27
Elder Scrolls Tabletop: An Unofficial SPECIAL RPG by DonZabu

Elder Scrolls Tabletop v1.0

Embed Size (px)

Citation preview

Page 1: Elder Scrolls Tabletop v1.0

Elder Scrolls Tabletop: An Unofficial SPECIAL RPGby DonZabu

Page 2: Elder Scrolls Tabletop v1.0

Chapters

Chapter 1: Introduction1-1: Credits and Acknowledgements1-2: License

Chapter 2: Character Creation and Development2-1: Races2-2: Attributes2-3: Skills2-4: Other Statistics2-5: Birthsigns2-6: Levelling

Chapter 3. Combat3-1: Action Points3-2: The Combat Process3-3: The Combat Grid

Chapter 4. Equipment4-1: Weapons4-2: Armor4-3: Shields and Blocking4-4: Repairing4-5: Ingredients4-6: Misc. Items

Chapter 5. Magic5-1: Spell Effects5-2: Spellmaking and Specialization5-3: Enchanting5-4: Alchemy

Chapter 6. Other Information6-1: Websites to Visit

Page 3: Elder Scrolls Tabletop v1.0

Chapter 1. Introduction

1-1: Credits and Acknowledgements

The Elder Scrolls, Morrowind, and all related terms and images are copyrights of Bethesda Softworks,and its parent company, Zenimax Media.

SPECIAL is possibly a copyright of either Bethesda Softworks, Interplay, or both.

Thanks to Jason Mical for inventing the SPECIAL adaptation that this is based on, and thanks toInterplay for originally conceiving this fantastic system.

Thanks for the Unofficial Elder Scrolls Pages for providing the images in this text, as well as the loredescriptions.

Once again, thanks to Bethesda for not yet sueing me.

1-2: License

You are free to redistribute and make additions to this game as long as you acknowledge who theoriginal author is, acknowledge who owns the IP, and never try to make money off of it.

Page 4: Elder Scrolls Tabletop v1.0

Chapter 2. Character Creation and Development

2-1: Races

Races define what limitations you can put on your attributes, how good your resistances are, andwhatever special abilities your race may have. The races are:

Altmer (High Elf) Attributes Description

-STR: 1-9

-PER: 1-10

-END: 1-8

-CHA: 1-9

-INT: 2-11

-AGI: 1-10

-LCK: 1-10

In the Imperial tongue, the haughty, tall, golden-skinned peoplesof Summerset Isle, are called High Elves, but they callthemselves Altmer, or the "Cultured People." Altmer confidentlyconsider themselves, with some justice, as the most civilizedculture of Tamriel; the common tongue of the Empire, Tamrielic,is based on Altmer speech and writing, and most of the Empire'sarts, crafts, and sciences are derived from Altmer traditions.However, the Altmer's smug self-assurance of superiority can behard to bear. Deft, intelligent, and strong-willed, Altmer are themost strongly gifted in the arcane arts of all the races, andAltmer boast that their sublime physical natures make them farmore resistant to disease than the "lesser races." However, theyare also somewhat vulnerable to fire, frost, and shock.

FR: -50%IR: -25%LR: -25%

MR: -50%PR: +0%DR: +75%

+20 MP

Argonian Attributes Description

-STR: 1-9

-PER: 2-12

-END: 2-12

-CHA: 1-8

-INT: 1-10

-AGI: 1-11

-LCK: 1-10

Argonians are the reptilian denizens of Black Marsh. Years ofdefending their borders have made the Argonians experts inguerrilla warfare, and their natural abilities make them equally athome in water and on land. They are well-suited for thetreacherous swamps of their homeland, and have developednatural immunities to the diseases and poisons that have doomedmany would-be explorers into the region. They are, in general, areserved people, slow to trust and hard to know. Yet they arefiercely loyal, and will fight to the death for those they havenamed as friends.

While Argonians appear reptilian in nature at first glance, theyalso exhibit fish- and amphibian-like qualities, such as being ableto breathe underwater, having small gills behind their ears.

FR: +0%IR: +0%LR: +0%

MR: +0%PR: +100%DR: +50%

-Constant Water Breathing

Page 5: Elder Scrolls Tabletop v1.0

Bosmer (Wood Elf) Attributes Description

-STR: 1-7

-PER: 2-12

-END: 1-6

-CHA: 1-11

-INT: 1-10

-AGI: 3-14

-LCK: 2-11

The Bosmer are the various barbarian Elven clan-folk ofValenwood, a forested province in southwestern Tamriel. In theEmpire, they are often collectively referred to as Wood Elves,but "Bosmer", or "the Tree-Sap People", is what they callthemselves. "Tree-Sap" suggests the wild vitality and youthfulenergy of Wood Elves, in contrast with their more dour cousins,the Altmer and Dunmer. Bosmer reject the stiff, formal traditionsof Aldmeri high culture, preferring a romantic, simple existencein harmony with the land, its wild beauty and wild creatures.These country cousins of the High Elves and Dark Elves arenimble and quick in body and wit, and because of their curiousnatures and natural agility, Bosmer are especially suitable asscouts, and thieves. But most of all, the Bosmer are known fortheir skills with bows; there are no finer archers in all of Tamriel.Their ability to command simple-minded creatures is also wellknown.

