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Elder Scrolls Genesys v0.2
Elder Scrolls Genesys v0.2
Elder Scrolls Genesys v0.2
VOLTA Creation
For Elder Scrolls: Legends artwork
Fantasy Flight Games and the FFG logo are registered trademarks of Fantasy Flight Games
1 2 3 2 2 2
Brawn Agility Intellect Cunning Willpower Presence
• Starting Experience: 90
Playing as an argonian
The argonians are a shamanistic race who hold
little in the way of grudges. The only exception may
be to the dark elves, who frequently ventured into
Black Marsh on slave raids. Your character may
have some strong feelings towards dark elves, and
may in some circumstances be compelled to
violent revenge. This should be handled with care
if there are any dark elf characters in your party.
Details of this grudge should be handled before the
game begins. If you insist on playing an argonian
with a hatred for dark elves, you may want to
discuss with any dark elf players how they proved
themselves to be trustworthy to your character.
• Starting Experience: 95
Playing as a breton
Of all the races of humans, bretons could be consid-
ered the most ‘normal’, even in spite of their elven
lineage; an attitude that the bretons themselves
may even harbor. The bretons see
themselves as the ideal humans,
whereas their nordic and redguard
counterparts are too aggressive and
warlike. The imperials were once held
in high regards, but their Empire has
had too many failings. When playing as
a breton, consider how you wish to inter-
pret this attitude. Your character might see
themselves as superior to others, cultured
and sophisticated where others are not.
They may take interest in the ways of the
other races, though this interest may unintention-
ally come across as disrespectful.
As their name implies, throughout most of When playing as a cyrod, you should consider
history, the imperials’ society revolves around the which of the two cultures, nibenese or colovian,
rule of an Emperor, who sits at the Ruby Throne in they originate from. While over time these separate
the Imperial City. The reach of the Empire’s control labels have faded as the province has grown more
has varied throughout the course of history, united, their cultures and ways of life still carry on
ranging from barely controlling their own territo- strong, and can be seen frequently. Nibenese tend
ries, to ruling over almost the entire continent of to be more focused on magic, arts, crafts and trade,
Tamriel. While many see the Empire as an accom- whereas the colovians tend to be more focused
plishment to be cherished, there are others who around military doctrine, duty and service, and
see it as nothing more than a trophy of an oppres- sea-faring travel.
sive, tyrannical crusade of the other races. The
imperial citizens themselves, however, focus more Being the center most province, it’s likely that an
on the good of the Empire, and how it acts as a way imperial character has seen many things Tamriel
of bringing the races together, ending immoral has to offer. They rarely harbor negative views
practices like slavery, and encouraging prosperous towards the other species of Tamriel, despite the
trade. sometimes violent conquests of other provinces
during the Empire’s history. These conquests
Cyrodiil is home to two distinct cultures of impe- might lead to other races viewing the imperials
rial; the Nibenese - who are descended from the negatively, even if they themselves believe the
Empire brings safety and prosperity.
Species Abilities
2 2 2 1 2 3
Brawn Agility Intellect Cunning Willpower Presence
• Starting Experience: 95
Playing as a dunmer
The dunmer are an isolationist, borderline xeno-
phobic race. Most often concerned with them-
selves, they carry a great deal of mistrust towards
strangers, and even allies whose motivations may
seem ‘too pure’ or ‘too good to be true’. You may
wish to do some reading into the various dunmer
houses for more speci�ic attitudes and goals.
Species Abilities
2 3 1 2 2 2
Brawn Agility Intellect Cunning Willpower Presence
• Starting Experience: 90
Orsimer worship revolves around the daedric • Starting Skills: Orsimer start the game with 1
Prince Malacath, known as Mauloch to them. It is rank in Athletics or Mechanics during char-
said that the orsimer were created when the acter creation. They obtain this rank before
Aldmeri god Trinimac was slain by the daedric spending experience points, and may not
Prince Boethiah, the former being transformed increase their chosen skill above rank 2 during
into Malacath and his faithful becoming the orcs character creation.
known today. Following his teachings, known as
the Code of Malacath, the orsimer have become a • Orsimer Rage: Before making a Brawl, Melee
highly disciplined race of warriors of unshakable (Light) or Melee (Heavy) attack, orsimer may
will. They do not use imprisonment for those choose to suffer 2 strain to increase the
that violate the code, instead the offender damage dealt by that attack by 2.
must offer material compensation, or pay a
“blood price”, where the offended is per-
mitted to spill their blood until the price has
been paid.
Playing as an orsimer
Orsimer are strong; not just physi-
cally, but mentally. They are
dif�icult to frighten, and are
keen to act despite their fear
even when they are. As an
orc, your character should be
among the �irst to
respond to danger,
and among the �irst to
volunteer their skills
to stand up to a
worthy foe.
Nord role in their religion. Their reverence to Kyne gains
them favor in their passing, as she is the one who
A hardy race of man from the northern lands of leads their souls to Sovngarde; the �inal resting
Skyrim, the nords are tall, fair-haired people accli- place of a nord warrior’s spirit.
matized to the cold. The tallest and often the
strongest of the humans, nords are easily recog- Playing as a nord
nized by their strong physique, distinctive accent,
and typically long beards and hair. Nords value honor above all else, and prefer to
settle matters as fairly as possible. Tests of mettle
Their homeland of Skyrim is divided into nine should not resort to underhanded tactics like
separate holds, each of which is governed by a Jarl cheating or exploiting a weakness, and instead
from within the capital. Directly descended from should be an opportunity to prove strengths. Your
settlers from the northern continent Atmora, the character should not look to end �ights quickly
nords make strong, formidable warriors and often through quick-witted thinking, but through dis-
excel in all manners of combat and warfare. Nords plays of resilience and skill.
value honor and respect, even in combat with
sworn enemies, and will very rarely resort to using Nords are a proud race, and hold their accom-
underhanded tactics in battle. Most nords would plishments and their convictions in high esteem.
rather die with a weapon in their hand than allow This often comes across as stubbornness to other
themselves to become a prisoner and betray their races, giving the nords an unfair reputation of
brothers in arms. Their prowess in martial affairs being of lesser intellect. Your character should be
often supersedes their interest in more magical proud of things they have accomplished, and
matters, meaning the majority of nords do not should not take kindly to having their honor ques-
practice in the arts of magic. tioned by those that have not earned their respect.
Be careful not to antagonize other players charac-
Nords worship the Divines as the other races of ters if possible; a full blown argument or even
man do, though their names and interpretations of physical violence over a small misunderstanding
each Divine vary slightly. The nordic version of may get tiresome if it happens frequently.
Kynareth, goddess of the heavens and the wind, is
known as Kyne to them, and plays an important Species Abilities
3 2 2 1 2 2
Brawn Agility Intellect Cunning Willpower Presence
• Starting Experience: 95
Playing as a redguard
Redguard society is split into two main socio-polit-
ical groups: the Crowns, and the Forebears. The
Crowns are descended from the rulers of
Yokuda and holds its traditions in high
regards, with a great dislike of foreigners.
They are more traditionalist than the
Forebears, who are descended from
warriors exposed to Nedic, Breton, and
Imperial traditions during their con-
quest. They are more accepting of
foreign cultures and ideas, and have even
restructured their deities to �it the Imperial
pantheon of Divines. When making a redguard.
You should take a moment to consider which of
these groups, if any, your character �its into more.
The adventurer counts the following skills as • Tier 1: Swift (GCRB p.75)
career skills; Athletics, Knowledge (Nirn),
Medicine, Melee (Light), Ranged, Survival, and • Tier 2: Con�idence (TES p.22)
Vigilance. Before spending experience points
during character creation, they may choose four of • Tier 2: Heightened Awareness
their career skills and gain one rank in each of (GCRB p.76)
them.
• Tier 3: Plunderer (TES p.24)
Starting Gear: If you have an Adventurer char-
acter, you may choose to start with the following
gear instead of spending gold during character cre-
ation:
Starting Gear: If you have a Bard character, you • Tier 3: Forgot to Count? (GCRB p.78)
may choose to start with the following gear instead
of spending gold during character creation:
The following talents may be useful for typical Starting Gear: If you have a Fighter character,
Fighter characters: you may choose to start with the following gear
instead of spending gold during character creation:
• Tier 1: Challenge! (ROT p.84)
• Two steel one-handed weapons or a steel two-
• Tier 1: Parry (GCRB p.74) handed weapon
• Tier 2: Block (ROT p.87) • A set of steel full plate or a set of steel brigan-
dine
• Tier 2: Con�idence (TES p.22)
• A tabard and belt
• Tier 3: Parry (Improved)(GCRB p.79)
• Two health potions
Mage
Useful Talents
Individuals that spend their lives learning the intri-
cacies of magicka go by many names; wizards, sor- The following talents may be useful for typical
cerers, mages. These people have a deep Mage characters:
understanding of how magicka �lows through the
world and all beings, and have forged its energy • Tier 1: Component Casting (EPG p.95)
into their tool. Whether for self defense or general
utility, the mage is prepared for any situation, even • Tier 1: Elementalist (EPG p.95)
if they bring no physical objects to the table.
• Tier 1: Grit (GCRB p.73)
The mage counts the following skills as career
skills; Cool, Discipline, Enchanting, Knowledge • Tier 2: Lucky Strike (GCRB p.76)
(Aetherius), Knowledge (Oblivion), Primary
Magic, Secondary Magic, and Tertiary Magic. • Tier 2: Signature Spell (ROT p.89)
Before spending experience points during char-
acter creation, they may choose four of their career • Tier 3: Dark Secrets (TES)
skills and gain one rank in each of them.
• A magic staff
• An iron Dagger
• A glass Dagger
• A Tailored Suit/Dress
• 350+1d100 gold
• +1 Fame
Priest
The gods are real; that much is known. While many
citizens of Tamriel are happy to live their lives com-
fortable with their existence, others feel an obliga-
tion to dedicate their lives to the preservation of
prayer and faith in these divines. While usually
focusing on a single divine of the pantheon, priests
come to understand the importance of all the
divines and what their power means to the masses.
Useful Talents
The priest counts the following skills as career
The following talents may be useful for typical skills: Cool, Discipline, Knowledge (Aetherius),
Priest characters: Medicine, Primary Magic, Resilience, Survival,
and Vigilance. Before spending experience points
• Tier 1: Apothecary (ROT p.84) during character creation, they may choose four of
their career skills and gain one rank in each of
• Tier 1: Daedra Slayer (TES) them.
• Tier 1: Surgeon (GCRB p.74) Starting Gear: If you have a Priest character, you
may choose to start with the following gear instead
• Tier 2: Blessings of Mara (TES) of spending gold during character creation:
The ranger counts the following skills as career • Tier 1: Swift (GCRB p.75)
skills; Alchemy, Athletics, Coordination, Melee
(Light) Perception, Ranged, Stealth and Sur- • Tier 2: Dirty Tricks (ROT p.85)
vival. Before spending experience points during
character creation, they may choose four of their • Tier 2: Side Step (GCRB p.77)
career skills and gain one rank in each of them.
• Tier 3: Eagle Eyes (GCRB p.78)
Starting Gear: If you have a Ranger character,
you may choose to start with the following gear
instead of spending gold during character creation:
• A steel dagger
• 100+1d100 gold
greater amounts.
Fame & Infamy Fame and Infamy are tracked from 0 to 10. 0
being someone without any reputation at all, and
T he Elder Scrolls is a setting that creates larger
than life characters from relatively humble
beginnings. People like the Champion of Cyrodiil,
10 being someone that almost everybody has
heard of in some way.
or the Nerevarine, both people from mundane
beginnings who earned themselves a place in the Using Fame and Infamy
history books through their great deeds. Others,
such as Mannimarco or Mankar Camoran, earned Fame and Infamy both make up your character’s
their place in history through their attempts at reputation. Tracked separately, the GM awards rep-
sel�ishly gaining power at the expense of others. utation based on the actions your character takes
While these two were thwarted, it is never certain throughout the course of the game. During each
just who will succeed in battles to come. session, the player or the GM may use the charac-
ter’s reputation to their bene�it or hindrance. In
Fame and Infamy is a way of tracking a charac- addition to the suggested effects on Table 1-1:
ter’s accomplishments, as well as tracking the way Fame and Infamy Thresholds, the character’s
the general public views them. Characters with low reputation can be used as a resource to make social
scores are just another person to �it in with the checks easier or harder, based on the character’s
crowds, while characters near the end of their Fame and Infamy and who they are interacting
scales are so well known in their exploits that with.
almost everyone they encounter knows who they
are, and may even know more about them than When making social checks with reputable individ-
themselves. uals, such as upstanding citizens, law enforcement,
or merchants, a character may spend a point of
Fame is earned by helping people, accomplishing Fame to add j to the check. They may spend this
heroic deeds, or otherwise contributing positively as many times as they have Fame points, but any
to society. Something as simple as providing enter- one check may not bene�it from more than 3 j
tainment at a local tavern will gain Fame, though generated by Fame points. Once Fame points have
not nearly as much as slaying a terrifying beast that been spent, they are unavailable until the start of
threatens many innocent lives. the next game session.
Infamy is earned for quite the opposite; acts that Conversely, when making social checks with
harm, damage, or negatively impact people and upstanding individuals, the GM may spend Infamy
society. Theft and verbal assault will generate points, following the same restrictions, to instead
minor amounts of Infamy, while things such as add j to the check.
murder, kidnapping, or mass destruction will earn
1-2 A few locals may recognize and praise the character. A few locals may jeer as the character passes by.
Business owners and low ranking nobles know of this Business owners and low ranking nobles know of this
3-4 character’s exploits and may ask them for help or offer character’s exploits, acting extra cautious around them and
them services at a discount. may charge them extra for their services.
Most citizens in villages and smaller towns will recognize Most citizens in villages and smaller towns will recognize
5-7 the character and know of their exploits. Small crowds may the character and will jeer and confront them. Some citi-
gather, and gifts may be given. zens may throw food or attempt to start a �ight.
The majority of citizens in large towns and cities know
The majority of citizens in large towns and cities know of
what this character is responsible for. Businesses will shut
this character’s deeds. Business owners may give free ser-
as they approach, traders will refuse to do business. Law
vices, and nobles and of�icials may ask the character for
8-9 enforcement will almost certainly harass this character,
help in signi�icantly important matters. Law enforcement
looking for any excuse to arrest or even kill them. Notable
may do small favors for them, such as turning a blind eye in
bounties may be posted for the capture or killing of this
one instance.
character.
