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Commercial uses of this work is expressly prohibited by the author, however feel free
to redistribute, copy, and modify for recreational use. The Elder Scrolls and all
related images, names, and data are 2011 Bethesda Softworks LLC, a ZeniMax
Media company.
All trademarks and trade names are properties of their respective owners. All Rights
Reserved.
All hail Bethesda for making such great games! Version 0.56, WIP
This d100 based conversion of The Elder Scrolls video game series is intended
to be a tactically intense tabletop game played on a hex grid map.
Conversion to a square grid map is possible, put would take more effort than
I want to put into it. The use of combat miniatures will make for a more
immersive experience but is not required. All stats, spells, items, and perks are
based off of TES Skyrim with some additions and modifications.
Contents:
Basics - 3
Experience & Leveling - 4
Combat Turn Sequence - 5
Actions & Initiative - 6
Combat Movement Effects - 7
Calculating Damage - 8
Combat States - 9
Combat Example - 10
Skills - 11-31
Gear - 32-40
Grimoire - 41-46
Character Record - 47-52
Thanks to The Unofficial Elder Scroll Pages for their excellent reference information.
Please visit www.uesp.net Version 0.56, WIP
The Basics
3
Experience and Leveling
From play testing, keeping track of each individual skills experience in a tabletop setting is overly time consuming and causes players to
level too slowly for enjoyment. However, maintaining a skill use based experience system is vital for the feel of The Elder Scrolls.
Other d100 systems force you to roll against your current skill to level the skill, however that seems too random in this application.
Therefore:
Each successful use of any skill will provide between 1 to 10 Experience Points (XP). Please see skill pages for specifics.
If a skill has been used in the players current level, he may upgrade the skill by turning in the requisite number of experience.
Experience required to upgrade all skills is as follows:
16 30: 10XP 31-40: 15XP 41-50: 20XP 51-60: 25XP
61 - 70: 30XP 71-80: 35XP 81-90: 40XP 91-100: 50XP
Bennies, poker chips, are other small items are recommended to keep track of current unspent XP. Again, XP may only be spent on
skills used during the current level.
After a set amount of skill upgrades (SKUs), the character will automatically level up. The number of skill upgrades needed to level is:
Current level +3. I.E., to level from level 10 to level 11 will require 14 SKUs.
On levelup, the player may choose any perk he is qualified to take from a skill he has used this level, as well as gain 10 total points in
any combination of Health, Stamina, and Magicka.
Creating a Character
All starting skills, powers, and available races are per TES Skyrim standard except for the following:
New skill Notice: All races start with 15, except for Khajit (+10 bonus), and Redguard (+5 bonus)
New skill Lore: All races start with 15, except for Altmer (+10 bonus), and Imperial (+5 bonus)
New skill Survival: All races start with 15, except for Bosmer (+10 bonus), and Argonian (+5 bonus)
New lesser power Bosmer: Drawing an arrow is a Minor action instead of a Major action.
Racial crafting knowledge: Please see Smithing page for details
Hearing range: Please see Notice page for details
Starting spells: Characters may either choose up to two Novice level spells, or an extra 3 SKUs for each spell not taken.
Starting septims and level is up to the GMs discretion. A reasonably unlabored start to the game would be starting at level 5 (22 SKUs,
40 extra H/S/M, 4 perks), along with 200 starting septims.
4
Combat Turn Phases
1. Draw cards for Initiative (see page 6)
2. If this is the first turn of combat, deal Held Actions to all combatants except for the initiative winner. These actions will expire at
the beginning of their first turn.
3. Starting with the initiative winner, all players take a turn.
1. Take Movement up to current max Movement.
2. Take up to 4 Minor Actions. 2 Minor Actions may be traded for a Major Action, and 4 Minor Actions may be traded for an
Extended Action. Please see next page for available Minor, Major, and Extended Actions.
3. If making a melee Attack, follow Attack sequence below.
4. Up to 1 Minor Action may be Held. Held actions are used to respond to enemies actions are expire at the beginning of the
players next turn, and may be used to take any action except for a Melee Attack.
4. Initiative passes to the next combatant until all have taken a turn.
5. Cards are redrawn and the cycle starts again at step 3.
5
1 Turn = Movement +
1 Major Action + 2 Minor Actions OR
Major Actions 4 Minor Actions OR
-Power Attack -Draw Arrow -Cast Active Spell 1 Extended Action
-Cast Passive Spell -Ready weapon -Jump Up to 1 Minor Action may be Held.
-Shout -Backstab1 -Read a Paragraph
-Open a Door or Chest -Eat -Purge Poison4 Combat Initiative
-Intimidate -Persuade -Unstagger
Turn order in combat is determined by drawing cards
Minor Actions from a standard 52 card deck + Jokers, similar to the
Savage Worlds system. Higher cards go first, with
-Move 1 hex any direction -Release Arrow -Melee Attack x 1 (2H)2 spades > hearts > diamonds > clubs. Jokers always go
-Melee Attack x 1 (1H)3 -Melee Attack (unarmed) -Change Blocking State first, and provide an extra 10% hit chance for melee and
-Change Sneaking State -Ready spell -Continue Sustained Spell ranged attacks, plus a bonus 5 damage to all hits.
-Unequip Weapon or Spell -Manipulate Small Object -Roll4 Unlike Savage Worlds, do not shuffle the deck after a
-Shield Bash4 -Read a Sentence -Change Momentum Joker is drawn.
-Aim -Release Active Spell -Search
-Stop Sprinting -Quaff a Potion -Intimidate or Persuade Keeping Track of Health/Stamina/Magicka
-Poison a Weapon
In order to not bog down gameplay, it is highly
Extended Actions recommended to use color coded markers to track
current H/S/M for all combatants. One convenient way
-Manipulate Heavy Object -Pick a Lock -Climb
to do this is with red, green, and blue poker chips: each
-Swim -Read a Page -Disarm a Trap
poker chip is worth 10 points. If you wish for a more
-Pickpocket1 -Eat an ingredient -Unequip Armor
deadly game, you could round all damage taken during
a combat round up to the nearest increment of 10,
Free Actions otherwise keep track of single units of H/S/M with a
-Start Sprinting -Drop Object -Talk single d10 placed on top of the stack.
-Read a Word -Cast Sustained Spell -Notice (once per turn)
1Must
Stamina and Magicka Regenration
be in Sneaking state with Hidden Meter > 50
2Up to a maximum of 2x total 2H Melee Attacks / turn. Please see the Skill pages Stamina and Magicka regenerate 10 points at the
3Up to a maximum of 3x total 1H Melee Attacks / turn. for descriptions of skill beginning of every combat round. Health does not
4These actions require specific skill perks to use.
specific actions. normally regenerate.
6
Combat Movement Chart
Legend
Blow D D Backslash D Feint D
Lunge Slash D D
for Blow Hex Occupied by Defender
+40 A A +30 +20 A -30 A
+50 A Hex Occupied by Attacker A
No Momentum
Clip D D Flank D D Double D
Riposte Wing
Feint
-0 A +50 A Direction of Momentum
A +20 -20 A A
-60
Attack Bonus: Number is
D Sideswipe D Jockey D D +#
Sidestep D Evade Reach Added to Target
Cleave D D Overreach D D D
Parry Butt Counterblow
+70 A -10 A -40 A
-20 A +40 A
Standing Shot Moving Target Fleeing Target Advancing Light Cover: -20
+20 -40 +10 Target Heavy Cover: -40
-0
Poor Lighting: -30
7
Weapon Damage
Unlike many other systems, weapon damage is fixed: each weapon or spell strikes for the same number of points on each hit, except for
a critical or a power attack.
Damage = Weapon Base x (1+0.5 x Skill%) x (1 + Perks) + Effects + Ammunition (if ranged)
Ways to increase your damage include improving your weapon using the Smithing skill, increasing your Weapon Skill, buying damage
increase Perks, and using better Ammunition if doing a Ranged Attack. Power Attacks and Critical Success both double damage dealt, so
a Critical Success Power Attack would be Damage x 4. All physical damage is categorized as Blunt, Slashing, or Piercing.
Damage Reduction
All physical damage is reduced by the Damage Reduction percentage (DR), before being applied to a target. For examples, a DR of 25%
means that 25% of incoming damage is blocked by the armor, so every hit would be multiplied by 75%.
DR = (Total Armor Rating + Number of Pieces equipped x 25) / 10. DR has a hard cap of 80%, any armor rating over this amount is
wasted.
Armor rating for each piece = Base x (1+0.4 x Skill%) x (1+Perks) + Effects. Please see Heavy and Light Armor Skill pages for examples.
Elemental and poison damage are not mitigated by DR, instead these types of damage use Resistance Ratings.
Magic Resistance rating not only reduces damage, but also provides a bonus to resist non-damaging magical effects (such as Paralyze).