FR: +0%IR: +0%LR: +0%

MR: +0%PR: +0%DR: +75%

-Beast Tongue; (Command Creature, 5 levels, 20rounds).

Breton Attributes Description

-STR: 1-9

-PER: 1-10

-END: 1-9

-CHA: 1-10

-INT: 2-12

-AGI: 1-9

-LCK: 1-10

Bretons are the human descendants of the Aldmeri-NedicManmer of the Merethic Era and are now the inhabitants of theprovince of High Rock. Passionate and eccentric, poetic andflamboyant, intelligent and willful, the Bretons feel an inborn,instinctive bond with the mercurial forces of magic and thesupernatural. Many great sorcerers have come out of their homeprovince of High Rock, and in addition to their quick andperceptive grasp of spellcraft, enchantment, and alchemy, eventhe humblest of Bretons can boast a high resistance to destructiveand dominating magical energies.

FR: +0%IR: +0%LR: +0%

MR: +50%PR: +0%DR: +0%

+10 MP-Dragon Skin; (Shield, +30 AC, 10 Rounds)

Page 6: Elder Scrolls Tabletop v1.0

Dunmer (Dark Elves Attributes Description

-STR: 1-10

-PER: 2-11

-END: 1-9

-CHA: 1-8

-INT: 1-10

-AGI: 1-11

-LCK: 1-9

Dunmer, also known as Dark Elves, are the dark-skinned Elvenpeoples of the Eastern Empire. "Dark" is variously understood tomean "dark-skinned," "gloomy," and "ill-favored by fate." TheDunmer and their national character embrace these variousconnotations with enthusiasm. In the Empire, "Dark Elves" is thecommon usage, but in their Morrowind homeland, and amongtheir Aldmeri brethren, they call themselves the "Dunmer". Thedark-skinned, red-eyed Dunmer combine powerful intellect withstrong and agile physiques, producing superior warriors andsorcerers. On the battlefield, Dunmer are noted for their skilledand balanced integration of the sword, the bow and destructionmagic. In character, they are grim, aloof, and reserved,distrusting and disdainful of other races.

FR: +75%IR: +0%LR: +0%

MR: +0%PR: +0%DR: +0%

-Ancestral Guardian (Summon Ancestral Guardian, 6Rounds)

Imperial Attributes Description

-STR: 1-10

-PER: 1-10

-END: 1-10

-CHA: 2-12

-INT: 1-10

-AGI: 1-10

-LCK: 1-10

Known as Cyrodils, or Cyro-Nordics, before the time of Talos,the well-educated and well-spoken Imperials are the natives ofthe civilized, cosmopolitan province of Cyrodiil. Imperials arealso known for the discipline and training of their citizen armies.Though physically less imposing than the other races, theImperials have proved to be shrewd diplomats and traders, andthese traits, along with their remarkable skill and training as lightinfantry, have enabled them to subdue all the other nations andraces, and to have erected the monument to peace and prosperitythat comprises the Glorious Empire. Their hegemony has waxedand waned throughout the eras, and most historians refer to threedistinct Empires. The repeated rise and fall of Cyrodiil has neverfailed to reorder the continent, and each Empire has marked anew epoch in Tamrielic history.

FR: +0%IR: +0%LR: +0%

MR: +0%PR: +0%DR: +0%

-Star of the West (Paralyze, 3 Rounds)-Voice of the Emperor (Charm, 25 Points, 3 Rounds)

Page 7: Elder Scrolls Tabletop v1.0

Khajiit Attributes Description

-STR: 1-9

-PER: 1-12

-END: 1-10

-CHA: 1-8

-INT: 1-6

-AGI: 2-13

-LCK: 1-12

The Khajiit are a race of feline creatures hailing from theprovince of Elsweyr, well-known for their keen intelligence andagility. While these traits make them superb thieves, Khajiit arealso fearsome warriors, although seldom gifted with the skill toharness magical forces.

Physiologically, Khajiit differ greatly from both the varied racesof man and mer, not only in their skeletal structure (possessed ofa tail and aft-jointed legs) and dermal makeup (the "fur" thatcovers their bodies) but in their digestion and metabolism aswell. The Khajiit, along with the Argonians, make up the socalled 'beast races' of the Empire, due to their therianthropicqualities.

FR: +0%IR: +0%LR: +0%

MR: +0%PR: +0%DR: +0%

-Constant Night Eye-Eye of Fear (Demoralize Humanoid, 10 Levels, 10Rounds)+8 Unarmed Damage

Nord Attributes Description

-STR: 2-12

-PER: 1-10

-END: 2-13

-CHA: 1-9

-INT: 1-7

-AGI: 1-8

-LCK: 1-10

The Nords are a race of tall and fair-haired humans fromSkyrim. They are enthusiastic warriors, and act as soldiers andmercenaries all over Tamriel. Eager to augment their martialskills beyond the traditional methods of Skyrim, they excel in allmanner of warfare. They thrive in the cold, reminiscent of theirnative Atmora, and are known as a militant people by theirneighbors. Nords are natural seamen, and have benefited fromnautical trade since their first migrations across the sea fromAtmora. They captain and crew the merchant fleets of manyregions, and may be found all along Tamriel's coasts.

