CHARACTER GENERATION:
Select Race: Select one of the optional character races. Record base Primary Attributes at this point, as well as Abilities and note bonuses.
Select Gender: Select to be either a male or female character.
Select Name: Choose a name for you character.
Select Birthsign: Select the desired optional birthsigns for the character.
Select Occupational Class: Select the desired class for the character.
Select Character Background: Answer the questions in the Character Class section and record the results for the character background.
Determine Primary Attributes: Based on the previous information, total your final Primary Attributes and record them on the character sheet. Note applicable Attribute Bonuses (calculated based off of 10% of Attribute Score ? round down).
Determine Derived Attributes: Based on the provided calculations, determine and record your characters starting Derived Attributes.
Determine Secondary Attributes (Optional): If you are using the Secondary Attributes System then record your starting levels (all characters start at full for these Attributes).
Determine Skills: Using the previous information, record the characters Major, Minor, and Misc skills and determine their current respective levels.
Determine Starting Spells: Utilizing the provided charts, select and record the characters starting spells.
Determine Starting Feats: Utilizing the provided charts, select and record the characters starting feats.
Determine Starting Equipment: Using the previous information, record the characters starting equipment and funds.
Apply Finishing Touches: Apply all finishing touches to the character (Ideas: Alingment, Disposition, Derangements, etc).
GENERAL MECHANICS:
Races:
Attributes are displayed for Male/Female Characters respectively (as are Height and Weight).
Altmer (High Elf):
Attributes: STR 30/30, INT 50/50, WIL 40/40, AGI 40/40, SPD 30/40, END 40/30, PER 40/40, LUC 40/40
Skill: Alchemy +10, Alteration +5, Conjuration +5, Destruction +10, Enchant +10, Illusion +5
Resistances: Fire -50, Frost -25, Poison 0, Shock -25, Magicka -50, Common Disease +75
Specials: Fortify Maximum Magicka 1.5*INT (150% more)
Height, Weight: 1.1/1.1, 1.0/1.0
Argonian:
Attributes: STR 40/40, INT 40/50, WIL 30/40, AGI 50/40, SPD 50/40, END 30/30, PER 30/30, LUC 40/40
Skill: Alchemy +5, Athletics +15, Illusion +5, Medium Armor +5, Mysticism +5, Spear +5, Unarmored +5
Resistances: Fire 0, Frost 0, Poison +100, Shock 0, Magicka 0, Common Disease +75
Specials: Water Breathing 5pts for 120sec
Height, Weight: 1.03/1.0, 1.1/1.0
Bosmer (Wood Elf):
Attributes: STR 30/30, INT 40/40, WIL 30/30, AGI 50/50, SPD 50/50, END 30/30, PER 40/40, LUC 40/40
Skill: Archery +15, Sneak +10, Light Armor +10, Alchemy +5, Acrobatics +5
Resistances: Fire 0, Frost 0, Poison 0, Shock 0, Magicka 0, Common Disease +75
Specials: Beast Tongue (Command Creature) 5pts for 600sec
Height, Weight: 0.9/1.0, 0.95/0.9
Breton:
Attributes: STR 40/30, INT 50/50, WIL 50/50, AGI 30/30, SPD 30/40, END 30/30, PER 40/40, LUC 40/40
Skill: Conjuration +10, Mysticism +10, Restoration +10, Alchemy +5, Alteration +5, Illusion +5
Resistances: Fire 0, Frost 0, Poison 0, Shock 0, Magicka +50, Common Disease 0
Specials: Dragon Skin (Shield) 50pts for 60sec, Fortify Maximum Magicka 0.5*INT (50% more)
Height, Weight: 1.0/0.95, 1.0/0.9
Dunmer (Dark Elf):
