So, what are some thoughts and comments on the general idea, or is anyone possibly interested in hearing any more about it?
EDIT: Adding in some information posted later in the thread for ease of access, will try to consolidate information over time to the OP to keep things easier to follow.
Updated: 02/26/2010
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 birthsign 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:
Time Scales:
System: Time will frequently change scale during the course of a single game session, and in an effort to obtain some kind of continuity and
organization to all of this, the following applications have been provided in an attempt to describe the Time Scales one will encounter during
their time with TES: RPG.
Round: The most basic time scale utilized while playing The Elder Scrolls: Role-playing Game is the Round. A Round covers a small span of
time, typically a five (5) second period of time. The most common application of a Round Scale would be for combat situations (though a
Storyteller may opt into Rounds at other times as well per their own discretion).
Scene: A scene is a variable amount of game time, but instead refers to all situations that happen at a given time or location. Where the
Round is the most basic of the time scales used, the Scene is the most common. Essentially, all games of The Elder Scrolls is a collection
of individual Scenes that string together in a continual flow.
Chapter: Another of the variable time scales used, the term Chapter is used to refer to the events that occur during a single session of play.
While this may cover a broad range of game time, in real time it is usually a period ranging between two (2) to six (6) hours of game play in
a given sitting. In summary, every time you sit down to play The Elder Scroll you are covering a new Chapter in your Story.
Story: A Story is a collection of Chapters that relate to a particular theme or event, and are thus all interconnected. The amount of Chapters
that are in a given Story can actually vary depending on the needs of the particular Story itself and how the Storyteller and Players adapt and
react to it. The average Story will consist of between four (4) to six (6) Chapters, though coming out with more or less is not a problem at all.
Chronicle: A series of Stories that are tied together through some kind of common theme or an event (normally it is actually the characters of
the players themselves). Chronicles are not entirely common (or even an obligation), but they can be very rich and fulfilling when they are
done correctly. The assorted games that this series is based on, each one could be broken down into a small Chronicle if one takes it part by
part, going from a complete no one to an epic hero of legend by the end.
Epic: A series of Chronicles that are tied together through close attention to detail through the efforts of the Players and Narrators involved.
The way this happens is that all of the Chronicles occur within the same overall world, and thus the events in one Chronicle may have an
impact on another Chronicle. Normally this is done by one Chronicle ending and another beginning to replace it, but with great skill and care
they can be run at the same time (though I do not recommend this for sanity purposes). Like Chronicles, they are even less common place
but are even more entertaining and fulfilling if accomplished.
Downtime: Downtime is actually a special time scale that will be used at different times during your play of The Elder Scrolls. Downtime is
used to represent those periods of time that both Players and Storytellers would rather not actually play out in full detail, but would rather
generally touch on the content and move on to more interesting parts of the Story. As such, Downtime is another one of the variable time
scales that will be utilized during the course of your games.
Gender and Race:
System: At the very heart of creating ones character is the selection of Race and Gender. Much as these facets of our being play a role in
influencing our lives, so to is this true in The Elder Scrolls. The simplest part of this in most cases is deciding on the Gender of the character
you are going to play – a simple choice of Male or Female. After you have selected the Gender of your character, you will need to determine
their race.
There are ten (10) different races available for play in The Elder Scrolls, each of them will be described below in more detail, and they are:
Altmer (High Elf), Argonian, Bosmer (Wood Elf), Breton, Dunmer (Dark Elf), Imperial, Khajiit, Nord, Orsimer (Orc), and Redguard.
These are then further divided into three distinct categories, depicting the inherently different lineage of these race – these are Beast
(Argonian and Khajiit), Men (Breton, Imperial, Nord, and Redguard), and Mer or Elf (Altmer, Bosmer, Dunmer, and Orsimer).
The selection of ones Gender and Race will determine the Base values of Attributes, Skill bonuses, Racial Resistances, Racial Abilities, Height,
Weight, Lifespan, and more. As such, this is the obvious basis of what your character will become by the start of the game, and further
influence you actions and decisions later in the game (much as is the case in reality).
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:
System: Birthsigns will actually serve a couple of functions in The Elder Scrolls, some minor and some moderate in implications. For one
thing, it will narrow down the time period that your character was born in, much as one could expect with a basis to the real world
comparisons. The difference, however, is that in the world of The Elder Scrolls, birthsigns truly do hold a mystical effect to them. In game
terms, your character will be endowed with various traits due to the selection of a Birthsign that will serve to enhance and build upon the
information provided from the selection of Gender and Race (these are knows as Abilities and Powers).
