, Small 1 45
War Talons
Cestus Uses Nat. Weapon 1H 1m Crushing(1), Hand to Hand, Small 1 45

Hook Sword 1d6 1H 1m Slashing(1), Dueling Weapon, Hooked 1 85


Bill Hook 1d10 2H 2-3m Splitting, Hooked, Unwieldy 3 120

167
Melee Weapon Materials Special Melee Weapon Materials
Name Dam Mod Qualities ENC Enchant Lvl Price Mod • Wood (0.5 x price, 100 EL): No modifier
Chitin - - - 100 0.8 x Price for Quarterstaffs and Maces. Halves damage
of all other weapons.
Iron - - - 200 0.8 x Price
• Bone (0.5 x price, 0 EL): Weapon deals half
Silver +1 Silvered - 300 1.3 x Price damage.
Steel +1 - - 300 1.0 x Price
Dwemer +2 Magic - 400 6.0 x Price Special Melee Weapon Qualities
Moonstone +2 Magic - 500 5.0 x Price Certain extra qualities that can be used to enhance
Orichalcum +2 - - 400 4.0 x Price
an existing weapon. Often only provided by skilled
craftsmen. Price modifiers are based on the final
Adamantium +3 - - 1000 8.0 x Price
price of the weapon after material modifiers.
Malachite +3 Magic - 200 7.0 x Price • Runed (+20% Price): Gains Magic.
Stahlrim +3 Magic - 1000 12.0 x Price • Silvered (+30% Price): Gains Magic, counts
Daedric +4 Magic +1 1500 15.0 x Price as silver for damage purposes.
Ebony +4 Magic +1 1250 10.0 x Price • Spell Focus (+50% Price): Gains Focus.
Dragonbone +5 Magic +1 1500 30.0 x Price

Utility Weapons
Type Dam H Reach/Range Qualities ENC Price
Net - 1H 2m Entangling, Thrown (3/4/5) 1 10
Bola - 1H - Thrown (5/10/15), Snare 1 30
Sling 1d4 1H 5/25/50 Reload(1), Small 0 15

Utility Weapon Materials


Name Dam Mod Enchant Lvl Price Mod
Cloth - 50 1.0 x Price
Hemp +1 100 2.0 x Price
Leather Straps +2 150 3.0 x Price
Netch L. Straps +3 200 5.0 x Price
Silk +4 250 10.0 x Price
Dreugh Hide +5 300 15.0 x Price

168
Ranged Weapons
Type Dam H Range Qualities ENC Price
Arbalest 1d12 2H 20/150/300 Complex, Reload (4, min 1), Crushing (6) 2 700
Crossbow 1d10 2H 20/100/250 Complex, Reload (2, min 1), Crushing (4) 1 500

Longbow 1d8 2H 10/250/350 Reload (2), Unwieldy 2 200


Shortbow 1d6 2H 20/100/200 Reload (1) 1 100

Throwing Star/Dart 1d4 1H 5/10/15 Thrown, Small 0 10

Ranged Weapon Materials


Name Range Mod EL ENC Price Mod Special Ranged Weapon Qualities
Wood - 100 - 1.0 x P Certain extra qualities that can be used to enhance an existing
weapon. Often only provided by skilled craftsmen.
Bonemold +5m all ranges 300 - 1.5 x P
• Spell Focus (100 drakes): Gains Focus.
Chitin +5m all ranges 200 - 1.25 x P
Dwemer +5m all ranges 800 - 6.0 x P Thrown Ranged Weapons
Orichalcum +5m all ranges 400 - 4.0 x P Ranged weapons with the Thrown quality count as melee weap-
Moonstone +10m all ranges 500 - 5.0 x P ons for the purposes of determining weapon material.
Daedric +15m all ranges 1500 +1 15.0 x P
Ammunition
Ebony +15m all ranges 1250 +1 10.0 x P
Most ranged weapons use ammunition to reload: either arrows
Malachite +15m all ranges 200 - 7.0 x P (bows) or bolts (crossbows). The material of the ammunition
Dragonbone +20m all ranges 1500 +1 30.0 x P modifies the damage of the weapon on the shot it’s used for.
The material of the ammunition can also impart certain quali-
ties to the attack and determines the enchantment level of the
Ammunition Materials ammunition. Ammunition is priced per 10 shots, and each shot
Price per is ENC 0 (so 10 shots is ENC 1).
Name Dam Mod Qualities EL
10 shots
Chitin - - 200 16 Bolts have no unique rules associated with them, and their
rules are built into the profile of the crossbows above. Arrows,
Iron - - 200 16
on the other hand, come in one of two different types, each
Silver +1 Silvered 300 26 corresponding with the way that type inflicts damage. There
Steel +1 - 300 20 are no cost differences between these types:
Dwemer +2 Magic 400 120
Moonstone +2 Magic 500 100 Arrow Types
Orichalcum +2 - 400 80 • Slashing Arrows: The shot gains the Slashing quality (uses
the firing character’s Strength bonus as normal).
Adamantium +3 - 1000 160
• Splitting Arrows: The shot gains the Splitting quality (uses
Malachite +3 Magic 200 140 the firing character’s Strength bonus as normal).
Stahlrim +3 Magic 1000 240
Daedric +4 Magic 1500 300
Ebony +4 Magic 1250 200
Dragonbone +5 Magic 1500 600

169
Armor (Crippling)
Character cannot move, and suffers a -40 to all tests.

There are many styles and types of armor that the people of Worn Armor
Tamriel use to defend themselves. This section provides rules Worn armor encompasses anything that a character wears to
for the use of both worn armor and shields. protect their body from harm.

Armor Qualities Armor Rating & Hit Locations


Many armor pieces and shields possess special rules, known A given piece of armor protects a single hit location on a charac-
as Armor Qualities, that represent specific effects or certain ter’s body. The standard uniform of the Imperial Legionaire, for
differences between armor types. example, is a steel breastplate (body), helmet (head), pauldrons/
bracers (arms), and greaves/boots (legs).
Magic
Armor with this quality is magical and provides protection A piece of armor’s Armor Rating (AR) is a measure of how
against certain attacks, such as those of incorporeal beings. much protection it offers to that hit location: any physical
Shields with this quality can be used to block such attacks. attacks that strike that hit location have their damage
reduced by its AR. Some armors also have additional AR values
Damaged (X) that protect against other damage types (such as magic AR).
A piece of Armor or a shield with this quality has its all of its
Armor Ratings (AR, MR, etc) or BR reduced by X. If this would Armor Classes
reduce AR or BR to 0, then the item is destroyed. Natural Armor Instead of trying to keep track of the myriad styles of armor
cannot receive this Quality. All instances of this quality stack. that exist, all armor in the UESRPG is divided into one of two
classes: partial and full armor.
Weight Classes
Most armors and shields have a weight class, reflected by one Partial Armor is any piece of armor that does not entirely
of the qualities below, that represents how heavy and restrictive cover the hit location it is protecting. As a result it typically
that armor is. When wearing multiple different types of armor offers lower protection than full armor but weighs much less.
and/or carrying a shield, the character always uses the effects
of their heaviest armor piece. Full Armor is any piece of armor that almost entirely covers
the hit location it is protecting. As a result it typically offers
(No listed class) improved protection at the cost of increased weight.
The armor is light enough it imposes no penalties on its user.
The combination of an armor’s class and material are what make
Light up its complete profile. It is these combinations that characters
Light armor imposes a minor penalty on a character’s mobility: choose from when picking armor. Unlike the weapon tables on
The character suffers a -10 penalty to Acrobatics skill tests. the previous pages, the armor tables on the next page have
already factored in the effects of an armor’s material. Simply
Medium pick the one you want, and you’re ready to go!
Medium armor imposes a moderate penalty on a character’s
mobility: the character suffers a -10 penalty to Agility based tests Example: The Imperial Legion armor described above would be
(except Combat Style skill tests) and reduces their Speed by 1. classified as partial steel armor given its material and level of cov-
erage whereas a suit of plate armor would be classified as full steel
Heavy armor instead. These classes were designed to be somewhat abstract.
Heavy armor imposes a substantial penalty on a character’s
mobility: the character suffers a -20 penalty to Agility based tests Armor Attributes
(except Combat Style skill tests) and reduces their Speed by 2. All armor pieces have these attributes associated with them:
• Armor Rating (AR): Any ARs the armor piece grants to
Super-Heavy the hit location that it covers.
Super-Heavy armor imposes a staggering penalty on a character’s • Qualities: Any armor qualities the armor has.
mobility: the character suffers a -30 penalty to Agility based tests • ENC: The Encumbrance value for a given piece of armor.
(except Combat Style skill tests) and reduces their Speed by 3. ENC is halved when armor is worn (but not for carried
shields).

170
• Enchant Level (EL): The maximum soul energy of any
enchantment that can be placed on the piece of armor.
• Price: The price of the armor piece in Drakes both for an
individual piece (for one hit location) and the full suit.

171
Partial Armor Types
Type AR Magic AR Qualities ENC/Piece (Suit) EL Price/Location (Suit)
Partial Chitin 1 1 fire - 1 (6) 200 30 limb / 60 body (210)
Partial Leather 1 1 fire Light 2 (12) 150 25 limb / 50 body (175)
Partial Fur 1 1 frost Light 2 (12) 100 20 limb / 40 body (140)
Partial Netch Leather 1 1 shock Light 2 (12) 200 30 limb / 60 body (210)
Partial Bone 2 - Medium 3 (18) 100 25 limb / 50 body (175)
Partial Bonemold 2 - Light 2 (12) 300 50 limb / 100 body (350)
Partial Iron 3 - Medium 3 (18) 200 50 limb / 100 body (350)
Partial Moonstone 3 1 magic Light, Magic 2 (12) 500 90 limb / 180 body (630)
Partial Dreugh Hide 4 1 magic Medium, Magic 3 (18) 300 100 limb / 200 body (700)
Partial Steel 4 - Medium 3 (18) 300 75 limb / 150 body (525)
Partial Mithril 4 1 magic Magic 1 (6) 900 300 limb / 600 body (2100)
Partial Dwemer 5 1 magic Medium, Magic 4 (24) 400 150 limb / 300 body (1050)
Partial Orichalcum 5 - Medium 4 (24) 400 100 limb / 200 body (700)
Partial Adamantium 5 2 magi Medium 4 (24) 1000 500 limb / 1000 body (3500)
Partial Malachite 5 2 magi Magic 1 (6) 200 750 limb / 1500 body (5250)
Partial Ebony 6 3 magi Heavy, Magic 5 (30) 1250 1500 limb / 3000 body (10500)
Partial Stalhrim 6 6 fros Medium, Magic 4 (24) 1000 2000 limb / 4000 body (14000)
Partial Daedric 6 6 magi Heavy, Magic 5 (30) 1500 3000 limb / 6000 body (21000)
Partial Dragonbone 7 7 magi Heavy, Magic 5 (30) 1500 5000 limb / 10000 body (35000)

Full Armor Types


Type AR Magic AR Qualities ENC/Piece (Suit) EL Price/Location (Suit)
Full Padded 2 - Medium 3 (18) 50 20 limb / 40 body (140)
Full Hide 2 2 frost Medium 3 (18) 50 30 limb / 60 body (210)
Full Chitin 3 1 fire Light 2 (12) 200 60 limb / 120 body (420)
Full Leather 3 1 fire Medium 3 (18) 150 50 limb / 100 body (350)
Full Netch Leather 3 1 shock Medium 3 (18) 200 60 limb / 120 body (420)
Full Fur 3 1 frost Medium 3 (18) 100 40 limb / 80 body (280)
Full Bone 4 - Heavy 4 (24) 100 50 limb / 100 body (350)
Full Bonemold 4 - Medium 3 (18) 300 100 limb / 200 body (700)
Full Iron 5 - Heavy 4 (24) 200 100 limb / 200 body (700)
Full Moonstone 5 2 magic Medium, Magic 3 (18) 500 180 limb / 360 body (1260)
Full Dreugh Hide 6 2 magic Heavy, Magic 4 (24) 300 200 limb / 400 body (1400)
Full Steel 6 - Heavy 4 (24) 300 150 limb / 300 body (1050)
Full Mithril 6 2 magic Light, Magic 2 (12) 900 600 limb / 1200 body (4200)
Full Dwemer 7 2 magic Heavy, Magic 5 (30) 400 300 limb / 600 body (2100)
Full Orichalcum 7 - Heavy 5 (30) 400 200 limb / 400 body (1400)
Full Adamantium 7 3 magic Heavy 5 (30) 1000 1000 limb / 2000 body (7000)
Full Malachite 7 3 magic Light, Magic 2 (12) 200 1500 limb / 3000 body (10500)
Full Ebony 8 4 magic Super-Heavy, Magic 6 (36) 1250 3000 limb / 6000 body (21000)
Full Stalhrim 8 8 frost Heavy, Magic 5 (30) 1000 4000 limb / 8000 body (28000)
Full Daedric 8 8 magic Super-Heavy, Magic 6 (36) 1500 6000 limb / 12000 body (42000)
Full Dragonbone 9 9 magic Super-Heavy, Magic 6 (36) 1500 10000 limb / 20000 body (70000)

172
Armor & Shield Quality
The overall quality with which a piece of armor is crafted can Shields
have a dramatic impact on how effective it is in combat. The Shields are defensive weapons used to protect their wielders
following table details what each quality level does to the profile. from enemy attack. They are considered a type of armor in this
system but do not follow the normal rules for armor.
Armor/Shield Quality
Item Quality Profile Changes Price Block Rating
Inferior Increases weight class by one step. -25% Instead of an AR, shields have a Block Rating (BR), which
reflects a combination of the shield’s coverage and toughness.
Common No change -
If a character blocks an attack with a shield, then the attacker
Superior Decreases weight class by one step. +100% rolls damage with the attacking weapon. If the damage result
is less than or equal to the shield’s BR, nothing happens. If
Special Armor Qualities the damage result exceeds the shield’s BR, then the character
Certain extra qualities that can be used to enhance existing takes that damage on their shield arm. Shields count their
armor. Often only provided by skilled craftsmen. BR as being half as much (round up) against attacks that
• Runed (+25% price): Gains Magic and 1 magic AR. deal magic damage unless they have a unique BR listed for
magical attacks.

This reflects the way that, while a shield can protect its user
from harm, using a shield to block repeated heavy hits can
quickly drain a defender’s energy even if they are still able to
avoid direct harm. Eventually they will find themselves tiring
and unable to maintain their defense.

Shields
Magic BR
Type BR Qualities ENC Enchant Lvl Price
(1/2 value base)
Hide Shield 6 (3) 4 vs frost Light 2 50 40
Chitin Shield 7 (4) 5 vs fire - 1 200 70
Leather Shield 7 (4) 5 vs fire Light 2 150 60
Fur Shield 7 (4) 5 vs frost Light 2 100 50
Netch Leather Shield 7 (4) 5 vs shock Light 2 200 70
Bonemold Shield 8 (4) Light 2 300 120
Iron Shield 9 (5) Medium 3 200 120
Moonstone Shield 9 6 Light, Magic 2 500 200
Dreugh Shield 10 6 Medium, Magic 3 300 220
Steel Shield 10 (5) Medium 3 300 170
Dwemer Shield 10 6 Medium, Magic 3 800 330
Mithril Shield 10 6 Magic 1 900 650
Orichalcum Shield 11 (6) Medium 3 400 240
Adamantium Shield 11 8 Medium 3 1000 1100
Malachite Shield 11 8 Magic 1 200 1700
Ebony Shield 12 9 Heavy, Magic 4 1250 3500
Daedric Shield 12 12 Heavy, Magic 4 1500 6500
Stalhrim Shield 12 (6) 12 vs frost Medium, Magic 3 1000 4500
Dragonbone Shield 13 13 Heavy, Magic 4 1500 12000

173
Shield Types

Tower Shield
All shields can be purchased as a tower shield instead. Tower
shields are 1 weight class heavier (to a maximum of super-heavy)
than a normal shield of their type, have 1 higher ENC, and cost
25% more. Tower shields grant the wielder a +10 bonus to tests
made to block attacks, but carrying one reduces a character’s
Speed by 1.

Targe
All shields can be purchased as a targe instead. Targes are 1
weight class lower than normal shields of their type and cost
25% less. Targes halve their BR (rounding up), but count as a
free hand for wielding Small weapons or Grappling.

Buckler
All shields can be purchased as a buckler instead. Bucklers are
1 weight class lower than a normal shield of their type, have 1
lower ENC, and cost 25% less. Bucklers can not block. Instead,
they add an extra degree of success to all successful Parry tests.
Additionally, when the defender wins an opposed Parry test
they always gain Advantage, but they must pay the AP cost if
picking the Special Action Advantage.

“Think of melee as a mirror. I look to my opponent’s left arm


when I am striking with my right. If he is prepared to block
my blow, I blow not. Why exert undue force?” Mindothrax
cocked an eyebrow, “But when I see his right arm tense, my
left arm goes to my shield. You see, it takes twice as much
power to send force than it does to deflect it. When your eye
can recognize whether your opponent is striking from above,
or at angle, or in an uppercut from below, you learn to pivot
and place your shield just so to protect yourself. I could block
for hours if need be, but it only takes a few minutes, or even
seconds, for your opponent, used to battering, to leave a space
open for your own strike.”

- The Mirror, by Berdier Wreans

174
Goods & Services Lodging
Often on the road an adventurer won’t have the option of
choosing where to spend the night. But when they do, they’ll
This section contains prices for all the common, everyday things quickly discover that luxury is expensive. This section contains
that characters need to survive, the luxuries that separate the prices for a single night of lodging in an inn or other temporary
rich from the poor, and all the various properties and services accommodations, with more comfortable lodgings costing more
that adventurers might need on their journey. while offering their own advantages.