Attributes: STR 40/40, INT 40/40, WIL 30/30, AGI 40/40, SPD 50/50, END 40/30, PER 30/40, LUC 40/40
Skill: Destruction +10, Short Blade +10, Athletics +5, Light Armor +5, Long Blade +5, Marksman +5, Mysticism +5
Resistances: Fire +75, Frost 0, Poison 0, Shock 0, Magicka 0, Common Disease 0
Specials: Ancestor Guardian (Sanctuary) 50pts for 60sec
Height, Weight: 1.0/1.0, 1.0/0.9
Imperial:
Attributes: STR 40/40, INT 40/40, WIL 30/40, AGI 30/30, SPD 40/30, END 40/40, PER 50/50, LUC 40/40
Skill: Long Blade +10, Mercantile +10, Speechcraft +10, Blunt Weapon +5, Hand-to-Hand +5, Light Armor +5
Resistances: Fire 0, Frost 0, Poison 0, Shock 0, Magicka 0, Common Disease 0
Specials: Star of the West (Absorb Fatigue) 200pts on Target, Voice of the Emperor (Charm) 50pts for 15sec
Height, Weight: 1.0/1.0, 1.25/0.95
Khajiit:
Attributes: STR 40/30, INT 40/40, WIL 30/30, AGI 50/50, SPD 40/40, END 30/40, PER 40/40, LUC 40/40
Skill: Acrobatics +15, Athletics +5, Hand-to-Hand +5, Light Armor +5, Lockpicking +5, Short Blade +5, Sneak +5
Resistances: Fire 0, Frost 0, Poison 0, Shock 0, Magicka 0, Common Disease 0
Specials: Eye of Night (Night Eye) 50pts for 30sec, Eye of Fear (Demoralize Humanoid) 100pts for 30sec
Height, Weight: 1.0/0.95, 1.0/0.95
Nord:
Attributes: STR 50/50, INT 30/30, WIL 40/50, AGI 30/30, SPD 40/40, END 50/40, PER 30/30, LUC 40/40
Skill: Axe +10, Blunt Weapon +10, Medium Armor +10, Heavy Armor +5, Long Blade +5, Spear +5
Resistances: Fire 0, Frost +100, Poison 0, Shock +50, Magicka 0, Common Disease 0
Specials: Thunder Fist (Frost Damage) 25pts on Touch, Woad (Shield) 30pts for 60sec
Height, Weight: 1.06/1.06, 1.25/1.0
Orsimer (Orc):
Attributes: STR 45/45, INT 30/40, WIL 50/45, AGI 35/35, SPD 30/30, END 50/50, PER 30/25, LUC 40/40
Skill: Armorer +10, Block +10, Heavy Armor +10, Medium Armor +10, Axe +5
Resistances: Fire 0, Frost 0, Poison 0, Shock 0, Magicka +25, Common Disease 0
Specials: Berserk (Fortify Health = 20pts, Fortify Fatigue = 200pts, Fortify Attack = 100pts, Drain Agility = 100pts) for 60sec
Height, Weight: 1.05/1.05, 1.35/1.1
Redguard:
Attributes: STR 50/40, INT 30/30, WIL 30/30, AGI 40/40, SPD 40/40, END 50/50, PER 30/40, LUC 40/40
Skill: Long Blade +15, Athletics +5, Axe +5, Blunt Weapon +5, Heavy Armor +5, Medium Armor +5, Short Blade +5
Resistances: Fire 0, Frost 0, Poison +75, Shock 0, Magicka 0, Common Disease +75
Specials: Adrenaline Rush (Fortify Agility = 50pts, Fortify Endurance = 50pts, Fortify Speed = 50pts, Fortify Health = 25pts) for 60sec
Height, Weight: 1.02/1.0, 1.1/1.0
Birthsigns:
Classes:
Backgrounds:
Primary Attributes:
System: Attributes are determined by compiling a Racial Base with any modifiers you may have received through the rest of the Character Creation process (such as Class or Birthsign bonuses to different Attributes). Each Attribute will also provide an Attribute Modifier that is utilized in different Tests (rolls) the player may need to make.
Strength (STR): Controls the damage you cause with melee weapons, as well as how much you can carry. It also helps determine your maximum Fatigue and starting Health. Strength also factors into how your weapon durability degrades on each successful hit: Higher strength means higher weapon degradation.
Intelligence (INT): Controls your maximum Magicka.
Willpower (WIL): Controls your rate of Magicka consumption from spellcasting and your chance to resist Magicka. It also determines your maximum Fatigue.