The character is widely regarded as a villain. Nearly
The character is essentially a hero. Almost everyone knows
everyone knows who they are and what they are respon-
who they are and will do nearly anything (within means
sible for. Citizens may �lee in terror, guards may not even
10+ and reason) for them. High ranking nobles, leaders and
come up with an excuse before attempting to kill them.
of�icials may grant signi�icant favors for them as a sign of
Nobles, of�icials and organizations may post signi�icant
their gratitude.
bounties to anyone willing to kill this character.
In general, Fame is much harder to gain and waiting for history to forget them. Whenever a
maintain than Infamy; people are more likely to character is awarded Fame, they may instead
remember bad deeds than good ones unless partic- choose to lower their Infamy by an equal amount.
ularly noteworthy. If a character spends a notable
amount of time without making their deeds known Some suggestions for the values of Fame and
to the public, or without gaining any new Fame, the Infamy gained based on a character’s actions can
GM may decide to drop their Fame by 1 point. This be found on Table 1-2: Gaining Fame and Infamy.
is to represent a character fading into obscurity, Players and game masters should keep in mind
becoming nothing more than a distant memory to that as a characters reputation increases, less
those that might remember them. mundane actions will have a lesser effect as that
behavior comes to be expected of them. Appre-
Infamy, however, is much easier to accrue and hending a vegetable thief is not as noteworthy if
much harder to be rid of. History is �illed with crim- the character is already known for thwarting a plot
inals, tyrants, and villains whose deeds will not to destroy the world.
soon be forgotten. A signi�icant amount of time
must pass in which a character performs no ill deed
before their Infamy begins to drop. Character can
take steps in becoming less infamous, rather than
The character returns a lost item or performs a similar small errand for a citizen. +1 Fame
The character assists law enforcement in a small matter, such as apprehending a thief. +1 Fame
The character assists law enforcement in a signi�icant matter, such as solving a murder or thwarting a treasonous
+2 Fame
plot.
The character puts themselves at great risk or suffers signi�icant harm in the defense of the interests of the people
+3 Fame
(for example, �ighting off a great beast or pulling someone from a burning building).
The character plays a signi�icant role in successfully preventing a grand disaster in which hundreds or thousands
+5 or more Fame
of lives are at stake.
The character is regularly caught stealing items of minor value, such as food or clothing. +1 Infamy
The character is caught deliberately damaging property without good reason. +1 Infamy
The character is caught stealing items of signi�icant value, such as weapons, armor or expensive jewelry. +2 Infamy
The character is caught, or found responsible for the murder or grievous harm of a small number of people. +3 Infamy
The character is caught, or found responsible for the deaths or grievous harm of several individuals +5 or more Infamy
New Skills Table 1-3: Elder Scrolls Skills
Skill Char. Source
General Skills
Alchemy Intellect Core Rulebook
Cool
Brawn
Presence
Core Rulebook
Core Rulebook
have been replaced or expanded on, and magic has Coordination Agility Core Rulebook
been replaced with a Primary, Secondary and Ter-
Discipline Willpower Core Rulebook
tiary system to streamline the specialization of the
six magic schools, while still retaining the feel of Enchanting Intellect Elder Scrolls
specializing in a particular �ield present with The Mechanics Intellect Core Rulebook
Elder Scrolls. Operating Intellect Core Rulebook
Your character should use this skill Tertiary Magic Intellect Elder Scrolls
Your character should NOT use Your character should use this skill
this skill if... if...
• Your character is attempting to cast a spell • Your character wishes to recall information
they have not chosen as a primary spell. about the gods and their domains.
• Your character needs to identify a magical • Your character wants to identify spells or
effect on an item. other matters of a magical nature.
Warfare
Tamriel has had a long history of violent, bloody
con�licts. Between leadership disputes, boundary
wars, battles with otherworldly forces or invaders
from other continents, there have been very few
times in history when Tamriel was truly at peace.
Because of this, many people take it upon them-
selves to study the art of war. While historians read
on the causes and consequences of battle, soldiers
and rulers study the tactics, and strategies.
Magic Initiate
New Talents Tier: 1
Activation: Passive
Ranked: No
Each additional time you purchase this talent for Unarmed Parry
your character, choose another spell. When you Tier: 1
cast that spell with no additional effects (even Activation: Passive
those that are free via equipment or talents) the Ranked: No
cost is reduced by 1 strain.
Your character must have purchased the Parry
Daedra slayer talent before purchasing this talent. Your character
Tier: 1 may perform the Parry incidental while unarmed.
Activation: Passive When they do this, reduce the strain suffered by 1.
Ranked: No
Tier 2
When targeting a Daedric, undead, or lycan adver-
sary with an attack, your character may remove a Beginner Enchanter
number of j up to their ranks in Knowledge Tier: 2
(Oblivion) from the check to add an equal number Activation: Passive
of s or a. Ranked: No
Unremarkable No GCRB p. 75
Talent Ranked? Source Talent Ranked? Source
Blessings of Akatosh No TES p. 30 Split Focus No TES p. 31
Natural No GCRB p. 79
Born to Lead
Painkiller Specialization Yes GCRB p. 79 Tier: 2
Parry (Improved) No GCRB p. 79 Activation: Passive
Plunderer No TES p. 30 Ranked: No
Precise Archery No ROT p. 90
Coercion and Leadership become career skills for
Pressure Point No ROT p. 90 your character.
Rapid Archery No GCRB p. 79
Can’t We Talk About This? No GCRB p. 79 Your character may decrease the dif�iculty of
checks to avoid fear by 1 per rank of Con�idence, to
Comrades in Arms No TES p. 30
a minimum of Easy (k)
Daedra Slayer (Supreme) No TES p. 30
Your character may suffer strain up to their ranks When �irst acquiring this talent, your character
in Cunning. Until the beginning of their next turn, chooses an additional primary spell.
an equal number of engaged characters suffer h
on their checks. The range of this talent increases Military training
with additional ranks of Distracting Behavior. Tier: 2
Activation: Passive
Experimenter Ranked: No
Tier: 2
Activation: Passive Athletics and Melee (Heavy) become career skills
Ranked: No for your character.
Street dweller
Tier: 2
Activation: Passive
Ranked: No
Trained rider
Tier: 2
Activation: Passive
Ranked: No
Choose one weapon or armor that your character Once per session, your character may make a
has enchanted. While they are carrying this item, it Daunting (kkkk) Knowledge check. If
gains an additional effect. If the chosen item is a successful, choose one fact that has been
weapon, whenever your character makes a combat established by the GM or a character in the scene.
check and generates t, they may roll an additional Your character reveals that fact to be untrue. The
l before the t is spent and adds it to the result. fact must be approved by the GM and should be
If the chosen item is armor, whenever a combat something that only affects the immediate
check targeting your character generates d, the circumstances. Additionally, it should be a fact the
attacker rolls an additional l before the d is character could reasonably know and doubt the
spent and adds it to the result. These effects can validity of. The knowledge check used for this
only happen once per turn. talent varies depending on the nature of the fact
being affected.
T his chapter lists all of the weapons, armor and
gear available within the Elder Scrolls setting.
Most of the standard medieval fantasy weaponry is
aggressive citizens or lightly armored thugs. With
enough precision, a dagger can even slip between
gaps in plate armor.
available here, though each type of weapon can be
made from a variety of materials, all with their own Greataxe
bene�its. The better, higher quality materials are
typically more rare and expensive, but well worth Similar to a halberd,, the greataxe is a long wooden
the price. or metal pole with a chopping blade on top. The
head and chopping edge is much larger compara-
tively, as this weapon is designed to cleave through
Standard Weapons its targets with relative ease. They sport the same
single chopping blade with counter weight design,
Dagger Longsword
Typically designed for thrusting and stabbing, A two handed weapon by design, the longsword
the dagger is a short, one handed knife that can may still be comfortably wielded in a single
be used for personal defense. Often carried by hand. Relatively lightweight for its size, the
commoners that lack the skill or strength to blade’s length ranges between 40 and 50 inches
defend themselves with a sword, the dagger long, making it less suited for personal defense
makes an effective weapon for dealing with and more suited for warfare. Commonly
Table 2-1: Standard Melee Weapons
Name Skill Dmg Crit Enc Cost Rarity Special
Axe Melee (Light) +3 3 1 250 1 Vicious 1
The smaller counterpart to the crossbow. The hand Smaller and narrower than a typical axe,
crossbow, as the name implies, can be �ired with the throwing axe is speci�ically designed to
the use of a single hand. Its much smaller design be thrown at a target a short distance away. The
correct distance, angle, and rotation on a thrown
Table 2-2: Standard Ranged Weapons
Name Skill Dmg Crit Range Enc Cost Rarity Special
Crossbow Ranged 7 2 Medium 4 600 5 Pierce 2, Prepare 1
Hand
Ranged 6 3 Short 2 800 7 Accurate 1, Pierce 1
Crossbow
Spear
Ranged +3 4 Short 2 90 1 Limited Ammo 1, Pierce 1
(Thrown)
Throwing
Ranged +1 3 Short 1 50 4 Limited Ammo 1
Knife
axe makes them particularly dangerous in the right complex nature of its construction, brigandine
hands, and their sturdy construction makes them armor is harder to come by than other armors and
easily retrievable from a fallen enemy. usually costs more.
Standard Armor
T he following pro�iles are for sets of armor typi-
cally found across Tamriel Each listed armor is
made from Steel, or has the appropriate parts made
from steel.
Brigandine
Brigandine armor is made from heavy cloth or
leather, with plates of metal riveted into the fabric
for extra protection. Much like leather armor, it does
little to impede the wearer’s mobility, while offering
signi�icantly improved protection. Due to the
Table 2-3: Standard armor
Name Soak Defense Enc Cost Rarity Special
Brigandine +1 +2 3 700 5
Robes 0 +1 1 50 1
North of Tamriel rests the continent of Akavir. Not While the sale of these items is restricted,
much is known about them, other than the owning them is not necessarily grounds for
invaders they send to Tamriel’s shores. Those that immediate arrest. When in cities or towns,
fall in battle leave behind valuable weapons and characters that openly wield restricted items
armor, including the Akaviri Dai-Katana. This long, may �ind themselves questioned by guards as
two-handed and curved blade is a �ine example of to where they found them. Cooperative charac-
craftsmanship, a rare curiosity that most would ters may �ind guards turning a blind eye or even
deem more �it for a museum than on the �ield of enlisting their help catching the crooks selling
battle. the restricted wears. Otherwise, guards may, at
the GM’s discretion, attempt to con�iscate the
The Akaviri Dai-Katana requires two hands to weapon and may impose a small �ine. Guards
wield, and cannot be used as a pro�ile when likely would not waste their time trying to
crafting items. arrest or kill a character with a restricted item
if they are not causing trouble. This, of course,
Argonian Macuahuitl may change depending on the discipline of the
guards encountered.
A savage, brutal, and devastating weapon, the
argonian macuahuitl resembles a large, wooden
paddle with around a dozen individual sharp Daedric Crescent
blades down each of the edges. These blades are
made from meticulously sharpened rock and are One of the rarest weapons on Tamriel, the Daedric
used to make short work of �lesh and bone. When a Crescent is a distinctive weapon, signature to the
blow is successful and strikes the opponent, the forces of Mehrunes Dagon. It features a straight
wielder puts all their strength into dragging the two-handed handle with a concave curved blade at
length of the weapon across the body, causing the either end of it, giving the weapon an iconic cres-
blade to easily slice through with little resistance, cent moon-shaped pro�ile. Very few of these
resulting in horri�ic and often fatal injuries. weapons have been recovered from Daedric
invaders, and those that have are carefully moni-
The argonian macuahuitl requires two hands tored and heavily restricted.
to wield, and cannot be used as a pro�ile when
crafting items. Due to the nature of the The Daedric Crescent requires two hands to
weapon’s construction, checks made to repair wield, and cannot be used as a pro�ile when
this weapon have their dif�iculty reduced by 1. crafting items. Only a few of them exist in Nirn;
the price and rarity listed are recommenda-
Bolas tions only, should the GM allow a character to
attempt purchasing one.
A simple, easy to construct weapon, bolas are a set
of three or more heavy weights on the end of inter- Sling
connected ropes. They are thrown at great speeds
towards the legs of animals, or in some cases Similar to the bolas, a sling is little more than a set
people, allowing the weights’ momentum to wrap of rope with a pouch attached to it. The pouch is
the ropes tight around their legs. While not a par- loaded with a rock, metal ball, or other similar
ticularly lethal or damaging tool, bolas are an effec- round, heavy object. The wielder then swings the
tive way of keeping someone down and preventing sling about and releases at a precise moment,
them from escaping. causing the object to �ly towards its target. Used
primarily for hunting smaller animals, the sling can
still be used to cause harm on larger opponents.
Table 2-7: Unique Weapon Profiles
Name Skill Dmg Crit Range Enc Cost Rarity Special
Akaviri Dai-
Melee(Heavy) +3 2 Engaged 3 (R)520 9 Defensive 1, Pierce 2, Superior, Unwieldy 3
Katana
Argonian
Melee(Heavy) +4 2 Engaged 4 425 7 Pierce 1, Cumbersome 3, Vicious 4
Macuahuitl
Whip
More of a tool than a weapon, a whip still sees some
use in a �ight. A long, tight leather cord attached to
a handle, a whip is often used to deliver a short,
sharp pain to an individual, rather than dealing any
lasting, serious damage. Often used by slave
drivers to keep their slaves in line, there are very
few that would continue to act out against their
masters with the threat of another lash looming
over them.
looking out of place. Wearing common clothes does
Gear not encumber a person, and is unlikely to draw
attention to them while in a non-formal setting.
Clothing Mask
Sometimes a citizen of Tamriel must perform tasks
Common Clothes they’d rather not be recognized doing. A mask is an
item of clothing worn over the face or the whole
For day to day life, a set of common clothes is all
head with the intent of obscuring their identity.
someone needs to go about their business without
Masks could be made with the wearer’s race in
mind, or they might be made to imitate a different Table 2-8: Equipment
race entirely. Name Encum Cost Rarity
Carrying Equipment
While wearing a mask, your character adds k Backpack +4 50 2
to any checks made to recognize or identify
Belt +1 25 1
them.
