The Elder Scrolls RPG

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    The Elder Scrolls

    D20 Role-Playing RPG System

    Written by

    brian C. McKee.

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    N RODUC ON

    Welcome To the Elder Scrolls Tabletop RPG Experience. For most of you, a tabletopexperience is already well and truly embedded in your mind. But for the sae of those that ha!e yet to

    experience an RPG played with dice, paper, and your table, " will #i!e you a $uic rundown of thesystem.

    A Tabletop RPG is a #ame, not unlie a board #ame, but with so much more too it. %ithin theconfines of a board #ame, you ha!e a #oal, and a set of ob&ecti!es and rules to #uide you. This is a little

    bit lie a tabletop RPG, but a tabletop RPG has &ust so much more too it. "nteraction with a worldbrou#ht to life by ones ima#ination, a sheet with uni$ue character information on it, and an always'

    different storyline, #uidin# players and their in'world a!atars throu#h an awe'inspirin# world, in an

    ad!enture ne!er to be for#otten by those who experience it, and those who are effected by it. The #ameworld, and mechanics are different with e!ery #ame. (ere, you are about to del!e into a world of

    ma#ic, monsters, and abo!e all, the Elder Scrolls themsel!es.

    T(E R)*ES

    Rules, +o matter what the #ame is, are re$uired to eep it balanced, fair, and abo!e all, fun.)sually. +ot as hea!y here. (ere, the rules are enou#h to eep you mo!in# on your #oal, but notenou#h to constrain you. The rules for rolls in this #ame are pretty simple. %hen rollin# any die, lets

    say, for now, a d-, and your /ne'handed sill is 0. 1ou are attacin# an o#re. %hen you swin#, ifyou ha!e a per for maces, and you are usin# such a weapon, then you will be #ranted a bonus. %ith asill of 0, you #ain a 23. %ith the mace per at le!el 4, thats another 24, totalin# at a 25 modifier. 6

    modifier is somethin# that adds or subtracts from a rolls initial !alue. 6 7- roll of 8 with a modifier of

    29 will become a 7- roll of :. This system will help mae your rolls feel more lie your sills trulyha!e an effect. E!en if you roll a 4, which is normally a critical'fail, if you ha!e a lar#e enou#h bonus

    ;2< or abo!e= than critical failures wont happen. Generally, the players ha!e to follow other rules,

    which will be detailed in the rele!ant chapters of this boolet.

    %(6T 1/) +EE7 T/ P*61

    Pretty standard RPG fare, you will need a 7+7 standard dice set. This comes with> a 0 sides,six sided, 5 sided, two 4 sided, 4- sided, and - sided dice. 1ou will also need either di#ital orphotocopy !ersions of the character sheets that are comin# with this boolet. These and a pencil are the

    bare essentials. 1ou can sue flash cards to store your character techni$ue info on, if you run out of

    space, which is liely to happen.

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    CHAPTER 1Races

    "mperialNatives of the civilized, cosmopolitan province of Cyrodiil, the Imperials are well-educated and well-spoken. Imperials are also known for the discipline and training of their citizen armies. Though physicallyless imposing than the other races, the Imperials have proved to be shrewd diplomats and traders, andthese traits, along with their remarkable skill and training as light infantry, have enabled them to subdue allthe other nations and races, and to have erected the monument to peace and prosperity that comprises thelorious !mpire.

    Stat effects

    ?/@B6T

    Smithin#> 29/ne'(anded> 20

    (ea!y'6rmor> '0

    @6G"?A6

    +/+E

    STE6*T(

    *i#ht'6rmor> 20

    Speech> 28

    R6?"6* 6B"*"T"ES

    Voice Of The Emperor: Grants a 23 to all Speech checs for the duratio nof the present encounter.

    ;/nce 7aily=

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    7ar Elf ;7unmer="ark !lves are the dark-skinned !lven peoples of the !astern !mpire. #"ark# is variously

    understood to mean #dark-skinned,# #gloomy,# and #ill-favored by fate.# The "unmer and their nationalcharacter embrace these various connotations with enthusiasm. In the !mpire, #"ark !lves# is the commonusage, but in their $orrowind homeland, and among their %ldmeri brethren, they call themselves the#"unmer#. The dark-skinned, red-eyed "ark !lves combine powerful intellect with strong and agile

    physi&ues, producing superior warriors and sorcerers. 'n the battlefield, "ark !lves are noted for theirskilled and balanced integration of swordsmen, marksmen, and war wizards. In character, they are grim,aloof, and reserved, distrusting and disdainful of other races.

