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Elder Scrolls Tabletop RPG Guide

This document describes an Elder Scrolls tabletop role-playing game system. It covers character creation including attributes, skills, races and backgrounds. It also outlines gameplay mechanics such as combat, magic and equipment. The document provides a detailed system for playing an Elder Scrolls themed tabletop RPG.

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Kobura Phanan
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0% found this document useful (0 votes)
214 views12 pages

Elder Scrolls Tabletop RPG Guide

This document describes an Elder Scrolls tabletop role-playing game system. It covers character creation including attributes, skills, races and backgrounds. It also outlines gameplay mechanics such as combat, magic and equipment. The document provides a detailed system for playing an Elder Scrolls themed tabletop RPG.

Uploaded by

Kobura Phanan
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOC, PDF, TXT or read online on Scribd

Elder Scrolls Tabletop v2.

0
A d20 Role-Playing Game by DonZabu

==Table of Contents==
Chapter 1: Preface 1.1: Credits 1.2: License Chapter 2: Character Creation 2.1: Attributes 2.2: Derived Attributes 2.3: Skills 2.4: Races 2.5: Birthsigns 2.6: Alignment 2.7: Background Chapter 3: Skill List 3.1: Weapons Skills 3.2: Combat Skills 3.3: Movement Skills 3.4: Social Skills 3.5: Thieving Skills 3.6: Magical Skills Chapter 4: Character Advancement 4.1: Experience Points 4.2: Feats Chapter 5: Gameplay Mechanics 5.1: Action Resolution 5.2: Environment Navigation 4.2.1: Elevation 4.2.2: Jumping 5.3: Luck Points Chapter 6: Equipment 6.1: Weapons 6.2: Armor 6.3: Shields 6.4: Clothing 6.5: Alchemy Tools 6.6: Thievery Tools 6.7: Smithing Tools Chapter 7: Combat 7.1: Process 7.2: Action Points Chapter 8: Magic 8.1: Spellmaking 8.2: Enchanting 8.3: Alchemy Chapter 9: Magic Effect List 9.1: School of Alteration 9.2: School of Conjuration 9.3: School of Destruction 9.4: School of Illusion 9.5: School of Mysticism 9.6: School of Restoration

==Preface==
"People who play role-playing games need more than some pretty graphics and nonstop action to whet their claymores : they want depth and character and wit and drama. They want the thickest, most involving novel that theyve ever read translated to their 15 screen, with themselves as the hero." -The Elder Scrolls II: Daggerfall Manual

-=1.1: Credits=The Elder Scrolls, Morrowind, and all related terms are the intellectual property of Bethesda Softworks, and its parent company, Zenimax Media. The d20 system is a trademark of Wizards of the Coast, even though the system described in this text differs substantially from that of the regular d20 system.

-=1.2: License=-

Under the Creative Commons Attribution-Noncommercial-Share Alike license, you are free: To copy, distribute, and transmit this work. To adapt and modify this work.

So long as you: Acknowledge me, DonZabu, as the creator of this system, and Bethesda Softworks as the creator and owner of the associated Elder Scrolls intellectual property. Never involve any commercial element in the distribution. Distribute under the exact same license as this document is.

-1-

==Character Creation==
He was born in the ash among the Velothi, anon Chimer, before the war with the northern men. Vivec - 36 Lessons of Vivec, Sermon One

-=2.1: Attributes=Characters have 7 main attributes that make up their physical properties and innate abilities. Those are:

Strength (STR): The physical strength of a character. Everything from lifting stuff to hitting stuff is governed by strength. Perception (PER): The innate senses of a character. Whether or not they hear the enemy creeping 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 pain before 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 of situations, this is one attribute to focus on. Intelligence (INT): The character's deductive abilities, as well as their magical capacity. Every form of Magicka requires good intelligence. Agility (AGI): The quickness and stability of a character's movements. Whether you want to dodge fast or sneak undetected, agility deserves priority. Luck (LCK): The ability of a character to come out on top where his normal skills fail.