In these cases, if the spell resist roll is an Opposed check, the rating is added to your opponents roll. If there would not normally be a
check (such as with Petrify) simply roll d100 vs. Target = rating to try to resist.
Wards are Restoration spells that reduce damage magical taken without effecting Resistance Ratings. Instead, they directly absorb a
number of points of damage before being extinguished.
-BLOCKING-
When a combatant is blocking: Movement is halved, Notice checks -15, cannot perform Major or Extended actions, cannot Sprint, any
physical hit sustained from a 180 frontal arc will initiate a Block Event.
-FEARED-
Cannot take any major or minor action except for moving away from enemies at full pace (non-sprinting). If movement away from
enemies is impossible, will become Paralyzed for duration of fear.
-FROZEN-
Half movement, cannot Sprint, no Stamina regen.
-KNOCKED DOWN-
When a combatant is knocked down, they cannot move or take any major or minor actions for the remainder of the round. At the
beginning of the next round, the combatant is upgraded to Staggered state.
-STAGGERED-
When a combatant is staggered, the can move at 1/2 movement. Staggered characters may not block, cast sustained spells, or shout.
Staggering an opponent has a 25% chance to disarm them. Characters may spend a Major Action to Unstagger.
-SNEAKING-
While sneaking, Movement is halved, Notice checks +15, cannot sprint. Enemies must pass an opposed Notice check (+ Sneak
modifiers) to detect. If detected, the Hidden meter is set at 0% and the enemy will attack. While sneaking, the Hidden meter increases by
10 each combat round not in line of sight of an enemy. Backstabbing and Pickpocketing in combat is allowed if the Hidden meter > 50.
Please see sneak Modifiers and Outcomes Table on the Sneak skill page.
-SPRINTING-
Movement is doubled, drains Stamina by 10 points/turn if wearing no armor, 15 points/turn if wearing any light armor, 20 points/turn if
wearing any heavy armor. A combatant cannot normally take any other actions while sprinting.
-PARALYZED-
Cannot move or speak, may not take any actions except for Notice. At the end of the duration of the Paralyze state, combatant is
upgraded to Staggered state.
9
Combat Example: Sam the Strong vs. the Wolf
Wolfs Turn:
1. Movement: The wolf moves in to attack!
Wolf 2. Declare Attack:
1. The wolf declares a Power Attack (Major Action) on Sam, spends 30 STA.
2-4. Sam is already is in Blocking state, so decides not to Respond.
5. Since the wolf is already in a good combat position, it does not Follow.
6. The wolf is in Lunge position and has One Handed of 35, 1
so its Target to hit Sam is 35 + 50 = 85.
7. The wolf rolls for the attack: 77. 77 < 85 so Success.
D
A
1 8. Damage is dealt. Wolfs claws do a base damage of 7, so damage dealt =
7 x (1+ 0.4 x 0.35) rounded up = 8 damage, 16 for power attack.
Sam the Sam has Blocking DR = 70%, and regular DR = 35%, so he takes
Strong Damage = 16 x (1 0.70) x (1 0.35) = 3 damage.
9. Check for Stagger, since the wolf Power Attacked. Stagger roll is 53,
which is > 50, so Sam is not Staggered.
Sam the Strong laughs at the wolfs pitiful attempt to damage him. The wolf did not use
all of its actions, so it has a Held Action.
Sam the Strongs Turn:
A
D
1. Movement: Sam looks at the Combat Movement chart and
realizes he is in Cleave position for +70, so does not move. 1
2. Declare Attack:
2 1. Sam cannot Power Attack since he is blocking, so he does a normal attack.
2. The Wolf declares Responding and turns in its Held Action.
H 3. Sam could spend an Action and 10 Stamina to attempt an interrupt, however his
Notice is fairly low, so he chooses not make the attempt.
4. The Wolf changes its momentum towards an empty hex as
A
D
shown. Sam is now at Dodge position, which is -30 to attack.
3 5. Sam could attempt to Follow to change the situation, however 2
he has a clever plan to get that pesky wolf, so he lets the Dodge stand.
6. Sam is using a mace with One Handed skill = 42, so his Target is 42-30=12
7. Sam rolls for the attack: 36. 36>12 so Miss.
3-4. Sam still has 3 Minor Actions left, and decides to take 2 Move Actions:
1. He moves into the hex that the wolf is moving toward to cut it off. 3
2. He spends a Move Action to stop his momentum. Now he is back in the
Cleave Position! 4
5. With his last Minor Action, Sam declares another Melee attack.
4 2-5. The wolf has spent its Held Action, so it may not Respond.
6. This time his Target is 42 + 70 = 112, which is a guaranteed success. Sam knows
that his Critical Range is now 12 + 2 = 14, so any roll above an 86 will be a critical.
7. Sam rolls a 88, Critical success!
8. Damage is dealt. Sams mace has a base damage of 16 and he has the 20% perk,
so damage dealt = 16 x (1+ 0.4 x 0.42) x (1 + 0.2) = 22, doubled from the crit is 44.
Beasts do not have armor, so the wolf takes the full 44 damage, and is killed.
10
Here, Put This Apple on Your Head...
The Archery skill is used for all ranged weapons in and out of combat.
Firing an ranged weapon requires a Draw Action (usually Major) and a Release
Action (Minor). Any number of Aim Actions may be taken in between drawing
and releasing: each Aim action costs 10 stamina and increases the chance of
hitting by +20.
Archery Range to target, targets movement, lighting conditions, and cover all effect
chance to hit. Please see ranged modifier table for details.
Critical hits do double damage.
An archer may attempt a Headshot (or a Kneeshot), at a -40 penalty, to do
double damage. Penalty is increase to -50 when opponent is wearing a Light
helmet, -80 when opponent is wearing a Heavy helmet.
Missed shots have a 25% chance of hitting another target in any space
adjacent to their line of fire.
Ranged Weapon Damage = (Bow base x (1+0.5 x
skill (%)) x Perks) + Ammunition Damage + Effects After combat, there is a 33% chance of recovering each shot arrow.
x2 damage for Critical hit (usual range 5) Ammunition weighs nothing.
x2 damage for Headshot (-40 hit penalty) All hits grant 1 XP. Training in an Archery range grants 1XP per hour.
Perk Rank Description Skill Req. Perk Req.
1 Ranged weapons do 20% more damage.
2 Ranged weapons do 40% more damage. 20 Archery Overdraw Rank 1
Overdraw 3 Ranged weapons do 60% more damage. 40 Archery Overdraw Rank 2
4 Ranged weapons do 80% more damage. 60 Archery Overdraw Rank 3
5 Ranged weapons do twice as much damage. 80 Archery Overdraw Rank 4
1 Bonus +10 critical range when using ranged weapons. 30 Archery Overdraw
Critical Shot 2 Bonus +15 critical range when using ranged weapons. 60 Archery Critical Shot Rank 1
3 Bonus +20 critical range when using ranged weapons. 90 Archery Critical Shot Rank 2
Hunter's Discipline Recover twice as many arrows after combat. 50 Archery Critical Shot
Ranger Able to move faster with a drawn ranged weapon. 60 Archery Hunter's Discipline
Eagle Eye Range, lighting, and movement penalties are halved. 30 Archery Overdraw
Power Shot Arrows stagger all but the largest opponents 50% of the time. 50 Archery Eagle Eye
Quick Shot Drawing an arrow is now a Minor action. 70 Archery Power Shot
Receive an additional 1 Minor action per turn when using a ranged
1 40 Archery Eagle Eye
weapon.
Steady Hand
Receive an additional 2 Minor actions per turn when using a ranged
2 60 Archery Steady Hand Rank 1
weapon.
Bullseye 15% chance of paralyzing the target for 1 turn. 100 Archery Ranger or Quick Shot 11
Just Another Brick in the Wall:
Equipping a shield provides a bonus to total Armour Rating and thereby
Damage Reduction, however to block attacks you must initiate Blocking state.
Initiating Blocking requires a Minor action, and incurs a 50% movement
penalty, as well as preventing the use of Major or Extended actions, Sprinting,
and incurs a 15% penalty to Notice.
Blocking Any melee blows that hit a Blocking combatant are greatly reduced in damage
(see example). A blocked melee hit costs 10 stamina to the Blocking combatant.
The Power Bash perk unlocks the Shield Bash Minor action, which allows you
to damage opponents with your shield while attacking. To Shield Bash an
opponent, pay 20 stamina and roll vs. Block + combat movement modifiers. A
Blocking DR = (shield base x (1 + 0.4 x skill (%))/10 successful shield bash will Stagger an opponent and do half of your shields base
+ 50) x (1 + Perks) / 100
Armour Rating in damage. A critical hit (range 2) will Knockdown an
opponent.