Throwing Knife Pouch 1 150 3
For a more formal event, a set of clothing tailored A character wearing training clothes adds j
to �it just right and complement a person’s appear- to all Brawl checks, and removes j from all
ance is a must. This piece of apparel can take on Athletics and Coordination checks. In addition,
many forms, based on the wearer’s tastes, culture, while your character is unarmed, the strain
or the nature of the formal event they wish to cost to perform a second maneuver is reduced
attend. by 1 (to a minimum of 1).
Tent 4 150 2
Nightshade
Torch 1 5 1
While wearing winter clothes, a character When a character is af�licted with nightshade
removes all j added by cold weather, but adds extract, they must make a Hard (kkk)
jj to all checks in temperate or hotter cli- Resilience check. On a failure, the character
mates. loses their free maneuver until the end of the
encounter and adds jj to all Brawn and
Drugs & Poisons Agility skill checks they make.
When a character consumes Hist sap, they When a character consumes skooma, they
upgrade all Brawn and Agility checks they gain an additional free maneuver per turn for
make by 1 until the end of the encounter. In the remainder of the encounter (they still may
addition, if the character consuming the Hist not exceed the two maneuver per turn limit). In
sap is not argonian, they upgrade the dif�iculty addition, skill checks cannot bene�it from any
of all their checks by 1. skill ranks, but the Brawn characteristic is
increased by 1. At the end of the encounter, the
character suffers 5 strain and adds jjj to
Jarrin Root all skill checks until they have rested for at least
8 hours.
A plant found only on the island of Stros M’Kai,
Jarrin Root is incredibly potent in its toxicity. Con-
sumption quickly leads to death near instanta- Potions
neously to most as it begins breaking down the
stomach lining, quickly spreading through the vic- Cure Disease Potion
tim’s innards. This makes it an effective poison for
assassins, and its sale and purchase highly illegal. Tamriel is rife with disease. Whether mundane or
magical, beasts and even people can carry and
transmit a whole manner of terrible af�lictions. To Magicka Potion
combat this, potions are developed that help rid
the body of these toxins. While incredibly helpful, Using magic to replenish magic, these bright blue
their lengthy brewing process and high tinctures aid spellcasters in their work. By replen-
demand makes them an expensive solu- ishing their body’s natural pool of
tion magicka, it allows them to cast
spells for longer and more fre-
When a character consumes a quently.
cure disease potion, they may
immediately neutralize one When a character consumes a
disease currently af�licting magicka potion, they may
them. perform the Concentration
maneuver as an incidental
Fortify Potion until the end of the encounter.
Tools
Alchemy Lab
The right tools and the right ingredients can make
represent the six schools of magic, though they can
potent concoctions. An alchemist usually has a
be different depending on the enchanter’s needs.
mortar and pestle for grinding ingredients up. An
The table is often surrounded by candles, orbs, and
alembic is a glass apparatus used for distilling the
receptacles for soul gems and other magical items.
potion by heating up the liquid and capturing the
vapors.
The enchanting table allows characters to
enchant weapons and armor using the
The alchemy lab allows a character to create
enchanting rules on page 58.
potions using the alchemy rules.
Deadly: The attack gains a Critical rating of 2. The attack also gains the Vicious quality with a rating equal to the character's
+k
ranks in Knowledge (Aetherius).
Fire: The attack gains the Burn quality with a rating equal to your character’s ranks in Knowledge (Aetherius). +k
Radiant: When dealing damage to a daedric, undead, or lycan adversary, each s deals +2 damage instead of +1. +k
Ice: The attack gains the Ensnare quality with a rating equal to your character’s ranks in Knowledge (Aetherius). +k
Impact: The attack gains the Knockdown quality. The attack also gains the Disorient quality with a rating equal to your
+k
character’s ranks in Knowledge (Aetherius).
Lightning: The attack gains the Stun quality with a rating equal to your character’s ranks in Knowledge (Aetherius). The
+k
attack also gains the Auto-Fire quality.. (You must increase the dif�iculty to use the Auto-�ire quality as normal).
Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one
+k
range band each time.
Destructive: The attack gains the Sunder quality. The attack also gains the Pierce quality with a rating equal to your char-
+kk
acter’s ranks in Knowledge (Aetherius).
Empowered: The attack deals damage equal to twice the characteristic linked to the skill (instead of dealing damage equal
+kk
to the characteristic). If the attack has the Blast quality, it affects all characters in short range, instead of engaged.
Daedric: If the attack deals damage, the target must immediately make a Hard (kkk) Resilience check or suffer strain
+kk
equal to the character's ranks in Knowledge (Oblivion).
Table 3-2: Augment Additional Effects
Effects Dif. Mod
Featherfall: The target suffers no damage when they fall. +k
Fortify: The target increases their wound threshold by a value equal to the character's ranks in Knowledge (Aetherius) for
+k
the duration of the spell.
Haste: Targets affected by the spell can always perform a second maneuver during their turn without spending strain (they
+k
may still only perform two maneuvers a turn).
Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one
+k
range band each time.
Swift: Targets affected by the spell ignore the effects of dif�icult terrain and cannot be immobilized. +k
Additional Target: The spell affects one additional target within range of the spell. In addition, after casting the spell, you
+kk
may spend a to affect one additional target within range of the spell (and may trigger this multiple times).
Absorption: Affected target recovers 1 strain each time they are hit with a magical attack. +kk
Add Defense: Each affected target gains ranged and melee defense equal to your ranks in Knowledge (Aetherius) +kk
Empowered: The barrier reduces damage equal to the number of uncancelled s instead of the normal effect. +kk
Re�lection: If an opponent makes a magic attack against an affected target and generates hhh or d on the check, after
+kk
the check is resolved, they suffer a hit dealing damage equal to the total damage of the attack.
Sanctuary: Daedric, undead, or lycan enemies automatically disengage from affected targets, and may not engage them for
+kk
the duration of the spell.
Table 3-4: Conjure Additional Effects
Effects Dif. Mod
Additional Summon: The spell summons one additional item, weapon, or creature. In addition, after casting the spell, you
+k
may spend aa to summon one additional item, weapon, or creature (and may trigger this multiple times).
Medium Summon: The character may summon a more complicated tool with moving parts, a rival no larger than silhou-
+k
ette 1, or a two-handed melee weapon.
Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one
+k
range band each time.
Summon Ally: The creature the character summons is friendly to them and obeys their commands. The character may
spend a maneuver to direct the creature, allowing them to determine its action and maneuver. (If the character summons +k
multiple creatures, the character may spend one maneuver on their turn to direct the turns of all summoned creatures.)
Bound Armor: The target immediately equips a set of magical armor with a soak of 2, plus an additional 1 soak for each
uncancelled ss (this does not stack with any armor already worn, but replaces the pro�ile until the end of the effect). In +kk
addition, the armor gains 1 defense for every uncancelled aa.
Grand Summon: The character may summon a rival of up to silhouette 3. +kk
well as provide relief from pain and prevent more effect is only subtle, and will not cause a target to
in the short term. Healing magic is part of the betray their core beliefs or act signi�icantly in ways
Restoration school. they would not usually do. For example, using the
spell to make your character more trustworthy
Heal functions the same as the Heal spell found would not convince a town guard to allow a mur-
on Page 217 of the Genesys Core Rulebook. derer to escape, but it might make them more likely
to believe the testimony of a lying witness.
Manipulate
Before making the manipulate check, choose any
Concentration: Yes number of additional effects listed on Table 3-8:
Magic is not always bold and extravagant. Some- Manipulate Additional Effects. These effects are
times, it can be employed in subtle, hard to notice added to the check.
ways that leave those around you clueless to its
use, if used properly. These kinds of spells typically Mask
fall under the Illusion or Mysticism school of magic.
Concentration: Yes
Your character selects a target within short range Sometimes, being seen is not an option. In other
and makes an Average (kk) magic check. If the cases, making sure someone sees exactly what you
check is successful, your character may subtly want them to see is the bene�it. This spell allows
in�luence the emotional state of the target. This casters to create illusions or change the appear-
might include making them more frustrated and ance of people or items. As one would expect, spells
easily aggravated, or make your character more of this kind fall under the Illusion school of magic.
approachable and trustworthy. Keep in mind the
Misfortune: After the target makes a check, you may change one j to a face displaying a f. +k
Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one
+k
range band each time.
Soul Trap: The target’s soul becomes prime for trapping. If the target exceeds their wound threshold while under the
effects of this spell, their soul is stripped from their body and stored in the smallest appropriate soul gem. Non-humanoid
minions have Petty souls, non-humanoid rivals have Greater souls and non-humanoid nemeses have Grand souls. k
+
Humanoid souls can only be stored in black soul gems.
Additional Target: The spell affects one additional target within range of the spell. In addition, after casting the spell, you
may spend a to affect one additional target within range of the spell (and may trigger this multiple times, spending a each +kk
time).
Despair: The target’s strain and wound thresholds are reduced by an amount equal to the character’s ranks in Knowledge
+kk
(Oblivion). This effect may not be combined with the additional target effect.
Doom: After a target makes a check, you may change any one die in the pool not displaying a t or d to a different face. +kk
Paralyzed: The target is staggered for the duration of the spell. This affect may not be combined with the additional target
+kkk
effect.
Table 3-6: Dispel Additional Effects
Effects Dif. Mod
Range: Increase the range of the spell by one range band. This may be added multiple times, increasing the range by one
+k
range band each time.
Additional Target: The spell affects one additional target within range of the spell. In addition, after casting the spell, you
+kk
may spend a to affect one additional target within range of the spell (and may trigger this multiple times).
Mask functions the same as the Mask spell found process takes 10 minutes, but once complete, this
on Page 99 of the Genesys Expanded Player’s location becomes the character’s recall point. The
Guide. character may have a number of recall points equal
to their ranks in Knowledge (Aetherius).
Predict
To recall to this point, the character makes an
Concentration: No Average (kk) magic check. If the check is suc-
While they do not typically manifest in grandiose, cessful, a portal to their recall point is created at
deliberate ways, the Gods do watch over Nirn, and the end of the next round, which appears engaged
it is possible to seek their knowledge and wisdom. with the character. Characters engaged with the
Such magic is strange, not very commonplace, and portal may enter it as a maneuver on their turn.
not usually taught in any of the schools of magic. Once a character enters a portal, they are trans-
ported instantly to the chosen recall point, and the
Predict functions the same as the Predict spell portal closes. If nobody enters the portal before the
found on Page 101 of the Genesys Expanded end of the next round after it is created, the portal
Player’s Guide. closes.
The magic of Tamriel �lows from Aetherius, and is When wielding a staff, the user may add the
often seen as power from the gods. With the proper �irst Range upgrade to any spells they cast
ritual and prayer, it’s even possible to receive bless- without increasing the dif�iculty. In addition,
ings from the gods themselves. For those that wish attack spells cast by the user increase their
to devote themselves to their chosen deity or base damage by 4.
deities, a holy icon is often used to show their faith.
Table 3-12: Magic Items
When wielding an Aedric Icon, the gods look Name Dmg. Encum. Cost Rarity
favorably upon the user. While wielding an Aedric Icon +0 0 400 5
Aedric icon, when the user casts a spell, one
Daedric Icon +2 1 750 8
effect they add to the spell that does not use
their ranks in Knowledge (Oblivion) increases Focusing Ring +0 0 500 6
the dif�iculty one less than it normally would. In Staff +4 2 400 3
addition, the number of wounds healed by heal
spells cast by the user increase by 2.
Alchemy
Daedric Icon
Not all magic comes from the blessings of the P otions are a powerful magical item across the
land. A simple liquid at �irst glance, these care-
fully mixed concoctions, with potent, specially
Aedra. Their dark counterparts, the daedra, offer
magic to those that worship them, usually at a dear selected ingredients imbue those that consume
cost. Daedric magic is generally easier to manifest them with magical strengths. While most potions
and more powerful, but also dif�icult to control and can be bought on the market, there are those that
ultimately corrupting. prefer to make the potions themselves, either for
sale or their own, personal use. This process is
When wielding a Daedric Icon, whenever the known as alchemy.
user casts a spell that uses ranks in Knowledge
(Aetherius) for an effect, they may instead use To brew a potion, �irst the alchemist selects what
ranks in Knowledge (Oblivion). If they do this, type of potion they wish to create. Examples of
the user suffers 1 wound. In addition, attack potions can be found on Page 46, though at the
spells cast by the user increase their base GM’s discretion, the alchemist may wish to brew a
damage by 3. potion that does not appear on this list.
Magic Table
The �irst place the player
should look for inspiration
is the magic rules at the
beginning of this chapter. Not
only does this provide a
solid, mechanical framework
to build on in terms of effects,
the additional effects table
also lists dif�iculty modi�iers
for the effects.
Your character prepares one additional dose of the potion. (You may select this option multiple times.)
aa or t
Reduce the time to prepare the potion by half.
Your character has enough ingredients left to craft another batch of the potion.
aaa or t
Increase the duration of the potion’s effects by one round (if applicable).
Upgrade the dif�iculty of checks to resist the poison’s effects once (poison only.)
t
The potion is more effective than normal, as determined by your GM, when a character uses the potion.
tt Choose one other potion of lower rarity and add its effects to this potion.
If the potion is bene�icial, a character suffers 2 strain after using the potion and bene�iting from its effects.
h or d
The potion (or poison) has a strong smell that adds j to all checks made to detect its presence, including in food or drink.
When used, the potion doesn’t take effect for one minute, or one round in structured time.
hh or d
Your character must purchase additional ingredients worth half of the original component cost.
If the potion is bene�icial, a character suffers 1 wound after using the potion and bene�iting from its effects.
hhh or d Reduce the duration of the potion’s effects by one round, to a minimum of one round (if applicable). If the effects would
last until the end of the encounter, they last for two rounds instead.
dd If the potion is bene�icial, the user also suffers the effects of poison after resolving the normal effects of the potion.
aaa or t The enchanted item may have its enchantment removed or replaced at a later time without destroying the item.
The enchanted item ignores the �irst out of charge effect it receives.
t The enchantment is signi�icantly better than expected. Its effect is increased or it gains a new bonus effect (at the GM’s
discretion).
Choose one other enchantment with a lower soul cost than this one and add its effect to the item. This still only counts as
tt
one enchantment.
Characters using the enchanted item add jj to the �irst check made using that item.
hh or d
On a failed check, the soul gem is still consumed.