FR: +0%IR: +100%LR: +0%

MR: +0%PR: +0%DR: +0%

Thunder Fist (Ice Damage, 50 Points)Woad (Shield, +20 AC, 5 Rounds)

Page 8: Elder Scrolls Tabletop v1.0

Orcs Attributes Description

-STR: 3-13

-PER: 1-9

-END: 2-12

-CHA: 1-7

-INT: 1-7

-AGI: 1-10

-LCK: 1-10

Orcs, also called Orsimer, "Corrupt Elves," or "Pariah Folk" inancient times, are sophisticated barbarian beast peoples of theWrothgarian Mountains, Dragontail Mountains, and Orsinium,also known as the "City of the Pariah." They are noted for theirunshakable courage in war and their unflinching endurance ofhardships. In the past, Orcs have been widely feared and hatedby the other nations and races of Tamriel, but they have slowlywon acceptance in the Empire, in particular for theirdistinguished service in the Emperor's Legions. Orc armorers areprized for their craftsmanship, and Orc warriors in heavy armorare among the finest front-line troops in the Empire, and arefearsome when using their berserker rage. Most Imperial citizensregard the Orc society as rough and cruel, but there is much toadmire in their fierce tribal loyalties and generous equality ofrank and respect among the sexes.

FR: +0%IR: +0%LR: +0%

MR: +25%PR: +0%DR: +0%

-Berserk (Fortify Health +25, Fortify Attack +15, -15AC, 6 Rounds)

Redguard Attributes Description

-STR: 2-12

-PER: 1-10

-END: 1-11

-CHA: 1-10

-INT: 1-9

-AGI: 1-10

-LCK: 1-10

The most naturally talented warriors in Tamriel, the dark-skinned, wiry-haired Redguards of Hammerfell seem born tobattle, though their pride and fierce independence of spirit makesthem more suitable as scouts or skirmishers, or as free-rangingheroes and adventurers, than as rank-and-file soldiers. In additionto their cultural affinities for many weapon and armor styles,Redguards are also physically blessed with hardy constitutions,resistance to poison, and quickness of foot. Redguards do notshare the same blood as the other human races, and they have noconnection with the ancestral human homeland of Atmora.

FR: +0%IR: +0%LR: +0%

MR: +0%PR: +75%DR: +75%

Adrenaline Rush (Fortify Agility +1, FortifyEndurance +1, Fortify Strength +1, 5 Rounds)

Page 9: Elder Scrolls Tabletop v1.0

2-2: Attributes

Attributes represent the physical properties of a given character, and define many important aspects ofcharacter development. Each character is given 45 points to distribute among their attributes.Theattributes for SPECIAL are as follows:

• Strength (STR): The physical strength of a character. Everything from lifting stuff to hittingstuff is governed by strength.

• Perception (PER): The innate senses of a character. Whether or not they hear the enemycreeping up behind them or how well they shoot ranged weapons relies of good perception.

• Endurance (END): The physical hardiness of a character. How long they can take the painbefore falling over and how much they can stand the elements is based on endurance.

• Charisma (CHA): The charm of a character. If your character prefers to talk his way out ofsituations, this is one attribute to focus on.

• Intelligence (INT): The character's deductive abilities, as well as their magical capacity. Everyform of Magicka requires good intelligence.

• Agility (AGI): The quickness and stability of a character's movements. Whether you want tododge fast, sneak undetected, or hit where you want, agility deserves priority.

• Luck (LCK): The ability of a character to come out on top where his normal skills fail. Addyour luck rating to every percentile roll you do.

2-3: Skills

Skills represent the learned abilities of a given character, and are certainly one of the most importantthings to think about when designing a character.

The starting value of skills if determined by attributes; that is, each skill is the sum of four attributescores (If the character's Strength was 6 and their Intelligence was 9, their Destruction skill would be33%) .

Each character gets three Tag Skills, skills that the player is especially gifted in. The starting value oftag skills is double what the untagged skill would be (30% becomes 60%), and grows by 2% asopposed to 1% if it gets raised at levelup.

Below is a list of all the skills, sorted into general categories, and the attributes that make them up:

Weapons

• Axe, 1-Handed - STR+STR+PER+PER• Axe, 2-Handed - STR+STR+STR+PER• Blade, 1-Handed: PER+PER+AGI+STR• Blade, 2-Handed: PER+STR+STR+AGI• Blunt, 1-Handed - STR+STR+STR+END• Blunt, 2-Handed - STR+STR+END+END• Marksman - STR+PER+PER+LCK• Thrown Weapons - STR+STR+PER+LCK• Unarmed - STR+STR+AGI+AGI

Page 10: Elder Scrolls Tabletop v1.0

Armor

• Blocking - PER+PER+END+END• Smithing - STR+STR+INT+PER

Diplomacy

• Barter - CHA+CHA+INT+LCK• Persuasion - CHA+INT+INT+INT• Deception - CHA+CHA+CHA+INT

Magic:

• Alteration - INT+INT+INT+PER• Enchant - INT+INT+STR+PER• Conjuration - INT+INT+INT+END• Destruction - INT+INT+INT+STR• Illusion - INT+INT+CHA+CHA• Mysticism - INT+INT+INT+INT• Restoration - INT+INT+INT+CHA

Alchemy

• Herbalism - INT+INT+PER+PER• Potionmaking - INT+INT+PER+LCK

Thievery

• Lockpicking: INT+INT+PER+LCK• Sneak: AG+AG+PER+PER• Pickpocket: AG+AG+PER+LCK

Page 11: Elder Scrolls Tabletop v1.0

2-4: Other Statistics

These are the things that are derived from the scores of the main Attributes, and generally serve themost active role in gameplay. A complete list of these, along with the formula used to figure them out,are below:

Health Points (HP): How much damage you can take before you die. To calculate starting HP, use 15+ (STR + (2 X EN)).