Example: Sam the Stout is blocking with an Orcish
shield with base rating 30, and has 50 blocking skill as Ranged attacks and spells may not normally be blocked.
well as the Rank 2 Shield Wall perk. So his Blocking
DR = (30 x (1 + 0.4 x 0.5)/10 + 50) x 1.25 / 100 = 69% Blocking a hit as well as Power Bashing both grant 1XP.
Our friendly GM will round to the nearest 5%, so when
Sam blocks 70% of any damage will be taken off the
top before the normal armor DR calculation.
Windfall Roll Item Found Perk Description Skill Req. Perk Req.
1 to 10 Magical treasure Survivalist +20 bonus on all Wilderness Survival Rolls.
11 to 30 Mundane treasure The Call of Blood May track non-magical beasts and creatures over any surface. 30 Survival Survivalist
31 to 40 Rare Ore 4x Strong Metabolism Regen effects from food is doubled. 30 Survival Survivalist
41 to 60 Common Ore 4x Survival checks to search for a particluar ore, wild animal, or
Lay of the Land 40 Surivival Survivalist
61 to 80 bonus 3x ingredients alchemical ingredien are at a +30 bonus.
81 to 95 encounter with predator Field Dresser Double leather and meat yield from animals. 40 Survival Blood Tracking
96 to 100 encounter with monster Deadly Huntsman Critical range of attacks against unarmored oponents are 90 Survival Field Dresser
+50% fire, frost, and lightning resistance (does not stack with
Hardy 60 Survival Strong Metabolism
The lower the result is within items or racial bonuses, does stack with potions).
Legs of Iron Sprinting does not consume stamina. 100 Survival Hardy
each category, the more Antidote May take a major action to purge poison from self or others. 70 Survival Hardy
beneficial the Windfall will be Natural Immunity Immune to all disease. 70 Survival Hardy
for the party.
16
Definitely Not Compensating:
To make an attack with a two handed weapon, you must equip the weapon first
(Major action). Each attack is a minor action, you may attack up to 2 times per turn.
Please see Attack Sequence table and Combat Movement chart for how to calculate hits.
You may perform a Power Attack by stating thus when you announce your target.
Each power attack is categorized by your current momentum: Forward, Standing, Side,
Two Handed or Backwards. Power Attacks with two handed weapons cost 50 stamina and do double
damage, up to 3x depending on weapon type.
Pole Weapons: These are special two handed weapons that generally do less damage,
but have the advantage of +1 reach. This means that you may attack an enemy from 1
extra hex away. Combat movement rules still apply.
You may equip a spear and a shield simultaneously for optimum defense. However, you
may not Power Attack while doing so.
Weapon Type: All weapons are categorized as Piercing, Slashing, or Blunt. Weapon
Greatswords, Warhammers, Battleaxes type affects which power attacks receive a bonus as well as critical range. Creatures may
are normal two handed weapons. be weak against certain types of weapons.
Spears, Staves, and Halberds are
common two handed pole weapons. Each hit with a Two Handed weapon gives 1 XP.
Perk Rank Description Skill Req. Perk Req.
1 Two-Handed weapons do 20% more damage.
2 Two-Handed weapons do 40% more damage. 20 Two-handed Rank 1
Barbarian 3 Two-Handed weapons do 60% more damage. 40 Two-handed Rank 2
4 Two-Handed weapons do 80% more damage. 60 Two-handed Rank 3
5 Two-Handed weapons do twice as much damage. 80 Two-handed Rank 4
Champion's Stance Power attacks with two-handed weapons cost 20 less stamina. 20 Two-handed Barbarian
Devastating Blow Standing power attacks do 25% bonus damage with a chance to decapitate your enemies. 50 Two-handed Champion's Stance
Great Critical Charge Can do a two-handed power attack while sprinting that does critical damage if hits. 50 Two-handed Champion's Stance
Sweep Sideways power attacks with two-handed weapons hit all targets in an 180 arc. 70 Two-handed Great Critical Charge or Devastating Blow
Warmaster Backwards power attack has a 25% chance to paralyze the target. 100 Two-handed Sweep
1 Attacks with 2H piercing weapons have a bonus crit range of 10. 30 Two-handed Barbarian
Deep Wounds 2 Attacks with 2H piercing weapons have a bonus crit range of 15. 60 Two-handed Rank 1
3 Attacks with 2H piercing weapons have a bonus crit range of 20. 90 Two-handed Rank 2
1 Attacks with 2H slashing weapons cause extra 20% bleeding damage. 30 Two-handed Barbarian
Limbsplitter 2 Attacks with 2H slashing weapons cause extra 40% bleeding damage. 60 Two-handed Rank 1
3 Attacks with 2H slashing weapons cause extra 60% bleeding damage. 90 Two-handed Rank 2
1 Attacks with 2H blunt weapons ignore 25% of armor. 30 Two-handed Barbarian
Skullcrusher 2 Attacks with 2H blunt weapons ignore 50% of armor. 60 Two-handed Rank 1
3 Attacks with 2H blunt weapons ignore 75% of armor. 90 Two-handed Rank 2
17
Picking Your Poison:
Alchemy can only be performed at designated Alchemy Labs, each potion
crafting attempt requires 10 minutes.
To create a potion (or poison) you must combine two or more ingredients
which share a magical effect. If the shared effect is a beneficial one (e.g.,
Restore Health), you create a potion; if the shared effect is a negative one
(e.g. Damage Health), you create a poison. Multiple-effect potions can be
Alchemy created if the combined ingredients share more than one effect in common.
Each ingredient has a total of four available effects. Tasting the ingredient
always allows you to discover an ingredient's first effect. Additional effects
can be discovered by experimenting to see what ingredient combinations
successfully yield potions. You can simply mix ingredients randomly together.
There are five tiers of potions and poisons. Each tier requires substantially
Successfully creating a potion or poison greater skill to craft (see table below). To create a potion roll vs. skill x (1-
grants 2XP the first time you create it, perk). A critical success (range 5) creates a potion one tier higher than
and then 1XP for each subsequent batch. attempted.
Eating a new ingredient to discover its The effects of multiple Fortify style potions do not stack.
effect grants 1XP. Alchemical suppliers generally receive new shipments once per week.
Tier Description Target Perk Rank Description Skill Req. Perk Req.
I Minor Skill + 40 1 Crafting Tier I potions and poisons automatically succeed.
II Standard Skill + 0 2 Bonus +20 to craft Tier II potions and poisons. 20 Alchemy
III Potent Skill - 20 Alchemist 3 Bonus +20 to craft Tier III potions and posions. 40 Alchemy
4 Bonus +20 to craft Tier IV potions and poisons. 60 Alchemy
Heroic or 5 Bonus +10 to craft Tier V potions and poison. 80 Alchemy
IV Debilitating Skill - 40 Potions you mix that restore Health, Magicka or Stamina are
Physician 20 Alchemy Alchemist
Legendary 25% more powerful.
V or Deadly Skill - 60 Potions you mix with beneficial effects have an additional 25%
Benefactor 30 Alchemy Physician
greater magnitude.
VI Supreme Crit only
1 Eating an ingredient reveals first two effects. 50 Alchemy Benefactor
Experimenter 2 Eating an ingredient reveals first three effects. 70 Alchemy
3 Eating an ingredient reveals all its effects. 90 Alchemy
Poisoner Poisons you mix are 25% more effective. 30 Alchemy Physician
Concentrated Poison Poisons applied to weapons last for twice as many hits. 60 Alchemy Poisoner
Green Thumb Plant yields from Survival Wilderness checks are doubled. 70 Alchemy Concentrated Poison
Experimenter or
Snakeblood +50% resistance to all poisons. 80 Alchemy
Concentrated Poison
All negative effects are removed from created potions, and all
Purity 100 Alchemy Snakesblood
positive effects are removed from created poisons.
18
Use of Chainmail Swimwear:
Different regions and cities of the Empire provide different styles of light
armour. Some examples are fur, leather, scale, chainmail, studded leather, Elven,
Imperial (light), and Glass.
All styles of light armour share the following advantages vs. heavy armour:
Lighter and less movement penalties
Less noisy and easier for sneaking
Light Armour
Perk Unhindered (weightless) is available 20 skill points earlier than Conditioning.
Uses less stamina when sprinting
Stamina recovers faster with Wind Walker
The lighter weight allows for the carrying of multiple suits of armor, each fine tuned for
specific enemies and situations, without drastically taking up encumbrance.
Fully mastering the Light Armour tree requires two fewer perks over Heavy Armour (10
Armor Damage Reduction Calculation:
total points versus 12), allowing for more growth in other skill trees.
%Damage Reduction = (Armor Rating+25 x (# of pieces equipped))/10
Armor Rating = Sum of Piece Ratings These advantages come at the cost of brute protection, typical equivalent level
Piece Rating = Base x (1+0.4 x skill(%))x(1+perks) + effects light armour pieces have 25% less protection than their heavy counterparts.