Abilities are
Powers are
The Apprentice:
The Atronach:
The Lady:
The Lord:
The Lover:
The Mage:
The Ritual:
The Serpent:
The Shadow:
The Steed:
The Thief:
The Tower:
The Warrior:
Classes:
System: The selection of a Class will begin to refine and define a character in the world of The Elder Scrolls. Building further upon previous
selections of Race/Gender/Birthsign, the Class will actually begin to touch into the day to day life of the character you are creating. Classes
will primarily provide you a few key factors to your character: Favored Attributes, Major Skills, Minor Skills, Misc Skills, Specialization, and
Starting Equipment.
Favored Attributes are considered to be the two (2) best Attributes that define the particular Class. As such, characters will receive a bonus
to their Favored Attributes of five (5).
Major Skills are essentially the seven (7) most important Skills in regards to the Class selection. With this consideration, these Skills will
receive the highest starting bonus to reflect the common use of these Skills during the characters initial developments (that occurs before the
game begins, a prelude of sorts that defines the characters ascent into their chosen Class), a value of twenty (20) points. Further, Major Skills
are also paramount in the characters ability to progress in Level. A character will need to make ten (10) Skill advancements in either their
Major or Minor Skills to ascend to a new Level.
Minor Skills are the seven (7) Skills that best compliment the particular Class selection, and as such would tend to have a frequent application
in the profession. As such, the Skills will receive a bonus to reflect this initial development of the character, a value of ten (10) points. Minor
Skills, coupled with Major Skills, are also the keys to advancing in Level (as Level is essentially just a numerical reflection of a characters level
of proficiency in their given profession).
Misc Skills are all of the other Skills that are available in The Elder Scrolls, though they are in no way considered to be paramount to the
characters profession (as Major and Minor Skills are). These Skills will not receive a bonus from this portion of development, though any other
bonuses to these Skills received during and coming up in Character Generation still apply.
Specialization represents the types of Skills that are most relevant to the selected Class, defined by Common/Combat/Magic/Stealth. As you
will see later in the Skills section, Skills themselves are actually broken down into separate categories (as defined previously) for this specific
application. Skills of the prescribed Specialization will receive a bonus of five (5) points. Further, successful usage of these Skills will net double
the amount of Skill Experience causing them to level faster for the character than other Skills would.
Starting equipment simply provides your character with a few general items that are basically essential to the particular Class selection to
properly function. This will also provide you with the amount of money your character will begin the game with as well.
Acrobat:
Agent:
Alchemist:
Archer:
Assassin:
Barbarian:
Bard:
Battlemage:
Commoner:
Crusader:
Enchanter:
Enforcer:
Healer:
Hunter:
Knight:
Mage:
Monk:
Nightblade:
Noble:
Priest:
Pilgrim:
Rogue:
Scout:
Sharpshooter:
Smuggler:
Sorcerer:
Spellsword:
Thief:
Trader:
Warrior:
Witchhunter:
Backgrounds:
System: The Character Background will serve to put the last finishing touches onto the development of your new character in The Elder Scrolls.
Determined in part by Class and Player choice, the Character Background will actually continue to build upon and refine the details determined by
the previous selections of Race/Gender/Birthsign/Class. Further, it will provide the Player with small bits of information to assist them in playing
out the role of this new character once the game begins. This process with provide you with additional Attribute and Skill points, as well as
providing a few additional pieces of equipment. As such, it will add a further degree of diversity and uniqueness to your character.
Acrobat:
Agent:
Alchemist:
Archer:
Assassin:
Barbarian:
Bard:
Battlemage:
Commoner:
Crusader:
Enchanter:
Enforcer:
Healer:
Hunter:
Knight:
Mage:
Monk:
Nightblade:
Noble:
Priest:
Pilgrim:
Rogue:
Scout:
Sharpshooter:
Smuggler:
Sorcerer:
Spellsword:
Thief:
Trader:
Warrior:
Witchhunter:
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, Background, 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. The calculation for these Attribute Modifiers is:
Attribute Modifier=.10*Attribute (or 10% of the Attribute, rounding down when needed)
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): Affects every single action you do in some way.
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. Some Derived Attributes have some additional systems that apply with them, and those will be covered in further details
with each particular Attribute.