Magicka Points (MP): Measures how many spells you can cast before your MP runs out. To calculatestarting MP, use 15 + (INT * 3).

Armor Class (AC): Your chances of avoiding a physical attack, measured as a percentage. Your baseAC is equal to your Agility score.

Action Points (AP): How many things you can do in one round of combat. Equal to 5+ (1/2 AGI,rounded down).

Magicka Resistance (MR): Your chances of avoiding a magical attack, equal to INT + END.

Fire/Ice/Lightning Resistance (F/I/L): Your chances of avoiding being hurt by an attack of any of thethree elements. Fire and Ice Resistance are equal to 3 x END, but without special help, there is noprotection against Lightning.

Poison Resistance (PR): Your chances of avoiding being poisoned by a poisonous attack, equal to 5 xEND.

Disease Resistance (DR): Your chances of avoiding catching a disease from a diseased creature orNPC. Equal to 4 x END.

Normal Weapons Resistance (NWR): Some creatures have a chance to avoid taking damage fromunenchanted weapons. This isn't possible for regular people, however.

Carry Weight (CW): How many pounds worth of items you can carry, equal to 25 + (25 x STR)

Melee Damage (MD): How much damage you do in unarmed combat, as well as how much damage isadded to each attack in armed combat. Equal to STR – 5.

Sequence (SQ): The number used to figure out combat round hierarchy; whoever has the highestsequence goes first, although whoever initiates combat always gets the first round. Equal to 2 x PER.

HP Healing (HPH): How many HP a character regenerates in either 24 waking ours or 6 sleepinghours, equal to END / 3, rounded down.

MP Healing (MPH): How many MP a character regenerates in either 12 waking hours or 3 sleepinghours, equal to INT.

Page 12: Elder Scrolls Tabletop v1.0

2-5. Birthsigns

Everybody in Tamriel is born under a certain astrological sign. Different signs give different bonusesand different special abilities. The signs are:

The Guardians

The Warrior The Mage The Thief

The Warrior is the first GuardianConstellation and he protects hischarges during their Seasons. TheWarrior's own season is Last Seedwhen his strength is needed for theharvest. His Charges are the Lady,the Steed, and the Lord. Thoseborn under the sign of the Warriorare skilled with weapons of allkinds, but prone to short tempers.

The Mage is a GuardianConstellation whose Season isRain's Hand when magicka was firstused by men. His Charges are theApprentice, the Golem, and theRitual. Those born under the Magehave more magicka and talent forall kinds of spellcasting, but areoften arrogant and absent-minded.Birthsign Description

The Thief is the last GuardianConstellation, and her Season is thedarkest month of Evening Star. HerCharges are the Lover, theShadow, and the Tower. Thoseborn under the sign of the Thief arenot typically thieves, though theytake risks more often and onlyrarely come to harm. They will runout of luck eventually, however, andrarely live as long as those bornunder other signs.

+2 Strength +1 Endurance

+1 Intelligence+20 MP

+2 Agility +1 Luck

The Charges

The Lady The Apprentice The Lover

The Lady is one of the Warrior'sCharges and her Season is Heartfire.Those born under the sign of theLady are kind and tolerant.

The Apprentice's Season is Sun'sHeight. Those born under the signof the apprentice have a specialaffinity for magick of all kinds, butare more vulnerable to magick aswell.

The Lover is one of the Thief'sCharges and her season is Sun'sDawn. Those born under the sign ofthe Lover are graceful andpassionate.

+1 Charisma+1 Endurance

+30 MP-50 Magicka Resistance

Lover's Kiss (Paralyze, 5 Rounds)

Page 13: Elder Scrolls Tabletop v1.0

The Lord The Atronach The Shadow

The Lord's Season is First Seedand he oversees all of Tamriel

during the planting. Those bornunder the sign of the Lord are

stronger and healthier than thoseborn under other signs.

The Atronach is one of the Mage'sCharges. Its season is Sun's Dusk.Those born under this sign arenatural sorcerers with deep reservesof magicka, but they cannotgenerate magicka of their own.

The Shadow's Season is SecondSeed. The Shadow grants those bornunder her sign the ability to hide inshadows.

Blood of the North (Restore Health,75 Points)

-25 Fire Resistance

+50 MP50% Spell Absorption

Stunted Magicka

Moonshadow (Invisibility, 10Rounds)

The Steed The Ritual The Tower

The Steed is one of the Warrior'sCharges, and her Season is Mid

Year. Those born under the sign ofthe Steed are impatient and alwayshurrying from one place to another.