Lifestyle Expenses Lodging Prices


Lifestyle expenses are a simple, average number players can Type Price Per Day
use to track their spending during downtime and reflect the Squalid Free
average amount a character spends on a daily basis to maintain
Poor 3
a lifestyle of a certain comfort level. More comfortable lifestyles
are typically more expensive but bring potential advantages in Modest 6
one’s status and perception. Comfortable 10
Wealthy 25
These expenses include housing, food, entertainment, and all Aristocratic 50
the other costs a character might accrue during normal daily life.
Common Services
Lifestyle Expenses This section contains rules for basic services a character may
Type Total need, including transportation and message delivery.
Squalid 2
Common Services
Poor 5
Type Price
Modest 10
Errand Runner (per task) 1
Comfortable 25
Courier (per 5 kilometers) 2
Wealthy 50
Post (letter/province crossed) 1
Aristocratic 100
Post (box/province crossed) 5
Food & Drink Uncomfortable Transport (land or sea, w/food) 10/day
The various cultures of Tamriel eat many different foods. For Comfortable Transport (land or sea, w/food) 40/day
convenience, simply assume that food purchased reflects the
food of the local culture unless the character goes out of their Hirelings
way to find something else. Superior quality food tastes better, This section contains prices for hiring NPCs to perform partic-
but otherwise there are no game effects. ular tasks. This can range from legions of hired mercenaries and
servants to the services of a single skilled enchanter or smith.
When consuming alcohol, every drink a character consumes
in excess of their Endurance bonus causes them to lose 1 SP. Hirelings
Type Price per Day
Food & Drink Slave (food/upkeep) 3
Type ENC Price Laborers 5
Ale (mug) 0 1 Servants 7
Ale (gallon) 1 3 Thugs (enforcers, thieves) 8
Meat (serving) 0 4 Guard (sentries, town militia) 10
Wine (common, pitcher) 1 2 Ranger (scout, guide) 20
Wine (fine, bottle) 1 100 Craftsmen (smith, tailor, jeweler) 25
Bread (loaf ) 0 1 Apprentice (spellcaster, alchemist, enchanter) 30
Cheese (hunk) 0 2 Mercenary (professional soldier) 50
Scribe/Clerk (lawyer, bureaucrat) 75
Mage (spellcaster, alchemist, enchanter) 100

175
Adventuring Gear Type ENC Price
Between tools and supplies there are plenty of things that an Oil (flask) 1 1
adventurer might find themselves needing on the road. A supe- Paper (10 sheets) 0 3
rior quality item provides a +10 bonus to any tests associated Parchment (10 sheets) 0 2
with it, while an inferior quality one imposes a -10 penalty.
Pick (miner) 1 20
Containers like the sack, backpack, or chest hold the listed Pole (3 meter) 1 1
amount of ENC, but halve the total effective value of the Pot 2 30
ENC contained within them as long as the objects could Pouch (holds 5 ENC) 0 10
reasonably fit. Quiver (holds 30 arrows/bolts) 1 15
Rations (2 days) 1 40
Clothing & Gear
Rope (hempen, 20 meters) 2 10
Type ENC Price
Rope (silk, 20 meters) 2 100
Abacus 1 10
Sack (holds 30 ENC, must be carried
Backpack (small) (holds 10 ENC) 1 20 1 1
in at least one hand)
Backpack (large) (holds 20 ENC) 2 30 Scale (merchant’s) 1 65
Bedroll 1 20 Shovel 1 20
Blanket 1 10 Spyglass 1 1000
Bottle (glass) 0 20 Survival Kit (tinderbox, knife, etc) 1 50
Caltrops (bag of 20) 0 10 Tent (per person) 1 35
Candle 0 1 Torch (includes oil) 1 2
Case (map/scroll) 1 10 Vial (1 potion) 0 2
Chain (3 meters) 1 50 Water-skin (2 liters) 1 3
Chalk (piece) 0 1 Whistle 0 1
Chest (holds 20 ENC) 6 75
Climber’s Kit 2 150
Tools
Some characters need specialized tools for their profession. Some
Crowbar 1 35 of these can be easily carried, while others cannot. A superior
Flask 1 5 quality tool set provides a +10 bonus to any tests associated
Grappling Hook 0 25 with it, while an inferior quality one imposes a -10 penalty.
Hammer/Saw/Mallet/Chisel 1 15
Healer’s Kit 1 75 Tools
Holy Symbol 0 40 Type ENC Price
Hourglass 0 250 Alchemist (Field) (max depth 4 ingredients) 1 500
Hunting Trap (small cage) 4 40 Alchemist (Lab) * 500
Hunting Trap (large jaws) 6 80 Smithy * 200
Ink (bottle) 0 50 Delicate Craft (jeweler, cartographer, etc) 1 300
Ink Pen 0 1 Simple Craft (potter, carpenter, etc) 5 100
Iron Spike 0 1 Thief (lockpicks, probes, etc) 0 25
Jug 1 1 Cooking (travel) 3 30
Ladder (rope, 3 meters) 3 20 *This tool set is too large for one person to carry and instead
Lantern (bullseye) 1 120 requires a small space of its own.
Lantern (hooded) 1 60
Lock (per success threshold) 0 25
Entertainment & Recreation
The prices here are for books, games, and other assorted rec-
Magnifying Glass 0 800
reational or entertainment items. Most of these have no game
Manacles 1 30 effect, though the GM might rule that characters can learn
Mirror (small) 0 45 certain things by reading books or by giving them bonuses on

176
tests for referencing them. Superior quality might reflect nicer Livestock & Pets
looking materials, or in the case of books, that the book itself Livestock is critical to the survival of many communities. The
is a rare edition. cost to maintain livestock (grazing is usually free, but it is
important to have food stockpiled) for a week is roughly a
Entertainment & Recreation twentieth of the animal’s price.
Type ENC Price
Dice 0 1 Livestock

Game Set 1 10 Type Price

Deck of Cards 0 5 Cow 500


Tickets to local Event 0 15 Horse (draft) 600
Book 1 100 Horse (riding) 500
Lute/Harp 1 80 Horse (war) 1000
Drum 2 30 Guar 450
Flute 1 50 Guar (war) 900
Horn 2 100 Chicken 10
Pig 300
Sheep 150
Clothing & Jewelry Slave 400
As with food, clothing varies drastically across Tamriel. As such
the items in this section are meant to be generic and apply
regardless of culture. Superior quality clothing or jewelry looks Property & Transportation
better or is more durable, depending on the item. Clothing items Some adventurers are not wanderers and own property of their
have an ENC of 1 (0 when worn) and jewelry an ENC of 0. own. For some this takes the form of a small home, while others
own and operate entire ships! Maintaining a property or means
Clothing & Jewelry of transportation costs 1% of its total price every month.
Type Price
Common Clothes (EL 100) 20 Property & Transport

Fine Clothes (EL 400) 100 Type Price

Traveler’s Clothes (EL 100) 80 Hovel/Shack 100


Cabin/Cottage 1000
Robes (EL 400) 40
Apartment 1000
Gemstone 50
Small House 2500
Gemstone (Flawless) 200 Large House 5000
Ring (simple, EL 250) 100 Villa/Mansion 10000
Ring (fine, EL 500) 300 Estate 50000
Ring (jeweled, EL 1000) 1000
Ring (extravagant, EL 1500) 5000 Cart (small) 60
Necklace/Amulet (simple, EL 250) 200 Cart (large) 120
Necklace/Amulet (fine, EL 500) 600 Wagon 250
Necklace/Amulet (jeweled, EL 1000) 1500 Rowboat 100
Necklace/Amulet (extravagant, EL 1500) 7500 Sailboat 500
Silt Strider 10000
Ship (small) 30000
Ship (large) 60000
Warship (small) 50000
Warship (large) 100000

177
Arcane Items Spell Level
7+
Rough Cost
25000+

Tamriel is a land of innumerable magical wonders, many of Enchantment Services


which find their way into the markets and guild halls of average Enchanted items can be extremely powerful and extremely
Tamrielic cities. This section contains prices for those items. expensive. Characters can hire enchanters to create items with
enchantments of all types. Their cost is determined by the
Soul Gems following formula:
Soul gems are gems that can be used to capture the souls of men
and beasts. There are a number of different soul gems, each of Enchanted Item Price: Soul Gem + Item + Fee
which has its own maximum soul energy and can only hold
certain types of souls. Black souls are the souls of men, mer, The formula above assumes the character is paying for the soul
and the beast races. All other creatures have white souls. Soul gem, the base item, and the enchanting service. If the character
gems have an ENC of 0. is providing either the soul gem, the base item, or both, then
ignore that portion of the cost. The fee the enchanter charges
Types of Soul Gems should be based on the total spell level of the enchantment. The
Type Soul Types Max. Soul Energy Price table below provides a guideline for the GM’s use:
Petty White 100 25
Enchanter Fee
Lesser White 250 100
Spell Level Cost
Common White 500 250
1 100
Greater White 1000 1000
2 250
Grand White 1500 2500
3 500
Black Any 1500 5000
4 1000
Characters can also purchase soul gems that are completely, or 5 2500
only partially, full. The price of filled soul gems can be deter- 6 5000
mined with the following formula: 7+ 10000

Filled Soul Gem Price:


Gem Price + (Gem Price * [% full, as decimal]) All of these prices assume a Binding Strength of 3 for the purposes
of cast enchantments. Higher/lower binding strengths require
Enchanted Items more/less skilled enchanters, which increase/decrease the total price
Finding an enchanted item for sale can be difficult, and when by 20% for each step (max 5).
they are for sale they are often extraordinarily expensive due to
how rare skilled enchanters are. Only mages regularly traffic in Spell Scrolls
these items, and they know their true value. The price of the item Spell scrolls are single use items that have had a particular spell
should incorporate the price of the base item and the strength bound to them through the use of enchanting. By reading the
of the enchantment. The GM should feel free to select from the magical inscription on the scroll the character can invoke the
prices below based on what they feel is appropriate, but note stored magic without the difficulty of casting it themselves.
that these prices are just estimates and are not as accurate as
pricing the items using the rules in the next section. Spell Scroll
Spell Level Cost
Enchanted Items 1 30
Spell Level Rough Cost 2 45
1 100-250 3 90
2 250-1000 4 150
3 1000-2500 5 300
4 2500-5000 6 600
5 5000-10000 7+ 1500
6 10000-25000

178
All of these prices assume a Binding Strength of 3. Higher/lower
binding strengths require more/less skilled enchanters, which
increase/decrease the total price by 20% for each step (max 5).

Spell Tomes & Training


Spell tomes are one of the ways that characters can learn conven-
tional spells. Spell tomes are books (despite their name, they can
be fairly small) that contain the knowledge necessary to use a
given spell. They not only contain practical instructions for using
the spell, but a history of the evolution of the spell, alternative
forms of casting, mnemonic devices, and other information that
can help a character attain a full understanding of the magic
they are learning to use.

Learning a spell takes a number of days equal to the spell


level. This time must be spent in practice and study.

Spell Tomes
Spell Level Cost
1 25
2 50
3 100
4 250
5 500
6 1000 Alchemist Services
7+ 5000
Potions can be quite useful when employed correctly. Characters
can hire alchemists to create potions or poisons with effects of
Alternatively, a character can be taught a spell. This takes just all types. Their cost is determined by the following formula:
as long as it would take to learn the spell normally, but also
requires a teacher. Use the costs above as the training cost. Potion/Poison Price: Ingredient + Fee

Alchemical Ingredients Determine the effects of the created potion using the normal
Potions are created using alchemical ingredients. Higher quality potion or poison creation rules found in the Alchemy section.
ingredients have higher strength, allowing for more powerful The formula above assumes the character is paying for the ingre-
effects. The following table lists the various quality levels and dient and the alchemy service. If the character is providing the
costs of alchemical ingredients of any given type and their cor- ingredients, then ignore that portion of the cost. The fee the
responding strength and depth values: alchemist charges should be based on the total spell level of the
potion. The table below provides a guideline for the GM’s use:
Alchemical Ingredients (any school)
Type Strength Depth Price Alchemist Fee
Ubiquitous 2 1 1 Spell Level/Duration Mod Cost
Plentiful 5 2 5 1 5
Common 10 3 10 2 10
Uncommon 15 4 35 3 25
Rare 25 5 100 4 50
Very Rare 50 6 250 5 100
Extremely Rare 100 7 500 6 250
Legendary 200 8 1000 7+ 500

179
Potion of Magic Armor
Common Potions Character gains [Spell Strength] magic AR for 1 minute.
This section includes a list of commonly used potions, their
effects, and approximate prices for your convenience. The  Level:  1  2  3  4  5  6  7
potions on this page all have a single effect: simply pick the  Cost:  15 35 125 150 350 500 1000
desired spell level and use the listed price below in combination
[Spell Str.]  1  2  3  4  5  6  7
with the listed effect strength (which is only listed up to spell
level 7) or duration (if the spell does not have a scaling level).
Potions have an ENC of 0.
Potion of Levitation
Potion of Healing The character gains the Flyer ([Spell Strength]) trait for 1 minute.
Character regains [Spell Strength] HP.
 Level:  1  2  3  4  5  6  7
 Level:  1  2  3  4  5  6  7  Cost:  15 35 125 150 350 500 1000
Price: 6 15 35 75 200 500 1000 [Spell Str.] 3 6 9 12 15 18 21
[Spell Str.] 2 4 6 8 10 12 14

Potion of Rejuvenate
Potion of Replenishment Spell Level 3, Cost 50 drakes
Character regains [Spell Strength] MP.
The character regains 1 SP or removes 1 level of fatigue if they
 Level:  1  2  3  4  5  6  7 have any.
Price: 10 20 35 75 200 500 1000
[Spell Str.] 2 4 6 8 10 12 14

180
Crafting Step 4: Make Crafting Test
Next the character makes the actual crafting test using the diffi-
culty determined in the previous step. The skill that the character
The variety of items found in this Chapter do not simply make tests is based on the item they wish to craft. Creating weapons
themselves: someone has to gather the materials and create the or armor uses the Profession [Smithing] skill, while other items
item. This section contains rules for characters wishing to create will usually use some other variation of the Profession [Field]
items of all types.| skill as appropriate. Failure produces no item, while critical
success halves the time required.
Step 1: Determine Item
First, the character must choose the item they wish to create. Creating any item requires the appropriate craft tools. In the
Some items cannot be created, such as those that only occur case of smithing, the character will also need access to a forge
naturally, so the GM should use discretion when determining (along with the related facilities and tools) in order to complete
if a character can craft an item. The character must also choose the product. The actual act of crafting can take anywhere from
the quality of the item, if applicable, which when combined a few hours to a few days (and sometimes even longer). During
with the item’s base price will allow them to determine the this time the character must be focused on creating the item.
approximate market value of the item. The duration required is left to the GM and should be based
on the complexity of the item in question.
Step 2: Gather Raw Materials
Next the character must gather the raw materials necessary to Runed Weapons & Armor
create the item. Exactly what this entails will vary from item to Characters with knowledge of Enchanting can imbue weapons
item, but as a general rule of thumb if the character wishes and armor with magic runes that make them effective against
to purchase all the raw materials it will cost roughly one certain types of enemies. The character must pass an Enchant
third of the item’s standard price. test when creating the item. On success, add the Magic quality
to the armor or weapon. On failure, the item is created without
Step 3: Determine Test Difficulty the Magic quality and the test cannot be repeated for this item.
Third the character determines the difficulty of the crafting test.
The difficulty of the crafting test for most items is based solely Repairing Weapons & Armor
on the quality of the item, and modified further as the GM sees Much like people, gear does not always survive combat. In the
fit. When creating weapons or armor the material also provides event that a weapon or piece of armor is damaged, a character
a modifier. See the tables below for test difficulties. can attempt to repair it with a Profession [Smithing] skill test.
This takes about an hour and requires raw materials worth five
Crafting Difficulty percent of the price of the item. Given a successful skill test, the
Quality Difficulty character can reduce the X value of the Damaged (X) weapon/
Inferior +30 armor quality on the damaged item by their degrees of success.
Common +0
Daedric Weapons & Armor
Superior -30 The Daedra are undisputed masters of craftsmanship, and it
is possible for mortals to utilize many of their secret ritual
Material Difficulty (Smithing) techniques to create Daedric armor and weaponry, which draw
Material Difficulty Material Difficulty power from a Daedric soul consumed during the creation of
Adamantium -20 Leather +10 the item itself. However, detailed knowledge of the specifics of
this process can be hard to come across.
Bonemold -5 Malachite -20
Bone +0 Mithril -10 Daedric equipment is made by binding Daedric essence to ebony.
Chitin +0 Moonstone -10 As such, the process for creating Daedric armor or weaponry
Dragonbone -40 Orichalcum -10 is mostly the same as it would be for the ebony equivalent but
Dreugh Hide -10 Padded +30 with a -40 penalty to the crafting test rather than the usual -30.
Dwemer -10 Silver -5 Additionally, the character may only work at night and must
have a Soul Gem containing the captured soul of a Daedra.
Ebony -30 Stahlrim -10
Fur +10 Steel +0 Halfway through the process the character must make a -10
Iron +20 Wood +20 Enchant skill test. On failure they are unable to bind the soul

181
properly and the only thing that they can salvage from their
efforts is the ebony version of the item. On success, the soul is
bound to the item and its power begins to twist the item into
its Daedric form. The Willpower of the captured Daedra caps
the item’s quality as specified below. Either way, the soul gem
is destroyed and the energy within is lost.
Daedra Willpower Requirements
Daedra’s
Quality
Willpower
Inferior <40
Common 40-64
Superior 65+

182
Chapter 8: Elite Advances (Optional)
“So many people simply buy the items they need at the price they are given. It’s a very sad state of affairs,
when the game is really open to all, you don’t need an invitation. And it is a game, the game of bargaining, to be
played seriously and, I hasten to add, politely.”

“The Buying Game”


W ithin this chapter lies the path to extraordinary power and
legendary prowess, where characters transcend beyond
their already formidable abilities. These Elite Advances are not
Talents
Patterns of the Ayleids
mere steps in a character’s journey, but leaps into realms of Adept (Intelligence)
almost mythic capabilities. Requires Adept Profession[Smithing], Adept Lore, White-
Gold Artificer
It’s important to note that Elite Advances are not intended The character has learned the secrets of forging the weapons
for character creation. They represent a level of power and and armour used by the ancient Ayleids, which are blessed by
knowledge that is typically beyond the reach of novice or even starlight. The character can create Welkynd Moonstone and
intermediate adventurers. These advanced paths are optional Varla Malachite Armour and Weapons.
and are best introduced with great consideration. Game Masters
should consider the inclusion of Elite Advances on a per-char- Ancient Secrets
acter basis, ensuring that it aligns well with the character’s Master (Intelligence)
development, the narrative, and the overall balance of your Requires Patterns of the Ayleids
campaign. The character has unlocked the secrets of starlight and, with
the right materials and timing, can restore power to and create
Moreover, we strongly encourage Game Masters to introduce Welkynd and Varla stones. The character learns the Siphon
Elite Advances through the game’s narrative. These extraordinary Starlight and Create Ayleid Stone rituals.
powers should feel like an integral part of the world their players
are exploring. GMs should consider weaving these opportunities Ayleid Equipment
into their story, allowing characters to discover and pursue them
through their in-game actions and choices. This approach not Welkynd Equipment
only enhances the immersion but also maintains the organic When forging Moonstone armour or weapons, a character who
flow of the story. has the Patterns of the Ayleids talent can imbue the magic-
ka-containing powers of Welkynd Stone into the piece by
Elite Advances should feel like hard-earned rewards or significant catalyzing an intact Welkynd Stone or by using 10 Pinches of
milestones in a character’s journey. Whether it’s uncovering Welkynd Stone Dust (see Welkynd Stones entry). The character
ancient secrets, undergoing rigorous training, or being chosen crafts the piece as normal, but limits the Profession[Smithing]
by the gods, the path to these powers should be as memorable test by the character’s choice of Lore or Mysticism. If the test
as the abilities themselves. would normally pass for Blacksmithing but fails due to the
limiting skill, the armour is created as Moonstone, and is not
As you venture into this chapter, consider the impact and pos- successfully imbued with the power of the Ayleids.
sibilities these Elite Advances bring. They are tools to elevate a
campaign and provide players with experiences that are truly If successful, the weapon or armour piece is imbued with the
legendary. power of Welkynd Stones. It is treated exactly as Moonstone,
Though it gains one of the following Armor or Weapon Qualities
as appropriate.
White-Gold Artificer
Welkynd Armor Quality
The character is privy to the ancient lores and starlight-forges If you are targeted by a spell, roll a d10. On a roll of 3 or
of the Ayleidoon. lower, the spell effect does not resolve and the Magicka spent
250 XP if an Ayleid, burn 10 Luck if not an Ayleid. on the spell is conducted through the powdered and lacquered
The character is able to learn new Ayleid crafting talents, and Welkynd dust woven into the armour and added to the char-
when they use a Welkynd Stone to replenish Magicka, can acter’s Magicka Points.
test Willpower to only drain the Stone instead of destroy it.
When using a Welkynd or Varla Stone, the character can test Welkynd Weapon Quality
Enchanting at +0. If successful, the Welkynd or Varla Stone is The weapon also gains the Focus quality, and gains one charge
not consumed by the character, only drained of its power. of Starlight. The character can spend a charge of Starlight to
gain a +20 bonus to the casting test of a spell while weilding
| this weapon. The weapon, if left under starlight for at least 4
hours, regains one spent charge. It can only hold up to three
charges at a time. Additionally, Welkynd weapons can cast up

184
to 10m of bright light as a free action. the purpose of being magically dispelled.