Agility (AGI): Controls your chance to hit enemies, as well as to dodge their attacks.
Speed (SPD): Controls your rate of movement when walking, running, swimming, or levitating.
Endurance (END): Controls your starting and maximum Health, and your maximum Fatigue.
Personality (PER): Controls how much people like you, and the prices you get vendors.
Luck (LUC): Grants you a number of rerolls equal to your Luck bonus per Story.
Derived Attributes:
System: Derived Attributes are compiled based off of ratings in assorted Attributes. This is initially done at Character Creation, and then is refreshed as the player character ascends to new Levels. These Level refreshes are done only at the time of ascending to a newly acquired Level, and this is done based off of the unmodified Attribute (as once you have started game play, there are different effects that may temporarily alter your Attribute ratings ? these temporary or artificial additions to the Attribute rating are not considered when calculating Derived Attributes.
Health Points (HP): Starting = END+STR/2, Level Increase = .10*END
Magicka Points (MP): Starting = INT*(Mult, Base of 1), Level Increase = .10*INT
Fatigue Points (FP): Starting = WIL+END+STR+AGI, Level Increase = .10*END+WIL
Encumberance Points (ENC): Starting = 5*STR, Level Increase = Adjust
Secondary Attributes: (Optional)
System: Undeveloped as of this time.
Hunger: Rating = 100
Thirst: Rating = 100
Stamina: Rating = 100
Other Traits:
Level: This is simply a numerical representation of a character's level of proficiency in their given profession. It can be utilized with other game mechanics to scale situations to the player characters skill levels.
Gender: Gender plays a moderate roll in the earlier stages of character development, as well as possibly having an effect during later stages of gameplay as well (depending on the tastes of the players and storyteller).
Race:
Birthsign:
Occupational Class (OCC):
Bounty (BTY):
Reputation (REP):
Important Stats:
Level Experience (LXP):
Skill Experience (SXP):
Character Advancement:
System: Each Skill comes with a simple "fill in the dots" tracker, this in turn would be constructed out of nine (9) empty dots (for consolidation of space on the character sheet, and the fact that the 10th would be redundant overall). Your actual character Level would have the exact same kind of tracker located next to it, as would your Attributes.
Now, on each successful Skill usage, the player would fill in one (1) of the dots in the tracker next to that Skill, and for every failed Skill usage the player would fill in two (2) dots on the tracker (essentially providing to the idea that we can learn more from failures than successes). Once a player has successfully filled in all ten (10) dots on their skill tracker (don't forget the "phantom" dot), then the skill would increase by a single point.
For your character level, the skills would still get broken into Major/Minor/Misc skills (which will be determined by the selection of Occupational Class). Everytime you increase one of your Major/Minor Skills (the ones related to your chosen profession) then you will fill in a single tick on the Character Level tracker provided. Similarly to Skills, the character will increase in Level by one (1) point once they have filled in their tracker for Level which is again ten (10) dots if you include the "phantom" dot.
Each Skill, in turn, has a Governing Attribute trait that is associated to it. Anytime a Skill increases from the Major/Minor/Misc (Misc is included in this aspect, but not on Character Level), then the associated Attribute will be provided a tick to the tracker for that particular Attribute. Again, once the Attribute has acquired the needed ten (10) dots filled in, then it can be increased by one (1) point.
Skills: (Current Count = 47)
System: Skills are divided into five (5) primary categories that are used for determining potential class specific bonuses: Combat/Stealth/Magic/Knowledge/Common. Further, each skill has a Governing Attribute that it is associated to for purposes of Attribute related bonuses to skill checks. When you make a skill check you roll:
d100 + Skill + Attribute Modifier +/- Conditional Modifier (CDTL) vs Difficulty Check (DC)
This is the process on a Closed Tests (CT). An Opposed Test (OT) works in a similar way, though the DC is determined by another players (or the GMs) own Skill Check (as seen in the Combat System).