The item gains an unintended magical effect that your character did not plan for. When the wielder of this item generates
hh or d on a check, the GM casts a random spell targeting the wielder. There is no check involved; the spell automatically
d
succeeds with s. Any spells that require characteristics for effects use the appropriate characteristic of your character.
The GM may add any number of effects to the spell based on the situation and the number of h or d rolled.
To begin the process, the enchanter must �irst Greater Soul Gem (Empty) 100 4
decide which weapon or set of armor they wish to Greater Soul Gem (Filled) 500 5
enchant. Equipment that is damaged or already has Petty Soul Gem (Empty) 50 3
another enchantment on it cannot be enchanted.
Petty Soul Gem (Filled) 100 4
While wearing armor with the Muf�le • The wearer deliberately expends the
enchantment, your character may remove a charge on an effect.
number of h from Stealth checks they make
equal to the enchanter’s ranks in Enchanting at • The armor suffers moderate damage (the
the time of enchantment. armor must be repaired before it can be
recharged.)
Soul required: Grand
• The armor is destroyed.
Reflection
• An attacker spends t on a combat check
Most warriors understand that no matter how well against the wearer to drain the charge.
trained they are, how impenetrable their defenses
may seem, one or two strikes may still get through.
In those cases, the re�lection enchantment causes
the harm in�licted to be directed back at the
T amriel is a continent �illed with diverse oppor-
tunities and a whole manner of dangers. In this
chapter are details for the factions that exist within
Tamriel, as well as rules for running your own fac-
tions and businesses.
Factions
The Fighters’ Guild
In addition, Guild members are able to make use Associate: A newcomer to the Guild. Their applica-
of the items and services available at the Guild Hall. tion has been accepted but they have not yet com-
Teachers may train them skills, the guild quarter- pleted any contracts. No services are offered to this
masters may repair and replace damaged or con- rank.
Apprentice: Awarded after successfully com- Guardian: Awarded to Warders who continue to
pleting their �irst contract. The lowest of�icial excel in their duties, often replacing their superiors
member rank. They may still bene�it from the ser- when their time comes to retire. The Guardian is
vices offered by the Guild. Outranked by all other the highest ranking member of a Fighters’ Guild
ranks but Associate. chapter, and assumes responsibility of the adminis-
trative duties involved in running it.
Swordsman: Awarded after successfully com-
pleting an additional three contracts. Swordsman Losing Rank
is the most common rank in the Guild, and is the
rank most members are comfortable to retain. While in general the Guild does not turn away
They possess some authority over the lower ranks, those with criminal pasts, those that regularly
but ultimately are the rank-and-�ile of the Guild’s break the law may see themselves stripped of their
�ighting force. rank and expelled from the guild. A character will
most likely be expelled if they conduct the fol-
Protector: Awarded to Swordsmen after demon- lowing without good reason:
strating considerable combat prowess and leader-
ship skills. Protectors are seen as the highest rank • Attacking a fellow member of the Guild
of the �ighting force, and hold authority over the
ranks of Swordsman and lower. Protectors may be • Abusing Guild services
tasked with supervising lower ranking members
on their early contracts and are entrusted with • Committing a serious crime, such as murder
keeping them safe.
• Obtaining an Infamy score of 3 or more
Warder: Awarded to Protectors that show persis-
tent dedication to the Guild, as well as noteworthy
people skills and management skills. The Warder
acts as the lieutenant and right-hand-man of the
Guardian, assisting in the more administrative side
of the guild. They may be called upon more spe-
cialist contracts, ones that would likely prove fatal
to the more inexperienced members.
The Mages Guild
invisible to the naked eye. Without potions or magic, diseases are still pos-
sible to treat, but doing so is much more dif�icult.
Diseases are a whole manner of af�lictions people Each disease has its own listed dif�iculty for
can suffer on their travels. Most of them are treating it, which progressively gets more dif�icult
mundane in nature and can be treated accordingly, as time passes. Treatment requires the use of a
such as tiny organisms that survive on the host, or Medicine check, and can only be done if the char-
a defect within the individual’s body. Other dis- acter has a medical pack or other appropriate item.
eases however are purely magical, and cannot be This treatment only works on mundane diseases;
treated without the use of magic. magical diseases cannot be cured through non-
magical means.
Becoming Infected The �inal option, assuming a disease is not fatal,
is to simply wait for the body’s natural immune
There are a number of ways a person can catch a
system to �ight off the disease. Doing so requires a
disease, the most common being through pro-
Resilience check at the start of each day, which
longed contact with an infected individual or crea-
gets increasingly dif�icult as the disease runs its
ture. Different diseases have different methods of
course. If the character survives, the disease dies
transmission which will be detailed later in the
off and the character is well again.
chapter.
Vampire Feeding
Vampires do not gain sustenance from food, vampire’s presence, the vampire must make a
drink, or rest as mortals do. Instead, they rely on successful Opposed Athletics or Brawl check.
consuming blood from living beings, particularly If successful, the vampire is able to overpower
the blood of man or mer. When a vampire feeds the victim and drain them of enough blood to
on a sapient being, they are able to fully recover feed themselves.
their Wounds and Strain. Feeding off of animals
is possible, but not nearly as nutritious for a Another option is simply to kill the intended
vampire. Doing so only recovers 2 wounds and 2 victim and drink from them while still fresh. So
strain. Vampires may feed once every 24 hours, long as the character has not been dead longer
so should choose their next meal carefully. than an hour, the vampire may feed from them
suf�iciently. A character must die of vampirism to
To feed off of a creature without their aware- become a vampire; killing them and drinking the
ness, the vampire must make a successful blood will leave them unable to return as a
Stealth vs Vigilance check while they are vampire.
asleep. Success leaves the vampire satiated, and
the victim none the wiser, save for waking grog- It should be noted that the process of feeding is
gily and with a signature bite wound in their not necessarily fatal, despite how horrifying the
neck. If the vampire wishes, they may choose to idea of it may seem to some mortals. It may be
infect the victim with vampirism. possible for a vampire to convince a trustworthy
mortal to allow them to feed off of them inde�i-
To feed off of a creature that is aware of the nitely to survive.
After 3 days have passed, on the third night the Werebeast (Nemesis)
infected character undergoes a long, agonizing
transformation into the werebeast, and the pre- c 6 p 1 g 2
vious symptoms are removed. While in werebeast
A terrifying creature; half man, half beast.
form, they are no longer in control of their own
actions and act on their primal instinct to hunt.
Once the transformation is complete, they roll 4 2 1 1 1 1
lll. Then, the GM spends the results on Table Brawn Agility Intellect Cunning Willpower Presence
4-1: Werebeast Events to determine what hap- Soak WT ST M/R Def.
pened during the character’s time as a werebeast.
The character must roll again each time they rest 5 22 10 0|0
for the night. If there is no result, then the char-
acter has been spared the transformation this Skills: Athletics: 3, Brawl: 4, Coordination: 3, Per-
night. While in werebeast form, the character ception: 4, Stealth: 3, Survival: 3, Vigilance: 1
uses the Werebeast pro�ile printed on this page. Talents: Berserk (Once per encounter, your char-
acter may use this talent. Until the end of the
Lycanthropy has a number of effects on the encounter or until they are incapacitated, your
character outside of their werebeast form. character adds saa to all melee combat checks
While infected with lycanthropy, and while not they make. However, opponents add s to all
in werebeast form, your character gains the fol- combat checks targeting your character. While
lowing effects: berserk, your character cannot make ranged
combat checks.), Adversary 2 (upgrade dif�iculty
• They gain the Supernatural ability (This crea- of all combat checks against this target twice)
ture reduces all damage it takes from physical Abilities: Pounce (Once per turn, while at short
attacks by half before applying soak.) range this adversary may perform the move
maneuver to engage a target as an incidental.),
• They increase their wound threshold by 2. Ominous Reputation (When an opponent targets
this adversary with a check, the opponent suffers 2
• They are immune to disease. strain.)
Equipment: Razor claws (Brawl;Damage 8; Crit-
• They add j to all Perception and Vigilance ical 2; Range [Engaged]; Vicious 3)
checks.
Your character wakes up in the middle of the wilderness a short distance away from where they rested.
Your character wakes up covered in the blood of an animal they killed.
hh or d
Nearby locals start to report sights of a terrifying creature stalking through the night. Add an additional l to Werebeast
Event rolls when resting in this area.
Your character wakes up covered in the blood of a person they killed. This could have lasting consequences in the local
hhh or d area.
Your character wakes up a great distance away from where they rested, alone and confused.
Your character kills several people during their transformation, creating a signi�icant investigation in the local area as to
the existence of a werewolf.
d
Your character encounters a patrol of town guards, soldiers, or other armed men that may attempt to slay the character.
The identity of the werewolf has been linked to your character. Gain 5 Infamy
Your character turns on their companions, entering a combat encounter with them.
dd
A group of dedicated hunters tracks down your character and enters combat with them.
Curing Vampirism Another cure discovered by wizards involves an
obscure ritual and the use of a �illed black soul gem.
Vampirism is a dangerous and sinister disease, and This of course means that in order to remove the
as such has not had much study in the way of a curse, a person must be sacri�iced and their soul
cure. By most, the disease is thought to be com- sent to the Soul Cairn.
pletely incurable, with the infected doomed to
roam Tamriel as an immortal, undead creature. Witches in the Iliac Bay region have reportedly
The most common treatment for vampires in discovered cures before, using certain alchemical
Tamriel is to simply let trained and dedicated ingredients mixed with the blood of an argonian.
vampire hunters to kill them. Whether or not this is true is up for debate, as the
method has yet to be properly tested.
Despite this, cures do exist, although their
incredible rarity places them in the realm of myth Regardless, if a vampire is cured of their af�lic-
and legend. The most straightforward known tion, their mortal form is restored, and any ill
method, though potentially the most hazardous, is effects suffered as a vampire are carried over. This
to make contact with the daedric Prince Molag Bal does mean that if a vampire has suffered wounds
himself; the creator of all vampires. If one can that would kill a mortal, they may die upon being
contact Molag Bal, he may, under exceptional cir- cured. Similarly, a vampire that is hundreds of
cumstance, offer to remove vampirism, often in years older than their race’s natural lifespan die
exchange for something bene�icial to him. The task instantly of old age after being cured.
or favor he proposes is almost always horrible and
sinister, and involves great pain and peril. Curing Lycanthropy
Similar to vampirism, lycanthropy is considered to
be a disease without cure. Most denizens
of Tamriel are content to deal with were-
beasts by sending dedicated hunters
after them to either kill them or drive
them far out of town.
breeds of guar, nix-oxen, and even the terrifying War Mount - 1,500 6
Wamasu (Rival) Equipment: Bite (Brawl; Damage 6; Critical 2;
Range [Engaged]; Pierce 2, Stun 3, Vicious 2),
Also known as the swamp dragon, a wamasu is an Lightning Breath (Resilience; Damage 7; Critical
enormous, quadrupedal reptile that resides within 3, Range [Short];
the depths of Black Marsh. While fairly common in
this province, their rarity outside of the Marsh has
lead to several myths and legends being created War Mount (Rival)
about the elusive and legendary beast. These crea-
tures are capable of using a natural lightning for Bigger, stronger, and hardier than their riding
hunting and defending themselves, and are often counterparts, these creatures are bred speci�ically
hunted by the most daring and skilled of argonians to endure the hardships of battle. Whether they are
for the resources they provide. Their thick hides the imposing dire wolves of the Gold Coast, the
make excellent protection from the elements and Banded Guar Chargers of Morrowind or the trained
even harm from weapons, while their bio-lumines- war horses of Cyrodiil, these creatures are able to
cent organs make for useful lanterns in the dark. stay loyal in the chaos of war.
Their bones are obsidian black and carry an elec-
trical charge that remains for several years after 4 3 1 1 1 1
the creature’s death. Brawn Agility Intellect Cunning Willpower Presence
Soak WT M/R Defense
5 2 1 1 1 1 4 14 0 0
Brawn Agility Intellect Cunning Willpower Presence
Soak WT M/R Defense Skills: Athletics 3, Brawl 1, Discipline 2, Resilience
6 16 0 0 3, Survival 2.
Talents: None
Skills: Athletics 3, Brawl 4, Perception 2, Resilience Abilities: Encumbrance Capacity 13, Silhouette 2
3, Survival 2. Equipment: Hooves, claws or teeth (Brawl;
Talents: None Damage 6; Critical 4; Range [Engaged]; Knock-
Abilities: Encumbrance Capacity 10, Silhouette 2 down), saddle.
Mount Equipment Table 4-3: Mount Equipment
Mounts are capable of wearing and carrying their Name Encum Cost Rarity
own equipment, making them better suited for Carrying Harness 0 50 1
certain situations. Cart - 300 2
Stagecoach - 1100 3
A set of straps and buckles �itted around the
mount, allowing bags and satchels to be attached
as needed. Stagecoach
While wearing a carrying harness, a mount Designed for carrying passengers rather than
may use its encumbrance capacity to carry cargo, the stagecoach resembles a cart in its basic
weapons, items, and gear. construction. A stagecoach usually has an enclosed
area for passengers to sit inside of and rest on long
Cart travels. Its slightly larger size sees it being pulled
by four horses instead of two, allowing it to reach
A four wheeled construction, the simplest of carts faster speeds.
features a wooden platform with four sides and an
Defense Armor
open top, capable of transporting passengers and
cargo. Typically pulled by horses, this construction
2 2 -1 0 0
Silhouette Max Speed Handling HT Threshold ST Threshold
makes carrying equipment and people over the
roads much easier. 4 4
Control Skill: Riding.
Defense Armor
2 1 -1 Complement: 1 driver, 1 guard.
0 0 Passenger Capacity: 6.
Silhouette Max Speed Handling HT Threshold ST Threshold
Encumbrance Capacity: 8.
4 4 Price/Rarity: 1,100/3.
important locations. Most commonly found in Another city in the same region 10
Mages Guild halls, as every hall has one, these Another city in the same province 25
circles provide near instantaneous travel across
An adjacent province 50
the continent for a small fee.
50 for each province
Across Tamriel between the circle and the
destination.
I n this chapter, you will �ind listed several pro�iles
for non-player characters that may be encoun-
tered across Tamriel. While some of them are spe-
Cliff Racer (Minion)
c 1 p 1 g 2
ci�ic to certain creatures and characters, many of
Cliff racers are small, winged reptilian creatures
them remain fairly open and generic, and can easily
commonly found across Vvardenfell and mainland
represent a character with a similar feel or theme.