Varla Equipment Welkynd Stones


When forging Malachite armour, a character can imbue the Welkynd Stones are aquamarine stones commonly found in
magicka-containing powers of a Varla Stone into the piece ayleid cities, with meteoric iron bases. A character can harness
by catalyzing an intact Varla Stone, or by using 10 Pinches of the power of a Welkynd Stone with a Secondary Cast Magic
Varla Stone Dust (see Varla Stones entry). The character crafts Action, after which the character drains the stone of its power
the piece as normal, but limits the Blacksmithing test by their and is restored to full Magicka points. The stone then crumbles
Lore and Mysticism skills. If failed, if the test would normally away into a Pinch of Welkynd Stone Dust.
pass for Blacksmithing, the armour is created as Malachite and
is not successfully imbued with the power of the Ayleids. Dark Welkynd Stones
Small crystals of black-light, an inversion of their aqueous-blue
If successful, the weapon or armour piece is imbued with the cousins, Dark Welkynd Stones are imbued with sorcerous power
power of Varla Stones. It is treated exactly as Malachite, though and are left suspended by magic to act as simple sentinels.
it gains one of the following properties
A character with an inert Dark Welkynd Stone can power it
Varla Armor Quality with a successful -20 Mysticism test as a Cast Magic Secondary
If you are targeted by a spell, roll a d10. On a roll of 5 or Action. While activated, the Dark Welkynd Stone will float
lower, the spell effect does not resolve and the Magicka spent about a meter off the ground and can be moved by pushing
on the spell is conducted through the powdered and lacquered or carrying it around. The character can then nominate either
Welkynd dust woven into the armour and added to the char- targets to be attacked or targets to be ignored. The character
acter’s Magicka Points. can then cast a Destruction spell up to spell level 2 into the
Dark Welkynd Stone causing the crystal to imbued with this
Varla Weapon Quality spell. A Dark Welkynd Stone can only be imbued with 1 spell
The weapon also gains the Focus quality, and gains two charges at any given time.
of Starlight. The character can spend a charge of Starlight to
gain a +30 bonus to the casting test of a spell while weilding The Dark Welkynd Stone will, once per round, cast this spell
this weapon. The weapon, if left under starlight for at least 4 as a Bolt at the nearest eligible target (always succeeds with
hours, regains one spent charge. It can only hold up to five 1 DoS) until the character passes a +20 Mysticism test as
charges at a time. Additionally, Welkynd weapons can cast up a Cast Magic Secondary Action to make it stop, or it runs
to 15m of bright light as a free action. out of Magicka. The character must manually charge it with
their own Magicka as an Action, transferring as much of their
Welkynd Lanterns own available Magicka into it as they wish as a +0 Mysticism
A Welkynd lantern runs not on oil or candle, but by magicka test. The Dark Welkynd Stone holds up to 100 Magicka.
using a harvested and refined Welkynd crystal. Easily used and
operated and requiring only a modest amount of magicka, a Varla Stones
Welkynd lantern can cast great light in a staggeringly large radius, Varla Stones are white, luminescent stones created from
or be used to quietly and dimly light an area. enchanted shards of meteoric glass. They are quite rare, even
for ayleid ruins, as they have been mostly picked clean due to
A Welkynd lantern is a light source that weighs 1 ENC. Because their powerful ability to recharge magic items.
it is magical, it stays lit even while underwater, in Oblivion, or
anywhere else that might prevent conventional fires from being A character can harness the power of a Varla Stone by using
lit, and also does not give off an odor, sound, or smoke. a Secondary Cast Magic Action and choosing an Enchanted
Item, after which the character drains the stone of its power
As an action, a character can light a Welkynd lantern by touching and restores up to 1000 of the chosen item’s Soul Energy. The
it. Doing so, they can expend up to 10 Magicka Points. Each stone then crumbles away into a Pinch of Varla Stone Dust.
point of magicka spent allows it to cast bright light for up to
10m × (magicka spent) for 4 hours. The character can touch Imbuing Equipment
the lantern to extinguish it, but relighting it will cost the full When forging equipment with Moonstone or Malachite, a
MP cost again if they chose to do so. character possessing the Patterns of the Ayleids talent can imbue
it with the magicka-containing powers of Ayleid Stones. For
The Welkynd Lantern’s light effect is treated as Spell Level 3 for Moonstone equipment, use Welkynd Stones, and for Malachite,

185
use Varla Stones. This is achieved by catalyzing an intact stone • Saphhire: Character gains Power Well(10).
or using 10 Pinches of the respective Stone’s Dust (See Welkynd If any of these gemstones happen to be flawless, both of the
and Varla Stone section ADD CROSSREF). tests made to create the stone become -30, and the effects of
each stone are doubled.
The crafting process follows the normal procedure, but the
Profession[Smithing] test is limited by the character’s Lore Create Varla Stone
or Mysticism skills. Should the test fail due to these limiting To create a Varla stone, the character must accrue approximately
skills while it would normally pass for Blacksmithing, the item 250 drakes worth of materials and a diamond gemstone. Then the
is created as standard Moonstone or Malachite without the character must make a +0 Profession[Smithing] test followed by
Ayleidic powers. On a success, the item gains one the appropriate a +0 Enchanting test to create the stone. Once created, this stone
qualities below: functions the same as any other Varla stone. If the Diamond
is flawless, then the tests become -20 and the resulting Varla
Welkynd Equipment Qualities (Moonstone) stone can be used to fully recharge an enchanted item 3 times.
Welkynd Armor Quality: When targeted by a spell, roll a d10.
On a 3 or lower, the spell does not resolve. The spent Magicka is Siphon Starlight
absorbed by the armor and added to the wearer’s Magicka Points. This ritual allows a character to draw energy from the stars to
recharge Welkynd and Varla stones, either newly crafted or those
Welkynd Weapon Quality: The weapon gains the Focus quality that have lost their charge. To perform this ritual, the character
and one Starlight charge. Use a charge for a +20 bonus on a must first prepare a designated area outdoors under the night
spell casting test. The weapon regains one spent charge after 4 sky using materials costing approximately 100 drakes. Following
hours under starlight, holding a maximum of three charges. It this, they undertake a Lore test with a -20 penalty to initiate
can also cast up to 10m of bright light as a free action. the ritual. Once the test is successful, the character places the
stone at the center of this ritually prepared area. The stone must
Varla Equipment Qualities (Malachite) then be left undisturbed overnight. By morning, if the ritual is
Varla Armor Quality: When targeted by a spell, roll a d10. On uninterrupted, the stone will have regained its charge and will
a 5 or lower, the spell does not resolve. The spent Magicka is function as intended.
absorbed by the armor and added to the wearer’s Magicka Points.

Varla Weapon Quality: The weapon gains the Focus quality


and two Starlight charges. Use a charge for a +30 bonus on a
spell casting test. The weapon regains one spent charge after 4
hours under starlight, holding a maximum of five charges. It
can also cast up to 15m of bright light as a free action.

Ayleid Rituals
The creation of Welkynd and Varla stones was a secret closely
guarded by the Ayleid people. With time and very meticulous
research, few individuals outside the Ayleids have uncovered
the secret rituals known to fabricate them.

Create Welkynd Stone


To create a Welkynd stone, the character must accrue approxi-
mately 150 drakes worth of materials and any valuable gemstone
with exception of a Diamond. Then the character may make a
-10 Profession[Smithing] test followed by a -10 Enchanting test
to create the stone. If the gemstone used to make the Welkynd
stone is one of those listed below, activating it grants one of the
following effects in addition to the standard effect.
• Amethyst: Character gains Resistance(Magic, 2)
• Emerald: Character increases their SP max by 1.
• Garnet: Character increases their Wound Threshold by 1.
• Ruby: Character increases their max HP by 3.

186
Lichdom soul destroyed.

|Liches are necromancers who have embraced undeath: they have The second stage simply requires that the character remain bound
used an object known as a Phylactery to transfer their soul out of to the Phylactery for one week. The third and final stage is a ritual,
their body so that it might be bound to them again at the moment completed on the last day of the second stage. Completing this
of their death, thus rendering themselves immortal, undead beings. ritual requires a Necromancy skill test with a -30 penalty, and
Liches are resistant to several elements, and able to harness more several hours. The ritual culminates at the precise moment that
magicka for spells (a side effect of the transformation process). the transfer of the character’s soul to and from the Phylactery
completes: the character is simultaneously killed and his soul is
The character has completed the Rite of Unlife Ritual successfully re-bound to his body. He is now a Lich, and is no longer bound
and has become a Lich. to the Phylactery in any way: apply the appropriate effects.

Requires 500 XP The Rite of Unlife having been successfully If the character fails the test, failed the test for the rites in the
completed. first stage, or the ritual is interrupted somehow, then the Lich
is killed instantly and their soul destroyed.
The Rite of Unlife
This ritual can be purchased outside of having the Lichdom Elite If a Lich does not preserve its body with the Rite of Mortal
Advance, being a prerequisite of it. Transcendence, when it reaches its natural age of death, its body
will die, though its spirit will continue to inhabit it, and it will
Lichdom is achieved through the Rite of Unlife, an advanced begin to rot away over about a month, and have its Personality
ritual known only to a select few. Becoming a Lich is not a simple reduced to 5, and gain the Skeletal trait.
task, and simply learning the details of the Rite of Unlife is a
difficult task. If a character manages to discover the secret (such Lich Traits
as by finding a copy of the forbidden Tome of Unlife) then hey • Dark Sight
can perform it themselves using the following steps: • Immune to Frost.
• Resistance (Shock, Normal Weapons, 3).
Becoming a Lich essentially requires enchanting one’s corpse with • Power Well (25)
one’s own soul. This is a three step process, and takes roughly • Skeletal Claws: 1d8 Slashing, Reaach 1m
two weeks. First, a number of minor rituals are performed • Undead: The Lich does not eat, breath, or require organs
which result in the character’s soul being bound to a temporary to function. The Lich is immune to disease, poison, passive
storage vessel, known as a Phylactery. Second, the character wound effects, aging, Fatigue, Dazed, Deafened, and Organ
must remain near the Phylactery for several days as the transfer Damage. Liches cannot take actions that would cause them
of his soul completes. fatigue.

Finally, a third ritual is performed, ending at the exact moment Special Abilities
the transfer completes. During this phase, the character dies, and
his soul is re-bound to his corpse, granting him full Lichdom. Dark Ceremony
Cost: 1 SP + [15 x corpse] Magicka
In game terms, the first stage requires a week long set of rituals to As a Primary Cast Magic Action, the Lich can immediately
prepare the Phylactery, and the character’s body, for the transition raise a number of nearby corpses up to their WpB for 1 minute,
to undeath. Successfully completing these rites requires passing using the profile of Zombies. They will attack any living beings
a single -20 Necromancy skill test. The GM should make this nearby, and are not bound to the will of the Lich, but they will
test for the character in secret, and note the results. The rites not be hostile to them either. This is not spell :)
themselves will vary depending on the source from which the
character learns of them, but they invariably require a number of
gruesome components (the details of which are left to the GM).

The character must also choose an object to be their Phylactery.


After the Phylactery is chosen and the preparatory rites are
complete, the character is then bound to the Phylactery. If this
object passes further than 3 meters away from them while they
are bound to it, then the character is killed instantly and their

187
Pain Sorcerer a Stamina Point. Flesh Magic spells have a range of the user’s
Perception in meters.
The Ayleids were a very cruel race, and their love of pain and torture,
as well as their worship of Daedra led them to create a very sick Example: A pain sorcerer with a +30 in Flesh Magic casts Harden
and twisted magic based on manipulating the flesh of their enemies, Flesh on himself, and commits 4 Pain Points to it. He successfully
and even sometimes themselves. casts, and now must roll 4 d10, one for every PP spent. The Pain
Sorcerer has an Endurance score of 31, and therefore on his 4d10
roll must meet or beat 31. He rolls his 4d10 pool and the total
Disclaimer: The rules for this elite advance play with comes out to 28, just shy! Instead of gaining Natural Toughness 3
some heavy themes of torture and pain in general. for 1 minute, he instead gains Natural Toughness 1 for 1 minute.

Corruption
The character is studied in the arts of dark flesh-magic, and is Each time a character’s Corruption Score exceeds their Endurance
fuelled by the pain and torment of others. Bonus, they must roll a d20 on the table in “Corruption Effects”
on page 191 and reset their Corruption Score back to 0.
1000 XP if an Ayleid or is being trained, otherwise 1500XP.
Corruption Effects represent malignancies, addiction to pain,
The character has access to the Flesh Magic skill, and generates a and pathos that develop in the character absent the indulgences
Pain Point (PP) any time a living creature or character within of agony. Whenever the character has less total Pain Points
their Perception in metres is slain, Wounded, Burning, Bleeding, stored than they have total number of Corruptions Effects,
or fails a Fear or Horror test, or otherwise suffers excruciating they suffer their Corruption Effects. Corruption Effects are
pain and torture. permanent. This means that a character immediately suffers
An event that causes multiple of these effects to a single target from their Corruption Effects after a Long Rest.
only grants a single Pain Point. For a target to considered eligible,
they must be living and sentient. The Flesh Shaper can store a Pain Sorcery Spells
number of Pain Points equal to half their Willpower score. All All Pain Sorcery Spells count as Attacks.
Pain Points are lost after a Long Rest.
Harden Flesh
New Skill: Flesh Magic (Int, Wp) A classic spell cast by Pain Sorcerer to toughen themselves or their
Wielded by ancient Ayleid sorcerers, Flesh Magic is used to twist, allies, this spell gnarls and scales the flesh of their target to better
gnarl, warp, and change the living form. Fueled by agonies and withstand the blade and the axe.
foul murder, Flesh Magic is potent, cruel, and terrible. The GM 1 PP per d10
may ask you to test Flesh Magic when: If the result meets or exceeds the target’s Endurance score, they
• Casting a Flesh Magic Spell. gain the Natural Toughness (EB) trait for 1 minute. If it falls
• Identifying the effects of a Flesh Magic Spell. short of the target’s Endurance score, they gain the Natural
• Performing Flesh Magic Rituals. Toughness (1) trait for 1 minute instead.

Ayleid Flesh Magic Ayleid Bondage


Unlike conventional magic, Flesh Magic is fuelled by Pain Points Used by Ayleid slave-wardens to punish or bind prisoners or captives,
(PP), which are gained from the Pain Sorcerer Elite Advance. this spell fuses the target’s hands together at the forearm, making
The caster should declare their target or targets and test to their hands and arms unusable.
successfully cast the spell. If failed, the caster loses a number 2 PP per d10
of Pain Points equal to the number of targets selected and the If the result meets or exceeds the target’s Endurance score, both
base cost of the spell, and gains +1 Corruption Score. (or all) of the target’s arms are treated as Crippled for a number
of minutes equal to the caster’s WB.
If successful, the caster then chooses how many Pain Points
to invest in the spell. Pain Points “purchase” one additional If the spell falls short of the target’s Endurance score, one of the
spell d10. Additionally, the caster can pay one Pain Point per target’s arms (randomly determined) is treated as Crippled for
additional target beyond the first. The caster then rolls all 1 round instead, as it swells and bloats, but does not gravitate
d10s and applies the effects based on whether or not the towards or fuse with the target’s other arm.
total exceeds the target(s)’s Endurance score. After the effects
of a Flesh Magic spell wear off, the target immediately loses Mutate

188
The Ayleid Pain Sorcerers changed their own forms, and the forms the character regains (EB) HP.
of their slaves to better suit their roles and tasks.
2 PP per d10 If the spell falls short of the target’s Endurance score, the target
If Mutate meets or exceeds the target’s Endurance score, the instead heals for only EB HP. This spell can bring a character to
target gains the traits from one of the below Mutations of the full HP while they have active wounds without maiming them.
caster’s choice for one minute:
• Amphibious* Trollblood
• Natural Weapons(Beak, d6 Splitting, 1m), Strong Jaws Harnessing the power of hypermetabolism and taking inspiration
• Climber (Speed) from the trolls that plague Cyrodiil’s wilderness, the Trollblood spell
• Crawler* is popular for obvious reasons.
• Dark Sight* 2 PP per d10
• Flyer (Speed × 2) If Trollblood meets or exceeds the target’s Endurance score,
• From Beyond the character gains the Regeneration ([Caster’s WB]) trait for
• Natural Weapons (Talons [hands or feet], d6 Slashing, 1m) one minute.
• Quadruped
• Savage If the spell falls short of the target’s Endurance score, the target
• Swimmer* instead gains the Regeneration (1) trait for one minute.
• Thick Skull
• Unrelenting Painsurge
• Vicious (SB + 1) The Pain Sorcerer harnesses the raw power of agony, and lights their
• Undying targets’ nerves alight.
• Catfall (Talent)* 2 PP per d10
* If the spell falls short of the target’s Endurance score, only an If Painsurge meets or exceeds the target’s Endurance score, the
effect marked with an asterisk can be selected. target is wracked with crippling pain, and suffers a -30 on all
tests for 1 minute.
Flesh Blade
A common spell used by Ayleid Pain Sorcerers and their cohorts, If the spell falls short of the target’s Endurance score, the target
it causes the target’s chosen arm to morph into a fleshy blade of instead suffers a -10 on all tests for one round. This spell does
magically infused bone and sinew. not cause the target to gain Fatigue.
1 PP per d10
If Flesh Blade meets or exceeds the target’s Endurance score, Hemorrhage
one of the target’s arms transforms into a bony blade as their Ayleid Pain Sorcerers could use their magics to rupture the organs
forearm bones extend and burst from their wrist, leaving their and blood vessels of their foes.
hand a flopping shredded mass of flesh. The arm cannot be used 2 PP per d10
for any normal purposes, but counts as a Broadsword (d8)+1 If Hemorrhage meets or exceeds the target’s Endurance score,
with the Magical trait, and gains Slashing (Caster’s WpB) for the target immediately gains the Bleeding (2) condition, and
one minute, which uses the character’s Unarmed or Broadsword suffers the Organ Damage condition, which must be treated
skill for attacks and defence. exactly as if it were a wound.

If the spell falls short of the target’s Endurance score, the target’s If the spell falls short of the target’s Endurance score, the target
arm instead bloats and calcifies. This arm counts as Crippled instead gains the Bleeding (1) condition. This spell does not
and gains the Crushing(SB) and Magical Qualities for one cause the target to gain Fatigue.
round, after which the arm’s swelling returns to normal and the
calcification sloughs off. The remains count as a Ubiquitous Siphon Life
Alteration Alchemy ingredient. The Pain Sorcerer strips the flesh and blood off their target to mend
their own wounds.
Fleshmend 3 PP per d10
Used frequently to heal grievous wounds, Fleshmend is popular If Siphon Life meets or exceeds the target’s Endurance score,
among any Pain Sorcerer expecting trouble. the target immediately takes 2d10 Magic damage, and the
2 PP per d10 caster is healed for the amount of damage dealt. This ignores
If Fleshmend meets or exceeds the target’s Endurance score, all Natural Toughness.
of the target’s Wounds are immediately considered treated, and

189
If the spell falls short of the target’s Endurance score, the target
instead takes 1d10 Magic damage, and the caster heals for half
the amount of damage dealt. If a target dies from this spell’s
damage, they explode into a fine mist of bone and blood, and
cause a Horror -10 test for all characters in the immediate
vicinity of the unfortunate victim. This spell does not cause
the target to gain Fatigue.

Disguise Flesh
The Pain Sorcerer can disguise and shape the flesh of their target
to appear as another.
1 PP per d10
If Disguise Flesh meets or exceeds the target’s Endurance score,
the target is successfully disguised and can take the form of a
specific character or creature the caster personally has seen and
memorized the appearance of for one hour.

If the spell falls short of the target’s Endurance score, the target
instead can be disguised as a member of a different race or
species, but no one in particular for one hour.

Blood Frenzy
The Pain Sorcerer drives their target into a furious blood rage.
1 PP per d10
If Blood Frenzy meets or exceeds the target’s Endurance score,
the target gains the Frenzy condition and the caster can choose
if they maintain their composure or attack the nearest target
(friend or foe) for 1 minute.

If the spell falls short of the target’s Endurance score, they gain
the Frenzy condition for 1 minute.