For example Long Blade would be governed by Strength. If you had a 66 Long Blade Skill and 67 Strength (+6 bonus), you would roll d100 + 66 + 6 = d100 + 72 whenever you make an attack with a Long Blade weapon. In this case 72 is your Effective Skill. Effective Skill would be written on your character sheet next to your base skill.
[COMMON] (Count = 09)
Armorer (Strength) [Common]
Athletics (Speed) [Common]
Climbing (Strength) [Common]
Etiquette (Personality) [Common]
Medical (Intelligence) [Common]
Mercantile (Personality) [Common]
Riding (Agility) [Common]
Speechcraft (Personality) [Common]
Swimming (Endurance) [Common]
[KNOWLEDGE] (Count = 11)
Centaurian (Intelligence) [Knowledge]
Daedric (Intelligence) [Knowledge]
Dragonish (Intelligence) [Knowledge]
Elvish (Intelligence) [Knowledge]
Faerie (Intelligence) [Knowledge]
Giantish (Intelligence) [Knowledge]
Harpy (Intelligence) [Knowledge]
Impish (Intelligence) [Knowledge]
Nymph (Intelligence) [Knowledge]
Orcish (Intelligence) [Knowledge]
Spriggan (Intelligence) [Knowledge]
[COMBAT] (Count = 09)
Axe (Strength) [Combat]
Block (Agility) [Combat]
Blunt Weapon (Strength) [Combat]
Hand-to-Hand (Agility) [Combat]
Heavy Armor (Endurance) [Combat]
Long Blade (Strength) [Combat]
Medium Armor (Endurance) [Combat]
Short Blade (Agility) [Combat]
Spear (Endurance) [Combat]
[MAGIC] (Count = 09)
Alchemy (Intelligence) [Magic]
Alteration (Willpower) [Magic]
Conjuration (Willpower) [Magic]
Destruction (Willpower) [Magic]
Enchant (Intelligence) [Magic]
Illusion (Willpower) [Magic]
Mysticism (Willpower) [Magic]
Restoration (Willpower) [Magic]
Unarmored (Agility) [Magic]
[STEALTH] (Count = 09)
Acrobatics (Strength) [Stealth]
Archery (Agility) [Stealth]
Disguise (Personality) [Stealth]
Light Armor (Agility) [Stealth]
Marksman (Agility) [Stealth]
Pickpocket (Agility) [Stealth]
Security (Intelligence) [Stealth]
Sneak (Agility) [Stealth]
Streetwise (Personality) [Stealth]
ADVANCED MECHANICS:
Alchemy System: Ability to create magical potions via the manipulation of assorted reagent items that are collected through the utilization of alchemical apparatus.
Enchant System: Ability to create magical items via the channeling of magical energies into assorted items through the utilization of enchantment apparatus.
Combat:
System: The mechanics behind the Combat System are rather straight forward, though on first appearance they can be rather intimidating (I assure you in practice they work much better). The first thing to understand in regards to the Combat System is how time works during a combat situation in the game. Once it is determined that combat is going to begin, the game slips from its normal mechanics system to the Combat System. Time begins to function in Rounds, equivalent to roughly five seconds worth of time. As such, time will be moving forward at a slower rate than it normally would. Once the storyteller calls for the game to move to Rounds, the next matter to address is just how and when the different player characters and NPCs in the situation will be acting. First we will concentrate on the second portion of that statement, we need to find out just who will be acting when ? this is handled by the Initiative Check (INIT).
The Initiative Check is handled by making a simple roll, and utilizing a pair of Attribute Modifiers (Agility and Endurance) that are collectively known as your Initiative Rating with any particular Conditional Modifiers (CDTL) that apply. The check for Initiative is as follows:
INIT=d100+(INIT MOD+/-CDTL MOD)
Conditional Modifiers are either positive or negative, and can range from spell effects to weather conditions. Many of these possible Conditional Modifiers will be covered and provided in the Game Master Section of the documentation. Once everyone has there Initiative score, determine who in the involved characters has the highest score working your way back to the lowest score. The person who scored the highest (be it a player or NPC) will be acting first in the situation. All other characters involved in the combat will follow suit with their actions in the prescribed Initiative order as determined by their scores.