Example: Sonja the Somewhat Red has skill 40 and rank 3 perks, and Armour does not normally provide protection against poison or magical attacks,
is wearing leather cuirass, gauntlets, and boots, but not a helmet. this can be mitigated by Enchantment.
Cuirass: 26 x (1 + 0.4 x 0.4) x (1.6) = 42 piece rating
Assuming her gauntlet AR = 24 and boot AR = 18,
Armor Rating = 26 + 24 + 18 = 68 All armour can be improved at a Smithy. You can either hire a blacksmith to
Damage Reduction = (68 + 25 x 3)/10 = 14.3% improve your armour or attempt to improve it yourself (via Smithing skill).
Our friendly GM will round to the nearest 5%, so Sonja will take 85% of
any physical damage that comes her way. Any hit mitigated by Light Armour provides 1XP.
19
Call a Locksmith!
Lockpicks are used to both open locks and disarm traps.
Picking a lock or disarming a trap is an Extended action. Thus, each
attempt will consume an entire combat round.
An improvised lockpick may be used at a -50% penalty to all rolls for
opening that lock. Also, a roll of 1 to 10 on when using an improvised
Lockpicking lockpick will break the lock and render it unopenable.
Each lockpicking attempt will damage a lockpick, lockpicks break at a rate
determined by the lock/trap tier. Each attempt also increases the chance of
success by +20.
Lockpicks can be found for purchase at smithys and general stores, also
shady types will have a supply. Lockpicks may also be created using the
Smithing skill.
Damage per Each unique lock opened or trap disarmed provides XP per the tier
Lock or Trap Tier Initial Modifier Attempt XP Granted description table. Each subsequent opening or disarming of the same lock or
Novice +40 3 1
trap reduces the XP by half (rounded up).
Apprentice 0 4 2
Adept -40 4 4
Expert -80 6 7
Master -120 12 10
Starting lockpick health: 12LHP
20
Tactical I Spy with My Little Eye
Eye
Mastery
Mobility
Notice is an extremely useful skill that may be used to search
for treasure, spot hidden enemies, and respond to opponents actions in
combat.
Bait and Premonition All notice checks are Free actions, however only one notice action may be
Trickster Switch taken per round (response checks and interrupts do not count). You may
take Search minor actions to increase your next notice roll by 20%.
Notice
All-seeing Eye At the beginning of each round, all opponents either in line of sight or
Quick
Reflexes in hearing range of a Sneaking character will make an opposed Notice
check to try to spot the character.
Steady Echolocation
Nerves
Instead of Responding to an enemys action with a Held Action, the
player may spend 10 stamina and pass a Notice check to make a
Seeker
Response.
21
Artful Dodging and Other Acts of a Less than Savoury
Nature:
You may make a check vs. current Pickpocket + Notice to gauge a
Mark. A successful roll will allow you to assess the Marks wealth and
possessions.
Items may either be pickpocketed in sneak by approaching a Mark from
Pickpocket behind, or by performing a Bump and Grab. Bumping and Grabbing
requires a successful Speech check prior to making the Pickpocket check.
The chance of successfully pickpocketing an item is dependent upon the
item being stolen: Heavier items and more valuable items are harder to
steal but reward more XP.
If you fail, the target will detect you and you will receive a bounty
To Pickpocket an item roll vs. Target: for your current locale. Even if successful, there is also a chance that
(Pickpocket 1*(1+weight/5) 1*(1+cost/20) + effects)*(1-perks) the target will hire a thug to kill you.
A bounty will be cancelled if all witnesses to the crime have been
Pickpocket XP = (Item weight x 10 + Item Value x 5 Current Skill x 10)/10, eliminated. However, murder is not kindly looked upon by the
round down. Minimum reward is 1 XP, maximum reward is 10 XP per item. authorities.
Example: A rather foolish thief with Pickpocket of 25 attempts to steal a steel
sword from a guard. A steel sword has weight of 10 and value of 45, so the Pickpocketing in combat requires you to be Sneaking with hidden
thief would receive (10 x 10 + 45 x 5 25 x 10)/10 = 7 XP if successful. If not meter > 50 and to approach the target from behind, and takes an
successful, the thief would receive a bounty = item value + 10 and could be
Extended action.
caught by the nearest guard.
27
Some Enchanted Evening:
Enchanting and Disenchanting require extended access to an Enchanting Altar.
Magical items may be Disenchanted to learn a particular Enchantment.
Disenchanting a magical item takes 8 hours and grants 5XP. A successful
Enchanting roll decreases time to 4 hours and grants a bonus 5XP.
Enchanting a magical item requires a known Enchantment, a non-enchanted
Enchanting item (unless with perk Extra Effect), and a charged soul gem. Souls trapped in
soul gems provide the following potencies for all enchanted effects:
-Grand (& Black): 100%, -Greater: 80%, -Common: 60%, -Lesser: 40%
-Petty: 20%
Enchanting an item takes 8 hours and grants 3XP. A successful Enchanting
roll decreases time to 4 hours and grants a bonus 3XP, as well as a bonus 10%
potency. A critical success (range 5) grants an additional 20% bonus.
Enchanted weapons and staffs consume charge per use. Weapons may either be
recharged with a charged soul gem at an Altar of Enchantment, or via the Soul
Trap Conjuration spell. Charge provided per soul = 1,000 times normal potency.
Recharging an item at an Altar
Perk Rank Description Skill Req. Perk Req. of Enchantment takes 10 minutes
1 New enchantments are 20% stronger.
and grants 1XP. A successful
2 New enchantments are 40% stronger. 20 Enchanting Rank 1
Enchanter 3 New enchantments are 60% stronger. 40 Enchanting Rank 2 Enchanting roll grants an
4 New enchantments are 80% stronger. 60 Enchanting Rank 3 additional 50% charge.
5 New enchantments are 100% stronger. 80 Enchanting Rank 4
Fire Enchanter Fire enchantments are 25% stronger. 30 Enchanting Enchanter Enchanted clothing, armour, and
Frost Enchanter Frost enchantments are 25% stronger. 40 Enchanting Fire Enchanter jewelry effects are constant and do
Storm Enchanter Shock enchantments are 25% stronger. 50 Enchanting Frost Enchanter not consume charge.
Insightful Enchanter Skill enchantments are 25% stronger. 50 Enchanting Enchanter
Health, magicka, and stamina enchantments are All soul gems are single use.
Corpus Enchanter 70 Enchanting Insightful Enchanter
25% stronger.
Corpus Enchanter
Extra Effect Can put two enchantments on the same item. 100 Enchanting
or Storm Enchanter
Soul Trap and soul gems provide extra magicka
Soul Squeezer 20 Enchanting Enchanter
for recharging.
Death blows to creatures, but not people, trap 5%
Soul Siphon 40 Enchanting Soul Squeezer
of the victim's soul, recharging the weapon.
28
No Smoke, No Mirrors:
Illusion Magic spells cast on enemies are considered active spells
and behave exactly like Destruction ranged spells. Dual-casting these
spells costs 3 times the magicka and affects creatures of 2 times
level range (after perks).
Illusion Magic spells cast on self or allies are considered passive
spells and behave exactly like Alteration spells. Dual casting these
Illusion
spells costs 2-1/2 times magicka for 1-1/2 times duration.
Illusion spells cast on enemies may not be overwritten by the same
spell effect for the duration of the spell.
Casting Novice and Apprentice level spells grant 1XP, casting
Adept and Expert level spells grant 2XP, casting Master level spells
grants 5XP. No XP is granted until spell has a real effect on the
course of gameplay.
Perk Description Skill Req. Perk Req.
Novice Illusion Cast Novice level Illusion spells for half magicka.
Illusion spells now work on higher level animals (+8
Animage 20 Illusion Novice Illusion
levels to the spell maximum).
All Illusion spells work on higher level people (+10
Kindred Mage 40 Illusion Animage
levels to the spell maximum).
All spells you cast from any school of magic are silent
Quiet Casting 50 Illusion Kindred Mage
to others.
Apprentice Illusion Cast Apprentice level Illusion spells for half magicka. 25 Illusion Novice Illusion
Adept Illusion Cast Adept level Illusion spells for half magicka. 50 Illusion Apprentice Illusion
Expert Illusion Cast Expert level Illusion spells for half magicka. 75 Illusion Adept Illusion
Master Illusion Cast Master level Illusion spells for half magicka. 100 Illusion Expert Illusion
Calm spells now work on higher level opponents (+8
Hypnotic Gaze levels to spell maximum). Cumulative with Kindred 30 Illusion Novice Illusion
Mage and Animage.