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Corruption Effects
Each time a character’s Corruption score exceeds their Endurance Bonus, they must roll a d20 on the Corruption table below,
and reset their Corruption back to 0. Corruption represents malignancies, addiction to pain, and pathos that develop in the
character absent the indulgences of agony. Whenever the character has less total Pain Points stored than they have total number
of Corruptions, they suffer the effects of their Corruptions.
D20 Corruption Effect
1 The character has violent shaking fits, and suffers a -10 on all Agility based tests.
2 The character’s eyes go bloodshot and cloudy, forcing a -10 on all Observe tests.
The character’s skin tightens to their bones like an ancient hag’s, giving them a shrivelled appearance and reducing their maximum
3
Stamina by 1.
4 The character is overwhelmingly drowsy and exhausted, and suffers 1 level of Fatigue until their pain-thirst is slaked.
5 The character is wracked with unnerving ticks, and suffers a -10 on all Personality based tests.
6 The character wastes away and their muscles atrophy, and suffers a -10 penalty on all Strength based tests.
7 The character’s skin erupts into painful sores, and gains the Bleeding (1) condition any time they take damage.
The character’s constitution falters and they are sick to their stomach, and suffer a -10 on all Endurance based tests except those to
8
resist Death.
The character’s eyes become sensitive to bright light, and suffer a -10 penalty on all vision based tests made in daylight or bright
9
torchlight.
10 The character becomes antipathic and withdrawn, and suffers a -20 on all Command, Commerce, and Persuade tests.
The character becomes violently ill, and must test Endurance once per day at GM discretion. On failure they lapse into a violent
11
vomiting session for d4 rounds and gain 1 level of Fatigue.
12 The character feels so heavy, and increases their Encumbrance level by 1.
13 The character becomes sluggish and slow, and halves their Speed.
The character’s fingers shake and quiver, and they lose fine motor skills, suffering a -20 penalty on all Subterfuge tests, relevant
14
Profession tests including Profession[Medicine] tests, and casting tests that require somatic components.
15 The character struggles to pay even the barest attention to things, and suffers a -10 penalty on all Perception tests.
16 The character seems to rot with a blackening pox, and suffers the effects of a random Common Disease.
The character is touched by Oblivion and their personality becomes increasingly morbid and filled with zeal. They suffer a -20 penalty
17
on all Personality based tests, but gain a +10 on any Conjuration, Flesh Magic, and Profession[Medicine] tests.
The character is haunted by a reflection of their own visage, their internal ugliness made manifest. The character causes Panic +0 in
18
all characters that behold their visage unmasked by a hood, helm, or shawl, even their allies and close friends.
19 The character’s nerve falters under crippling anxiety, and they suffer a -20 on all Willpower based tests.
20 The character’s mind bends and buckles under the weight of addiction, and suffers a -20 penalty on all Intelligence tests.

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Pain Sorcery Talents or Horror test, they instead gain 2 Pain Points.

Power From Pain Fires of Oblivion


The character has gained the ability to exchange pain power for The character can now draw more power from ignited enemies.
magicka. Apprentice (Willpower, Intelligence)
Expert (Willpower, Intelligence) Studying fire, the caster has honed their senses to be able to
IThe character has trained extensively with using the pain and take more power from those under it’s searing embrace.When
suffering of others, and has developed a way of transforming the Pain Sorcerer gains a Pain Point from a character or creature
that into pure magicka. They may now turn every 1 PP they Burning, they instead gain 2 Pain Points.
have into 2 MP.
Morbid Curiosity
Blood Magic The character has studied the deceased enough to gain more power
The character has developed vampiric tendencies and can use their from those approaching death’s door.
life essence to cast their Flesh Magic spells. Apprentice (Willpower, Intelligence)
Master (Willpower) Harnessing the power of death itself, the caster has unlocked
Experimenting with their own body, and taking a bit of inspi- secrets that gain him more power from the slain. When the Pain
ration from more vampiric magic, the caster can now expend Sorcerer gains a Pain Point from a character or creature being
HP in place of PP at 1:1 ratio. slain or Wounded, they instead gain 2 Paint Points.

Red Osmosis Pain Rituals


The character can meditate during a rest and sacrifice their power Rituals involving torture, pain, suffering, and harnessing moon-
to heal themselves of their injuries at a faster pace. light. Most revolve in creating a ritually prepared area, and
Master (Intelligence) boosting the effectiveness of any Flesh Magic casted within
Meditating on their own wicked deeds while resting, the caster that area.
can now convert leftover PP into HP during a long rest at a 2:1
ratio, and 5:1 during a short rest. Rite of Desecration
This ritual requires a medium sized to large sized room to be
Dark Inspiration prepared with various amounts of different rituals and incanta-
Using their dark power, the character can now make themselves tions cast around the room. Preparing this room generally costs
appeal more to others. 1000 Drakes, takes 1 day, and always requires the Pain Sorcerer
Expert (Intelligence) to gain a random Corruption Effect from the Corruption Effects
The character has harnessed the power of pain to boost their table. Depending on the size of the room, It may take a shorter
mental capacity and charismatic prowess. They may now spend or longer amount of time or Drakes (Up to GM discretion) as
4 Pain Points for +10 on an Intelligence or Personality test. This well as a -10 Flesh Magic skill test. On failure, repeating this
can be done multiple times per test. test only requires that the character take the same amount of
time to re-prepare the room. Within this sanctum, The Pain
Dark Vigour Sorcerer has an uncapped amount of Pain Points that are not lost
Fueling themselves with the pain they cause upon others, the char- during a Long Rest, but only as long as they reside within the
acter can now unnaturally fortify their bodies. sanctum. If they leave the ritually prepared room, then any Pain
Expert (Willpower) Points gained there are kept or if they exceed their maximum,
Using their flesh magic to boost their own physical prowess the it is reduced to their maximum amount of Pain Points.
caster may now spend 4 Pain Points for a +10 on an Endurance
or Strength test. If this is used on a Combat Style (Str) test, the This Ritual is normally used by Pain Sorcerers to cast the far
caster also gains a +1 StB on a successful melee attack. more powerful Pain Rituals, otherwise, they wouldn’t be able
to due to high Pain Point cost.
Stuff of Nightmares
The character has developed the ability to draw more power from Rite of Transformation
frightened enemies. This ritual is one of the more basic, but most powerful ritual that
Apprentice (Willpower, Intelligence) a pain sorcerer may undertake. First the character must choose a
Screams of terror and fleeing enemies fan the flames of your certain Flesh Magic spell to cast, then cast the ritual. To cast this
power far beyond what they used to. When the Pain Sorcerer ritual it costs 100x the Pain Cost of the chosen Flesh Magic spell
gains a Pain Point from a character or creature failing a Panic as well as a -30 Flesh Magic skill test. After successfully casting

192
the chosen spell, the effects of it will become permenant upon
the target of the spell. This spell only works on most Flesh Magic Third, the culmination of the Way of the Spirit Sword, is the
spells except: Shehai, the spirit sword itself. The Shehai is a literal spirit sword:
• Fleshmend a part of the soul of the Sword-Singer made manifest. A character
• Siphon Life who combines the Shehai with the many techniques of Aberrant
• Hemorrhage Swordsmanhip has become a true Ansei. Manifesting the Shehai
• Trollblood also Requires: the use of the Shehai Shen She Ru skill.

Rite of Superior Sorcery The following sections will deal with the latter two aspects of the
This ritual makes any pain magic spell become more effective Shehai Shen She Ru: Aberrant Swordsmanship, and manifesting
and has the potential to negate any negative effects the spell the Shehai.
may inflict upon the user. For 50x the Pain Cost of a Flesh
Magic spell, the spell does not have to exceed to the target’s Skill: Shehai Shen She Ru (Str, Ag, Wp)
Endurance score to get the full effect of the spell, and the spell The Shehai Shen She Ru, or “Way of the Spirit Sword,” is the
lasts for twice as long as it normally would. To cast this spell culmination of the art of sword-singing, practiced by ancient
the character must make a -20 Flesh Magic skill test. Redguards in Yokuda known as Sword-Singers. The greatest
of the Sword-Singers were known as Ansei, or “Saints of the
Sword-Singer Sword.” The core of the Shehai Shen She Ru is a simple devotion
to swordsmanship. This is how every Sword-Singer begins their
The character is a Sword-Singer: they have devoted themselves to journey: through intense study, and eventual mastery, of the
Shehai Shen She Ru. art of the blade.

1000 XP if a Redguard or is being trained, otherwise 1500 XP. Characters can utilize the Shehai Shen She Ru skill (with either
Strength or Agility) as if it were the Combat Style [Field] skill
The character gains the ability to train the Shehai Shen She Ru whenever wielding any type of sword (larger or smaller weapons,
skill, learn and use Techniques of Aberrant Swordsmanship, such as daggers and greatswords, also count).
and learn Shehai talents.

Shehai Shen She Ru “We are the ansu, the greatest warriors that live in men. Our
The Shehai Shen She Ru, or “Way of the Spirit Sword,” is the swords sent the Left-Handers into the oceans, whose empire
culmination of the art of sword-singing, practiced by ancient was four times the size of the white king. When we fight, our
Redguards in Yokuda known as Sword-Singers. The greatest swords can kill the laws of nature itself. Yokuda is as you
of the Sword-Singers were known as Ansei, or “Saints of the see it because our hira-dirg swords can cut the atomos, the
Sword.” There are several dimensions to the Shehai Shen She uncuttable, and we did.”
Ru, each a step on the path to the title of Ansei.
-The Hira-Dirge Ansei to Cyrus the Restless
First is a simple devotion to swordsmanship. This is how every
sword singer begins his journey: through intense study, and
eventual mastery, of the art of the blade. In game terms, this Abberant Swordsmanship
means that characters can utilize the Shehai Shen She Ru The abilities that a student of Aberrant Swordsmanship can learn
skill (with either Strength or Agility) as if it were the Combat are known simply as Techniques. Some techniques are passive
Style[Field] skill whenever wielding any type of sword (larger or abilities, while others are active. Using a technique requires:
smaller weapons, such as daggers and greatswords, also count). a sword of some kind (either a physical one or a Shehai) and,
for active techniques, the use of the Shehai Shen She Ru skill.
Second is the use of special magic techniques of the blade
known as Aberrant Swordsmanship. These techniques are feats Techniques count as magic, though they are not spells, and
of swordsmanship that go far beyond the capabilities of a normal should thus be placed in the appropriate section of your char-
man. The Sword-Singer accomplishes this by using a sword in a acter sheet. Characters may learn techniques with XP. Once a
way that a sword simply cannot be used, an art that obviously character has learned a technique, he may use it whenever he
takes extensive practice. The sword singer may perform these wants. Techniques each require a certain level of proficiency in
techniques with any sword, and they all require the use of the the Shehai Shen She Ru skill before they may be learned or used.
Shehai Shen She Ru skill. There are two types of techniques: active techniques and passive

193
techniques. Active techniques are specific abilities that call for Thirty-Eight Grips
a skill test when used. Passive techniques simply apply some Type: Passive (Free Action)
kind of bonus or effect to the character once they have been Requires: Shehai Shen She Ru (Apprentice)
learned, though some of them must be activated as Free Actions Cost: 200 XP
at the beginning of a turn or round in order to provide their Effect: At the beginning of a round during combat, the character
effect. A character must be wielding some kind of sword in may choose to have one of the following effects apply until the
order to benefit. beginning of the next round:
• The character receives an additional DoS on successful
During structured time, active techniques may be utilized with a attack tests made with Shehai Shen She Ru.
Reaction or a Cast Magic Primary or Secondary Action, depend- • The character receives an additional DoS on successful
ing on the technique in question unless otherwise specified. Any defense tests made with Shehai Shen She Ru.
attacks they do win Advantage as normal, and they do not allow • Attacks the character makes have the Impaling quality.
for attacks of opportunity. Using an active technique requires • Attacks the character makes have the Splitting (2) quality.
that the character follow these steps: • Attacks the character makes gain Crushing (2) quality.

Step 1: Choose Technique The Seven Hundred and Fifty Offensive Positions
First, the Sword-Singer must choose a technique to utilize. They Type: Passive
may only choose a technique that they have learned and meet Requires: Shehai Shen She Ru (Novice)
the requirements for. A character must be wielding a sword of Cost: 100 XP
some kind in order to utilize techniques. Effect: The sword-singer treats all attack tests made with Shehai
Shen She Ru that ties against a defender as having scored an
Step 2: Make Technique Test additional degree of success.
Next, the character makes a Shehai Shen She Ru skill (WP)
skill test. This test is modified by the technique’s difficulty as The Eighteen Hundred Offensive Positions
specified in the technique’s profile. Type: Passive
Requires: Shehai Shen She Ru (Novice)
Step 3: Resolve Technique Cost: 100 XP
If the technique test was successful, apply the effects of the Effect: The sword-singer treats all attack tests made with Shehai
technique as specified in the technique’s profile. If the character Shen She Ru that ties against a defender as having scored an
failed the technique test, they lose X Stamina Points, where additional degree of success.
X is equal to the 10s digit of the Technique’s difficulty (to a
minimum of 1 Stamina Point). The Nearly Nine Thousand Moves
Type: Passive
Techniques Requires: Shehai Shen She Ru (Apprentice)
This section gives an overview of each technique of Aberrant Cost: 200 XP
Swordsmanship that a character may learn. A character can only Effect: Once per round, if the character fails an attack or defense
use techniques that they meet the requirements for. Characters test made with Shehai Shen She Ru, they may reroll the test
who meet these requirements may learn techniques with XP. (but they must accept the new result).
Remember that techniques count as magic, though they are
not spells, and should thus be placed in the appropriate section The Ephemeral Feint
of your character sheet. “Breathe in and then forget the breath; you cannot replace it until
he is down, to fight as if dead: second principle of pneumansu.”
Type: Active (Free Action)
Requires: Shehai Shen She Ru (Apprentice)
Cost: 200 XP
Difficulty: +0, with a -10 imposed for each activation of this
ability beyond the first per Long Rest.
Effect: The character can activate this technique after being
successfully attacked by a melee, ranged, or bolt form spell attack.
This technique is activated as a free action before the character
declares a defensive reaction. The character then immediately
makes a Shehai Shen She Ru test with the appropriate difficulty.

194
If successful, the character reduces the DoS of the attacker’s The Tempest Attrition
attack roll by the DoS on the Shehai Shen She Ru test. If the “Cyrus drew his saber, holding it left-handed in the Tempest
attacker’s DoS are reduced to 0 or less, they count as having Attrition. Vivec was impressed and said so. ‘That stance allows
failed their attack. The character can then choose to declare a you a riposte,’ he said. Then he smiled again. ‘If you’re quick
defensive reaction if they wish, as normal. enough.’”
Type: Passive (Free Action)
The Zero-Sum Interrupt Requires: Shehai Shen She Ru (Journeyman)
“(...) I would prefer to imagine that you could. It would mean Cost: 300 XP
that I would bleed prior to the cut itself, bypassing all healing; Effect: This technique must be activated as a free action at the
moreso, and this is what pleases me utmost... it would mean that beginning of a round and its effect remains until the end of that
I have indeed helped you.” round. The character takes a -20 penalty to attack tests made
Type: Active (Primary Action) with Shehai Shen She Ru for the duration. In exchange they
Requires: Shehai Shen She Ru (Adept) gain a +20 bonus on defense tests (including Counter Attacks)
Cost: 400 XP made with Shehai Shen She Ru.
Difficulty: -20
Effect: Before the technique test, the character chooses a target The Fingers-Knife
within melee range. On success they may immediately make a “The Fingers-Knife serves as five, protecting your cardinal points
standard melee attack against the target as a free action, using and your central theory; five thrusts, spaced microseconds apart,
the results of their technique test in place of their attack test. like tapping the desk bored, waiting for morning bread.”
For the purposes of resolving this attack, the target does not Type: Active (Primary Action)
benefit from any Armour, Natural Toughness, or Resistances Requires: Shehai Shen She Ru (Expert)
and the character’s weapon gains the Magic quality. Cost: 500 XP
Difficulty: -20
The Havoc Canal Effect: Before the technique test, character chooses a target
“Cyrus moved to Havoc Canal, and Vivec nodded. ‘Better. Your within melee range. On success the character may immediately
build favors that. But what if I’ve enchanted my skin to harden make a standard melee attack against target opponent as a free
at each instance?” action, using the results of the technique test in place of the
Type: Active (Free Action) attack test. When resolving the attack, roll for damage five
Requires: Shehai Shen She Ru (Journeyman) times and use the largest result. This does not stack with the
Cost: 300 XP Proven Weapon Quality or the Savage Trait. The target of this
Difficulty: -20 attack may not attack the character until the beginning of his
Effect: This technique is activated as a free action before a melee (the character’s) next turn.
attack. On the character’s next successful standard melee attack
this turn they can choose a hit location for the attack. If the The Gaze of Confusion
attack test succeeds with more than five degrees of success, the “Paint fake eyes all over your face and then hide your real ones
character can immediately make another standard melee attack among them; the opponent can no longer read where you look.”
as a free action, which is automatically resolved against the Type: Passive (Free Action)
chosen hit location. This second attack cannot be defended Requires: Shehai Shen She Ru (Journeyman)
against but cannot gain advantages. These attacks are resolved Cost: 300 XP
simultaneously, so any advantages from the initial attack do not Effect: This technique must be activated at the beginning of a
apply when resolving the bonus attack. This bonus attack does round and its effect remains until the end of that round. Other
not count against the usual limit of attacks per round. characters must pass a +0 Perception or Observe test in order
to be able to perform a defensive reaction in response to the
Sword-Singer’s attacks.

195
The Threat of Mirrors The Sword Tremor
“Using the Math Athlete, you could occur several places during a “Vivec spun in midair cross-legged, never moving his swordarm
single duel, illustrious and sure.” from it’s initial position. “Fa-Nuit-Hen,” the name of an old
Type: Passive (Free Action) master, and Cyrus fell from eight wounds that appeared without
Requires: Shehai Shen She Ru (Adept) mortal notice. Point down, blade edge forward, 60 degrees rise-
Cost: 400 XP wise from the ground.”
Effect: This technique must be activated at the beginning of a Type: Active (Primary Action)
round and its effect remains until the end of that round. Other Requires: Shehai Shen She Ru (Master)
characters must pass a Perception or Observe test with a -20 Cost: 800 XP
penalty before being allowed make attacks or reactions against Difficulty: -50
the Sword-Singer each time they wish to do so. The Sword-Singer Effect: Before the technique test, the character chooses a target
then loses a Stamina Point when the effect ends. within a number of meters equal to twice their Willpower bonus.
The Sword-Singer may immediately make a standard melee
The Vectoring Cygnet attack against that target as a free action (even if they are not
“Arm out, knee down, coal on the teeth to hide your smile.” engaged in melee).
Type: Active (Free Action)
Requires: Shehai Shen She Ru (Journeyman) The attack may not be defended against, and no characters can
Cost: 300 XP make any other type of reaction to this attack.
Difficulty: Variable
Effect: This technique is activated as a free action, but only before If the initial attack is successful, the character may make another
a standard melee attack. The sword-singer chooses the penalty free attack with the same conditions, although this attack cannot
of the test. The target of the character’s next successful melee gain advantages and is made at a -20 penalty. These bonus attacks
attack cannot react to that attack unless he passes a Perception or can be repeated (each successful one prompting another) up to
Observe test with a penalty equal to the penalty the swordsinger a maximum number of bonus attacks equal to the swordsinger’s
chose for the technique. Willpower bonus. Each attack receives an additional, stacking
-20 penalty (-20, then -40, then -60, and so forth). None of these
The Bone Shaver attacks, including the first, can win Advantage. These bonus
“Bellguard down, over, hold. Strike at 80 grams, any degree but attacks do not count against the maximum attacks per round.
this one.”
Type: Active (Primary Action) Walled Consequence Stance
Requires: Shehai Shen She Ru (Adept) “Cyrus merely nodded and lifted up, bandaged across his eight wounds,
Cost: 400 XP and the sugarcat hissed at the needless movement. Startled by the
Difficulty: -10 per X sound, the young ansu took a Walled Consequence stance.”
Effect: The swordsinger selects a target in melee range and tests Type: Active (Reaction)
this technique, choosing the penalty of the test. If successful, the Requires: Shehai Shen She Ru (Expert)
character can immediately make a melee attack against the target Cost: 200 XP
as a free action using Shehai Shen She Ru. The swordsinger can Difficulty: -20
choose the hit location freely. The target’s wound threshold is Effect: This technique may be activated as a reaction to another
reduced by X for the purposes of resolving this attack. character’s use of a Shehai technique directed at the character. On
success, the character may attempt a defensive reaction for free
against an attack that would otherwise be impossible to defend
against as a result of that technique. If the opponent’s Shehai
Shen She Ru technique allows them to make multiple attacks,
the swordsinger can make a defensive reaction to each of them
for free. Additionally, every successful defensive reaction made
against an enemy Shehai user’s techniques forces the attacker
to immediately lose one Stamina Point.