The score of attributes is determined by rolling dice. Most races have different rolls for different attributes to represent the inherent strengths and weaknesses of their race. Depending on the attribute's score, it will have a modifier that will influence the player's actions. Here is a chart to determine said modifier:
Attribute Score Modifier Attribute Score 1-2 3-4 5-6 7-8 9-10 -4 -3 -2 -1 0 11-12 13-14 15-16 17-18 The pattern should be obvious Modifier +1 +2 +3 +4 +9000

-2-

==Character Creation== -=2.2: Derived Attributes=Attributes don't actually have that much of a direct impact on gameplay. They do, however, directly influence scores that do, things like health, magicka points, and elemental resistances. Health Points: HP determine how much abuse your character can take before dieing. To determine maximum HP, add your character's Strength score to their Endurance score. Magicka Points: MP determine your character's capacity to cast spells. Every spell costs MP to cast, and will cost more MP the more powerful they are. Equal to your character's Intelligence score multiplied by two. Fire/Ice/Lightning Resistance: The chance to resist magical attacks of each individual element. The score of each of these is the same as the character's Endurance score. Magicka Resistance: The chance to resist magical attacks of any other nature. Equal to the character's Intelligence score. Poison Resistance: The chance to resist being infected from poisonous attacks. Equal to the character's Endurance score. Disease Resistance: The chance to resist being infected from by diseased creatures or environments. Equal to the character's Endurance score. Action Points: How many things one can do in one round of combat. Equal to the character's Agility score. Carry Weight: How many pounds worth of equipment the character can carry on their person. Equal to the character's Strength score multiplied by 10. Melee Damage: How much extra damage (or not) the character does when they land a successful blow with a melee weapon or unarmed attack. Equal to the character's Strength modifier. Regeneration Rate: The amount of damaged HP and MP you regenerate every hour. HP Regeneration is equal to Endurance divided by 3, and MP Regeneration is equal to Intelligence divided by 3. Whenever the player is sleeping, they regain twice every hour what they would regain normally.

-3-

==Character Creation== -=2.3: Skills=Skills represent the abilities a character learns through experience. Every time a skill is used, its corresponding attribute modifier will affect the outcome. Considering that any skills not bumped up by background start at 0, making use of skills with positive corresponding attributes is recommended.

Here is a list of all skills in the game. How exactly to use these skills will be elaborated on in Chapter 3:
Weapons Skills
Axe Blunt Hand-to-Hand Long Blade Marksman Polearms Short Blade Thrown Weapons

Combat Skills
Block Heavy Armor Light Armor Medium Armor Parry Repair

Movement Skills
Acrobatics Athletics Climbing Swimming

Social Skills
Deception Mercantile Persuasion

Thieving Skills
Gambling Lockpicking
Pickpocketing

Magical Skills
Alchemy Alteration Conjuration Destruction Enchanting Illusion Mysticism Restoration

Sneaking

-=2.4: Races=What race your character is determines how powerful their attributes are, what skills they're naturally proficient in, and what special abilities they have. There are 10 races in total, which can be sorted into 3 general categories: Man, Mer (or Elves), and Beast.

-4-

==Character Creation==
--=2.4.1: Man=-3d6 3d6 3d6 3d6 4d6 2d6 3d6

Breton

Strength Perception Endurance Charisma Intelligence Agility Luck

Fire Resistance Ice Resistance Lightning Resistance Magicka Resistance Poison Resistance Disease Resistance

+0 +0 +0 +10 +0 +0

Description:
Passionate and eccentric, poetic and flamboyant, intelligent and willful, the Bretons feel an inborn, instinctive bond with the mercurial forces of magic and the supernatural. Many great sorcerers have come out of their home province of High Rock, and in addition to their quick and perceptive grasp of spellcraft, enchantment, and alchemy, even the humblest of Bretons can boast a high resistance to destructive and dominating magical energies. -Conjuration, +10 -Mysticism, +10 -Restoration, +10 -Alchemy, +5 -Alteration, +5 -Illusion, +5

Special Abilities

-Dragon Skin -Shield, 15p, 6r -Fortify Maximum Magicka x0.5% -When calculating maximum Magicka Points, divide the final score by 0.5

Imperial

Strength Perception Endurance Charisma Intelligence Agility Luck

2d6 3d6 2d6 4d6 3d6 3d6 3d6

Fire Resistance Ice Resistance Lightning Resistance Magicka Resistance Poison Resistance Disease Resistance