Health Points (HP): Starting = END+STR/2, Level Increase = +END MOD
Magicka Points (MP): Starting = INT*(Mult, Base of 1), Level Increase = +INT MOD
Fatigue Points (FP): Starting = WIL+END+STR+AGI, Level Increase = .10*END+WIL
Encumberance Points (ENC): Starting = 5*STR, Adjust Live for STR Adjustments
Movement Speed (MOV): Walking = , Running = , Swimming = , Levitating = ,
*NOTE: MOV is different in and out of Combat, during Combat MOV is 10% less. Sneaking can only be done at 60% of Base Walking.
Secondary Attributes: (Optional)
System: Undeveloped as of this time.
Hunger: Rating =
Thirst: Rating =
Stamina: Rating =
Other Traits:
Level (LVL): 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. The details of this are covered in the Character Advancement section.
Bounty (BTY):
Reputation (REP):
Important Stats:
Level Experience (LXP):
Skill Experience (SXP):
Skills: (Current Count = 65)
System: Skills are divided into four (4) primary categories that are used for determining potential class specific bonuses as well as to logically
group the Skills with others similar for System applications: Basic/Combat/Magic/Stealth. Further, each skill has a Governing Attribute that it is
associated to for purposes of Attribute related bonuses to skill checks as well as providing Experience to the particular Attribute. When you make
a skill check you roll:
d100 + (Skill + Attribute Modifier + Luck Modifier) +/- Conditional Modifier (CDTL) vs Difficulty Check (DC)
For example Long Blade would be governed by Strength. If you had a 66 Long Blade Skill with 40 Luck (+4 bonus) and 67 Strength (+6 bonus),
you would roll d100 + 66 + 6 + 4 = d100 + 76 whenever you make an attack with a Long Blade weapon. In this case 76 is your Effective Skill.
Effective Skill would be written on your character sheet next to your base skill.
When making a Skill Check a character also has the potential chance for achieving Catastrophic Failure or Great Success. The first of these, the
Catastrophic Failure results when the d100 roll results in a Score of one (1) to five (5). In these events, something has gone horribly wrong for the
character and the Storyteller is encouraged to think up whatever kind of misfortune they feel befitting the situation. On the other hand, a Great
Success occurs when a character rolls a total Score that is double to the Difficulty Check for the particular task. In these cases the character has
achieved an exceptional result and Storytellers are again encouraged to think up whatever they feel appropriately fits the situation.
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
STs) own Skill Check (such as seen in the Combat System).
The base rating of all Skills during the process of Character Generation is five (5) points. This is then adjusted by the choices that have been made
through the Character Generation process to provide each of the Skills starting rating.
Conditional Modifiers are either positive or negative, and their sources can range from spell effects to weather conditions. Many of these possible
Conditional Modifiers will be covered and provided in the Dramatic Systems section.
[BASIC] (Count = 20)
Artistry (Personality)
Athletics (Endurance)
Brewing (Intelligence)
Climbing (Strength)
Cooking (Intelligence)
Crafting (Agility)
Dancing (Agility)
Driving (Intelligence)
Empathy (Personality)
Farming (Intelligence)
First Aid (Intelligence)
Fishing (Intelligence)
Mercantile (Personality)
Perception (Intelligence)
Play Instrument (Agility)
Riding (Agility)
Sailing (Intelligence)
Sewing (Agility)
Speechcraft (Personality)
Swimming (Endurance)
[COMBAT] (Count = 15)
Archery (Strength)
Armorer (Strength)
Axe (Strength)
Block (Agility)
Blunt Weapon (Strength)
Hand-to-Hand (Agility)
Heavy Armor (Endurance)
Light Armor (Agility)
Long Blade (Strength)
Marksman (Agility)
Medium Armor (Endurance)
Pole Arms (Agility)
Short Blade (Agility)
Spear (Endurance)
Unarmored (Agility)
[MAGIC] (Count = 15)
Alchemy (Intelligence)
Alteration (Willpower)
Astrology (Intelligence)
Conjuration (Willpower)
Demolition (Intelligence)
Destruction (Willpower)
Enchant (Intelligence)
Geomancy (Willpower)
Illusion (Willpower)
Mysticism (Willpower)
Necromancy (Willpower)
Research (Intelligence)
Restoration (Willpower)
Scrying (Intelligence)
Spell Crafting (Intelligence)
[STEALTH] (Count = 15)
Acrobatics (Strength)
Acting (Personality)
Appraisal (Intelligence)
Cartography (Intelligence)
Concealment (Agility)
Cryptography (Intelligence)
Disguise (Personality)
Escapology (Agility)
Forgery (Intelligence)
Navigation (Intelligence)
Pickpocket (Agility)
Security (Intelligence)
Sneak (Agility)
Streetwise (Personality)
Tracking (Intelligence)
Character Advancement:
System: Each Skill comes with a simple tracker located next to it, this being similarly designed to how Health Points are displayed in some respects.