Morrowind. Dangerous and highly aggressive, they
can swarm unsuspecting travelers at a moment’s
notice. They can see great distances and glide near
Creatures silently, their signature call shrieking out only
when they’re ready to strike.
Bear (Rival) 2 3 1 1 1 1
Brawn Agility Intellect Cunning Willpower Presence
c 5 p 1 g 1
Soak WT M/R Defense
These large, furry creatures are common all 2 5 0 0
throughout Tamriel. While very territorial, they
typically conserve their energy by only attacking Skills (group only): Brawl, Coordination, Percep-
prey they are certain to overpower and eat. They tion, Stealth, Survival, Vigilance.
usually dwell in caves, where they will spend a Talents: None.
good few months hibernating each year. Abilities: Flyer (This adversary can �ly).
Weapons: Beak (Brawl; Damage 4; Critical 3;
4 2 1 2 1 1 Range [Engaged]; Vicious 1).
Brawn Agility Intellect Cunning Willpower Presence
Soak WT M/R Defense
Dreugh (Rival)
4 17 0 0 c 2 p 1 g 2
Dreugh are aquatic, octopus-like creatures with
Skills: Athletics: 3, Brawl: 4, Perception: 2, Sur-
humanoid upper bodies and a pair of arms which
vival: 4, Vigilance: 4
end with long, clawed �ingers. For one year of their
Talents: None.
life, dreugh go through a transformation and
Abilities: Maul (When performing a melee attack
surface on the shores to hunt and breed. Though
against a target who is prone, treat the critical
usually intelligent, they become aggressive and
rating of the attack as 1.)
indiscriminate in their killing during this time,
Weapons: Teeth and Claws (Brawl; Damage 6;
using their claws and powerful lightning attacks to
Critical 3; Range [Engaged]; Knockdown, Vicious
kill their prey.
1).
3 2 1 2 1 1
Brawn Agility Intellect Cunning Willpower Presence
Soak WT M/R Defense
5 13 0 0
Skills: Athletics: 3, Brawl: 4, Perception: 2,
Resilience 3, Survival: 3, Vigilance: 1
Talents: None.
Abilities: Amphibious (This adversary may
breathe underwater and never suffers movement
penalties for traveling through water.)
Weapons: Claws (Brawl; Damage 5; Critical 3;
Range [Engaged]; Vicious 1), Lightning Strike
(Resilience; Damage 6; Critical 3; Range [Engaged];
Stun 4).
Giant Spider (Rival) Weapons: Horns and hooves (Brawl;Damage 9;
Critical 3; Range [Engaged]; Concussive 1, Knock-
c 4 p 1 g 2 down), Over-sized club (Melee (Heavy); Damage
9; Critical 3; Concussive 1, Disorient 2, Inaccurate
Usually found in caves, these giant, eight legged
1, Knockdown)
creatures ambush unsuspecting prey by spinning
webs in the dark, designed to capture and ensnare Minotaur Lord (Nemesis)
anyone that comes into contact with them. Some
giant spiders prefer to hunt, and are perfectly c 7 p 1 g 1
capable of leaping great distances and injecting These minotaurs are much bigger, tougher, and
their venom directly, or even spitting their venom deadlier than the minotaurs typically encountered.
at their prey. The Minotaur Lord is the biggest in a community of
minotaurs, and as such is the one who dominates
4 3 1 2 1 1 the structure of that society.
Brawn Agility Intellect Cunning Willpower Presence
Soak WT M/R Defense 4 2 1 2 1 1
5 13 0 0 Brawn Agility Intellect Cunning Willpower Presence
Soak WT ST M/R Defense
Skills: Brawl: 3, Coordination: 3, Perception: 4, 8 22 10 0 0
Stealth: 3, Survival: 2
Talents: None. Skills: Athletics: 3, Brawl: 4, Melee (Heavy) 4, Per-
Abilities: Pounce (Once per turn, while at short ception: 2, Survival: 4, Vigilance: 4
range this adversary may perform the move Talents: Adversary 2 (upgrade dif�iculty of all
maneuver to engage a target as an incidental. When combat checks against this by 2), Bullrush (When
they do this, they add aa to their next combat making a melee combat check after using a
check this turn), Skitter (This adversary may move maneuver to engage a target, they may spend
across walls, ceiling, and giant spider webs without aaa or t to knock the target prone and move
penalty.) them up to one range band away.
Weapons: Venomous Bite (Brawl; Damage 5; Crit- Abilities: Silhouette 2.
ical 3; Range [Engaged]; Burn 2, Pierce 3), Acid Weapons: Horns and hooves (Brawl;Damage 9;
Spit (Ranged; Damage 4; Critical 4; Range [Short]; Critical 3; Range [Engaged]; Concussive 1, Knock-
Burn 2, Pierce 3), Webbing (Ranged; Damage 1; down), Over-sized club (Melee (Heavy); Damage
Critical 6; Range [Short]; Ensnare 3). 9; Critical 3; Concussive 1, Disorient 2, Inaccurate
1, Knockdown).
Minotaur (Rival) Equipment: Medium Armor (+2 soak).
c 5 p 1 g 1
Enormous bipedal beasts, resembling half-man
half-bull creatures, minotaurs are a species of
beastfolk native to the province of Tamriel. Nobody
is certain of the origins of the minotaur, but many
scholars believe they can be traced back to the First
Era and the reign of St. Alessia. Minotaurs display a
limited intelligence, capable of fashioning tools,
weapons, and armor which they use to hunt.
4 2 1 2 1 1
Brawn Agility Intellect Cunning Willpower Presence
Soak WT M/R Defense
6 17 0 0
Skills: Athletics: 3, Brawl: 4, Melee (Heavy) 4, Per-
ception: 2, Survival: 4, Vigilance: 4
Talents: Adversary 1 (upgrade dif�iculty of all
combat checks against this by 1).
Abilities: Silhouette 2.
Skeever (Minion) Spriggan (Rival)
c 1 p 1 g 1 c 5 p 1 g 3
Little more to most than an oversized rat, the Spriggans are creatures that resemble female
skeever is a verminous rodent that can be found humanoids made entirely of intertwined branches
across Tamriel, but most commonly in Skyrim. and vines. Sometimes known as Nature’s
Alone they pose little threat, but in packs they can Guardians, they are often found protecting groves
easily overpower a hapless individual and quickly and glades, ambushing unaware travelers after
strip �lesh from bone with their sharp teeth. blending in with the plant life. Spriggans possess
unparalleled regenerative abilities, and can
1 2 1 3 1 1 summon animals from the forests to aid them
when they face danger. Spriggans possess some
Brawn Agility Intellect Cunning Willpower Presence
intelligence and even speak their own language,
Soak WT M/R Defense which those well studied can often use to calm
1 3 0 0 them from a frenzy.
c 2 p 1 g 2
Wolf (Minion)
While smaller than the giant spider, these vicious
pests are still considerably larger than common c 1 p 1 g 1
spiders found in barns and households. Roughly Wolves are medium sized canine creatures with
the size of a wolf, these spiders will quickly over- sharp claws, teeth, and a keen sense of smell. While
whelm prey by hunting in groups using their sharp most commonly found in Cyrodiil and Skyrim, they
fangs and paralyzing venom. have been seen roaming in each other province on
Tamriel. Although a single wolf is not much of a
2 3 1 3 1 1 threat to the average person, they hunt in packs
Brawn Agility Intellect Cunning Willpower Presence and can make short work of any prey if they’re
Soak WT M/R Defense
hungry enough.
2 5 1 1
2 3 1 3 1 1
Skills (group only): Brawl, Coordination, Percep- Brawn Agility Intellect Cunning Willpower Presence
tion, Stealth, Survival. Soak WT M/R Defense
Talents: None. 2 5 0 0
Abilities: Pounce (Once per turn, while at short
range this adversary may perform the move Skills (group only): Brawl, Coordination, Percep-
maneuver to engage a target as an incidental. When tion, Stealth, Survival.
they do this, they add aa to their next combat Talents: None.
check this turn), Silhouette 0, Skitter (This adver- Abilities: Pack Fighter (If this adversary makes a
sary may move across walls, ceiling, and giant successful combat check, the next ally making a
spider webs without penalty.) combat check against the same target during the
Weapons: Venomous Bite (Brawl; Damage 5; Crit- same round adds aa to the results).
ical 3; Range [Engaged]; Ensnare 3, Pierce 3). Weapons: Teeth and Claws (Brawl; Damage 4;
Critical 3; Range [Engaged]; Vicious 1).
Troll (Rival)
c 4 p 1 g 2
Common all throughout Tamriel in caves and
forests, trolls are three-eyed bipedal, fur-covered
beasts resembling apes in build and posture. Unin-
telligent and incredibly aggressive, these crea-
tures use their powerful arms to crush anything
and anyone that encroaches on their territory.
They have the ability to regenerate wounds suf-
fered rapidly, to the point where it has been known
for a dead troll to spring to life moments later.
4 3 1 2 1 1
Brawn Agility Intellect Cunning Willpower Presence
Soak WT M/R Defense
5 13 0 0
Skills: Athletics: 3, Brawl: 4, Percep-
tion: 2, Survival: 3, Vigilance: 1
Talents: None.
Abilities: Regeneration (at the
beginning of each of its turns, this
adversary recovers 3 wounds. This
ability has no effect if they took
damage from a �ire-based attack
before the start of their turn.)
Weapons: Claws (Brawl; Damage
Daedroth (Rival)
Daedra c 6 p 1 g 2
Clannfear (Rival) While originally a term used to describe daedra in
c 3 p 1 g 2 the singular form, Daedroth has come to be a label
for this speci�ic type of daedra. Resembling a tall,
The clannfear is a bipedal fearsome, reptilian crea- bipedal crocodile, they have long snouts and wide-
ture with sharp, curved talons and a large, bony open jaws �illed with dozens of jagged, sharp
crest adorning its head. These savage creatures teeth. What their razor claws and powerful jaw
charge their foe crest �irst with enough force to can’t �inish off, the torrents of �lame they can belch
crush bone, knocking them to the ground to evis- out surely will.
cerate them with their claws and short, curved
beak. 4 2 2 1 1 1
Brawn Agility Intellect Cunning Willpower Presence
3 2 1 2 1 1 Soak WT M/R Defense
Brawn Agility Intellect Cunning Willpower Presence 7 18 0 0
Soak WT M/R Defense
5 14 0 0 Skills: Athletics: 3, Brawl: 4, Perception: 2, Primary
Magic: 3, Vigilance: 1
Skills: Athletics: 3, Brawl: 4, Perception: 2, Sur- Talents: None.
vival: 3, Vigilance: 1 Abilities: Supernatural (When hit by a non-mag-
Talents: Reckless Charge (After using a ical attack, halve the damage this adversary takes
maneuver to move engage a target, this adver- before applying soak).
sary may suffer 2 strain to use this talent. They Weapons: Razor claws (Brawl; Damage 8; Critical
then add sshh to the results of the next Brawl, 2; Range [Engaged]; Vicious 3), Flame breath
Melee (Light), or Melee (Heavy) combat check they (Primary Magic; Damage 8; Critical 3; Range
make this turn.) [Short]; Blast 6, Burn 2).
Abilities: Supernatural (When hit by a non-mag-
ical attack, halve the damage this adversary takes Dremora Churl (Minion)
before applying soak). c 4 p 1 g 1
Weapons: Beak and Claws (Brawl; Damage 5;
Critical 3; Range [Engaged]; Vicious 1), Head Crest The dremora are a race of daedra most commonly
(Brawl; Damage 5; Critical 5; Range [Engaged]; found in service of Mehrunes Dagon, daedric
Disorient 2, Knockdown). Prince of destruction. They resemble elves with
dark red and black skin and a pair of long, curved
horns sprouting from their foreheads. Churl is the
lowest rank in dremora society, making up the
majority of their front line army.
3 2 2 2 2 1
Brawn Agility Intellect Cunning Willpower Presence
Soak WT M/R Defense
6 5 1 1
Skills (group only): Athletics, Discipline, Melee
(Light), Resilience, Vigilance
Talents: None.
Abilities: I Smell Weakness! (This adver-
sary adds +3 damage to attacks made
against characters under the effects of fear),
Supernatural (When hit by a non-magical
attack, halve the damage this adversary takes
before applying soak).
Weapons: Daedric Mace (Melee (Light);
Damage 5; Critical 4; Range [Engaged];
Breach 1, Disorient 2, Superior), or
Daedric Spear (Melee [Light]; Damage 5; Critical Skills: Coercion: 2, Knowledge (Oblivion): 2,
3; Range [Engaged]; Accurate 1, Breach 1, Supe- Primary Magic: 4,
rior). Talents: Adversary 1 (upgrade dif�iculty of all
Equipment: Daedric half-plate (+3 soak, +1 combat checks against this by 1), Adversary Spell-
defense, Reinforced). caster 2 (this adversary may cast 2 spells per
encounter without suffering any strain to do so).
Dremora Kynval (Rival) Abilities: I Smell Weakness! (This adversary adds
c 8 p 1 g 1 +3 damage to attacks made against characters
under the effects of fear), Supernatural (When hit
A single kynval is capable of making short work of by a non-magical attack, halve the damage this
an entire squad of soldiers if not prepared prop- adversary takes before applying soak).
erly. Their daedric armor is said to be impervious Spells: This adversary may use the Primary Magic
to all weaponry, and their own armaments are skill to cast the following spells: Attack, Barrier,
known to deal terrible damage to any mortal �lesh Conjure, Curse. They may add additional effects to
it rends. the spells as normal. In addition, when a spell uses
ranks of Knowledge (Aetherius) to determine
effects, this adversary instead uses their ranks in
4 3 2 2 3 1 Knowledge (Oblivion).
Brawn Agility Intellect Cunning Willpower Presence Equipment: Staff (when the this character casts a
Soak WT M/R Defense spell, the �irst Range effect they add doesn't
7 12 2 2 increase the dif�iculty. In addition, attack spells
cast by this character increase their base damage
Skills: Athletics: 2, Discipline: 1, Melee (Heavy): 2, by 4), Robes (+1 defense).
Melee (Light): 2, Ranged: 2, Resilience: 2, Vigilance:
2
Talents: Adversary 1 (upgrade dif�iculty of all
combat checks against this by 1).