Fear spells work on higher level opponents (+10 levels
Aspect of Terror to spell maximum). Cumulative with Kindred Mage and 50 Illusion Hypnotic Gaze
Animage.
Frenzy spells work on higher level opponents (+12
Rage levels to spell maximum). Cumulative with Kindred 70 Illusion Aspect of Terror
Mage and Animage.
Master of the Mind Illusion spells work on undead, daedra and automatons. 90 Illusion Quiet Casting or Rage
Dual casting an Illusion spell overcharges the effects
Illusion Dual Casting 20 Illusion Novice Illusion
into an even more powerful version.
29
Academician We Don
Dont Need No Education:
Cartographer
Archaeologist Academics and the pursuit of science has a rich and varied history in the
Empire. Not only do adherents of the Arcane spend their life in pursuit
of knowledge, but so do those who study the natural world, its creatures,
and the peoples of Tamriel for the sake of pure research. A diligent study
of Lore will reward the searcher with knowledge of ancient secrets,
accelerated study of other skills, and even glimpses into the hidden realm
Lore Arcane Research of the Arcane.
The player or GM may initiate a Lore Knowledge check to attempt to
Applied
Sciences
Curator reveal details about a place, creature, object, person, or organization.
Possession of each book related to the subject of study will grant a +20
Natural
bonus for this check. A successful Lore check will grant 2XP.
Philosophy
The magical properties of objects may be ascertained by passing a Lore
Scholar check with a -10 penalty. Knowledge of related spells will provide a +30
Archivist
bonus. A success will grant 5XP.
Reading any book of note will grant 1XP.
Perk Rank Description Skill Req. Perk Req.
The chance of success on Lore knowledge checks is
1
increased by +20 when researching non-magical objects.
Scholar
2 Above increase is +40 30 Lore Rank 1
3 Above increase is +60 60 Lore Rank 2
Archivist Each book read provides 2XP 20 Lore Scholar
Can perform a Lore check to determine a creature's strengths
Natural Philosophy 30 Lore Scholar
& weaknesses in combat. Success grants 3XP
Curator Receive a +30 bonus to identify magical objects 50 Lore Archivist
When rolling for books, chance to find a skill tome is increased
1 40 Lore Archivist
Applied Sciences by 50%
2 When rolling for books, chance to find a skill tome is increased 50 Lore Rank 1
1 The chance to find a spell tome is increased by 50% 50 Lore Applied Sciences
Arcane Research
2 The chance to find a spell tome is increased by 100% 60 Lore Rank 1
May make a lore check at a -20 penalty to predict the layout of
Archaeologist 70 Lore Arcane Research
a dungeon. Success grants 5XP
The location of every city, town, and dungeon in a chosen Natural Philosophy or
Cartographer 90 Lore
Province of Tamriel is known. Archaeologist
Academician Skill tomes now provide +3 skill points. Receive +1 all skills. 100 Lore Curator or Archaeologist
30
Take Two and Send a Courier in the Morning:
Restoration magic contains the most sustained spells of any school.
Sustained skills are initiated as a free action, must be sustained for
at least one minor action, and may be sustained until the caster is
out of magicka. Sustained Restoration spells include healing spells,
wards, and absorption spells.
To cast a Sustained spell, roll vs. Skill + 50 + modifiers. A failure
Restoration means the spell fizzles and cannot be attempted again until next
turn. A critical success (range 5) halves the magicka cost as long
as the spell is sustained.
Sustained spells grant 1XP for every round in which at least one
action is spent sustaining the spell.
Dual casting sustained spells costs 3 times the magicka for 2
times the effect.
Of Note: Restoration is the only type of magic that most common Most other Restoration spells are considered Passive and behave
citizens of Tamriel have had exposure to. If fact, most people do not exactly like Alteration spells for casting method, dual casting, and
think of it as magic at all, rather as miracles from Arkay, Mara, or one of XP rewards.
the other gods. Needless to say, the clerics do little to clear up this
misconception.
Critical Range 3
Critical Range 2
Certainly not the
Scimitars Damage Type: Slashing Called by different
Clubs Damage Type: Blunt
most elegant of May not use forward power attacks
names throughout
Power Attacks only require 20 stamina
weapons, however Base Tamriel, these
Base clubs have the Name Weight Value Damage somewhat rare
Name Weight Value Damage advantage of Iron Cutlass 9 35 9 single edged weapons
Oak Club 8 8 6 Steel Scimitar 10 65 10
Ironwood Club 9 12 7 requiring little Silver Cutlass 7 105 10
make up for in raw
Studded Steel Club 10 15 8 training and being Orcish Cutlass 11 190 12 damage what they
Bone Club 11 40 9 less exhausting to Akavari Katana 12 330 13 lack in versatility.
Studded Glass Club 12 140 10 use than other Elven Scimitar 13 575 14 Plus they look very
Studded Ebony Club 13 190 12 Glass Katana 14 1000 16
weapons. impressive.
Ebony Katana 15 1750 18
32
Now We
Were Getting Serious
Serious
Critical Range 5 Critical Range 5
Greatswords Damage Type: Piercing
The blade of kings. In Spears Damage Type: Piercing Deceptively hard to
the hands of a highly Extended Reach, may equip a shield* master, these
Base trained blademaster, Base mainly defensive
Name Weight Value Damage Name Weight Value Damage
a greatsword can weapons are often
Iron Greatsword 16 50 15 Iron Spear 8 35 7
Steel Greatsword 17 90 17 unleash an unequaled Steel Spear 9 55 8 used by soldiers in
Silver Greatsword 12 160 17 whirlwind of Silver Spear 7 110 8 tight formation, as
Orcish Greatsword 18 75 18
carnage. However, Orcish Spear 10 85 9 well as favoured by
Dwarven Greatsword 19 270 19
such power usually Dwarven Spear 11 145 10
Elven Greatsword 20 470 20
Elven Spear 12 245 11 hunters because of
Glass Greatsword 22 820 21 comes after years of Glass Spear 12 420 12 their lightness and
Ebony Greatsword 22 1440 22
disciplined training. Ebony Spear 13 750 13 reach.
Daedric Greatsword 23 2500 24
Daedric Spear 14 1300 14
*May not power attack with a spear and a shield equipped.
Ammunition
Critical Range 5 Very few
Bows Damage Type: Piercing First perfected by Base
the Elves, bows
Name Weight Value Damage merchants stock
Iron Arrow 0 1 8 the more exotic
Base
have been vital Bone Arrow 0 0 8
Name Weight Value Damage
tools for hunting Steel Arrow 0 2 10 ammunition
Shortbow 5 30 6 Orcish Arrow 0 4 12 types, these can
Longbow 7 50 7 and defense from
Orcish Bow 9 150 10 time immemorial.
Dwarven Arrow 0 6 14 either be crafted
Elven Arrow 0 8 16
Composite Bone Mastering the bow Glass Arrow 0 9 18
or taken from
Bow 10 270 12
requires a strong Ebony Arrow 0 12 20 slain foes.
Elven Bow 12 470 13 Bound Arrow* 0 0* 24
Glass Bow 14 820 15 arm, a keen eye, Daedric Arrow 0 16 24 *These magical
Ebony Bow 16 1440 17 and much patience. Iron Bolt 0 3 9 arrows only exist
Daedric Bow 18 2500 19 Steel Bolt 0 5 11 while using the
Dwemer Bolt 0 8 15 Bound Bow spell.
Ebony Bolt 0 15 22
Daedric Bolt 0 20 26
The introduction of
Critical Range 5 crossbows to the Critical Range 2
Crossbows Damage Type: Piercing Slings Damage Type: Blunt
Range Penalties are +15%
Empire is relatively Mainly used by
Range Penalties are +15%
recent; they were farmers and
Base
Name Weight Value Damage
found in Dwarven Base shepherds to fend
Name Weight Value Damage
Iron Crossbow 7 30 8 ruins around the off predators,
Common Sling 1 15 4
Steel Crossbow 9 50 9 time of The Elven Sling 2 25 6 slings have the
Orcish Crossbow 11 150 12 Nerevarine. Since advantage of being
Dwarven Arbalest 14 270 15 then, they have Base
820
able to chuck
Glass Crossbow 15 17 Name Weight Value Damage
Ebony Crossbow 18 1440 19
become popular with Rock 0 0 4 anything small
Daedric Crossbow 20 2500 20 mercenaries and Iron Shot 0 1 5 and roundish at an
paranoid nobles. Steel Shot 0 2 7 enemy at high
Dwarven Shot 0 5 9
Glass Shot 0 8 12 speed.