+0 +0 +0 +0 +0 +0

Description:
The well-educated and well-spoken natives of Cyrodiil are known for the discipline and training of their citizen armies. Though physically less imposing than the other races, Imperials are shrewd diplomats and traders, and these traits, along with their remarkable skill and training as light infantry, have enabled them to subdue all the other nations and races, and to have erected the monument to peace and prosperity that comprises the Glorious Empire. -Persuasion, +10 -Mercantile, +10 -Long Blade, +10 -Blunt, +5 -Light Armor, +5 -Hand-to-Hand, +5

Special Abilities
-Star of the West -Paralyze, 3r -Voice of the Emperor -Charm, 15p, 2r

-5-

==Character Creation==
Nord
Strength Perception Endurance Charisma Intelligence Agility Luck 4d6 3d6 4d6 2d6 2d6 3d6 3d6 Fire Resistance Ice Resistance Lightning Resistance Magicka Resistance Poison Resistance Disease Resistance +0 +20 +10 +0 +0 +0

Description:

The citizens of Skyrim are aggressive and fearless in war, industrious and enterprising in trade and exploration. Strong, stubborn, and hardy, Nords are famous for their resistance to cold, even magical frost. Violence is an accepted and comfortable aspect of Nord culture; Nords 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. -Axe, +10 -Blunt, +10 -Medium Armor, +10 -Heavy Armor, +5 -Long Blade, +5 -Spear, +5

Special Abilities

-Thunder Fist -Ice Damage, 25p -Woad -Shield, 30p, 3r

Redguard

Strength Perception Endurance Charisma Intelligence Agility Luck

3d6 3d6 4d6 3d6 2d6 3d6 3d6

Fire Resistance Ice Resistance Lightning Resistance Magicka Resistance Poison Resistance Disease Resistance

+0 +0 +0 +0 +20 +20

Description:
The most naturally talented warriors in Tamriel, the dark-skinned, wiry-haired Redguards of Hammerfell seem born to battle, though their pride and fierce independence of spirit makes them more suitable as scouts or skirmishers, or as free-ranging heroes and adventurers, than as rank-and-file soldiers. In addition to their cultural affinities for many weapon and armor styles, Redguards are also physically blessed with hardy constitutions and quickness of foot. -Long Blade, +15 -Athletics, +5 -Axe, +5 -Blunt, +5 -Heavy Armor, +5 -Medium Armor, +5

Special Abilities
-Adrenaline Rush -Fortify Strength, 5p, 4r -Fortify Endurance, 5p, 4r -Fortify Agility, 5p, 4r

-6-

==Character Creation==
--=2.4.2: Mer=-Altmer
Strength Perception Endurance Charisma Intelligence Agility Luck 2d6 3d6 3d6 3d6 4d6 3d6 3d6 Fire Resistance Ice Resistance Lightning Resistance Magicka Resistance Poison Resistance Disease Resistance -15 -15 -15 -15 +0 +30

Description:
The High Elves consider themselves the most civilized culture of Tamriel; the common tongue of the Empire, Tamrielic, is based on Altmer speech and writing, and most of the Empire's arts, crafts, and sciences derive from High Elven traditions. Deft, intelligent, and strong-willed, High Elves are often gifted in the arcane arts, and High Elves boast that their sublime physical natures make them far more resistant to disease than the "lesser races." -Destruction, +10 -Enchant, +10 -Alchemy, +10 -Alteration, +5 -Conjuration, +5 -Illusion, +5

Special Abilities
-Fortify Maximum Magicka x1.5 -When calculating maximum Magicka Points, multiply the final score by 1.5

Bosmer

Strength Perception Endurance Charisma Intelligence Agility Luck

2d6 3d6 3d6 3d6 3d6 4d6 3d6

Fire Resistance Ice Resistance Lightning Resistance Magicka Resistance Poison Resistance Disease Resistance

+0 +0 +0 +0 +0 +25

Description:

The Wood Elves are the various barbarian Elven clanfolk of the Western Valenwood forests. These country cousins of the High Elves and Dark Elves are nimble and quick in body and wit, and because of their curious natures and natural agility, Wood Elves are especially suitable as scouts, agents, and thieves. But most of all, the Wood Elves are known for their skills with bows; there are no finer archers in all of Tamriel. -Marksman, +15 -Sneak, +10 -Light Armor, +10 -Climbing, +5 -Acrobatics, +5