Abilities: I Smell Weakness! (This adversary
adds +3 damage to attacks made
against characters under the effects of
fear), Supernatural (When hit by a non-
magical attack, halve the damage this
adversary takes before applying soak).
Weapons: Daedric Greatsword (Melee
(Heavy); Damage 8; Critical 2; Range
[Engaged]; Breach 1, Defensive 1, Supe-
rior, Unwieldy 3).
Equipment: Daedric Full
Plate (+3 soak, +2 defense,
Reinforced).
2 4 4 2 2 2
Brawn Agility Intellect Cunning Willpower Presence
Soak WT M/R Defense
2 15 1 1
Flame Atronach (Rival) 4 2 1 2 1 1
c 5 p 1 g 4 Brawn Agility Intellect Cunning Willpower Presence
1 2 3 1 1 1
Brawn Agility Intellect Cunning Willpower Presence
Soak WT M/R Defense
4 3 0 0
Brotherhood Initiate (Minion)
Guild Members c 2 p 1 g 1
Brotherhood Assassin (Rival) While new members of the Dark Brotherhood are
c 3 p 1 g 5 expected to have some level of competence in their
line of work already, they are often deployed in
The Dark Brotherhood is a clandestine organiza- small groups or alongside a more experienced
tion of highly skilled and ruthless assassins. assassin to increase their chance of success. Prefer-
Nobody can freely join the Brotherhood, the Broth- ring to stick to the shadows and kill indirectly, initi-
erhood must be the �irst to contact someone they ates tend to avoid direct combat and will only enter
wish to recruit. They carry out assassination con- combat if absolutely necessary.
tracts that are set by citizens performing the ritual
known as the Black Sacrament. Members of the 2 4 2 4 2 2
Dark Brotherhood revere Sithis, who represents
Brawn Agility Intellect Cunning Willpower Presence
chaos and the void, as well as their leader in spirit,
Soak WT M/R Defense
the Night Mother.
2 5 2 2
2 4 2 4 2 2 Skills (group only): Coordination, Deception,
Brawn Agility Intellect Cunning Willpower Presence
Melee, Skulduggery, Stealth, Streetwise, Vigilance.
Soak WT M/R Defense Talents: None.
2 10 2 2 Abilities: Elusive (as an action, this adversary
may perform a Hard (kkk) Stealth check. If suc-
Skills: Coordination: 3, Deception: 2, Melee cessful, the immediately leave the encounter).
(Light): 3, Skulduggery: 4, Stealth: 5, Streetwise: 3, Weapons: Steel dagger (Melee [Light]; Damage 3;
Vigilance: 1. Critical 2; Range [Engaged]; Pierce 2, Vicious 1).
Talents: Backstab (when attacking an unaware Equipment: Dark clothing (+2 defense, adds j
enemy, this adversary uses Skulduggery instead of to Stealth checks this character makes), night-
Melee (Light). If successful, each s adds +2 shade poison (When a character is af�licted with
damage instead of +1). nightshade poison, they must make a Hard (kkk)
Abilities: Elusive (as an action, this adversary may Resilience check. On a failure, the character loses
perform a Hard (kkk) Stealth check. If suc- their free maneuver until the end of the encounter
cessful, the immediately leave the encounter). and adds jj to all Brawn and Agility skill checks
Weapons: Ebony dagger (Melee [Light]; Damage they make).
3; Critical 2; Range [Engaged]; Pierce 2, Superior,
Vicious 1).
Equipment: Dark clothing (+2 defense,
adds j to Stealth checks this character
makes), nightshade poison (When a
character is af�licted with nightshade
poison, they must make a Hard (kkk)
Resilience check. On a failure, the
character loses their free maneuver
until the end of the encounter and adds
jj to all Brawn and Agility skill
checks they make).
Fighters Guild Recruit (Minion) Fighters Guild Swordsman (Rival)
c 2 p 1 g 1 c 3 p 1 g 2
The Fighters Guild is an organization of trained After successfully completing at least three con-
warriors funded by the Empire. They do not serve tracts for the Guild, a recruit gains the rank of
in a military, and remain neutral in all con�licts Swordsman. Swordsmen have proven themselves
across Tamriel. Instead, the Fighters Guild is hired capable of holding their own and are able to take
by citizens to carry out contracts that typically more challenging contracts for bigger rewards.
require the extermination of verminous pests, such Their skills are greater than those of the recruits,
as giant rats, cliff races, or mountain lions in the and they become a force to be reckoned with, espe-
basement. Able to hold their own against these cially with the access to better equipment they are
beasts, Guild recruits usually operate in small allowed. During times of great crisis, swordsmen of
groups, looking out for one another until they earn the Fighters Guild were even deployed to �ight back
more experience in the �ield. against invading daedric forces.
3 2 2 2 2 1 3 3 2 2 2 2
Brawn Agility Intellect Cunning Willpower Presence Brawn Agility Intellect Cunning Willpower Presence
Soak WT M/R Defense Soak WT M/R Defense
5 5 1 1 5 11 1 1
Skills (group only): Athletics, Discipline, Melee Skills: Athletics: 2, Discipline: 1, Knowledge
(Heavy), Melee (Light), Ranged, Resilience, (Oblivion): 3, Melee (Heavy): 2, Melee (Light): 2,
Vigilance. Ranged: 2, Resilience: 2, Vigilance: 2.
Talents: None. Talents: Improved Daedra Slayer (before making
Abilities: None. a combat check against a daedric, undead, or lycan
Weapons: Steel longsword (Melee [Heavy]; enemy, this adversary may remove up to 3 j to
Damage 6; Critical 2; Range [Engaged]; Accurate 1, add an equal number of s or a to the result. In
Defensive 1, Pierce 1), or steel hunting bow addition, attacks made against these enemies
(Ranged; Damage 7; Critical 3; Range [Medium]). increase the Vicious quality by 3).
Equipment: Steel half-plate (+2 soak, +1 Abilities: Monster Slayer (when hit by a physical
defense), health potion. attack from a daedric, undead, or lycan adversary,
treat this adversary’s soak as 2 higher).
Weapons: Steel greataxe (Melee [Heavy];
Damage 7; Critical 3; Range [Engaged]; Cumber-
some 3, Vicious 3) and silver sword (Melee
[Light]; Damage 5; Critical 2; Range [Engaged];
Defensive 1; ignores effects of the Supernatural
ability), or steel hunting bow (Ranged; Damage 7;
Critical 3; Range [Medium]).
Equipment: Steel half-plate (+2 soak, +1
defense), health potion, cure disease potion.
Mages Guild Evoker (Rival) Mages Guild Initiate (Minion)
c 3 p 1 g 3 c 1 p 1 g 2
Driven by the pursuit of knowledge and the under- Reaching a greater understanding of magic is a
standing of magic, members of the Mages Guild long, tedious process. Before one can start to sling
spend years of their life tirelessly studying the around the most complex of spells, they must �irst
intricacies of magicka and how to harness it. Those intimately understand the steps necessary to
who have attended Guild lessons for quite some prepare spells. Initiates have only a handful of very
time and have proven themselves adept at spell- basic spells under their belt and are as such treated
casting earn the rank of Evoker, and are sometimes more like students than fully �ledged mages,
expected to teach their fellow initiates what they expected to study and learn in their classes.
know.
1 2 3 2 2 2
1 2 4 2 2 2 Brawn Agility Intellect Cunning Willpower Presence
Brawn Agility Intellect Cunning Willpower Presence Soak WT M/R Defense
Soak WT M/R Defense 1 3 1 1
1 10 1 1
Skills (group only): Alchemy, Enchanting, Knowl-
Skills: Alchemy: 2, Enchanting: 1, Knowledge edge (Aetherius), Knowledge (Oblivion), Primary
(Aetherius): 4, Knowledge (Oblivion): 3, Primary Magic.
Magic: 4, Secondary Magic: 2 Talents: None
Talents: Adversary Spellcaster 2 (this adversary Abilities: Eager to Help (when assisting another
may cast 2 spells per encounter without suffering character’s magic check, that character adds auto-
any strain to do so). matic a to the check for each minion in the group
Abilities: None. beyond the �irst. This is in addition to the normal
Spells: This adversary may use the Primary Magic bene�its of assistance.
skill to cast the following spells: Attack, Barrier, Weapons: Firebolt (Ranged; Damage 6; Critical 3;
Conjure. They may use the Secondary Magic skill Range [Medium], Burn 2), silver dagger (Melee
to cast the following spells: Augment, Heal, [Light]; Damage 2; Critical 2; Range [Engaged];
Dispel. They may add additional effects to the Pierce 2, Vicious 1; ignore effects of Supernatural
spells as normal. ability).
Weapons: Silver sword (Melee [Light]; Damage 3;
Critical 2; Range [Engaged]; Defensive 1; ignore
effects of Supernatural ability).
Equipment: Staff (when the this character casts a
spell, the �irst Range effect they add doesn't
increase the dif�iculty. In addition, attack spells
cast by this character increase their base damage
by 4), Robes (+1 defense).
Thieves Guild Fence (Rival) Skills (group only): Coordination, Deception,
Melee, Skulduggery, Stealth, Streetwise, Vigilance.
c 2 p 4 g 5 Talents: None
Abilities: Elusive (as an action, this adversary may
Many merchants hold a personal moral code, and
perform a Hard (kkk) Stealth check. If suc-
will not partake in the trade of stolen goods. The
cessful, the immediately leave the encounter).
fence, however, has no such qualms. After a long
Equipment: Dark clothing (+2 defense, adds j
night of burglary and theft, thieves return to the
to Stealth checks this character makes), thieves’
fence who will purchase the stolen goods from
tools (add a to Skulduggery checks this character
them, using the Guild’s own funds. They will then
makes to open locks), backpack, rope with grap-
send these goods across Tamriel, convincing shop
pling hook.
owners they are legal and legitimate, and sell them
for money. While they rarely make a pro�it and
usually just about break even, this leaves the fence
Thieves Guild Prowler (Rival)
with a clean source of money, and pins the blame of c 3 p 1 g 5
a stolen item on an unsuspecting individual.
More experienced than the footpads of the Guild, a
prowler knows the ins and outs of the city, always
2 2 2 4 2 4 �inding the best entrances and exits to a building,
Brawn Agility Intellect Cunning Willpower Presence and always �inding the best hiding spot in town.
Soak WT M/R Defense After a busy day of burgling, the prowler can expect
2 5 0 0 to make a tidy sum from the Guild fence.
2 3 2 3 2 2
Brawn Agility Intellect Cunning Willpower Presence
Soak WT M/R Defense
2 5 2 2
Military
Captain (Rival)
c 7 p 2 g 3
Accompanying his troops on the battle-
�ield, the captain is a shining example of
lead from the front. While generals and
tacticians coordinate battles from
behind the front line or even well away
from the �ield of war itself, the captain is
there in the midst of the clashing of
armies, commanding his brothers in arms
to victory. Whether on foot or on horseback,
the captain is a fearless rallying beacon.
4 3 2 2 3 2
Brawn Agility Intellect Cunning Willpower Presence
Soak WT M/R Defense
6 12 2 2
Skills: Athletics: 2, Discipline: 2, Knowledge (War-
fare): 3, Leadership: 3, Melee (Heavy): 4, Melee
(Light): 4, Ranged: 2, Resilience: 2, Riding: 3, Vigi- Cavalier (Minion)
lance: 2
Talents: Adversary 1 (upgrade dif�iculty of all c 2 p 1 g 1
combat checks against this by 1), Field Com-
The clash of sword and shield on the front line of
mander (this adversary may make an Average
battle is only one part of a war. Providing fast
(kk) Leadership check. If successful, 2 allies may
moving and heavy hitting support, the cavalier is a
immediately suffer 1 strain to perform one out of
soldier mounted on the back of a fast steed typi-
turn maneuver).
cally armed with a long weapon like a lance. A
Abilities: Tactical Direction (This adversary may
common tactic among cavalry is to circle around
spend a maneuver to direct one friendly minion
enemy forces while they engage with foot soldiers,
group within medium range. That group may
charging through their ranks from the side or
immediately perform a maneuver as an out-of-turn
behind to avoid trampling their own allies.
incidental or add j to the next check they make).
Weapons: Steel sword (Melee [Light]; Damage 6;
Critical 2; Range [Engaged]; Defensive 1) and steel 3 3 2 2 2 1
shield (Melee [Light]; Damage 3; Critical 6; Range Brawn Agility Intellect Cunning Willpower Presence
[Engaged]; Defensive 1, De�lection 1, Inaccurate 1, Soak WT M/R Defense
Knockdown), or steel longsword (Melee [Heavy]; 5 5 0 0
Damage 6; Critical 2; Range [Engaged]; Defensive
1, Pierce 1), or steel hunting bow (Ranged;
Skills (group only): Athletics, Discipline, Melee
Damage 7; Critical 3; Range [Medium]; Unwieldy
(Heavy), Resilience, Riding, Vigilance.
2).
Talents: None.
Equipment: Steel full plate (+2 soak, +2 defense),
Abilities: Cavalry Charge (if this adversary uses a
war mount with horse armor.
maneuver to allow their mount to move, the a cost
to activate the Knockdown quality is reduced by 1
(to a minimum of 1).
Weapons: Lance (Melee [Heavy]; Damage 7; Crit-
ical 3; Range [Engaged]; Cumbersome 5, Knock-
down, Unwieldy 5; The Cumbersome and Unwieldy
qualities do not apply while the character is riding
a mount).
Equipment: Steel chainmail (+2 soak), riding
beast with horse armor.
General (Nemesis) to 10 allies may immediately suffer 1 strain to
perform one out of turn maneuver. Additionally,
c 8 p 5 g 6 the adversary may spend t to allow one ally to
suffer 1 strain to perform an action, instead of a
Distinguished and experienced through many
maneuver).
years of warfare, the general has the skill, courage,
Abilities: Rally the Troops (Once per encounter,
and tactical mind to lead entire legions of troops
this adversary may spend a Story Point to immedi-
into war successfully. While he typically does not
ately end the effect of fear on all allies in the
place himself at the front of the battle, knowing his
encounter), Loyal Followers (Once per round
brilliant tactical mind would be wasted there, he is
when this adversary is targeted by a combat check,
by no means incompetent when it comes to
they may choose one ally within short range, and
combat. Usually donning brilliant, gilded armor to
the attack then targets the ally instead of this
mark his importance and inspire his troops, the
adversary.),Tactical Direction (This adversary
sight of the general on the battle�ield is enough to
may spend a maneuver to direct one friendly
rally even the most shaken of soldiers.
minion group within medium range. That group
may immediately perform a maneuver as an out-of-
2 2 2 3 3 5 turn incidental or add j to the next check they
Brawn Agility Intellect Cunning Willpower Presence make).