Calculating Ranged Damage: Ebony Shot 0 10 15
34
Stylish Protection
Hide Leather
Base Base
Name Weight Value Rating Name Weight Value Rating
Hide Armor 5 50 20 Leather Armor 6 75 23
Hide Boots 1 10 5 Leather Boots 2 25 7
Hide Bracers 1 10 5 Leather Bracers 2 25 7
Hide Helmet 2 25 10 Leather Helmet 2 60 10
Fur Studded
Base
Name Weight Value Rating
Fur Cuirass 6 50 23 Base
Fur Boots 2 5 5 Name Weight Value Rating
Studded Armor 6 125 26
Fur Bracers 2 10 6
Studded Boots 2 25 8
Fur Helmet 1 23 11 Studded Bracers 2 25 8
Studded Helmet 2 60 12
Fur armor is often worn in Skyrim for its
warmth, and by Khajit since they like to
dress in the skins of their prey.
Standard issue armor for the Imperial Legion,
Bonus: 5% Frost resistance per piece worn, and also popular with sellswords and better
does not stack with racial abilities or item armed thugs.
enchantments, does stack with potions.
35
Even More Stylish Protection
Chainmail Elven
Base Base
Name Weight Value Rating Name Weight Value Rating
Chainmail Armor 6 360 32 Elven Armor 4 225 29
Chainmail Boots 2 90 9 Elven Boots 1 45 8
Chainmail Bracers 2 90 9 Elven Gauntlets 1 45 8
Chainmail Helmet 2 190 14 Elven Gilded Armor 4 550 35
Elven Helmet 1 110 13
Scale Glass
Base Base
Name Weight Value Rating Name Weight Value Rating
Scaled Armor 6 350 32 Glass Armor 7 900 38
Scaled Boots 2 70 9 Glass Boots 2 190 11
Scaled Bracers 2 70 9 Glass Gauntlets 2 190 11
Scaled Helmet 2 175 14 Glass Helmet 2 450 16
36
Built Like a Rock
Iron Dwarven
Base
Name Weight Value Rating
Base Dwarven Armor 45 400 34
Name Weight Value Rating Dwarven Boots 10 85 13
Iron Armor 30 125 25 Dwarven Gauntlets 8 85 13
Banded Iron Armor 35 200 28 Dwarven Helmet 12 200 18
Iron Boots 6 25 10
Iron Gauntlets 5 25 10
Iron Helmet 5 60 15 Although the Dwemer, or Dwarves, have
long since vanished, the secrets of their
crafting may be discovered by those with
The most basic form of heavy armor, Iron time and money to pursue them.
armor is often crafted by apprentice smiths
striving to improve their craft. Bonus: 5% Shock resistance per piece worn,
does not stack with racial abilities or item
enchantments, does stack with potions.
Steel Orcish
Base Base
Name Weight Value Rating Name Weight Value Rating
Steel Armor 35 275 31 Orcish Armor 38 625 40
Steel Armor 35 275 31 Orcish Boots 9 125 14
Steel Gauntlets 4 55 12 Orcish Gauntlets 6 125 14
Steel Helmet 5 125 17 Orcish Helmet 6 300 19
37
The Best Defense
Base
Base Name Weight Value Rating
Name Weight Value Rating Daedric Armor 50 3200 49
Steel Plate Armor 35 1000 42 Daedric Boots 10 625 18
Steel Plate Boots 7 200 15 Daedric Gauntlets 6 625 18
Steel Plate Gauntlets 7 200 15 Daedric Helmet 15 1600 23
Steel Plate Helmet 8 500 20
Ebony Shields
Base
Name Weight Value Rating
Hide Shield 4 25 15
Base Imperial Shield 5 75 18
Name Weight Value Rating Banded Iron Shield 12 100 22
Ebony Armor 38 1500 43 Steel Shield 12 150 24
Ebony Boots 7 275 16 Dwarven Shield 12 225 26
Ebony Gauntlets 7 275 16 Elven Shield 4 115 21
Ebony Helmet Glass Shield 6 450 27
10 750 21
Orcish Shield 14 500 30
Ebony Shield 14 750 32
Incredibly rare and expensive, Ebony armor Daedric Shield 15 1600 36
was famously worn by The Nerevarine when
she battled the dread lord Dagoth Ur. Shields are used to mitigate much more
damage than can be handled by armor alone,
Bonus: 10% Fire resistance per piece worn, and can be used to stagger and knock down
does not stack with racial abilities or item
enchantments, does stack with potions.
opponents by skilled warriors.
38
Everything But The
The
Clothing Jewelry Hirelings
Item Weight Value
Item Weight Value
Common Hat 1 1 Name Level Value Notes
Silver Ring 0.25 30
Ragged Clothing 1 1 Hired Muscle 2 5 / day comes unequipped, but with a sturdy back
Ragged Boots 1 1
Gold Ring 0.25 75
Common Sellsword 6 10 / day Can choose either 1H, 2H, or ranged
Common Clothing 1 2 Silver Garnet Ring 0.25 160
Experienced Sellsword 12 30 / day Generally has Steel equivalent gear
Common Boots 1 2 Silver Amethyst Ring 0.25 180
Elite Sellsword 20 100 / day Has plate equivalent gear
Common Shoes 1 2 Silver Ruby Ring 0.25 260
Hedge Priest 4 10 / day Can heal and turn weak undead
Common Gloves 1 2 Gold Sapphire Ring 0.25 500
Lay Priest 12 30 / day More skilled healing, casts some adept skills
Common Robes 1 5 Gold Emerald Ring 0.25 700
Grand Cleric 20 90 / day Casts expert level Restor. spells
Professional Garb 1 5 Gold Diamond Ring 0.25 900
Can choose male or female, adds +10 to Survival
Blacksmith's Apron 1 8 Silver Necklace 0.5 60
War Dog 10 200 Wilderness checks.
Chef's Tunic 1 8 Gold Necklace 0.5 120 Can cook, entertain, pick locks, perform some
Hooded Robes 2 8 Silver Jeweled Necklace 0.5 380
Bard 16 70 / day illusion magic, and tell of your exploits
Academic Robes 1 10 Gold Jeweled Necklace 0.5 485
Adept Hood 1 10 Strumpet - 100 / day Nudge nudge, wink wink
Gold Ruby Necklace 0.5 550
Fine Gloves
Fine Boots
1
1
10
20
Silver Sapphire Necklace 0.5 580 Adventuring Gear Property
Silver Emerald Necklace 0.5 830
Fine Hat 1 25 Item Weight Value Item Value Notes
Gold Diamond Necklace 0.5 1200 About what you would
Cuffed Boots 1 25 Backpack 0 8
Copper and Onyx Circlet 2 50 City Shack 1,000 expect.
Fur Lined Gloves 1 20 Bedroll 3 2
Copper and Moonstone Circlet 2 100 Beeswax 0 20 Climbing roses cost
Fur Lined Boots 1 25
Pleated Shoes 1 25 Copper and Ruby Circlet 2 150 Bronze Spikes 0 5 Country Cottage 3,000 extra.
Fine Clothes 1 40 Copper and Sapphire Circlet 2 200 Caltrops 0 10
Includes a cot for
Fur Lined Robes 4 50 Silver and Moonstone Circlet 2 250 Canteen 1 2
Cooking Gear 10 15 City House 5,000 servants, and a kitchen.
Fine Raiment 1 100 Jade and Sapphire Circlet 2 300 Includes about 1/2 acre
Jade and Emerald Circlet 2 350 Empty Bottle 0 5
Fur-Trimmed Cloak 1 100 Country House 8,000 of land.
Grapple Hook 1 16
Noble Robes 3 200 Silver and Sapphire Circlet 2 400
Grooming Kit 1 6
Snowy Sabre Cat Fur Gold and Ruby Circlet 2 450 Only available to nobles.
Jeweller's Tools 4 120
Cloak 5 200 Gold and Emerald Circlet 2 500 City Estate 25,000 Comes fully staffed.
Latern 2 8
Leatherworking Tools 5 40
Books Lockpick 0 10
Only available to nobles.
Comes with servants,
Magnifying Glass 1 15 stables, a chapel, and a
Item Weight Value Note: All prices may be adjusted by Portable Forge 70 300 Country Manor 40,000 small brewery or winery.
Blank Book 2 4 region or by merchants trying to rip Rope 1 per yard 2 per yard Perfect for hawking your
Common Book 2 10 Spyglass 1 30
you off. It pays to comparison shop. Tent 10 5
City Market Stand 1,600 wares.
Rare Book 2 50 GMs are encouraged to add Includes a small living
Tinder & Flint 1 5 City Shop 6,000 space and a work area.
Skill Tome 3 100
Unique Book 2 200
Availability rolls to high value items Torch 2 1 Includes a forge,
Woodworking Tools 10 50
Magical Tome 3 Per spell per their discretion. smelter, and full set of
Writing Kit 1 10 Smithy 10,000 tools.