196
Sword Tremor Sense Shehai Talents
“We know of you, Surahoon, and motions were multiplied the other These talents enhance the character’s use of the abilities granted
morning on this beach, which is sword tremor, which we can feel, to them by the Way of the Spirit Sword. In order to purchase
and that can only mean you encountered the Ansu-Gurleth.” or use any of these talents, a character must first possess the
Type: Passive Sword-Singer elite advance.
Requires: Shehai Shen She Ru (Journeyman)
Cost: 300 XP Aberrant Adept
Difficulty: -20 The character is able to attempt the myriad techniques of
Effect: The character gains the Unnatural Senses (Shehai Aberrant Swordsmanship without tiring as easily.
Techniques, X) trait, where X is the character’s Willpower bonus Expert (Willpower)
multiplied by one thousand. The character only ever loses one Stamina Point from failed
Technique tests.
The Pankratosword
“But this is forbidden. Arc the bones that otherwise cannot bend.” Ansei of the First Level (Weapon Type)
Type: Active The character is able to manifest a barely visible, and relatively
Requires: Shehai Shen She Ru (Master) weak, spirit sword.
Effect: The Pankratosword does not require a test to use: if the Adept (Willpower)
character has learned the technique, they may use it. Before The character chooses a weapon type when this talent is pur-
the technique is activated, the character chooses any target. is chased (must be some kind of sword). The character may
may be something “uncuttable,” such as a place, thing, memory, manifest a first level Shehai of the chosen weapon type. The
concept, and so forth. There are no practical limits to what may character may only ever purchase this talent once.
be targeted with the Pankratosword. When the technique is
activated the character dies and the target is destroyed. Exactly Ansei of the Second Level (Weapon Type)
what this means in practical terms is left to the GM, who should The character is able to manifest a spirit sword.
keep in mind that the powers at work in any use of this technique Expert (Willpower)
are indescribably vast. Requires Ansei of the First Level(Weapon Type)
The character may manifest a second level Shehai of the
Typically, no effect can allow a character to survive the use of this weapon type specified by the Ansei of the First Level talent.
technique. However it is not impossible given the right mythic The character may have up to 2 Shehai (Effect) talents. The
circumstances (see the text Tiber Septim’s Sword-Meeting with character may only ever purchase this talent once.
Cyrus the Restless). The GM can, in certain exceptional cases,
allow a character to survive at great cost. Ansei of the Third Level (Weapon Type)
The character is able to manifest a powerful spirit sword.
Important Note: The Pankratosword is the pinnacle of Expert (Willpower)
Aberrant Swordsmanship: it is a forbidden technique Requires Ansei of the First Level(Weapon Type)
that allows a Sword-Singer to draw on pure Creatia, The character may manifest a second level Shehai of the
the material of creation. It allows the Sword-Singer weapon type specified by the Ansei of the First Level talent.
to bend the Earth-Bones themselves in order to alter The character may have up to 2 Shehai (Effect) talents. The
reality, channeling pure energy through themselves as a character may only ever purchase this talent once.
catalyst, ultimately enabling them to “cut the uncutta-
ble.” This technique is forbidden because its use resulted Shehai (Effect)
in the destruction of Yokuda, the ancient Redguard The character can manifest a Shehai tuned to their own style.
homeland, and it has been lost ever since. Rules for Journeyman (Willpower)
the pankratosword are provided here primarily as a When the character purchases this talent, choose one of the
guide and reference for the GM. The Pankratosword following effects. This talent may be purchased multiple times,
is not something that should be treated lightly. If either but not with the same effect.
the GM or the players were not familiar with Shehai • Aberrant: Character gains a +10 bonus to technique tests
before reading this section of this supplement, then they when using the Shehai.
shouldn’t be using it without first doing further research. • Radiant: The character can, as a free action, change the
composition of their Shehai. When they do this, hits with
the Shehai count as sunlight.
• Burning: The character can, as a Secondary Cast Magic

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action, change the composition of their Shehai. When they Manifesting the Shehai
do this, hits with the Shehai deal fire damage. In game terms, the Shehai may be manifested in structured
• Concussive: Character’s Shehai gains the Concussive time with the use of the Cast Magic Secondary action and a
quality. Shehai Shen She Ru (WP) skill test, the difficulty of which will
• Electrifying: The character can, as a Secondary Cast Magic vary with the desired Shehai level. Characters must have the
action, change the composition of their Shehai. When they appropriate talent in order to manifest a Shehai of a given level.
do this, hits with the Shehai deal Shock damage. • Manifesting a Shehai of the First Level Requires: a Shehai
• Freezing: The character can, as a Secondary Cast Magic Shen She Ru (WP) skill test with a -10 penalty. Failing the
action, change the composition of their Shehai. When they manifestation roll costs the Swordsinger a Stamina Point.
do this, hits with the Shehai deal Frost damage. • Manifesting a Shehai of the Second Level Requires: a Shehai
• Phasing: Character’s Shehai gains the Shield Splitter quality. Shen She Ru (WP) skill test with a -30 penalty. Failing the
• Tested: Character’s Shehai uses their WpB for the purposes manifestation roll costs the Swordsinger two Stamina Points.
of the Slashing trait. • Manifesting a Shehai of the third Level Requires: a Shehai
• Quicksilver: Character’s Shehai gains the Silvered quality. Shen She Ru (WP) skill test with a -60 penalty. Failing
• Reach: The character wielding the Shehai may, as a the manifestation roll costs the Swordsinger three Stamina
Secondary Cast Magic action, increase or decrease its Reach Points. On success, the character manifests the Shehai in
by 1m (though it must remain within one meter of its an open hand. The weapon type of the manifested Shehai
base Reach). is determined in advance when the character purchases
• Soul Rending: Hits with the character’s Shehai treat all the necessary talent. A Shehai persists until the character
enemy Wound Thresholds as being one lower than normal. dismisses it, or for a number of hours equal to the character’s
• Tearing: Character’s Shehai gains the Serrated quality equal Willpower bonus minus the level of the Shehai.
to half their WpB (round up).
• Thirsting: Attacks with the character’s Shehai have the A Shehai cannot be taken from the character in any way, and
Proven trait. it may not be thrown without dissipating, as it is bound by his
• Venomous: The character can, as a free action, change the will. The Shehai is transparent, but is very much capable of
composition of their Shehai. When they do this, hits with interacting with physical objects: it can make attacks, applies all
the Shehai deal poison damage. weapon qualities normally, and be defended against normally.

“Our people once were artisans, poets, and scholars, but Storm Voice
the ever evolving strife made the way the sword inevitable
- the song of the blade through the air, through flesh and The character, through talent and rigorous training, possesses the
bone, its ring against armor: an answer to our prayers.” skill and power neccessary to wield the reality shaping powers of
-Redguards, Their History, and Their Heroes the Thu’um.
Costs 1000 XP if a Nord or being trained, otherwise 1500 XP.
The character gains the ability to train the Thu’um skill, learn
The Shehai Words of Power, and use them in Shouts.
The Shehai, or “Spirit Sword,” is at the same time an integral part
of sword-singing, and something separate from it. The Shehai The Thu’um, also called the Storm Voice or simply the Voice, is
is not needed for the techniques of Aberrant Swordsmanship, a form of magic inherent in most Nords and some others which
but the same process used to shape the world through Aberrant uses the words of the language of the Dragons to form “Shouts”,
Swordsmanship is used to manifest the Shehai. A sword-singer the equivalent of spells, of immense power. The word actually
who can manifest the Shehai is known as an Ansei, or “Saint means “shout” in the Dragon language. The Nords believe that
of the Sword.” Kyne, the embodiment of the wind who is viewed as the Nordic
aspect of Kynareth, breathed onto the land at the Throat of the
The Shehai itself is an incorporeal weapon, ranging from a barely World to form them. As such, the Nords believe that their voice
defined misty shape, to a fantastical sword of pure thought. There and breath is their very essence, and that channeling this life
are a total of three levels at which a Shehai may be manifested, essence is how the Thu’um operates. Those who can wield this
and the form in which it manifests is shaped by its user. power are called Tongues by the Nords.

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Skill: Thu’um (Wp) Shouting
Example Specializations: Linguistics, War-Shouts, Lore In structured time, shouts are utilized with the Cast Magic
The Thu’um skill reflects a character’s potency of using their action. The following steps detail exactly how to use shouts:
Voice, as well as their knowledge of the dragon tongue and their
ability to read and decipher draconic runes. Your GM may ask Step 1: Choose Shout and Target
you to test Thu’um when: First, the character must declare the shout being used (specifically
• Attempting to understand or translate draconic runes and the number of words), and the target of the shout (if applicable).
markings. A character may only use a shout if they know the first word of
• Attempting to write in draconic script. that shout, and they may only use further words if they know
• Attempting to Shout. those as well.
Characters who have Dovahzul as a language alongside the
Thu’um skill need not make a thu’um test to speak, write or Step 2: Make Thu’um Test
understand it. Next, the caster makes a Thu’um skill test, the difficulty of
which is determined by the shout the character has chosen. If
Learning Words of Power the character passes the test, they successfully manifest the shout.
Characters with the Thu’um skill trained may unlock the ability If they fail, nothing happens. Either way, proceed to step 3.
to use a given word of power with XP assuming that they have
somehow learned the word of power during their adventures Step 3: Spend Stamina
(meaning that the GM has control over which words the char- Attempting a shout takes a lot of energy, and the character is left
acter may access at any given time). drained afterwards. Characters who attempt a shout must spend
one Stamina Point for each word used in the shout beyond the
This represents the time spent to come to understand the nature first. If a character fails a Shout, regardless of the number of
of the word, and the practice required to be able to utilize it in words in the Shout, they lose one Stamina Point.
a Shout. Learning a given word of power without aid of some
kind costs 200 XP times the level of the Word (for example, the Step 4: Apply Effects
first word in a Shout would be 200 XP, the second 400 XP, etc.). If the Thu’um test was successful, apply the effects of the shout
Characters who have access to a guide (a teacher, an ancient text, to the target as specified in the shout profile, and based on the
or some other aid) during this process halve the cost. number of words the character used.

Using the Thu’um Thu’um Talents


Using the Thu’um requires two things: the character must be
trained in the Thu’um skill, and have knowledge of a Word of Adept of the Voice
Power. Words of power make up Shouts, which are similar to The character has gained substantial control over their Thu’um.
spells. Adept (Willpower)
The character is allowed to Test Endurance to not spend a
Characters may use Shouts with the Cast Magic Primary action. Stamina Point for the second word in a shout, but the third
It is important to note, however, that using a Shout as a Cast word still costs a Stamina Point to use.
Magic action does not provoke an Attack of Opportunity.
Prudent Voice
Additionally, there’s more to using the Thu’um than just saying The character understands the power of understanding and
a few words: Shouting requires concentration and power. Each restraint, making him capable of using his Voice in more subtle
Shout has three words, and while speaking the first word is ways.
sufficient to produce an effect, each additional word adds more Expert (Willpower)
power to the Shout (but also requires more skill and energy to Requires: Adept of the Voice
use). The character can utilize his voice in subtle ways to affect
the world around him. By making a simple +0 Thu’um test,
Once a character uses a Shout, they may not use that Shout the Tongue can affect something that he can see within his
again until after a number of rounds equal to the number Willpower Bonus in meters with any effect that could be
of words used in the Shout. caused by one of the words he knows, like igniting something
easily flammable by using the word for fire, Yol, or cause
something small to move by using the word for force, Fus.

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What the tongue can and cannot do with this talent is up simplicity’s sake we will refer to the individual words and not
to the GM, but the effect is generally small and innocuous, the whole phrase.
though it is still apparent to those nearby that the Tongue
is using his Voice. All shouts are audible within a 50m radius or the affected radius,
whichever is larger.
Master of the Voice
The character has gained total control over their Thu’um. If the shout is marked with the Whisper keyword, the Tongue
Master (Willpower) may choose to make the shout only audible within 1m instead.
Requires: Adept of the Voice
Replaces Adept of the Voice. The character can utilize his voice Attack is attack :)
in subtle ways to affect the world around him. By making
a simple +0 Thu’um test, the Tongue can affect something Animal Allegiance
that he can see within his Willpower Bonus in meters with A shout for help from the beasts of the wild, who come to fight in
any effect that could be caused by one of the words he knows, your defense.
like igniting something easily flammable by using the word Difficulty: -10, -10 for each word beyond the first.
for fire, Yol, or cause something small to move by using the R1N Raan : Animal
word for force, Fus. Causes all creatures with the Bestial trait within 25 meters
to come fighting for the character for one minute. During
What the tongue can and cannot do with this talent is up this time the character may speak simple commands to the
to the GM, but the effect is generally small and innocuous, animals and they will understand and obey.
though it is still apparent to those nearby that the Tongue M7 Mir : Alliance
is using his Voice. Causes all creatures with the Bestial trait within 25 meters
to come fighting for the character for one minute. During
Voice of the Ancients this time the character may speak simple commands to the
The character’s speech becomes too powerful for mortals to behold, animals and they will understand and obey.
as the world trembles under the power of his Voice. T4 Tah : Pack
Master (Willpower) Same as Mir, except the Character may choose to either double
Requires: Master of the Voice the range or duration (they can either quadruple one, or
Through meditating upon the true meaning of speech, the double both) an additional time.
character’s voice has become too powerful for mere mortals.
Shouts that inflict damage add the Tongue’s WpB to the Aura Whisper
damage inflicted, and any shout that can be resisted adds a Your Voice is not a Shout, but a whisper, revealing any and all
-10 penalty to doing so (after any modifiers chosen). creatures in your vicinity.
Whisper
Additionally, the character can speak with their full voice Difficulty: +0, -10 for each word beyond the first.
to gain +20 on Intimidation tests made while doing so. In L1S Laas : Life
combat, they can use a Secondary Action and 1 SP to force all Character gains the Unnatural Senses (Creatures, 25) Trait
characters who can hear them clearly to make an Endurance for four rounds.
test. Those who fail gain the Dazed condition until the end Y4 Yah : Seek
of their next turn. Same as Laas, except the character may choose to either double
the range or duration.
Shouts N7 Nir : Hunt
This section contains a number of shouts that characters Same as Yah, except the Character may choose to either double
with the Voice may learn. Keep in mind that these are just the range or duration (they can either quadruple one, or
some of the ways that the Voice may be used, and no single double both) an additional time.
list can capture the true power and flexibility of this ancient
art. Players and GMs are encouraged to work together
to create their own shouts as they see fit, or to allow char-
acters to utilize the Thu’um skill in more creative ways.

The effects listed here are for the full sequence of words leading
up to the “chosen” word, not just that word alone, though for

200
Battle Fury diseases as well.
Your Thu’um enchants your nearby allies’ weapons, allowing them GOVEY Govey : Free
to attack faster. Same as Kopraan, except all magically applied effects are
Difficulty: +0, -10 for each word beyond the first. removed from the character as well.
MID Mid : Loyal
All Allies within 25 meters of the character, and the character Cyclone
themselves, receive a +5 modifier to Combat Style skill tests Your Thu’um creates a whirling cyclone that sows chaos among
for four rounds. your enemies.
VUR Vur : Valor Attack
Same as Mid, except the character may choose to either double Difficulty: -20, -10 for each word beyond the first.
the modifier or duration. VEN Ven : Wind
SH4N Shaan : Inspire Creates a whirling cyclone centered on the character.
Same as Vur, except the Character may choose to either double Characters who come within 1 meter of the character must
the modifier or duration (they can either quadruple one, or make a Strength test each round they remain within range.
double both) an additional time. Those that fail the test are knocked to the ground. All ranged
attacks that pass through the affected area, including the char-
Become Ethereal acter’s, are made at -10. The cyclone persists for five rounds.
The Thu’um reaches out to the Void, changing your form to one that G1R Gaar : Unleash
cannot harm, or be harmed. Same as Ven, except the cyclone’s range is increased to 2m,
Difficulty: -10, -10 for each word beyond the first. and picks up enough debris that it causes 1d8 damage with
F2M Feim : Fade the Crushing (1) quality to all characters within range each
Character cannot be affected by attacks, spell effects, or other round. The Strength test is made at a -10 modifier and the
aspects of the physicial world for four rounds. Additionally, Ranged penalty is increased to -20.
they can move through the world as if they had the Incorporeal NOS Nos : Strike
trait. They may end this effect before the duration ends as Same as Gaar, except the radius of the Cyclone is increased
a free action. to fifty meters, and the Cyclone deals 1d12 damage with the
Z3 Zii : Spirit Crushing (2) quality instead. The Strength test is made at a -20
Same as Feim, except the duration is eight rounds. modifier and the Ranged penalty is increased to -30 instead.
GRON Gron : Bind
Same as Feim, except the duration is sixteen rounds. Decoy
A Shout projects a decoy image to fool your enemies.
Clear Skies Difficulty: +10, -10 for each word beyond the first.
The winds themselves yield before the Thu’um, as you clear away F3K Fiik : Mirror
fog and inclement weather. Creates an illusory representation of the character at target
Difficulty: +0, -10 for each word beyond the first. location within twenty five meters of the character. The double
LOK Lok : Sky mirrors his exact movements and persists for 1 minute.
Clears weather/particle-based environmental effects (fog, dust LO Lo : Deceive
clouds, clouds, snow, rain) from an area of several miles for Same as Fiik, except the character may either double the
up to six hours. range or the duration.
V4 Vah : Spring SAH Sah : Phantom
Same as Lok, except the duration is up to a day instead. Same as Lo, except the character may control the decoy with
K8R Koor : Summer his mind (he doesn’t need to move) and it may also speak
Same as Lok, but the duration is up to a week instead. with his voice (it cannot use shouts, however).

Cure Disease
Your Thu’um soothes and cures another of their ills.
Difficulty: -10, -10 for each word beyond the first.
KRAS4RKrasaar : Sickness
Character cures target character (they can choose themselves
as well) within five meters of all common diseases.
KOPR4N Kopraan : Body
Same as Krasaar, except the character is cured of all magical

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Disarm GR4 Grah : Battle
Shout defies steel, as you rip the weapon from an opponent’s grasp. Same as Su, except the character may double the duration
Difficulty: +0, -10 for each word beyond the first. or the penalty.
ZUN Zun : Weapon DUN Dun : Grace
Character chooses a direction. All characters within a 15m Same as Grah, except the character doubles the penalty, and
cone in front of the character must make an Agility test or can now perform an additional attack action beyond the two
drop any weapons and/or shields they’re holding. normally allowed. If the character can already attack three
H1L Haal : Hand times per round, he instead gains +1 AP for the duration
Same as Zun, except the character may choose to either double instead.
the range or increase the difficulty of the test by -10.
V3K Viik : Defeat Fire Breath
Same as Haal except the character may double the range Inhale air, exhale flame. Behold the Thu’um as inferno.
or increase the difficulty of the test by -10 (they can either Attack
quadruple one, or double both) an additional time. Difficulty: +0, -10 for each word beyond the first.
YOL Yol : Fire
Dismay Character breathes fire, dealing 1d8 fire damage to all targets
And the weak shall fear the Thu’um and flee in terror. within a 10m cone in front of them. Counts as a ranged, area
Attack of effect attack for the purposes of evasion.
Difficulty: -10, -10 for each word beyond the first. T8R Toor : Inferno
F1S Faas : Fear Same as Yol, except deal 2d8 fire damage.
Characters within 15 meters must make a Panic +0 test. SHUL Shul : Sun
RU Ru : Run Same as Yol, except deal 4d8 fire damage.
Same as Faas, except the character may choose to either double
the range or increase the difficulty of the test by -20. Fleshrend
M1R Maar : Terror Your Thu’um tears the flesh of another, spilling its blood upon the
Same as Ru, except the character may do both of those things, earth.
or one of them twice. Alternatively, they may forfeit the bonus Attack
of both Ru and Maar to have the target character make a Difficulty: +10, -10 for each word beyond the first.
Horror +0 test instead. SOS1L Sosaal : Bleed
Target being within twenty five meters takes 1d8 damage that
Drain Vitality ignores armor and gains the Bleeding(1) Condition.
Coax both magical and mortal energies from your hapless opponent. KOPR1N Kopraan : Body
Attack Target being within twenty five meters takes 1d10 slash-
Difficulty: -10, -10 for each word beyond the first. ing damage that ignores armor, and gains the Bleeding(2)
G1N Gaan : Stamina Condition.
Target being within twenty five meters lose one Stamina Point, S4QUON Sahquon : Crimson
and the character regains one of their spent Stamina Points. Target being within twenty five meters takes 1d12 slash-
L4 Lah : Magicka ing damage that ignores armor, and gains the Bleeding(3)
Same as Gaan, except the target also loses up to twenty Condition.
magicka and the character gains that many.
H1S Haas : Health Frost Breath
Same as Lah, except the target also takes 1d10 Magic damage Your breath is winter, your Thu’um a blizzard.
(unmitigated by armor). The character then heals for the Attack
damage dealt. Difficulty: +0, -10 for each word beyond the first.
FO Fo : Frost
Elemental Fury Character breathes frost, dealing 1d8 frost damage to all tar-
The Thu’um imbues your arms with the speed of wind, allowing gets within a 10m cone in front of them. Counts as a ranged,
for faster weapon strikes. area of effect attack for the purposes of evasion.
Difficulty: +0, -20 for each word beyond the first. KR4 Krah : Cold
SU Su : Air Same as Fo, except deal 2d8 fire damage.
Attempts to defend against the character’s melee attacks for D3N Diin : Freeze
the next five rounds suffer a -10 penalty. Same as Krah, except deal 4d8 fire damage.