The Ritual is one of the Mage'sCharges and its Season is MorningStar. Those born under this signhave a variety of abilities dependingon the aspects of the moons and theDivines.

The Tower is one of the Thief'sCharges and its Season is Frostfall.Those born under the sign of theTower have a knack for finding goldand can open locks of all kinds.

+5 AP Blessed Word (Turn Undeadcreature, 10 rounds)

Mara's Gift (Restore Health, 75Points)

Tower Key (Open Lock, 75 Points)Beggar's Nose (Detect

Being/Key/Enchantment, 25Squares, 15 Rounds)

The Serpent

The Serpent wanders about in thesky and has no Season, though its

motions are predictable to a degree.Those born under this sign are themost blessed and the most cursed.

Star Curse (Damage Health, 25Points on target, 10 Points on

caster)

Page 14: Elder Scrolls Tabletop v1.0

2-6: Levelling

Throughout their adventures, the players will gain experience points (XP). Once enough experiencepoints have been earned, the player levels up. Below is a chart for how much XP it takes for eachlevelup:

Level XP

1 0

2 1,000

3 3,000

4 6,000

5 10,000

6 15,000

7 21,000

8 28,000

9 36,000

10 45,000

11 55,000

12 66,000

13 78,000

14 91,000

15 105,000

16 120,000

17 136,000

18 153,000

19 171,000

20 190,000

21 210,000

n (n*(n-1)/2) *1,000 XP

Upon levelup, your HP is increased by 3 + (END / 2), and your MP by 3 + (INT / 2). Also, you get anumber of points to increase your skills with, equal to 5 + (2 X INT). However, the higher the skill youwant to increase is, the more points it takes to increase said skill.. As such:

Page 15: Elder Scrolls Tabletop v1.0

Current %

Cost toIncrease

1-100 1

101-125 2

126-150 3

151-175 4

176-200 5

201+ 6

Chapter 3. Combat

3-1: Action Points

In combat, every combatent has Action Points. These represent the amount of things you can do in oneround of combat.

For example, say you had 10 AP, a melee weapon that takes 5 AP to swing. If your target is 5 spacesaway, you would take 5 AP to walk up to it, and another 5 to swing the weapon, all in the span of 1round. If your target was right next to you, you could swing it twice in one round.

Here is a chart of typical combat actions, and the AP it takes to pull them off:

Action AP

Moving 1 Square 1

Attacking with amelee weapon

Variesper

weapon

Attacking with aranged weapon

WeaponAP +1 toreload

Attackingunarmed

1

Casting a spell 4

Using anenchantment

3

AccessingInventory

5

Page 16: Elder Scrolls Tabletop v1.0

3-2: The Combat Process

There are two kinds of combat in EST: regular, and magical. Below are the processes for both:

Regular:1. Attacker rolls d100 check to determine whether or not their attack connected; in humanoids, its

whatever skill their weapon falls under; in creatures, its their Chance To Hit score. Rangedweapons suffer a -2% penalty for every square of distance the attacker is from the target.

2. Target rolls d100 check against their AC score; if the result lands in the range of Dodge AC,they dodge the attack completely; if it lands in their Armor AC, the attack hits the Durabilityscore of both their armor and the attacker's weapon. If it doesn't land in either, the attack hitstheir HP.

3. In both cases, any relevant bonuses or detriments are added to whatever appropriate rolls.

Magical:1. Caster rolls a d100 check to determine whether or not they succeeded in casting their spell.

Enchantment and potion-based spells do not require this. Ranged spells suffer a -2% penalty forevery square of distance the spellcaster is from their target.

2. For spells and enchantments, the target rolls a d100 check against their Magicka Resistancescore to see if they resist the spell or not. In the case of a potion attack, they roll against theirPotion Resistance score. Any special spells the target may have to resist magicka attacks(Reflect, Spell Absorption, etc) will be counted first. Elemental spells (Fire, Ice, Lightning) alsorequire a roll against whatever elemental resistance score is necessary if the first two resistancetiers fail.

3. In both cases, any relevant bonuses or detriments are added to whatever appropriate rolls.

Page 17: Elder Scrolls Tabletop v1.0

Chapter 4. Equipment

NOTE: This chapter only describes how equipment works in terms of game rules. For actual lists ofequipment, refer to EST Campagin Settings.

4-1: Weapons

Weapons are described in the following terms:

Skill: What skill is used to determine a successful attack.Min. Strength: The base level of strength it takes to wield the weapon in question.Weight: How much space it takes up in your inventory.Damage: The dice roll used for damage.AP: How many AP it takes to use the weapon.Durability: How worn down the weapon is. For every attack you make that is counteracted by the target's armor, how much damage you do is also taken away from the weapon's Durability score. Once the score reaches 0, the weapon breaks and can't be used again until it's repaired.Value: How much gold it costs.Enchantment: The maximum number of points you can make any enchantments on the item.

4-2: Armor

Armor statistics are as such:

AC: How much the armor adds to your AC score.Durability: How much abuse your armor can take before breaking.Weight: How much space it takes up in your inventory.Value: How much gold it costs.Enchantment: The maximum number of points you can make any enchantments on the item.