Soak WT ST M/R Defense Weapons: Steel sword (Melee [Light]; Damage 4;
4 14 13 2 2 Critical 2; Range [Engaged]; Defensive 1) and steel
shield (Melee [Light]; Damage 2; Critical 6; Range
[Engaged]; Defensive 1, De�lection 1, Inaccurate 1,
Skills: Athletics: 2, Coercion: 2, Discipline: 2,
Knockdown), or steel longsword (Melee [Heavy];
Knowledge (Warfare): 4, Leadership: 3, Melee
Damage 5; Critical 2; Range [Engaged]; Defensive
(Heavy): 4, Melee (Light): 4, Ranged: 2, Resilience:
1, Pierce 1), or steel hunting bow (Ranged;
2, Riding: 3, Vigilance: 2
Damage 7; Critical 3; Range [Medium]; Unwieldy
Talents: Adversary 2 (upgrade dif�iculty of all
2).
combat checks against this by 2), Improved Field
Equipment: Gilded steel full plate (+2 soak, +2
Commander (this adversary may make an
defense, add j to Charm, Negotiation, and Leader-
Average (kk) Leadership check. If successful, up
ship checks), war mount with horse armor.
Physician (Rival)
c 1 p 2 g 3
While typically healers practiced in restoration
magic would be tasked with treating the wounded
from battle, sometimes they may not be available,
or a general may not be willing to risk losing
them on the �ield of battle. In these cases, physi-
cians and medics are ready to tend to their
injured comrades with more mundane methods.
1 2 3 2 2 2
Brawn Agility Intellect Cunning Willpower Presence
Soak WT M/R Defense
2 9 0 0
Skills: Alchemy: 2, Cool: 2, Discipline: 2, Leader-
ship: 1, Medicine: 4, Melee: 1
Talents: Surgeon 2 (when making Medicine
checks to heal wounds, heals 2 additional wounds).
Abilities: None.
Weapons: Steel dagger (Melee [Light]; Damage 2;
Critical 2; Range [Engaged]; Pierce 2, Vicious 1).
Equipment: Leather armor (+1 soak), medical
Militia (Minion) kit (allows Medicine checks to heal wounds
without penalty), 2 health potions, cure disease
c 1 p 1 g 1 potion.
In times of great crisis, when enough well-trained Sailor (Minion)
men and women aren’t available to defend a region
from invasion, volunteers or conscripts may be c 1 p 1 g 1
needed to take up arms to defend their home.
Armed with only the cheapest and most basic of For a ship to remain operational, it needs a crew.
martial equipment, with enough numbers and Whether they are steering the ship, manning the
�ighting spirit, even volunteer civilian militia can gun, or doing repairs, sailors are �it, active, and
put up a �ight. always on the move to keep a ship a�loat during
battle. Each of them usually carries a weapon in the
event of enemy boarding action
2 2 2 2 2 2
Brawn Agility Intellect Cunning Willpower Presence
2 3 2 2 2 1
Soak WT M/R Defense
Brawn Agility Intellect Cunning Willpower Presence
3 5 0 0 Soak WT M/R Defense
5 5 1 1
Skills (group only): Athletics, Melee [Light],
Resilience.
Talents: None. Skills (group only): Athletics, Operating, Percep-
Abilities: For my Home! (When �ighting in a city, tion, Ranged, Vigilance
town, village, or other location this adversary could Talents: None.
consider their home, they add j to all Discipline Abilities: Teamwork (when performing manual
checks). repairs on a vehicle, the vehicle recovers an addi-
Weapons: Iron spear (Melee [Light]; Damage 5; tional hull trauma and system strain for each sailor
Critical 3; Range [Engaged]; Accurate 1, Inferior, in the minion group).
Pierce 1) and iron shield (Melee [Light]; Damage Weapons: Steel sword (Melee [Light]; Damage 4;
2; Critical 6; Range [Engaged]; Defensive 1, De�lec- Critical 2; Range [Engaged]; Defensive 1).
tion 1, Inaccurate 1, Inferior, Knockdown), or iron Equipment: Naval uniform.
sword (Melee [Light]; Damage 4; Critical 2; Range
[Engaged]; Defensive 1, Inferior ).
Equipment: Leather armor (+1 soak).
Scout (Minion) may immediately perform a maneuver as an out-of-
turn incidental or add j to the next check they
c 2 p 1 g 3 make.)
Weapons: Steel dagger (Melee [Light]; Damage 3;
Lightly armored and light on their feet, scouts
Critical 2; Range [Engaged]; Pierce 2, Vicious 1).
move quickly across territories to observe the
Equipment: Naval uniform, captain’s hat (add
layout of a potential battle�ield, or sneak behind
enemy lines to inform their general what they may j to all social checks when interacting with crew),
large sailing ship.
be up against in an upcoming skirmish.
Soldier (Minion)
2 4 2 4 2 2 c 2 p 1 g 1
Brawn Agility Intellect Cunning Willpower Presence
Soak WT M/R Defense Wars are fought and won by the bravest and
3 5 1 1 strongest men and women their armies have to
offer. Forming the backbone of every military force,
the soldier is a well-armed, well-armored and well-
Skills (group only): Cool, Perception, Ranged,
trained �ighter, willing to follow orders and, if nec-
Stealth, Survival, Vigilance
essary, give their lives to defend their home.
Talents: None.
Abilities: Reconnaissance (when an ally within
short range makes a Knowledge (Warfare) or Per- 3 3 2 2 3 1
ception check to recall or obtain information on an Brawn Agility Intellect Cunning Willpower Presence
enemy, such as defenses or troop moments, etc., Soak WT M/R Defense
they add aa to the result). 5 5 1 1
Weapons: Steel sword (Melee [Light]; Damage 4;
Critical 2; Range [Engaged]; Defensive 1) and steel
Skills (group only): Athletics, Discipline, Melee
hunting bow (Ranged; Damage 7; Critical 3; Range
(Heavy), Melee (Light), Ranged, Resilience, Vigi-
[Medium]; Unwieldy 2).
lance
Equipment: Reinforced leather (+1 soak, +1
Talents: None.
defense), rations, province map.
Abilities: Hold the Line (when in a minion group
Ship Captain (Rival) of three or more, this adversary gains +2 melee
defense. In addition, characters engaged with a
c 2 p 3 g 5 minion group of three or more must spend 2
maneuvers to disengage).
Standing proud upon the bridge of a ship, the
Weapons: Steel sword (Melee [Light]; Damage 5;
captain provides direction and coordination for
Critical 2; Range [Engaged]; Defensive 1) and steel
their crew. A good captain knows their crew inti-
shield (Melee [Light]; Damage 3; Critical 6; Range
mately, and knows best how to push them into
[Engaged]; Defensive 1, De�lection 1, Inaccurate 1,
keeping a ship up and running. They are often stern
Knockdown), or steel hunting bow (Ranged;
and strict to keep their crew in line, but never
Damage 7; Critical 3; Range [Medium];
unfair, lest they risk a mutiny.
Unwieldy 2).
Equipment: Steel half plate (+2
2 2 2 2 3 3 soak, +1 defense).
Brawn Agility Intellect Cunning Willpower Presence
Soak WT M/R Defense
2 10 0 0
Skills: Athletics: 2, Coercion: 2, Discipline: 3,
Leadership: 4, Operating: 4, Perception: 2,
Ranged: 3, Survival: 4, Vigilance: 1.
Talents: Coordinated Assault 3 (once per
turn, may spend a maneuver to add a to the
results of all combat checks made by �ive allies
within long range until the end of this charac-
ter’s next turn).
Abilities: Tactical Direction (This adversary
may spend a maneuver to direct one friendly
minion group within medium range. That group
War Mage (Rival) Skills: Brawl: 1, Discipline: 3, Mechanics: 4, Negoti-
ation: 3, Resilience: 2.
c 3 p 1 g 4 Talents: None.
Abilities: Professional Standards (when making
Magic has many uses, including warfare. Those
a check to craft an item, this adversary may
particularly skilled in the art of destruction magic
increase the cost of crafting by 200 to reduce the
may lend their services to military forces, enlisting
dif�iculty by 1 (to a minimum of Simple (-). They
as a war mage. Deployed sparingly, the war mage
may do this multiple times).
make an excellent support alongside rank-and-�ile
Equipment: Artisan’s tools (adds j to crafting
infantry, but can rarely stand up to the chaos of
checks to create items).
battle alone.
Enchanter (Rival)
1 2 3 2 2 2 c 1 p 2 g 2
Brawn Agility Intellect Cunning Willpower Presence
Soak WT M/R Defense The art of infusing weapons and armor with
1 15 0 0 magical energy has been practiced by many over
thousands of years. Notoriously dif�icult to learn,
only a select few can truly say they have mastered
Skills: Alchemy: 2, Charm: 2, Coercion: 2, Disci-
the art of enchanting. Because of the training and
pline: 3, Knowledge (Aetherius): 4, Primary Magic:
years of study required, the services of an
4.
enchanter do not come cheap.
Talents: Adversary 1 (upgrade dif�iculty of all
combat checks against this by 1), Battle Casting
(does not add j to magic skill checks for wearing 1 2 3 2 2 2
heavy armor (armor with +2 soak or higher), using Brawn Agility Intellect Cunning Willpower Presence
a shield, or not having at least one hand free). Soak WT M/R Defense
Abilities: None. 1 9 0 0
Spells: This adversary may use the Primary Magic
skill to cast the following spells: Attack, Augment,
Skills: Alchemy: 2, Charm: 2, Coercion: 2, Enchant-
Barrier. They may add additional effects to the
ing: 4, Knowledge (Aetherius): 4, Negotiation: 3,
spells as normal.
Perception: 2, Vigilance: 3
Weapons: Steel dagger (Melee [Light]; Damage 3;
Talents: None.
Critical 2; Range [Engaged]; Pierce 2, Vicious 1).
Abilities: Professional Standards (when making
Equipment: Staff (when the this character casts a
a check to enchant an item, this adversary may
spell, the �irst Range effect they add doesn't
increase the cost of enchanting by 200 to reduce
increase the dif�iculty. In addition, attack spells
the dif�iculty by 1 (to a minimum of Simple (-).
cast by this character increase their base damage
They may do this multiple times).
by 4), Steel chainmail (+2 soak).
Equipment: Enchanting table
2 2 2 2 2 2
Brawn Agility Intellect Cunning Willpower Presence
Soak WT M/R Defense
3 5 0 0
Skills (group only): Athletics, Brawl, Mechanics,
Resilience.
Draugr (Minion) Abilities: Unrelenting Force (as an action, this
adversary may choose a target within Short range
c 3 p 1 g 3 and make an Average (kk) Discipline check. If
successful, the chosen target and any characters
No one is entirely certain why these servants of the
engaged with them are pushed back one range
Dragon Priests of old are cursed to roam their
band and knocked prone. This adversary may
tombs. Some believe they were cursed as punish-
spend aaa to disarm all affected targets),
ment for feasting on one another after becoming
Supernatural (When hit by a non-magical attack,
trapped on Solstheim, while others believe they
halve the damage this adversary takes before
were cursed by Dragons after the humans’ betrayal
applying soak), Undead (This adversary does not
during the Dragon War. The draugr are ancient
need to breathe, eat, or drink, and can survive in a
nord warriors’ souls trapped inside their withered
vacuum and underwater. They are immune to
bodies, still carrying the weapons and armor they
poisons and toxins).
fell in.
Weapons: Ancient Nord Greataxe (Melee
[Heavy]; Damage 7; Critical 3; Range [Engaged];
3 2 2 1 2 1 Cumbersome 3, Inferior, Vicious 3), or Ancient
Brawn Agility Intellect Cunning Willpower Presence Nord hunting bow (Ranged; Damage 7; Critical 3;
Soak WT M/R Defense Inferior).
6 6 1 1 Equipment: Ancient Nord full-plate (+2 soak, +2
defense).
Skills (group only): Athletics, Discipline, Melee
(Heavy), Ranged, Resilience, Vigilance.
Ghost (Minion)
Talents: None. c 3 p 1 g 3
Abilities: Supernatural (When hit by a non-mag-
ical attack, halve the damage this adversary takes Upon death, not all spirits are able to freely travel
before applying soak), Undead (This adversary to their afterlife. Usually if the person has un�in-
does not need to breathe, eat, or drink, and can ished business, their soul remains on Nirn in the
survive in a vacuum and underwater. They are form of a ghost. While some ghosts are seen as
immune to poisons and toxins). translucent humanoid �igures, capable of per-
Weapons: Ancient Nord longsword (Melee ceiving and interacting with the world around
[Heavy]; Damage 6; Critical 2; Range [Engaged]; them, others are much more formless. These
Defensive 1, Inferior, Pierce 1), or Ancient Nord ghosts generally wander around as vengeful
hunting bow (Ranged; Damage 7; Critical 3; Infe- spirits, angered at the world, enacting their wrath
rior). on any unlucky enough to encounter them. Ghosts
Equipment: Ancient Nord half-plate (+2 soak, +1 tend to attack with cold, biting magic, said to drain
defense). the very life force from their victims.
2 1 5 2 4 1
Brawn Agility Intellect Cunning Willpower Presence
Soak WT ST M/R Defense
4 14 17 1 1
Skills: Alchemy: 2, Coercion: 4, Discipline: 3,
Enchanting: 2, Knowledge (Aetherius): 4,
Knowledge (Oblivion): 4, Perception: 3,
Primary Magic: 5, Secondary Magic: 4, Street-
wise: 3, Tertiary Magic: 4, Vigilance: 3
Talents: Adversary 2 (upgrade dif�iculty of all
combat checks against this by 2), Adversary
Spellcaster 3 (this adversary may cast 3 spells per
encounter without suffering any strain to do so).
Brilliant Casting (when casting a spell may spend
one Story Point to use this talent to add Advantage
equal to your character’s ranks in Knowledge to the
results).
Abilities: Supernatural (when hit by a non-
magical attack, halve the damage this
adversary takes before applying soak),
True Sight (this adversary can see
through any illusion, including invisi-
bility), Undead (this adversary does not
need to breathe, eat, or drink, and can
survive in a vacuum and underwater.