202
Ice Form Marked for Death
Your Thu’um freezes an opponent solid. Speak, and let your Voice herald doom.
Attack Attack
Difficulty: -10, -10 for each word beyond the first. Difficulty: +0, -10 for each word beyond the first.
LIZ Liz : Ice KR3 Krii : Kill
Character encases all targets within a 20m cone in a thin layer Target being within twenty five meters of the character loses
of ice. These targets must roll a -10 Strength Test or gain the 1 Stamina Point and applies the Damaged (1) quality to all
Paralyzed condition for the next two rounds. armor and shields that they currently have equipped.
Counts as a ranged, area of effect attack for the purposes of LUN Lun : Leech
evasion. Same as Krii, except the target loses 2 Stamina and the
SLEN Slen : Flesh Damaged quality increases to (2).
Same as Liz, except the Strength Test becomes -20, and the AUS Aus : Suffer
character may choose to double the duration, area, or range. Same as Krii, except the target loses 3 Stamina and the
NUS Nus : Statue Damaged quality increases to (4).
Same as Slen, except the Strength Test difficulty increases to
-30 and the character may choose to double the duration, area, Regenerate
or range again (double two or quadruple one). Your Thu’um renews your body.
Difficulty: -10, -10 for each word beyond the first.
Kyne’s Peace UZNAHG1R Uznahgaar : Unbridled
The Voice soothes wild beasts, who lose their desire to fight or flee. Character gains the Regeneration (2) trait for five rounds.
Difficulty: +10, -10 for each word beyond the first. UNAHZ1L Unahzaal : Unending
K1N Kaan : Kyne Same as Uznahgaar except the character gains the Regeneration
All characters with the Bestial trait within fifty meters are (4) instead.
calmed: they will not fight or flee for the next five minutes. L1S Laas : Life
DREM Drem : Peace Same as Uznahgaar except the character gains the Regeneration
Same as Kaan, except the character may choose to double (6) instead.
the duration or range.
OV Ov : Trust Restore Life
Same as Drem, except the Character may choose to double Your Voice heals wounds and repairs flesh.
the duration or range again (double both or quadruple one). Difficulty: +0, -30 for each word beyond the first.
VOKRI Vokri : Restore
Lightning Blast Target being within five meters is regains 2d6 hp, and removes
Your Thu’um calls down the wrath of the sky. all instances of Passive Wound Effects and Bleeding (X)
Attack conditions.
Difficulty: +10, -10 for each word beyond the first. KOPR1N Kopraan : Body
Q8 Qo : Lightning Same as Vokri except the target regains 4d6 hp instead.
Target being within thirty meters takes 2d4 shock damage to L1S Laas : Life
a random hit location, ignoring 3 AR/MR. Same as Kopraan, except the target regains all lost HP instead.
RON1Z Ronaaz : Arrow With GM permission, a character can burn 10 Luck to use
Target being within thirty meters takes 3d4 shock damage to this to bring a recently deceased character back to life.
a random hit location, ignoring 5 AR/MR.
NOS Nos : Strike
Target being within thirty meters takes 5d4 shock damage to
a random hit location, ignoring 7 AR/MR.

203
Restore Magicka round the storm will attack a random character within the
Your Voice opens your mind to Magicka from Aetherius. storm’s radius.
Difficulty: +0, -10 for each word beyond the first. B4 Bah : Wrath
HAH Hah : Mind Same as Tiid, except the damage becomes 2d8 Shock damage
The Tongue, or a character they can see, restores 15 Magicka. and the duration bcomes 4 rounds.
LAH Lah : Magicka QO Qo : Lightning
The Tongue, or a character they can see, restores 30 Magicka. Same as Bah, except the damage is increased to 4d8 Shock.
VOKRI Vokri : Restore Additionally, either the duration or the number of bolts is
The Tongue, or a character they can see, restores 45 Magicka. doubled.

Shadow Form Throw Voice


Your Thu’um hides you from the eyes of others. The Thu’um is heard, but its source is unknown, fooling those into
Whisper seeking it out.
Difficulty: +0, -10 for each word beyond the first. Whisper
SAH Sah : Phantom Difficulty: +10, -10 for each word beyond the first.
Character gains the Invisible condition for five rounds. ZUL Zul : Voice
VOKUN Vokun : Shadow Character may throw their voice to target location within
Same as Sah, except the duration is doubled. twenty meters, making it seem as if they were there instead
VULON Vulon : Night (what the phantom voice says is up to them).
Same as Vukon, except the duration is doubled (quadrupled M9 Mey : Fool
in total). Same as Zul, except the range is doubled.
QO Qo : Lightning
Slow Time Same as Zul, except the range is quadrupled.
Shout at time, and command it to obey, as the world around you
stands still. Unrelenting Force
Difficulty: -20, -10 for each word beyond the first. Your Voice is raw power, pushing aside anything - or anyone - who
T3D Tiid : Time stands in your path.
Character increases their Maximum Action Points and Attack
Maximum Attacks per round limit by one until the end of Difficulty: -10, -10 for each word beyond the first.
the character’s next turn. FUS Fus : Force
T3D Klo : Sand Character shouts with great force, Dazing all targets within a
Same as Tiid, except the duration bcomes 4 rounds. 3m wide, 15m long beam for one round. Counts as a ranged,
UL Ul : Eternity area of effect attack for the purposes of evasion.
Same as Klo, except characters may not make reactions RO Ro : Balance
to actions that the character takes during the duration. Same as Fus, except the duration is doubled and the targets
Additionally the character gains a +20 bonus to his test when are knocked prone.
choosing to react to an incoming attack with Counter Attack. D4 Dah : Push
Same as Ro, except the targets take 3d6 damage that ignores
Storm Call
A shout to the skies, a cry to the clouds, that awakens destructive armor and also throws them 3d4 meters backwards.
lightning.
Attack
Difficulty: -10, -20 for each word beyond the first.
STRUN Strun : Storm
Summons a magical storm of thunder and lightning with a
200m radius that lasts for 1 minute.
During this time, once per round the character may, as a
free action, command the storm to strike a specific target
within the storm radius, dealing 1d8 Shock damage. This
command is resolved as a Direct Attack which counts toward
the character’s attacks per round limit. At the end of each
round, if the character has not commanded the storm this

204
Whirlwind Sprint Call of Valor
The Thu’um rushes forward, carrying you in its wake with the The valiant of Sovngarde hear your Voice, and journey beyond space
speed of a tempest. and time to lend aid.
Difficulty: +0, -10 for each word beyond the first. Difficulty: -10, -20 for each word beyond the first.
WULD Wuld : Whirlwind HUN Hun : Hero
Character moves forward a number of meters equal to two Summons a Hero or Mage of Sovngarde to fight for the
times their Speed. character for the rest of the current combat. Must obey the
N4 Nah : Fury commands of the Summoner. If their Summoner is killed,
Same as Wuld, except the character may move up they are banished back to Sovngarde instantly. Cannot
to twice that distance. attack Summoner except to defend themself. If the Hero
KREST Kest : Tempest of Sovngarde is slain, they are instead banished back to
Same as Wuld, except the character may move up to four Sovngarde. The the tongue has one less max AP while the
times that distance. Hero is summoned in Mundus and can be banished at any
time.
Legendary Shouts K1L Kaal : Champion
Same as Hun, but summons a Greater Hero of Sovngarde.
Bend Will Z8R Zoor : Legend
Your voice bends the very stones to your will. Animals, people, and Same as Kaal, but summons a Legendary Hero of Sovngarde.
even dragons must do your bidding.
Attack Dragonrend
Difficulty: -20, -10 for each word beyond the first. Your Voice lashes out at a dragon’s very soul, forcing the beast to land.
GOL Gol : Earth Attack
Character may issue a simple, reasonable command to the Difficulty: -20, -10 for each word beyond the first.
earth itself. There is no real limit to what can be done with J8R Joor : Mortal
this Shout, but the GM should be careful about what he Target Dragon that the character can see or that can hear
allows. Some examples: commanding a dense forest to open the character is compelled to land as soon as possible using
a clear path, ordering the very dust of the earth to take flight however much movement and/or AP required to do so. Then,
as a cloud to obscure vision, or splitting very thick ice to they must stay grounded for one minute. Additionally, they
allow passage. lose 1 Stamina Point.
H4 Hah : Mind Z4 Zah : Finite
Character may issue a simple, reasonable command not Same as Joor, except they stay grounded for 5 minutes and
only to the earth (as with Gol) but to other beings. Any lose 2 Stamina Points.
non-Dragon being who hears the shout must make a +10 FRUL Frul : Temporary
Willpower test. Failure means they must obey the stated Same as Zah, except they stay grounded for 10 minutes and
command to the best of their abilities. lose 3 Stamina Points.
DOV Dov : Dragon
Same effects as Hah, except the Willpower Test is made at a
-10 modifier and Dragons may now be affected.

205
Dragon Aspect Earthen March
Once a day, take on the mighty aspect of a dragon, delivering colossal Invented by Hoag Merkiller and used during the invasion of
blows, with an armored hide, and more powerful shouts. Morrowind, this Thu’um causes the Earth itself to rise up and heal
* Can only be applied successfully once per Long Rest. your companions.
Difficulty: -20, -10 for each word beyond the first. Difficulty: -20, -20 for each word beyond the first.
MUL Mul : Strength GOL Gol : Earth
For the duration of five rounds, the character can choose to A number of targets up to the character’s WpB is healed 1d6
add the Splitting (4) or Crushing (4) trait to any melee attack hp as dirt springs from the ground and covers up any injuries.
they perform, or increase any existing levels of the chosen GRON Gron : Bond
trait by 4 should the character already have it. Same as Gol, except the character can choose to either increase
Q4 Quah : Armor the healing to 2d6, or double the number of targets. In addi-
Same as Mul, except the Character also increases their Wound tion, the shout removes any non-permanent shock effects
Threshold by 3 and gains the Natural Toughness (3) trait for from wounds taken.
the duration. 4V Aav : Unity
D3V Diiv : Wyrm Same as Gron, except the character can choose to add an
Same as Quah, except the character no longer needs to spend additional die to the amount healed, or double the number
Stamina Points to use shouts, and gain a +10 modifier to all of targets again. Additionally, the shout can be used to remove
Thu’um tests for the duration. permanent wound effects from wounds taken (even in prior
battles), but the new earthen body-parts comes with a cost in
Form Change the form one or more of the conditions listed below.
One of two shouts made famous by Bhag the Raider, this Thu’um • Earthen Ears: The character removes the Lost Ear condi-
causes alters the world around the tongue, taking on the character- tion, and the Deafened condition, but loses 5 Perception
istics of anyone imaginable. as all sounds are distant and muffled to the character.
Whisper • Earthen Eyes: The character removes the Lost Eye condi-
Difficulty: +0, -20 for each word beyond the first. tion, and the Blinded condition, but loses 5 Perception as
ZUL Zul : Voice the strange blurry vision is never quite in focus.
Character may perfectly mimic a voice they have heard at • Earthen Foot/Leg: The character removes the Lost Foot/
least once before, or simply speak with a voice different from Leg condition, and the Immobilized condition if both were
their own for WpB minutes. lost, but retain the Slowed Condition as the replacement
KOPR4N Kopraan : Body seems firmly attached to the ground.
Character may take on the appearance of anyone they have • Earthen Hand/Arm: The character removes the Lost
seen at least once, or simply take on a generic form of anything Hand/Arm condition but suffers a -5 Strength as it is
that is roughly humanoid for a number of minutes equal to slightly numb and slow.
WpB. • Earthen Entrails: The character removes the Organ
F3K Fiik : Copy Damage condition, but must choose whether his SP
Character may take on the effects of both Zul and maximum or WT stays reduced by 1 as no matter how
Kopraan simultaneously, and extends the duration well it functions, the body just never fully recovers.
of both Zul and Kopraan to WpB*10 minutes.

206
Songs of Destiny Soul Tear
Made famous by Barfok the Maid of Planes during the invasion Your Thu’um cuts through flesh and shatters soul, commanding the
of Morrowind, this shout allows a Tongue to decide the outcome of will of the fallen.
events around them by forcing their will upon mundus by constantly Attack (2nd and 3rd Word)
“singing” it in the Voice, forcing the very fates to obey. Difficulty: -30, -10 for each word beyond the first.
Thu’um Chant: This Shout is unique and is a literal song that R3 Rii : Essence
must be repeated and continuously sung to keep reality bent to Character chooses a number of targets equal to the character’s
the Tongue’s will. It uses the same testing functions of normal WpB within 25m. If any of these targets die within 1 minute,
Shouts, but costs triple the usual Stamina Points. Additionally, their soul is trapped within an appropriate empty soul gem
while a character is singing the Songs of Destiny Shout, they of the character’s within 1m of the character.
cannot use any other Shouts or speak normally and have their V1Z Vaaz : Tear
maximum AP reduced by 1. If the character stops singing the Same as Rii, except it also halves the targets’ max HP for 1
Song for any reason, its effects end immediately. minute. If a target’s current HP is higher than their new max
Difficulty: -20, -20 for each word beyond the first. HP, their current HP is reduced to the new value and is not
PRODAH Prodah : Unavoidable Fate restored when the duration ends.
Before rolling the Thu’um test, the character must state an ZOL Zol : Zombie
event that will come to pass, like “Today, we will taste vic- Same as Vaaz, except if a target dies during the shout’s dura-
tory against the Dunmeri”. If successful, an area around the tion, their corpse rises to fight for the character for 5 minutes.
Tongue equal to the Tongue’s Willpower in meters is bent It uses their character profile.
to their will.
While in this effected area, all those who would oppose the Words of Surety
fate prophesied by the Tongue suffer a -10 penalty to all The second shout made famous by Bhag the Raider, by weaving
tests, and all those who seek to fulfill this prophecy gain a words of power into mundane sentences, known in the Sermons
+10 bonus to all tests. This includes any tests that attempt to of Vivec as double-speak, he could convince even his most cunning
effect something inside the area of effect, even if the source opponents of his lies.
of the effect is not in that same area. Whisper
D4N Daan : Prophecy Difficulty: -10, -20 for each word beyond the first.
Same as Prodah, except the penalty and bonus to tests both LO Lo : Deception
become 20. Additionally, those within the area of effect who The character speaks one sentence that he wishes the target
oppose the prophecy treat any skill check roll they make that to believe as truth, no questions asked, and then rolls an
is equal to one of the Tongue’s Lucky Numbers as a Critical Opposed Willpower test against the target. If the character
Failure. Likewise, anyone seeking to fulfill the prophecy treats succeeds, the target will believe what was just said, and not
any skill check roll they make that is equal to one of the ask any questions that could ruin the belief in the lie.
Tongue’s Lucky Numbers as a Critical Success. V1Z Tinvaak : Conversation
M3R4D Miiraad : Choice Same as Lo, except the target gains a -20 penalty to the
Same as Daan, except the penalty and bonus both become Opposed Willpower Test.
30. Additionally, those within area of effect who oppose the BAHLOK Bahlok : Compulsion
prophecy treat any skill check roll they make that is equal to As Tinvaak, except the target gains a -40 penalty to
one of the Tongue’s Lucky or Unlucky Numbers as a Critical the Opposed Willpower Test.
Failure. Likewise, anyone seeking to fulfill the prophecy treats
any skill check roll they make that is equal to one of the
Tongue’s Lucky or Unlucky Numbers as a Critical Success.
Lastly, the Tongue’s grasp on destiny becomes so strong that
anyone opposing the prophecy loses the ability to Burn Luck
for any reason other than to avoid death, and anyone seeking
to fulfill the prophecy reduces the permanent reduction of the
Luck characteristic by 1 (to a minimum of 1) when burning
Luck.

207
Heroes of Sovngarde Traits
The heroes of Sovngarde, ancient warrior spirits from the past, can • From Beyond: Immune to the effects of disease, fear,
be commanded back to Mundus. poison, and mind affecting magic.
Hero of Sovngarde, Spirit, Major Solo, 1000 Black Soul • Resistance (Frost, 3)
Char * Attributes * Proficiencies * • Undead: Does not breath or eat, immune to disease,
Str 50 HP 23 Combat 80 poison, non-severed wounds, aging, fatigue, dazed, deaf,
and organ damage.
End 45 WT 14 Magic 80
Ag 45 MP 35 Evade 55 Variant: Mage of Sovngarde
Int 35 SP 5 Observe 55 • Power Well (20)
Wp 50 IR +10 Stealth 30 • Spellcaster: Does not wear armor and knows the
Prc 35 AP 3 Knowledge 30 following spells:
Prs 40 Speed 13m Social 50
• Frost 4 (1d10) Ball 3m (10 MP)
• Frost 3 (1d8) Storm 10m (11 MP)
Luck - Size Med Physical 80
• Frost 2 (1d6) Bolt (3 MP)
Weapons and Armor • Ward 3 (8) Self (8 MP)
May have one of: • Ward 2 (7) Self (5 MP)
• Ancient Nordic War Axe: 1d8 Splitting; UW, 2m.
• Ancient Nordic Broadsword: 1d8 Slashing, 2m. Variant: Greater Hero of Sovngarde
• Ancient Nordic Longbow: 1d8, Reload (2), UW, Uses either the Hero or the Mage of Sovngarde as a base.
10/250/350m. [Includes 24 arrows]. Knows all three shouts and they cost 0 SP to use.
• Ancient Nordic Greataxe (2H): 1d12 Splitting, UW, • Battle-Born: Has Combat 90 and Magic 90
Shield Splitter, Concussive, 3m. • Hardy: 30 HP, WT 16, SB 6
May have any of:
• Partial Ancient Nordic Armour: AR 3; 1 Frost, Med. Variant: Legendary Hero of Sovngarde
• Full Ancient Nordic Armour: AR 4; 1 frost, Med. It is recommended that players collaborate with their GM to
• Ancient Nordic Shield: BR 9; (5) 6 vs frost, Med. develop their own personal Legendary Hero. Both player and
GM should work together to design an appropriate hero from
Special Abilities the ground up. It’s suggested to make them like a PC, with the
• Power Attack (1-3 SP, spend after initial roll): Add an roughly the same XP total as the Tongue who commands him
amount of damage to a melee or ranged attack equal to or her.
twice the stamina points spent to a maximum of 3 for +6
damage.
• Power Draw (1 SP): The Hero of Sovngarde can reduce
the reload time of their next shot by 1.
• Dragon Tongue (1 SP): The Hero of Sovngarde can use
an Action to Shout. The Hero knows the first two words
of one of the shouts below:
• Battle Fury (-10 Magic Test)
All Allies within 25 meters of the Hero of Sovngarde,
and the Hero himself, receives a +10 modifier to
Combat Style skill tests for four rounds.
• Fire Breath (-10 Magic Test)
The Hero breathes fire and flame, dealing 2d8 fire
damage to all targets within a 10m cone. Counts as a
ranged, area of effect attack
• Unrelenting Force (-10 Magic Test)
The Hero shouts with great force, Dazing and
knocking prone all targets within a 3m wide, 15m
long beam for two rounds. Counts as a ranged, area
of effect attack for the purposes of evasion. Counts as
as a ranged, area of effect attack.