4-3: Shields and Blocking

If your character has a shield, he can choose to avoid attacking for that round and block any incomingphysical attack with his shield. If he makes a successful check against his Blocking skill, the shield'sDurability score will absorb the attack as opposed to the player.

The player can also block with his weapon. However, the weapon's Durability score will take doublethe blocked damage than with a regular shield.

4-4: Repairing

If your character's weapons or armor are broken or in a poor state of quality, you can try to repair them.

How many Durability points you can repair is based on how high your Smithing skill is; you can onlyrepair as many Durability points as your Smithing skill's score is. Regardless, the number you set torepair is the number you have to roll a check against to make a successful repair.

You need armorer's hammers to repair things, all of which have a certain numer of uses; regardless ofwhether you succeed or fail in your repair attempt, it will count against the use quota.

Page 18: Elder Scrolls Tabletop v1.0

4-5: Ingredients

Ingredients are used for brewing potions.

They can be found either in stores or can be harvested from plants. Making a successful harvest meansrolling an Herbalism check; if successful you get 1d4 samples of the ingredient; if not, zilch.

4-6: Misc. Items

• Lockpicks: Needed to pick locks. Like with armorer's hammers, they have a set number of usesbefore breaking, and higher quality lockpicks have more uses. Higher quality lockpicks alsogive bonuses to the player's chances of picking a lock.

• Alchemy Tools: There are four types of alchemy tools: Mortar and Pestle, Alembic, Calcinator,and Retort. In order to make any potion, the player needs at least a mortar and pestle. However,with a mortar and pestle, the player will only be able to harness one of the ingredient's four spelleffects; the others are needed to harness the rest.

• Soulgems: Used to hold the souls of downed monsters. Higher quality soulgems can hold morepowerful souls.

Page 19: Elder Scrolls Tabletop v1.0

Chapter 5. Magic

There are three ways to manipulate magic in game: spellmaking, enchanting, and alchemy.

5-1: Spell Effects and Cost

Each spell costs a certain number of points to invoke, and what those points are varies depending onwhat type of magic you're doing.

How much a spell costs depends on two things: Magnitude and Duration. Magnitude is a measure ofhow many points the power of your spell equals out to. Duration is how long it lasts in terms of combatrounds. The spell's effect will persist for as long as the spell's Duration is, and ones marked with a *will have their effect take its toll every round (for example, a Damage Health spell of 20 lasting 3rounds would take away 60 HP). For every round you make the spell last, the cost of the spell will bemultiplied by the number of rounds (A spell costing 5m would equal 5m for 1 round, 10m for 2 rounds,15m for 3 rounds, etc.)

School of AlterationBurden 1m = 2 Pounds Adds weight to the target for the duration of the spell. If it goes over the

maximum Carry Weight, the target will be unable to move.

Feather 1m = 1 Pound Removes weight from the target for the duration of the spell.

Fire Shield 3m = 1% FR Increases the chances for the target to avoid Fire attacks.

Ice Shield 3m = 1% IR Increases the chances for the target to avoid Ice attacks.

LightningShield

3m = 1% LR Increases the chances for the target to avoid Lightning attacks.

Lock 2m = 1 LockPoint

Locks the target door or container until it's unlocked. The more powerfulthe spell is, the more powerful the Open spell or lockpicker will need tobe.

Open 2m = 1 LockPoint

Opens the target locked door or container.

Shield 4m = 1 DamagePoint

Creates a shield around the target, every 4 magnitude points reducingany damage the target takes by 1.

Swift Swim 5m = 1 Square Increases the number of squares the target can move per Action Point ifthey're in water.

WaterBreathing

7m = 1 Round Lets the target breathe underwater for the duration of the spell.

WaterWalking

5m = 1 Round Lets the target walk on top of water for the duration of the spell.

Page 20: Elder Scrolls Tabletop v1.0

School of ConjurationBound Armor

25m = 1 Round Gives the target a weightless suit of Daedric armor.

Bound Shield

20m = 1 Round Gives the target a weightless Daedric shield.

BoundWeapon

15m = 1 Round Gives the target a weightless version of the Daedric weapon of thecaster's choice (ranged ones have unlimited ammo).

CommandCreature

1m = 1 Soul Finds the target creature under the will of the caster. The more powerfulthat creature's soul is, the more powerful the spell will have to be.

CommandHumanoid

25m = 1 Level Finds the target humanoid under the will of the caster.

SummonCreature

(by vessel)

15m = 1 Round Summons whatever creature the caster might have soultrapped. Doingthis empties the soulgem.

SummonCreature (by will)

1m = 1 Soul If the player takes a filled soulgem to a spellmaker, they can have themmake the creature summonable at any time, with or without thecreature's soul. Doing this will empty the soulgem.

TurnUndead

10m = 1 Round Makes any target undead creature run away from the caster for theduration of the spell.

Page 21: Elder Scrolls Tabletop v1.0

School of DestructionDamage

Attribute*25m = 1

Attribute PointPermanantly damages the attribute of the caster's choice on the targethumanoid.

DamageHealth*

8m = 1 HP Permanantly damages the target's health.

DamageMagicka*

8m = 1 MP Permanantly damages the target's magicka.

Damage Skill*

2m = 1 SkillPoint

Permanantly damages the skill of the caster's choice on the targethumanoid.