When it comes to actually acting in a combat situation, there are actually a number of different things to consider before you act and strategy will actually be a rather paramount aspect of the process (hopefully more so than the actually dice rolling itself). The first thing to consider is the limitation of actions that you character has, primarily that you are allotted one offensive and one defensive action per combat round. You also have neutral and passive actions that you can consider, but these must take the place of either your offensive, defensive, or both actions (in the case of neutral actions) or are extremely rare and apply to a slightly different system of their own (in the case of passive actions). Lets consider some of the options a character has available to them when it comes to their turn in combat.
Offensive actions are the complicated side of combat, though in practice it works rather elegantly. You can attempt to ready a weapon (if this was not done before combat, this also qualifies as preparing an Archery or Marksman item for use after last discharge), change weapons, use a General Attack, use a Feat, or use a Spell. Some of these actions are rather straight forward, such as readying or changing a weapon. On the other hand, Feats and Spells are a little more complex and are thus covered by their own individual sections in further detail. In regards to the General Attack, some weapons have a couple of options that fall under this basic category and they are conducted through a simple Skill Check process described further below.
Defensive actions are a little bit more straight forward than Offensive actions by a considerable degree. You can Block, Parry, Dodge, or utilize a Feat. Essentially, most of these are actually based off of skill checks alone (for Block, Parry, and Dodge). In regards to Feats, those will be covered in the Feats in more detail.
Neutral actions are the most simplistic of all of ones options in a combat situation. You can attempt to use a Potion, use a Feat, or Active Recoup. Using a Potion is extremely basic, the character is able to imbibe the elixir and will be graced its effects at the beginning of the end of the combat round. Active Recouping is a process that essentially simulates doing nothing other than attempting to catch ones breath. It can allow for the regeneration of Fatigue. Feats, as stated previously, will be covered in their own section and further explained.
Passive actions are very rare but they do occur, and are simply things that you character will do naturally and do not count as an action on their part per se. The primary application for a passive action is the Resist, Soak, or Natural Recoup. Natural Recouping is a process that all characters undertake at the end of the combat round. This is where they actually get a little bit of Fatigue back from the brief moments of downtime that occurred in the round itself. Soaking is a simple check to see if ones armor is able to weather the brunt of a blow for them, transferring some of the damage to Armor Durability rather than it all being taken by health. Resisting will be covered in the Magic section.
The truth of the matter is this, in the end combat actually comes down to a process of opposed tests made for the characters and the NPCs involved. This process will basically look like the following when simplified, and will be repeated multiple times during combat:
Offensive Score=(d100+((APPLICABLE EFFECTIVE SKILL+AGI MOD)+/-CDTL MOD)) vs Defensive Score=(d100+((APPLICABLE EFFECTIVE SKILL+AGI MOD)+/-CTDL MOD))
What comes out of this formula is quite a bit more complex than the formula itself. Should the Offensive Score result in a success (the resulting score is a positive number and did not result in a catastrophic failure) then the Defensive Score must be made. If the Defensive Score results in a failure then things move to the Soak Check , but if the Defensive Score results in a success then the two scores must be compared. Should the Offensive Score come out as being higher than the Defensive Score, the Defense Action is considered to have been a partial success resulting in half damage being negated by the Defensive Action. This first half of the Damage Check is applied or lost depending on the Action taken (Block applies to Shiled, Parry applies to Weapon, Dodge negates half the Damage Score). Things then move to a Soak Check. If the Offensive Score should be double the amount of the Defensive Score then a Critical Strike has been made and the Damage Score will be doubled. If the Defensive Score should come out as being higher than the Offensive Score, then the Offensive Action is considered to have been defeated and things move to a Soak Check (Bock applies Damage Scores to Shield, Parry applies Damage Scores to Weapons, and Dodge negates all of the Damage Score). If the Defensive Score is double the Offensive Score, then the character making the Offensive Action has been disarmed due to the Action taken.