208
Thu’um Rituals The character then fills out the profile of the Gron-Sik
The Thu’um is an ancient art, having seen many aspects rise and by writing down the following information:
fall through the ages. While the Words of Power are the most well • The chosen name for the Gron-Sik (Usually Gron-Sik of
known advantages of the Thu’um, the Nords have discovered ‘shout name’).
many ways to impose their will upon the world with their Voice. • The word(s) of the chosen shout imbued in the Gron-Sik.
• The amount of DoS scored in the Imbuement, hence-
Listed below is a ritual, detailing how the ancient Tongues forth known as Binding Strength.
could channel their Voice in a manner that has mostly become • The word “Ties” and a blank space in which to note a
lost to time. number.

The Knotted Tongue (GRON SIK) The Gron-Sik can be activated with the Cast Magic action,
In the ages of old, Tongues would rip out the tongue of their greatest spending one if its Ties to power all words of the shout, which
enemies, weave them into rope and imbue them with Speech. This automatically counts as having succeeded with a number of DoS
would result in a sinewy rope, known as a “Gron-Sik”, meaning ‘to equal to its Binding Strength. If a shout requires an Opposed
bind words’, that would contain a part of the Tongue’s own breath, Roll, use the wielders Willpower Bonus.
giving it the power to Speak. Breathing life into the rope would
give it strength, and the Tongue would tie knots on it to contain To power the Gron-Sik, the Tongue must give it a Stamina Point
the breath within, unbinding a knot to unleash a part of its power. for each Tie desired. This can be done as part of a Long Rest,
But breathing life into the rope was costly, requiring a part of the but as long as the Stamina Points are Tied to the Gron-Sik, it
Tongue’s breath in order to stay alive. cannot be recovered by any means, neither ordinary or magical.

The ritual allows the Tongue to imbue a ritually prepared rope Example
of his enemies tongues with a part of his power, allowing him Gron-Sik of Fire Breath
limited use of his Voice, even if otherwise prevented from doing (Yol; Binding Strength 2; Ties [2])
so, like being on the brink of exhaustion or somehow robbed
of the ability to speak. The above is a tongue rope that can be activated two times
before needing to be recharged, that when used performs the
Creating the Rope itself requires no test, but the creator must word Yol, the first word of Fire Breath, with 2 automatic DoS.
have the tongues of three powerful and worthy foes, fresh
Heartwood from a Spriggan (Extremely Rare Restoration ingre- Who’s Tongues are Worthy?
dient) for smoking the meat, drying it out while giving it life, What makes a worthy foe is subjective. The best course of action
and Ice Wraith Essence (Very Rare Restoration / Destruction is simply to ask the GM if an opponent would be considered
ingredient) to preserve it from rot. a worthy foe for the purpose of making a Gron-Sik, but as a
general rule of Thu’um, a worthy foe is a challenging opponent,
With the rope created, it must next imbued with one or more often one that has served as a minor antagonist or worse, such
words of power from a single non-Legendary shout that the as the lieutenants of an enemy army, great monsters such as
Tongue knows. Choose the desired Word(s) of the Shout and giants or goblin kings, or most potently: other Tongues.
perform the appropriate Thu’um test as if using that shout, but
with an added -10 penalty to each word beyond the first. If the
test is successful, the raconic runes representing the word(s)
of the shout appear on the length of rope, indicating that the
ritual was a success. Regardless of the result of the test, all ritual
ingredients are consumed except for the tongue itself.

209
Warden Tales of Kinship
The Warden knows the secret stories of Y’ffre’s creatures, and can
The character has become a Warden after devoting themselves to weave themselves to become a part of them.
the will of Y’ffre. Journeyman (Willpower, Personality)
Costs 1000 XP if a Bosmer or being trained, otherwise 1500 Requires: Tale of Tongues
XP. Any creature with the Bestial Trait that has been sufficiently
The character gains the ability to train Conte Y’ffre & Frostfall calmed by the use of the Profession[Animal Trainer] skill or
skills, learn and use Warden Spells and Talents. through the use of Beast Tongue can, over the course of a
Long Rest, become the target of a ritual. This ritual requires
The Tales of Y’ffre 50 drakes worth of ritual ingredients and 30 Magicka Points
The character gains the ability to train Conte Y’ffre & Frostfall to strike a bargain with the spirits of Yffre’s sacred beasts.
skills, learn and use Warden Spells and Talents.
At the conclusion of the ritual, the Warden and the target
Skill: Conte Y’ffre (Willpower, Personality) make an Opposed Willpower test. The Warden may spend an
Example Specializations: Bears, Cliff Racers, Familiar additional 30 Magicka Points to gain an additional Degree
Striking pacts with beasts and plants alike, the Warden tells tales of Success on their test as many times as they are able. If the
of nature’s warmth and compassion, its capacity for growth, or Warden wins this opposed test they can learn the Call of
the wrath of nature scorned. Nature(X) spell, where X is the target’s creature type.
Your GM may ask you to test Conte Y’ffre when:
• Attempting to convey your intent to an animal. Tales of Brotherhood (X)
• Attempting to gauge the state of nature around you. The Warden knows the ancient tales of Men, Mer and Beastfolk
• Attempting to use Conte Y’ffre spells or talents. that befriended the fiercest beasts of Y’ffre.
Expert (Willpower, Personality)
Skill: Conte Frostfall (Willpower, Personality) Requires: Tales of Kinship
Example Specializations: Same as Spell origin schools The Character deepens the bond between one of their oath-
Embodying the Frostfall, the Wardens tale unleashes the wrath bound Beasts and themselves, turning it into a familiar. When
of harsh winter; frost, blizzards and decay upon foes. Characters this Talent is purchased, choose one creature type (X) that you
can utilize the Conte Frostfall (using Willpower or Personality) have a bargain with. When the Warden summons this crea-
as if it were the relevant Magic School skill when casting or ture, they can choose to temporarily reduce their Maximum
purchasing Conventional Spells with the [Frost] Attribute, or Magicka Pool by the Spell Cost for a number of days equal
which deals Frost based damage. to their Personality Bonus. The familiar is summoned for as
long as the Warden’s Magicka Pool is reduced in this way.
Any talent that can affect the original spell still functions as if
it was cast with the original School. If the familiar dies before this effect ends, the Warden’s
Magicka Pool is restored. Only one familiar can be summoned
Warden Talents at any given time.
These talents enhances the character’s use of the abilities granted
to them by the Conte. In order to purchase or use any of these This talent can be purchased multiple times for each creature
talents, a character must first possess the Warden Elite Advance. type (X).

Tale of Tongues
The Warden knows the ancient tales of the secret tongues of birds
and words of wolves.
Apprentice (Willpower, Personality)
By spending 5 Magicka, the Character can use the Beast Tongue
Racial Ability of the Bosmer for a number of minutes equal to
their Prs Bonus. If the character is a Bosmer they can use this
talent at the same cost to ignore the Perception test to speak
with unfamiliar animals entirely. The talent can be used this
way before or after the test.

210
Tales of the Wild Hunt Conte Y’ffre Spells
The Warden has been bestowed the tale of ancient times where This section contains a number of spells for the Conte Y’ffre
monsters were truly wild, unconstrained by the Green Pact, and skill that Wardens may learn through their innate connection
can empower his familiar with this power. with Y’ffre, Lord of the Wild.
Master (Willpower, Personality)
Requires: Tales of Brotherhood (X) These spells have no associated individual spell effects and, as
The Character’s Familiar summoned with the Tales of such, cannot be used for enchantments, unconventional spells,
Brotherhood may gain the Wild Shape Racial Ability of or alchemy.
the “Bosmer: The Unglamoured” on page 36, the effects
of which are chosen upon the summoning of the Familiar. New Spell Attribute: Natural
Additionally, the familiar gains the Magic quality on all attacks Only targets standing on a surface that could sustain natural life
with its natural weapons. Lastly, if the familiar perishes from in some capacity, such as a forest floor, a dirt road, or a riverbed,
injury, the Warden can spend a Stamina Point and pay the can be affected by this spell.
cost of summoning the Familiar to magically restore it to full
health. This can only be done once for each time the familiar Call of Nature (X)
is summoned. “... they surged forth, the savage wolves making short work of the
poachers and bring peace once more!”
Frozen Gate Upkeep, Mindlock (Spell Str.)
The Warden tells the tales of people who went into the raging snow
of the Frostfall, never to be seen again. WORK IN PROGRESS - SEE BLACK BOOK OF
Journeyman (Willpower, Personality) APOCRYPHA FOR ORIGINAL RULES
The Warden can test Conte Frostfall(+0) and spend 20 Magicka
using a Cast Magic Secondary Action to create a portal of ice Summons the chosen animal with the Summoned & Bound
underneath a target character within 25 meters, causing the traits, which appears within five meters of the Warden. Keeping
target to immediately appear on the ground before the caster the animal apparition manifested in the world imposes [Spell
within 3 meters. If a valid location is unavailable the effect fails Str] Mindlock on the Warden. Roll initiative for the Animal
automatically. On a successful cast, the Warden rolls Willpower when summoned, as it acts on its own turn.
opposed by the Target’s Evade or Athletics skill if they want to
avoid it. This counts as a 4th Level Spell. Fungal Growth
“... and the spores invigorated the defenders to fight once more, for
Secluded Grove the glory of Y’ffre!”
Through Y’ffre, nature provides a sanctuary in which the Warden AoE(5m, Cone), Defensive Overload, Natural
and their allies can rest deeply or in safety.  Level:  1  2  3  4  5  6  7
Adept (Willpower, Personality)
 Cost: 11 13 15 17 19 21 23
The Warden can choose to invoke the nature’s spirits to
provide comfort or safety, within the confines of a small [Spell Str.] 2 4 6 8 10 12 14
natural area. Calling upon this boon costs 5 Magicka for a Short A patch of mushroom rapidly grows and spew spores at all targets
rest and 15 Magicka for a long rest, spent upon completion of within a 5m cone, healing [Spell Strength] to all of the Warden
the rest. chooses within, leaving the rest untouched.
Choose one of the following:
• Comfort: The Warden and their allies double the effects Budding Seeds
gained from a Long or Short rest taken in the defined “... with the coming of spring, all life new and old would once again
area. A character can choose to forgo this benefit to be spurred to life!”
instead treat a single Wound of the character’s choice. Upkeep, Defensive Overload, Natural
• Safety: The Warden and their allies will not be disturbed  Level:  3  6
by any wildlife with the Bestial trait during their sleep.
 Cost: 10 20
Additionally, they count as if they had the Light Sleeper
Talent. If they already have this talent, they instead gain [Spell Str.] 1 2
a +20 bonus to their Observe test for the purposes of Plants burst forth only to fade out of reality moments later
noticing potential threats. around the caster for 1 Round, granting the Regeneration ([Spell
Strength]) trait to all targets who the Warden chooses within
10 meters, leaving the rest untouched.

211
Leeching Vines
“... but not all plants were defenseless against the woodsman, and
soon he was felled like the many trees.”
Overload (+WpB to Dmg)
 Level:  1  2  3  4  5  6  7
 Cost: 9 12 15 19 21 24 27
[Spell Str.] 1 1 1 2 2 2 3
Carnivorous vines sprout from the caster’s body, swiping at
anything that dares attack them. The Vines have a 3m reach and
[Spell Strength] AP that it can use to Counter Attack against
melee attacks that target the Caster. It uses the Caster’s Willpower
Score as the Combat Style Target Number, and can only defend
against attacks that the Warden has not already attempted to
defend against. A successful Counter Attack inflicts [Spell Level]
Poison damage, healing the Caster for half the amount of damage
dealt (round up).

Lotus Flower
“... who refuses to serve nature, shall serve as sustenance when the
earth claims their corpse.”
Defensive Overload
 Level:  3
 Cost: 7
[Spell Str.] 3
Beautiful blossoms spring forth, wrapping around the melee
weapon currently in the Casters hand. For the next [Spell
Strength] hits, successfully Inflicting damage with this weapon
restores 1 HP to the wielder, in addition to its normal effects.
This effect can only be applied once per weapon and expires
after a Long Rest.

Nature’s Grasp
”... gardeners are gathered, in more ways than one by their commit-
ment to nurturing nature.”
Direct, Overload (+10 to Spell Str), Natural
 Level:  3
 Cost: 10
[Spell Str.] 15
Successfully casting this spell counts as performing a Disengage
action, except the caster is pulled by plants, trees and roots to
safety near a chosen ally within [Spell Strength] meters, without
having expended any movement.

212
Appendix
Spell Making Reference Self
Potion
Cost: 1
The reference materials in this section are for players to use to Affects the caster.
create their own spells. See Unconventional Spells in Chapter
6 for details. Touch
Ranged (1m)
Spell Attributes Cost: 1

Many spells have attributes listed in their profiles that modify Affects a single target character within 1m of the caster.
their rules or clarify how they function in game terms. The rules
for spell attributes apply to all types of spells but are included Bolt
in this section for convenience: Ranged (100m)
• Attack: Using this effect is considered an Attack for the Cost: 2
purposes of determining Attacks per round. Requires a Affects a single target character within 100m of the caster.
Primary Cast Magic Action to cast.
• Potion: A potion can be created with this spell effect. Target
• Toxin: A toxin can be created with this spell effect. Direct
• Upkeep: The caster can, as a Free Action, refresh the effect Cost: 4
(including any required tfests or rolls, using the original Affects a single target character within 50m of the caster. If this
target(s)) and duration of this spell when it ends by paying spell would alter the Target’s mind or harm them in any way,
the original cost that they paid for the spell. this form becomes a Direct Attack.
• Overload: The caster benefits from an extra effect (as spec-
ified) if not restraining this spell. Ball
• Defensive Overload: By default, spells with the Defensive  anged, AoE (1 + Zm, sphere)
R
Overload attribute have no extra effects. When a character Cost: 5 + Z
takes the Mage Guard and the Arcane Defender talents, they Affects all targets within 1 + Z meters of target point within
benefit from a bonus to the spell effect if not restraining 100m of the caster.
the spell.
• Ranged (range): Spell can affect a target within the listed Beam
range. Ranged, AoE (10 + 10*Zm, beam)
• Melee (range): Spell counts as melee with the listed range. Cost: 5 + Z
Does not provoke attacks of opportunity. Affects all targets within a 1m wide line 10 + (10 x Z) meters
• D  irect: This spell has a target or targets. These kinds of in chosen direction from the caster.
spells cannot do damage and cannot be defended against
by normal means. Chain
• AoE (range, form): This spell counts as a ranged area of Ranged (50m)
effect of the given form/radius. Cost: 5 + Z
• Mindlock (X): Reduces the caster’s max AP by X to a Affects a single target within 50m of the caster. Then affects up
minimum of zero. to Z additional targets, each within 10m of the previous target.
• [Variation]: This spell has multiple variations, each cor-
responding to one of the listed items. Each variation is its Cloak
own spell that must be learned separately. Upkeep
Cost: 4
Spell Forms Affects all targets within 1m at the end of each of the caster’s
This page contains a list of spell forms. A Form is the “shape” turns. This Form ignores the Attack attribute at GM discretion.
of the spell. Some spells are cast across wide areas (like a fireball,
which uses the “ball” form) while others are cast only on the Cone
caster themselves (the “self ” form). Most spell form have a base AoE (3 + Zm, cone)
cost associated with them and a single parameter (which is Cost: 5 + Z
represented by the variable Z) to determine their “size.” Many Affects all targets within a 3 + Z meter cone (a cone with a
also have attributes associated with them: these are imparted length of 3 + Z meters, and the same width).
to the final spell.

214
Pulse
 oE (1 + Zm, sphere)
A Spell Effects
Cost: 4 + Z The next page contains a list of spell effects. An Effect is the
Affects all targets within 1 + Z meters of the caster. actual content of a spell: the fire effect causes fire damage while
the heal effect heals it.
Rune
Cost: 5 + Z Most spell effects have a cost determined by a static multiplier
Creates a magical rune that takes up 1 square meter on a surface times the chosen spell level (SL). Many also have attributes
within 1 meter. After a 1 round delay the rune becomes barely associated with them: these are imparted to the final spell.
visible (-20 to any vision based tests to spot it). The caster
chooses one or more conditions upon which the rune detonates. Unless otherwise specified, spell effects do not stack with
The rune persists indefinitely. themselves (multiple fortify spells do not stack on top of
• Proximity: The rune detonates whenever a character comes one another, for example).
within a certain distance (chosen by the caster).
• Time: The rune detonates after a set amount of time. If the character is casting a multi-part spell, then resolve each
• Manual: The caster can detonate the rune manually from part of the spell simultaneously (meaning that none of the parts
any distance by using the Cast Magic action. benefit from the effects of any of the other parts).

When the rune detonates it affects all targets within 1 + Z meters.


This counts as an area of effect attack and can be evaded, but
only if a character is aware of the rune.

This Form ignores the Attack attribute at GM discretion.

Storm
Upkeep, AoE (1 + (3 x Z), sphere), (loses the Overload
attribute)
Cost: 5 + Z
Affects all targets within 1 + (3 x Z) meters of target point within
100m. Leaves behind a persistent zone in this area for 1 round
that causes the same effect to any characters who pass through
it (or end their turn in it if they started there). Upkeeping the
spell does not let the caster move the storm, it merely refreshes
the effect and duration.

Wall
Upkeep, AoE (Z, wall)
Cost: 5 + Z
Creates a wall 1m wide and 1 + (2 x Z) meters long within 100m,
with an orientation chosen by the caster. Affects all targets within
the area of the wall. Leaves behind a persistent zone in this area
for 1 round that causes the same effect to any characters who
enter it (or end their turn in it if they started there). Upkeeping
the spell does not let the caster move the wall, it merely refreshes
the effect and duration.

215
Alteration Spell Effects
Effect Rules Attributes Cost
[Fire, Frost, Shock, Poison],
Elemental Armor Affected target gains SL AR of the chosen [type] for 1 minute. Upkeep, Potion, Defensive 4 x SL
Overload
Upkeep, Potion, Defensive
Magic Armor Affected target gains SL magic AR for 1 minute. 6 x SL
Overload
Upkeep, Potion, Defensive
Armor Affected target gains SL AR for 1 minute. 5 x SL
Overload
Affected target must make a Strength test with a 30 - (10 x SL)
Burden Upkeep, Toxin 3 x SL
modifier or raise its Encumbrance level by one for 1 round.
Affected target lowers its Encumbrance level by one for 1 round
and treats its armor as being one weight class lighter (target
counts as being trained to wear this type of armor even if they
Feather Upkeep, Potion 10
normally would not be).

Note: This effect always counts as being Spell Level 4.


Affected target gains SL temporary bonus HP against physical
damage for 1 round. Any damage the target takes reduces this
HP first.

This bonus HP can exceed the target’s HP max, and if any


Stoneflesh remains at the end of 1 round then the spell is free to upkeep Upkeep, Potion 2 x SL
(the bonus HP refreshes entirely); unless the Caster decides to
use Defensive Overload, in which case the spell still costs MP
to upkeep. If all of the bonus HP is lost by the end of the round
then the spell cannot be refreshed via upkeep and must be cast
again.
Affected target gains SL temporary bonus HP against magic
damage for 1 round. Any damage the target takes reduces this
HP first.