Essentially, each Skill will require one hundred (100) Experience Points to increase. This is displayed in parentheses next to each Skill similar to this
example:
Skill Name Skill Rating Effective Attribute Experience
Long Blade 66 72 Strength (___/100)
Now, on each successful Skill Check, the character would receive one (1) point on the tracker next to that Skill, and for every failed Skill usage the
player would receive two (2) points on the tracker (essentially providing to the idea that we can learn more from failures than successes). Once a
character has successfully allocated all ten (10) points on their skill tracker, then the skill would increase by one (1) Skill Rating point (this will also
in effect raise the Effective Rating as well). The Experience then restarts again at zero (0) points out of the total.
For your character level, the Skills are 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 next to the Character Level. Similarly to Skills, the character will increase in Level by one (1) point once they have filled in
their tracker for Level which is composed of ten (10) dots (including a "phantom" dot so as to reduce space used on the sheet and relieve redundancy
as well).
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 (the same kind of
tracker as used on Character Level). Again, once the Attribute has acquired the needed ten (10) dots filled in (including the “phantom” dot), then it can
be increased by one (1) point.
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:
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)
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.
The Initiative Check can be handled in two different yet equally viable methods. The first of these is to only do a single Initiative Check at the beginning
of the encounter. The Initiative Score would then be used for the duration of the encounter in all subsequent Rounds. This method provides less rolling
during the encounter, but at the same time does not allow someone to suddenly gain the upper hand by being able to act first in later Rounds. That is
where the other method comes into play, where on every Round of the encounter an Initiative Check is made and new Initiative Scores determined.
This method does incur more rolling of dice, but it also allows the flow and ebb of combat to change from Round to Round as well. In the end the choice
is yours.
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 anything other than a Catastrophic
Failure then the Defensive Score must be made (in the result of a Catastrophic Failure on the initial Offensive Score then the Offensive character has either
disarmed themselves or gotten their weapon lodged into something in the environment requiring a full Round to pull free). If the Defensive Score results in
a Catastrophic Failure then things move to Damage with no chance to make a Soak Check (all Damage is applied to Health Points to represent the Offensive
Character striking a weak point in the armor by chance), otherwise 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 failed, and 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 take the brunt of the blow and reduce the Damage
Score applied to their Health Points (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 Difficulty Check 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.
Should the roll result in a failure then all of the applied Damage is taken to the Health Points of the character. A Great Success or Catastrophic Failure have
no special result in the case of a Soak Check.
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; d100 + (Armor Skill+Attribute Modifier) vs Offensive Score
Step Four: Damage Check; Weapon Damage Roll+STR Modifier+/-Feat Mods
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.
[GENERAL]
Breath Control (Endurance)
Body Language (Intelligence)
Language (Intelligence):
Centaurian
Daedric
Dragonish
Dwemer
Elvish
Faerie
Giantish
Harpy
Impish
Nymph
Orcish
Spriggan
Tamrielic
Literacy (Intelligence):
As Language
Public Speaking (Personality)
[MARTIAL]
Berserk (Strength)
Critical Strike (Agility)
Dual Wield (Strength)
Forced March (Endurance)
Quick-Draw (Speed)
Sniper (Willpower)
[ARCANE]
Herbalism (Intelligence)
Meditation (Willpower)
[STEALTH]
Backstabbing (Agility)
Balancing (Agility)
Gymnastics (Agility)
Read Lips (Intelligence)
Sleight of Hand (Agility)
Magic System:
System: Immediate spell effects costing Magicka and Fatigue as ignition source. Derived from utilization of the Willpower Based 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).
EQUIPMENT DETAILS:
Material: (Listed by Overall Quality, Uses also listed: Clothing = C, Armor = A, Weapon = W)
Cloth (Uses: C)
Silk (Uses: C)
Fur (Uses: C/A)
Leather (Uses: C/A)
Boiled Leather (Uses: A)
Wood (Uses: W)
Chitin (Uses: A/W)
Studded Leather (Uses: A)
Newtscale (Uses: A)
Ringmail (Uses: A)
Iron (Uses: A/W)
Chain (Uses: A)
Steel (Uses: A/W)
Bonemold (Uses: A/W)
Mithril (Uses: A/W)*
Trollbone (Uses: A)
Silver (Uses: A/W)*
Dragonscale (Uses: A)
Dreugh (Uses: A/W)*
Adamantium (Uses: A/W)*
Glass (Uses: A/W)*
Ebony (Uses: A/W)*
*=These weapon classes can harm creatures normally immune to normal weapons.