A Soak Check is a simple process where the character who has been hit can attempt to have their Armor Skill take the brunt of the blow and reduce the Damage Score further (in the case of the Unarmored Skill, this represents an ability to "roll with the impact"). The Defensive character makes a simple skill check again, this time with their applicable Armor Skill. This is a Closed-Open Test, meaning that the Defensive Player makes a Closed Test with the Conditional Modifier represented by the previous Offensive Score. In practice, this process would look like the following:
Soak=Armor Skill+Attribute Modifier vs Offensive Score
Should the Score result in a success, then an amount of Damage equal to the Armor Rating of the Character can be taken to the Durability of the Item hit (Clothing Items also have a Durability and Armor Rating, and these will be impacted in the case of Unarmored use), the rest will be taken to Health Points.
Damage is determined by the Offensive Character making another roll (as dictated by the Weapon being used), with applicable modifiers applied to this. This is one of the easier processes in the Combat System, the main factor being what type and how many dice will be used for the roll. As such, the process for this will look like the following:
Damage=Weapon Damage Roll+STR Modifier+/-Feat Mods (If Applicable)
Damage is applied as per the descriptions provided above, any that is not lost or applied to different Durability Ratings is then applied to the Hit Points of the character that has been struck. In addition to the Hit Point damage taken, the impact of the blow will also result in the hit character taking half of the total damage applied to their Fatigue Points as well. This loss of Fatigue is in addition to the Fatigue that is lost per the descriptions of the various Actions that have been taken over the course of the Combat Round.
At the end of the Combat Round (after the last person in the Initiative has acted) a small Recoup Phase occurs. During this period of the Combat, the storyteller summarizes the action that has occurred over the course of that particular Combat Round in the style one would imagine being used to write a book or describing a scene in a movie. This allows everyone to get a better understanding of where things have progressed to from the start of the Combat Round to the end of the Combat Round (this is very important after sitting through everyone making their respective decisions during the course of the Round as this can be slightly time consuming). Further, the characters will be allowed to regenerate a little bit of the Fatigue that they lost over the course of the Combat Round. The amount of Fatigue regained is actually equal to the Endurance Modifier of the character. After this the process is repeated again from the top until the Combat itself comes to some sort of conclusion (this seems to happen in many ways, so storytellers are encouraged to go with the flow in this area).
So, to recap the actual process we will be seeing through the course of Combat Rounds, here is the process:
Step One: Initiative Check; d100+(INIT MOD+/-CDTL MOD)
Step Two: Combat Actions; Offensive Score=(d100+((APPLICABLE EFFECTIVE SKILL+AGI MOD)+/-CDTL MOD)) vs Defensive Score=(d100+((APPLICABLE EFFECTIVE SKILL+AGI MOD)+/-CTDL MOD))
Step Three: Soak Check; Armor Skill+Attribute Modifier vs Offensive Score
Step Four: Damage Check; Weapon Damage Roll+STR Modifier+/-Feat Mods (If Applicable)
Step Five: Recoup Phase; +END MOD to FP
As you can see, in the long run of things, the Combat System really comes down to a fairly painless five step process that is simply repeated over and over again as you move through combat situations through the course of the game.
Feats:
System: In essence, the Feats System is similar in effect to an action pool and an ability pool combined into a single entity. Feats can be utilized in both combative and non-combative situations, and many have a multiple applications and varying costs. As Feats cover such a broad range of character interaction, they too have been separated into different categories for the purposes of application to the actual character. These are respectively: General/Martial/Arcane/[STEALTH].
Those feats in the General category are available to all characters and typically have nothing more than a level requirement to utilize. Those feats from the Martial, Arcane, and [STEALTH] categories are slightly more refined and may have Level/Attribute/Skill/Class requirements to be able to obtain. Characters will develop feats at both Character Generation and during Character Development as they ascend through levels during actual play.
Backstabbing (Agility) [Stealth]
Critical Strike (Agility) [Combat]
Magic System: Immediate spell effects costing Magicka and Fatigue as ignition source. Derived from utilization of the Primary Magic Skills (Example: Alteration = Levitation).
Ritual System: Stored spell effects with varied costs for ignition source. Derived from combining Alchemy, Enchant, and two of the Primary Magic Skills (Example: Alchemy + Enchant + Conjuration + Mysticism = Necromancy).