    Stat Effects

    ?/@B6T

    6rchery> 23

    /ne'(anded> 2 2 29

    STE6*T(

    *i#ht 6rmor> 2 2 20

    R6?"6* 6B"*"T"ES

    Ancestor Guardian: Summon a spectral mirror of yourself with 4.0 of your stats for the duration of

    the encounter, or until illed. ;once daily=

    Ancestor Wrath:Surround yourself with fire for < turns, dealin# 4d0 dama#e to any foe a s$uare away

    e!ery turn. ;once daily=

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    Aha&iit(ha)iit hail from the province of !lsweyr and can vary in appearance from nearly !lven to the

    cathay-raht #)aguar men# to the great *enche-Tiger. The most common breed found in $orrowind, thesuthay-raht, is intelligent, &uick, and agile. (ha)iit of all breeds have a weakness for sweets, especially thedrug known as skooma. $any (ha)iit disdain weapons in favor of their natural claws. They make e+cellentthieves due to their natural agility and unmatched acrobatics ability. $any (ha)iit are also warriors, although

    this is less common among the suthay-raht.

    Stat Effects

    ?/@B6T

    6rchery> 29

    @6G"?A6"llusion> 2 2 23Enchantin#> 23

    7estruction> 28

    STE6*T(

    +/+E

    R6?"6* 6B"*"T"ES

    Spell Weae:6dd 2- to dama#eeffecti!eness checs on all spells.;passi!e=

    !agic"a Shield:Reduce dama#e taen by all destruction spells by 4d0. ;passi!e=

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    +ordThe citizens of *kyrim are a tall and fair-haired people, aggressive and fearless in war, industrious

    and enterprising in trade and e+ploration. *killed sailors, Nords can be found in seaports and settlementsalong all the coasts and rivers of Tamriel. *trong, stubborn, and hardy, Nords are famous for theirresistance to cold, even magical frost. 0iolence is an accepted and comfortable aspect of Nord culture1Nords of all classes are skilled with a variety of weapon and armor styles, and they cheerfully face battle

    with an ecstatic ferocity that shocks and appalls their enemies.

    Stat Effects

    ?/@B6T

    (ea!y'armor> 28

    Two'(anded> 28

    Smithin#> 28

    Bloc> 2

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    %ood Elf ;Bosmer=The 2ood !lves are the various barbarian !lven clanfolk of the 2estern 0alenwood forests. In the

    !mpire, they are collectively referred to as #2ood !lves,# but #osmer,# or #the Tree-*ap eople,# is whatthey call themselves. #Tree-*ap# suggests the wild vitality and youthful energy of 2ood !lves, in contrastwith their more dour cousins, the %ltmer and "unmer. osmer re)ect the stiff, formal traditions of %ldmerihigh culture, preferring a romantic, simple e+istence in harmony with the land, its wild beauty and wild

    creatures. These country cousins of the igh !lves and "ark !lves are nimble and &uick in body and wit,and because of their curious natures and natural agility, 2ood !lves are especially suitable as scouts,agents, and thieves. ut most of all, the 2ood !lves are known for their skills with bows1 there are no finerarchers in all of Tamriel.

    Stat Effects

    ?/@B6T

    6rchery> 24/ne'(anded> 2 28

    STE6*T(

    *i#ht'armor> 25

    R6?"6* 6B"*"T"ES

    Wild 'nfluence: throu#h use of the speech sill, a %ood elf can communicate with a wild animal.

    ;once daily=

    (ead-E&e:increase dama#e and accuracy checs for all 6rchery rolls by 20. ;/nce daily=

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    /rcsThese sophisticated barbarian beast peoples of the 2rothgarian and "ragontail $ountains are

    noted for their unshakeable courage in war and their unflinching endurance of hardships. In the past, 'rcshave been widely feared and hated by the other nations and races of Tamriel, but they have slowly wonacceptance in the !mpire, in particular for their distinguished service in the !mperor3s 4egions. 'rcish

    armorers are prized for their craftsmanship, and 'rc warriors in heavy armor are among the finest front-linetroops in the !mpire. $ost Imperial citizens regard 'rc society as rough and cruel, but there is much toadmire in their fierce tribal loyalties and generous e&uality of rank and respect among the se+es.

    Stat Effects

    ?/@B6T

    Two'handed> 24

    hea!y'6rmor> 24

    Smithin#> 24

    @6G"?A6

    +/+E

    STE6*T(

    +/+E

    R6?"6* 6B"*"T"ES

    %erser" rage:Grant a 2< to all combat rolls. ;once daily=

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    6r#onians4ittle is known and less is understood about the reptilian denizens of lack $arsh. 5ears of

    defending their borders have made the %rgonians e+perts in guerilla warfare, and their natural abilitiesmake them e&ually at home in water and on land. They are well-suited for the treacherous swamps of theirhomeland, and have developed natural immunities to the diseases and poisons that have doomed manywould-be e+plorers into the region. Their seemingly e+pressionless faces belie a calm intelligence, and

    many %rgonians are well-versed in the magical arts. 'thers rely on stealth or steel to survive, and theirnatural agility makes them adept at either. They are, in general, a reserved people, slow to trust and hard toknow. 5et, they are fiercely loyal, and will fight to the death for those they have named as friends.

    Stat Effects

    ?/@B6T

    6rchery> 28/ne'handed> 20

    @6G"?A6

    Restoration> 28

    "llusion> 2