DisintegrateArmor*

1m = 2Durability

Points

Permanantly damages the target's currently equipped armor (or shield, ifthe caster desires).

DisintegrateWeapon*

1m = 1Durability Point

Permanantly damages the target's currently equipped weapon.

Fire Damage*

6m = 1 HP Permanantly damages the target's health with elemental fire.

Ice Damage*

6m = 1 HP Permanantly damages the target's health with elemental ice.

LightningDamage*

6m = 1 HP Permanantly damages the target's health with elemental lightning.

Weakness toDisease*

2m = 1%Disease

Resistance

Permanantly lowers the target's ability to resist disease infection.

Weakness toFire*

2m = 1% FireResistance

Permanantly lowers the target's ability to resist fire damage.

Weakness toIce*

2m = 1% IceResistance

Permanantly lowers the target's ability to resist ice damage.

Weakness toLightning*

2m = 1%LightningResistance

Permanantly lowers the target's ability to resist lightning damage.

Weakness toMagicka*

2m = 1%Magicka

Resistance

Permanantly lowers the target's ability to resist spells.

Weakness toPoison*

2m = 1%Poison

Resistance

Permanantly lowers the target's ability to resist infection from poisonattacks.

Page 22: Elder Scrolls Tabletop v1.0

School of IllusionBlind 1m = 1%

BlindnessObscures the vision of the target; creates a 1d100 chance every round forthe target to miss any physical attacks they make.

CalmCreature

2m = 1 SoulPoint

Males the target creature not want to attack.

CalmHumanoid

20m = 1 Level Makes the target creature not want to attack.

Chameleon 2m = +1%Sneak Bonus

Blends the target into the environment, making them harder to see, andadding a bonus to sneak rolls. Unlike Invisibility, this spell doesn'tcancel from environement interaction.

Charm 3m = +1%Bonus

Adds a bonus to all Diplomacy rolls (Barter, Persuasion, Deception).

DemoralizeCreature

1m = 1 SoulPoint

Makes the target creature automatically run away from the caster.

DemoralizeHumanoid

15m = 1 Level Makes the target humanoid automatically run away from the caster.

FrenzyCreature

1m = 1 SoulPoint

Makes the target creature automatically attack any living things nearestto it.

FrenzyHumanoid

15m = 1 Level Makes the target humanoid automatically attack any living things nearestto it.

Invisibility 40m = 1 Round Turns the target completely invisible, making all Sneak rolls anautomatic success. However, if they do anything that requires a skill roll,the spell will cancel.

Night Eye 20m = 1 Round Lets the target see in the dark.

Paralyze 35m = 1 Round Makes the target unable to move or do anything that requires a skill roll.

RallyCreature

1m = 1 SoulPoint

If the target creature is running away, this spell will make them stop.

RallyHumanoid

15m = 1 Round If the target humanoid is running away, this spell will make them stop.

Sanctuary 3m = 1 AC Increases the target's chances of avoiding physical attacks.

Silence 50m = 1 Round Makes the target completely unable to cast spells.

Sound 2m = 1% Decreases the target's chances of successfully casting spells by meddlingwith their skill checks.

Page 23: Elder Scrolls Tabletop v1.0

School of MysticismAbsorb

Attribute30m = 1

Attribute PointTakes points away from the target the attribute of the caster's choice andgives the points to the caster, until the spell is over.

AbsorbHealth

10m = 1HP Takes points away from the target's MP and gives it to the caster, evenafter the spell is over.

AbsorbMagicka

10m = 1MP Takes points away from the target's MP and gives it to the caster, evenafter the spell is over.

Absorb Skill 5m = 1 SP Takes away from the target the skill of the caster's choice and gives it tothe caster, until the spell is over.

AlmsiviIntervention

75m Immediately teleports the target to the nearest Tribunal temple.

DetectBeing

5m = 1 Square Detects any living being or creature in a radius around the target. Usefulfor blinded characters and for seeing around corners.

DetectEnchantment

5m = 1 Square Detects any enchanted item in a radius around the target.

Detect Key 5m = 1 Square Detects any key in a radius around the target.

Dispel 5m = 1% Creates a 1d100 chance to automatically disable every temporary magiceffect (good or bad) on the target.

DivineIntervention

75m Immediately teleports the target to the nearest Imperial Cult shrine.

Mark 100m Sets the spot the target is currently standing as a spot to teleport back towith the Recall spell. Only one spot can be marked at a time.

Recall 50m Teleports the target back to the last Mark spot set.

Reflect 8m = 1% Creates a 1d100 chance for the target to send any spells cast at themback at the caster.

Soultrap 10m = 1 Round If the target monster is killed while the spell is still active, their soul willfill one of the caster's soulgems.

SpellAbsorption

10m = 1% Creates a 1d100 chance for the target to not only stop any incomingspells, but also absorb their casting cost, converting it into magicka.

Telekinesis 8m = 1 Lets the target pick up items from the distance defined by the spell.

Page 24: Elder Scrolls Tabletop v1.0

School of RestorationCure

Disease300m Cures any and all diseases the target may have.

CureParalyzation

100m Lets a paralyzed target move again.

Cure Poison

100m Cures any poison the target may be inflicted with.