Food Transport
Item Weight Value Effects
Common Rations 2 5 Enough food for one day. Item Capacity Value Speed, Notes
Common Food 1 1 Restores 2 Health when eaten Pack Mule 500 300 20 miles / day
Cooked Food 1 2 Restores 5 Health when eaten Common Horse 400 1000 30 miles / day
Riding Horse 450 2000 40 miles / day
Hearty Food 2 10 Restores 10 Health and 10 Stamina when eaten
Restores 20 Health and Stamina when eaten, Stamina Warsteed 600 5000 30 miles / day, will attack enemies
Gourmet Meal 4 50 regen is doubled for 10 rounds. Horse Drawn Wagon 2000 3000 20 miles / day, Requires 2 horses to pull
Restores 10 stamina when drunk, stamina regen is Carriage - 1 per 5 mi 40 miles / day
Common Drink 1 5 halved for two rounds
Restores 20 stamina when drunk, stamina regen is
Teleportation - 1 per 1 mi Infinite as long as mage knows the destination
Strong Drink 1 15 halved for 4 rounds River Boat 2000 1 per 10 mi 60 miles / day
Vintage Drink 1 100 Same as Strong Drink Ship - 1 per 5 mi 100 miles / day
39
Magical Shopping Arcade
Potions Tier I - Minor Tier II - Standard Tier III - Potent Tier IV - Heroic (or Debilitating)
Effect Potency Price Availability Potency Price Availability Potency Price Availability Potency Price Availability
Potion of Cure Poison, Disease, or Paralysis full 60 70 N/A - - N/A - - N/A - -
Potion of Detect Life or Chameleon 5 rounds 30 40 10 rounds 45 30 15 rounds 68 20 20 rounds 101 5
Potion of Dispell full 80 40 N/A - - N/A - - N/A - -
Potion of Fire, Frost, or Lightning Shield 40 pts 45 50 60 pts 68 35 80 pts 101 15 100 pts 152 5
Potion of Fortify Carry Weight 30 20 80 60 30 60 90 45 40 120 68 10
Potion of Fortify Skill 12 35 95 25 53 75 37 79 35 50 118 10
Potion of Invisibility 2 rounds 90 50 4 rounds 135 25 6 rounds 203 12 8 rounds 304 5
Potion of Light 5 rounds 20 80 10 rounds 30 60 15 rounds 45 40 20 rounds 68 20
Potion of Night Eye or Water Breathing 5 rounds 40 40 10 rounds 60 30 15 rounds 90 20 20 rounds 135 10
Potion of Reflect Damage 20% 120 40 30% 180 20 40% 270 10 50% 405 4
Potion of Reflect Spell 30 pts 100 40 40 pts 150 20 60 pts 225 10 80 pts 338 4
Potion of Regenerate Health, Stamina, or Magicka 10 pts 30 95 20 pts 45 75 30 pts 68 35 40 pts 101 10
Potion of Resist Fire, Frost, Lightning, or Poison 10% 40 70 20% 60 40 30% 90 20 40% 135 10
Potion of Resist Magic, Disease, or Paralysis 10% 50 50 20% 75 35 30% 113 15 40% 169 5
Potion of Restore Health, Stamina, or Magicka 25 30 95 50 45 75 75 68 35 150 101 10
Potion of Shield 50 70 70 100 105 35 150 158 20 200 236 5
Poison of Burden or Slow 25 20 50 50 30 35 75 45 15 90 68 5
Poison of Damage Health, Stamina, or Magicka 10 30 60 20 45 40 30 68 20 60 101 10
Poison of Damage Health, Stamina, or Magicka Regen 5 30 50 10 45 35 20 68 15 30 101 5
Poison of Fear or Frenzy level 6 70 60 level 12 105 40 level 18 158 15 level 30 236 5
Poison of Fire, Frost, or Shock Damage 10 40 60 20 60 40 30 90 20 60 135 10
Poison of Paralysis 1 round 90 40 2 rounds 135 20 3 rounds 203 10 5 rounds 304 5
Poison of Ravage Health, Stamina, or Magicka 10 50 40 20 75 30 30 113 20 40 169 10
Poison of Silence 1 round 60 60 2 rounds 90 25 3 rounds 135 15 5 rounds 203 5
Poison of Weakness to Fire, Frost of Shock 20% 50 50 40% 75 30 60% 113 20 100% 169 5
Poison of Weakness to Poison or Magic 10% 80 30 25% 120 15 40% 180 8 100% 270 3
41
Conjuration Grimoire
Tome Base Magicka Spell
Spell Level Value Cost Effects Type
Creates a magic sword with base damage 15, weight 0 for 8 rounds. Unequip the weapon to
Bound Sword Novice 50 90 dipell. Passive
Summons a spirit animal to be the caster's companion for 10 rounds. Animal type chosen must
Conjure Familiar Novice 50 100 be smaller than a human. Passive
Raise Zombie Novice 50 100 Reanimate a weak dead body to fight for you for 10 rounds. Passive
Creates a magic Battleaxe with base damage 25, weight 0 for 8 rounds. Unequip the weapon
Bound Battleaxe Apprentice 150 170 to dispell. Passive
Conjure Flame
Atronach Apprentice 150 150 Summons a Flame Atrnoach to fight for you for 10 rounds. Passive
Reanimate Corpse Apprentice 150 150 Reanimate a moderately powerfull dead body to fight for you for 10 rounds. Passive
If the target dies within 5 rounds, will either charge an empty soul gem or enchanted weapon or
Soul Trap Apprentice 150 100 staff. Souls may be used to charge soul gems of equal or greater magnitude. Active
Summons a flaming familiar which will charge into battle and explode. Familiar will charge up to
Flaming Familiar Apprentice 250 100 7 spaces, and explosion does 20 fire damage to all enemies in a 1 hex radius. Passive
Banish Daedra Apprentice 320 200 Weaker summoned daedra and atronachs are sent back to Oblivion. Passive
Creates a magic bow with base damage 20, weight 0 for 8 rounds. Unequip the wespon to
Bound Bow Adept 350 200 dispell. Passive
Conjure Frost
Atronach Adept 350 220 Summons a Frost Atrnoach to fight for you for 10 rounds. Passive
Revenant Adept 350 200 Reanimate a substantially powerfull dead body to fight for you for 10 rounds. Passive
Spectral Arrow Adept 350 150 Summons a bolt of pure energy that will do 40 damage and stagger an enemy. Active
Dread Zombie Expert 360 300 Reanimate a very powerfull dead body to fight for you for 10 rounds. Passive
Expel Daedra Expert 620 220 Powerfull summoned daedra and atronachs are sent back to Oblivion. Passive
Command Daedra Expert 660 240 Powerful summoned and raised creatures are put under your control. Passive
Conjure Dremora
Lord Expert 730 360 Summons a Dermora Lord to fight for you for 10 rounds. Passive
Summons a Flame Atronach to be your slave for 1 week. Spell requires 12 hours to cast and a
Flame Thrall Master 1260 900 carefully prepared ritual space. Thrall is immune to Command or Expel. Ritual
Reanimates a dead body to be your slave for 1 week. Spell requires 12 hours to cast, a
carefully prepared ritual space, and fresh human remains. Thrall is immune to Command or
Dead Thrall Master 1270 1000 Expel. Ritual
Summons a Frost Atronach to be your slave for 1 week. Spell requires 12 hours to cast and a
Frost Thrall Master 1300 1100 carefully prepared ritual space. Thrall is immune to Command or Expel. Ritual
Summons a Storm Atronach to be your slave for 1 week. Spell requires 12 hours to cast and a
Storm Thrall Master 1350 1200 carefully prepared ritual space. Thrall is immune to Command or Expel. Ritual
Opens the jaws of Oblivion and lets loose a dreaded Dremora Lord upon the world. Spell
Summon Unbound requires 12 hour to cast and a carefully prepared ritual space. Summoned Dermora is not a
Dremora Master 1700 1200 thrall, but will not attack the caster out of gratitude for his release. All others are fair game. Ritual
42
Destruction Grimoire
( 1 of 2)
A gout of fire that does 8 points per action. Targets on fire take 2 damage per round for 2
Flames Novice 50 14 / action rounds. Target area is a cone 4 hexs deep centered on the caster. Sustained
A blast of cold that does 8 points of damage per action to Health and Stamina. Target area
Frostbite Novice 50 16 / action is a cone 4 hexs deep centered on the caster. Struck enemies are frozen for 1 round. Sustained
Lightning that does 8 points of shock damage to Health and 4 damage to Magicka per
Sparks Novice 50 20 / action action. Target area is a cone 4 hexs deep centered on the caster. Sustained
Cast on an adjacent hex. If not in Line of Sight of an enemy, enemies must make a notice
check +30% to detect the rune. If stepped on, the rune will explode and do 50 fire damage to
Fire Rune Apprentice 100 230 all within a 1 hex radius. Particularly useful against undead. Passive
Cast on an adjacent hex. If not in Line of Sight of an enemy, enemies must make a notice
check +30% to detect the rune. If stepped on, the rune will explode and do 50 frost damage
Frost Rune Apprentice 100 300 to all within a 1 hex radius. Particularly useful against beasts. Passive
Cast on an adjacent hex. If not in Line of Sight of an enemy, enemies must make a notice
check +30% to detect the rune. If stepped on, the rune will explode and do 50 lightning
Lightning Rune Apprentice 100 320 damage to all within a 1 hex radius. Particularly useful against summoned creatures. Passive
A blast of fire that does 25 points of damage. Targets on fire take 6 damage per round for 2
Firebolt Apprentice 100 40 rounds. Active
A spike of ice that does 25 points of frost damage to Health and Stamina. Struck enemies
Ice Spike Apprentice 100 50 are frozen for 1 round Active
Lightning Bolt Apprentice 100 50 A bolt of lightning that does 25 points of shock damage to Health and 12 to Magicka Active
A fiery explosion for 40 points of damage in a 3 hex radius. Targets on fire take 10 damage
Fireball Adept 350 90 per round for 2 rounds. Active
A freezing whirlwind that does 40 points of frost damage per round to Health and Stamina.