Craft:
Imperial: +1 AR, +10 Durability
Elven: +2 AR, +20 Durability
Dwemer: +3 AR, +30 Durability
Nordic: +4 AR, +40 Durability
Orcish: +5 AR, +50 Durability
Specials:
Templar (Imperial Knights)
Indoril (Tribunal Warriors)
Daedric (Daedric Lords)
Skyrim
Population: 4.5 million
Predominant Races: Nord 41%, Imperial 24% Breton 13%, Dunmer 8%, Others 15%
Capital: Winterhold
Largest Cities: Solitude, Dawnstar
Beliefs: Nine Divines Cult 90%, Daedric Cults (Hermaeus Mora) and other 10%
Climate: Low -30? C, High 20? C
Hammerfell
Population: 2.2 million
Predominant Races: Redgard 44%, Imperial 19%,Orc 13%, Breton 9%, Others 15%
Capital: Sentinel
Largest Cities: Skaven, Rihad
Beliefs: Nine Divines Cult 78%, “Beliefs Redguard” 7%, Daedric Cults and othe 15%
Climate: Low 0? C, High 45? C
High Rock
Population: 5 million
Predominant Races: Breton 37%, Orcs 29%, Imperial 16%, Nord 8% Others 10%
Capital: Daggerfall
Largest Cities: Wayrest, Orsinium
Beliefs: Nine Divines Cult 65%, Daedric Cults 18%, Tribal Beliefs of Orcs and other 17%
Climate: Low -15? C, High 25? C
Summerset Isles
Population: 2.8 million
Predominant Races: Altmer 80%, Imperial 9%, Redgard 6%, Bosmer 3%, Others 2%
Capital: Alinor
Largest Cities: Sunhold, Dusk
Beliefs: Nine Divines Cult 96%, Other 4%
Climate: Low 5? C, High 35? C
Valenwood
Population: 1 million
Predominant Races: Bosmer 48%, Imperial 21%, Khajiit 18%, Altmer 5%, Others 8%
Capital: Falinesti
Largest Cities: Haven
Beliefs: Nine Divines Cult 69%, The Cults of Trees and Nature 20% Other 9%
Climate: Low 15? C, High 35? C
Elsweyr
Population: 3.3 million
Predominant Races: Khajiit 51%, Imperial 15%, Argonian 15%, Bosmer 10%, Others 9%
Capital: Torval
Largest Cities: Dune, Senchal
Beliefs: Nine Divines Khajiit variety of Worship 45%, Nine Divines Cult Classic 40%, Daedric Cults and other 15%
Climate: Low 15? C, High 40? C
Black Marsh
Population: 1.5 million
Predominant Races: Argonian 44%, Dunmer 16%, Bosmer 14%, Imperial 13%, Others 13%
Capital: Archon
Largest Cities: Soulrest, Stormhold
Beliefs: Nine Divines Cult 40%, Belief in Trees Hist 36%, Church of the Holy Trinity 12%, Daedric Cults and other 12%
Climate: Low 10? C, High 35? C
Morrowind
Population: 5.1 million
Predominant Races: Dunmer 45%, Argonian 12%, Imperial 12%, Khajiit 10%, Nord 7%, Orc 6%, Others 8%
Capital: Mournhold
Largest Cities: Necrom, Vivec
Beliefs: Tribunal Temple 51%, Nine Divines Cult 30%, Daedric Cults (Azura, Mephala, Boethiah) 16%, Other 3%
Climate: Low -10? C, High 25? C
Cyrodiil
Population: 7 million
Dominant Races: Imperial 36%, Nord 16%, Redgard 15%, Orc 11%, Breton 7%, Bosmer 5%, Khajiit 4%, Others 6%
Capital: Imperial City
Largest Cities: Skingrad, Anvil
Beliefs: Nine Divines Cult 95%, Daedric Cults and other 5%
Climate: Low -5? C, High 35? C
Tamriel
Population: 32.4 million
Races:
Capital: Imperial City
Largest Cities:
Beliefs:
Climate: Low -30? C, High 45? C