FortifyAttack

20m = 1% Increases the target's chances of making successful physical attacks.

FortifyAttribute

30m = 1Attribute Point

Increases the attribute of the caster's choice on the target humanoid.

FortifyHealth

5m = 1 HP Increases the target's HP.

FortifyMagicka

5m = 1 MP Increases the target's MP.

Fortify Skill

4m = 1 SkillPoint

Increases the skill of the caster's choice on the target humanoid.

ResistDisease

2m = 1% Increases the target's chances of avoiding disease infection.

Resist Fire

3m = 1% Increases the target's chances to avoid fire attacks.

Resist Ice

3m = 1% Increases the target's chances to avoid ice attacks.

ResistLightning

3m = 1% Increases the target's chances to avoid lightning attacks.

ResistMagicka

3m = 1% Increases the target's chances of avoiding magicka attacks.

ResistParalysis

2m = 1% Creates a d100 chance for the target to avoid paralysis spells.

ResistPosion

3m = 1% Increases the target's chances of avoiding posion attacks.

RestoreAttribute

25m = 1Attribute Point

Restores any damaged attribute points on the target.

RestoreHealth*

3m = 1 HP Restores any damaged health points on the target.

RestoreMagicka*

3m = 1 MP Restores any damaged magicka points on the target.

RestoreSkill

3m = 1 SP Restores any damage skill points on the target.

Page 25: Elder Scrolls Tabletop v1.0

5-2: Spellmaking

Magnitude in spellmaking equals magicka (MP). The more powerful or long-lasting your spell is, themore MP it will cost.

There are two avenues to making castable spells. One is to go to a spellmaker, where you can definewhat effect you want out of the list above, and have it made for you to cast. Doing this, however, costsa fee equal to how many MP the spell costs times 2. Also, the spell you get cannot have any of its datachanged.

The second avenue is to simply invent spells on the fly. Every character can choose to specialize in oneof the six magicka schools. They can then take any effect within that school, choose how powerful aspell they want to make out of it, and cast it without any money-cost. However, they can't do the samewith the other magicka schools, and still have to buy spells for those.

5-3: Enchanting

Another way to use magic is to enchant items with spells.

In order to enchant, first you need a soul. Souls are obtained from creatures through the Soultrap spell,and their power is measured numerically. With enchanting, magnitude is represented as soul points; themore powerful or longlasting your spell is, the more powerful a soul you'll need.

The item you want to enchant also factors into the process. Every item has a Maximum Enchantmentscore, and any enchantments you make on an item have to land below it.

If you have a creature's soul trapped in a soulgem, and an item you want to enchant, you can either takeit them to an enchanter, or enchant the item yourself. Going to an enchanter means means alwaysmaking successful enchantments, but also means a fee equal to the power of your enchantment times 2.Enchanting it yourself means no fee, but you have to roll a check against your Enchant skill todetermine success. Either in any scenario, successful or not, the soulgem and the soul within it will bedestroyed.

Any leftover points in the soul used will be multiplied by 2 and used as charge points. Those will beuseful considering that the enchantment will take charge points equal to the spell's power to invoke;once it runs out of charge points, the enchantment can't be invoked again until it is recharged withanother soul.. Also, keep in mind that Maximum Enchantment on items only applies to how powerfulthe enchantment is, not how much ammo you want for it.

5-4: Alchemy

Another way to use magic is through alchemy, a.k.a, potionmaking.

In order to make a potion, you need at least a Mortar and Pestle, and at least two ingredients. Themortar and pestle is one of four alchemy tools, the others of which are the calcinator, the alembic, andthe retort. Each ingredient has four spell effects in it, and a complete alchemy toolset is required toharness all four; if you have three of the tools, you can harness three of the spell effects, etc.

Page 26: Elder Scrolls Tabletop v1.0

In order to harness a desired spell effect in a potion, you need at least two different ingredients withthat same effect; two samples of one ingredient will not work. For example, if you have two samples ofAlit Hide, you can't brew a Resist Posion potion, but you have one sample of Alit Hide and anothersample of Kwamma Cuttle, you could.

Once you have the desired effect ready, that's when you decide how powerful you want to make it. Themagnitude of spell effects is represented in potionmaking by your Alchemy skill; if your Alchemy skillis 50, you can't brew potions of power equal to 51 or higher. How powerful you want to make thepotion is the number you have to roll a d100 check against.Regardless of whether you successfullybrew a potion or not, the ingredients used in the process will be destroyed.

Potions can be extremely useful because of their versatility. Harmful poisons can be brewed and usedagainst enemies. However, a successful d100 check against the target's Resist Poison score is needed tosuccessfully infect.

Page 27: Elder Scrolls Tabletop v1.0

Chapter 6: Other Information

6-1: Websites to Visit

• The Unofficial Elder Scrolls Pages - An all-encompassing wiki of everything to do with theElder Scrolls series.◦ http://www.uesp.net/wiki/Main_Page

• Bethesda Game Studios Forums - The official forums for the entire Elder Scrolls series,including an extensive Lore forum; good for questions.◦ http://www.bethsoft.com/bgsforums/

• The Imperial Library - Probably the most extensive lore guide available, including transcriptsof every book in every game.◦ http://www.imperial-library.info/