This bonus HP can exceed the target’s HP max, and if any


Ebonyflesh remains at the end of 1 round then the spell is free to upkeep Upkeep, Potion 2 x SL
(the bonus HP refreshes entirely); unless the Caster decides to
use Defensive Overload, in which case the spell still costs MP
to upkeep. If all of the bonus HP is lost by the end of the round
then the spell cannot be refreshed via upkeep and must be cast
again.
Affected target gains SL temporary bonus HP against damage of
the chosen [type] for 1 round. Any damage it takes reduces this
HP first.

This bonus HP can exceed the target’s HP max, and if any


[Fire, Frost, Shock, Poison],
Elemental Flesh remains at the end of 1 round then the spell is free to upkeep 1 x SL
Upkeep, Potion
(the bonus HP refreshes entirely); unless the Caster decides to
use Defensive Overload, in which case the spell still costs MP
to upkeep. If all of the bonus HP is lost by the end of the round
then the spell cannot be refreshed via upkeep and must be cast
again.
The next time the affcted target jumps within 1 minute it may
Jump Potion SL
jump SL meters higher or further.
Levitate Affected target gains the Flyer (3 x SL) trait for 1 minute. Upkeep, Potion 6 x SL

216
Effect Rules Attributes Cost
Affected door or container locks itself. Defeating this lock
Lock requires an extended Subterfuge test with a success threshold - 3 x SL
equal to 2 x SL.
Affected door or container within 1 meter unlocks itself if the
Open - 3 x SL
extended test threshold to unlock it is 2 x SL or lower.
Removes SL levels of the Damaged (X) quality from affected
Repair Upkeep 3 x SL
piece of armor, shield, or weapon.
The next time affected target falls within 1 minute it may ignore
Slowfall up to the first 2 * SL meters when calculating fall damage. May Upkeep, Reaction, Potion 1 x SL
be cast as a reaction if a character falls.
Water Breathing Character can breathe water as if it were air for SL minutes. Potion 1 x SL
Water Walking Character can walk on water as if it were land for SL minutes. Potion 1 x SL
May be cast as a reaction to an attack in place of the
character’s normal defense and does not provoke Attacks
Ward of Opportunity. Caster generates a magical ward that acts Reaction 2 x SL
as a shield for all damage, gaining [5 + SL] Magical and
Physical BR. Power Block is incompatible with this shield.

217
Conjuration Spell Effects
When summoning anything in unconventional spellcasting, regardless of spell form only 1 creature/object is summoned per
every instance of the effect. For example, a Summon Scamp Ball will only summon 1 scamp unless the Summon Scamp Ball has
2 or more Summon Scamp effects.

A summoned creature will appear at a target point determined by the form of this spell.
• Any AoE form: creature is summoned anywhere within that area.
• Cloak/Self forms: creature is summoned 5 meters near the caster.
• Target/Bolt/Touch: creature is summoned 5 meters near the target or target area the spell is hit

A summoned object will appear on a target character determined by the form of this spell.
• Any AoE form: object is summoned on a target of the caster’s choosing within the area of the AoE.
• Cloak/Self forms: object is summoned on the caster.
• Target/Bolt/Touch: object is summoned on the target of the form.
Effect Rules Attributes Cost
Summons one of the following sets of Bound Daedric armour (Both Arms;
Both Legs, Body; or Head;) that follows the profile determined by its SL.
The armour slots this spell summons must be determined when the spell is
learned.

This piece of armor magically replaces whatever armor a willing target is


currently wearing on that location for one minute. The armor piece counts as
one weight class lighter for the purpose of armor penalties, and does not need
to be among the target's trained armor classes in its combat style. The armour
has the Bound and Summoned traits.
Conjure [Armor] SL 2: Inferior Partial Daedric Upkeep 7 x SL
SL 3: Inferior Full Daedric
SL 4: Partial Daedric
SL 5: Full Daedric
SL 6: Superior Partial Daedric
SL 7: Superior Full Daedric

Notes:
• This effect cannot be used at Spell level 1
• Adding more than 1 instance of this effect causes the cost of all instances
of this effect after the first to be 2 x SL, but only if used in the self form.
Summons a Bound Daedric weapon or shield of casters choice that follows
the profile determined by its [Spell Level]. The weapon type must be deter-
mined when the spell is learned.
SL 2: Primitive Quality
SL 4: Standard
SL 6: Proven Quality

This weapon appears in a willing target’s hand(s) for the duration of the
Conjure [Weapon] spell or until the weapon leaves the target's hands. The target gains a [Spell Upkeep 7 x SL
Strength] weapon (with ammo) with the Bound and Summoned traits of the
chosen type for 1 minute. Weapons with the reload quality are not loaded
when they are summoned; however, the value of the first reload action is
reduced by 1. If the weapon is not in any of the target's Combat Styles, they
count it as being Trained (+0).

Notes:
• This effect can only be used at Spell Levels 2, 4, and 6.

218
Effect Rules Attributes Cost
The caster picks a target with the Summoned trait that must make an
Sunder Binding opposed Willpower test vs the caster with a 30 - (10 x SL) modifier or be sent 1 x SL
back to the place from whence it came. This is also a Mysticism effect.
Summons a construct with the Summoned trait, which appears within five
meters of the caster. Immediately after being summoned, the Construct
must make a Willpower test against the DoS of the Conjuration test. If the
Conjurer wins the test, the Construct gains the Bound trait and persists for
1 round, If the Construct wins the Opposed test, it is not Bound and can
act as it pleases, typically murdering its summoner. The unbound Construct
can test Willpower at the end of each round to maintain itself in Mundus.
Keeping the Construct in line imposes [Spell Str] Mindlock on the caster.
If the spell ends because the caster chooses not to upkeep this spell and the
summoned creature has the Bound trait, the creature loses the Summoned Upkeep,
See Profile
Summon Construct trait and returns to their plane of origin. Mindlock(Spell
Table
Strength)
Roll initiative for the Construct when it’s summoned, as it acts on its own
turn. If this spell is restrained, the summoned creature’s Maximum AP
is reduced by 1 while they have the Bound trait.

For each time the spell is bought, pick one spell profile from the table below
and mark it on your sheet.

Note: Spell Strength depends on the construct summoned, which can be


found in its profile on the page below.
Summons a Daedra with the Summoned trait, which appears within five
meters of the caster. Immediately after being summoned, the Daedra must
make a Willpower test against the DoS of the Conjuration test. If the
Conjurer wins the test, the Daedra gains the Bound trait and persists for 1
round, If the Daedra wins the Opposed test, it is not Bound and can act as
it pleases, typically murdering its summoner. The unbound Daedra can test
Willpower at the end of each round to maintain itself in Mundus. Keeping
the Daedra in line imposes [Spell Str] Mindlock on the caster. If the spell
ends because the caster chooses not to upkeep this spell and the summoned
creature has the Bound trait, the creature loses the Summoned trait and Upkeep,
See Profile
Summon Daedra returns to their plane of origin. Mindlock(Spell
Table
Strength)
Roll initiative for the Daedra when it’s summoned, as it acts on its own turn.
If this spell is restrained, the summoned creature’s Maximum AP is
reduced by 1 while they have the Bound trait.

For each time the spell is bought, pick one spell profile from the table below
and mark it on your sheet.

Note: Spell Strength depends on the construct summoned, which can be


found in its profile on the page below.

219
Summoned Creature Profile Tables
To find the stats for the Daedra or Construct you want to summon, go to The Scroll of Oblivion.

Summoned Daedra
Daedra Level Cost Spell Str.
Daedrat 1 7 1
Scamp 1 8 1
Banekin 1 9 1
Hell Hound 2 12 1
Clannfear 2 13 1
Hunger 3 16 1
Dremora Churl 3 16 1
Flame Atronach 3 17 2
Spider Daedra 4 18 2
Dremora Caitiff 4 19 1
Ogrim 4 20 2
Frost Atronach 4 20 2
Auroran 5 22 2
Storm Atronach 5 23 3
Dremora Kynmarcher 5 24 2
Winged Twilight 6 27 3
Aureal (Golden Saint) 6 28 3
Mazken (Dark Seducer) 6 28 3
Dremora Lord 7 32 3
Xivilai 7 33 3
Daedroth 7 34 3

Summoned Daedra
Construct Level Cost Spell Str.
Flesh Atronach 4 21 2
Hulking Flesh Atronach 6 29 3

220
Destruction Spell Effects
Effect Rules Attributes Cost
Disintegrate Armor Armor piece on affected hit location gains Damaged (SL) Attack 4 x SL
Disintegrate Weapon Weapons held by affected character(s) gain Damaged (SL) Attack 4 x SL
Drain Magicka Affected target must make a Willpower test or lose 4 x SL MP Upkeep, Toxin, Attack 2 x SL
Affected target must make an Endurance test with a 30 - (10 x SL)
Fatigue Toxin, Attack 2 x SL
modifier or lose 1 SP.
Affected target takes (die) fire damage.
Overload (+WpB to Dmg),
Fire Note: The SL determines the size of the die used, starting with a 1d4 2 x SL
Attack
and stepping up one size for each SL beyond the first (1d6, 1d8, 1d10,
2d6, 2d8, 2d10).
Affected target takes (die) frost damage.
Overload (+WpB to Dmg),
Frost Note: The SL determines the size of the die used, starting with a 1d4 2 x SL
Attack
and stepping up one size for each SL beyond the first (1d6, 1d8, 1d10,
2d6, 2d8, 2d10).
Affected target takes (die) shock damage.
Overload (+WpB to Dmg),
Shock Note: The SL determines the size of the die used, starting with a 1d4 2 x SL
Attack
and stepping up one size for each SL beyond the first (1d6, 1d8, 1d10,
2d6, 2d8, 2d10).
Affected target takes (die) poison damage.
Overload (+WpB to Dmg),
Poison Note: The SL determines the size of the die used, starting with a 1d4 2 x SL
Attack
and stepping up one size for each SL beyond the first (1d6, 1d8, 1d10,
2d6, 2d8, 2d10).
Affected target takes (die) fire damage. Damage dealt counts as
sunlight.
Overload (+WpB to Dmg),
Sunlight 3 x SL
Note: The SL determines the size of the die used, starting with a 1d4 Attack
and stepping up one size for each SL beyond the first (1d6, 1d8, 1d10,
2d6, 2d8, 2d10).
[Fire, Frost, Shock, Poison],
Elemental Weakness Affected target gains Weakness ([type], SL) trait for 1 round. 1 x SL
Upkeep
Weakness to Magic Affected target gains Weakness (magic, SL) trait for 1 round. Upkeep 3 x SL

221
Illusion Spell Effects
Effect Rules Attributes Cost
Affected target must make a Willpower test with a 30 - (10 x SL) Upkeep, Toxin,
Blind 3 x SL
modifier or be Blinded for 1 round. Attack
Affected target must make a Willpower test with a 30 - (10 x SL)
modifier or be calmed for 1 minute.

A calmed character loses the will to fight. While calmed, they cannot
Calm willingly attack any character unless that character attacks them first, Toxin, Attack 3 x SL
at which point they snap out of the effect.

If a character while under this spell’s effect is struck by a Frenzy effect,


then this spell effect is immediately nullified
Chameleon Affected target gains the Chameleon (-5 x SL) condition for 1 minute. Upkeep, Potion 3 x SL
Affected target becomes receptive to others, and the next character to
Upkeep, Toxin,
Charm attempt a Persuade or Deceive test on them within 1 minute receives a 2 x SL
Attack
+5 x SL bonus.
Willing affected target receives a +5 x SL bonus to any Fear tests
Courage within 1 minute. Targets under the effects of fear can make a Upkeep 2 x SL
Willpower test with the same bonus to snap out of the effects.
Panic Affected target must make a Panic (30 - (10 x SL)) test. Attack 2 x SL
Horror Affected target must make a Horror (30 - (10 x SL)) test. Attack 8 x SL
Affected target must make a Willpower test with a 30 - (10 x SL)
modifier or gain the Frenzied condition.
Frenzy Toxin, Attack 4 x SL
If a character while under this spell’s effect is struck by a Calm effect,
then this spell effect is immediately nullified.
Affected target gains the Invisible condition for 1 round. They lose this
condition if they attack or cast another spell during this time.
Invisibility Upkeep, Potion 12
Note: This effect always counts as being Spell Level 5.
Creates a light orbiting affected target that illuminates an area within
Light Upkeep, Potion 1 x SL
10 x SL meters for 1 minute.
Muffle Affected target gains the Muffled (-5 x SL) condition for 1 minute. Upkeep, Potion 3 x SL
Affected target gains the ability to see in the dark up to 10 x SL meters
Night Eye Upkeep, Potion 3 x SL
for 1 minute.
Affected target must make a Willpower test with a 30 - (10 x SL) Upkeep, Toxin,
Paralyze 7 x SL
modifier or be Paralyzed for 1 round. Attack
Affected target gains SL additional degrees of success on successful
Sanctuary defense tests for 1 round. They can also move 1 meter further than Upkeep, Potion 7 x SL
normal to avoid AoE attacks on successful evade tests.
Affected target must make a Willpower test with a 30 - (10 x SL) Upkeep, Toxin,
Silence 3 x SL
modifier or be Silenced for 1 round. Attack

222
Mysticism Spell Effects
Effect Rules Attributes Cost
Choose Characteristic at purchase. Affected target takes a 5 x SL penalty
to all tests that rely on the affected Characteristic for one round, and
Absorb
grants the caster a bonus to tests using the same Characteristic for one Upkeep, Attack 8 x SL
[Characteristic]
round. If this spell is affected by a Reflect spell or effect, it has no net
effect.
Affected target takes (die) magic damage. Caster regenerates HP equal
to half (round up) of the damage dealt (after reduction). If this spell is
affected by a Reflect spell or effect, it has no net effect.
Overload (+WpB to Dmg),
Absorb Life 3 x SL
Attack
Note: The SL determines the size of the die used, starting with a 1d4 and
stepping up one size for each SL beyond the first (1d6, 1d8, 1d10, 2d6,
2d8, 2d10).
Affected target must make a Willpower test or lose (die) magicka. Caster
regenerates MP equal to the magicka lost. If this spell is affected by a
Reflect spell or effect, it has no net effect.
Overload (+WpB to MP lost),
Absorb Magicka 3 x SL
Attack
Note: The SL determines the size of the die used, starting with a 1d4 and
stepping up one size for each SL beyond the first (1d6, 1d8, 1d10, 2d6,
2d8, 2d10).
Affected target gains the ability to see objects/effects of the chosen
[Life, Magic, Undead, (other)],
Detect [type] [type] within 10 x SL meters as a faint, shimmering outline even in the 5 x SL
Upkeep, Potion
dark and through objects, even if blind, for 1 minute.
Removes all magical effects of SL level (either potion, spell, or enchant
Dispel level) or lower from the affected target. Constant enchantments Potion 4 x SL
reactivate after 1d4 rounds.
Affected target gains the Incorporeal trait for 1 round.
Ethereal Form Upkeep, Potion 10
Note: This effect always counts as being Spell Level 5.
Places an invisible, magic mark at the affected target’s current location.
The amount of marks a character can keep track of is equal to their
Intelligence Bonus.
Mark Potion 5
Note: This effect always counts as being Spell Level 2, and can only be used
with the Self form.
Instantly transports willing affected target to the location of one of the
caster’s magic marks placed with the Mark spell. Cannot be used to
Recall travel between planes. Potion 15

Note: This effect always counts as being Spell Level 3.


Any time affected target would be hit by a spell (after any defense, but
Reflect before resolving effects), roll a d10. If the result is a roll of SL or lower, Upkeep, Potion 3 x SL
instead resolve the spell against its original caster. Lasts for 1 round.

Affected target within 50m has their soul magically tethered to


an appropriate empty soul gem (only black soul gems can hold
the souls of men, mer, and the beast races) of the caster’s choice
Soul Trap within 1m of the caster. If the target dies within 1 minute, then Upkeep 12
their soul is trapped within the gem and it gains soul energy equal
to the size of their soul.

Note: This effect always counts as being Spell Level 2.

223
Effect Rules Attributes Cost
Spell Absorption Affected target gains the Spell Absorption (SL) trait for 1 round. Upkeep, Potion 3 x SL
The caster picks a target with the Summoned trait that must make an
opposed Willpower test vs the caster with a 30 - (10 x SL) modifier
Sunder Binding 1 x SL
or be sent back to the place from whence it came. This is also a
Conjuration effect.
Telekinesis Affected target gains the Telekinesis (SL) trait for 1 minute. Upkeep, Potion 3 x SL
Telepathy Affected target gains the Telepathy (SL) trait for 1 minute. Upkeep, Potion 3 x SL

224
Necromancy Spell Effects
Effect Rules Attributes Cost

Target corpse of [Spell Strength] size is reanimated for one minute,


using the profile it had in life. The target must immediately test an
Opposed Willpower with the caster. If the caster wins the test, the
target also has the Bound trait. If the target wins the test, they are
reanimated but are not Bound to the caster.

The target is reanimated with full HP, Stamina Points, Action Points,
Magicka, and any uses of limited use abilities.

The spell imbues the body with the spirit of a lesser daedra, and has
Reanimate no shred of the character’s consciousness, soul, or any knowledge Upkeep, Direct, Mindlock(1) 5 x SL
of their past life except for skills, talents, traits, and spells. They do
not retain powers gained from their race.

After the reanimated creature dies again or if the spell ends (due to
unpaid upkeep or any other reason), the reanimated creature turns
to a pile of ash and cannot be reanimated.

Note: The SL determines the size of the creature that can be reanimated,
starting with "Puny" and stepping up one size for each SL beyond the first
(Tiny, Small, Standard, Large, Huge, Massive).
The caster summons a Ghost (SL 2) or an Ancient Ghost (SL 3) into
Summon Ghost
Mundus for one round. The caster and the Ghost must immediately Upkeep, Mindlock(1) SL 2 = 12
roll an Opposed Willpower test; if the caster succeeds, the Ghost SL 3 = 19
has the Bound trait for the duration.

The caster summons a Wraith (SL 4) or a Gloom Wraith (SL 5) into


Mundus for one round. The caster and the Wraith must immediately Upkeep, Mindlock(2) SL 4 = 18
Summon Wraith
SL 5 = 22
roll an Opposed Willpower test; if the caster succeeds, the Wraith
has the Bound trait for the duration.

225
Restoration Spell Effects
Effect Rules Attributes Cost
Affected target removes the Diseased SL Condition
Spell Level 2 = Common
Cure Disease Spell Level 4 = Magical Potion 7 x SL

Note: This effect always counts as being either Spell Level 2 or Spell Level 4
Affected target loses the Paralyzed condition.
Cure Paralysis Potion 8
Note: This effect always counts as being Spell Level 2.
Upkeep, Potion,
[Strength, Endurance,
Fortify Affected target increases their [characteristic] score by 5*SL for 1 round. Agility, Intelligence, 8 x SL
Willpower, Perception,
Personality]
Heal Affected target regains 2 x SL HP. Potion 2 x SL
Affected target regains 1 SP OR removes 1 level of fatigue if they have any.
Rejuvenate Potion 16
Note: This effect always counts as being Spell Level 3.
Target character within 1 meter regains [2 x SL] MP or [Casting Cost] MP,
whichever is lower.
Replenish Potion 3 x SL
Note: This effect cannot be used with the self form.
[Fire, Frost, Shock,
Elemental Resistance Affected target gains the Resistance ([type], SL) trait for 1 round. Poison], 2 x SL
Upkeep, Potion
Resistance to Magic Affected target gains the Resistance (magic, SL) trait for 1 round. Upkeep, Potion 4 x SL
Affected target is stabilized if they were dying.
Stabilize Potion 1
Note: This effect always counts as being Spell Level 1.
Affected target with the Undead trait must make a Willpower test with a 30 -
Turn Undead Upkeep, Toxin, Attack 3 x SL
(10 x SL) penalty to not immediately flee the caster for 1 round.
May be cast as a reaction to an attack in place of the character’s
normal defense and does not provoke Attacks of Opportunity. Caster
Ward generates a magical ward that acts as a shield for all damage, gaining Reaction 2 x SL
[5 + SL] Magical and Physical BR. Power Block is incompatible with
this shield.

226
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