Ice Storm Adept 360 140 Will persist in the same area for two rounds. Struck enemies are frozen for 1 round. Active
Lightning bolt that does 40 points of shock damage to Health and 20 to Magicka, then leaps
Chain Lightning Adept 400 120 to a new target Active
A nimbus of lightning around the caster that lasts for 10 rounds. All adjacent enemies take
Lightning Cloak Adept 350 370 10 health damage and 5 magicka damage. Passive
A nimbus of flame around the caster that lasts for 10 rounds. All adjacent enemies take 10
Flame Cloak Adept 320 290 health damage and 3 additional damage per round for 2 rounds. Passive
43
Destruction Grimoire
( 2 of 2)
A nimbus of frost around the caster that lasts for 10 rounds. All adjacent
enemies take 10 health and stamina damage. All struck enemies are frozen
Frost Cloak Adept 340 320 for 1 round. Particularly useful against enemy melee fighters. Passive
A spear of ice that does 60 points of frost damage to Health and Stamina.
Icy Spear Expert 720 320 Struck enemies are frozen for 1 round. Active
A blast of fire that does 60 points of damage. Targets on fire take 15 extra
Incinerate Expert 700 280 damage per round for 2 rounds. Active
A Thunderbolt that does 60 points of shock damage to Health and 30 to
Thunderbolt Expert 750 340 Magicka. Active
Sprayed on the ground, creates a wall of flame that will damage anyone
entering for 50 fire damage per round spent engulfed. May cast on up to 5
adjacent hexes, at least one must be mext to the caster. Persists for 5
Wall of Flames Expert 700 120/hex rounds. Passive
Sprayed on the ground, creates a wall of frost that will damage anyone
entering for 50 frost damage per round spent engulfed and will be frozen.
May cast on up to 5 adjacent hexes, at least one must be next to caster.
Wall of Frost Expert 700 140/hex Persists for 5 rounds. Passive
entering for 50 lightning and 25 magicka damage per round spent engulfed.
May cast on up to 5 adjacent hexes, at least one must be next to the caster.
Wall of Storms Expert 725 150/hex Persists for 5 rounds. Passive
A massive fiery explosion centered on an enemy. Does 100 points fire
Fire Storm Master 1300 1400 damage to target, 75 points to creatures within 2 hexes, and 50 points to Active
A persistent winter blast centered on an enemy that does 20 health and
stamina damage per round for 10 rounds, 5 hex radius. All enemies caught
Blizzard Master 1350 1100 in the blast are frozen. Lasts for 10 rounds. Active
44
Illusion Grimoire
Note for GMs: Creature level = (max health + max stamina + max magicka 220)/10 + 1, rounded up. Minimum
creature level is 1.
45
Restoration Grimoire
Tome Base Magicka Spell
Spell Level Effects
Value Cost Type
Healing Novice 50 12 / action Heals the caster for 10 points per action. Sustained
While sustained, increases armor rating by 40 points and negates up to 40 points
Lesser Ward Novice 45 35 / action Sustained
of elemental or poison damage. Useful for Responding to enemy attacks.
Fast Healing Apprentice 95 70 Heals the caster for 50 points. Passive
Healing Hands Apprentice 90 25 / action Heals the target 10 points per action, but not undead, atronachs or machines. Sustained
While sustained, increases armor rating by 60 points and negates up to 60 points
Steadfast Ward Apprentice 90 40 / action Sustained
of elemental or poison damage.
Turn Lesser
Apprentice 90 85 Undead adjacent to caster up to level 6 flee in terror for 5 rounds. Passive
Undead
Per every action spent, drains 20 health from the target and heals the caster for
20 health. Must make a successful unarmed attack to initiate spell, spell is
Absorb Health Adept 400 80 / action Sustained
disrupted if the caster is not adjacent to the target at the end of the round.
Stamina is also absorbed if the caster has the Respite perk.
Close Wounds Adept 360 130 Heals the caster for 100 points. Passive
While sustained, increases armor rating by 80 points and negates up to 80 points
Greater Ward Adept 340 60 / action Sustained
of elemental or poison damage.
Heal Other Adept 300 80 Heals the target for 75 points, but not undead, atronachs or machines. Passive
Repel Lesser
Adept 330 110 Target undead up to level 13 will flee for 5 rounds. Active
Undead
Turn Undead Adept 320 170 Undead adjacent to caster up to level 8 flee in terror for 5 rounds. Passive
Per every action spent, drains 60 magicka from the target and transfers it to the
caster. Must make a successful unarmed attack to initiate spell, spell is disrupted
Absorb Magicka Expert 700 0 Sustained
if the caster is not adjacent to the target at the end of the round or when the
target is out of magicka.
Creates a magical circle on the ground centered on the caster radius 4 hexes.
Circle of Protection Expert 650 170 Undead up to level 20 attempting to to enter the circle will become feared for 5 Passive
rounds. Duration is 5 rounds.
Grand Healing Expert 680 250 Heals all allies adjacent to the caster for 200 points. Passive
Repel Undead Expert 650 260 Target undead up to level 20 will flee for 5 rounds. Active
Turn Greater
Expert 660 350 Undead adjacent to caster up to level 16 flee in terror for 5 rounds. Passive
Undead
All undead within a 6 hex radius take 50 points fire damage, are staggered, and
Bane of the Undead Master 1200 1000 Passive
are feared for 5 rounds.
Creates a magical circle on the ground centered on the caster radius 4 hexes.
Undead up to level 35 attempting to to enter the circle will become feared for 5
Guardian Circle Master 1220 710 Passive
rounds. Caster and all allies are healed 60 points per round spent in the circle.
Duration is 10 rounds.
Creates a cone shaped vortex of life stealing energy centered on the caster 5
hexes deep. Per every action spent, all enemies in the cone are drained 50
Life Vortex Master 1500 200 / action Sustained
points health and the caster health is increased by 50 points. Health gained
above maximum dissipates at the end of the round.
46
Character Record
Name Level / Current SKUs Race Gender Age
Equipped? Name/
Effects
Head
Base x (1+0.004 x Skill) x Perks = Rating
Name/
Torso Effects
Name/
Shield Effects
Head + Torso + Shield + Hands + Feet + Effects = Armour Armour Rating + (Number of Equipped x 25) = D.R.
Rating 10
Weapons
Name/
Effects
Base Damage x (1+0.005xSkill) x Perks + Effects = Damage Weight
Name/
Effects
Base Damage x (1+0.005xSkill) x Perks + Effects = Damage Weight
Name/
Effects
Base Damage x (1+0.005xSkill) x Perks + Effects = Damage Weight
Name/
Equipped LH Equipped RH
Effects
Base Damage x (1+0.005xSkill) x Perks + Effects = Damage Weight
Known Spells:
Blocking DR:
Greater Racial Power: Power Used Today: Unspent Skill XP: v0.56
Inventory
Item WT Enchantment Charge
Faction
Affiliations
Properties Owned
Clothing & Jewelry Effects
2
Right Hand Ring Effect Rounds
3
Effect Rounds
5
Effect Rounds
Resistance Ratings
Permanent:
Fire Frost Choose one of racial bonus,
armour set bonus, OR total of
enchanted items.
+ = + =
Permanent Temporary Rating (%) Permanent Temporary Rating (%)
Shock Disease Temporary:
Choose either potion effect or
Alteration spell effect.
+ = + =
Permanent Temporary Rating (%) Permanent Temporary Rating (%)
Poison Magic
+ = + =
Permanent Temporary Rating (%) Permanent Temporary Rating (%)
Potions,
Potions, Scrolls, & Food in Inventory