Special Abilities

-Beast Tongue -Command Creature, 20p, 20r

-7-

==Character Creation==
Dunmer
Strength Perception Endurance Charisma Intelligence Agility Luck 4d6 3d6 3d6 2d6 3d6 4d6 2d6 Fire Resistance Ice Resistance Lightning Resistance Magicka Resistance Poison Resistance Disease Resistance +35 +0 +0 +0 +0 +0

Description:
In the Empire, "Dark Elves" is the common usage, but in their Morrowind homeland, they call themselves the "Dunmer". The dark-skinned, red-eyed Dark Elves combine powerful intellect with strong and agile physiques, producing superior warriors and sorcerers. On the battlefield, Dark Elves are noted for their skilled and balanced integration of swordsmen, marksmen, and war wizards. In character, they are grim, distrusting, and disdainful of other races. -Long Blade, +5 -Destruction, +10 -Light Armor, +5 -Athletics, +5 -Mysticism, +5 -Marksman, +5 -Short Blade, +10

Special Abilities
-Ancestor Guardian -Sanctuary, 25p, 5r

Orismer

Strength Perception Endurance Charisma Intelligence Agility Luck

4d6 3d6 3d6 2d6 3d6 3d6 3d6

Fire Resistance Ice Resistance Lightning Resistance Magicka Resistance Poison Resistance Disease Resistance

+0 +0 +0 +10 +0 +0

Description:

These sophisticated barbarian beast peoples of the Wrothgarian and Dragontail Mountains are noted for their unshakeable courage in war and their unflinching endurance of hardships. Orc warriors in heavy armor are among the finest front-line troops in the Empire. Most Imperial citizens regard Orc society as rough and cruel, but there is much to admire in their fierce tribal loyalties and generous equality of rank and respect among the sexes. -Repair, +10 -Block, +10 -Heavy Armor, +10 -Medium Armor, +10 -Axe, +5

Special Abilities

-Bersek -Fortify Health, 25p, 5r -Fortify Damage, 10p, 5r -Damage Agility, 5p, 5r

-8-

==Character Creation==
--=2.4.3: Beast=-Argonian
Strength Perception Endurance Charisma Intelligence Agility Luck 4d6 3d6 2d6 2d6 3d6 3d6 3d6 Fire Resistance Ice Resistance Lightning Resistance Magicka Resistance Poison Resistance Disease Resistance +0 +0 +0 +0 Immunity +35

Description:

At home in water and on land, the Argonians of Black Marsh are well-suited to the treacherous swamps of their homeland, with natural immunities protecting them from disease and poison. Argonians are reserved with strangers, yet fiercely loyal to those they accept as friends.

-Athletics, +15 -Alchemy, +5 -Illusion, +5 -Medium Armor, +5 -Mysticism, +5 -Polearms, +5 -Unarmored, +5

Special Abilities
-Constant Water Breathing

Khajiit

Strength Perception Endurance Charisma Intelligence Agility Luck

3d6 3d6 3d6 3d6 3d6 3d6 3d6

Fire Resistance Ice Resistance Lightning Resistance Magicka Resistance Poison Resistance Disease Resistance

+0 +0 +0 +0 +0 +0

Description:

The Khajiit of Elsweyr can vary in appearance from nearly Elven to the cathay-raht "jaguar men" to the great Senche-Tiger. The most common breed found in Morrowind, the suthay-raht, is intelligent, quick, and agile. Khajiit of all breeds have a weakness for sweets, especially the drug known as skooma. Many Khajiit disdain weapons in favor of their natural claws. They make excellent thieves due to their natural agility and unmatched acrobatics ability. -Acrobatics, +15 -Athletics, +5 -Hand-to-Hand, +5 -Lockpicking, +5 -Light Armor, +5 -Short Blade, +5 -Sneak, +5

Special Abilities

-Eye of Fear -Demoralize Humanoid, 25p, 15r

-9-

==Character Creation== -=2.5: Birthsigns=The stars of Tamriel are divided into 13 constellations. When the sun rises near one of those constellations, it is that constellation's season. Those born in that season are blessed with special powers associated with that constellation. Below are all the constellations are their associated powers:
The Warrior

The Warrior is the first Guardian Constellation and he protects his charges during their Seasons. The Warrior's own season is Last Seed when his Strength is needed for the harvest. His Charges are the Lady, the Steed, and the Lord. Those born under the sign of the Warrior are skilled with weapons of all kinds, but prone to short tempers.

The Lady

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

The Steed

The Lord

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