They are immune to poisons and toxins).
Spells: This adversary may use the
Primary Magic skill to cast the following
spells: Attack, Conjure, Curse. They may
use the Secondary Magic skill to cast the fol-
lowing spells: Augment, Barrier, Dispel,
Manipulate. They may add additional effects
to the spells as normal.
Equipment: Staff (when the this character
casts a spell, the �irst Range effect they add doesn't
increase the dif�iculty. In addition, attack spells
cast by this character increase their base damage
by 4), steel half-plate (+2 soak, +1 defense).
Vampire (Rival)
c 3 p 5 g 9
Vampirism to most is a terrible curse
from the daedric Prince Molag Bal.
Forced to live an eternity of blood lust as
a horrifying monster, vampires are seen
by the majority of Tamriel as a vermin that
must be exterminated, for one bite is all it
takes to spread further. Vampires them-
selves often see this curse as a gift, as it
grants them power outside the reach of
mortals. Having to feast on the blood of
their fellow man is a small price to pay for
immortality. While some strains of vam-
pirism are more easily hidden than others,
vampires are noticeable by their pale,
white skin and sunken deep-red eyes.
3 4 3 3 3 3
Brawn Agility Intellect Cunning Willpower Presence
Skeleton (Minion) Soak WT M/R Defense
c 2 p 1 g 3 4 14 1 1
Reanimated by necromancy, skeletons are long Skills: Charm: 3, Cool: 2, Coordination: 3, Decep-
dead people who have been reformed to �ight tion: 4, Knowledge (Nirn): 1, Melee (Light): 3, Skul-
beyond the grave. While they possess no spirit or duggery: 4, Stealth: 5, Streetwise: 3, Vigilance: 1
consciousness of the person they were in life, they Talents: Adversary 1 (upgrade dif�iculty of all
seem to retain some basic ability, such as being combat checks against this by 1), Lucky Strike
able to use a weapon. Their lack of �lesh makes (this adversary may spend a Story Point to add 4
them resistant to most forms of weapon, requiring damage to one hit of a successful attack).
that a person destroy their bodies with blunt, Abilities: Supernatural (When hit by a non-mag-
heavy weaponry. ical attack, halve the damage this adversary takes
before applying soak), Undead (This adversary
2 2 1 1 1 1 does not need to breathe, eat, or drink, and can
Brawn Agility Intellect Cunning Willpower Presence survive in a vacuum and underwater. They are
immune to poisons and toxins), Vampiric Com-
pulsion (this adversary adds jj to social checks
Soak WT M/R Defense
3 5 0 0 against characters that are not resistant to magic
and are not aware the adversary is a vampire).
Skills (group only): Athletics, Melee (Heavy), Spells: This adversary may use the Primary Magic
Melee (Light), Ranged, Resilience. skill to cast the following spells: Attack, Manipu-
Talents: None. late, Mask. They may add additional effects to the
Abilities: No Flesh (this adversary halves all spell as normal.
damage it takes before applying soak, unless the Weapons: Steel sword (Melee [Light]; Damage 5;
damage was dealt by a blunt weapon [such as a Critical 2; Range [Engaged]; Defensive 1) and steel
hammer, mace, or quarterstaff]), Undead (This dagger (Melee [Light]; Damage 4; Critical 2; Range
adversary does not need to breathe, eat, or drink, [Engaged]; Pierce 2, Vicious 1), and steel hand
and can survive in a vacuum and underwater. They crossbow (Ranged; Damage 6; Critical 3; Range
are immune to poisons and toxins). [Short]; Accurate 1, Pierce 1).
Weapons: Iron axe (Melee [Light]; Damage 5; Crit- Equipment: Reinforced leather armor (+1 soak,
ical 3; Range [Engaged]; Inferior, Vicious 1) and +1 defense), tailored suit, mask.
iron shield (Melee [Light]; Damage 2; Critical 6;
Range [Engaged]; Defensive 1, De�lection 1, Inaccu-
rate 1, Knockdown), or iron hunting bow
(Ranged; Damage 7; Critical 3; Range [Medium];
Inferior).
Equipment: Leather armor (+1 soak).
Zombie (Minion) Skills (group only): Coercion, Melee (Heavy),
Melee (Light), Ranged, Resilience, Streetwise
c 2 p 1 g 3 Talents: None.
Abilities: None.
Similar to skeletons, zombies are the reanimated
Weapons: Iron axe (Melee [Light]; Damage 6; Crit-
corpses of people long gone. Slow, lumbering and
ical 3; Range [Engaged]; Inferior, Vicious 1) and
awkward, zombies lack the dexterity of capacity to
iron shield (Melee [Light]; Damage 3; Critical 6;
use tools or weapons. For necromancers, their sim-
Range [Engaged]; Defensive 1, De�lection 1, Inaccu-
plistic nature and ability to shrug off most forms of
rate 1, Inferior, Knockdown), or iron hunting bow
damage makes them a useful pawn to �ight battles
(Ranged; Damage 7; Critical 3; Range [Medium];
for them. As is to be expected with most dead
Inferior, Unwieldy 2).
bodies, zombies are rife with disease; merely a
Equipment: Leather armor (+1 soak).
scratch or a bite from one of these undead car-
casses may be enough to in�lict an unfortunate
victim with something vile. Bandit Chief (Rival)
c 2 p 1 g 3
2 2 1 1 1 1 While not following any kind of strict ranking
Brawn Agility Intellect Cunning Willpower Presence
structure or hierarchy, each group of bandits
Soak WT M/R Defense usually has one bigger, tougher, and meaner than
5 7 0 0 the rest who bosses them around. The chief
decides who or what gets hit next, carefully screens
Skills (group only): Brawl, Resilience who is friend or foe, and helps himself to the
Talents: None. biggest share of the loot.
Abilities: Shambling Horde (If there are two or
more adversaries in this minion group, characters 3 3 2 2 2 1
engaged with this adversary must spend 2 maneu-
Brawn Agility Intellect Cunning Willpower Presence
vers to disengage. In addition, when making a
Soak WT M/R Defense
Brawl combat check, this adversary adds +2
damage for each minion in the group beyond the 5 5 2 2
�irst), Undead (This adversary does not need to
breathe, eat, or drink, and can survive in a vacuum Skills: Athletics: 2, Brawl: 2, Coercion: 3, Disci-
and underwater. They are immune to poisons and pline: 1, Melee (Heavy): 2, Melee (Light): 2,
toxins). Ranged: 2, Resilience: 3, Skulduggery: 3, Street-
Weapons: Teeth and �ists (Brawl; Damage 2; Crit- wise: 2, Vigilance: 2
ical 3; Range [Engaged]; Ensnare 2, Knockdown). Talents: Adversary 1 (upgrade dif�iculty of all
combat checks against this by 1).
Abilities: Ring Leader (other bandits in this
Underworld adversary’s presence add a to all checks they
make).
Weapons: Iron greatsword (Melee [Heavy];
Bandit (Minion) Damage 7; Critical 2; Range [Engaged]; Defensive
c 1 p 1 g 2 1, Inferior, Pierce 2, Unwieldy 3), or iron longbow
(Ranged; Damage 8; Critical 3; Range [Long]; Infe-
The life of honest work isn’t for everyone. Either rior, Unwieldy 3).
through inability to �ind it, or unwillingness to Equipment: Iron plate armor (+2 soak, +2
engage in it, several individuals reject the more defense).
honest, comfortable lifestyles in favor of a life of
crime. Bandits often operate in groups or gangs,
patrolling roads to ambush unsuspecting travelers
and merchants to rob them of their goods. Occa-
sionally, larger, more violent bandit clans may
decide to raid villages or small towns, stealing and
killing as necessary.
3 2 2 2 2 1
Brawn Agility Intellect Cunning Willpower Presence
Soak WT M/R Defense
4 5 0 0
Beast Hunter (Rival) Cultist (Minion)
c 7 p 1 g 3 c 3 p 1 g 1
Tamriel is full of abominations that are much Several cults exist across Tamriel, most often
tougher to kill than any old animal; werewolves, devoted to daedric Princes, such as Vaermina’s
vampires, daedra. While the Fighters Guild ends up Supernal Dreamers cult or Dagon’s Mythic Dawn
dealing with these threats, sometimes there are cult. These cultists are fanatically devoted to their
cases where a beast is so powerful, and so skilled leaders, believing they have been promised great
that only a person that has trained to �ight their power in exchange for their services as a servant of
kind for years stands a chance. Beast hunters are their leader. Cultists often make ritual sacri�ices to
specialists to the extreme, taking the best skills and their revered, and have no issue giving their lives to
equipment into a battle against supernatural serve their masters.
abominations.
2 2 2 2 2 2
4 3 2 2 3 1 Brawn Agility Intellect Cunning Willpower Presence
Brawn Agility Intellect Cunning Willpower Presence Soak WT M/R Defense
Soak WT M/R Defense 2 5 1 1
6 12 2 2
Skills (group only): Discipline, Knowledge
Skills: Athletics: 2, Cool: 3, Coordination: 3, Disci- (Oblivion), Primary Magic, Vigilance
pline: 1, Knowledge (Oblivion): 5, Melee (Heavy): Talents: None.
4, Melee (Light): 4, Ranged: 2, Resilience: 2, Stealth: Abilities: Daedric Augment (as an action, this
1, Vigilance: 2 adversary may make a Hard (kkk) Knowledge
Talents: Adversary 2 (upgrade dif�iculty of all (Oblivion) check. If successful, until the end of the
combat checks against this by 1), Supreme encounter, their weapons are treated as if they
Daedra Slayer (before making a combat check were Daedric.
against a daedric, undead, or lycan enemy, this Weapons: Frost bolt (Primary Magic; Damage 6;
adversary may remove up to 4 j to add an equal Critical 3; Range [Medium]; Ensnare 2), Steel
number of s or a to the result. In addition, dagger (Melee [Light]; Damage 3; Critical 2; Range
attacks made against these enemies increase the [Engaged]; Pierce 2, Vicious 1).
Vicious quality by 4 and deal an additional 4 Equipment: Robes
damage). (+1 defense).
Abilities: Hunter’s Knowledge (at the beginning
of an encounter, this adversary may make a Hard
(kkk) Knowledge (Oblivion) check. If suc-
cessful, they choose one daedric, undead, or lycan
adversary in the encounter. If successful, all
attacks against the chosen adversary have their
ability upgraded until the end of the encounter).
Weapons: Silver greatsword (Melee [Heavy];
Damage 8; Critical 2; Range [Engaged]; Defensive
1, Pierce 2, Unwieldy 3; ignores the effect of the
Supernatural ability), silver longsword
(Melee [Heavy]; Damage 7; Critical 2;
Range [Engaged]; Defensive 1, Pierce 1;
ignores the effect of the Supernat-
ural ability), and silver hand
crossbow (Ranged; Damage 6;
Critical 3; Range [Short];
Accurate 1, Pierce 1).
Equipment: Steel plate
armor (+2 soak, +2
defense).
Cultist Leader (Rival) Necromancer (Rival)
c 5 p 1 g 2 c 5 p 1 g 2
Each cult is usually headed by a leader, who Necromancers are powerful mages that utilize the
arranges and performs the appropriate offerings to conjuration school of magic to manipulate the
their masters. Their job is to speak to and for their dead. They can often be found far removed from
chosen patron, and relay those orders to their fol- societies honing their skills, as many cities ban the
lowers, ensuring the exact will of the master is practice outright. While alone they don’t put up
enacted. much of a �ight, they are almost always accompa-
nied by their undead allies.
2 2 2 2 2 2
Brawn Agility Intellect Cunning Willpower Presence 1 2 4 2 2 2
Soak WT M/R Defense Brawn Agility Intellect Cunning Willpower Presence
2 10 1 1 Soak WT M/R Defense
2 10 1 1
Skills: Coercion: 2, Discipline: 3, Knowledge
(Oblivion): 4, Primary Magic: 3, Vigilance: 1 Skills: Discipline: 2, Knowledge (Aetherius): 4,
Talents: Adversary Spellcaster 1 (this adversary Knowledge (Oblivion): 4, Primary Magic: 3, Vigi-
may cast 1 spell per encounter without suffering lance: 2
any strain to do so), Dark Secrets (Before making Talents: Adversary Spellcaster 2 (this adversary
a magic check, this adversary may add s to the may cast 2 spell per encounter without suffering
results up to 4 times. For each time they do this, any strain to do so), Improved Signature Spell
they suffer 1 wound). (when this adversary casts the Conjure spell with
Abilities: Daedric Augment (as an action, this only the Additional Summon and Summon Ally
adversary may make a Hard (kkk) Knowledge effects, they reduce the dif�iculty to cast the spell
(Oblivion) check. If successful, until the end of the by 2).
encounter, their weapons are treated as if they Abilities: Master of the Dead (as an action, this
were Daedric. adversary may target up to 5 dead adversaries in
Spells: This adversary may use the Primary Magic their presence and make a Hard (kkk) Primary
skill to cast the following spells: Attack, Conjure, Magic check. If successful, the chosen adversaries
Curse. They may add additional effects to the are reanimated as a single minion group using the
spells as normal. In addition, when a spell uses Zombie adversary pro�ile [found on page 104]).
ranks of Knowledge (Aetherius) to determine Spells: This adversary may use the Primary Magic
effects, this adversary instead uses their ranks in skill to cast the following spells: Attack, Barrier,
Knowledge (Oblivion). Conjure. They may add additional effects to the
Weapons: Frost bolt (Primary Magic; Damage 6; spells as normal.
Critical 3; Range [Medium]; Ensnare 2), Steel Weapons: Frost bolt (Primary Magic; Damage 6;
dagger (Melee [Light]; Damage 3; Critical 2; Range Critical 3; Range [Medium]; Ensnare 2), Steel
[Engaged]; Pierce 2, Vicious 1). dagger (Melee [Light]; Damage 3; Critical 2; Range
Equipment: Staff (when the this character casts a [Engaged]; Pierce 2, Vicious 1).
spell, the �irst Range effect they add doesn't Equipment: Staff (when the this character casts a
increase the dif�iculty. In addition, attack spells spell, the �irst Range effect they add doesn't
cast by this character increase their base increase the dif�iculty. In addition, attack spells
damage by 4), Robes (+1 defense). cast by this character increase their base damage
by 4), Robes (+1 defense).